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Problem running ghost++

Posted: Thu Nov 15, 2018 8:29 pm
by Frotty
Hi @uakf.b ,

I am trying to run my own bot for testing. I use https://github.com/uakfdotb/ghostpp
It compiled fine and joins the battle.net correctly. I can also host lobbies, which I can join, but:
-> I always am re-downloading the map, even if it is already present and
-> After I have downloaded another copy of the map, I get kicked from the lobby


I have tried various maps, even the default wormwar.cfg with all the same result.

Duplicate maps:
https://i.imgur.com/KAzu4fo.png

Log:

Code: Select all

[QUEUED: Europe] Loading config file [waterTD_v1.4.w3x].
[MAP] loading MPQ file [/home/ghost/ghostpp/maps/waterTD_v1.4.w3x]
[MAP] calculated map_size = 237 194 7 0
[MAP] calculated map_info = 199 139 174 107
[MAP] calculated map_crc = 247 216 194 48
[MAP] calculated map_sha1 = 27 21 193 213 163 221 16 185 42 138 51 191 13 97 30 55 16 179 180 55
[MAP] calculated map_options = 96
[MAP] calculated map_width = 96 0
[MAP] calculated map_height = 96 0
[MAP] calculated map_numplayers = 6
[MAP] calculated map_numteams = 2
[MAP] calculated map_slot1 = 0 255 0 0 0 0 1 1 100
[MAP] calculated map_slot2 = 0 255 0 0 0 3 1 1 100
[MAP] calculated map_slot3 = 0 255 0 0 0 4 1 1 100
[MAP] calculated map_slot4 = 0 255 0 0 0 5 1 1 100
[MAP] calculated map_slot5 = 0 255 0 0 0 6 1 1 100
[MAP] calculated map_slot6 = 0 255 2 1 1 11 4 1 100
[LOCAL: Europe] [Frotty] !priv watest
[BNET: Europe] admin [Frotty] sent command [!priv watest]
[GHOST] creating game [watest]
[GAME: watest] loading IP blacklist file [/home/ghost/ghostpp/ipblacklist.txt]
[GAME: watest] loaded 636 lines from IP blacklist file
[GAME: watest] attempting to bind to all available addresses
[GAME: watest] listening on port 6112
[QUEUED: Europe] Creating private game [watest] started by [Frotty].
[GameThread] Made new game thread
[GAME: watest] votestart expired
[GAME: watest] player [Frotty|---] joined the game
[GAME: watest] map download started for player [Frotty]
[GAME: watest] map download finished for player [Frotty] in 0.5 seconds
[GAME: watest] [Local]: Player [Frotty] downloaded the map in 0.5 seconds (1005.5 KB/sec).
[GAME: watest] deleting player [Frotty]: has left the game voluntarily


Any help would be appreciated.

Re: Problem running ghost++

Posted: Fri Nov 16, 2018 10:08 pm
by Unitil
Hi @Frotty

Sorry didn't get to test this earlier, but here is the mapcfg that works for ENT Gaming, and should help you with your bot as well. Simply create/add the following to your mapcfg for this map and it will use the defined values.

Code: Select all

 map_size = 237 194 7 0
 map_info = 199 139 174 107
 map_crc = 178 150 207 182
 map_sha1 = 192 141 88 135 72 10 241 63 4 157 53 250 134 56 25 53 126 57 179 2
 map_options = 96
 map_width = 96 0
 map_height = 96 0
 map_numplayers = 6
 map_numteams = 2
 map_slot1 = 0 255 0 0 0 0 1 1 100
 map_slot2 = 0 255 0 0 0 3 1 1 100
 map_slot3 = 0 255 0 0 0 4 1 1 100
 map_slot4 = 0 255 0 0 0 5 1 1 100
 map_slot5 = 0 255 0 0 0 6 1 1 100
 map_slot6 = 0 255 2 1 1 11 4 1 100


Hopefully that helps.

Re: Problem running ghost++

Posted: Sat Nov 17, 2018 7:43 pm
by Frotty
@Unitil thanks for your efforts.
I appreciate the mapcfg, but of course it's not really a solution because I want to use my bot to host test versions of my map.
Anyway, the only thing that differs seem to be the crc and sha1 hash, which makes sense since the bot doesn't detect me having the map.
Do you (or @uakf.b) have any idea what could cause this hash difference?
I even deployed a new server with the exact specs given in the readme (ubuntu 16.04 with the exact packages) and it had the same issue :/
The only idea that comes to my mind is that the map is different once I uploaded it to my server, or it's some encoding/linefeed issue between win/unix.

Re: Problem running ghost++

Posted: Sat Nov 17, 2018 8:03 pm
by Frotty
Ok it's solved! My common.j differed slightly (lf, eof nl or something) because it has been edited and wasn't original out of the casc.
Now it produces the same hashes.

Re: Problem running ghost++

Posted: Sun Nov 18, 2018 5:43 am
by Unitil
Processing.