Add difference section and local server

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O1LER 2024-06-23 20:55:05 +02:00 committed by Lion
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@ -15,6 +15,15 @@ In order to get started with development for BeamMP you will need at least:
- git, or at the very least an account on github.com
- A code editor, for example VSCode or notepad++
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# Difference between mod, launcher and server
BeamMP is split into three main parts:
- The mod gets loaded by BeamNG, like any other vehicle or UI mod for the game. Its main function is to establish a local connection with the launcher and to display the multiplayer UI elements. It is mostly written in lua for the code side and JavaScript for the UI elemtens. Its repo is [https://github.com/BeamMP/BeamMP](https://github.com/BeamMP/BeamMP)
- The launcher's main function is to establish a constant connection to the mod, and once necessary, establish a connection to the chosen server, as well as handling user login with the BeamMP backend. Its mostly written in C++, is precompiled by BeamMP as a Windows executable (Linux version in development) and can be found at [https://github.com/BeamMP/BeamMP-Launcher](https://github.com/BeamMP/BeamMP-Launcher)
- The server establishes connections between one or many launchers, as well as heartbeating to the BeamMP backend, providing information such as IP, port, version, number of players, etc. Its mostly written in C++, precompiled by BeamMP for a few different OS and CPU architectures, and can be found at [https://github.com/BeamMP/BeamMP-Server](https://github.com/BeamMP/BeamMP-Server)
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# Setting up a development environment to work on the mod
@ -45,3 +54,11 @@ While in the uderfolder, make sure theres no `multiplayer` folder left in `mods`
Now give the dev mode a try. Start the BeamMP launcher, start BeamNG manually, once ingame make sure that BeamMP is the only active mod.
You should be able to use BeamMP as usual.
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# Setting up a local server
While working on BeamMP, it can be beneficial to use a local server. You can follow the general [server installation](docs/en/server/create-a-server.md) while omitting the first two steps for purely local connections.
Set the server to private in the `serverConfig.toml` while using any string as the `authKey`