false96
Non-League
- 29 September 2021
Here is what was done since last post i made:
MATCH & RATING:
[+] Full ranked match recording. Every finished match is written with both
sides, teams, score, how it ended, region and timestamps.
[+] Live rating ladder. Win, draw and loss each move the rating by a configured
amount, and points accumulate alongside it.
[+] Divisions D5 to D1, awarded from where the rating lands.
[+] Six skill levels from Beginner to Superstar, following the rating.
[+] Full career record: matches, wins, draws, losses, goals for and against,
current win streak and best win streak ever.
[+] Disconnect handling. A player who leaves forfeits, and the side that stayed
is credited with the win.
[+] Fair play counter. The commendation given at the end of a match is stored
and shown on the player card.
[+] Placement ratings. The rating a player carried out of each of their first
five ranked matches is kept, which is what the game reads while a new
player's rating is still settling.
[+] Skill based matchmaking. Players are paired by the level the client
reports.
[+] Match history per player, and a distinct opponent list.
PROFILE & SETTINGS:
[+] Avatars. Upload, storage and delivery, with size and checksum validation.
[+] Manner grade, sent as the nested record the game reads, carrying fair play
count, manner rating and disconnect rate together.
[+] Nickname tags. Fifty tags in the database, unlockable per account, with the
three the game ships with available from the start.
[+] Player card: birthday, country, area, favourite team, favourite player and
intro text.
[+] Global rank, counted live from the rating ladder.
[+] Chat preference per account.
[+] Profile caching with automatic invalidation on every write, so a result
screen always shows the rating from the match that just ended.
ROOMS & LOBBIES:
[+] Four blocks, each with its own lobbies, named the way Konami numbered them
[+] Room creation, joining, leaving and readiness tracking.
[+] Host migration.
[+] Live room list. Rooms and players appear and disappear as they happen,
without needing a screen refresh.
[+] Live player lists inside a room, updated on join and leave.
[+] Region population counts, published every ten seconds, including honest
numbers for regions this machine does not serve.
[+] Lobby match list.
PEER TO PEER:
[+] Full P2P handshake between matched players: host address, reflexive address
and NAT type exchanged both ways.
[+] STUN server on three ports for NAT discovery.
[+] Relay addressing for players who cannot connect directly.
[+] Network quality grading with green, yellow and red thresholds, feeding the
input delay the game picks.
COMMUNITIES:
[+] Create, join, withdraw, delete.
[+] Owner controls: kick a member, set the description, set a password, set how
far the community card opens.
[+] Community browser with keyword and language search, paged.
[+] Community card with the full member roster and who is online.
[+] Joined community list and a default community per player.
[+] Removal notice. A member removed by an owner is told once, the next time
they connect.
[+] Community mode presence, so the server knows who is in the community
section.
FRIENDS & SOCIAL:
[+] Friend list with online state.
[+] Friend requests.
[+] Block list.
[+] Widget matchmaking from the pop-out panel, sharing the same queue as the
main menu.
[+] Recently played opponents list.
ANNOUNCEMENTS & CONTENT:
[+] Pre-login and post-login announcement screens, each targetable separately
from the portal.
[+] Information screen, filterable by language.
[+] Welcome message, licence text and top menu announcements.
[+] Broadcast to everyone currently online.
[+] Data pack and patch version reporting.
MASTER LEAGUE ONLINE:
[+] Team creation with name, short name and base team.
[+] Squad storage and player ratings.
[+] Team funds, power and resources.
[+] Master League record: matches, wins, draws, losses, goals, streaks.
[+] Game plan storage.
ADMIN PORTAL:
[+] Account management.
[+] Announcement and information publishing.
[+] Team and squad data.
[+] Nickname tag management.
INFRASTRUCTURE:
[+] Single configuration file covering both deployment and game values.
[+] Panic isolation. A fault in one session cannot disconnect anyone else.
[+] Full request and response logging with the fields each command carried.
[+] Multi region ready: shared accounts and ladder, isolated play per region.
WOW!!! Are we expecting the server to be released soon?
How did you get the avatars working? I’m having a really hard time getting them to work properly on my PES 2021 server.
But in this case, is easyer to use your original Steam ID so you can keep your in-game account, and you alway will have same ID.
but I was curious about its way (how he assigns a unique id to differences players) with its server and pes2013 