Mobile Suit Gundam: Federation vs. Zeon & DX private game server.
The brother project zdxsv is here.
Mobile Suit Gundam: Federation vs. Zeon was released on Playstation2 and Dreamcast. This game has online mode, but the service ended in 2004. This project aims to keep the online mode alive for fans.
- https://www.gdxsv.net : This is the server hosted by this project. Good for flycast emulator players.
- https://dreamcastlive.net/mobile-suit-gundam-federation-vs-zeon-dx/ : Dreamcastlive's community server. Good for real-dreamcast players.
Thanks goes to these wonderful people (emoji key):
Shingo INADA 💻 |
vkedwardli 💻 💵 |
Ming Chan 💻 💵 |
Q-SJO-Q 💵 |
crazytaka3 💵 |
HK-DX-Players 💵 |
SMGMpartner 💵 |
migu 💵 |
kyafun 💵 |
shiotarosan 💵 |
pantirarism 💵 |
Moumann 💵 |
This project follows the all-contributors specification. Contributions of any kind welcome!
- Go 1.16 or newer with CGO
- stringer. (Run
make install-tools
to install) - protoc-gen-go (Run
make install-tools
to install) - protoc v3.6.1 (if modify .proto files)
- Clone this repository
- Run
make
thenbin/gdxsv
is generated. (cgo required) - Run
./bin/gdxsv initdb
, then gdxsv.db is generated. - Edit build_run.sh to fix server address. (set you PC's address. Don't edit the port number.)
- Run
./bin/gdxsv lbs
. This command serves one lobby and one matching server.
There are two ways to run the gdxsv binary.
lbs
serves a lobby and a match server one by one.mcs
serves only a match server and connects to the parentlbs
.
This allows one lobby server to manage match servers around the world.
There is a CloudFunction script in the mcsfunc
directory that launches mcs on GCP.
Using only the lbs
command to act as a standalone lobby and match server. (This is especially useful during local development.)
GDXSV_LOBBY_PUBLIC_ADDR
: Specifies the TCP address that used when a mcs connects to a lbs.GDXSV_LOBBY_ADDR
: Specifies the TCP address that the lbs listens on. Currently only the port number is used.GDXSV_BATTLE_PUBLIC_ADDR
: Specifies the TCP/UDP address that a client will use to connect with TCP/UDP.GDXSV_BATTLE_ADDR
: Specifies the TCP/UDP address that the mcs listens on. Currently only the port number is used.GDXSV_BATTLE_LOG_PATH
: Specifies a file path that will be used to save battle log file.GDXSV_GCP_PROJECT_ID
: Specifies the project id of Google Cloud Platform. Required if you use mcsfunc or CloudProfiler.GDXSV_GCP_KEY_PATH
: Specifies a GCP Service Account keyfile that have permission for following roles.roles/cloudfunctions.invoker
roles/cloudprofiler.agent
GDXSV_MCSFUNC_URL
: Specifies a URL of mcsfunc that you deployed.
Usage: gdxsv <Flags...> [lbs, mcs, initdb, migratedb]
lbs: Serve lobby server and default battle server.
A lbs hosts PS2, DC1 and DC2 version, but their lobbies are separated internally.
mcs: Serve battle server.
The mcs attempts to register itself with a lbs.
When the mcs is vacant for a certain period, it will automatically end.
It is supposed to host mcs in a different location than the lobby server.
initdb: Initialize database.
It is supposed to run this command before you run lbs first time.
Note that if the database file already exists it will be permanently deleted.
migratedb: Update database schema.
It is supposed to run this command before you run updated gdxsv.
battlelog2json: Convert battle log file to json.
Flags:
-cprof int
0: disable cloud profiler, 1: enable cloud profiler, 2: also enable mtx profile
-cpu int
setting GOMAXPROCS (default 2)
-mcsdelay duration
mcs room delay for network lag emulation
-noban
not to check bad users
-pprof int
0: disable pprof, 1: enable http pprof, 2: enable blocking profile (default 1)
-prodlog
use production logging mode
-v int
logging level. 1:error, 2:info, 3:debug (default 2)
The gdxsv
directory contains main server program.
The flycast
directory is a submodule, that is flycast fork customized for the development of this server.
It contains some dirty code for gdxsv, but I would like to deliver the artifacts upstream someday....
You can download the latest version of flycast built for gdxsv from the Release page of this repository.
The pcsx2
directory is a submodule, that is pcsx2 fork customized for the development of this server.
I don't expect to play with this for now, but PS2 version has a lot of debug symbols left and useful for analysis.
All server-side codes are AGPL-3.0 Licensed. Submodules and dependent packages are subject to their respective licenses.