View Full Version : [Solved] Adding extension problems
12-09-2010, 01:38 PM
I try to add one example of extensions to electro server5. I created new subfolder into /server/extension/. I put it's class files to classes folder and Extension.xml. I use ES5Admin for extension upload.
But I have a error like "faultCode:Server.Error.Request faultString:'HTTP request error' faultDetail:'Error: [IOErrorEvent type="ioError" bubbles=false cancelable=false eventPhase=2 text="Error #2032" errorID=2032]. URL: http://192.168.1.104:5401/jmx/read/com.electrotank.electroserver:type=ElectroServer.A dministration.Extensions/Extensions'"
Thank you for your help.
12-09-2010, 01:54 PM
If you copied the files into your installation's server/extensions folder, then you don't need to use the ES Admin to upload the extension. If it is inconvenient to copy the files directly to that folder, so that you do want to use ES Admin, the instructions for that are found here (http://www.electrotank.com/docs/es5/manual/remote_deployment.htm).
Sometimes the ES Admin will display that HTTP request error message anyway. It's caused by a problem with the ES Admin communicating with the ES5. In most cases if what you are trying to do was done correctly, trying again in a minute or two will work.
12-10-2010, 12:32 PM
it's working now.
05-23-2011, 09:35 AM
Is it still necessary to restart server after adding/updating server side plugin.
Is there any work around to avoid such scenario.
05-23-2011, 12:52 PM
You still need to restart ES5 after updating a plugin of any kind, or making one server level. You might not need to close and reopen your ES Admin to see the changes - the dev team thought they fixed that, but I've heard a report that it still doesn't always work. I haven't see that bug myself since I updated to 5.2.
There isn't any general work around. If you tell me what changes you would be making, there might be a specific work around. For example, on Neopets KeyQuest, we wanted the ability to tweak a LOT of "start up options" without having to restart the ES5. This isn't changing code, just a huge number of parameters. What I did was have these parameters read from a bunch of XML files on the webserver at startup, and have a plugin that periodically reads them again, replacing the value only if reading the file was successful, for each of the various files. This way the game can have various features toggled on or off, new maps added, etc, just by editing the right XML file and waiting 15-60 minutes.
05-24-2011, 04:11 AM
Thanks Teresa! It gave me fair idea about how the things can be implemented.
05-24-2011, 10:42 AM
Great! Another idea is to use GameManager type games, and have an XML file on the client that gives the values of various parts of the initial game details. The game plugin would then extract this info in the init method, to configure the game. You can of course have a UI on the client that allows users to specify various parameters as well.
Other projects store the server side parameters in a database, and then periodically check the database. The main problem with server startup options being read from a website or database is that if for some reason the website/database isn't available when ES5 starts, you have problems unless you have hard coded "acceptable defaults" for all of these values. Reading from a local XML is more dependable, if that is an option.
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