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[workspace] | ||
members = [ | ||
"netrex", | ||
"netrex-ecs", | ||
# "netrex-core" hidden for now | ||
] |
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[package] | ||
name = "netrex-ecs" | ||
version = "0.1.0" | ||
edition = "2021" | ||
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# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html | ||
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[dependencies] |
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pub fn add(left: usize, right: usize) -> usize { | ||
left + right | ||
} | ||
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#[cfg(test)] | ||
mod tests { | ||
use super::*; | ||
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#[test] | ||
fn it_works() { | ||
let result = add(2, 2); | ||
assert_eq!(result, 4); | ||
} | ||
} |
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# The mode specifies how netrex will run. | ||
# (ignore this for now) | ||
# | ||
# Allowed Values: | ||
# vanilla: Run as a netrex server, but enable vanilla features | ||
# realm: Ignores all netrex features and runs as a realm server | ||
# | ||
# Running in realm mode will DISABLE ALL netrex features like: | ||
# - Console | ||
# - RCON | ||
# - Plugins | ||
mode: vanilla | ||
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# Whether or not to use the server.properties file | ||
# If redeclared in netrex.yaml, the values in server.properties will be ignored. | ||
use_server_properties: true | ||
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# The network section specifies how netrex will listen for connections. | ||
network: | ||
# Raknet Specific Settings | ||
# If this is not provided the default settings will be used: | ||
# secure: false | ||
# max_channels: 1 | ||
# max_connections: 100 | ||
raknet: | ||
# This specifications follows RakNet protocol 9+ (MCPE) | ||
# Whether or not to use secure connections | ||
# Allowed Values: [true, false] | ||
secure: false | ||
# The maximum number of ordered channels allowed | ||
# Allowed Values: 0-255 | ||
max_channels: 1 | ||
# The maximum number of connections allowed | ||
# Allowed Values: any positive integer | ||
max_connections: 100 | ||
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# The port to listen on for IPv4 connections | ||
# Allowed Values: 0-65535 | ||
port: 19132 | ||
# The port to listen on for IPv6 connections | ||
# Allowed Values: 0-65535 | ||
port_v6: 19133 | ||
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# Whether or not to host the server to the world. | ||
# If this is set to false, the server will only be accessible | ||
# from the local machine. | ||
# Allowed Values: [true, false] | ||
host: true | ||
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# These are compression related settings for the network. | ||
compression: | ||
# Whether or not to use compression | ||
# Allowed Values: [true, false] | ||
enabled: true | ||
# The threshold for compression | ||
# Allowed Values: 0-65535 | ||
threshold: 256 | ||
# The level of compression to use | ||
# Determines how small the packets will be when sent to the client. | ||
# If the value is too large the tradeoff will be slow decompress timings, | ||
# but smaller packets, which will increase latency. | ||
# | ||
# General rule of thumb: | ||
# Smaller = faster, but more bandwidth. | ||
# Larger = slower, but less bandwidth. | ||
# | ||
# Allowed Values: 0-65535 | ||
level: 7 | ||
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# The maximum MTU size to use for the network. | ||
# Default: 1492 | ||
# Allowed Values: 0-65535 |
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server-name=Dedicated Server | ||
# Used as the server name | ||
# Allowed values: Any string without semicolon symbol. | ||
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gamemode=survival | ||
# Sets the game mode for new players. | ||
# Allowed values: "survival", "creative", or "adventure" | ||
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force-gamemode=false | ||
# force-gamemode=false (or force-gamemode is not defined in the server.properties) | ||
# prevents the server from sending to the client gamemode values other | ||
# than the gamemode value saved by the server during world creation | ||
# even if those values are set in server.properties after world creation. | ||
# | ||
# force-gamemode=true forces the server to send to the client gamemode values | ||
# other than the gamemode value saved by the server during world creation | ||
# if those values are set in server.properties after world creation. | ||
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difficulty=easy | ||
# Sets the difficulty of the world. | ||
# Allowed values: "peaceful", "easy", "normal", or "hard" | ||
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allow-cheats=false | ||
# If true then cheats like commands can be used. | ||
# Allowed values: "true" or "false" | ||
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max-players=10 | ||
# The maximum number of players that can play on the server. | ||
# Allowed values: Any positive integer | ||
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online-mode=true | ||
# If true then all connected players must be authenticated to Xbox Live. | ||
# Clients connecting to remote (non-LAN) servers will always require Xbox Live authentication regardless of this setting. | ||
# If the server accepts connections from the Internet, then it's highly recommended to enable online-mode. | ||
# Allowed values: "true" or "false" | ||
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allow-list=false | ||
# If true then all connected players must be listed in the separate allowlist.json file. | ||
# Allowed values: "true" or "false" | ||
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server-port=19132 | ||
# Which IPv4 port the server should listen to. | ||
# Allowed values: Integers in the range [1, 65535] | ||
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server-portv6=19133 | ||
# Which IPv6 port the server should listen to. | ||
# Allowed values: Integers in the range [1, 65535] | ||
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enable-lan-visibility=true | ||
# Listen and respond to clients that are looking for servers on the LAN. This will cause the server | ||
# to bind to the default ports (19132, 19133) even when `server-port` and `server-portv6` | ||
# have non-default values. Consider turning this off if LAN discovery is not desirable, or when | ||
# running multiple servers on the same host may lead to port conflicts. | ||
# Allowed values: "true" or "false" | ||
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view-distance=32 | ||
# The maximum allowed view distance in number of chunks. | ||
# Allowed values: Positive integer equal to 5 or greater. | ||
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tick-distance=4 | ||
