OpenFusion is a reverse-engineered server for FusionFall. It primarily targets versions beta-20100104
and beta-20111013
of the original game, with limited support for others.
Instructions for getting the client to run on Linux through Wine can be found here.
OpenFusionServer-1.6-Original.zip
or OpenFusionServer-1.6-Academy.zip
from here.winfusion.exe
(Windows) or fusion
(Linux) to start the server.127.0.0.1:23000
.beta-20100104
if you downloaded the original zip, or beta-20111013
if you downloaded the academy zip.If you want to run the latest development builds of the server, compiled binaries (artifacts) for each functional commit can be found here.
For a more detailed overview of the game's architecture and how to configure it, read the following sections.
FusionFall consists of the following components:
.unity3d
bundle that contains the game code and essential resources (loading screen, etc.)The original game made use of the player's actual web browser to launch the game, but since then the NPAPI plugin interface the game relied on has been deprecated and is no longer available in most modern browsers. Both Retro and OpenFusion get around this issue by distributing an older version of Electron, a software package that is essentially a specialized web browser.
The browser/Electron client opens a web page with an <embed>
tag of the appropriate MIME type, where the src
param is the address of the game's .unity3d
entrypoint. This triggers the browser to load an NPAPI plugin that handles said MIME type, in this case the Unity Web Player.
Note that the version of the web player distributed with OpenFusion expects a standard UnityWeb
magic number for all assets, instead of Retro's modified streamed
magic number.
This will potentially become relevant later, as people start experimenting and mixing and matching versions.
The web player will execute the game code, which will request the following files from the server: /assetInfo.php
and /loginInfo.php
.
/assetInfo.php
contains the address from which to fetch the rest of the game's assets (the "dongresources").
Normally those would be hosted on the same web server as the gateway, but the OpenFusion distribution (in it's default configuration) doesn't use a web server at all!
It instead loads the web pages locally using the file://
schema, and fetches the game's assets from a standard web server.
/loginInfo.php
contains the IP:port pair of the FusionFall login server, which the client will connect to. This login server drives the client while it's in the Character Selection menu, as well as Character Creation and the Tutorial.
When the player clicks "ENTER THE GAME" (or completes the tutorial), the login server sends it the address of the shard server, which the client will then connect to and remain connected to during gameplay.
You can change the ports the FusionFall server listens on in config.ini
. Make sure the login server port is in sync with what you enter into the client's server list - the shard port needs no such synchronization.
This config file also has several other options you can tweak, including log verbosity, database saving interval, default account/permission level, and more. See the comments within the config file itself for more details.
If you want to play with friends, simply enter the login server details into the Add Server
dialogue in OpenFusionClient.
This just works if you're all under the same LAN, but if you want to play over the internet you'll need to open a port, use a service like Hamachi or nGrok, or host the server on a VPS (just like any other gameserver).
OpenFusion has one external dependency: SQLite. The oldest compatible version is 3.33.0
. You can install it on Windows using vcpkg
, and on Unix/Linux using your distribution's package manager. For a more indepth guide on how to set up vcpkg, read this guide.
You have two choices for compiling OpenFusion: the included Makefile and the included CMakeLists file.
A detailed compilation guide is available for Windows users on the website using MinGW-w64 and MSYS2. Otherwise, to compile it for the current platform you're on, just run make
with the correct build tools installed (currently make and clang).
A detailed guide is available in our documentation for people using regular old CMake or the version of CMake that comes with Visual Studio. TL;DR: cmake -B build
If you'd like to contribute to this project, please read CONTRIBUTING.md.
The goal of the project is to faithfully recreate the game as it was at the time of the targeted build. While most features are implemented and the game is playable start to finish, there may be missing functionality or bugs present.
Depending on the server configuration, you'll have access to certain commands.
For the public servers: Original has item spawning, the ability to set player speed/jump height, and teleportation enabled (default account level 50). Meanwhile the Academy server is more meant for legitimate playthroughs (default account level 99).
When hosting a local server, you will have access to all commands by default (account level 1).
For a list of available commands, see this page.