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-   -   Debian Wiki Updates/Tweaks (https://www.eqemulator.org/forums/showthread.php?t=38561)

Shin Noir 08-05-2014 08:25 PM

When I get home and get some time, I'll go through all your topics and see if I can help you. Don't spend too much time debugging your challenges, just tell me your issues and I'll help resolve them if I can replicate them. :)

E.g. I didn't test buffs if they dropped during zone. If I can repeat it, no reason for you to debug it. If I can't repeat it, it may be isolated on the steps. :)

Here's my list:
  • Every time I create a new character my client crashes and I have to login again to choose the character. I am using SOF. <-- I use UF, I have titanium and SOF, I'll test and see if I can repeat your challenge with my instance.
  • "Check your utils/sql/git/required/ for any missing updates, yours sounds like this:"
    That might be the problem... I don't have a /source/utils/sql/git folder at all... I have an svn folder... Yep, the instructions is using svn copy. (This was based on the original debian one). I'll look into this more, and see which is newer/preferred (#1 Issue I have is there's a lot of deprecated code available online that isn't kept up to date)
  • <host>eqemulator.net</host><port>5998</port> <-- should login.eqemulator.net for UF, I'll verify for SoF


I think I missed some topics, I'll review the comments when I get home. :)

demonstar55 08-05-2014 08:51 PM

It sounds like you're using old source with new DB, which will cause issues

Shin Noir 08-05-2014 09:22 PM

@demonstar:
I was following
http://wiki.eqemulator.org/p?EQEmu_on_Debian_6_VM

For my new wiki, here:
http://wiki.eqemulator.org/p?EQEmu_o...n_7_Virtualbox

specifically,
$ svn co http://projecteqemu.googlecode.com/svn/ eqemu
$ svn co http://eqemu-maps.googlecode.com/svn/trunk/ maps

Looks like : https://code.google.com/p/projecteqemu/source/list is feb 17th 2013

Hmm, I need to change it to this I think: https://github.com/EQEmu/Server/

Right?

Akkadius 08-05-2014 10:04 PM

Yeah were on Git now, definitely not SVN.

That's a problem.

Shin Noir 08-05-2014 11:56 PM

Yep, I'm writing revisions to the instructions. Give me a bit, hayward, i'm going to compile and do some testing.
To give an idea of what i'm adding:
<li>$ sudo apt-get install git </li>
<li>$ rm -rf ~/source/*</li>
<li>$ rm -rf ~/eqemu/</li>
<li>$ git clone git://github.com/EQEmu/Server.git eqemu</li>
<li>$ cd ~/eqemu/</li>
<li>sudo apt-get install libboost-dev</li>
<li>sudo apt-get install liblua5.1-dev</li>
<li>cmake .</li>
<li>make</li>


But I'm not 100% sure libboost-dev and liblua5.1-dev, they seem to make cmake happy.
libboost1.49-dev libicu48 <-- installed as default on deb7

If any dev wants to confirm that, it'd be neat. Trying to keep my process simple enough.

Shin Noir 08-06-2014 12:11 AM

on underfoot, confirmed buffs stay after zoning.. I'll revise the instructions, and give a specific instruction for you hayward based on where you are right now.

I went through the wiki and did remedies to try to clean this up. I'm going to probably do another from-scratch to ensure I didn't miss any steps. And also make a new VM that has the maps stripped out, it'd be real small for akkadius. (Make a simple shell srcipt to get the maps later, since maps is 3.9 of the 5 gig image).

Shin Noir 08-06-2014 01:30 AM

Looks like image is 1 gig. Let me see about tweaking the size.. Doing some final testing with my new steps, too, ensuring no other bugs.

demonstar55 08-06-2014 03:04 AM

http://bpaste.net/show/172372/ those are the notes I took last time I did a debian install (some of it is probably a bit out of date?)

hayward6 08-06-2014 07:02 AM

As soon as the wiki is where you want it I will also run another bare metal install to see if we have it all worked out. The wiki is simple to follow so the only real time constraints are the downloads. I cloned my server at the point before adding anything directly emulator based as well, so I can always start there on a rebuild.

