#so is this something some people would
1 messages · Page 1 of 1 (latest)
hum not sure what is a2s so i guess i dont use it
ah, how do you fetch the names and platform?
its a mod that does an http post to my bot
gotcha, fair, low key was hoping a2s has player names now
This would be neat
This is very cool
how big can this message get? I think webhooks are limited to 2k characters
doesnt use webhooks, bot is in the discord server i can give you github bacon if you want to check
I was thinking of mods that can talk to external servers, apis and databases and I wonder the privacy and possibly security implications
i'll keep this simple for now, but i guess ye there is quite a lot of ways to mess with this (for now)
@fathom zinc
why do you want to report ?
doesn’t this pull ips?
hum i should be able to retrieve server ip, but like anyone connecting to any server
¯_(ツ)_/¯
its an embed so from what i understand it goes up to 6k
no it works'ish' for my need, going public needs quite some work
no
how do you detect from which country those players are connected?
you see he cant use IP because mods cant see IPs
so USSR faction flag is just russia? 
yes 😄 ill use custom ones some day for now only fia is custom
Very interested in this! Would love to be able to use it for our group to track stuff like attendance etc
send player list to a discord channel
ill try to give more infos and access this weekend if i have enough time
Hi everyone so if you are interested in trying this out you need to do 3 things ->
-
add the bot to your discord and give it write access to the channel you'll want to use for this
(link to add the bot -> https://discord.com/api/oauth2/authorize?client_id=1101970805069451274&permissions=11280&scope=bot this add the bot with Send/Manage Channels and Send/Manage message permissions) -
configure your arma server to use this mod
5D3CCC039449D1C8 -
you MUST add infos to your arma server config in the
missionHeaderpart that is in thegamePropertiessection.
"missionHeader": {
"DPL_DiscordChannelName": "(required) title of the channel on discord",
"DPL_DiscordMessageTitle": "(optional) title of the message",
"DPL_DiscordChannelId": "(required) id of the discord channel (right click on the channel and copy the identifier)",
"DPL_ServerIp": "(optional) here you can set the ip:port that will appear in the message"
}```
You can see an usage example of this missionHeader in the documentation (click on 'show example configuration' button) <https://community.bistudio.com/wiki/Arma_Reforger:Server_Config#Example>
Consider this nothing more than an alpha test, no promises, but the only issue i expect is some very small desync (a couple minutes) between title and msg in peak hours (discord api seems wonky at certain hour, we'll see how it goes 😄 ).
Tried putting the mod id in, wasn’t working
wdym ? mod dont dl ? or discord channel is not updated ?
Sorry should of been spacific, it would say game destroyed in my web console when I added the ID in my file for the game server
hum 'game destroyed' is very wide error, i cant say its related to my mod since it works for 4 of my team servers without issues
Could I get a pic of how you have it setup in the config file?
Yeah that’s all it said for me when I added it in :/
{
"modId": "5D3CCC039449D1C8",
"name": "DiscordBotPlayerList"
},```
"fastValidation": true,
"serverMaxViewDistance": "3000",
"battlEye": false,
"networkViewDistance": "1000",
"serverMinGrassDistance": "100",
"disableThirdPerson": true,
"VONDisableUI": false,
"VONDisableDirectSpeechUI": false,
"missionHeader": {
"DPL_DiscordChannelName": "mydiscordchannelname",
"DPL_DiscordMessageTitle": "my msg title",
"DPL_DiscordChannelId": "xxx",
"DPL_ServerIp": "xxx:xxx"
}
},```
that's not an error, just a message that the server is shut down
the error will be before this message
how do you handle discord rate limits?
am far from it for now but there is logic for this in the library that i use
ah so I guess the bot sends requests to your API which then sends it to Discord?
mod sends to my bot that send to discord
ye ive gone very overkill with redis and rabbitmq, the rabbit msg is consumed in ~40ms 😄 discord calls are threaded and can fail i dont think its that much of an issue to have some fails that result in desync sometimes (and i cant really do shit if discord api sometimes take more than 10s for no reason)
did this to learn more .net and rabbit stuff, next step is to use mini kube or microk8s to have a scalable 'publisher' (the container that receive mod call and publish in rabbit) if there is too much traffic and then apply same stuff with consumers if rabbit queue start to stack
what does redis do?
you can retry an update if it fails
but for the purposes of this mod its not worth the effort
yes i think ill implement the retry with the rate limit callback that the library offer and thats it
redis save last time i received a call for a channel, if it goes up to 10m i send discord msg to show server offline
why not just connect to the server via a2s for uptime
a2s means battleye must be activated no ?
don't think so
I wish a2s players info contained player names but it just has a counter
yeah probably later, you can copy pasta my mod in the mean time if you want ^^
ill check this a2s stuff seems interesting, thx
do you know if the REST stuff in game supports https?
i use https ye
great
any reason you used rabbitmq instead of redis streams? you'd hit 2 birds with 1 stone with just redis
just for practice?
yes and way more chance to use rabbit for pubsub and redis for cache in work envs
redis streams are pubsub
2021, not too new
doesnt have ssl in case you care about it
rabbitmq is still faster at scale, tho I have redis nodes that do 2000 messages per second and dont care
ha ye its already 2 years that i saw this, jeez 🤣
but its good to have both redis and rabbitmq in your toolbelt
but give redis streams a try sometime
I switched most of my redis nodes to dragonflydb and had only one crash in a week
but ye main reason is to learn rabbit and all the features with routingkeys, fanout and stuff like that that i still dont know and use
its really straightforward
ye i get the idea but i want to implement to be sure and know the quirks 😄
and then you can have a look at NATS
i remember dragonfly that looked interesting, dont really have a need but actually im gonna add it to the do list just for fun, do you use it in work production ?
yep
for caching, I have a few hundred GB across dragonfly nodes
I had one of them crash a week ago tho
if it keeps doing it I guess I'll go back to redis
ye or maybe do the 1.6.0 update from 2days ago (if you did not) just saw that -> Fixing stability issues in the transactional framework around blocking operations 😄
Hi @crisp bolt The functionality and efficiency your "admin tools" offers have significantly improved my workflow and made managing our platform a breeze. Kudos to your for creating such a fantastic product!
While I find the tool exceptional, I do have a query or suggestion to enhance its usability further. Currently, the way admins, bans, and system chat are displayed is in a single sentence, which can be slightly overwhelming to digest at once. I was wondering if it would be possible to split them into more manageable sections. For example, having separate sections or admins, bans, systemmessage ect.. would be immensely helpful. This modification could significantly improve user experience. 🙂
what do you mean single sentence? open the json in your editor of choice and click the format button
I was thinking, that you could do it like config.json, so you dont need to copy into other editors but can write directly in json. As one does in config.json
there are no plans to implement a "json prettifier" in the mod, how often do you edit the file for this to be worth the development time?
I do it quite often, as I use
"repeatedChatMessages": [
you edit those messages very often I guess?
it's interesting that your provider does not prettify any json file for you in their editor
I know I will be adding it to my service because it seems pretty basic to me (along with buttons, hopefully)
I noticed the server host menu on PC saves prettified json, I will see if I can use the same save function in the mod