Software

Reversi Magic 3.0 Released On All App Stores

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After a long time of not being active on the App Stores, our game Reversi Magic has finally been updated and launched on all three mobile app stores – Google Play, Apple App Store and Amazon App Store. Links to get the latest versions of the game can be found here – https://www.fishguygames.com/reversi/

This major update has been a long time in the works, with lots of changes to the game & engine to make it fully compatible with the most up-to-date Android and Apple devices. The following is a small list of the more important features that have been added or changed in the game:

  • Improved loading times by removing all unnecessary data files no longer needed by older devices.
  • While playing the game, the grid can be rotated 90 degrees at any time by pressing the Rotate button. Some players prefer to orient the board differently during play to see certain moves better, so this feature is handy. The board can be rotated as many times as you want.
  • When a player is unable to place a move in the current game, a notification is now given on the screen telling you so. Previously, the game would just skip the player’s turn without any notification and this has caused many people to believe the game is “cheating”. We can assure you that the game has never cheated, but this new feature should help to alleviate any concerns that anyone might have. Future changes are also coming that will allow you to verify this behavior.
  • Better internal bookkeeping for statistics (this will be replaced in a future update, see below for more information)
  • Lots of other minor tweaks and fixes to the gameplay code to improve the overall playing experience.

The following is a list of some features that are planned for future updates:

  • A new statistics system is in development that will store all playing information in our database. This will allow you to see your playing history, and also allow you to see how well you compare to other players around the world. More details will be available in the future about this feature and we will be looking for beta testers to help us test it out.
  • Online Player Support is also coming in the future with the above statistics system in place. This will allow you to play against other players around the world, and also allow you to play against your friends. We are still working out the details on the best way to implement this feature, but we will be looking for beta testers to help us test it out once we reach the beta stages. One such topic we are debating is how best to handle players in different timezones, and instead of making play modes realtime, they would be turn based so that a player could maybe play a handful of games at a time, and come back to them as the opponent has made their turn. This would allow players to play at their own pace, and not have to worry about being online at the same time as their opponent.
  • Tournament Rules & Scoring – The game will implement full tournament rules and scoring methods so that all recorded scores are equal and fair to all players. We will also implement tournament games of our own at certain time periods when we have implemented some of the other systems.
  • We have already began adding support for Leaderboards and Achievements to the game for a wide variety of challenges, for the devices that support them. Compete for the highest leaderboard scores and score points for completing certain activities within the game.
  • Improved Harder Difficulty – As with any strategy game like this, keeping the logic current and up to date will always be a challenge and we are working on an improved difficulty level to make the game more challenging & appealing to our more experienced players out there. We enjoy hearing from you, and we thank those who have already reached out to us with helpful tips, suggestions and technical documents to continually improve the computer player.
  • End-Game Review system – This is mostly completed already in the current build, and was taken out at the last minute due to a few problems that we will fix in the next update. This will allow you to review the game turn by turn, see where both yourself and the computer placed moves, where player stalemates occured (when the player couldn’t place a move) and every other detail of the game. This will also allow you to verify that the computer player is not cheating, and that it is playing a fair game. We cannot stress enough that the game has never cheated in any version release.

We hope that you enjoy playing the game as much as we have spent working on it. Please feel free to reach out to us with any comments, concerns or other feedback, and please consider leaving a review on the app store of your choice. We look forward to hearing from you!

Twinz! Released To Google Play & Amazon App Store

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After a long time of no updates, I have finally released an updated version of my Twinz! game! The last updates came a really long time ago, and due to family, careers and other life events I ended up not being able to spend as much time programming as I would have liked, so all of my games have taken a spot on the back burner.

After a few weeks of work, my game engine has been updated and we are slowly making progress in updating all of games to run on the newer modern devices. This last week, the game has been released for Android on the Google Play & Amazon Marketplace App Stores. There is also a version of the APK that can be downloaded manually from the Twinz! Website.

As part of this update, we have made many quality-of-life improvements to the game that have been requested over the years, along with 3 additional levels to make the game even more challenging. Try to beat all 10 levels on every difficulty, and submit your best high scores to see if you can become the best Twinz! player in the world!

The iPhone/iPad version of the game is almost ready and will be released in the next week or so. Each App Store has a Free version of the game that is supported by Adverts. There is also a Pro version, which contains no adverts and has no additional delays etc. at the end of each level.

