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mods [2017/02/07 23:17]
gobrosse
mods [2017/02/07 23:17]
gobrosse
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   * The //__Mods Manager__// takes care of loading all mods in increasing order of priority, leading to the most prioritized mod being loaded last and possibly overwriting assets from the other ones.   * The //__Mods Manager__// takes care of loading all mods in increasing order of priority, leading to the most prioritized mod being loaded last and possibly overwriting assets from the other ones.
   * The Mods Manager can also provide an //__Asset Hierarchy__//,​ which is put simply a queue containing all versions of an asset, from the top, active version, to the '​core'​ version if one such exists.   * The Mods Manager can also provide an //__Asset Hierarchy__//,​ which is put simply a queue containing all versions of an asset, from the top, active version, to the '​core'​ version if one such exists.
-  * The res/ folder in the root of the game files acts as the '​base',​ it's always loaded first and acts as the base content and reference for mods. It is also denoted as the '//__core__//' ​content ​in code.+  * The res/ folder in the root of the game files acts as the '​base',​ it's always loaded first and acts as the base content and reference for mods. It is also denoted as the //__Core__// content ​most of the codebase.
  
 Mods can be downloaded from servers automatically on connection, such mods are placed within the servermods/ folder and named by their md5 hash. Mods can be force-reloaded ingame (can cause issues!) by using control-F12 Mods can be downloaded from servers automatically on connection, such mods are placed within the servermods/ folder and named by their md5 hash. Mods can be force-reloaded ingame (can cause issues!) by using control-F12
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 </​WRAP>​ </​WRAP>​
  
-===== Loading ​foreign ​code =====+===== Loading ​of user code =====
  
 All .jar files found within a mod will be analyzed, the game will look for a plugin.info to determine wether the .jar is a [[plugin_api|plugin]] or not. The game will also lists all .class files in the .jar and allow their use in [[custom_classes|custom objects]]. Any classes loaded from within a mod will be put onto the supervision of a SecurityManager and will have restricted access to io, net, etc for obvious security reasons. All .jar files found within a mod will be analyzed, the game will look for a plugin.info to determine wether the .jar is a [[plugin_api|plugin]] or not. The game will also lists all .class files in the .jar and allow their use in [[custom_classes|custom objects]]. Any classes loaded from within a mod will be put onto the supervision of a SecurityManager and will have restricted access to io, net, etc for obvious security reasons.
mods.txt ยท Last modified: 2017/02/07 23:17 by gobrosse