New C API ETA?
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Author Topic: New C API ETA?  (Read 9365 times)
Jaxian
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« on: May 18, 08, 07:32 pm »

Hello, I see that the C Client API was removed in the newest release of Darkstar, and I'm wondering if anyone has an idea how long it will be before the C API returns.

Thanks for any help.
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Jeff
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« Reply #1 on: May 19, 08, 10:06 am »

We have a new and  improved version but unfortunately it was coded to 9.5  We need to get it updated (along with our other alternate APIs).

When I have a target date I'll let you know but we know its something that needs doing..
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Jaxian
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« Reply #2 on: May 19, 08, 08:03 pm »

Hey, thanks for the response.  I'll check back for updates regularly.
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Dharcon17
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« Reply #3 on: May 26, 08, 11:27 am »

Hi,
is there a chance to download old version of project darkstar where the c api is still available until the new version is out? I need to find out if i can use PDS with the game engine i am currently using for my game. As a java programmer I seriously want to use PDS even though the engine i use is not java. I just would love to test it out first, even with an older version. But i can't find any link or information to get an older version then 0.9.6

I am anxiously looking every day on to the website to see if there is an update or a new version, because currently i am designing the architecture of my game and i need to find out if i can use PDS.

So any help would be appreciated.

thanks.
cheers
Mike
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oak
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« Reply #4 on: May 26, 08, 11:37 am »

We have a copy of PD 0.9.5-1 here. I don't know if it contains the C-API, but at least the C-API worked for this release afaik.

http://code.google.com/p/darkstar-contrib/source/browse
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Dharcon17
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« Reply #5 on: May 26, 08, 12:47 pm »

thanks oak.

It seems to be in there. I have a look at later on and see if it is possible to make
a binding to the c api with C#. The current C# client is not an option unless it is completely written in c# and doesn't need a 25MB java vm dll just for using mina.

I hope it is possible somehow to create bindings, cause i want to write the game logic with java and PDS and just use the unity engine (the engine i am using) just for display. But that's another story.

So thanks again. oak.
That's just the start i needed.
you have been a great help.

Cheers
Mike

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oak
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« Reply #6 on: May 27, 08, 12:47 am »

I have actually been contacted by someone from Unity asking us about our experience with PDS. Maybe you should contact Unity and ask if something is underway.

For those of you who have not heard of Unity3D, here is a link. It is a really cool engine with some very nice tools for easily setting up 3D games. I have seen it demonstrated a couple of times - very impressive!
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stp
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« Reply #7 on: May 27, 08, 05:39 am »

Hey folks. I just wanted to add a quick reminder here. The client protocol is (on purpose) very simple. The 0.9.6 protocol is also very similar to past versions. So, while the core Darkstar team hasn't released any updated client code (since that's not our focus) it should take very little time for anyone out there to update past implementations or write a new one from scratch.

If anyone does have interest, why not take a shot at writing a quick client implementation and posting it somewhere? I'm sure it would get a lot of use by the community, so you'd have all kinds of praise and admiration to look forward to...or, at least, bug reports and feature requests Smiley


seth
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Dharcon17
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« Reply #8 on: May 27, 08, 12:02 pm »

Hi,

@oak
Thanks for your answer. I am going to contact the unity guys about that. Thanks for the tip.

I have been a java developer for more than 10 years now and PDS is like a dream come true for multiplayer games. But the engine of my choice is Unity3D, which is a really cool game engine. But that engine uses mono/dotnet. So i need to find a solution to have a c# client talk to a PDS Server. The C# client project looked interesting, but it lacks behind in version ( i know how hard it is for one person developing a project like that ) and i don't want to ship a 25MB java vm dll just because the client uses Mina. So a complete port would be best. I would love to do it, but i don't have the time.

So i thought the best solution would be to write a binding to the c-client. But i could be wrong. I don't know how much effort it is to port the java client to C#. But it would be great to have a C# client someday. So that i can develop my game logic in my favourite language java with my favorite game engine unity as the frontend.

Cheers
Mike   
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ose
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« Reply #9 on: May 27, 08, 03:06 pm »

I rewrote the C client and got it working about a week and a half ago. It's hasn't failed on logins, logouts, channel messages, private messages, or direct messages to the server... but is a bit different from the original implementation.

The library file used by the client had a method or two added, most of the methods rewritten to get it working, and is all combined into 1 .c file and 1 .h file, which others may find irritating.

The client itself wasn't much trouble. In fact, the code that went into the main loop, which was used to determine if there was new information from the server to read, was unchanged.

I changed the way private messages were handled (now as a server-send as "pm targetname message) because I didn't like the way Darkstar did it. I don't know if the original private message method will still work, though I'd imagine not. My client was designed around the change I made.

I can tar up the code and post it, especially the library, but the client code itself would have to be represented as sections to particular parts in a client. Also, I don't have the time to maintain it if it needs fixing, and since this is my first time messing with anything in C, it's bound to need fixing.
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alxjag
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« Reply #10 on: May 28, 08, 07:27 am »

I can tar up the code and post it, especially the library, but the client code itself would have to be represented as sections to particular parts in a client. Also, I don't have the time to maintain it if it needs fixing, and since this is my first time messing with anything in C, it's bound to need fixing.

It would be nice...
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waldo
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« Reply #11 on: May 28, 08, 12:47 pm »

Sorry to come in late on this-- I've been on the road the last week, and so sort of out of touch.

I'm currently working on getting the C API converted to 0.9.6, along with a document that talks about the changes that I had to make (which might be useful for those who want to work on moving clients from other languages). I'm a couple of hours away from getting something that I can start testing, but when I get those hours is anyone's guess; it will probably not be until Friday morning. But I hope to have something that is done, somewhat tested, and reviewed by sometime early next week that can go out to be pounded on by the community.

Jim
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Dharcon17
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« Reply #12 on: May 29, 08, 01:19 pm »

Sorry been busy the last days.

@ose
Thanks for your effort. Appreciate it.
I will have a look at it until maybe waldo releases the 'official' c api.

@waldo
It would be great to get that document of yours and the c client.
Like i mentioned i am trying to use the Unity3D engine with PDS. And that comes with mono/C# as the scripting language. With the pro version i have i can create and use plugins/bindings which  can call c/c++ code. So that is one option for me to use PDS.

The other is to write a complete port in C#. But i imagine the port is a lot of work, with porting the client with all it's dependent libraries or to come up with a special c# solution so that i don't need mina and other java ports. But that will come with a lot of testing,bugfixing and so on. So a binding to the c client probably would be better.

I mean i need to use the unity engine , which is a great and fantastic and professional engine and i cost a lot of money in the pro version. But i also want to use PDS and combine those great pieces of software together for the game i am currently developing.

So i am really looking forward to what you guys may release. If there is anything i can help with? If maybe someone has a good solution to write a C# and/or c client that would be great. I might be able to help in certain ways.

regards
Mike
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alxjag
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« Reply #13 on: May 30, 08, 12:18 am »

Ok, here's the relevant code that I have. I hope it's useful.

It seems the archive is broken. Could you reupload it?
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ose
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« Reply #14 on: May 30, 08, 06:30 am »

It seems the archive is broken. Could you reupload it?
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