This is why I love this community! Last night my wife asked why I was still messing with my server when I can just play on another... I told her it's because I am trying to help where I can, I love it, and these guys are talented and amazing to work with!

hayward6 08-06-2014 04:46 PM

Buffs are no longer dropping when I zone :) And the emulator is running much faster! Even the loading and zone times are drastically reduced!

hayward6 08-06-2014 05:06 PM

...And I don't have any npc's :) It's so peaceful... I didn't even notice until track had no results. Going to restart the DB server and then just go from there all the way to a re-source.

hayward6 08-06-2014 05:49 PM

I'm throwing in the towel for tonight. I just completed two complete database sources both times from new and separate downloads, and I simply don't have any npc's... I think maybe I have been at this for too long now. I have never had this problem before.

This is going to require a complete restart and I am just not feeling invested tonight.

Akkadius 08-06-2014 06:02 PM

Quote:

Originally Posted by hayward6 (Post 232599)
I'm throwing in the towel for tonight. I just completed two complete database sources both times from new and separate downloads, and I simply don't have any npc's... I think maybe I have been at this for too long now. I have never had this problem before.

This is going to require a complete restart and I am just not feeling invested tonight.

Once again, this is a database related issue.

Did you do a database source from ProjectEQ's dump?

You're missing a SQL source that adds or changes a column in the npc_types table.

Are you also running the latest binaries from Git and not SVN ?

hayward6 08-06-2014 06:12 PM

Quote:

Originally Posted by Akkadius (Post 232600)
Once again, this is a database related issue.

Did you do a database source from ProjectEQ's dump?

You're missing a SQL source that adds or changes a column in the npc_types table.

Are you also running the latest binaries from Git and not SVN ?

Yeah this was all correct as far as source and sql goes. I know it's db related, but I don't know where... Maybe now that I have the right db I should look for updates? Not one to walk away, I am going to spend a nit more time on it tonight :)

Akkadius 08-06-2014 06:21 PM

Quote:

Originally Posted by hayward6 (Post 232602)
Yeah this was all correct as far as source and sql goes. I know it's db related, but I don't know where... Maybe now that I have the right db I should look for updates? Not one to walk away, I am going to spend a nit more time on it tonight :)

Well you should see what it barks about in the zone logs, it will specifically spit out the MySQL error.

hayward6 08-06-2014 06:38 PM

Quote:

Originally Posted by Akkadius (Post 232604)
Well you should see what it barks about in the zone logs, it will specifically spit out the MySQL error.

Sure enough!

line after line of this...
Code:

Error loading NPCs from database. Bad query: #1054: Unknown column 'npc_types.am
mo_idfile' in 'field list'


hayward6 08-06-2014 06:45 PM

Looks like my problem lies in the required updates in the git folder. I found this one that seems to be just what I need :)

== 07/10/2014 ==
Kayen: Updated table npc_spells to now support defensive and ranged procs.
Note: Proc rate modifier work as it does for spell effects (ie 200 = 200% baseline chance modifier)
Table is also now contains 12 AI spell casting variables that can be set to fine tune casting behaviors per spell set.
Global default rules have also been added that can further fine tune all content if no specific variables are set.

Descriptions of new AI casting fields in npc_spells
'fail_recast' AI spell recast time(MS) when an spell is cast but fails (ie stunned)
'engaged_no_sp_recast_min' AI spell recast time(MS) checked when no spell is cast while engaged in combat. (min time in random)
'engaged_no_sp_recast_max' AI spell recast time(MS) checked when no spell is cast while engaged in combat. (max time in random)
'engaged_b_self_chance' Chance during first AI Cast check to do a beneficial spell on self (ie check to heal self)
'engaged_b_other_chance' Chance during second AI Cast check to do a beneficial spell on others.(ie check to heal others)
'engaged_d_chance' 'Chance during third AI Cast check to do a determental spell on others (ie check to nuke others)
'pursue_no_sp_recast_min' AI spell recast time(MS) checked when no spell is cast while chasing target. (min time in random)
'pursue_no_sp_recast_max' AI spell recast time(MS) checked when no spell is cast while chasing target. (max time in random)
'pursue_d_chance' Chance while chasing target to cast a detrimental spell.
'idle_no_sp_recast_min' AI spell recast time(MS) checked when no spell is cast while idle. (min time in random)
'idle_no_sp_recast_max' AI spell recast time(MS) checked when no spell is cast while idle. (max time in random)
'idle_b_chance' Chance to cast a beneficial spell while idle (ie cast heal on self while out of combat).

