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Mineserver 2.0 - New look, same great taste!

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deoxxa:

That's right! Mineserver 2.0! Take a look at it on GitHub today! There's not much to see just yet, but we're progressing very quickly. If you're familiar with C++, take a poke around the code and tell us what you think.

We've learnt a lot from writing the first version of Mineserver. One of those lessons was that to maintain a large application, it's necessary to design the application with the right concepts in mind from the very start. This was one of the driving forces behind the rewrite for 2.0. To that end, we've tried breaking up the new codebase into smaller, self contained pieces, while maintaining the speed and efficiency Mineserver is known for.

Planned features (in no particular order):

* Cleaner code - cohesive, isolated modules make hacking on Mineserver a breeze!
* Better design - many advanced features that were all but impossible before are now simple!
* Neater installation - getting started with Mineserver has never been easier!
* Virtual hosting - host more than one server on the same IP and port!
* Distributed hosting - spread the load of your game over multiple cores or even physical machines!
* Plugin repository - find all the best plugins in one convenient place!
* Multiple protocols - use any Minecraft client!
* Game hibernation - no resources used while no players are connected!
* Remote API - interact with Mineserver from any application that can speak JSON!
* Rich administrative tools - delegate administration of your games over multiple admin tiers!
Any feedback would be greatly appreciated and new contributors are always welcome. We can be contacted in any of the following ways:


* IRC - #mineserver on freenode
* Forums - reply to this thread (or start your own! Be a man!)
* Email - developers@mineserver.be
* GitHub - https://github.com/Mineserver/mineserver2
* Virtual Stalk* - google any of the developers, none of us are too hard to find!
* Virtual Stalkers take note: we reserve the right to stalk you back and say "hi" on Facebook every day for the next 6 months

Ligustah:
I'm really looking forward to using this, but I'm not fluent with C++, so I highly doubt I'd be any help to the project.
What I think went slightly wrong last time was that it was not feature complete (as in having all features of the vanilla server), which made it more or less unusable for normal hosting, and that there was little consent/communication about features added (that's what it looked like to me at least, I don't know about conversations outside of this forum).

I had a quick look at the source and I personally think the naming convention for the network packets is not easily maintainable. Why don't you stick to the names used in the "official" protocol documentation (http://mc.kev009.com/Protocol) ? Also it might it good to use macros to give names to the protocol IDs, so as to make changes to the protocol handling much more straight-forward.

Hope my two cents are somewhat useful, I'll try to keep up with updates on this project!

MechWarrior001:
Hmm, would it be possible to add in a full terrain generation function? Instead of generating chunks on the go give the server a option to fully generate the maximum size of the world upon the world creation/initial startup. Just a thought.

Jailout2000:

--- Quote from: MechWarrior001 on October 25, 2011, 07:44:56 am ---Instead of generating chunks on the go give the server a option to fully generate the maximum size of the world upon the world creation/initial startup. Just a thought.

--- End quote ---
You realize that's around 38,113,107,519,317,796 chunks right? That would take years to generate... yet alone keep track of, or store on a hard drive for that matter.

Your idea is just crazy.

It's much better to generate it on the go... it's not like mineserver takes more than a couple seconds to generate five chunks, lol. Heck it might even do it faster than that.

(For the techies here, 0xFFFFFFFF (the size of an x or z axis) divided by 16 = total chunks on that axis. Square that, and you get how many chunks possible.)

Uno:
Yay, at last! :D

I'd like to hop on, but when I look at the work that has been already done I get quite overwhelmed and realize how very limited my C++ knowledge really is :)

Any chance you're going to implement plugin support so people like me could start from simpler things? (though I will still be stalking Git Hub trying to figure out how things are done so some day I could join you :D )

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