Add DocFX site generator skeleton

This commit is contained in:
Gary Tierney
2019-07-17 23:17:12 +01:00
parent a090181ea3
commit fe457d762a
18 changed files with 250 additions and 114 deletions
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# Setting up a development environment
## Prerequisites
- **RuneScape game data**: The cache files containing the game data for release 377 of RuneScape.
- **JDK 8+**: An installation of the JDK is needed to run Gradle build tasks and run the server.
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This is a short guide to getting a copy of Apollo from our VCS and
running a server able to accept connections from a game client. It
assumes youre starting fresh and have no local copy of Apollo.
Requirements
============
You should be familiar with running programs on the UNIX shell or
Windows command prompt. There is also a short list of prerequisites
below needed to complete this guide.
- Git
- Gradle
- Java 8
- RuneScape r377 game data files [1]
Getting Apollo
==============
> **Note**
>
> Apollo is still in a development phase and has no current stable
> release, so to run the server we need to build it from sources first.
The URL for the Apollo git repository is
<https://github.com/apollo-rsps/apollo.git>. You can clone this using
the `git` command-line client or by using the [GitHub desktop
client](https://help.github.com/desktop/guides/contributing-to-projects/cloning-a-repository-from-github-desktop/).
```
> $ git clone <https://github.com/apollo-rsps/apollo.git>
```
If using the command line client, the repository will now be under a
folder named *apollo* and is ready to build. When complete open a shell
or Windows command prompt in that directory and move to the next step.
Building Apollo
===============
Apollo uses Gradle build scripts as its build system. To build it,
create a command prompt or shell in the Apollo repository folder and
run:
```
> $ ./gradlew assemble genRsa
```
This will build the core server with the content plugins and run their
respective tests. This process takes around a minute to complete and
when done will generate and output a set of RSA key parameters used by
connecting clients to encrypt their credentials. Save these for later.
Starting Apollo
===============
The last dependency is putting the game data in a location where the
server can find it. By default Apollo looks under `data/fs` in the root
directory for a folder matching the release number. Apollo supports
release 377, so in our case we want the directory structure to look like
this:
```
data/fs
└── 377
├── jingle1.mid
├── main_file_cache.dat
├── main_file_cache.idx0
├── main_file_cache.idx1
├── main_file_cache.idx2
├── main_file_cache.idxN
```
Now that everything is in place we can use the Gradle task to boot the
server.
```
> $ gradle server:run
```
After booting Apollo will have loaded the game data and be ready to accept connections.
[1] We are unable to provide user-end assets like the game data or
client due to copyright restrictions.
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# What is Apollo?
Apollo is a high-performance, modular RuneScape emulator with a
collection of utilities for managing data files and plugins. Apollo
targets revision 377 of the RuneScape client from late 2006. It aims to
achieve parity with the game server of that time and preserve the
history of the game in doing so.
## Is Apollo free?
Apollo is open source and made available under the ISC license. The git
repository for the project is hosted under the [Apollo RSPS
organization](https://github.com/apollo-rsps) on GitHub.
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# What is a plugin?
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# Creating a plugin
Apollo's plugins are written in [Kotlin](http://kotlinlang.org) and are
primarily for content, not core code (if you aren't sure where your code
should go, ask in irc). Note that this tutorial assumes some familiarity
with Kotlin, although good Java knowledge will probably be enough.
Note: This tutorial is for developing Plugins for the kotlin-experiments
branch prior to the release of the Kotlin plugin system for Apollo.
## Create a working environment
The project maintainers strongly recommend
[IntelliJ IDEA](https://www.jetbrains.com/idea/).
After starting IDEA, select *checkout project* with the URL:
https://github.com/apollo-rsps/apollo.git and continue. Make sure to
*import using gradle* on the next interface.
Next, checkout the kotlin-experiments branch. To do this via IntelliJ,
use the navigation bar at the top and 'VCS > Git > Branches >
origin/kotlin-experiments > Checkout as new branch'. Name the new branch
something like kotlin-experiments-my-plugin.
## Create the plugin metadata
Apollo's plugins are stored in */game/plugin*, and each plugin has its
own directory. Create one for your plugin - something like 'myplugin'.
