no no no, it still doesnt work. Also I updated my last post with the full error message.
Ok. I have never seen that exception before. I have no idea what is wrong. Please post your server and client config file contents and SMP server IP/Port and I will try to connect this evening if it still isn't working. PM the info if you don't want it public. Of course if it is a private LAN only server or something, I won't be able to connect, but the addresses would still be useful for figuring out what is wrong.
One last thing - make sure you are trying with server 0.2.3 and client 0.2.2 as those are the latest versions. If one is older, then they might not play nicely together - particularly if one is a v0.1.1.
can you run them on separate computers? i mean the server MM and minecraft server? For people with lower end computers wont be able to run both so maybe letting someone else host the MM server?
Afraid not. The MM server is a modification for the Minecraft SMP server. I call it a separate server because it listens for its own connections using a different port and with different communication protocols. And it doesn't have anything to do with SMP's user authentication.
The good news is, the mod should be using next to zero CPU and not much memory. Just a little bit of bandwidth as it sends player names and locations once per second to connected users (not even that much bandwidth, really).
Uh? It's not really a minimap if it's not small and in-game, more of a map period.
You make a good point. I've been toying with the idea of shortening the name a bit anyway and that makes perfect sense. I will be calling it Minecraft Map from now on since I won't have to change the acronym.
"Exception thrown while connecting to server: error unmarshalling return; nested exception is: java.net.MalformedURLException: no protocol: minecraftserver location.
I fixed that problem.. I have my server being run in my dropbox, and it would seem your program doesn't like that.
Now i'm getting.
"Exception thrown when getting player data from server. Most likely this means the server has an incorrect 'host' value in its MM configuration."
The 'host' value in mmCfg.txt on the server needs to be the same address that clients type in to their MM clients to connect to your server.
BTW, since the plugin interacts directly with the server, would there be a possibility of two-way chat forwarding? =)
You see where I'm going with this. ^^
Server Monitoring without launching Minecraft! :-D
Rollback Post to RevisionRollBack
War does not determine who is right - only who is left. - Bertrand Russell fCraft.net Freebuild Official - Official server of the fCraft custom server software
BTW, since the plugin interacts directly with the server, would there be a possibility of two-way chat forwarding? =)
You see where I'm going with this. ^^
Server Monitoring without launching Minecraft! :-D
Not a bad idea. I think a lot people love this for monitoring rather then just player playing use,
BTW, since the plugin interacts directly with the server, would there be a possibility of two-way chat forwarding? =)
You see where I'm going with this. ^^
Server Monitoring without launching Minecraft! :-D
It is a possibility. Though at this point it would be a big mistake to implement that, quite simply because there is no way to verify that a user is who he says he is. Anyone could pretend they were anyone. One-way chat monitoring could work, but its not much good without the ability to reply. Just using the server console is a better option for monitoring the chat log IMO.
If enough people want it, I will put together a chat monitoring box with a separate password for sending and for receiving, and implement some sort of reply system where your posts are tagged as coming from MM under whatever name you tell it. Like:
[MM] Admin: whats up guys?
Then at the very least you only give the chat sending password to trusted players.
I should probably point out, I was on a server last night with IRC integration, so you can remote monitor and talk with IRC if you set that up.
Yeah, ZMA has IRC integration but forwards all / commands to IRC (i.e. all from hey0's mod). If you set up a separate password it should work just fine. Or you could even implement a proper login to the plugin with nickname and PW. =)
Not everybody can use server consoles to monitor stuff, or at least it's not convenient to do so. Our Minecraft servers run on a dedicated machine and some of them run as non-interactive services. Hence a monitoring app like this would be very, VERY useful to us.
Rollback Post to RevisionRollBack
War does not determine who is right - only who is left. - Bertrand Russell fCraft.net Freebuild Official - Official server of the fCraft custom server software
The 'host' value in mmCfg.txt on the server needs to be the same address that clients type in to their MM clients to connect to your server.
I swear I also tried that but completely failed at it. What if I was going to connect to it from my IP? For example when I connect to my self I type 127.0.0.1? Because well, I'm hosting it on my computer. Even when I tried the host for 127.0.0.1 in the config but that still didn't work either. I'm not home ATM But I'll check that here in a few.