Links:

Twinz! Website
Twinz! on Google Play
Twinz! on the Amazon App Store

We hope you enjoy playing our game!

Making Some Progress with new Parker 6K4 Library

4

It’s been a while since I wrote anything about this project, but I have been working hard on my Parker Controller library over the last few weeks. There were several goals I had in mind for this project before I even laid down any code, and I think I was able to get most of them knocked out.

The biggest goal I think, was to make a library that was easy to import into any existing project that required a Serial connection, and just Go. Add a few commands to set up the connection, and away you could go! Another large goal was to control how the library was used. I didn’t want to create something that was limited specifically to a Parker controller; And in addition to that, I may or may not want to use certain modules. So, a lot of work went into the theory of the library and I think its working out pretty good so far.

The last time I used a libraryy similar to this was in my old CNC bender projects such as FlexIO, so compared to those original versions, here is a list of key feature changes I made to improve the library for new projects in the future:

  • The library is now completely independent of any existing code, and can be added to an existing project with just a few simple commands, see the example code below in this post.
  • Several defines during compilation determine which parts of the library are used by your app. See Below for more specifics.
  • The following key features are present in this library, some of which are controlled by defines:
    • The base connection & setup code are contained exclusively within the defined object. There is Zero global code required.
    • The library is capable of declaring and using MULTIPLE serial objects at the same time. Yes, you are thinking correctly. It is now possible to connect to MULTIPLE connections at exactly the same time. This means that if you need more than 4 axis, or more inputs, it is more than possible to spread this out across more than one controller. You just have to adapt your project to compensate for it!
    • The library has a built-in Serial interpreter and text processing system. You can turn this off if you don’t want to use it, but it gives you a system for processing received text commands from the connection. This isn’t just limited to Parker stuff either, it works perfectly fine on any type of Serial connection. You can specify how many commands are stored internally at any time, as well as access to a number of different way of reading and interpreting those commands. Received commands are defined by text sent back from the controller with a Newline character; If the character has not been received, the data is left on the processor until one is received (and as a result, prevents mangled responses if they are only partially received from the port at the time it queries for data). If you choose not to use it, its easy to add your own code to handle this by yourself and use the built-in commands to extract the necessary data from the serial port for use in your own interpreter.
    • Custom logging options, so you can output problems and data from the connection to log files.

The following is an example of some code for a typical Serial object:

// The object is created in code anywhere you like, or in your app class
// Header as a global object. Its entirely up to you. You can also define
// Multiple objects individually or in an array.
DexSerialPort  ComPort;

// Clear out any previous settings that might get in the way
MyProject::ComPort.Clear();

// Set up the Connection. We can specify a unique Logfile ID to use for
// Each connection, along with a unique name for the connection. If 
// Multiple connections use the same log, this name will help identify
// Where messages come from.
MyProject::ComPort.SetDexLoggerID(LOG_FILE_SERIALPORT);
MyProject::ComPort.SetConnectionName("Parker 6K6");

// Set standard connection parameters for COM3
MyProject::ComPort.SetCOMPortNumber(3);
MyProject::ComPort.SetBaudRate(9600);

// Are we using the built-in command parser and processor?
#if defined(DEX_USE_SERIAL_INTERPRETER)
// We can specify how many commands are stored from the controller
// At any one time.
MyProject::ComPort.SetCommandBufferSize(150);
#else
// The project will assume you are using your own interpreter for
// Serial Port responses and let you handle it in our own way.
#endif

// Attempt to make a connection to the device
bool ConnectResult = StrutterObject::ComPort.OpenCOMPort();

// Did we connect OK?
if (ConnectResult == true) {
	// The connection was successful!! Show the About page for the 
	// Controller (about 40 lines of info)
	Strutter.ComPort.SendSerialCommand("HELP:");
}

// We can also check at any time to make sure the controller is 
// Online via code checks.
if (MyProject::ComPort.IsControllerOnline() == true) {
	// Here you can do something that our project requires!
	// Let's see if any data exists on the port for reading!

