Poll

Would you like automatic mod synchronization when joining servers?

Yes
1 (25%)
Neutral
0 (0%)
No
3 (75%)

Total Members Voted: 4

Author Topic: [IMPLEMENTED] client side add-nns synchronization feature request  (Read 2333 times)

UPDATE: Apparently the feature is already implemented.
And some of the default network settings need to be changed in the options menu for this to work.

Feature request:
Add automatic online/network(LAN) mod synchronisation

Network mod synchronisation.

Allow automatic synchronisation of client side add-nns when joining network, multiplayer servers.
This automatic system works much faster and reliable than requiring users to manually search and install the required mods.

The way it could work is as follows:
The server keeps a compressed(zip) folder/version of the necessary mods.
When somebody wants to join The server.
The Server gives a list of mods (name and a checksum for each mod.)
The client checks if the client has the required client side add-nns .
If not the client side add-nns are downloaded to the client. When done the client enables them and tries to join the same server.
With the client side add-nns now installed, the client should be able to join without problems.

In settings there should be a setting allowing saved client side add-nns  to be kept(not removed) after playing on the server has ended. Allowing the player to use these client side add-nns  after disconnecting from the server, exiting the server game.

EDIT: Changed mods to client side add-ons feature request
« Last Edit: September 28, 2014, 08:02:38 AM by Exploro »

How is this different from the already existing system?

How is this different from the already existing system?
I hope he's talking about servers that require client sided add-ons. But even then, it's a bad idea.

You don't need to install add-ons to play on servers. Required resource files are already downloaded from the server automagically as you join and then stored in cache.db.

There will never be any automatic downloading of scripts, for your own security. A malicious script downloaded from a server could easily wipe your blockland folder.

The above line is important. If you still don't understand why it won't happen, read it again.

Add-ons already use a portable scripting language, there are no executables. Did you even open one of those zips?



Somehow I think you wanted to post this on the minecraft forum instead.

A mod that allows any client mod to be installed into a connecting player's add-ons? That is going to get fail-binned so fast it'll make your head spin.

EDIT: Also,
Somehow I think you wanted to post this on the minecraft forum instead.

A mod that allows any client mod to be installed into a connecting player's add-ons? That is going to get fail-binned so fast it'll make your head spin.
That's not the point. Noone cares whether it would be failbinned if they don't know the reasoning behind it. The real problem is not that it would be fail binned, but that it would open a large backdoor to your client.

Well obviously. I was implying it's malicious usage potential through the fail-bin term.

I hope he's talking about servers that require client sided add-ons. But even then, it's a bad idea.
I do meant client sided add-ons.

Sorry for the confusion.

I played online and automatic downloading of all the required resources (including add-ons) did not happen, failed for some reason. Made me think automatic synchronising of all required resources wasn't or wasn't fully implemented.
« Last Edit: September 27, 2014, 12:15:45 PM by Exploro »

I played online and automatic downloading of all the required resources (including add-ons) did not happen, failed for some reason. Made me think automatic synchronising of all required resources wasn't or wasn't fully implemented.
What resources?
Sound, music, and texture downloading has to be enabled in the network tab of the options menu
Model files can't not be downloaded, the engine can't handle it. if you somehow got into a server with a model displayed that you didn't download, you would be disconnected with the reason "Invalid packet"
Other than scripts, there are no other resources to download, and those won't be downloaded for security reasons as described above
« Last Edit: September 27, 2014, 12:22:08 PM by Headcrab Zombie »

I think he means to use it for a gamemode client. Like Wicked's City RPG had a client with a neat GUI for a no-commands interface.

GUIs are just scripts with a .gui extension of a .cs extension. The file extension doesn't change how much of a security vulnerability it would be
There's things like RTB's GUI downloading but that was so extremely restricted to prevent abuse that it was pretty much unusable

I think he means to use it for a gamemode client. Like Wicked's City RPG had a client with a neat GUI for a no-commands interface.
The one they used to let clients download the GUI's was this: http://blocklandplus.weebly.com/ Wicked made it and hoped that games that needed GUI's would use it.

What resources?
Sound, music, and texture downloading has to be enabled in the network tab of the options menu
Model files can't not be downloaded, the engine can't handle it. if you somehow got into a server with a model displayed that you didn't download, you would be disconnected with the reason "Invalid packet"
Other than scripts, there are no other resources to download, and those won't be downloaded for security reasons as described above

Now I understand what's going wrong.

Blockland sure has some irrational, crappy default choices for sound, music, and texture downloading options. (They are off by default.)

Should I do a feature request to change the defaults for those options? Would that be a good feature request?
« Last Edit: September 27, 2014, 01:45:28 PM by Exploro »

i wonder about the possibility of a client-sided framework for creating server GUI rather than a direct transfer of code

it would obv still be limited but you could at least jerry-rig things on the server-side rather than the client side

Blockland sure has some irrational, crappy default choices for sound, music, and texture downloading options. (They are off by default.)

No, it's quite logical. If they were enabled by default, players would have 30 minute + download times when they first start playing, and would probably quit.