Instructions for deployment

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Instructions for deployment

Postby StuartTresadern » Mon Dec 30, 2013 8:35 pm

I was sure the website has some instructions for running the deployment scripts etc but I don't seem to be able to find them any more. Can anyone point me in the right direction.
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Re: Instructions for deployment

Postby rob » Mon Dec 30, 2013 8:43 pm

Yes I can... and sorry about that, I'm still in the process of bringing over the docs pages from the old (slow wordpress) site to the new design.

Here is the info:

Switch to /ige
Do: node ./server/ige.js -deploy ../myGameFolder -index true

Replace myGameFolder with the *relative* path from /ige to your game folder. The deployment process will create a client-side version of your game in the ../myGameFolder/deploy folder.
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Re: Instructions for deployment

Postby StuartTresadern » Mon Dec 30, 2013 8:45 pm

Thanks Rob.
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Re: Instructions for deployment

Postby rob » Mon Dec 30, 2013 8:45 pm

The output folder will only contain your game.js and index.html (the index.html is a template, you will have to modify it for your requirements).

To run a deploy you need to copy in your assets, css and whatever folders it expects to find in the active folder.
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Re: Instructions for deployment

Postby Smileypop » Thu Jan 09, 2014 1:24 am

Is there a way to automate this in Web Storm, similar to setting up the Server node.js script to run from the drop down list?
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Re: Instructions for deployment

Postby Smileypop » Mon Jan 13, 2014 5:42 am

Can you please setup a tutorial with instructions on how/what to deploy to a webserver to get multiplayer apps working live?

I can run all of the examples fine with a localhost webserver. But this only works for testing on my machine.

The client side of things is easy to setup, but can you please explain how to get the server code working live?

I have shell access to my web hosting (hostgator). What files besides index.html and game. js need to be hosted? Does the ige folder itself need to be live? Do we need to install Node modules live?

A step by step guide to getting everything working live would be very helpful. Thanks!
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Re: Instructions for deployment

Postby cdiddy2 » Thu Jan 16, 2014 6:08 am

You do not run deploy for the server code. That can stay normal. Deploy is for the code that you will send to clients. So all you should need is game.js and any assets that go along with it. That is all I got hope I helped
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Re: Instructions for deployment

Postby Smileypop » Fri Jan 17, 2014 5:04 am

Thank you for the info, cdiddy2.

At the moment, the client still tries to connect to localhost even when hosted externally. Does something need to be changed or setup for the live environment? How do I get the server code running on my hosted webserver?

If I load the game in the browser I get the following:

Code: Select all
IGE *log* [Ige$i_33Component] : Connecting to net.io server at "http://localhost:2000"... game.js:1
IGE *log* [$i_33.Client] : Net.io client starting... game.js:1
IGE *log* [$i_33.Client] : Connecting to server at http://localhost:2000 game.js:1
Arguments[1]
 game.js:1
Stack:     at e.i [as log] (http://www.smileypop.net/nomorehumans/demo/game.js:1:11406)
 ----     at e.$i_33.Client.$i_33.EventingClass.extend._onError (http://www.smileypop.net/nomorehumans/demo/game.js:3:3323)
 ----     at WebSocket._socket.onerror (http://www.smileypop.net/nomorehumans/demo/game.js:3:2462) game.js:1
IGE *error* [$i_33.Client] : Error encountered, stopping engine to prevent console spamming... game.js:1
IGE *log* [$i_106:ige] : Stopping engine... game.js:1
Uncaught IGE *error* [$i_33.Client] : An error occurred with the net.io socket! game.js:1
Stack:     at e.i [as log] (http://www.smileypop.net/nomorehumans/demo/game.js:1:11406)
 ----     at e.Ige$i_33Client._onError (http://www.smileypop.net/nomorehumans/demo/game.js:3:7224)
 ----     at e.<anonymous> (http://www.smileypop.net/nomorehumans/demo/game.js:3:4814)
 ----     at e.$i_2.extend.emit (http://www.smileypop.net/nomorehumans/demo/game.js:1:15500)
 ----     at e.$i_33.Client.$i_33.EventingClass.extend._onClose (http://www.smileypop.net/nomorehumans/demo/game.js:3:3193)
 ----     at WebSocket._socket.onclose (http://www.smileypop.net/nomorehumans/demo/game.js:3:2399) game.js:1
IGE *error* [Ige$i_33Component] : Error encountered, stopping engine to prevent console spamming... game.js:1
Uncaught IGE *error* [Ige$i_33Component] : Error with connection: Cannot establish connection, is server running?
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Re: Instructions for deployment

Postby cdiddy2 » Mon Jan 20, 2014 8:42 pm

Well it looks like you still have the client pointed to localhost in your client.js file. Depending on how much you deviated form the examples you should have a line in your client.js like
Code: Select all
ige.network.start('http://localhost:2000', function () {
you have to change that to the ip of your server that is hosted. If the server is on your computer you have to point it to your ip addess. if a hosted server somewhere then you should know the ip of that server/they should tell you. leave the port at 2000.
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Re: Instructions for deployment

Postby Smileypop » Tue Jan 21, 2014 5:38 am

Thanks again for the info, cdiddy2. I've changed the code to match my webserver's IP address, but the client still throws an error when trying to connect.

