update readme

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Protryon 2019-04-25 00:41:04 -07:00
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commit dcc1eb360b
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# Basin
A high performance Minecraft server implementation written in C.
# Goals
* Pure performance: minimum resource usage for a full Minecraft server implementation
* Drop-in replacement: compatible with Spigot API plugins via JNI, standard Minecraft world format (Anvil)
* Extensibility: ease of modification, large plugin API
* Stability: use good C programming standards to prevent server-breaking bugs
# Status
Currently, version Minecraft 1.11.2 and 1.10.2 is supported. As of April 2019, this project is being refactored to meet higher standards of quality and stability. Feature development will resume afterwards, with Minecraft 1.14 support coming concurrently.
# Features
* Low memory footprint (13 MB for a 400-chunk spawn and one player on a 64-bit system)
* Block placing/breaking
@ -13,35 +23,62 @@ A high performance Minecraft server implementation written in C.
* PvP
* Fall damage
* Block physics & updates
* C Plugin System
* Block & Sky Lighting
* C plugin system
* Block & sky lighting
* Anvil world loading
## Planned Features
* Natural Mob Spawning & AI
* Lua Plugin Systems
* Comprehensive permissions & commands system
* Ultra-low memory mode - Sacrifice CPU Cycles for further memory use reduction
* Entities-by-chunk logic - Hold millions of entities in a world
## Work In Progress
* Mob AI
* Spigot-mirrored Java plugin system
* Command system
* World generation
* Comprehensive opt-in Anticheat
* GPU accelerated world generation, AI, and more(?).
* Anticheat
# Compiling
To compile Basin, you can use Make directly or use CMake if you choose. Output is always put in basin/Debug regardless of build system.
## Planned
* Protocol generator/export Minecraft protocol as a shared library for various versions
* Natural mob spawning
* Lua plugin system
* Permission system
* World saving
### Make:
To compile: `cd basin/Debug; make`
To clean: `make clean` (in Debug)
## Maybe One Day
* Forge mod analog API to allow server-side reimplementation of Java forge mods in C
* Protocol compatibility layer to allow several versions of the game without a third party tool
* Reverse proxy dimension/world sourcing
### CMake:
To compile:
# Development
Basin uses `cmake` to build, install, and package.
## Dependencies
* [avuna-util](https://github.com/Protryon/avuna-util)
* OpenSSL
* JNI (if Java plugin support is enabled)
## Compilation:
```
mkdir cmake-build-debug
cd cmake-build-debug
mkdir build
cd build
cmake ..
make -j 4
make -j 16
```
## Clean
Within your build directory:
```
make clean
```
## Install
Within your build directory:
```
sudo make install
```
## Package
Within your build directory:
```
cpack --config ./CPackConfig.cmake
```
To clean: `make clean` (in cmake-build-debug)
# Running Basin
To run Basin, simply invoke the binary `./basin`. Ensure that the binary is located with the relevant data files (the JSONs).

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@ -46,7 +46,7 @@ struct player* player_new(struct mempool* parent, struct server* server, struct
player->loaded_entities = hashmap_thread_new(128, player->pool);
player->incoming_packets = queue_new(0, 1);
player->outgoing_packets = queue_new(0, 1);
player->lastSwing = tick_counter;
player->lastSwing = player->server->tick_counter;
struct timespec ts;
clock_gettime(CLOCK_MONOTONIC, &ts);
player->reachDistance = 6.f;