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Web Admin

Cat_in_da_Hat

FNG / Fresh Meat
Dec 11, 2006
1,749
115
0
Hi guys,

Any news on when a web admin for RS2 might be available for testing and review?
I am sure there are many server admins that would be keen to have a look.
 

boxman500

FNG / Fresh Meat
May 2, 2015
19
0
0
There was already a thread on this, they said they would want feedback on the new web UI, and I'm sure some other features that they will be adding. I purchased a new dedicated server, just to host for RS2.
 

Ducky

Super Moderator
May 22, 2011
6,358
237
0
Netherlands
I have been (and still am) working for AMG on the web-admin and got a green-light from them to share info on that topic.

The current state of the RS2 web-admin has not gone through any changes. In other words the current looks and feels of the web-admin are as good as equal as the RO2 web-admin, but the intention is to update the visual style (fonts, colours, artwork) at some point before release. I also like to point out that you shouldn't read too much into any other settings that might show up in any images that aren't explicitly mentioned in the summary below. Some old settings still exist in web admin that aren't used by the game any more and will get cleaned up before release.
Nevertheless, some changes are made though and I will take you through those changes. Please note that it's all still Work In Progress and all that you see is not yet final.

[h=3]The Menu[/h] Here is a screen shot of the menu.



As you can see, most did stay the same with exception of 2 new items in the Access Policy group. Those new items are Members and Tracking. They will be explained later.

[h=3]Current (default start-up) page[/h]


For now nothing much did change there. The only real change is the addition of the kill/death ratio column in the players overview.

[h=3]Current - Players[/h]


This screen has gone through some changes.
  • Steam ID
    Not new, but changed. It now lists the steam-id (in SteamId64 format). Clicking that id will directly pop-up the steam-profile of that player.
  • Member
    Indicates if the player is present in the members database for this server.
  • Tracked
    Indicates if a player is being tracked.
  • Actions
    Here some actions are added:
    • Attach Alias
      An admin can attach an alias to a player. If he does, then instead of the players steam-name the alias will be used as player-name on this server. This gives the admin (and other players) the means to recognize a player that connects with none supported characters in his name. Members have a way to control this themselves. That will be explained later on.
    • Attach Note
      An admin can attach a note to a player (multiple notes can be attached to the same player). A note is just a piece of text. Admins can use it to inform the other server admins (on the same server) about the behavior of that player.
    • Whisper
      An admin can send a whisper to a player. It's like a chat message that will only be received by the player and not by the other players.
    • Swap team
      An admin can swap a player to the other team.
    • Make member
      Adds a player to the members database for this server.
    • Tracking on
      Witch this action you can mark a player for tracking. What tracking means will be explained later.
      Not listed in the screenshot, because the player (me) was already marked for tracking. If he wasn't, then the Tracking on item would be there.
For now the status columns Admin, Spec, Member and Tracked do show text. The idea is to combine them to 1 columns (Status) and use icons to display which one is active. That will reduce the table width.

[h=3]Access Policy - Members[/h]


This screen is new. An admin can add members to the member database of his server. If added, then that player will receive more privileges. Those are:
  • Slot reservation
    If the server is full and there are none-members on the server, then he can still join the server. A none-member will be kicked.
  • Higher ping-limit threshold
    A server admin can specify a higher ping-limit threshold for members.
  • Auto admin sign-in
    A member can receive admin privileges from the server admin. If such, then the member will be automatically signed-in as an in-game server-admin the moment he joins the server (it's a silent sign-in, so others won't know about it).
  • Attaching an alias
    Each member can set his own alias (and delete it if it was set by himself). Suppose the clan has a rule where all members have to use a certain name format on their clan server, then a member can make sure of that by setting his alias according their clan name format. Then each time when he joins not his steam-name, but his alias will be used as player name. This also helps him if his name always defaults to Player123 due to unprintable characters. He can then use an alias to always have a recognizable name.
If an admin makes a player a member, then he can directly set an expiration date of the subscription. If that date expires, then the player will be automatically be removed from the members database.



An admin can decide to start tracking a player. If a player is tracked, then a database will be build around him. It will contain the number of connects to the server, the names used on the server and the last date/time he was seen on the server. The tracking will automatically switch off if the player hasn't been seen for a configurable number of days/months on that server.
Tracking will also automatically be switched on if an admin attaches an alias to a player, attaches a note to a player or kicks/(session-)bans a player. In all these three cases the tracking will not automatically switch off unless the alias and notes are deleted first by an admin. Kicked/(session-)banned players will always stay tracked.



[h=3]Access Policy - Banned IDs[/h]


This screen has been modified to make it more user friendly. Bans can now be submitted on either the players unique id or on his SteamId64.

[h=3]Access Policy - Session Bans[/h]


This screen has been modified to make it more user friendly.

[h=3]Mutator screens[/h] It's now a lot easier for mutators to add their own screens to the web-admin. The only thing needed is to add a data-provider entry to the mutator ini file and to create a page handler class (it must implement a dedicated interface).

Here is an example of such a data-provider:
[MyMutator ROUIDataProvider_MenuEntry]
URI=/mutators/mymutator
ClassName=MyMutator.MyMutator.SettingsClass
Title=MyMutatorTitle
Description=Manages the my-mutator configuration​

The above example will add a menu entry just below the Mutators entry with the title MyMutatorTitle.
  • Mutators
    • MyMutatorTitle
  • Server Actors
This means that you can directly access a mutator page from out of the menu and you do not need to go to the Mutators page and to select it there in the drop-down box.

