Well garrys mod started exactly like minecraft. It was first a free build and such. Then lua scripting happened and many insane game modes have been made, gsurvival, dark rp, perp, gmodracer and much more. In rp gamemodes they took a basic prop with no functions and with lua turned it into a money printer. With lua this too can be possible in minecraft.
They already have minecraft in gmod. We will have gmod in minecraft :biggrin.gif:
I hope the framework is PnP so it will function if certain features get bugged by Notch's updates so servers can run pretty much un-interrupted.
I have no idea what this is meant to mean. You want the server to react to changes in another piece of software that is completely unrelated and even written in a entirely different language without intervention from the users or developers? Sorry, totally not risking the chance of accidentally creating skynet just to save a few minutes of downtime for admins.
Quote from B3NW »
Oh and set-up an SVN so files can be updated quickly.
There's a github project already. git is better than SVN in so many ways.
Quote from B3NW »
One last note, have it set-up so that plugins can be installed without the server restarting.
If it's not an absolute pain to do (and maintain) it, and as long as it doesn't introduce any performance penalties, this will be done. Otherwise, it only takes a few seconds to restart mineserver and as I mentioned in a previous post, I don't think it's unreasonable for the server to require a restart after installing a new plugin. You're not meant to be swapping plugins in and out all the time on a production server anyway.
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A high performance, modular Minecraft SMP server written in c++ - download it today!
Hell yeah deoxxa, Downtime is not a problem here TBH. The second that plugin support works or a logging system implemented for say each block or something like logblock I use now. I will be over there in a heart beat :smile.gif:
I mean my server is usually down 12-24 hours per update anyways since I need protection tools before id ever consider running my server as a live environment.
Heh, it would be nice if it DID support Java plugins, mainly because of WorldEdit (link below). It's 21,000 lines of code at the moment, so I don't think I could ever port it, and I can't really part with it now. It has very few bindings with hMod/Notch's server at the moment though; most of the calls to the server occur through one interface.
I don't know whether this is a wrapper or a complete server software -.-
Complete reimplementation of the minecraft server in c++, no code is shared with the java server.
Quote from sk89q »
Heh, it would be nice if it DID support Java plugins, mainly because of WorldEdit (link below). It's 21,000 lines of code at the moment
Hooo boy, that must be a nightmare to maintain :x. There's nothing stopping someone from writing a java plugin or something, I assume java has some way to interface with <things that aren't java>?
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A high performance, modular Minecraft SMP server written in c++ - download it today!
Nah, it's pretty easy to maintain, especially since I don't have to come back to the code that I already wrote. Most of the code consists of algorithms and such -- not really Minecraft related -- but that's also the type of code that I would not want to rewrite (and worst, retest).
Java does have a way to interface with native code (JNI).
Unfortunately now I am getting a Segmentation fault on the server when a client attempts to connect :-/
If that's not fixed yet, could you run it under gdb (`gdb ./mineserver`) and file an issue on github, pasting the relevant debug data?
OK - I updated to the most recent code, and now I am getting a Seg fault on launch (d'oh!) but I posted debug data on github - hopefully it will be well-received :-D Thanks guys ~ this is a cool project.
You wont be ever able to copy in a normal server map because its always going to be looking in the wrong folders, the folder locations should be base64 but the file name is base36, it's getting the file name right but looking in the wrong place for it.
You wont be ever able to copy in a normal server map because its always going to be looking in the wrong folders, the folder locations should be base64 but the file name is base36, it's getting the file name right but looking in the wrong place for it.
Erm... Worked for me?
Well its defiantly not the same folder format so I can't see how you could have lucked out and had it looking in the right place, have to admit I haven't looked over the entire code yet but I can defiantly say it wont save in the same format as a normal server, and folders don't save with a - symbol either since the folders are in a loop of 64 always.
Quote from nicklozon »
Since there is no map generation, I copied over a map generated with the regular minecraft server. It seems to be quite glitchy though and if you move more than a few blocks, it tries accessing files that don't exist.
Then why does all my world saves have 64 folders? Plus with the way that it's saving you would have a separate file for every folder which is not the case which you can find out for yourself by playing single player and walking in a single direction for a long time and examining how its structured.
I take back my dumb comments, I don't even know why I didn't see it before and for some reason I was over complicating the entire thing for no reason forgetting the extra 1 is expanding on the base 36 to make 64 from '1r'.
Java seems to have infinite problems with memory capacity, and other resources handling (we mostly see these problems as the need to restart the server every M minutes), that I don't expect to see in a C++ server, even if theres some leaks.
It's much more Notch's programming more than anything (especially since there are many corporate Java server deployments). The code for the Minecraft server is just disastrous, from what the modding community has come across and from viewing just how the server handles the protocol (sending a bunch of superfluous packets, etc.). There is an exceptional number of improvements that can be made even if you were to code a new server in Java.
Any chance to implement a world backup function. Nothing fancy. Like an option so it would backup the world every x hours to a specified location. Ofc this is not high priority but would be a nice feature.
That'd be a job for an extension. Anything that isn't core functionality (i.e. specifically required to run the most basic of servers) will be broken out into a plugin. This includes things like remote administration, map generation, most chat commands, etc.
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A high performance, modular Minecraft SMP server written in c++ - download it today!
Yeah you guys gotta know they doing it super super basic with the same features. Vanilla I think is the term? But there will be as far as I know a extensive plugin system and with I would guess the ability to hook into almost anything. Since it comes standard also there will be I'm sure every plugin out there and I bet they will make a few them selves as examples and external ones too.
