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XMQP server is broken? And some questions.


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Hi,

 

Just so you know, since tonight, the XMQP features don't work for me anymore (no sixth sense icon next to my name in the players panel). Tonight, the XMQP server simply dropped all the connections (with a "low memory" reason as observed using Wireshark), but right now, it accepts the connections, but never sends any messages (so the exchange name is never known, and sending messages from client raise an exception). EDIT: it's fixed now.

 

I also have a few questions:

  • does the server only forward known messages (those in xmqp_events.EVENTS) or does it also forwards unknown messages? I'd like to extend the XMQP feature, but if the new messages my script sends are not forwarded, I won't be able to test :(
  • does the server makes sure the messages are only forwarded to teammates? If so, does it verify that each connected XMQP client actually belong to the team they said they belong to? For instance, if my script sends sensitive information, I don't want the enemies to be able to receive them using a specially crafted XVM client.
  • is anyone working on the suggested features described there? I'd like to try implementing the arty stuffs, but if someone else is already doing it, I'd rather not waste my time.

Thanks.

Edited by Tey
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Hi,

 

does the server only forward known messages (those in xmqp_events.EVENTS) or does it also forwards unknown messages? I'd like to extend the XMQP feature, but if the new messages my script sends are not forwarded, I won't be able to test :(

XMQP is an experimental service and we do not filter unknown messages at this stage. But in future there are possible some restrictions to prevent usage of service in undesirable ways. So if you're want to implement your own feature via XMQP, we recommend you to create a pull request with your code to XVM repository. This way we'll able to include it into main XVM releases which will available for all XVM users and we'll make all needed changes on server side to prevent filtering of your messages in future.

 

does the server makes sure the messages are only forwarded to teammates? If so, does it verify that each connected XMQP client actually belong to the team they said they belong to? For instance, if my script sends sensitive information, I don't want the enemies to be able to receive them using a specially crafted XVM client.

Of course, yes.

 

is anyone working on the suggested features described there? I'd like to try implementing the arty stuffs, but if someone else is already doing it, I'd rather not waste my time.

Which exactly features do you mean? We appreciate any help, so please just let us know which of them you're want to implement and our devs will tell your current status of development of those features.

 

Thanks for your interest.

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Thanks for your answers, I'll follow your advice.

 

Which exactly features do you mean? We appreciate any help, so please just let us know which of them you're want to implement and our devs will tell your current status of development of those features.

 

Oops sorry, I've just realized I linked to the wrong thread. The proper thread is this one where some XMQP features are being discussed. I'm interested in developing the arty parts, like showing on the minimap when ally arties are reloading (and maybe for how long), where they are spotting and when/where they are shooting (I believe these features will be added by WG sooner or later anyway).

 

I can't read Russian, so I can only rely on the poor Google translation to understand that thread content, and I'm not sure if seriych is working on these features or only suggesting them. Also, I've only developed a few Python mod for WoT so far, but never played with the AS/SWF part. I guess it's only a matter of using the proper tools, but it's gonna take some time, so if someone else is already working on that, I'll just wait patiently  :ok:

 

EDIT: looks like someone is actually working on that, so I'll just follow the progresses from the thread he used.

Edited by Tey
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