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(→Startup Sequence: Add a link to Modding:Load_Order) |
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The server intializes its own subsystem, loads the savegame and then mods, in a clearly defined order - the [https://github.com/anegostudios/vsapi/blob/5cb2067c23e11a24615c4bc324b25a8a5bae25a8/Server/EnumServerRunPhase.cs run phase]. | The server intializes its own subsystem, loads the savegame and then mods, in a clearly defined order - the [https://github.com/anegostudios/vsapi/blob/5cb2067c23e11a24615c4bc324b25a8a5bae25a8/Server/EnumServerRunPhase.cs run phase]. | ||
Mods are loaded by searching the mod folder for mods that are correctly packaged, either compiles the .cs files or loads the .dll files and searches for all instances of <code>ModSystem</code>. These are then instantiated | Mods are loaded by searching the mod folder for mods that are correctly packaged, either compiles the .cs files or loads the .dll files and searches for all instances of <code>ModSystem</code>. These are then instantiated, sorted based on their [[Modding:Load_Order|ExecutorOrder]], then the relevant Start*() methods are called. This happens twice - once on the server and once on the client. | ||
When the server is ready and the client is ready to connect - the server will send a number of assets to the client. All blocks, items and entities (respective folders: blocktypes, itemtypes & entities) are only loaded server side and then sent to each client. Conversly the textures, shapes and sounds are (mostly) ignored by the server and only loaded on the client. | |||
== Game components == | == Game components == |