The 'host' value in mmCfg.txt on the server needs to be the same address that clients type in to their MM clients to connect to your server.
I swear I also tried that but completely failed at it. What if I was going to connect to it from my IP? For example when I connect to my self I type 127.0.0.1? Because well, I'm hosting it on my computer. Even when I tried the host for 127.0.0.1 in the config but that still didn't work either. I'm not home ATM But I'll check that here in a few.
If you are running the server and the client on the same machine I think that should work. Try using your LAN ip address, or if you have the ports forwarded in your router, try your public IP (from http://www.whatismyip.com). Restart the server between tries to reload the config.
Also, do you remember how you got past this error?:
"Exception thrown while connecting to server: error unmarshalling return; nested exception is: java.net.MalformedURLException: no protocol: minecraftserver location.
I am trying to help someone else with a similar error and having no luck so far.
I have been having a minor issue loading the map file. Unless I crop it down to a working size, I have it running for myself and all of my clients after having cropped the map to the area we are working in.
Working Map size:
27-9-10.png
2.79MB
2640*2304 Pixels
Failing to load Map size:
27-9-10backup.png
11.8MB
10928*10848 Pixels
Maybe once we have established the limitations of what can be loaded it can be added to the known issues?
Thanks for making this though! It is going to come in incredibly handy :smile.gif:
Gah! That isn't such a large image that it should be having trouble loading it. I will investigate this when I have time, but until then you will just have to crop them. What happens when you try to load the full size map anyway?
The 'host' value in mmCfg.txt on the server needs to be the same address that clients type in to their MM clients to connect to your server.
I swear I also tried that but completely failed at it. What if I was going to connect to it from my IP? For example when I connect to my self I type 127.0.0.1? Because well, I'm hosting it on my computer. Even when I tried the host for 127.0.0.1 in the config but that still didn't work either. I'm not home ATM But I'll check that here in a few.
If you are running the server and the client on the same machine I think that should work. Try using your LAN ip address, or if you have the ports forwarded in your router, try your public IP (from http://www.whatismyip.com). Restart the server between tries to reload the config.
Also, do you remember how you got past this error?:
"Exception thrown while connecting to server: error unmarshalling return; nested exception is: java.net.MalformedURLException: no protocol: minecraftserver location.
I am trying to help someone else with a similar error and having no luck so far.
I was running my server in a dropbox folder because more then one of us needs access to it at all times. This was the easier way. My file location was.. C:\Users\Jash\Documents\My Dropbox\MinecraftServer
It was telling me that my server was located in Dropbox\MinecraftServer which is well... Obviously wrong.
I copied it over to my desktop, and ran it. It got pasted that error.
As for Local IP (127.0.0.1) I'll test out this stuff and see if it works now then get back to you.
I was running my server in a dropbox folder because more then one of us needs access to it at all times. This was the easier way. My file location was.. C:\Users\Jash\Documents\My Dropbox\MinecraftServer
It was telling me that my server was located in Dropbox\MinecraftServer which is well... Obviously wrong.
I copied it over to my desktop, and ran it. It got pasted that error.
As for Local IP (127.0.0.1) I'll test out this stuff and see if it works now then get back to you.
Thanks. I didn't think to check the file location.
Right so after setting my host to 24.***.***.102 and trying to connect to the host using that IP I get the error
Exception thrown while connecting to server: Connecting refused to host: 24.***.***.102; nested exception is:
java.net.ConnectExceptiong:Connection refused: connect
If I type in my Local IP with the host I get "Success, we should be connected"
Then after I click OK I get.
Exception thrown when getting player data from server. Most likely this means the server has an incorrect 'host' value in its MM configuration.
Yes my ports are open, yes it is my direct IP. Friend gets the same problem.
Right so after setting my host to 24.***.***.102 and trying to connect to the host using that IP I get the error
Exception thrown while connecting to server: Connecting refused to host: 24.***.***.102; nested exception is:
java.net.ConnectExceptiong:Connection refused: connect
If I type in my Local IP with the host I get "Success, we should be connected"
Then after I click OK I get.
Exception thrown when getting player data from server. Most likely this means the server has an incorrect 'host' value in its MM configuration.
Yes my ports are open, yes it is my direct IP. Friend gets the same problem.