Main goal would to be able to simulate the current server but a crap load better performance and things like mutli threading and such.
I personally can't wait and run a really large server <3
can someone of you pls load up a comlied version od this server? i want to try it too but i dont have any idea how to do this
Here's the windows binaries: http://fador.be/mineserver/mineserver.zip (!!warning, the software is still on alpha stage and might damage map files, so backup the map before using!!)
You'll need to insert a map in the directory (actual map directory configurable in config.cfg)
So for example copy one folder from %APPDATA%\.minecraft\saves to the mineserver dir and rename it "testmap" which is default map directory.
Supported commands and features are listed in the README file
Thanks I love to see this done all the time. hell if I had the skills id script it and have it happen each time there was a change broken or not lol. I always enjoy trying each change.
You said you plan to add mod support, so it would be a big +1 if it's implemented in the same way that hey0s is
I'm just going to say this to make it clear: we will not officially support a hey0 compatibility layer or anything of the like. In saying that however, there's nothing stopping someone from writing some kind of glue code once the system is in place. We just won't officially have anything to do with it as it'd be a horrible thing to maintain.
Sorry, I think I wasn't very clear in my comment. What I meant was not to develop a compatibility layer between C++ server and hey0s mods, but just to use the same plugin code structure that hey0s mod uses, like this: https://gist.github.com/659089
That way, as C++ and Java have bunch of similarities, a copy and paste of the source code with a few modifications should be enough to convert and recompile it into a dll (or whatever the format of the C++ server plugins).
They already have minecraft in gmod. We will have gmod in minecraft :biggrin.gif:
\o/
I have no idea what this is meant to mean. You want the server to react to changes in another piece of software that is completely unrelated and even written in a entirely different language without intervention from the users or developers? Sorry, totally not risking the chance of accidentally creating skynet just to save a few minutes of downtime for admins.
There's a github project already. git is better than SVN in so many ways.
If it's not an absolute pain to do (and maintain) it, and as long as it doesn't introduce any performance penalties, this will be done. Otherwise, it only takes a few seconds to restart mineserver and as I mentioned in a previous post, I don't think it's unreasonable for the server to require a restart after installing a new plugin. You're not meant to be swapping plugins in and out all the time on a production server anyway.
A high performance, modular Minecraft SMP server written in c++ - download it today!
I mean my server is usually down 12-24 hours per update anyways since I need protection tools before id ever consider running my server as a live environment.
Woot I can't wait for the future!
Check out my Let's Play Series:
Check out my Minecraft server.
Complete reimplementation of the minecraft server in c++, no code is shared with the java server.
Hooo boy, that must be a nightmare to maintain :x. There's nothing stopping someone from writing a java plugin or something, I assume java has some way to interface with <things that aren't java>?
A high performance, modular Minecraft SMP server written in c++ - download it today!
Java does have a way to interface with native code (JNI).
Check out my Minecraft server.
OK - I updated to the most recent code, and now I am getting a Seg fault on launch (d'oh!) but I posted debug data on github - hopefully it will be well-received :-D Thanks guys ~ this is a cool project.
You wont be ever able to copy in a normal server map because its always going to be looking in the wrong folders, the folder locations should be base64 but the file name is base36, it's getting the file name right but looking in the wrong place for it.
Well its defiantly not the same folder format so I can't see how you could have lucked out and had it looking in the right place, have to admit I haven't looked over the entire code yet but I can defiantly say it wont save in the same format as a normal server, and folders don't save with a - symbol either since the folders are in a loop of 64 always.
This also makes sense in the same context.
Then why does all my world saves have 64 folders? Plus with the way that it's saving you would have a separate file for every folder which is not the case which you can find out for yourself by playing single player and walking in a single direction for a long time and examining how its structured.
3/10, poor troll effort.
A high performance, modular Minecraft SMP server written in c++ - download it today!
/* 23 */ String str2 = Integer.toString(paramInt1 & 0x3F, 36);
/* 24 */ String str3 = Integer.toString(paramInt2 & 0x3F, 36);
It's much more Notch's programming more than anything (especially since there are many corporate Java server deployments). The code for the Minecraft server is just disastrous, from what the modding community has come across and from viewing just how the server handles the protocol (sending a bunch of superfluous packets, etc.). There is an exceptional number of improvements that can be made even if you were to code a new server in Java.
Check out my Minecraft server.
That'd be a job for an extension. Anything that isn't core functionality (i.e. specifically required to run the most basic of servers) will be broken out into a plugin. This includes things like remote administration, map generation, most chat commands, etc.
A high performance, modular Minecraft SMP server written in c++ - download it today!
Main goal would to be able to simulate the current server but a crap load better performance and things like mutli threading and such.
I personally can't wait and run a really large server <3
Check out my Let's Play Series:
Thanks I love to see this done all the time. hell if I had the skills id script it and have it happen each time there was a change broken or not lol. I always enjoy trying each change.
Check out my Let's Play Series:
Sorry, I think I wasn't very clear in my comment. What I meant was not to develop a compatibility layer between C++ server and hey0s mods, but just to use the same plugin code structure that hey0s mod uses, like this:
https://gist.github.com/659089
That way, as C++ and Java have bunch of similarities, a copy and paste of the source code with a few modifications should be enough to convert and recompile it into a dll (or whatever the format of the C++ server plugins).
Fergo