GSoC Ingame lobby

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Revision as of 17:17, 4 March 2012 by Koshi (talk | contribs) (libSpringLobby hint is better placed here than on the overview page)
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GSoC idea: Basic ingame lobby

Why

All existing Spring interfaces (lobbies) are either difficult to customize for game developers or have a different look and feel from the game itself and require focus switch from the game itself to operate.

What

A new lobby should be implemented with customization and control in mind, using Lua scripting and reusing Spring codebase when possible. It should be running as a separate process overlaying to the game's UI.

Optionally, the engine's start screen should be replaced and integrated with it.

Required skills

  • Knowledge of C++
  • Knowledge of Lua
  • Knowledge of Lua API/C bindings
  • Knowledge of basic OpenGL programming

Difficulty

Estimated: hard

Technical details

  • ensure Spring can clean up properly
  • ensure Spring can change mod during program runtime (requires that some singletons be converted to Spring's *handler pattern)
  • The lobby API should reuse/be identical to spring's LuaUI where possible ( GL calls, access to game infos )
  • to prevent Spring <-> lobby crash propagations they should run as separate processes, with lobby overlaying on top of Spring's UI, the only exception could be made for start screen.
  • create a new Lua context or initalize current context earlier in the code and rewrite Spring's start interface using Lua scripting.

There is some potential of re-using/adapting libSpringLobby for the server interaction. Contact koshi in our IRC/Lobby channels if you are interested.