This approach also opens the door for replacing a stock RS2 page by a mutator page. In other words you can remake for instance the Current - Players page with a mutator and let it be accessed directly from the stock menu entry.
Here an example on how to set-up the data-provider for such a replacement page:
[MyCurrentPlayers ROUIDataProvider_MenuEntry]
URI=/current/players
ClassName=MyMutator.MyCurrentPlayers​

The MyCurrentPlayers class within your MyMutator will from that moment on be serving the ServerAdmin/current/players URI.
 

Cat_in_da_Hat

FNG / Fresh Meat
Dec 11, 2006
1,749
115
0
Some really good progress here guys. Looks like you have incorporated a lot from the admin mutators which is a great thing to have from the outset of RS2.
A few things that were on my wish list for the new RS2 admin.

Admins can set a time limit for a ban and it automatically gets lifted. Eg 2 hours, 10 days.
Better notes for sites with multiple admins. Maybe a log. XYZ Player banned by ABC admin on 12/12/2017 at 8.30pm for "being a dick".
Just better communications would be a major step forward.
It dont need to look pretty.
Great to hear from you Ducky !
 

Lemonater47

Grizzled Veteran
Sep 25, 2014
2,367
140
63
25
Not too keen on kicking a player to make room for a member. If a server has a lot of members the server can quickly become rather unpopular due to everyone else getting autokicked.
 

Ducky

Super Moderator
May 22, 2011
6,358
237
0
Netherlands
Lemonater47;n2279829 said:
Not too keen on kicking a player to make room for a member. If a server has a lot of members the server can quickly become rather unpopular due to everyone else getting autokicked.
Possibly, but without this "kicking" will happen too. I've seen so often that a player is kicked by an admin from a clan server because the server is full and a clan member wants to join. Admin kicks a player and tells the member to join, but again the member can't join, because someone else did connect. Again a player will get kicked by the admin. I believe this is worst than using an engine to handle it automatically.
Some will argue that a player should never get kicked to make room for a member, but clan players prefer to play together instead of being scattered over several servers. They often donate money to the clan to keep the servers up and running (something all players benefit from). So why not give them the guarantee that there always will be a free slot on the server of their clan? I do not see anything wrong with that. If it leads to none clan players avoiding that server, well the clan/admin is most likely aware of that risk. It's a choice they have to make. Their server, their choice.
 

Geebus

FNG / Fresh Meat
Sep 11, 2011
4
0
0
we run a mod that does exactly that we add a name to the list and if the server is full a name that is not on the list gets kicked for the donator who is on the list having an ingame system rather than a mod will be alot better as whenever the our server crashed the mod would turn off and we would have to manually turn it back on forcing a map change not good if the server is full
 

Lemonater47

Grizzled Veteran
Sep 25, 2014
2,367
140
63
25
Geebus;n2280578 said:
we run a mod that does exactly that we add a name to the list and if the server is full a name that is not on the list gets kicked for the donator who is on the list having an ingame system rather than a mod will be alot better as whenever the our server crashed the mod would turn off and we would have to manually turn it back on forcing a map change not good if the server is full
That mod is differnet in the fact that it reserves 2 slots. Meaning the server was at 62/64 almost all the time regardless of the amount of donators on.
 

Ducky

Super Moderator
May 22, 2011
6,358
237
0
Netherlands
Lemonater47;n2280579 said:
That mod is differnet in the fact that it reserves 2 slots. Meaning the server was at 62/64 almost all the time regardless of the amount of donators on.
Nope, that is not how that mod works. The 2 slots is a requirement to allow people to join the server. If teh server would be at 64 players, then not even a member can join the server, because the mod (which is a mutator) only sees the player after it is on the server. In other words it has to always have a free slot to allow a person to join. If a member joined, then it does kick a none member. That is how that mod works.
The approach in RS2 will be as good as the same, with the only exception that there is no need to keep some slots free at all times, because it can now see the join attempt before the server reports that there is no slot left. In other words 64 players on a 64 slots server.
 

Lemonater47

Grizzled Veteran
Sep 25, 2014
2,367
140
63
25
Ducky;n2280597 said:
Nope, that is not how that mod works. The 2 slots is a requirement to allow people to join the server. If teh server would be at 64 players, then not even a member can join the server, because the mod (which is a mutator) only sees the player after it is on the server. In other words it has to always have a free slot to allow a person to join. If a member joined, then it does kick a none member. That is how that mod works.
The approach in RS2 will be as good as the same, with the only exception that there is no need to keep some slots free at all times, because it can now see the join attempt before the server reports that there is no slot left. In other words 64 players on a 64 slots server.
Yea but I know for a fact the server can have 15 members playing and it still be capped at 62. It can go over 62 and be at 63 or 64 but that only happens if no one leaves the server. I mean it happened every day aussie/nz had players on it.
 

Ducky

Super Moderator
May 22, 2011
6,358
237
0
Netherlands
Lemonater47;n2280612 said:
Yea but I know for a fact the server can have 15 members playing and it still be capped at 62. It can go over 62 and be at 63 or 64 but that only happens if no one leaves the server. I mean it happened every day aussie/nz had players on it.
Of course there can be 15 members on it and still being capped at 62, because for each joining member a public player is removed. The server being at 63 or 64 is a site effect from people joining though bailing out during the map loading (F10). Due to that some counters get messed up. It also sometimes happens on servers that do not run the mutator. Player count goes above 64.
 
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