[WIPz] GHF Census and Excise Office

Post » Fri May 27, 2011 8:57 am

It's possible to read from a save and a database, or save, pipe and db. Two versions, possibly?

I'm not really sure. Right now I'm trying to get the GUI working (why can't everyone just use dos and consoles?). The current idea has two modes, one of which launches the window, the other simply uploads the data.
It would be possible to read from a database with the same filename as the save, and/or a pipe.

Using just the save makes it much simpler and easier, and probably faster and more secure.
Using save & db would allow for extended data, but complicate what gets sent and how.
Using a pipe would need something actively running during play but allow anything to be uploaded.
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Nathan Hunter
 
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Post » Fri May 27, 2011 3:38 am

Well, I'm signed up. I personally can't wait for this site to get up and running!
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WYatt REed
 
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Post » Fri May 27, 2011 8:52 am

Marbred's current text just reminds me too much of a boot camp-type thing.

It's meant to look "official".

Linora, I'd suggest taking out the word "presents", or adding a "the"
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Michael Korkia
 
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Post » Fri May 27, 2011 1:17 am

peachy, I gave this some thought last night.

I definitely want to be able to get the functionality I envision; but I don't want to put too much demand on any one person. I always appreciate anyone who's willing to help, though I always try to take the brunt of the workload on myself.

So here's what I'm thinking. MWSQL can write to a remote database right now, right? If so, that's fantastic. I have sorted out all of the information I need to acquire based upon scripting; if I can get it in a script I can send it to a database. So far the only two things I can't get are the player's journal and mod list. I don't think it's too unreasonable to require them to upload those manually. So we have a version that works that way: everything is sent directly to the database and what isn't the player can upload/fill in on the site.

Now for those who don't wish to update it live, we can use what you are working on. Perhaps it could be set up to pull most of the data from the most recent save, read the mod list, and then get the rest from a specific file in the MWSE directory?

I think that will cover both bases nicely.



About the tables, I have decided on some rather major changes. I have broken up the character table into several smaller ones.

GHFCE_char_base -- This is stuff that should really only need to be written one time, unless the player specifically updates it online. Name, race, class, etc.

GHFCE_char_current -- All of the current data such as current cell, health, fatigue, etc.

GHFCE_char_skiattr -- All of the character's skills and attributes, as well as a numerical value that will indicate if attributes are fortified or damaged.

GHFCE_char_factions -- All vanilla factions and several "custom" faction slots available.

GHFCE_char_NPCs -- Info about NPCs in current cell.

GHFCE_char_inventory -- Character's inventory information.

GHFCE_char_siteinfo -- Data pertaining to the website, ie page hits, date db updated, etc.


I think this format will be a bit easier and quicker to reference, and will result in less amounts of unused data being constantly read.

I will also make some static databases that will contain information like class descriptions and major/minor skills etc to reference so it won't need to be stored in multiple tables.

I'm really learning a lot about MySQL lately.
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Mashystar
 
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Post » Fri May 27, 2011 7:19 am

So here's what I'm thinking. MWSQL can write to a remote database right now, right? If so, that's fantastic.

Actually, no. Not in the current implementation. Over a network share, possibly, but it only uses the Windows file handling.

I have sorted out all of the information I need to acquire based upon scripting; if I can get it in a script I can send it to a database. So far the only two things I can't get are the player's journal and mod list. I don't think it's too unreasonable to require them to upload those manually. So we have a version that works that way: everything is sent directly to the database and what isn't the player can upload/fill in on the site.

Now for those who don't wish to update it live, we can use what you are working on. Perhaps it could be set up to pull most of the data from the most recent save, read the mod list, and then get the rest from a specific file in the MWSE directory?

I think that will cover both bases nicely.

