Biocross Server Management System
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In addition:
There’s a “gamedata creator” by Lancer Solurus,
which works pretty well.
(Not sure if it’s already hosted here) -
This is a whole different kind of GAMEDATA no more text files as Biocross doesn’t use them any more - it uses a refined and quicker XML format.
You may now download my GAMEDATA2XML program now, includes an added test XML button for the purposes of the beta! No documentation but you should figure it out - if you can’t or find it fairly difficult let me know and I’ll write a tutorial for you guys good luck, and I really hope this converter makes the job of converting your GAMEDATA to Biocross easier!
http://www.redhazard.spacialhosting.com/Biosoft GAMEDATA2XML/Biosoft GAMEDATA2XML Setup.msiYou will need the latest .NET Framework 3.5 from Microsoft’s Web Site: http://www.microsoft.com/downloads/details.aspx?FamilyId=333325FD-AE52-4E35-B531-508D977D32A6&displaylang=en
No validation is required so no WGA sniffing your arse
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Just finished a new feature to do with the player editor and the tabbed searches - it’s a fairly simple feature… that involves naming your search tabs!
In case your wondering “there are more damn sith on the server than that” these are just a select few of the servers fl files I’ve copied over for testing purposes
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Supports as many numbers as your willing to hold - your intial load will take a long time generating the XML Cache but after that things SHOULD go smoothly as it syncs from then on - if IONCross can do it this can, however because its got so many more features your memory and cpu usage may rise a little :S
But if your willing to let me test the program on your server we can find out how well it handles these players any time you like (no FL files will be touched or written to - just a simple read and cache)
Perhaps we could set up a benchmark to see if IFSO is faster - Sushi is convinced Biocross is faster by a long shot after it’s initially loaded, especially the advanced search page.
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In my opinion, the simple fact Biocross is actively supported while IFSO isn’t is already a big plus in the former’s favor
Just curious, have you heard of that Plasma operator? Another guy’s building that up over at FLC.
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Supports as many numbers as your willing to hold - your intial load will take a long time generating the XML Cache but after that things SHOULD go smoothly as it syncs from then on - if IONCross can do it this can, however because its got so many more features your memory and cpu usage may rise a little :S
But if your willing to let me test the program on your server we can find out how well it handles these players any time you like (no FL files will be touched or written to - just a simple read and cache)
Perhaps we could set up a benchmark to see if IFSO is faster - Sushi is convinced Biocross is faster by a long shot after it’s initially loaded, especially the advanced search page.
Sure, why not
The problem with Ioncross is that it
a) cannot read fl char files that are already decrypted (our flcharadmin tool does that plus FLHook has the ability to deactivate charfile encryption completely and we use that)
b) it does not support more than 20 000 player files i thinkThough we still use Ioncross for its excellent restart flserver capability.
Implement a good working restart capability and you’ve won for us hehe -
Though we still use Ioncross for its excellent restart flserver capability.
Implement a good working restart capability and you’ve won for us heheYeah the restart function of IFSO and the “ensure FL server is running” functions are the main reason why i’m running it.
IFSO still has some bugs specialy on in the banning menu thats why i try to run other tools doing IFSO jobs.@Hazard: Good work as far as i can see, keep the good work. To me it looks like u’re doing the best Server Manager we have ever seen in the FL community.
Regards
Mind -
Any of you had chance to try out any GAMEDATA conversions really need some feedback
Mine so far cannot read already decrypted files - however I’ll code an alternate subroutine which can be turned on and off by a check box - for example if you know ALL of your FL files are already decoded you check that box - would only work if ALL were decoded first…
OMG that gives me an IDEA!
lmao
Biocross can do it on it’s initial load, that way FLDecode wouldn’t even be needed at all and could make edits soo much easier… and that way I can be sure ALL files are decoded!
You guys are great really get my brain going on a journey lmao
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Well, encoded FL files are useful because they’re supposed to be faster to parse for FL
Just out of curiosity, can’t you do like FL probably does? Read the first four characters to see if it’s FLS1, in which case you know you have an encoded .fl file?
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Still you could argue that the decoding time will waste cpu power which may be more expensive than reading the unencrypted ini out of the cached file system memory.
Of course that gets ugly when your char database is very large (like ours), in that case you need a lot of ram (that we have :P)
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Looking at what I know about parsing, decoding a file is longer the larger the file is; thus, the encoded files, being smaller, should require less looping through each character and less unnecessary overhead (working with bytes VS Strings) than unencoded files.
Whether the file is encoded or not, the game/controller still has to parse them into memory
(Of course, this assumes an empty memory where each .fl file must be read from disk)I definitely think FL doesn’t preload all the characters… It most likely reads the file when the player tries to intiate login. And it’s there that parsing an encoded file takes less time. It should actually be the same with any server operator…
But it’s late, maybe I’m not thinking exactly straight
EDIT: Oh and hey, I always wanted to ask: Why Biocross? ;D
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A most awesome operator. I applaud you.
I’ve seen IFSO to load with 22.000 chars once on our server, when the playerDB got screwed by an old backup restore that made it be 22k players in size. Either way, it’s way too slow to handle that many chars. It took nearly 10 minutes to load with our Current CPU, which is an [email protected]. But given the fact that IFSO was written on VB6, such a performance was to be expected.
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When Biocross starts it will check all FL files (takes mere seconds) to see if they need decoding if they do then decode them (takes mere milliseconds) - you would be surprised how quick it runs, even for 30,000 players and over.
The reason for the speed is because it places all the files it already has decoded into a list and never does them again so once the first 30,000 are done, any new player after that is just added to the list one file at a time.
As for the name I always thought Iron was rigid and unchangeable whereas Bio as in biological represents evolution and change…
so thats how it came about.
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Yes it will be
Will all of you be willing to wait a fairly long time (Depending on player count - just over 2 minutes for 291 player files, it came back at 135 seconds) this is on a single core 3.2GHz with 2GB Ram so it may be faster for many of the high performance servers out there.
so it supports 20,000 just not that quick - however after that you will NEVER have to do it again - as from then on it just syncs with your fl files updating old ones and creating new ones (which if you do often enough is only about 20 - 30 a time)
You may run IFSO and your FLServer in the background however you may experience some kind of lag (34% CPU Usage on my single core 3.2GHz) - theres a simple CPU monitor on screen at the point of XML Generation. Once the Gamedata creation finishes you can and MUST close IFSO before Biocross can take control. Also I’m off on holiday for the weekend so I can’t answer any questions until Monday - sorry guys