<div class="IPBDescription">any previous work on this?</div>EDIT: just ignore me, my question was answered by the<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=120542" target="_blank"> next post</a>.
OK, having had a look at the <a href="http://www.duplexgaming.co.uk/downloads/mods/116/dak/" target="_blank">DAK admin mod</a>, it isn't quite what I was asking about. Pretty close though.
I was thinking of a basic server mod plugin framework, that hooks the important server and gamerules functions, so server admins could mix and match admin mods from various authors. The mod would just consult a text file to see what admin mods to load on server start.
Could use something like the Mixin framework used on game entities - each mod just specifies which functions it needs to hook.
fsfodukJoin Date: 2004-04-09Member: 27810Members, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Subnautica Playtester, NS2 Community Developer, Pistachionauts
<!--quoteo(post=1969611:date=Sep 1 2012, 08:59 AM:name=shad3r)--><div class='quotetop'>QUOTE (shad3r @ Sep 1 2012, 08:59 AM) <a href="index.php?act=findpost&pid=1969611"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->OK, having had a look at the <a href="http://www.duplexgaming.co.uk/downloads/mods/116/dak/" target="_blank">DAK admin mod</a>, it isn't quite what I was asking about. Pretty close though.
I was thinking of a basic server mod plugin framework, that hooks the important server and gamerules functions, so server admins could mix and match admin mods from various authors. The mod would just consult a text file to see what admin mods to load on server start.
Could use something like the Mixin framework used on game entities - each mod just specifies which functions it needs to hook.<!--QuoteEnd--></div><!--QuoteEEnd-->
The mod system I use in my menumod can work as server mod system as well its just not very polished for server use. It also has a class hooking system built into it the that the Combat mod uses it extensively as a standalone component.
The mixin system is kinda inflexible for being used as a runtime dynamic hooking system because you have to setup the mixins with a call InitMixin after each object is created
<!--quoteo(post=1969664:date=Sep 1 2012, 09:56 PM:name=fsfod)--><div class='quotetop'>QUOTE (fsfod @ Sep 1 2012, 09:56 PM) <a href="index.php?act=findpost&pid=1969664"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The mixin system is kinda inflexible for being used as a runtime dynamic hooking system because you have to setup the mixins with a call InitMixin after each object is created<!--QuoteEnd--></div><!--QuoteEEnd-->
I just meant something similar to how the Mixin system works, where plugins can specify what functions they need to hook or override, and what other plugins need to be present, and the framework handles checking the prerequisites and hooking or overriding functions automatically on initialization.
A server admin mod framework should ideally only be hooking server and gamerules functions - stuff that is not used on the client, so the server operator can mix-and-match mods without running afoul of the proposed client consistency hash-check.
I'll have a look at your menumod to see how you do it.
Comments
I was thinking of a basic server mod plugin framework, that hooks the important server and gamerules functions, so server admins could mix and match admin mods from various authors. The mod would just consult a text file to see what admin mods to load on server start.
Could use something like the Mixin framework used on game entities - each mod just specifies which functions it needs to hook.
I was thinking of a basic server mod plugin framework, that hooks the important server and gamerules functions, so server admins could mix and match admin mods from various authors. The mod would just consult a text file to see what admin mods to load on server start.
Could use something like the Mixin framework used on game entities - each mod just specifies which functions it needs to hook.<!--QuoteEnd--></div><!--QuoteEEnd-->
The mod system I use in my menumod can work as server mod system as well its just not very polished for server use. It also has a class hooking system built into it the that the Combat mod uses it extensively as a standalone component.
The mixin system is kinda inflexible for being used as a runtime dynamic hooking system because you have to setup the mixins with a call InitMixin after each object is created
I just meant something similar to how the Mixin system works, where plugins can specify what functions they need to hook or override, and what other plugins need to be present, and the framework handles checking the prerequisites and hooking or overriding functions automatically on initialization.
A server admin mod framework should ideally only be hooking server and gamerules functions - stuff that is not used on the client, so the server operator can mix-and-match mods without running afoul of the proposed client consistency hash-check.
I'll have a look at your menumod to see how you do it.