Kayen: Updated table npc_types, adding field 'ranged_type' and 'ammo_idfile'
'ranged_type' Will set what skill / animation is used when NPC uses a ranged attacked (special ability 11)
'ammo_idfile' Will set what projectile graphic an NPC uses in a ranged attacked (special ability 11) Format IT#### (same as item 'idfile')
(*Set to IT11118 for some fun*)
Added parameters: SPECATK_RANGED_ATK = 11
Param0: Min Ranged distance (default: 25)
Param1: Max Ranged distance (default: 250)
Param2: Percent Chance to Hit modifier
Param3: Percent Total Damage modifier

Kayen: Updated to Chance to Hit code with how bonuses are applied to be consistent for all effects.
Added field to npc_types 'Avoidance' which will modify chance to avoid melee
Added rules to set max and min chance to hit from melee/ranged (Default 95% / 5%)

Required SQL: utils/sql/git/required/2014_07_10_npc_spells.sql
Optional SQL: utils/sql/git/optional/2014_07_10_AICastingRules.sql

Akkadius 08-06-2014 06:53 PM

You found it! You're the worlds greatest detective!

http://www.youtube.com/watch?v=enOHraf3LEk#t=180

In all seriousness, that's what it is all about.

Once you source in the update that corresponds with it you should be good to go sir.

hayward6 08-06-2014 06:54 PM

Success! I am going to have some fun now and see if there is anything else I missed.

This may sound dumb but I would add a line in the wiki about checking and running required updates. I had just assumed that the db was fully updated because it was a fresh download, but now I know different ;) I will continue to report any findings.

demonstar55 08-06-2014 07:06 PM

I think the issue is that cavedude can't always update the server so the DB might be missing an update sometimes :P

Shin Noir 08-06-2014 07:30 PM

Quote:

Originally Posted by hayward6 (Post 232608)
Success! I am going to have some fun now and see if there is anything else I missed.

This may sound dumb but I would add a line in the wiki about checking and running required updates. I had just assumed that the db was fully updated because it was a fresh download, but now I know different ;) I will continue to report any findings.

No suggestions are dumb, my goal with my step by steps is to make it easy even as a non-linux guru. I'll probably hit this up when I get home late tonight. :)

thanks for all your hard work hayward!
And thanks to all other developers with any tips they have about my build process. I took in your steps demonstar55 to ensure their implementation was included on mine.

Akkadius 08-06-2014 08:03 PM

Yes, it is a serious goal to make getting a server setup easy and keep it easy. It is something I look to be addressing fairly soon here. So Shin's contribution to the Linux guide is amazing.

Thanks all

hayward6 08-07-2014 06:48 AM

So, now that internal things seem to be working properly. Here is a short list of the management issues I am having.

1. cannot access http to manage server. I have the 9080 port forwarded but it just doesn't seem to even acknowledge a listening application, so I never get to a login screen (I used to like this portal for a quick description of who is logged on and for the ability to lock and unlock the server remotely)
2. phpeditor is still messed up, but I just remembered that I never sourced in the new sql statement from the proper database.
3. everytime I zone I see a message in red about the chat channel being disconnected. This might be nothing, but I did see another thread that mentioned changing the address in the emu config from channel.eqemulator.net to the host address. I changed it to 127.0.0.1 and I haven't seen any change in that. Chat seems to be working fine though...

Shin Noir 08-07-2014 04:42 PM

1. I'm not familiar with the 9080 system, can you clarify this system? I wrote a preliminary instruction of setup on step 25 (Remote Web Management), it isn't binding the port properly however, maybe a dev can confirm it's setup? (Can't find it in windows setup instructions either).
2. Yeah, the phpeditor step in my instructions should get it working, I've been using it with the steps I noted.
3. ucs isn't started/configured with my setup, I can add that real quick.
I added step 24, which sets up Universal Chat Service (ucs). I didn't fully configure the general channels etc, but it at least starts up it appears.

When we get this all cleaned up and done, I'll rewrite that startup script you noted to include my config settings, and also how to auto start your server on server bootup, but waiting for all bugs to be found.
I'll also likely remake my videos once all instructions are done and solidified.
And I'm also planning to EXPLAIN each section soon, instead of just giving steps.
And lastly, I'll probably have a step talking about how to use iptables to increase security of what ports you're forwarding.

