Nicholas asked me to make a topic explaining the Online Shop and the program communication we'll be using.
First of all, we'll be using 39dll.dll.
Online Shop-
The online shop will be fairly easy. The game is made by the user in a separate API, which is then exported along with resources into its own file. The file is then submitted to the server database for unconfirmed entries. The submission waits there until a mod or admin comes along and rates it yea or nay. Most games will get through easily; as this system is just to prevent 'creative' users from putting
The coding for this system should be as easily done as it is said. It only requires for the client to connect to the server computer via TCP-IP connection, where it can then download the latest news and look at games, backgrounds, and music. When the client finds something they want, they send the server a download query, and the server responds by searching up the query in its database, and transferring the game file and its resources to the client.
Of course, this all COULD use the mplay_* functions, but that would be obnoxiously slow, and would actually complicate the matter.
Program Communication-
We have two options of program communication, we can either communicate via files, or communicate via the computer's local port (80 I believe.)
The first method is simpler, but would be slower. We can give the programs IDs and when the program writes into the file, it starts off by giving its ID. The other program getting info from the writing program can then read the ID to verify if it's the right file to read from. This method would be good if the only data transfer is for points. However, if the only file transfer was for points, the easiest way would just be to write directly to the save file, assuming the save file is custom, and not just game_save(file);
The second method is faster, but ultimately more complicated than the last. The coding would be similar to the Online Store's coding except that it would be on a local port, so internet is not needed. Essentially, this is a faster version of the last option using bit feed instead of strings and reals.
I really suggest using custom files, and saving directly to it with the shell program. Also, since it would write to the save file, and doesn't require the main Cii program to be running in parallel, which will cut down on processor usage greatly.
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Any questions?
First of all, we'll be using 39dll.dll.
Online Shop-
The online shop will be fairly easy. The game is made by the user in a separate API, which is then exported along with resources into its own file. The file is then submitted to the server database for unconfirmed entries. The submission waits there until a mod or admin comes along and rates it yea or nay. Most games will get through easily; as this system is just to prevent 'creative' users from putting
- Code:
while 1 screen_redraw();
The coding for this system should be as easily done as it is said. It only requires for the client to connect to the server computer via TCP-IP connection, where it can then download the latest news and look at games, backgrounds, and music. When the client finds something they want, they send the server a download query, and the server responds by searching up the query in its database, and transferring the game file and its resources to the client.
Of course, this all COULD use the mplay_* functions, but that would be obnoxiously slow, and would actually complicate the matter.
Program Communication-
We have two options of program communication, we can either communicate via files, or communicate via the computer's local port (80 I believe.)
The first method is simpler, but would be slower. We can give the programs IDs and when the program writes into the file, it starts off by giving its ID. The other program getting info from the writing program can then read the ID to verify if it's the right file to read from. This method would be good if the only data transfer is for points. However, if the only file transfer was for points, the easiest way would just be to write directly to the save file, assuming the save file is custom, and not just game_save(file);
The second method is faster, but ultimately more complicated than the last. The coding would be similar to the Online Store's coding except that it would be on a local port, so internet is not needed. Essentially, this is a faster version of the last option using bit feed instead of strings and reals.
I really suggest using custom files, and saving directly to it with the shell program. Also, since it would write to the save file, and doesn't require the main Cii program to be running in parallel, which will cut down on processor usage greatly.
Any questions?