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This repository has been archived by the owner on Jun 19, 2020. It is now read-only.
Protocols should be more generic. Keep it all in C++ (could be done in Lua, but no reason to do so). Protocol base class/interface? It should at least register itself with the server and worlds can check if a given protocol is available and do whatever it wants based on that. E.g., worlds could choose whether to use CPE or not and players could create entirely classic worlds (no CPE).
Example idea:
classIProtocol {
virtualboolIsValidBlock(int type) = 0;
virtualGetName() = 0;
};
...
classCPE : publicIProtocol
{
// implement the above virtual functions/// ...
}
CPE::CPE()
{
Server::GetInstance()->RegisterProtocol("CPE", this);
}
/* ... * Server/World use the above for whatever*/
The text was updated successfully, but these errors were encountered:
Protocols should be more generic. Keep it all in C++ (could be done in Lua, but no reason to do so). Protocol base class/interface? It should at least register itself with the server and worlds can check if a given protocol is available and do whatever it wants based on that. E.g., worlds could choose whether to use CPE or not and players could create entirely classic worlds (no CPE).
Example idea:
The text was updated successfully, but these errors were encountered: