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View Code? Open in Web Editor NEWMMO concept built with C# and Unity
MMO concept built with C# and Unity
Rather than stored as a property of a Tilemap, Tilesets should be distinct objects that can be independently passed across the network. This allows multiple tilemaps to use the same tileset without duplicate data, and allow for partial tilemaps such as chunks.
Tilesets should store the following information about every tile type:
Steps:
The main client scene should not have a player entity spawned by default.
Instead, when the player logs in, the server should spawn a player entity at the relevant location, and send that spawned entity to the client to be spawned in, along with other entities on screen.
Currently the server loads all relevant data from files, mostly json formatted.
User account data, including password hashes, map records attaching names and IDs to tilemap files, and player records connecting user accounts with data stores are all stored in a monolithic database.json
file.
Tilemaps are then stored in individual json files in the Tilemaps
subdirectory.
While DataStores are stored in the similar DataStores
subdirectory in bson format with .dat
files
Worst of all, all of these files are read and deserialized into memory on startup.
This method of storing DataStores will likely remain, but a better solution is needed to handle data storage and loading. Data should be loaded as its needed, and only kept as long as it is needed. User accounts should be handled by a separate database via a json web API.
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