qc_worlds
Running worlds in the game's own process: local server, world library, mods. More...
Namespaces
Example mods shipped inside the app (the release bundle's Contents/Resources/mods) | |
What a network server and its clients compare at the login (decision E-252): per loaded content pack its id, version and a hash over its files, so that two installations with the same mod versions but changed files are told apart | |
Names the loaded content refers to that no pack provides, checked by QcModLoader after loading the mods: items, textures, sounds, blocks and creatures named by recipes, drops, creatures, appearances, blocks, carts and items, and the targets and subjects of world options | |
Rule values of the server and the shared physics that handbook chapters quote as {name} and creature pages show as caps (QcHandbookBuilder), so the handbook follows the code and, where a value belongs to a block of the base content (the explosive), that content |
Classes
Runs a QcServer in its own thread inside the game process (single player) and hands out in-process client transports | |
Creatures and dropped item stacks on the server now (benchmark; blocks until the server thread counted them) | |
Finds data-only mods (content packs) in a directory, orders them by their dependencies and loads them after the base game into one registry | |
A load that succeeded: the content, the state of every mod and the warnings | |
Outcome of one mod directory after discovery and loading | |
What a new world starts with besides its name and seed (QcWorldLibrary::create) | |
Saved worlds of this installation: one sub-directory per world below root | |
One saved world as the library lists it | |
What a program asks of the local server when it opens a world (decision E-705) |
Detailed Description
Its sources use qc_server; its headers show no server type to the app.