My program (that I'm working on) can run behind the game from a specific character or save, or can be run GUI out of the game, from a selected save. I figured that would be the best way, since you could upload both times, depending on what you want to do.
As for reading saves, it could read a database or a save, specified by how you run it. So you send the info to the database for ingame, or have it read from the save otherwise. It could also read from the save both times.
Then it sends it up to a PHP page that processes and adds the data, and more importantly, a decent bit of security to the whole system (essentially filtering all access server-side, in addition to preventing random queries). Any future updates that require return data, both ends could be updated easily.
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sara OMAR
 
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Post » Fri May 27, 2011 7:19 am

Amazing Fliggerty! I find the your work particularly pushes the bounds of what Morrowind can be time and again. Many things you have created would seem to be impossible. Of course, you have a reputation for such things, eh?

I for one, am excited for this project!
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sally R
 
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Post » Fri May 27, 2011 4:05 pm

Here's a sample interface for the save upload app (out-of-game version):
http://i4.photobucket.com/albums/y145/peachykeen000/ghf.png

I'm using the command line to decide whether to keep it in a console, run, and die, or to launch the GUI (so advanced users could add a *.ess command to 'Upload Save' from the context menu, theoretically).
To run from Morrowind script, just use:
xFileWriteString "|pk_mwsql" "-run_cmd live"xFileWriteString "|pk_mwsql" "-run upload.exe"


It'll find the newest save and send that.
From context, use "upload.exe save %1" to upload the file under the cursor.
And from GUI, refer to the image above. The left list will be populated by save files, the right tabs and lists with info on those, and the upload button sends it off to happy happy save land.

Does this (still partially concept) get what you want done, Fligg?
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xemmybx
 
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Post » Fri May 27, 2011 4:38 am

I do believe so. Fantastic stuff as always peachy! :goodjob:

So to get this straight (sorry if I'm being dense) this little thing will just get save and mod info, correct? What we store in databases is still another thing entirely at this point? Or this program, as you are planning it, will contain function to upload that as well?

I'm working on the site function still, obviously. My focus right now is the normal website-type functions; ie building, adding to the database, reading from it, etc. As soon as I get that at least functional, then we'll see what needs to be done to write the PHP necessary to accept the data from your program, and add the security layer.


BTW, is anybody here familiar with http://php-ids.org/ I'm curious if it's something I ought to look into using.
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Brentleah Jeffs
 
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Post » Fri May 27, 2011 2:40 am

I've set up dyndns hosting for my home server. So now you can check the progress of this by going to http://fliggerty.dnsdojo.com/cne/main.php anytime you wish. :hehe:
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Jarrett Willis
 
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Post » Fri May 27, 2011 1:04 pm

I've set up dyndns hosting for my home server. So now you can check the progress of this by going to http://fliggerty.dnsdojo.com/cne/main.php anytime you wish. :hehe:

As a suggestion, don't display anyones email address. Preferably ever.
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Dean
 
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Post » Fri May 27, 2011 11:09 am

As a suggestion, don't display anyones email address. Preferably ever.


Perhaps just offer the option to keep it private or display it publicly (like most forum software)? It can be a good tool for making contacts or getting into touch. I'd say add optional fields for things like MSN even, but that's just icing on the proverbial user-info cake.
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Pixie
 
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Post » Fri May 27, 2011 10:17 am

That was just a test for pulling and displaying data from the database. The whole user profile is going to be vastly rebuilt.
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des lynam
 
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Post » Fri May 27, 2011 4:21 pm

That was just a test for pulling and displaying data from the database. The whole user profile is going to be vastly rebuilt.

Cool

You may also be interested in this:
https://addons.mozilla.org/en-US/firefox/addon/7597

Perhaps just offer the option to keep it private or display it publicly (like most forum software)?

:nod: That too
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Ymani Hood
 
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Post » Fri May 27, 2011 2:37 am

Nifty tool! Thanks Yacoby. :goodjob:
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Petr Jordy Zugar
 
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Post » Fri May 27, 2011 11:16 am

Truly an idea so insanely crazy that it may just be awesome.

Good luck with this, I'll definitely try it out one day.
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Steeeph
 
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Post » Fri May 27, 2011 12:32 pm

I do believe so. Fantastic stuff as always peachy! :goodjob:

So to get this straight (sorry if I'm being dense) this little thing will just get save and mod info, correct? What we store in databases is still another thing entirely at this point? Or this program, as you are planning it, will contain function to upload that as well?