Let me know of any other issues, and if above helps you out.

Shin Noir 08-08-2014 02:48 AM

I think latest is giving no NPC's.

I debugged with this:
$ tail -f ~/server/logs/zone-dynamic_05.log
Error loading NPCs from database. Bad query: #1054: Unknown column 'npc_types.ammo_idfile' in 'field list'

peqbeta_2014-07-23-02-01.tar.gz inside peqbeta*.sql file line 37124:
Code:

CREATE TABLE `npc_types` (
  `id` int(11) NOT NULL AUTO_INCREMENT,
  `name` text NOT NULL,
  `lastname` varchar(32) DEFAULT NULL,
  `level` tinyint(2) unsigned NOT NULL DEFAULT '0',
  `race` smallint(5) unsigned NOT NULL DEFAULT '0',
  `class` tinyint(2) unsigned NOT NULL DEFAULT '0',
  `bodytype` int(11) DEFAULT NULL,
  `hp` int(11) NOT NULL DEFAULT '0',
  `mana` int(11) NOT NULL DEFAULT '0',
  `gender` tinyint(2) unsigned NOT NULL DEFAULT '0',
  `texture` tinyint(2) unsigned NOT NULL DEFAULT '0',
  `helmtexture` tinyint(2) unsigned NOT NULL DEFAULT '0',
  `size` float NOT NULL DEFAULT '0',
  `hp_regen_rate` int(11) unsigned NOT NULL DEFAULT '0',
  `mana_regen_rate` int(11) unsigned NOT NULL DEFAULT '0',
  `loottable_id` int(11) unsigned NOT NULL DEFAULT '0',
  `merchant_id` int(11) unsigned NOT NULL DEFAULT '0',
  `alt_currency_id` int(11) unsigned NOT NULL DEFAULT '0',
  `npc_spells_id` int(11) unsigned NOT NULL DEFAULT '0',
  `npc_spells_effects_id` int(11) unsigned NOT NULL DEFAULT '0',
  `npc_faction_id` int(11) NOT NULL DEFAULT '0',
  `adventure_template_id` int(10) unsigned NOT NULL DEFAULT '0',
  `trap_template` int(10) unsigned DEFAULT '0',
  `mindmg` int(10) unsigned NOT NULL DEFAULT '0',
  `maxdmg` int(10) unsigned NOT NULL DEFAULT '0',
  `attack_count` smallint(6) NOT NULL DEFAULT '-1',
  `npcspecialattks` varchar(36) NOT NULL DEFAULT '',
  `special_abilities` text NOT NULL,
  `aggroradius` int(10) unsigned NOT NULL DEFAULT '0',
  `assistradius` int(10) unsigned NOT NULL DEFAULT '0',
  `face` int(10) unsigned NOT NULL DEFAULT '1',
  `luclin_hairstyle` int(10) unsigned NOT NULL DEFAULT '1',
  `luclin_haircolor` int(10) unsigned NOT NULL DEFAULT '1',
  `luclin_eyecolor` int(10) unsigned NOT NULL DEFAULT '1',
  `luclin_eyecolor2` int(10) unsigned NOT NULL DEFAULT '1',
  `luclin_beardcolor` int(10) unsigned NOT NULL DEFAULT '1',
  `luclin_beard` int(10) unsigned NOT NULL DEFAULT '0',
  `drakkin_heritage` int(10) NOT NULL DEFAULT '0',
  `drakkin_tattoo` int(10) NOT NULL DEFAULT '0',
  `drakkin_details` int(10) NOT NULL DEFAULT '0',
  `armortint_id` int(10) unsigned NOT NULL DEFAULT '0',
  `armortint_red` tinyint(3) unsigned NOT NULL DEFAULT '0',
  `armortint_green` tinyint(3) unsigned NOT NULL DEFAULT '0',
  `armortint_blue` tinyint(3) unsigned NOT NULL DEFAULT '0',
  `d_meele_texture1` int(10) unsigned NOT NULL DEFAULT '0',
