-
Notifications
You must be signed in to change notification settings - Fork 167
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Singleplayer Mode #47
Comments
Webrtc doesn't open to LAN.
It does open to internet though.
…On Wed, Mar 3, 2021, 00:46 AwesomestCode ***@***.***> wrote:
1. Browserify flying-squid for a singleplayer server
2. Use WebRTC to open to LAN
—
You are receiving this because you are subscribed to this thread.
Reply to this email directly, view it on GitHub
<#47>, or
unsubscribe
<https://github.com/notifications/unsubscribe-auth/AAR437XTY2IMXP3CSIAO5XDTBV2HBANCNFSM4YP6M5SQ>
.
|
How:
|
anvil may need to be adapted by using indexeddb |
I think its useless |
Another idea here is to use a reverse websocket proxy |
Hey! I'm currently working on this feature and wanted to report the progress. Currently, support implemented for the following backends (this all is possible only with the latest version of browserFS):
I have used PeerJS previously for small projects and I think I'll also use it here for multiplayer. I could test almost any 1.8 save, however, it seems that saves for 1.14+ are not supported by prismarine-chunk? (PrismarineJS/flying-squid#632, PrismarineJS/flying-squid#545) Also will work to improve zipFS later. |
P-chunk support up to 1.20
…On Mon, Sep 4, 2023, 15:30 Vitaly ***@***.***> wrote:
Hey! I'm currently working on this feature and wanted to report the
progress. Currently, support implemented for the following backends (this
all is possible only with the latest version of browserFS):
- localstorage - just hit & play *(5mb cap)* - can be exported with
/export
- ZIP loading - just dragndrop *(not really effective, but still can
load any size, though there is ~400mb limit on ios)*
- Folder loading - best option, but available only in Chrome:
dragndrop or via folder picker (*read*/*write* to real fs)
- Download & play from link - link example
<https://zardoy.github.io/prismarine-web-client/?map=https://test-assets.vercel.app/world.zip&mapVersion=1.8.8>
- downloads map from server & uses ZIP FS later
I have used PeerJS previously for small projects and I think I'll also use
it here for multiplayer.
I could test almost any 1.8 save, however, it seems that saves for 1.14+
are not supported by prismarine-chunk? (PrismarineJS/flying-squid#632
<PrismarineJS/flying-squid#632>,
PrismarineJS/flying-squid#545
<PrismarineJS/flying-squid#545>)
Also will work to improve zipFS later.
—
Reply to this email directly, view it on GitHub
<#47 (comment)>,
or unsubscribe
<https://github.com/notifications/unsubscribe-auth/AAR437SA4UVBBN5APIJU44DXYXJWTANCNFSM4YP6M5SQ>
.
You are receiving this because you commented.Message ID:
***@***.***>
|
Great you're working on this!
…On Mon, Sep 4, 2023, 15:33 Romain Beaumont ***@***.***> wrote:
P-chunk support up to 1.20
On Mon, Sep 4, 2023, 15:30 Vitaly ***@***.***> wrote:
> Hey! I'm currently working on this feature and wanted to report the
> progress. Currently, support implemented for the following backends (this
> all is possible only with the latest version of browserFS):
>
> - localstorage - just hit & play *(5mb cap)* - can be exported with
> /export
> - ZIP loading - just dragndrop *(not really effective, but still can
> load any size, though there is ~400mb limit on ios)*
> - Folder loading - best option, but available only in Chrome:
> dragndrop or via folder picker (*read*/*write* to real fs)
> - Download & play from link - link example
> <https://zardoy.github.io/prismarine-web-client/?map=https://test-assets.vercel.app/world.zip&mapVersion=1.8.8>
> - downloads map from server & uses ZIP FS later
>
> I have used PeerJS previously for small projects and I think I'll also
> use it here for multiplayer.
>
> I could test almost any 1.8 save, however, it seems that saves for 1.14+
> are not supported by prismarine-chunk? (PrismarineJS/flying-squid#632
> <PrismarineJS/flying-squid#632>,
> PrismarineJS/flying-squid#545
> <PrismarineJS/flying-squid#545>)
>
> Also will work to improve zipFS later.
>
> —
> Reply to this email directly, view it on GitHub
> <#47 (comment)>,
> or unsubscribe
> <https://github.com/notifications/unsubscribe-auth/AAR437SA4UVBBN5APIJU44DXYXJWTANCNFSM4YP6M5SQ>
> .
> You are receiving this because you commented.Message ID:
> ***@***.***>
>
|
finally found it! though i wonder why it wasnt done before? btw do you have any plans to improve support like chests? i was looking for mcedit on mobile and couldnt find absolutely anything on the web,, also any plans for it? |
IMO it's weird to ask why something wasn't done before, however I can actually explain why I had to do it now. I've been using pojav to play mc on ios (I don't really like bedrock version, also had to load java worlds, mods etc) on jb idevice, without jb it requires JIT on the air (to be connected to anything), and I don't think jb it's coming to new devices.
I think this is off-topic to ask here what is planned and what is not, but yes this will be done eventually (will first try to resolve rendering issues when have time). The current priority is command blocks to make adventure maps playable, only then survival things...
I'm really not sure about this one. I don't really need it, but still would be great to have! If I don't come up with any ideas in other projects, I think world edit mode will be added here eventually (I was thinking about it a week ago)... |
hey! added peerjs (p2p wan) multiplayer support (feels more like actual flying-squid server in the browser). I thought it would be harder to do, though it was fun. However, I noticed a few issues with minecraft-protocol package (there are definitely issues with handling disconnect and keepAlive packages) |
@zardoy could you please open pull requests to add features from your fork here ? |
The text was updated successfully, but these errors were encountered: