AlexMog
AlexMog
Hello, I've just seen [this tweet](https://twitter.com/Ottomated_/status/1336206302654025730) from Ottomated. Scaling vertically a server can work for a limited number of users, but it's not the best way to scale nodes, that's...
Provide a way to listen to RPC messages as Events and controll if they execute normally or not. * [x] Listen to RoutedRpcs and create related events * [ ]...
# Networking Valheim uses Zone routing (messages are routed to a specific group of people in the same zone) or global routing (targets can be set to ensure messages are...
As I was fearing, the inventory is managed on the client-side, I will see if I can manage a way to force inventories update and listen on these events. If...
Provide a complete Event-dispatching system and mechanism, some events must be able to be canceled. # Events to do: ## Player events * [ ] Player connect event * [...
Class: Piece ```c# public static void GetAllPiecesInRadius(Vector3 p, float radius, List pieces) { foreach (Piece allPiece in m_allPieces) { if (Vector3.Distance(p, allPiece.transform.position) < radius) { pieces.Add(allPiece); } } } ```
Add the possibility to make some events cancellable.
The method `GetClosestPlayer` seems to be used on Update behaviours, and is a bruteforce way to check which player is the closest. Better ways should be used to avoid checking...
Another instance of #6 but with characters. Again, Bruteforce usage, should use a geohash instead. Class: Character ```c# public static void GetCharactersInRange(Vector3 point, float radius, List characters) { foreach (Character...
Same as #6 but with Beacons. I'm not sure that code is used frequently, need more investigation. Class: Beacon ```c# public static Beacon FindClosestBeaconInRange(Vector3 point) { Beacon beacon = null;...