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Habbo Retros
Habbo Development
Sadie: A clean code Habbo emulator
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<blockquote data-quote="habtard" data-source="post: 483035" data-attributes="member: 90778"><p>Been refactoring today, tidying up some asynchronous bits. Applied some feedback from [USER=73182]@TheGeneral[/USER]</p><p></p><p>Working on docker stuff too so when I do release you can just compose the emulator, website and API from a single command.</p><p></p><p>Also extended test suite, Sadie now has 35 unit tests, up from 11.</p><p></p><p>[ATTACH=full]16240[/ATTACH]</p><p>[automerge]1723931998[/automerge]</p><p>[automerge]1723972957[/automerge]</p><p>More unit tests added</p><p></p><p>Just asserting tile map stuff</p><p>[ATTACH=full]16244[/ATTACH]</p><p>[ATTACH=full]16243[/ATTACH]</p><p>[ATTACH=full]16245[/ATTACH]</p><p>[automerge]1724247664[/automerge]</p><p>Lots of refactoring</p><p></p><p>Sadie now has the concept of room furniture item processor classes.</p><p></p><p>These can be registered by having any class that implements:</p><p>[ATTACH=full]16251[/ATTACH]</p><p></p><p>This means, you can have a plugin that just does this:</p><p>[ATTACH=full]16252[/ATTACH]</p><p></p><p>And it'll be picked up by the auto mapping:</p><p>[ATTACH=full]16253[/ATTACH]</p><p></p><p>Processors are ran periodically</p><p></p><p>[ATTACH=full]16254[/ATTACH]</p><p></p><p></p><p>This is what I meant when I said Sadie's plugin system will be extension driven not event driven (to start with at least).</p><p></p><p>Building on this but you can now implement your own processors, interactors and commands all through implementation and referencing Sadie.API</p></blockquote><p></p>
[QUOTE="habtard, post: 483035, member: 90778"] Been refactoring today, tidying up some asynchronous bits. Applied some feedback from [USER=73182]@TheGeneral[/USER] Working on docker stuff too so when I do release you can just compose the emulator, website and API from a single command. Also extended test suite, Sadie now has 35 unit tests, up from 11. [ATTACH type="full" alt="1723921110138.png"]16240[/ATTACH] [automerge]1723931998[/automerge] [automerge]1723972957[/automerge] More unit tests added Just asserting tile map stuff [ATTACH type="full" alt="1723973898252.png"]16244[/ATTACH] [ATTACH type="full" alt="1723972938010.png"]16243[/ATTACH] [ATTACH type="full" alt="1723974451025.png"]16245[/ATTACH] [automerge]1724247664[/automerge] Lots of refactoring Sadie now has the concept of room furniture item processor classes. These can be registered by having any class that implements: [ATTACH type="full" alt="1724247331479.png"]16251[/ATTACH] This means, you can have a plugin that just does this: [ATTACH type="full" alt="1724247425722.png"]16252[/ATTACH] And it'll be picked up by the auto mapping: [ATTACH type="full" alt="1724247451302.png"]16253[/ATTACH] Processors are ran periodically [ATTACH type="full" alt="1724247491434.png"]16254[/ATTACH] This is what I meant when I said Sadie's plugin system will be extension driven not event driven (to start with at least). Building on this but you can now implement your own processors, interactors and commands all through implementation and referencing Sadie.API [/QUOTE]
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