Open realshaunoneill opened 9 years ago
We are going to have to change how features, crafting, and the loader works, but I am down for it. I can write the changes if you can integrate them. On Dec 13, 2014 3:58 PM, "XeliteXirish" notifications@github.com wrote:
I noticed there isn't a network handler so I'm just going to implement one of the basic wrappers.
As for multiplayer support, I had the idea that when a player goes to join a server, the server sends the client a packet deciding which features the client should load, I haven't really any idea how to go about doing that though ^
— Reply to this email directly or view it on GitHub https://github.com/Mc-Immersion/Immersion/issues/16.
Ye that'd be great :) I think it'd be really good few servers to have control over it
For crafting, we are going to have to redo EVERYTHING including vanilla into a custom crafting handler, so at the same time, I am going to implement some basic config based crafting changes.
Why don't you finish your work on UTILS and NETWORK, then I will rewrite the Feature System
Just wondering, why would crafting need to be re-done? As for networking and utils, il finish then this evening
In order for per world or per server feature configs to work, all blocks have to be loaded, meaning the only way to stop access is to stop crafting and/or stop placement
Would it be possible to just manipulate the feature repo? And control how many are registered?
Benjamin Wadsworth
On Mon, Dec 15, 2014 at 9:36 AM, XeliteXirish notifications@github.com wrote:
Would it be possible to just manipulate the feature repo? And control how many are registered?
— Reply to this email directly or view it on GitHub https://github.com/Mc-Immersion/Immersion/issues/16#issuecomment-67022467 .
Okay Ye fair enough, it doesn't seem that hard tbh, (haha xD) should we just sent a packet with an array (possibly assign each feature an identifier?) that tells the client which to load?
Its more of a problem of loading before... we actually have to load the "objects" before we get onto the main menu
Benjamin Wadsworth
On Mon, Dec 15, 2014 at 3:52 PM, XeliteXirish notifications@github.com wrote:
Okay Ye fair enough, it doesn't seem that hard tbh, (haha xD) should we just sent a packet with an array (possibly assign each feature an identifier?) that tells the client which to load?
— Reply to this email directly or view it on GitHub https://github.com/Mc-Immersion/Immersion/issues/16#issuecomment-67081920 .
Would it be a better idea to just disallow clients with the wrong features to not connect to the server? Like the way minecraft does? And it returns a list of features needed.
I think one of the strengths of the system is the fact we don't need to reload, however, to limit ram/cpu usage, I will probably implement a text config override of loading.
Benjamin Wadsworth
I noticed there is a @NetworkCheckHandler that checks if both client side and server side mods are present, your able to modify it a bit. It documents that you can't do any extra managing - "NOTE: the server will not be setup at any point when this method is called. Do not try and interact with the server
But I was thinking, could you possibly do a InputStream or something to check if both of the configs are the same? I've never really done anything so its all new to me haha
What I was going to do is on a player join world event, the server sends a packet with per world configs. With my new filereader (see featureapi utils) all files will work as nbt tags we can send as network messages. The client is then responsible for making its crafting/ore dictionary compliant. On Dec 21, 2014 3:26 PM, "XeliteXirish" notifications@github.com wrote:
I noticed there is a @NetworkCheckHandler that checks if both client side and server side mods are present, your able to modify it a bit. It documents that you can't do any extra managing - "NOTE: the server will not be setup at any point when this method is called. Do not try and interact with the server
- or the client in any way, except to accept or reject the list of mods."
But I was thinking, could you possibly do a InputStream or something to check if both of the configs are the same? I've never really done anything so its all new to me haha
— Reply to this email directly or view it on GitHub https://github.com/MCDTeam/Immersion/issues/16#issuecomment-67787665.
Oh I must look at that, just glanced at FeatureAPI haha Oh and I was just looking around, I noticed there's a few errors in your magic branch, want me to resolve them or are they just in-committed haha? Just it looks really cool xD
I need to work slightly on magic until the mana system is complete, then I will turn it over (since you seem to be good at content)
I noticed there isn't a network handler so I'm just going to implement one of the basic wrappers.
As for multiplayer support, I had the idea that when a player goes to join a server, the server sends the client a packet deciding which features the client should load, I haven't really any idea how to go about doing that though ^