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[1.187] Dedicate Server - Plugins ?

Discussion in 'Programming Questions and Suggestions' started by Baconfist, Jul 30, 2018.

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  1. Baconfist

    Baconfist Apprentice Engineer

    Messages:
    175
    Hi there,

    as of "Update 1.187 - Major Overhaul of Multiplayer" there is a tab "Plugins" in the Dedicated Server Manager.
    I was wondering what this is. Sure some kind of server side mod/plugin where i can do stuff.
    I saw that I could load a *.dll file - if I had a "valid" one.
    On https://www.spaceengineersgame.com/dedicated-servers.html is a section "PLUGINS MANAGEMENT" where you can see a dll File loaded and with some GUI controls for various data-types,

    But I could not find any documentation for this.

    Sooo... has anyone of you any idea what the hell is going on in the "Plugins" tab. :woot::?
     
  2. Malware

    Malware Master Engineer

    Messages:
    9,867
    Space Engineers has 3 tiers of programmability.

    1. Ingame scripts. Vanilla automation coding, which for all intents and purposes is the engineer programming his/her ship. Follows gameplay rules.

    2. Mods. This is where a gamer uses a somewhat limited but safe dedicated mod API to extend their game outside of what the developers intended. Does not need to follow gameplay rules but is restricted simply due to security.

    3. Plugins. All bets are off. Practically God Mode, no restrictions what so ever, you can do anything. But you won't be distributing these over the workshop, because these babies are not even close to being safe. A malicious plugin could format your hard drive, so trust your plugin sources.
     
  3. Baconfist

    Baconfist Apprentice Engineer

    Messages:
    175
    thanks Malware. But how do i programm Plugins? Is there a guide of any kind? I think there must be a specific format for this.
     
  4. Malware

    Malware Master Engineer

    Messages:
    9,867
    There is no guide, nor do I expect there to ever be one.
    Plugins are more of an afterthought, really. It was something they added back when GoodAI was started, for that company to have a way to add their stuff without actually having to change the actual game.

    I guess you could say that plugin development is... unofficially official? You're really supposed to use the mod API.

    All you need to do is reference the game DLLs, create a compatible class library (64-bit) and implement the IPlugin interface in a class. Then you have access to the entirety of the game engine and game code. You'll need to be rather programming savvy to do this, as you'll have to dig through the game DLLs to figure out what you can call and how. This is not for beginners because you can very easily mess up the game from here to hell and back.

    Experiment. That's what I did.
     
  5. Baconfist

    Baconfist Apprentice Engineer

    Messages:
    175
    Thank you. That helps me a lot ^^
     
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