Maki Posted September 12, 2012 Group: Members Topic Count: 146 Topics Per Day: 0.03 Content Count: 1195 Reputation: 467 Joined: 11/15/11 Last Seen: April 11, 2023 Share Posted September 12, 2012 I'd like to discuss the implementation of a plugin/mod system; it would make updating rAthena much much easier for anyone who has a few+ source edits and has to do everything manually. It would be nice to have a list of pros/cons of the system. All I have heard about implementing plugins is that it would slow down all of src and that we don't have a viable way of adding it (unless via ASM). 2 Quote Link to comment Share on other sites More sharing options...
Flaid Posted September 12, 2012 Group: Members Topic Count: 20 Topics Per Day: 0.00 Content Count: 398 Reputation: 140 Joined: 01/04/12 Last Seen: February 19, 2022 Share Posted September 12, 2012 ^+1 Quote Link to comment Share on other sites More sharing options...
Akkarin Posted September 12, 2012 Group: Forum Manager Topic Count: 282 Topics Per Day: 0.06 Content Count: 3144 Reputation: 1630 Joined: 03/26/12 Last Seen: Saturday at 06:27 PM Share Posted September 12, 2012 I like the way anope achieves this - has a separate folder in /src/ and any files in there get included when performing ./configure && make. On the inside, 'include's are added for compiled addons in a super special secret file called addons.h (or whatever it was called) before anything else is checked. Could we do something similar? Quote Link to comment Share on other sites More sharing options...
GreenBox Posted September 12, 2012 Group: Members Topic Count: 9 Topics Per Day: 0.00 Content Count: 303 Reputation: 101 Joined: 11/13/11 Last Seen: October 11, 2023 Share Posted September 12, 2012 I think that is not currently viable do this, sincerely, our source is the biggest mess I already saw, by design it wont work for a plugin system. For simple custom atcommands/script commands this can be made by exporting a vtable with all needed functions to the plugin and create a private store on the session_data so each plugin can have a piece of data for each player. 3 Quote Link to comment Share on other sites More sharing options...
xazax Posted September 16, 2012 Group: Members Topic Count: 11 Topics Per Day: 0.00 Content Count: 427 Reputation: 123 Joined: 11/17/11 Last Seen: December 31, 2022 Share Posted September 16, 2012 Well, I think we should add a VERY! primitive plugin system. It could work like this: the plugin system would be able to load plugins (so or dll based on platform), and that is. We would not add any callback or such. This way one could provide a binary distributed plugin to protect her source code, and provide some headers and a patch file to the source code to add the neccessary calls to the code. We would avoid messy callbacks, still provide users with a way to distribute proprietary content. 1 Quote Link to comment Share on other sites More sharing options...
Santafe Posted March 9, 2014 Group: Members Topic Count: 91 Topics Per Day: 0.02 Content Count: 325 Reputation: 35 Joined: 06/01/13 Last Seen: October 7, 2019 Share Posted March 9, 2014 ^or we could fix the mess up and then add the plugin system :3 +1 to the idea btw. Quote Link to comment Share on other sites More sharing options...
Stolao Posted March 10, 2014 Group: Developer Topic Count: 48 Topics Per Day: 0.01 Content Count: 1443 Reputation: 344 Joined: 10/17/12 Last Seen: 23 hours ago Share Posted March 10, 2014 ^or we could fix the mess up and then add the plugin system :3 +1 to the idea btw. Id have to agree here lol first fix the mess, its way better then it use to be back in old ea forums id say but still a mess but +1 for the plugin idea i just updated my src and had to manually install like 9k lines Quote Link to comment Share on other sites More sharing options...
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