  `d_meele_texture2` int(10) unsigned NOT NULL DEFAULT '0',
  `prim_melee_type` tinyint(4) unsigned NOT NULL DEFAULT '28',
  `sec_melee_type` tinyint(4) unsigned NOT NULL DEFAULT '28',
  `runspeed` float NOT NULL DEFAULT '0',
  `MR` smallint(5) NOT NULL DEFAULT '0',
  `CR` smallint(5) NOT NULL DEFAULT '0',
  `DR` smallint(5) NOT NULL DEFAULT '0',
  `FR` smallint(5) NOT NULL DEFAULT '0',
  `PR` smallint(5) NOT NULL DEFAULT '0',
  `Corrup` smallint(5) NOT NULL DEFAULT '0',
  `PhR` smallint(5) unsigned NOT NULL DEFAULT '0',
  `see_invis` smallint(4) NOT NULL DEFAULT '0',
  `see_invis_undead` smallint(4) NOT NULL DEFAULT '0',
  `qglobal` int(2) unsigned NOT NULL DEFAULT '0',
  `AC` smallint(5) NOT NULL DEFAULT '0',
  `npc_aggro` tinyint(4) NOT NULL DEFAULT '0',
  `spawn_limit` tinyint(4) NOT NULL DEFAULT '0',
  `attack_speed` float NOT NULL DEFAULT '0',
  `findable` tinyint(4) NOT NULL DEFAULT '0',
  `STR` mediumint(8) unsigned NOT NULL DEFAULT '75',
  `STA` mediumint(8) unsigned NOT NULL DEFAULT '75',
  `DEX` mediumint(8) unsigned NOT NULL DEFAULT '75',
  `AGI` mediumint(8) unsigned NOT NULL DEFAULT '75',
  `_INT` mediumint(8) unsigned NOT NULL DEFAULT '80',
  `WIS` mediumint(8) unsigned NOT NULL DEFAULT '75',
  `CHA` mediumint(8) unsigned NOT NULL DEFAULT '75',
  `see_hide` tinyint(4) NOT NULL DEFAULT '0',
  `see_improved_hide` tinyint(4) NOT NULL DEFAULT '0',
  `trackable` tinyint(4) NOT NULL DEFAULT '1',
  `isbot` tinyint(4) NOT NULL DEFAULT '0',
  `exclude` tinyint(4) NOT NULL DEFAULT '1',
  `ATK` mediumint(9) NOT NULL DEFAULT '0',
  `Accuracy` mediumint(9) NOT NULL DEFAULT '0',
  `slow_mitigation` smallint(4) NOT NULL DEFAULT '0',
  `version` smallint(5) unsigned NOT NULL DEFAULT '0',
  `maxlevel` tinyint(3) NOT NULL DEFAULT '0',
  `scalerate` int(11) NOT NULL DEFAULT '100',
  `private_corpse` tinyint(3) unsigned NOT NULL DEFAULT '0',
  `unique_spawn_by_name` tinyint(3) unsigned NOT NULL DEFAULT '0',
  `underwater` tinyint(3) unsigned NOT NULL DEFAULT '0',
  `isquest` tinyint(3) NOT NULL DEFAULT '0',
  `emoteid` int(10) unsigned NOT NULL DEFAULT '0',
  `spellscale` float NOT NULL DEFAULT '100',
  `healscale` float NOT NULL DEFAULT '100',
  `no_target_hotkey` tinyint(1) unsigned NOT NULL DEFAULT '0',
  `armtexture` tinyint(2) NOT NULL DEFAULT '0',
  `bracertexture` tinyint(2) NOT NULL DEFAULT '0',
  `handtexture` tinyint(2) NOT NULL DEFAULT '0',
  `legtexture` tinyint(2) NOT NULL DEFAULT '0',
  `feettexture` tinyint(2) NOT NULL DEFAULT '0',
  `light` tinyint(2) NOT NULL DEFAULT '0',
  `walkspeed` tinyint(2) NOT NULL DEFAULT '0',
  `peqid` int(11) NOT NULL DEFAULT '0',
  `unique_` tinyint(2) NOT NULL DEFAULT '0',
  `fixed` tinyint(2) NOT NULL DEFAULT '0',
  PRIMARY KEY (`id`)
) ENGINE=MyISAM AUTO_INCREMENT=999216 DEFAULT CHARSET=latin1 PACK_KEYS=0;