The Connection refused exception indicates that the client cannot contact the server at all. Double, triple, or whatever check the ports (change from the default port if you like), and make sure you are forwarding to the correct machine. Temporarily disable that machine's firewall too to see if the problem lies there.
There is a lot of technical stuff going on, but it comes down to the fact that the client makes two connections to actually start receiving data. The first connection (the one my code initiates) is to the address you type in the client. The second connection (the one started by Java RMI which I have little control over) is to the address you type in the server's mmCfg.txt. If you get the "Success" message, then the first connection worked. If you get an error after that, it most likely means the second connection did not work, which I found to usually mean the host was set wrong in mmCfg.txt. I now wish I had output the actual exception text related to the failure instead of just outputting my own message.
I've changed the port to a Port in which I run my "Test" Server on. (The one where I test any coding I do before I put it on my live server.) which people can connect to easily. Tried it again, and still no luck what so ever, so I truthfully don't know what the problem is then if thats it. Yes basically ALL of my ports are open. I've had them like that for a while. Yes unsafe but for half the stuff I do it works.
I've changed the port to a Port in which I run my "Test" Server on. (The one where I test any coding I do before I put it on my live server.) which people can connect to easily. Tried it again, and still no luck what so ever, so I truthfully don't know what the problem is then if thats it. Yes basically ALL of my ports are open. I've had them like that for a while. Yes unsafe but for half the stuff I do it works.
Damn. I just can't shake the feeling that its a configuration error. Have you tried putting the local IP in mmCfg.txt and testing locally?
I've changed the port to a Port in which I run my "Test" Server on. (The one where I test any coding I do before I put it on my live server.) which people can connect to easily. Tried it again, and still no luck what so ever, so I truthfully don't know what the problem is then if thats it. Yes basically ALL of my ports are open. I've had them like that for a while. Yes unsafe but for half the stuff I do it works.
Damn. I just can't shake the feeling that its a configuration error. Have you tried putting the local IP in mmCfg.txt and testing locally?
Yup I tried it with the Local IP as well.
Heres a list of what I'm running.
Hey0's Mod. (Nothing Edited.)
Llama Craft's Bucket Fix + Lava can't set **** on fire.
Runecraft
Plugins: MMPlugin CuboidPlugin ircPlugin
That way you can test as well, see if its my end or not.
I got this working for my server without a hitch, other then trying to guess the coordinates :tongue.gif:
However, I have a request.
Would it be too difficult to allow it to pull the overlay from the web?
I keep an updated map of my server up and it'd be most handy if my clients didn't have to download it manually every time.
Ok. I have never seen that exception before. I have no idea what is wrong. Please post your server and client config file contents and SMP server IP/Port and I will try to connect this evening if it still isn't working. PM the info if you don't want it public. Of course if it is a private LAN only server or something, I won't be able to connect, but the addresses would still be useful for figuring out what is wrong.
One last thing - make sure you are trying with server 0.2.3 and client 0.2.2 as those are the latest versions. If one is older, then they might not play nicely together - particularly if one is a v0.1.1.
Have you tried Minecraft AutoMap?
Afraid not. The MM server is a modification for the Minecraft SMP server. I call it a separate server because it listens for its own connections using a different port and with different communication protocols. And it doesn't have anything to do with SMP's user authentication.
The good news is, the mod should be using next to zero CPU and not much memory. Just a little bit of bandwidth as it sends player names and locations once per second to connected users (not even that much bandwidth, really).
Have you tried Minecraft AutoMap?
You make a good point. I've been toying with the idea of shortening the name a bit anyway and that makes perfect sense. I will be calling it Minecraft Map from now on since I won't have to change the acronym.
Have you tried Minecraft AutoMap?
The 'host' value in mmCfg.txt on the server needs to be the same address that clients type in to their MM clients to connect to your server.
Have you tried Minecraft AutoMap?
You see where I'm going with this. ^^
Server Monitoring without launching Minecraft! :-D
fCraft.net Freebuild Official - Official server of the fCraft custom server software
Not a bad idea. I think a lot people love this for monitoring rather then just player playing use,
Check out my Let's Play Series:
It is a possibility. Though at this point it would be a big mistake to implement that, quite simply because there is no way to verify that a user is who he says he is. Anyone could pretend they were anyone. One-way chat monitoring could work, but its not much good without the ability to reply. Just using the server console is a better option for monitoring the chat log IMO.
