[OpenSource] ChickenAPI - Next step in Nostale Private Server Emulation

08/05/2018 12:53 Blackout©#16
Quote:
Originally Posted by val77 View Post
I've deleted it since no one pays attention to WIPs projects that are not OpenNos obviously. (Because they can't actually have Drag'n'Drop on ChickenAPI without developing or leeching someone's work)

Anyway, if you are still interested to contribute, as told in my prev messages, we are looking for motivated persons but you need to pass a technical test about C# and programming logic mostly.

If you pass that test, you will be able to work with us on SaltyEmu and ChickenAPI.

However, we will be releasing most of our work on GitHub once stable and production ready.
Im not an "developer" so i can't help u with that. I just wanted to be a part of your community. Im really interested in that what you guys are doing :o
Really respectfully
08/05/2018 14:32 Blowa#17
Quote:
Originally Posted by Blackout© View Post
Im not an "developer" so i can't help u with that. I just wanted to be a part of your community. Im really interested in that what you guys are doing :o
Really respectfully
Actually, on that project, we are only 4 :
SylEze, Kiritsu, Kraken and me

There is no real community :)
You'll be able to see all that work once we will push it on GitHub.
08/07/2018 20:57 Blowa#18
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Had to cleanup some things, that's a little preview, incoming IA and Battle System within the week
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08/09/2018 21:44 Blowa#19
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08/12/2018 03:34 Blowa#20
Added Basic IA for NPCs

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Taking 0% CPU (i7-6700k - 4.7GHz) for 250 entities (didn't yet try more since the IA is too basic to get a real benchmark, with a real pathfinding (not randomly teleporting entities))

Really basic IA, randomly taking a near cell (actual pos +- 5 cells)

There are actually two systems for that :

MovementSystem that will processs simply process entities' "waiting" paths (mainly NPCs since Players' movements are event handled)
IA system that will define entities' paths (actually, it's a basic one, but since it's really easy to modify the main logic without fucking the whole source, a complete one might not be hard to add)


I've splitted Systems & Notifiable systems.

There are now Systems: Will be linked to an EntityManager, refreshing through the tick system
EventHandler : Will be globally linked to the server instance, you can subscribe your handler globally or for specific event types only.

There are still many not implemented game features / correct packets but I'm prioritizing on well abstracted "Core" features instead of crappy game implementation :)
08/12/2018 15:44 rfet#21
Too thx,
08/14/2018 00:46 Blowa#22
With Syl we are finishing to setup a continuous delivery on our own Kubernetes cluster so we will be able to host tests servers and updating it without touching directly to our hosting machines :)

There will be two servers for SaltyNos during its development :
- Production Server (SaltyNos-Production) Will receive big patchs once those are stable
- Development Server (SaltyNos-Dev) Will receive daily patchs with an automated changelog

Those servers are for development purposes, not for playing like any real server.
We are under closed beta, if you would like to give it a try, you are welcome, just pm me.

What have been added today :
- Skills are now working (saved, displayed, casted)
- Fixed a ton of missing / wrong packets
- Shop interaction (buy (reput, gold, playershop) / sell)
- Code is cleaner than ever
- Most of the "costy" calls are now handled much faster thanks to my recent experience with Go

I should have finished a basic battle system tomorrow with custom algorithm possibilities without touching the source.
08/22/2018 00:25 Blowa#23
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Content Update :
- Quicklist is now handled (packets are done)
- Shops are handled (packets are done)

Source Update :
- Updated a lot of things to get a lot of "utilities" so people will have working & proper methods to do what they want without having to implement almost all basis (since Components are just raw datas)


Actually under work :
- Family (won't last long)
- Friend / Blocked list (won't last long too)
- Recurrent Events
- Battle
- Inter Services Communication (Through rabbitMQ for the transport layer on my side but it's abstracted so you can do whatever you want)
- Cluster Panel (a Cluster Orchestration tool with a web panel)
- Improved Documentation (Trying to generate a static docsify website from the Doxygen comments within the source files)


I'll be repeating myself but this has nothing to compare to OpenNos, this project is designed for modding & developers. (not for a drag & droppable shitty server where you earn money)

Once all the basis are done, (I'll probably be in China at that moment so I can't say), I'll push the first production version of ChickenAPI.
08/25/2018 21:14 Blowa#24
:heyguys:, join us for a little changelog


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I've worked on "first version" of the Permission System :
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@[Only registered and activated users can see links. Click Here To Register...] worked on more packet handling, he took a video to show it on the thread
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Aswell, we cleaned up the whole deployment &
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Don't worry guys, we are taking our time to make a new great emulator ! [Only registered and activated users can see links. Click Here To Register...]



Don't forget to poceblo !
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Regards,
Blowa from SaltyTeam
08/28/2018 19:14 Worldie#25
Wow, very nice project ! :kappa:
08/29/2018 19:47 Pride*#26
Quote:
Originally Posted by Worldie View Post
Wow, very nice project ! :kappa:
Why is there a ":kappa:" ?
08/30/2018 13:38 Worldie#27
Quote:
Originally Posted by Pride* View Post
Why is there a ":kappa:" ?
¯\_(ツ)_/¯
09/03/2018 07:33 Blowa#28
Hello,

Just a little changelog.

We reworked the whole "special handlers" you all know for :
- NpcDialogs handling
- GuriEffects handling
- Item Usage (Item.Use) handling
- BCards Effects handling

Just an example of what it looks like when you wanna implement your own callback.
But I'm working on a pipeline system with some kind of a priority order so we can

Actually, it's only possible to have one event handler per category and per discriminator (GuriEffect, NpcDialogEffect, NpcDialogId..)
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Don't have much time those days, university and sport are taking a lot of my time.

Cya from Beijing :)
09/22/2018 14:43 Blowa#29
Hey there !

I totally rewrited IPC today to be fully asynchronous and easy to use, that's the second version of IPC.

There might be some improvements in the near future but it's actually enough for our usage.
(NosBazaar Independant Micro Service, Family Service, Friend Service...)


My development time is slowed here, mainly because i spend most of my time partying in Beijing and learning Chinese :kappa:



// communicators and handler

// protocol

// PoC program

// debug log
09/25/2018 16:09 Blowa#30
Pushed a new version on GitHub so most of new things should be there.

ChickenAPI is opened to Issues / PR / Suggestions / Criticism as long as it is constructive and helpful for the project.

This is far away from the first "official" release, but still wanna get some feedback and hope people will enjoy the work we put in that non copy pasted project :)