#if defined(DEX_USE_SERIAL_INTERPRETER)
	// Query the port, do a Send/Receive of anything in the buffers
	MyProject::ComPort.ProcessDataExchange();

	// Do we have any commands currently stored in the command buffer?
	uWord CommandsReceived = MyProject::ComPort.GetReceivedCommandCount();

	// Do we have anything stored?
	if (CommandsReceived > 0) {
		// At least one command is available in the command buffer
		for (uWord ShowCommands = 0; ShowCommands < CommandsReceived; ShowCommands++) {
			// Get a char version of the received command. There are many
			// Other ways to recover and interact with the commands.
			// With a received command, your code can process the response
			// Accordingly, but we will just dump them to the log here.
			dbgmsg("Command Received: '%s'", 
				MyProject::ComPort.GetReceivedCommandAsString(ShowCommands);
		}
	}

	// After all commands have been processed, empty the buffer completely
	// Before querying for the next set of received commands.
	MyProject::ComPort.ClearReceivedCommandBuffers();
#endif
}

// Finished using the port?
MyProject::ComPort.CloseCOMPort();

Example screenshot of a sample communication tool for any Serial connection (we used a 6K6 in this example):

Whats Next For This Library?

Im not sure! I want to keep working with this as it has been bugging my mind for a really long time. There were so many unfinished things on prior projects that I wanted to close this chapter. Then, I might work on a routing table or something similar. Until the next time! Feel free to leave any comments or questions below!

Review Of Old Games

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So, I found a video on YouTube of one of my really old Amiga games and it inspired me to work on making some pages about some of these projects, what the challenges were and anything else that comes to mind during the development. The particular game in question was one of my earlier ports of my Twinz game to the Amiga, but was a version I thought for sure I had lost the source code for. At some point during it’s Aminet presence, it was pulled and played. The website android4fun.net is extremely popular among the players around the world to acquire the modded android games or applications.

As I started looking at some of my Discography lists, it came to my attention that I was actually missing a lot of different projects, including all of my current App Store apps, so I figure it would be a great time to start working on some of this, plus it will be a great trip down memory lane about the good old days!!

My Game Development on Amiga was fairly slim, I made a good couple of dozen unfinished games, and spent most of my time focussing on smaller routines. In the beginning, development was mostly in AMOS & AMOSPro. I then upgraded to SAS/C and worked on a few unfinished projects there, and at the end I was doing some porting work using StormC with my good friend Paul.

Over the next few weeks, I will dig through my old archives and see if I can get any of these old games and projects running. I know I have a few screenshots for some of the bigger projects, but it will be extremely interesting to pull out some of the *really* old and bad stuff! Stay tuned!!

Opening & Controlling Multiple Dialog Windows In A wxWidgets Project

1

One of the things that had bugged me forever in my years of using wxWidgets was not easily being able to open and control multiple Dialog windows. The idea behind what I had been trying to do (as had countless other thousands of people online) is quite simple; I wanted to open up a main Dialog window, with my main program buttons and gadgets on, but then I wanted to have a second window in the background that I could use to hold more gadgets, more controls. I also wanted a 3rd window that I would then set up as a debugging window; I could put data in there and hide it in my project unless you know the secret knock to get it to display šŸ™‚ This would have saved me a lot of time and effort when I was coding my Litecoin Pool tools, instead of logging to a file and reading through it, I could have updated some gadgets in a seperate window and watched in real-time what the hell was going on with the data I was processing šŸ™‚

Screenshot of the Sample Project running in a wxFrame with 3 seperate wxDialog windows open

So there-in lies the problem: When we open a new Dialog, it opens on top of the parent and now the parent is completely locked until the new window is closed. Very frustrating!

I tried a few different ways to achieve this in a way that worked for my project, and so far, this method is working the best for me. If theres a better way to do this, then please let me know in the comments below. I do like using the DialogBlocks tool to make my complex GUI’s as I find its just easier and more productive to do so. Im not too familiar with some of the editors, so i’m not sure if theres anything out there that is as good as DialogBlocks. It does miss some of the new classes that are available, but it works well for what I need it to.