If enough people want it, I will put together a chat monitoring box with a separate password for sending and for receiving, and implement some sort of reply system where your posts are tagged as coming from MM under whatever name you tell it. Like:
[MM] Admin: whats up guys?
Then at the very least you only give the chat sending password to trusted players.
I should probably point out, I was on a server last night with IRC integration, so you can remote monitor and talk with IRC if you set that up.
Have you tried Minecraft AutoMap?
Not everybody can use server consoles to monitor stuff, or at least it's not convenient to do so. Our Minecraft servers run on a dedicated machine and some of them run as non-interactive services. Hence a monitoring app like this would be very, VERY useful to us.
fCraft.net Freebuild Official - Official server of the fCraft custom server software
I swear I also tried that but completely failed at it. What if I was going to connect to it from my IP? For example when I connect to my self I type 127.0.0.1? Because well, I'm hosting it on my computer. Even when I tried the host for 127.0.0.1 in the config but that still didn't work either. I'm not home ATM But I'll check that here in a few.
If you are running the server and the client on the same machine I think that should work. Try using your LAN ip address, or if you have the ports forwarded in your router, try your public IP (from http://www.whatismyip.com). Restart the server between tries to reload the config.
Also, do you remember how you got past this error?:
"Exception thrown while connecting to server: error unmarshalling return; nested exception is: java.net.MalformedURLException: no protocol: minecraftserver location.
I am trying to help someone else with a similar error and having no luck so far.
Have you tried Minecraft AutoMap?
Gah! That isn't such a large image that it should be having trouble loading it. I will investigate this when I have time, but until then you will just have to crop them. What happens when you try to load the full size map anyway?
Have you tried Minecraft AutoMap?
I was running my server in a dropbox folder because more then one of us needs access to it at all times. This was the easier way. My file location was.. C:\Users\Jash\Documents\My Dropbox\MinecraftServer
It was telling me that my server was located in Dropbox\MinecraftServer which is well... Obviously wrong.
I copied it over to my desktop, and ran it. It got pasted that error.
As for Local IP (127.0.0.1) I'll test out this stuff and see if it works now then get back to you.
Thanks. I didn't think to check the file location.
Have you tried Minecraft AutoMap?
Exception thrown while connecting to server: Connecting refused to host: 24.***.***.102; nested exception is:
java.net.ConnectExceptiong:Connection refused: connect
If I type in my Local IP with the host I get "Success, we should be connected"
Then after I click OK I get.
Exception thrown when getting player data from server. Most likely this means the server has an incorrect 'host' value in its MM configuration.
Yes my ports are open, yes it is my direct IP. Friend gets the same problem.
The Connection refused exception indicates that the client cannot contact the server at all. Double, triple, or whatever check the ports (change from the default port if you like), and make sure you are forwarding to the correct machine. Temporarily disable that machine's firewall too to see if the problem lies there.
There is a lot of technical stuff going on, but it comes down to the fact that the client makes two connections to actually start receiving data. The first connection (the one my code initiates) is to the address you type in the client. The second connection (the one started by Java RMI which I have little control over) is to the address you type in the server's mmCfg.txt. If you get the "Success" message, then the first connection worked. If you get an error after that, it most likely means the second connection did not work, which I found to usually mean the host was set wrong in mmCfg.txt. I now wish I had output the actual exception text related to the failure instead of just outputting my own message.
Have you tried Minecraft AutoMap?
Damn. I just can't shake the feeling that its a configuration error. Have you tried putting the local IP in mmCfg.txt and testing locally?
Have you tried Minecraft AutoMap?
Yup I tried it with the Local IP as well.
Heres a list of what I'm running.
Hey0's Mod. (Nothing Edited.)
Llama Craft's Bucket Fix + Lava can't set **** on fire.
Runecraft
Plugins: MMPlugin CuboidPlugin ircPlugin
That way you can test as well, see if its my end or not.
However, I have a request.
Would it be too difficult to allow it to pull the overlay from the web?
I keep an updated map of my server up and it'd be most handy if my clients didn't have to download it manually every time.