Time for lots of words
that's pretty straightforward
lovey.
make it compress the data somehow
that'd be even more lovey
Well since everyone who has it would also have the BVS saving format, I was going to give the option of using it.
It can reduce save sizes by a third, usually.
Lol, I mean like, what's the backend of it
I guess I could go a bit more in depth.
When you hit upload, it saves the bricks to a temp file, just like you had saved them normally.
Then it sends a metadata packet to the server, with your name, the saves name, and wheather or not the save has ownership and events.
The server replies with comfermation that its ready to receive a save and a randomly generated code.
Then the server sends the save file in 25kb or less chucks, prefixed with the packet name and the code.
Then once it's done, it sends a closing or concluding packet with the code, and the file is added to the two indicies.
The client deletes the temp save.
When you hit the cloud button, the client gets
this index a
easier to read version also exists.
When you load one of the saves, the client does a simple and HTTP request for the file, as were it a webpage.
It then saves it line by line is a temporary file.
Once this is done, it loads the temporary file as had you selected it normally.
The temp save is retained and is "tempDownload" in the saves list, just like how servers have a temp save so you can /reloadbricks
oooh
if the server has the mod
and the person tries to load a remote save
have the server download the file directly, skip the middle-man client
I was going to have some interaction there, yes.
Including the ability to verify identities.
For now however the ability to manage your files could be very much like the way you delete images on an imageboard.
As stated above, you get a temp password while uploading. If I made the client retain this, I could create a separate gui for editing, organizing and deleting your saves on the cloud.
Also the use of the BVS format would be much easier if I got the server invovled, since BVS is (as of yet) a server sided format.
Are languages server-sided, and can I write a language file and use that? (Is it .PT files?)
I gotta admit, that doesn't make much sense to me.
When you first load blockland, for example, the buttons on the main menu will be translated.
Since you have not yet connected to a server, I don't see what you mean by server-sided.
You will be able to make your own language files, in fact theres
a thread in GD requesting translators.
The mod will come with a "language" folder with some translations, but any other translations could be stored in config/client.