When starting a new project (or in my case, I would make a new Main window in my existing projects) instead of creating a new wxDialog object, I created a new wxFrame. Frames look a little different to Dialogs, they inherit the Dark Grey background and there are no sizers. It’s also a fixed size (DialogBlocks). On this frame, I added some vertical sizers to start, and would construct my frame as normal. To remove the Dark Grey background, you can set a background colour, or use an ID panel etc. There’s quite a few different ways to design the interface properly, and everyone seems to have their own way of doing it šŸ™‚

Now I want to add my Debugging window to my project. For this, I create a new wxDialog window called SecondaryWindow just as I normally would and construct it in exactly the same way. I can add some text strings, or a complete wxNotebook setup with some additional panels and gadgets as I need them. There really isn’t any limitations to what you can insert into the dialog. Once created, I have to initialize the windows manually. To help demonstrate this, I created a sample project which can be downloaded using 7zip download for your own reference. All future references to code, and this example, will be in relation to this sample (with the concept still working fine in your application).

DialogBlocks puts special comments around functions to help it identify which sections need to be automatically updated when changes are made in the Interface designer. Its a good idea, especially when (like me) I use both DialogBlocks and Visual Studio 2017 at the same time, so if I make changes in one, it auto reloads in the other and I know where the automated blocks begin & end.

Getting back to the topic at hand, the sample project contains two windows. The first window is our main window, which is built using a wxFrame. It has a text box, and six buttons. Three of the buttons control the showing/hiding of up to 3 small sample windows (whose class is called SecondaryWindow). Each window is separate, unique and can be controller independently. The other 3 buttons control the wxTextControl and insert text into one of the three windows. The windows can be shown/hidden at any time. All three of the created windows are derived from the same Dialog class, but there is nothing at all to stop you from creating completely independent and different window classes.

To create the three windows, at the bottom of the file mainwindow.h, in the class MainWindow function I have inserted these lines:

////@begin MainWindow member variables
    wxTextCtrl* TextInputString;
////@end MainWindow member variables

// This is where we will initialize our 3 sample windows
SecondaryWindow *FirstWindow;
SecondaryWindow *SecondWindow;
SecondaryWindow *ThirdWindow;

// And create a variable to remember if the window is Visible or not
bool OpenedWindowA, OpenedWindowB, OpenedWindowC;

In the constructor code for the class, we set the values of the booleans to false so that the code thinks they are closed. By default in the project, I chose not to have them auto-open. At the bottom of the CreateControls() function, we can go ahead and initialize the windows themselves, along with giving each window a unique title to go with it:

wxButton* itemButton9 = new wxButton( itemStaticBoxSizer2->GetStaticBox(), ID_BUTTON_SHOWC, _("Show/Hide Window C"), wxDefaultPosition, wxDefaultSize, 0 );
    itemBoxSizer4->Add(itemButton9, 1, wxALIGN_CENTER_VERTICAL|wxALL, 2);

////@end MainWindow content construction

// Now we should try to initialize the three extra windows so we can use them later.
MainWindow::FirstWindow = new SecondaryWindow(this);
MainWindow::SecondWindow = new SecondaryWindow(this);
MainWindow::ThirdWindow = new SecondaryWindow(this);

// Set some Window titles
MainWindow::FirstWindow->SetTitle(wxT("First Window"));
MainWindow::SecondWindow->SetTitle(wxT("Second Window"));
MainWindow::ThirdWindow->SetTitle(wxT("Third Window"));

Now that the windows are created, we can start to call them. For the purpose of the example project, I made buttons that show/hide each of the windows. To do this in DialogBlocks, I added the button and then created an Event to trigger each time the button was clicked. Going into that function, I removed the default comment lines that were inserted and replaced it with my own code like below:

void MainWindow::OnButtonShowAClick( wxCommandEvent& event )
{
	if (MainWindow::OpenedWindowA == false) {
		// Display the Window. 
		MainWindow::FirstWindow->Show();
		MainWindow::OpenedWindowA = true;
	}
	else {
		// Now we should Hide the window from view
		MainWindow::FirstWindow->Hide();
		MainWindow::OpenedWindowA = false;
	}

	// Skip the event
        event.Skip();
}

Its a pretty crude method, but it works. As with any new Dialog, the window will appear by default in the centre of the parent, so you will have to move them around. The above code is modified for each window to produce the same effect. You can click the Show/Hide button to show/hide the window, or click the X button to close it. To make the contents of text appear in one of the windows, type something into the box and select the button for which window it should appear into.

Closing Notes

The sample project is pretty crude, and there are multiple ways to do it. The code is probably not the best in the world (I could pass the boolean directly to Show() for example and it will control hiding the window). You can also control opening the windows with ShowWithoutActivating() to display the window, but not switch the focus to it. Lot’s of different ways to do the same thing.

After spending a lot of time in the past working on trying to solve this for my own projects, I found a way that seems to work well for me, and I wanted to share it with the rest of the world who might be new to wxWidgets and are looking for that same answer. If you do find this example useful, please leave a friendly comment below.

Download The Sample Project

The sample project can be download from here: Link (1,354Kb)

Along with the source code & DialogBlocks project file to compile this project, there is also a compiled exe ready to run.

If you found this post, or the sample useful, please let me know in the comments below. Thank-you!

New CVGM.net Server Upgrade Almost Ready!

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This is the new Dell PowerEdge 2950 server that will be used on the CVGM.net website. It’s packing a nice dual quad-core 3.16Ghz CPU, 16gb of ram, and VMWare to make management and repairs easier and better. The current server only has 2GB of ram, and a very ancient quad-core 2.1Ghz cpu (one of the first Xeon quad core CPU’s released). We are still adding some bits to it, saving up our spare change and buying them as we can.

In the next few weeks, this bad boy will be shipped off to the datacenter and installed in it’s rack, so the site can receive a much-needed upgrade.

If you want to check out CVGM and listen to some great oldskool computer game music, check out http://www.cvgm.net  Thanks!

New Version Of Litecoin Miner Status Released

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Hi,

Today I released a new version of my popular Litecoin Miner Status program. The tool sits in the background of your computer and monitors various litecoin mining pools for your mining activity. The program does not do any mining of it’s own, it simply watches the pools that you mine at to provide you with statistics about how well your miners, and your profits are doing. You can go directly to the application page Here or by the Discography -> Litecoin Miner Status link at the top of this page.

Lots of changes & tweaks have gone into the new program, including the addition of new pools to monitor. If you mine LTC and wish to keep track of your mining rigs or your coins, give the program a try.

Reversi Magic Updated For iOS / Android / Amazon Kindle Fire

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I have been spending a lot of time lately working on Reversi Magic, my Othello/Reversi game. Since the game was originally released last year, I have been spending time on optimizing the various parts of the game for AI,Ā appearance, and also ensuring that it works on absolutely any device out there. The game has certainly come a long way since I originally started working on it!

The game’s AI functions make use of a NegaScout/PVSĀ algorithmĀ to determine the best possible moves based on a series of conditions, such as difficulty, board status and a few other things. The easy level is designed to be not too difficult, but good enough to keep you alert during play. As the levels get harder, the AI will step up it’s game and the Hard levels are quite tough to beat! I spent close to a full month working on AI code alone, and it was very educational for me. One day I should write up something on how the AI works, as someone else might find it useful in a different game.

embedded by Embedded Video

YouTube Direkt

Anyways, if you would like to give the Free version of the game a go, you can find it at your favourite App Store by clicking one of the links below:

appleappstoreAndroidMarketLarge

amazon-android-app-store

Screenshot Gallery for Reversi Magic:

How To Link To All Your Apps On The App Store In iOS, and other App Stores

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While working on an update for one of my games, I ran into a problem where I wanted to create a link to every app on the App Store that I had written. Each of my games has a button for ‘More Games’ that currently just takes you to my website, where you can see the games, but what if this could be tailored to go directly to the app store page itself? This generates better install follow through, as the viewer can simply click the Install/Purchase buttons, without having to go anywhere else!

How To List All Of Your Apps On Google Play

Directing the viewer to a list of all of your published apps on Google Play is as simple as making a link to your Publisher Name, such as:

market://search?q=pub:Andy+Kellett

Or, if you wish to do it via the web, you can link to this (clickable) link:

http://play.google.com/store/search?q=pub:Andy+Kellett

If your Publisher Name uses spaces, replace them with a + instead. Feel free to check out some of my Android games at the store!

