Open DKingAlpha opened 2 months ago
aye yo brother whats good, this ygo app isnt working for me, it isnt opening, the README says to "Run YgoMasterClient.exe (this should also auto run YgoMaster.exe)" but those files dont exist in the YGOmaster folder. so i use the Build.bat but it just displays errors and doesnt open anything
that looks like you have download source.zip. You need to download release.zip
fluubbuub1 @.***> 于 2024年9月8日周日 04:55写道:
aye yo brother whats good, this ygo app isnt working for me, it isnt opening, the README says to "Run YgoMasterClient.exe (this should also auto run YgoMaster.exe)" but those files dont exist in the YGOmaster folder. so i use the Build.bat but it just displays errors and doesnt open anything
— Reply to this email directly, view it on GitHub https://github.com/pixeltris/YgoMaster/pull/472#issuecomment-2336440237, or unsubscribe https://github.com/notifications/unsubscribe-auth/ADVBJD266HOWD3QSYGOPANTZVNR5NAVCNFSM6AAAAABNZ3AVUOVHI2DSMVQWIX3LMV43OSLTON2WKQ3PNVWWK3TUHMZDGMZWGQ2DAMRTG4 . You are receiving this because you authored the thread.Message ID: @.***>
Thanks. I got that solved. But I have a question. Do you know how to download new cards? Example if I want the new ragnaraikas? Or is it not built to add new ones.
you cannot download cards for YgoMaster. However you can download/import/paste decks (a set of existing cards)
Ohhh so like even if the cards are new from that deck I'm importing I can use them? Example tenpai dragon deck import
you can ONLY use cards that exists in MD.
Please seek help from YgoMaster discord. This PR is not a proper thread for your questions.
This enables some multiplayer features in the client but multiplayer is still disabled in Settings.json
and it still binds on localhost
which isn't really useful for multiplayer. Binding on most things other than localhost
requires admin privileges. Multiplayer could be enabled by default but it'll probably be a bit confusing for anyone with an existing setup as the Data/Players/Local/
folder will no longer be used.
Copying / pasting the YgoMaster folder might also be confusing for someone not familiar what the Token
value is or how it works. For example if someone sets up PvP, tests it and then copies their folder to another machine both will have the same token and they will conflict with each other.
It would be good to make the setup for PvP easier but I think multiplayer needs an overhaul to make it less confusing. What most people struggle with is the setup of the network itself. There are definitely things that YgoMaster could do to make this less difficult (i.e. in-game GUI to scan network adapters for listening servers, merging YgoMaster/YgoMasterClient so it's less confusing, allow swapping of the target server in-game, etc)
Yep I agree. An overhaul will help much more than these patches.
Disregarding the code itself, the server setup process (NAT-ed) and all the terms involved (binding related) confused me a lot. I had to clone source code to see how they worked. It seems much more complex than it requires.
I am considering spend some time migrating YGO Master to mobile but hell, too many C# over il2cpp and windows stuff, I am still sorting it out. It looks like .NET does not go well on android. Maybe I will turn to C++ for il2cpp on mobile. I am more familiar with that.
If theres any progress, I will let you know.
I had a lot of fun playing different decks thanks to YGOMaster. Thank you for all the work.
The complexity is far beyond my expectation. Compatibility can easily break on a simple rename. And the existing code base is so heavy that I dont even feel like to start over.
Respect sir, I guess I will quit.
It seems much more complex than it requires.
Definitely, the original code was only single player. Multiplayer was put together very quickly as I didn't know if it'd work out.
.NET does not go well on android
Mono and .NET Core (just called .NET these days) work well on Android.
C# over il2cpp and windows stuff
There would need to be adjustments for the Windows specific APIs / hooks. Interop with il2cpp is a requirement but there are better APIs out there (see below).
Compatibility can easily break on a simple rename. And the existing code base is so heavy that I dont even feel like to start over.
BepInEx (https://github.com/BepInEx/BepInEx) would have been a much better choice and would have avoided the fragile il2cpp interop as it all gets generated for you. A lot of code in YgoMasterClient is wrapper code and would be a lot simpler / a lot less code if using BepInEx. There was very little code in the original YgoMasterClient which is why I chose to use il2cpp functions directly at the time.
The following PR is part of the effort to make the PVP feature click-to-play, keeping end users free from dealing with any configurations (when redistributed with preset server info)