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tako's Introduction


Tako (ใ‚ฟใ‚ณ) ๐Ÿ™ - An extensible Minecraft Classic server.


Tako

A gif showcasing the ability to move between worlds in Tako

Tako is an extensible multi-world Minecraft Classic / ClassiCube server written in C# on .NET 7. Its aim is to be cross-platform, performant and allow for easy plugin creation.

In order to build it, clone the repo and build the Tako.Server project. The server can then be launched by launching the Tako.Server.exe executable.

So far it supports all of the Classic 0.30 packets (with delta movement support yet to come).

Plugins

While still in the planning stage, Tako was designed with an easy to write-for plugin system in mind. The plan is for Plugins to be written in C# and compiled on the go by Tako utilizing Roslyn.

All of the definitions needed for plugins will be exposed via the Tako.Definitions and Tako.Common projects, without exposing the actual internal server classes.

TODOs

  • Parsing and sending packets
  • Synchronizing the world
  • Realms (multi-world server)
  • Loading configuration
  • Saving/loading realms and worlds
  • A reimplementation of Classic's world gen.
  • The plugin interface and plugin loading.
  • Support for various Classic Protocol Extensions features.

Contributing Guide

If you'd really want to contribute to this project (thank you!) please adhere to the Conventional Commits commit format as much as you can.

tako's People

Contributors

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Stargazers

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Watchers

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tako's Issues

Include more information in feedback messages

image

In the case of commands that don't exist, it's very useful if the server echos back the actual word the user typed so that they can notice if they made a typo or not.
In the case of blocks it may not be very important, though it becomes more useful once the server supports custom blocks that any given client may not be able to see

A long enough chat message can corrupt the protocol.

When you write a chat message close to the 64 character limit of classic, the server starts sending mangled packets completely corrupting the game for others.

Edit: Split the message after 64 bytes, the name prefix screws with the length.

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