ALTER TABLE `eq`.`npc_types` ADD COLUMN `ammo_idfile` INT NULL DEFAULT 0 AFTER `fixed`;


then got Error loading NPCs from database. Bad query: #1054: Unknown column 'npc_types.ranged_type' in 'field list'

so,
ALTER TABLE `eq`.`npc_types` ADD COLUMN `ammo_idfile` INT NULL DEFAULT 0 AFTER `fixed`;

Error loading NPCs from database. Bad query: #1054: Unknown column 'npc_types.Avoidance' in 'field list'

ALTER TABLE `eq`.`npc_types` ADD COLUMN `Avoidance` INT NULL DEFAULT 0 AFTER `fixed`;


And, now we are in business.. NPC's load. Obviously, this is because peqbeta's SQL tables doesn't have all the fields that the latest EQEMU is expecting

hayward6 08-08-2014 07:18 AM

Quote:

Originally Posted by Shin Noir (Post 232669)
I think latest is giving no NPC's....

To get the NPC's back all I had to do was source the required sql code from the utils/sql/required folder. It was the ncp_types one... I think we discussed that a page or two back. This thread is getting long :)

hayward6 08-08-2014 08:00 AM

I'm not 100% certain, but I don't think anyone is able to play on my server. I have a bunch of empty accounts, and the few characters that are created are all at the same location in tutorialb. I am going to try and hit it from outside today and see what I get.

hayward6 08-08-2014 08:19 AM

Quote:

Originally Posted by hayward6 (Post 232676)
I'm not 100% certain, but I don't think anyone is able to play on my server. I have a bunch of empty accounts, and the few characters that are created are all at the same location in tutorialb. I am going to try and hit it from outside today and see what I get.

Yeah, server disconnect after character selection. I have tried to create a character, and login as an established character and both disconnect after a few seconds of waiting. I am going to check my port forwarding since this is not an issue on my network.

hayward6 08-08-2014 08:56 AM

This is weird... It seems that my router does not forward port ranges... It has a place for it, but any range I put in does not work. Adding the entire server to the DMZ for now and I am up and running. This is not related to the wiki. Looks like I need a better router :)

Kingly_Krab 08-08-2014 04:58 PM

I use a Netgear WNR2000v4 and it allows ranges and I have no problem with port-forwarding, here's a link to a similar version.

Shin Noir 08-08-2014 05:06 PM

I'd maybe check:
Do you have DMZ set? Some times DMZ screws with port range.
Do you have a single port forwarded that the port range includes? Some times, port range can be lesser priority than a single port.

And yeah, let us know the router details, there's wizards online.

To debug your setup, seeing if ports are being listened to on your server:
$ netstat -vatn
Here's how mine looks:
Code:

