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howto:game_server [2023/03/16 12:04] – created digital man | howto:game_server [2023/03/16 13:36] – More details and examples with explanations digital man | ||
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====== Use Synchronet as a Door Game Server ====== | ====== Use Synchronet as a Door Game Server ====== | ||
+ | |||
+ | A door game server is a TCP server (typically using the RLogin protocol) to provide remote user access to BBS door games, only. | ||
Synchronet makes an excellent door game server: | Synchronet makes an excellent door game server: | ||
- | * The Synchronet Virtual FOSSIL/UART driver enables the fast and reliable running of the vast majority of legacy (16-bit DOS) BBS door games | + | * The Synchronet Virtual FOSSIL/UART driver enables the fast and reliable running of the vast majority of legacy (16-bit DOS) BBS door games on Windows |
* The RLogin protocol allows for automatic user identification and authentication | * The RLogin protocol allows for automatic user identification and authentication | ||
- | * Seamless new game server user record | + | * Seamless new game server user creation is supported through simple configuration |
+ | * The stock [[module: | ||
This guide will help a sysop that wants to use their Synchronet BBS as a door game server. | This guide will help a sysop that wants to use their Synchronet BBS as a door game server. | ||
+ | |||
+ | ===== Setup ===== | ||
Follow these steps for initial setup: | Follow these steps for initial setup: | ||
- [[howto: | - [[howto: | ||
- | - Confirm RLogin support is enabled and working for accessing your Synchronet Terminal Server (e.g. test from remote RLogin | + | - Confirm RLogin support is enabled and working for accessing your Synchronet Terminal Server |
- | - Set '' | + | - If remote RLogin support is desired, insure RLogin access from the Internet |
+ | - Set **'' | ||
- | At this point, another BBS or user using an RLogin client or proxy/ | + | At this point, another BBS or user using an RLogin client or proxy/ |
- | If you wish to only allow RLogin connections to your game server that have initiated from your same system | + | If you wish to only allow RLogin connections to your game server that have initiated from your same computer system (e.g. running another BBS software), then insure that your RLogin server is only bound to a //localhost// network interface (e.g. 127.0.0.1). If you wish to only allow RLogin connections to your game server that have initiated from (other systems) |
===== New users ===== | ===== New users ===== | ||
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| | ||
It's a good idea to test this flow and disable any undesired prompts or questions that a new game server user might encounter. | It's a good idea to test this flow and disable any undesired prompts or questions that a new game server user might encounter. | ||
+ | |||
+ | ===== Gating ===== | ||
+ | |||
+ | If the desired RLogin client is actually a user on another BBS system (Synchronet or otherwise), that other BBS system will need to support gating or proxying that BBS user connection (e.g. Telnet, SSH, Raw TCP, WebSocket, etc.) to an RLogin connection to your game server. | ||
+ | |||
+ | If this other system is a Synchronet BBS, then this is typically accomplished using the [[module: | ||
+ | |||
+ | To login to a Synchronet RLogin (e.g. door game) server automatically from another Synchronet system, using the same user alias and password as on the client-side Synchronet BBS, you would set up the online program in the client-side SCFG with a command-line of: | ||
+ | ?rlogin < | ||
+ | |||
+ | Where ''< | ||
+ | |||
+ | If the Synchronet door game server is configured to send RLogin users directly to the external program menu, then you should see/ | ||
+ | |||
+ | To login to a Synchronet door game server, using the same user alias and password as on the client-side Synchronet BBS, you would set up the online program in client-side SCFG with a command-line of: | ||
+ | ?rlogin < | ||
+ | | ||
+ | Where ''< | ||
+ | |||
+ | If the Synchronet door game server is configured to accept direct door game connections via RLogin it recognizes the specified external program internal code, the user should be automatically seeing and interacting with the specified door game. Exiting the door game will disconnect the user. | ||
===== See Also ===== | ===== See Also ===== |