Documentation
Posted: 03 Mar 2015, 08:27
Hi,
is there any documentation about the network protocol the servers use? I'm particularly interested in the char server protocol, since i want to try do write a new char server that is compatible with the login and map servers. But i can't find the information.
I found a protocol documentation for manasource, but that protocol seems to be different from that of tmw athena or hercules servers.
Why i want to write a new char server? Well, i think the proeprties/attributes system is too complicated, too error-prone and not flexible enough. So i'm currently experimenting with a new properties model, which can be loaded completely via xml, and where the various property interactions may be configured. Skills and weapons and other items then simply get their own properties, which, when equipped or used or whatever, are inserted into this property tree and so automatically update anything necessary, without explicitely coding it. I hope this will result in much less errors in property handling. Well, at least i hope so. I'm writing it with c++11 and with the boost lib, which should both result in quite good quality.
Currently i'm still experimenting with this properties tree. But sooner or later i would have to do real tests, and for this i need the protocol documentation.
is there any documentation about the network protocol the servers use? I'm particularly interested in the char server protocol, since i want to try do write a new char server that is compatible with the login and map servers. But i can't find the information.
I found a protocol documentation for manasource, but that protocol seems to be different from that of tmw athena or hercules servers.
Why i want to write a new char server? Well, i think the proeprties/attributes system is too complicated, too error-prone and not flexible enough. So i'm currently experimenting with a new properties model, which can be loaded completely via xml, and where the various property interactions may be configured. Skills and weapons and other items then simply get their own properties, which, when equipped or used or whatever, are inserted into this property tree and so automatically update anything necessary, without explicitely coding it. I hope this will result in much less errors in property handling. Well, at least i hope so. I'm writing it with c++11 and with the boost lib, which should both result in quite good quality.
Currently i'm still experimenting with this properties tree. But sooner or later i would have to do real tests, and for this i need the protocol documentation.