tcp        0      0 0.0.0.0:9000            0.0.0.0:*              LISTEN
tcp        0      0 127.0.0.1:3306          0.0.0.0:*              LISTEN
tcp        0      0 0.0.0.0:111            0.0.0.0:*              LISTEN
tcp        0      0 0.0.0.0:22              0.0.0.0:*              LISTEN
tcp        0      0 127.0.0.1:25            0.0.0.0:*              LISTEN
tcp        0      0 0.0.0.0:44258          0.0.0.0:*              LISTEN
tcp        0      0 127.0.0.1:59337        127.0.0.1:3306          ESTABLISHED
tcp        0      0 10.0.0.111:22          10.0.0.105:52937        ESTABLISHED
tcp        0      0 127.0.0.1:3306          127.0.0.1:59343        ESTABLISHED
tcp        0      0 127.0.0.1:40090        127.0.0.1:9000          ESTABLISHED
tcp        0      0 127.0.0.1:3306          127.0.0.1:59339        ESTABLISHED
tcp        0      0 127.0.0.1:3306          127.0.0.1:59179        ESTABLISHED
tcp        0      0 127.0.0.1:59345        127.0.0.1:3306          ESTABLISHED
tcp        0      0 127.0.0.1:3306          127.0.0.1:59332        ESTABLISHED
tcp        0      0 127.0.0.1:40100        127.0.0.1:9000          ESTABLISHED
tcp        0      0 127.0.0.1:40086        127.0.0.1:9000          ESTABLISHED
tcp        0      0 127.0.0.1:3306          127.0.0.1:59345        ESTABLISHED
tcp        0      0 127.0.0.1:59339        127.0.0.1:3306          ESTABLISHED
tcp        0      0 127.0.0.1:9000          127.0.0.1:40100        ESTABLISHED
tcp        0      0 127.0.0.1:9000          127.0.0.1:40090        ESTABLISHED
tcp        0      0 127.0.0.1:40092        127.0.0.1:9000          ESTABLISHED
tcp        0      0 127.0.0.1:3306          127.0.0.1:59337        ESTABLISHED
tcp        0      0 127.0.0.1:59179        127.0.0.1:3306          ESTABLISHED
tcp        0      0 127.0.0.1:40096        127.0.0.1:9000          ESTABLISHED
tcp        0      0 127.0.0.1:59180        127.0.0.1:3306          ESTABLISHED
tcp        0      0 127.0.0.1:9000          127.0.0.1:40086        ESTABLISHED
tcp        0      0 127.0.0.1:40088        127.0.0.1:9000          ESTABLISHED
tcp        0      0 127.0.0.1:9000          127.0.0.1:40098        ESTABLISHED
tcp        0      0 127.0.0.1:3306          127.0.0.1:59347        ESTABLISHED
tcp        0      0 127.0.0.1:9000          127.0.0.1:40092        ESTABLISHED
tcp        0      0 127.0.0.1:59343        127.0.0.1:3306          ESTABLISHED
tcp        0      0 127.0.0.1:59332        127.0.0.1:3306          ESTABLISHED
tcp        0    96 10.0.0.111:22          10.0.0.105:54820        ESTABLISHED
tcp        0      0 127.0.0.1:3306          127.0.0.1:59180        ESTABLISHED
tcp        0      0 10.0.0.111:22          10.0.0.105:61247        ESTABLISHED
tcp        0      0 127.0.0.1:59347        127.0.0.1:3306          ESTABLISHED
tcp        0      0 127.0.0.1:9000          127.0.0.1:40088        ESTABLISHED
tcp        0      0 127.0.0.1:40098        127.0.0.1:9000          ESTABLISHED
tcp        0      0 10.0.0.111:50612        66.55.145.2:5998        ESTABLISHED
tcp        0      0 127.0.0.1:9000          127.0.0.1:40096        ESTABLISHED
tcp6      0      0 :::111                  :::*                    LISTEN
tcp6      0      0 :::80                  :::*                    LISTEN
tcp6      0      0 :::22                  :::*                    LISTEN
tcp6      0      0 ::1:25                  :::*                    LISTEN
tcp6      0      0 :::52100                :::*                    LISTEN

and netstatus -vaun
Code:

Proto Recv-Q Send-Q Local Address          Foreign Address        State
udp        0      0 0.0.0.0:9000            0.0.0.0:*
udp        0      0 0.0.0.0:7000            0.0.0.0:*
udp        0      0 0.0.0.0:7001            0.0.0.0:*
udp        0      0 0.0.0.0:7002            0.0.0.0:*
udp        0      0 0.0.0.0:7003            0.0.0.0:*
udp        0      0 0.0.0.0:7004            0.0.0.0:*
udp        0      0 0.0.0.0:974            0.0.0.0:*
udp        0      0 127.0.0.1:1006          0.0.0.0:*
udp        0      0 0.0.0.0:9675            0.0.0.0:*
udp        0      0 0.0.0.0:7778            0.0.0.0:*
udp        0      0 0.0.0.0:40812          0.0.0.0:*
udp        0      0 0.0.0.0:68              0.0.0.0:*
udp        0      0 0.0.0.0:111            0.0.0.0:*
udp6      0      0 :::974                  :::*
udp6      0      0 :::111                  :::*
udp6      0      0 :::32999                :::*
udp6      0      0 :::59675                :::*

This will let you know if other people can connect to a port that should be followed:
http://www.subnetonline.com/pages/ne...rt-scanner.php

vsab 08-28-2014 05:48 AM

Ignore-Solved

Shin Noir 05-10-2015 02:56 AM

Sorry for this necro post, but I'm just noting that I'm planning to make an easier, all-platform solution for getting eqemu up. The new setup will take as little as 5 steps.

Rikon 05-10-2015 09:06 AM

That would be great.


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