I'm working on the site function still, obviously. My focus right now is the normal website-type functions; ie building, adding to the database, reading from it, etc. As soon as I get that at least functional, then we'll see what needs to be done to write the PHP necessary to accept the data from your program, and add the security layer.


Here's a diagram:
http://i4.photobucket.com/albums/y145/peachykeen000/ghfcesusdiag.gif

Does that make more sense? :P

Oh, and I forgot a line at the bottom. Imagine one going from the GHF Census Office to the GHF Census & Excise (just up).

The game saves out to the save file and scripts save out to the database.
The app takes both in and sends it to the server.
In the case of it being run from the game, ingame, it can also info via the database. It'll read MWSQL SQLite databases and upload to MySQL.
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Kevin S
 
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Post » Fri May 27, 2011 11:22 am

Makes perfect sense. :hehe: Thanks for that. Looks like all of the functionality I could hope for and more. :goodjob:

I've really gotten the hang of PHP the past few days. I feel like Neo in the Matrix when he opened his eyes and said "I know kung fu."

I've spent a lot of time working on the screenshot gallery, and it is just about complete. Later tonight I will work on the character creation portion, then the character display. I don't think it will long before there is a working skeleton framework so we can begin implementing the upload process.
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Blaine
 
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Post » Fri May 27, 2011 4:07 pm

I have the GUI written, and am working on loading and reading the saves (I've forgotten how to do expanding arrays :|). Reading char stats from there will be easy, then just sending them up.
I think it'll be best to test coming purely from the save, with known and expected record, to make it all work, then try to add in dynamic records.

And, knowing PHP, you could prolly pull off simple C++ now. That's the order I went in (DarkBASIC, PHP, C++) and it seemed like a simple->complex progression, but PHP is just basic enough (but still similar) that almost everything connects.
Also, if you don't mind, I'd like to see how you're doing the system, both for upload purposes and just to see how it's done (promise I won't hack it :D).
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Elle H
 
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Post » Fri May 27, 2011 8:37 am

Also, if you don't mind, I'd like to see how you're doing the system, both for upload purposes and just to see how it's done (promise I won't hack it biggrin.gif).


I'll get you some access info soon. Off to bed now.

The site's really starting to look somewhat like a character showcase site. I'm kind of proud of me.
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Svenja Hedrich
 
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Post » Fri May 27, 2011 1:57 pm

I have the GUI written, and am working on loading and reading the saves (I've forgotten how to do expanding arrays :|). Reading char stats from there will be easy, then just sending them up.
I think it'll be best to test coming purely from the save, with known and expected record, to make it all work, then try to add in dynamic records.

And, knowing PHP, you could prolly pull off simple C++ now. That's the order I went in (DarkBASIC, PHP, C++) and it seemed like a simple->complex progression, but PHP is just basic enough (but still similar) that almost everything connects.
Also, if you don't mind, I'd like to see how you're doing the system, both for upload purposes and just to see how it's done (promise I won't hack it :D).

Heh, I started off with C++, then went to Java.

:P
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Evaa
 
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Post » Fri May 27, 2011 9:05 am

bump.
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Ells
 
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Post » Fri May 27, 2011 1:58 am

I've got this thing reading the available saves (going to add registry support and possibly INI support tonight).

If I can't find that library for loading data files I'll write the necessary code, but I'd really rather find it.

The GUI is done, appearance-wise. Everything left is data-related code. If anyone wants to see, I can upload it (if Fligg doesn't mind, right now it shouldn't hurt security of the whole operation, so far as I know).
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GRAEME
 
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Post » Fri May 27, 2011 3:43 am

If I can't find that library for loading data files I'll write the necessary code, but I'd really rather find it.

Loading data files? As in esms or bsas? Or something else
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Crystal Birch
 
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Post » Fri May 27, 2011 8:50 am

This is an awesome idea.
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Beast Attire
 
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Post » Fri May 27, 2011 5:52 am

Loading data files? As in esms or bsas? Or something else


ES*, generally saves. I think there's one (you prolly wrote it :P).

Edit: Although, if you know of one for BSAs, I'd love to have that too.
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X(S.a.R.a.H)X
 
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