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Author Topic: Newbie questions - How was it made?  (Read 892 times)

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bombeater

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Newbie questions - How was it made?
« on: August 03, 2011, 02:41:09 PM »
Hi there, these are probably questions with obvious answers, but I couldn't find them anywhere, so:

  • Can regular (unmodified) Terraria clients connect to TDSM servers?
  • Is TDSM a replacement for the vanilla Terraria server, or is it something that sits on top of it?
  • Was TDSM created by reverse-engineering the Terraria server's protocol, by decompiling the Terraria server, or by another method?
  • Is Re-Logic aware of TDSM?
    • If so, is it "sanctioned" by them?  If not, are there any legal concerns?

Thanks everyone!

DeathCradle

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Re: Newbie questions - How was it made?
« Reply #1 on: August 03, 2011, 06:37:43 PM »
1) Yes.
2) replacement.
3) at first decompiled. But basically it's nearly all of our code. There should be a bare minimum of client code yet to be removed. probably just unused variables and crap.
4) No idea, I have tried to get ahold of a staff member, and they chose to ignore. There has been many discussions about this; In which some say we're helping out, and adding mono compatibility etc. I am sure they are aware of this. But considering the server has the majority of our own code anyway...
« Last Edit: August 03, 2011, 10:41:55 PM by DeathCradle »

bombeater

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Re: Newbie questions - How was it made?
« Reply #2 on: August 03, 2011, 10:17:51 PM »
Wow!  That's really interesting... I didn't realize decompiling was a practical approach to this sort of problem these days.

But what about updates?  For example, I think 1.0.6 is supposed to come out next week.  Do you have to decompile the new server all over again, find the code for the new features, and port them to your codebase one-by-one?  That sounds incredibly time-consuming and error-prone.

(Not criticizing--just curious!)

Stickiler

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Re: Newbie questions - How was it made?
« Reply #3 on: August 03, 2011, 10:26:51 PM »
Wow!  That's really interesting... I didn't realize decompiling was a practical approach to this sort of problem these days.

But what about updates?  For example, I think 1.0.6 is supposed to come out next week.  Do you have to decompile the new server all over again, find the code for the new features, and port them to your codebase one-by-one?  That sounds incredibly time-consuming and error-prone.

(Not criticizing--just curious!)

As far as I know, the majority of the new features they implement each patch are just client side, so they dont really affect the server. I believe that only stuff such as protocol changes, new item ids and new server changes need to be implemented in TDSM.

DC is still not looking forward to it though :P
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DeathCradle

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Re: Newbie questions - How was it made?
« Reply #4 on: August 03, 2011, 10:41:12 PM »
As far as I know, the majority of the new features they implement each patch are just client side, so they dont really affect the server. I believe that only stuff such as protocol changes, new item ids and new server changes need to be implemented in TDSM.

DC is still not looking forward to it though :P

Yeh, Correct, basically all we have to do is add crap, or alter it. The hard part is just finding what has changed.

And LOL I'm not, but in a way when i get bored I am :3.

 


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