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112 lines
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112 lines
9.2 KiB
Markdown
<p align="center"><img width="640" src="res/openfusion-hero.png" alt="OpenFusion Logo"></p>
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<p align="center">
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<a href="https://github.com/OpenFusionProject/OpenFusion/releases/latest"><img src="https://img.shields.io/github/v/release/OpenFusionProject/OpenFusion" alt="Current Release"></a>
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<a href="https://github.com/OpenFusionProject/OpenFusion/actions/workflows/check-builds.yaml"><img src="https://github.com/OpenFusionProject/OpenFusion/actions/workflows/check-builds.yaml/badge.svg" alt="Workflow"></a>
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<a href="https://hub.docker.com/repository/docker/openfusion/openfusion/"><img src="https://badgen.net/docker/pulls/openfusion/openfusion?icon=docker&label=pulls"></a>
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<a href="https://discord.gg/DYavckB"><img src="https://img.shields.io/badge/chat-on%20discord-7289da.svg?logo=discord" alt="Discord"></a>
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<a href="https://github.com/OpenFusionProject/OpenFusion/blob/master/LICENSE.md"><img src="https://img.shields.io/github/license/OpenFusionProject/OpenFusion" alt="License"></a>
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</p>
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OpenFusion is a reverse-engineered server for FusionFall. It primarily targets versions `beta-20100104` and `beta-20111013` of the original game, with [limited support](https://openfusion.dev/docs/reference/fusionfall-version-support/) for others.
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## Usage
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### Getting Started
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#### Method A: Installer (Easiest)
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1. Download the client installer by clicking [here](https://github.com/OpenFusionProject/OpenFusion/releases/download/1.6/OpenFusionClient-1.6-Installer.exe) - choose to run the file.
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2. After a few moments, the client should open: you will be given a choice between two public servers by default. Select the one you wish to play and click connect.
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3. To create an account, simply enter the details you wish to use at the login screen then click Log In. Do *not* click register, as this will just lead to a blank screen.
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4. Make a new character, and enjoy the game! Your progress will be saved automatically, and you can resume playing by entering the login details you used in step 3.
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#### Method B: Standalone .zip file
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1. Download the client from [here](https://github.com/OpenFusionProject/OpenFusion/releases/download/1.6/OpenFusionClient-1.6.zip).
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2. Extract it to a folder of your choice. Note: if you are upgrading from an older version, it is preferable to start with a fresh folder rather than overwriting a previous install.
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3. Run OpenFusionClient.exe - you will be given a choice between two public servers by default. Select the one you wish to play and click connect.
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4. To create an account, simply enter the details you wish to use at the login screen then click Log In. Do *not* click register, as this will just lead to a blank screen.
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5. Make a new character, and enjoy the game! Your progress will be saved automatically, and you can resume playing by entering the login details you used in step 4.
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Instructions for getting the client to run on Linux through Wine can be found [here](https://openfusion.dev/docs/guides/running-on-linux/).
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### Hosting a server
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1. Grab `OpenFusionServer-1.6-Original.zip` or `OpenFusionServer-1.6-Academy.zip` from [here](https://github.com/OpenFusionProject/OpenFusion/releases/tag/1.6).
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2. Extract it to a folder of your choice, then run `winfusion.exe` (Windows) or `fusion` (Linux) to start the server.
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3. Add a new server to the client's list:
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1. For Description, enter anything you want. This is what will show up in the server list.
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2. For Server IP, enter the IP address and port of the login server. If you're hosting and playing on the same PC, this would be `127.0.0.1:23000`.
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3. Lastly Game Version - select `beta-20100104` if you downloaded the original zip, or `beta-20111013` if you downloaded the academy zip.
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5. Once you've added the server to the list, connect to it and log in. If you're having trouble with this, refer to steps 4 and 5 from the previous section.
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If you want to run the latest development builds of the server, [compiled binaries (artifacts) for each functional commit can be found here.](http://cdn.dexlabs.systems/of-builds/)
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For a more detailed overview of the game's architecture and how to configure it, read the following sections.
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## Architecture
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FusionFall consists of the following components:
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* A web browser compatible with the old NPAPI plugin interface
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* A web server that acts as a gateway for launching the game
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* A custom version of the Unity Web Player, which gets loaded as an NPAPI plugin
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* A `.unity3d` bundle that contains the game code and essential resources (loading screen, etc.)
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* A login server that speaks the FusionFall network protocol over TCP
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* A shard server that does the same on another port
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The original game made use of the player's actual web browser to launch the game, but since then the NPAPI plugin interface the game relied on has been deprecated and is no longer available in most modern browsers. Both Retro and OpenFusion get around this issue by distributing an older version of Electron, a software package that is essentially a specialized web browser.
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The browser/Electron client opens a web page with an `<embed>` tag of the appropriate MIME type, where the `src` param is the address of the game's `.unity3d` entrypoint. This triggers the browser to load an NPAPI plugin that handles said MIME type, in this case the Unity Web Player.
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Note that the version of the web player distributed with OpenFusion expects a standard `UnityWeb` magic number for all assets, instead of Retro's modified `streamed` magic number.
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This will potentially become relevant later, as people start experimenting and mixing and matching versions.
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The web player will execute the game code, which will request the following files from the server: `/assetInfo.php` and `/loginInfo.php`.
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`/assetInfo.php` contains the address from which to fetch the rest of the game's assets (the "dongresources").
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Normally those would be hosted on the same web server as the gateway, but the OpenFusion distribution (in it's default configuration) doesn't use a web server at all!
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It instead loads the web pages locally using the `file://` schema, and fetches the game's assets from a standard web server.
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`/loginInfo.php` contains the IP:port pair of the FusionFall login server, which the client will connect to. This login server drives the client while it's in the Character Selection menu, as well as Character Creation and the Tutorial.
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When the player clicks "ENTER THE GAME" (or completes the tutorial), the login server sends it the address of the shard server, which the client will then connect to and remain connected to during gameplay.
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## Configuration
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You can change the ports the FusionFall server listens on in `config.ini`. Make sure the login server port is in sync with what you enter into the client's server list - the shard port needs no such synchronization.
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This config file also has several other options you can tweak, including log verbosity, database saving interval, default account/permission level, and more. See the comments within [the config file itself](https://github.com/OpenFusionProject/OpenFusion/blob/master/config.ini) for more details.
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If you want to play with friends, simply enter the login server details into the `Add Server` dialogue in OpenFusionClient.
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This just works if you're all under the same LAN, but if you want to play over the internet you'll need to open a port, use a service like Hamachi or nGrok, or host the server on a VPS (just like any other gameserver).
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## Compiling
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OpenFusion has one external dependency: SQLite. The oldest compatible version is `3.33.0`. You can install it on Windows using `vcpkg`, and on Unix/Linux using your distribution's package manager. For a more indepth guide on how to set up vcpkg, [read this guide](https://openfusion.dev/docs/development/installing-sqlite-on-windows-using-vcpkg/).
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You have two choices for compiling OpenFusion: the included Makefile and the included CMakeLists file.
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### Makefile
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A detailed compilation guide is available for Windows users on the website [using MinGW-w64 and MSYS2](https://openfusion.dev/docs/development/compilation-on-windows-msys2-mingw/). Otherwise, to compile it for the current platform you're on, just run `make` with the correct build tools installed (currently make and clang).
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### CMake
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A detailed guide is available [in our documentation](https://openfusion.dev/docs/development/compilation-with-cmake-or-visual-studio/) for people using regular old CMake or the version of CMake that comes with Visual Studio. TL;DR: `cmake -B build`
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## Contributing
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If you'd like to contribute to this project, please read [CONTRIBUTING.md](CONTRIBUTING.md).
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## Gameplay
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The goal of the project is to faithfully recreate the game as it was at the time of the targeted build.
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While most features are implemented and the game is playable start to finish, there may be missing functionality or bugs present.
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Depending on the server configuration, you'll have access to certain commands.
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For the public servers: Original has item spawning, the ability to set player speed/jump height, and teleportation enabled (default account level 50).
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Meanwhile the Academy server is more meant for legitimate playthroughs (default account level 99).
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When hosting a local server, you will have access to all commands by default (account level 1).
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For a list of available commands, see [this page](https://openfusion.dev/docs/reference/ingame-command-list/).
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