Inside that, create a directory called 'src', then right click it and
'Mark Directory as > Sources Root'. It should turn blue. +
Inside your plugin's directory (*not* in src) you'll want a
*build.gradle* file, containing something like:
```groovy
plugin {
name = "myplugin"
authors = [ "your name" ]
}
```
Sometimes you need to use code from another plugin, which can be done
like so: `dependencies = [ "util:lookup" ]`
This imports the `lookup` plugin from `util`.
## Write the plugin
Plugins are written in kotlin script (_.kts_), which is then transpiled
into Java (bytecode) at compile time. Kotlin script is designed to be
executed like a scripting language: you do *not* need a main function (a
kotlin script consisting of nothing more than `println("Hello, world!")`
will indeed compile and print "Hello, world!").
Apollo uses the _.plugin.kts_ extension to mark files as plugin scripts.
Add a file named 'myplugin.plugin.kts' inside `src` and add the
following code:
```kotlin
import org.apollo.game.action.Action
import org.apollo.game.message.impl.InventoryItemMessage
import org.apollo.game.model.Item
import org.apollo.game.model.entity.Entity
import org.apollo.game.model.entity.EntityType
import org.apollo.game.model.entity.GroundItem
import org.apollo.game.model.entity.Player
class DropItemAction(val player: Player, val slot: Int): Action<Player>(delay = 0, immediate = true, player) {
override fun execute() {
val region = player.world.regionRepository.fromPosition(player.position)
if (region.getEntities<Entity>(player.position, EntityType.DYNAMIC_OBJECT, EntityType.STATIC_OBJECT).isEmpty()) {
val amount = player.inventory.reset(slot)?.amount
if (amount == null) {
return
}
val item = GroundItem.create(player.world, player.position, Item(item, amount), player)
player.world.spawn(item)
} else {
player.sendMessage("You cannot drop this here.")
}
stop()
}
}
val DROP_OPTION_ID = 5
val INVENTORY_INTERFACE_ID = 3214
on { InventoryItemMessage::class }
.where { option == DROP_OPTION_ID && interfaceId == INVENTORY_INTERFACE_ID }
.then { player ->
player.startAction(DropItemAction(player, slot))
terminate()
}
```
Here we have an *action*, and a *listener*, the two core features of
plugins.
The `on {...}` lambda at the end is the listener, and listens for
specific event types (typically a *Message* subclass) Here we are
listening to `InventoryItemMessage`s, which are called whenever a player
performs an action on an item in an inventory. +
The `where` clause is used to filter out requests that don't match what
we're looking for: here, we only care about messages where the player
selected the fifth option (used for dropping), and when they selected
that option on an item in the inventory (i.e. the interfaceId matches
the inventory interface id). `where` is executed from the context of the
intercepted message, so `option` and `interfaceId` are actually fields
inside `InventoryItemMessage`. +
The 'then' clause is executed if the `where` lambda evaluates to `true`.
*Actions* are used to schedule player (or NPC)-related code to be
executed in the future (and optionally, periodically). Plugins also have
actions that can be used to suspend/asynchronously execute code. Here
we're creating an `Action` that removes an item from the player's
inventory and spawns a `GroundItem`. Because `Action`s are scheduled,
`execute()` will be called every server pulse (tick), until the `stop()`
function is called.
Now you can build it by running `gradle build` in the command line, or
in IntelliJ via 'View > Tool Windows > Gradle > Execute Gradle Task'
(type 'build' for the command).
Voila!
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- name: Introduction
items:
- name: What is Apollo?
href: introduction/01-what-is-apollo.md
- name: Getting Started
items:
- name: Setting up a development environment
href: getting-started/01-setting-up-environment.md
- name: Running the server
href: getting-started/02-running-apollo.md
- name: Plugins
items:
- name: What is a plugin?
href: plugins/01-what-is-a-plugin.md
- name: Creating a plugin
href: plugins/02-creating-a-plugin.md
- name: Testing plugins
href: plugins/03-testing-a-plugin.md
- name: Sharing code with other plugins
href: plugins/04-sharing-plugin-code.md