11-17-2022, 09:48 AM
On 11/14/2022 at 4:42 PM, RGT said:
Yes that's the idea, there are bits and pieces of information shattered all across the web in several languages. So how great would it be to make a summary here that just deals with the general structure of LC editing. I for one would love if we could use this topic as a small "guide" on where to edit what ?
Basic LC-structure:
ServerSources: Those are the files which are edited and then compiled. All the server-side code is inside here (like: wars system, battle system, ranking. Everything which need to interact with other players pass here). After compilation they produce the ServerFile
ServerFiles: This files come from the ServerSource. They are basically executables with some config files, needed to make the server run (of course)
ClientSources: Same as ServerSource, everything which is related at the client stuff goes here (heart-beat, Ui managment, DirectX rendering). After compilation they produce the ClientFiles
ClientFiles: Files inside Bin folders. They come from the ClientSources ... just the final file produced.
Database: Everything about items, weapon, armor, buff, titles, npcs, skills ... and users account.
Usually the idea behind the work flow is:
Modify the Sources files and DB with new stuff. Turn off the server and replace the new files compiled before. Release a patch for all users for the client-side part. Turn on the server again.
Take in mind that you can compile the server for windows and linux, but the are tons of the differences between this two OS. My suggestion is to develop where you are gonna release (not about the server, but about the OS).

