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02-17-2015, 08:24 PM
(This post was last modified: 02-17-2015, 08:51 PM by Sulfatezz.)
Hey,
I have a idea for this Project. Whats About to write MCServerPE?
It would be a Minecraft: Pocket Edition Server Software written in C++. Currently the only working Server Software for PE ist Pocketmine-MP in PHP but it has many bugs/many things are not implemented...
I started learning C++ a while go and know the basics so i could help. For the Protocol we could use RakNet..
It would be great if someone would make this Project.
About MCPE:
Its the Mobile Version of Minecraft written in c++. Its still in Alpha but month for month there comes Updates.
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Hi, welcome to the forum.
How much different is the PE content from the desktop content? Would it make sense to actually implement just the protocol, so that MCS could serve both desktop and PE versions with the same world data? That would make much more sense to me.
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Given mcservers arcitecture there is only two ways to approch this, one a compleatly seperate application from the ground up. That would be a large amount of work. The other option would be to modify MCServer, so that with the right settings it could act as a PE server. This would be incompatible with using raknet for networking as we have our own networking system. However this would still be a signifint amount of work as MCServer is very tighly coupled, and is missing serveral key components (AI).
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Its mean that the MCServer protocol stuff wont work with MCPE and we had to use RakNet
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Login is not a problem as we already have support for offline logon. World generation is also not too bad as we already have a framework for multiple generators, so interfacing with existing code is not difficult. The problem areas are the block handlers which only support a single behavior. Also there is no requirement to use raknet. It is perfectly feasible to reimplement the protocol from scratch.
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That on its own is doable. The problem is that you don't get a perticuarly reliable server as there are too many edge cases and minor diffierences as we discovered when we were trying to support 1.6 and 1.8 with the same server.