I'm still under the impression that the server code needs to be "started" on the hosted site. I can SSH to my ftp folder, but then what? Does Node.js need to be installed there as well, along with the specific modules? Since the IGE server folder is not hosted, I don't know how to start it like the local examples.

i.e, do we need to do something like this on the webserver to start it?

"node ./server/ige -g ./examples/24.1-network-stream"

Code: Select all
GET http://www.isogenicengine.com/logo/irrelon.png 404 (Not Found) www.smileypop.net/:29
------------------------------------------------------------------------------ game.js:6
* Powered by the Isogenic Game Engine v1.3.1@2013-11-04.001                  * game.js:6
* (C)opyright 2013 Irrelon Software Limited                                  * game.js:6
* http://www.isogenicengine.com                                              * game.js:6
------------------------------------------------------------------------------ game.js:6
IGE *log* [Ige$i_33Component] : Network component initiated with Net.IO version: 1.0.0 game.js:1
IGE *log* [$i_13] : Setting up input event listeners... game.js:1
IGE *log* [$i_106:ige] : Texture image (./assets/textures/backgrounds/grass.png) loaded successfully game.js:1
IGE *log* [$i_106:ige] : Texture image (./assets/textures/buildings/church.png) loaded successfully game.js:1
enable rikaicontent.js:1028
enable ihaecontent.js:1079
IGE *log* [$i_106:ige] : Texture image (./assets/textures/tiles/tilea2.png) loaded successfully game.js:1
IGE *log* [$i_106:ige] : Texture image (./assets/textures/buildings/hospital.png) loaded successfully game.js:1
IGE *log* [$i_106:ige] : All textures have loaded game.js:1
IGE *log* [$i_106:ige] : Starting engine... game.js:1
IGE *log* [$i_106:ige] : Engine started game.js:1
IGE *log* [Ige$i_33Component] : Connecting to net.io server at "http://192.254.189.155:2000"... game.js:1
IGE *log* [$i_33.Client] : Net.io client starting... game.js:1
IGE *log* [$i_33.Client] : Connecting to server at http://192.254.189.155:2000 game.js:1
[Event]
 game.js:1
Stack:     at e.i [as log] (http://www.smileypop.net/nomorehumans/demo/game.js:1:11406)
 ----     at e.$i_33.Client.$i_33.EventingClass.extend._onError (http://www.smileypop.net/nomorehumans/demo/game.js:3:3323)
 ----     at WebSocket._socket.onerror (http://www.smileypop.net/nomorehumans/demo/game.js:3:2462) game.js:1
IGE *error* [$i_33.Client] : Error encountered, stopping engine to prevent console spamming... game.js:1
IGE *log* [$i_106:ige] : Stopping engine... game.js:1
Uncaught IGE *error* [$i_33.Client] : An error occurred with the net.io socket! game.js:1
i game.js:1
$i_33.Client.$i_33.EventingClass.extend._onError game.js:3
_socket.onerror game.js:3
Stack:     at e.i [as log] (http://www.smileypop.net/nomorehumans/demo/game.js:1:11406)
 ----     at e.Ige$i_33Client._onError (http://www.smileypop.net/nomorehumans/demo/game.js:3:7224)
 ----     at e.<anonymous> (http://www.smileypop.net/nomorehumans/demo/game.js:3:4814)
 ----     at e.$i_2.extend.emit (http://www.smileypop.net/nomorehumans/demo/game.js:1:15500)
 ----     at e.$i_33.Client.$i_33.EventingClass.extend._onClose (http://www.smileypop.net/nomorehumans/demo/game.js:3:3193)
 ----     at WebSocket._socket.onclose (http://www.smileypop.net/nomorehumans/demo/game.js:3:2399) game.js:1
IGE *error* [Ige$i_33Component] : Error encountered, stopping engine to prevent console spamming... game.js:1
Uncaught IGE *error* [Ige$i_33Component] : Error with connection: Cannot establish connection, is server running? game.js:1
i game.js:1
Ige$i_33Client._onError game.js:3
(anonymous function) game.js:3
$i_2.extend.emit game.js:1
$i_33.Client.$i_33.EventingClass.extend._onClose game.js:3
_socket.onclose
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