Devs? :> Friends? :> Any feelings on this?
If you're playing this for "immersion" like you believe that you're actually getting some even moderately realistic experience then I don't know what to tell you .. XD
I've been seeing a bunch of new PlayFabAPI calls that the servers are making, which seems like a very good thing :> Based on the data that looks like they're collecting, the devs may be working on their own integrated leaderboards? Things like this are especially helpful :
# Map of steamID to PlayfabID (actual IDs obfuscated)
[2020.01.09-17.53.21:950]LogPlayFabAPI: Verbose: GetPlayFabIDFromSteamID completed (bWasSuccessful: 1, SteamID: 7656119xxxxxxxxxx, PlayerID: 105889xxxxxxxxx)
# Example log line from a post-game score tally
[2020.01.09-17.55.08:821]LogMordhauInventory: Verbose: TriggerRewardDrop: 5137C083xxxxxx gets 665 Gold and 495 XP (Playtime: 1800.000000, Placement: 0 Score: 800.000000)
These are both fairly new, and with them I should be able to make some real basic weekly running leaderboards for the duel server :> Wish I had more granular information though like actual k/d, weapon usage, and such
But devs some federated access to that playfab data storage backend would be very nice x3
From what I've seen the network checksum mismatch errors on modded servers are generally transient - trying a couple times seems to get most people in, and if that doesn't then the deletion of the .modio folder in the mordhau installation directory (forced redownload) seems to fix it
I don't have much experience with Kubernetes networking, so I'm going to make some assumptions on how the networking layer is designed (I'm going off of docker, or N-tier web applications)
For all intents and purposes, the post-nat IP address that you're getting from ip4.seeip.org is your static IP address, at least insofar that the internet sees you. Your issue is not with your dynamic PAT outbound, but on the ports that are needed inbound (by default, UDP 7777 for game, UDP 15000 for beacon, and UDP 27015 for query).
It looks like you can do some simple iptables rules for the traffic forwarding to your pod/node, since a load balancer is not very useful for this sort of service - check https://sookocheff.com/post/kubernetes/understanding-kubernetes-networking-model/ section 6.2 for some additional information
Glad to help out over Discord as well, as it may be a little easier to explain with some more information about your setup and intended goals :>. Spots#1877
+1 ! Would love this :D
I mean any kind of data API would be amazing - I want something that can hook into custom servers or subscribe to events such as kills, deaths, wins, losses, map changes, etc .. Right now the only information that I can really get from a server is player joins, leaves, ban events (which are actually sort of useful, because I can keep a database of ban events for the duel server I help run, which is helpful for moderators)
The moment that any of this kind of data becomes easily accessible I am going to make some leaderboards / historical rankings and such for at least duel servers :>
I made a somewhat similar request here awhile back: https://mordhau.com/forum/topic/19428/feature-request-enhanced-server-logging/#c1
Yep - same here. It's all jacked at the moment
Example image of what I've been able to do so far, but it's pretty limited : https://imgur.com/a/o7Ciko7
So much more could be built with just a tiny bit of extra information in the logs :D Daily/Weekly/Monthly leaderboards would be a super low hanging fruit!
Hey Mordhau team!
I know that the decision was made to put API/SDK etc development on the back burner, but I was hoping in the meantime to make a feature request for something that I imagine would be a fairly easy change -
So when running the Mordhau server binary, it seems to be using the Core.Log UE4 facilities to output messages to stdout - unfortunately most of these messages aren't super useful, you can get player joins, leaves, bans but that's about it. It would be amazing if events like player kills, deaths, spawns and weapon selection were available in the log files. I've configured a CloudwatchAgent to stream the server logs to AWS CWL with a lambda parser function on it that records some of the available data, so I can get historical metrics of things such as player count, total time a specific player has spent on a server, popular play times, and tracking ban events in an external table, but I would love to be able to build a historical database of player weapon selection, running kill/death by server, their nemesis (who's killed them the most that they have a negative ratio against), their victim (who they've killed the most that they have a positive ratio against), and anything else I could collect and throw into some graphs/visualizations :D
There seems to already be a logging facility called LogMordhauStats or something like that - but even set to VeryVerbose/All it doesn't seem to output anything. Cranking some logging facilities up to VeryVerbose gets me some interesting events - like the LogNetDormancy logs, by which I can associate Player/Character actors with ip addresses, and with a cross event lookup associate the IP address with an actual steam user - and I can get some RPC events such as ReceivedScore and ReceivedKillNotify - so before I go down the route of tcpdumping and trying to reverse engineer the RPC event network serialization for the kill/death/score signatures I figured I'd at least ask here first.
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