One of the goals of this library is to provide an all-in-one implementation of networking, which includes all the Netty bindings used in the process - such as ByteToMessageEncoders and MessageToByteDecoders. As the final stepping stone of this library, we need an implementation of all the Netty bindings that makes it very easy to plug-in and use the library, including JS5, login and all the game elements. This will additionally provide an example of how the rest of the library is brought together, as it may be a little too confusing otherwise for people who may wish to run with their own implementation of Netty's bindings.
[x] A bootstrap implementation that's the entry point of the application.
These implementations should be flexible enough to give users some control over the Netty implementation itself, in case they wish to modify some basic details of the implementation without needing to fork the entire project and perform the changes.
[^1]: Login messages are the first messages received by the server, not just the messages used to log into the game itself. This is commonly referred to as the 'handshake' step.
One of the goals of this library is to provide an all-in-one implementation of networking, which includes all the Netty bindings used in the process - such as ByteToMessageEncoders and MessageToByteDecoders. As the final stepping stone of this library, we need an implementation of all the Netty bindings that makes it very easy to plug-in and use the library, including JS5, login and all the game elements. This will additionally provide an example of how the rest of the library is brought together, as it may be a little too confusing otherwise for people who may wish to run with their own implementation of Netty's bindings.
These implementations should be flexible enough to give users some control over the Netty implementation itself, in case they wish to modify some basic details of the implementation without needing to fork the entire project and perform the changes.
[^1]: Login messages are the first messages received by the server, not just the messages used to log into the game itself. This is commonly referred to as the 'handshake' step.