How To List All Of Your Apps On Amazon Kindle Fire

The Kindle Fire runs Android, however it does not run any of the Google services at all, and many developers make the mistake of accidentally using some of the services in their apps, which do cause problems. Nothing is moreĀ embarrassingĀ when you release a lite version of your game, only to have the link to upgrade to the paid version not work. The Amazon method is extremely simple:

http://www.amazon.com/gp/mas/dl/android?p=com.fishguygames.WordSearchHunterFree&showAll=1

The com.fishguygames.WordSearchHunterFree is the package name of the originating request, although Amazon doesn’t appear to do much with this initially that you can see, it lets the system know where the request was generated from. You can also manually enter the above URL in a regular browser window, which will generate a new address that can also be used, such as the following:

http://www.amazon.com/s/ref=mas_dl?_encoding=UTF8&field-brandtextbin=FishGuyGames&node=2350149011

Both are 100% compatible from launch. If launched on a Kindle device, the 1st link will give you the option of viewing the app list on the web, or in the Amazon App Store. The 2nd link is only viewable on the web, even if launched on the Kindle, so for use within your App, I reccomend the top link. On Non-Kindle devices, the top link is auto-converted to the 2nd one for display purposes.

How To List All your Apps On iOS/Apple

Follow these simple steps to do the same thing on iOS for your Apple products:

SelectLinkLocation
Step 1 – Find your app in the App Store. Right click on your Publisher name, and choose Copy Link to copy the address to the clipboard, so you can paste it in the next step.

Edit The Link
Step 2 – Paste in the link, and change the http:// header (the link in the example is highlighted above) to itms://, as this will stop the app from redirecting as many as 3 times, and instead use the iTunes Store app directly, making the experience faster for the end user. This link can be used in any app and shouldn’t ever change.

App Store List
Step 3 – Test the code on different devices, to ensure it works the way you expect it to! If you wish to have the same effect from your website, just keep the URL as it was.

If you would like to play some of the various games I have written for iOS, Check Out My List Of GamesĀ for more information! This should open a window, which will then open your iTunes and take you directly to my developer pages!

I hope this post helps you! Ā Andy Kellett

Running a Django / mod_wsgi project on DirectAdmin Server

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Recently I purchased a new Dedicated server box running Ubuntu 8.10 / DirectAdmin and needed to transfer a bunch of my stuff to it. One of the sites I needed to trandsfer was CVGM ( http://www.cvgm.net ) which is powered by Django / Python / Mod_WSGI. I couldn’t find many instructions on the net on how to complete the task easily, so after I figured out how to do it, I wanted to post my results here so that other people who need the same kind of help can find the post and maybe use it šŸ™‚

The DirectAdmin default setup uses a customized version of Apache in order to work, and as a result, it’s not as simple to work with/customize as a regular install of apache. To give you an example, if you would apt-get a module (such as mod_wsgi) that relies on apache2 as a dependency, it thinks apache2 isn’t even installed, so be careful! The global config file for the DirectAdmin apache is /etc/httpd/conf/httpd.conf and I should point out that right now, you should not edit anything in this file whatsoever!!

First, we need to install the Apache module for Mod WSGI. I copied a version of the file from a copy of 8.10 Server I installed on a VM to make sure it matched the same system requirements (Python 2.5) however you can always build one, or obtain one from somewhere on the net. Once I built the file with my sodapdf editor, I copied it to /usr/lib/apache/mod_wsgi.so on the dedicated box.

There are two ways that you can proceed to activate the module, and i’ll explain both ways. The 1st way is probbably more beneficial if you plan on running multiple WSGI applications, whereas the second is better if you just plan on running a single site and you don’t want to initialize it for every thread your apache creates.

Enabling As Global Module

This is the simplest method of enabling the module. Open the following file for editing:

vim /etc/httpd/conf/extra/httpd-phpmodules.conf

There should already be a line in there for PHP, so we only need to add the following line underneath it:

LoadModule wsgi_module /usr/lib/apache/mod_wsgi.so

Save and Exit the file, if you restart the httpd instances within DirectAdmin, they will all have access to mod_wsgi features.

Setting up a VirtualHost to run a WSGI Application

I’d like to point out here that we are manually editing/changing the automated VirtualHost information generated from within DirectAdmin, so DirectAdmin might change it all back again if you go to edit anything through the admin panels. Remember, when it works, back it up in case that does happen!