# The world will be ticked this many chunks away from any player. | ||
# Allowed values: Integers in the range [4, 12] | ||
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player-idle-timeout=30 | ||
# After a player has idled for this many minutes they will be kicked. If set to 0 then players can idle indefinitely. | ||
# Allowed values: Any non-negative integer. | ||
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max-threads=8 | ||
# Maximum number of threads the server will try to use. If set to 0 or removed then it will use as many as possible. | ||
# Allowed values: Any positive integer. | ||
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level-name=Bedrock level | ||
# Allowed values: Any string without semicolon symbol or symbols illegal for file name: /\n\r\t\f`?*\\<>|\": | ||
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level-seed= | ||
# Use to randomize the world | ||
# Allowed values: Any string | ||
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default-player-permission-level=member | ||
# Permission level for new players joining for the first time. | ||
# Allowed values: "visitor", "member", "operator" | ||
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texturepack-required=false | ||
# Force clients to use texture packs in the current world | ||
# Allowed values: "true" or "false" | ||
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content-log-file-enabled=false | ||
# Enables logging content errors to a file | ||
# Allowed values: "true" or "false" | ||
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compression-threshold=1 | ||
# Determines the smallest size of raw network payload to compress | ||
# Allowed values: 0-65535 | ||
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compression-algorithm=zlib | ||
# Determines the compression algorithm to use for networking | ||
# Allowed values: "zlib", "snappy" | ||
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server-authoritative-movement=server-auth | ||
# Allowed values: "client-auth", "server-auth", "server-auth-with-rewind" | ||
# Enables server authoritative movement. If "server-auth", the server will replay local user input on | ||
# the server and send down corrections when the client's position doesn't match the server's. | ||
# If "server-auth-with-rewind" is enabled and the server sends a correction, the clients will be instructed | ||
# to rewind time back to the correction time, apply the correction, then replay all the player's inputs since then. This results in smoother and more frequent corrections. | ||
# Corrections will only happen if correct-player-movement is set to true. | ||
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player-movement-score-threshold=20 | ||
# The number of incongruent time intervals needed before abnormal behavior is reported. | ||
# Disabled by server-authoritative-movement. | ||
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player-movement-action-direction-threshold=0.85 | ||
# The amount that the player's attack direction and look direction can differ. | ||
# Allowed values: Any value in the range of [0, 1] where 1 means that the | ||
# direction of the players view and the direction the player is attacking | ||
# must match exactly and a value of 0 means that the two directions can | ||
# differ by up to and including 90 degrees. | ||
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player-movement-distance-threshold=0.3 | ||
# The difference between server and client positions that needs to be exceeded before abnormal behavior is detected. | ||
# Disabled by server-authoritative-movement. | ||
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player-movement-duration-threshold-in-ms=500 | ||
# The duration of time the server and client positions can be out of sync (as defined by player-movement-distance-threshold) | ||
# before the abnormal movement score is incremented. This value is defined in milliseconds. | ||
# Disabled by server-authoritative-movement. | ||
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correct-player-movement=false | ||
# If true, the client position will get corrected to the server position if the movement score exceeds the threshold. | ||
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server-authoritative-block-breaking=false | ||
# If true, the server will compute block mining operations in sync with the client so it can verify that the client should be able to break blocks when it thinks it can. | ||
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chat-restriction=None | ||
# Allowed values: "None", "Dropped", "Disabled" | ||
# This represents the level of restriction applied to the chat for each player that joins the server. | ||
# "None" is the default and represents regular free chat. | ||
# "Dropped" means the chat messages are dropped and never sent to any client. Players receive a message to let them know the feature is disabled. | ||
# "Disabled" means that unless the player is an operator, the chat UI does not even appear. No information is displayed to the player. | ||
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disable-player-interaction=false | ||
# If true, the server will inform clients that they should ignore other players when interacting with the world. This is not server authoritative. | ||
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client-side-chunk-generation-enabled=true | ||
# If true, the server will inform clients that they have the ability to generate visual level chunks outside of player interaction distances. | ||
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block-network-ids-are-hashes=true | ||
# If true, the server will send hashed block network ID's instead of id's that start from 0 and go up. These id's are stable and won't change regardless of other block changes. | ||
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disable-persona=false | ||
# Internal Use Only | ||
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disable-custom-skins=false | ||
# If true, disable players customized skins that were customized outside of the Minecraft store assets or in game assets. This is used to disable possibly offensive custom skins players make. | ||
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server-build-radius-ratio=Disabled | ||
# Allowed values: "Disabled" or any value in range [0.0, 1.0] | ||
# If "Disabled" the server will dynamically calculate how much of the player's view it will generate, assigning the rest to the client to build. | ||
# Otherwise from the overridden ratio tell the server how much of the player's view to generate, disregarding client hardware capability. | ||
# Only valid if client-side-chunk-generation-enabled is enabled |
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#!/bin/env/deno.exe | ||
console.log("%cERR!", "color: #FF0000; font-size: 2em;", "This is an error message"); | ||
console.log('\nor\n') | ||
console.log("%c[ERR]", "color: #FF0000; font-size: 2em;", "This is an error message"); |