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Re: Started Development :)

Posted: Thu Nov 10, 2016 05:02 UTC
by TheMightyDude
Rincewind wrote:Sounds like it's a good idea then, I guess, to recode the whole game. Use all the goodies of the new PHP eh? :)
Well I am "hoping" to use all the good stuff.
Its been a while since I have even touched PHP, so I am hoping that some of the +15 years I have worked on BNT has stuck LOL.
Rincewind wrote:I will be waiting patiently then, playing a very unpopulated game atm, practicing my trading/building skills and remembering all the old tactics! But keep us posted on the progress!
Well it will take a while for me to do it, you will be surprised how much code is in this game, but I was thinking of setting up a development blog etc.

And on top of having bad days and Hospital appointments, so this will take a while.

Re: Started Development :)

Posted: Thu Nov 10, 2016 05:48 UTC
by Rincewind
Hearing about your health problems makes me realise how lucky I am to be in good health! (knock on wood)

I know there's a lot of code, last time I looked I think something around 80k lines of code... that's insanely a lot for 1 man. That's why I think setting up a GitHub account just for BNT and outline some development plan, write guidelines for pull requests etc. would be helpful. So anyone who wants to jump in and play with the current code can easily do so.

You never know, there may even be someone who knows something about BNT code and is willing to help out.

GitHub also comes with a free Wiki, I'd be happy to write guides for the game on that.

Re: Started Development :)

Posted: Thu Nov 10, 2016 07:46 UTC
by TheMightyDude
Well a very basic Blog set up :P

Its nothing special and only took me 30 mins to setup, but at least it will allow me to post what I am working on or even post YouTube Videos showing off stuff etc.

The Blog also works on my Android Smart Phone LOL.

Re: Started Development :)

Posted: Thu Nov 10, 2016 09:46 UTC
by Rincewind
Great work, captain! :D

*thumbsup*

Development Update :)

Posted: Mon Dec 26, 2016 22:30 UTC
by TheMightyDude
Just a quick update on the development...

Sorry I have not been around, but I have been looking into a way to cache database records, I am currently playing about with tmpfs (basically a ram drive with a fixed partition size of 1GB) which seems to be working rather well so far.

More info on the development blog, this route may not please a lot of people that would of liked to run this version of the game "when its completed", due to it will require root access to the server to setup the tmpfs partition, which might also become a security issue if used on host serving multiple sites, like webhosting's etc.

This security issue is that everyone can access the tmpfs partition, so each webhost will be able read and write to that partition, which isn't good. I am looking into ways to reduce the issue like setting owner rights to the partition or encrypting the data, sadly the encryption route will add latency into reading and writing data to the tmpfs partition.

But at least its a start :)

Re: Started Development :)

Posted: Thu Jan 26, 2017 06:29 UTC
by TheMightyDude
Well time for another update...

Well tmpfs didn't pan out plus I wasn't happy with the security side of it :evil: , so I am for now falling back to MySQL's built in caching.

Haven't felt like coding for a week :( , so everything was put on hold.

Also seems that the JSON Serialization code that I wrote a couple of weeks ago had issues on everything apart from Windows, so I had to start the serialization code from scratch.

I ended up using the built in version which is very limited and can only serialize basic variable types that are wrapped in a class.

This was very frustrating at first but I think I have that partly done, so I can now send requests from the client to the server using a JSON formatted string, so the next part will be to add JSON Deserialize code to handle the response data from the server.

So once that's all done I should be able to have the client login into a very basic sandbox :)

Development update :)

Posted: Fri Feb 03, 2017 08:14 UTC
by TheMightyDude
Well, just a very quick update about the client side progress ...

I have now got a very basic windows client framework done that does requests using the normal HTTP Requests using POST and GET over a SSL/TLS 1.2 (RSA 2048 bit Key) encrypted connection using HTTPS so everything is encrypted.
All requests will use the above way to send and all responses are in the form of a JSON string.

I have already done a test app which does a basic login that works great, so we are getting somewhere at last :)

I have modularized everything making it easier to access and update stuff, it also makes it cleaner :)

Now the question is how well this will work with a very large response where the browsers just gave up and broke :P

Development update :)

Posted: Sat Mar 11, 2017 20:24 UTC
by TheMightyDude
Just a quick post saying I have updated the Dev Blog Section.

I will also try and add some updates every Monday or every second Monday with what I am working on at the time.

Please also be aware this new development is also a learning curve for me so there maybe times I have had to restart parts due to hitting a brick wall.

There is a link to the dev blog in my sig.

Development update :)

Posted: Thu Mar 16, 2017 09:35 UTC
by TheMightyDude
Just a little update.

Well the Server Network Code is about 75% complete and the Client Network Code is about 60%, so it now handles multiple connections fine, just need to code in the extraction of completed messages for both Client and Server, and then the sending of the messages and then the Networking Side "should" be done.

Once that is all completed I will be stress testing the server to see how many connection it can handle at the same time, using Unity's NetworkTransport LLAPI (Low Level API) I managed to get it up to 1024 connections but had to stop due to my CPU was under load running 64 client test apps which each opened 16 connections.

I am hoping it will get above 5K connections, so that I have a limit I know it can handle.

Re: Started Development :)

Posted: Sun Apr 09, 2017 16:16 UTC
by Altcointrain
After reading this it appears a new version of BNT is in the works.

Is this a correct assumption? If yes, Is there an estimated time to release the new version?

I am asking because I attempted to install version 0.663 and my host support was helping me install and refused to proceed due to the errors in the script.

"It seems that this script is suffering from numerous issues.

1) It sends incorrect headers which causes it not to show up in browsers (claims to send gzipped data, while it is not)

2.1) PHP errors: Call to a member function MoveNext() on boolean in /home/alt10000/public_html/games/fader.php on line 56

2.2) Non-static method ADODB_Session::write() should not be called statically in Unknown on line 0

2.3) various other PHP errors

3) While having a quick glance over the script to see if we can remedy the issues, we noticed extremely hazardous practice regarding so called "global variables" which leads to security issues. (example of careless programming practices: https://www.exploit-db.com/exploits/38311/ )


At this time it was not possible to get the script trivially working and it is of quality which I cannot recommend."

If a new version is 3-4 months out I may hire a programmer to review this version and try to debug it. Please let me know.