Restarting
Matchmaking queue
Fixed at startup
Ports and names are bound when the sockets open, so these need a restart and a command-line flag to change.
Tables
A table is a matched group of players. It fills first — every seat has to be taken before the battle setup goes out — and then plays. The server relays the match but does not simulate it, so the turn and phase below are the last stamp seen on the players' own traffic.
Tic-tac-toe
The FOSS tic-tac-toe is played on the same accounts as everything else, and the server referees it. Games live in memory only: a restart empties this page, and a deploy waits for the open games to finish.
Games in progress
Waiting for an opponent
Recent games
Gameplay rules
The whole rule set travels to every client in the battle-setup record at the start of a match, and the client clears its own copy before reading it — so what is published here is what every player plays by. Changes apply to matches that start after you publish; a table already playing keeps the record it was given.
Default rules are what every map plays by. A rule set gives some maps their own changes on top of them — a map of bombs only, say. One publish covers the default rules and every rule set.
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Not editable here
Two kinds. Settings the game ignores: the rule set has them and the record carries
them, but the 2008 game never reads them during a match, so changing them would do nothing — each is
listed with how that was established. And what would change the record's length,
which the client reads by position and does not check: block shapes and a mask's size. Masks are
editable above at their shipped size, and hero, monster and princess stats are fixed-size words; each
publish is checked by building the record for every map and player count. Which power a hero has is a
fixed-size word too, but swapping powers between heroes has never been tried, so it is not offered.
Edit the server's gamedata/rules.json and restart to change any of these.
Item rulesets
Every set of item rules a match can be played by, each under its own name. Every match records the ruleset
it was played by — legacy when it had none, the game's own items — so its statistics can be
read against it. A saved ruleset never changes: there is no editing one, here or in the
database. To try other rules, save them as a new ruleset under a new name (New from this starts
from one below). Item rules and Rooms below only choose among these.
How to write one, and every shipped one explained: rg/native-port/docs/ITEM_RULES_AUTHORING.md.
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New ruleset
Board art
What this panel's boards are drawn with: the map editor, the live board, the item drops and the match
timeline. The server ships none of the game's art, so they use the panel's own sprites until you import
your copy of the N-Gage game here, either the .n-gage download (Nokia's package or the cracked
one) or its Game installer (.sis). Then every hero, monster, item, castle, block and floor is
drawn as in the game, in each player's colours. The package itself is not kept: only the pictures taken
from it are, on the server, and only signed-in admins are shown them. The switch goes back to the panel's
own sprites without losing the import, for every admin; removing the import deletes the pictures.
Maps
Draw the board a match is fought on. The server sends the board to every player in the battle setup, so a new map needs nothing installed on the players' side. A map has one board per player count — 2, 3 or 4 — because that is how the game's own quick-match maps work: a full table of three is seated on the 3-player board. Only what an online match actually builds can be drawn here: the board size, one 2x2 castle and one hero start per player, where each princess starts (in her castle, on the board, or not at all), monsters each player starts with, each player's starting territory and the scenery. A board can also be a deathmatch: no castles, so a hero that dies is out and the last one standing wins, as in the campaign's Deathmatch mission.
Pick a map to open it. The built-in maps open read-only — duplicate one to start from its layout.
Matches
Every match this server has formed since it started, newest first. Kept in memory only, so a restart empties it. Click a match for its players, how each one left, and its log.
All recorded matches
Every player's matches from the database, so they outlive a restart. Click one for its result, timeline and drops.
Players
Everyone who has logged in, and what they have done online. A player is its id — the
first name its game logged in under, which never changes and is what every match is filed under — and a
name, which is what the game shows and which you can change here. A renamed player's game
is told the new name the next time it connects, and switches to it before the game shows one; until then
it plays under the old name. Players can also change their own name in the app's settings, from the
device the account was made on: its device key, a secret the app keeps with its saved data.
Forget devices lets the next device that connects take the account over, for a player
who lost theirs. Only Ranked counts: matches in Quick Match (unranked) and in rooms are saved but do not
add to the record, the fame or the ladder. The record is what the game's own Rankings and
Battle Stats screens are answered with, and it is filled from the standings the clients
report when a match finishes — the 2008 client has no request for that, so only native-port
sends one. A rank needs 6 finished matches, which is the threshold the
game itself enforces.
Match statistics
Match totals include every started match. Wins and rescues by seat and hero use reported results; event details cover only matches whose decoded rows are still kept (0 now). Older timelines still open from their stored recordings.
Chat phrase usage
Accepted player messages counted once per send, using the match and player filters above. Dates refer to the match start date (UTC). Counts survive phrase edits, removal and resetting the list; changing a key starts a new counter. Admin messages and refused messages are excluded.
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Admin users
Everyone who can sign in here can manage these accounts. Renaming a user, disabling them or setting their password signs them out at once, and a password you set is theirs only until they choose their own. Nobody can disable or delete their own account, and the last enabled user cannot be removed.
Add a user
Your account
Changing your password signs out every other session of yours. Five wrong passwords in a row lock a sign-in for fifteen minutes.
Revision history
Every published rule revision, newest first, with its rule sets. Kept in the settings database, so it survives a restart. Rolling back publishes a new revision with that revision's values and rule sets.
Admin log
Every change made in this panel, newest first: who made it, when, and what it changed. Kept in the settings database, so it survives a restart. Failed sign-ins are kept too, the newest 1,000 of them.