rubenwardy wrote: ↑Thu Sep 01, 2022 22:37
Mumble is a wrapper program and a client-side mod. ContentDB only has server-side mods
You can find the Mumble wrapper and CSM here:
viewtopic.php?t=21586
thanks! this is really helpful
tl;dr - it
should be possible, but it either needs:
- some changes in the wrapper client itself
OR
- implementation directly in to the tauri binary
1. some changes in the wrapper client itself
https://github.com/Elkien3/minetest-mum ... ain.rs#L68 probably needs to be a for loop, so it can capture any arguments
after the minetest binary argument (the launcher passes in, for instance,
--go and
--address to name a few)
https://github.com/Elkien3/minetest-mum ... in.rs#L113 this would then need a
.args(some_vec_of_strings_from_above) tacked on to it to pass the minetest params in
2. implementation directly in to the tauri binary
since tauri applications are rust, you can actually implement "backend" logic in rust and call it directly in the javascript frontend
with that being said, i'm really not that great with rust so would need a helping hand w/ that.. i will try and prioritise cleaning up the code so that perhaps someone can assist in that part!
rust theorycrafting over
DS-minetest wrote: ↑Thu Sep 01, 2022 22:53
Some suggestions:
- Separate the concept of explicitly marked favorite servers from already-visited servers.
in the launcher there is currently no notion of an "already-visited server", but i like the idea of implementing that!
it may not make it in for the initial launch outside of quietly counting when you click "play" for a given server, but i can definitely look in to that - perhaps it can start off as a table column (so it can be sorted naturally)
DS-minetest wrote: ↑Thu Sep 01, 2022 22:53
- Add a friends list, and mark servers where one of the players is a friend of the user. Also, allow to see the names of the players on a server. (This idea is completely taken from another game, called teeworlds.)
i like this idea, and is sort of a natural extension of the idea i had of "join links" where any player could generate a join link to effectively send to someone saying "hey, i'm on this server - click the Big Green Button (tm) to join me! i'm <insert name here>"
i'm unsure how this would work with the idea that some people may have "original" names which only register on a small subset of servers (eg: "dave") - it feels like there could be some infrastructure requirements here (eg: a "social" api that basically tracks your successful logins on servers and maps out a "launcher account" to your various "server accounts" so you could see across multiple servers?) or if it's "good enough" to have the occasional false positive on the basis that most people probably still use unique usernames regardless? as a rule of thumb i don't want to track users in any way, and although i can write secure-enough backend applications would prefer not to unless it seems to be a necessity.
DS-minetest wrote: ↑Thu Sep 01, 2022 22:53
- You could put the minetest process into a sandbox, i.e. using firejail. Minetest doesn't always need access to all world folders, or even the whole home dir.
this makes sense from a security pov, and would definitely be a "nice to have", but (as far as i can see) firejail is linux-only (although i assume you could build & bundle for other platforms since it's low-dep & written in C) and my goal is to try and make this cross-platform.
there's another question i need to solve, which is "how on earth am i going to handle linux?!" which probably isn't something i will have an answer for - i'm a windows user through-and-through and although i do use WSL2 (and have tested the application on ubuntu this way - just with no MT binaries :/ ) i don't readily have enough experience with linux to figure this out.
this is more of an open question but, from what i've seen, there only exists a macos artifact for v5.6.0 and nothing previous (at least, from github). there are no linux artifacts for any versions (although there
are android apks for most versions)
see here:
https://github.com/minetest/minetest/releases
i'm currently using github as the "source of truth" for downloading binaries, but with the general lack of macos artifacts and non-existence of linux artifacts i'm wondering if this is going to be correct moving forwards?
DS-minetest wrote: ↑Thu Sep 01, 2022 22:53
- Maybe consider making the yellow star filled, for colorblind people. (I can't judge if there really is a problem though.)
the icons i'm using (feather icons) don't actually support this for whatever reason, i spent longer than i'd like to admit trying :p
i can try increasing the stroke width, but i think from an accessibility pov it should be ok because the contrast between the yellow, the white & the green/red seems decent at least to me. i have accessibility tools that i can try and confirm this with, and if it's an issue i can play around with the contrast or make a more accessible mode that shoehorns in some more contrast-y backgrounds (like a black box underneath all star icons, perhaps?)
--
btw - thank you all for the input so far! i have a bit of a busy friday ahead of me (and saturday/sunday unfortunately) but will have some free time here and there to start iterating on some more things and get ready for a "public" launch which would focus primarily on:
- basic contentdb integration - download mods, games & texture packs for your current version (dropdown in the botom left)
- cleaning up the code to reduce some poor practices on my end
- set up github actions to build binaries for windows, macos, and linux (windows will 100% work, macos will work with 5.6.0 and hopefully prior versions pending the above, linux will need some manual work unless i figure something out for that unfortunately!)
- cleaning the ui up a bit
really appreciate all the suggestions, input, and enthusiasm thus far however! for any longer discussions it might be better to reach me via the minetest matrix, i'm vibing on there as "recluse4615" :)