The VirtualHost lists are defined in a user’s httpd.conf file, so to edit the list for your site, run the following command:

vim /usr/local/directadmin/data/users/[UserName]/httpd.conf (Replacing UserName with the user account name set up under your site)

Modify the top portion of your Vhost file to look like the following, with your own WSGI settings of course:

# Frontpage requires these parameters in every httpd.conf file or else
# it won't work.
ServerRoot /etc/httpd
WSGIDaemonProcess ProcessName threads=25
WSGIProcessGroup ProcessName

<VirtualHost *:80>
...

Inside the VirtualHost container, you will add your actual WSGI code as such:

# Load the WSGI adapter just for this VirtualHost, if you choose not to enable it
 # Globally. Do not add this line if you added the module globally!!
 LoadModule wsgi_module /usr/lib/apache/mod_wsgi.so

# Set up Aliases to Django admin, and our own static files
Alias /media/ /usr/share/python-support/python-django/django/contrib/admin/media/ (path might vary on your setup)
Alias /static/ /path/to/static/

<Directory /usr/share/python-support/python-django/django/contrib/admin/media> (path might vary on your setup)
 Order deny,allow
 Allow from all
</Directory>

# Direct root to our WSGI script file
WSGIScriptAlias / /path/to/file.wsgi
<Directory /path/to>
 Order deny,allow
 Allow from all
</Directory>

<Directory /path/to/static>
 Order deny,allow
 Allow from all
</Directory>

Save the changes to your VirtualHost. I would like to point out here, that for CVGM I chose to comment out completely the same VirtualHost entry for SSL (port 443). My site has no use for SSL, and duplicating this code in the 2nd VirtualHost (which is what would happen if edit the Custom HTTPD for this domain in DirectAdmin) will cause an error for already having being called once.

The WSGI file for your project is created in pretty much the standard way:

import os, sys

sys.path.append('/path/to')
sys.path.append('/path/to/ExtraPath')
os.environ['DJANGO_SETTINGS_MODULE'] = 'ProcessName.settings'
import django.core.handlers.wsgi
application = django.core.handlers.wsgi.WSGIHandler()

Save it, double check the paths to the files and then restart httpd in DirectAdmin. If all goes well, the site should fire right up! If you start getting 503/500 errors, check the error.log file in the DirectAdmin viewer for a detailed description of what is happening. If there are no errors in the log, it’s not WSGI causing the problem, it’s something else in your code.

Common Error With Mod_WSGI and DirectAdmin

Depending on which version of DirectAdmin you are using, you may run into a massive slap-in-the-face 503 error regarding misconfiguration, and the error log will tell you something like: “No such file or directory: mod_wsgi (pid=7295): Unable to connect to WSGI daemon process”.

If you do run into this problem, you can try one of two things in the virtual host file. Here is a quote directly from Graham Dumpleton on the WSGI homepage explaining the problem and the solution ( http://code.google.com/p/modwsgi/wiki/ConfigurationIssues#Location_Of_UNIX_Sockets ) :

“To resolve the problem, the WSGISocketPrefix directive should be defined to point at an alternate location. The value may be a location relative to the Apache root directory, or an absolute path.

On systems which restrict access to the standard Apache runtime directory, they normally provide an alternate directory for placing sockets and lock files used by Apache modules. This directory is usually called ‘run’ and to make use of this directory the WSGISocketPrefix directive would be set as follows:

WSGISocketPrefix run/wsgi

Although this may be present, do be aware that some Linux distributions, notably RedHat, also locks down the permissions of this directory as well so not readable to processes running as a non root user. In this situation you will be forced to use the operating system level ‘/var/run’ directory rather than the HTTP specific directory.

WSGISocketPrefix /var/run/wsgi

Note, do not put the sockets in the system temporary working directory. That is, do not go making the prefix ‘/tmp/wsgi’. The directory should be one that is only writable by ‘root’ user, or if not starting Apache as ‘root’, the user that Apache is started as. ”

So, you would change the top of the VirtualHost to read something along the lines of:

WSGISocketPrefix /var/run/wsgi
 WSGIDaemonProcess ProcessName threads=25
 WSGIProcessGroup ProcessName

After restarting Httpd in DirectAdmin, it should clear up the problem!

This was a post I had originally made a long time ago (November 2009), so I have edited/replaced it here for completeness, as I get a lot email requests about it. I don’t use this setup any longer, and use a dedicated box for CVGM which solved a lot of other issues that I was having at the time, and of course the dedicated box is running a much newer Ubuntu distribution. Thanks!

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