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4 changed files with 20 additions and 23 deletions
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@ -7,7 +7,7 @@ Usernames are restricted by minecraft's requirements
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* lowercase letters
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* numbers
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* _
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* Length must be atleast 3 and at most 16 characters.
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* length must be atleast 3 and at most 16 characters.
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### Is this crypto like krist?
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CCash isn't a crypto, simply a ledger keeping track of who owns what.
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### Why isnt this on a database?
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@ -2,9 +2,8 @@
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note: all CCash version's API are backwards compatible, so while a language's API may not support the newest CCash release it can still use the old endpoints.
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| author | language | | v1 endpoints | v2 endpoints |
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| :-------------------------------------------------------- | :------: | -------------------------------------------------------------------- | :----------------------: | :----------------------: |
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| :------------------------------------------- | :------: | ------------------------------------------------------------------- | :----------------: | :----------------------: |
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| [SpaceCat](https://github.com/SpaceCat-Chan) | CCLua | [CatsCCashLuaApi](https://github.com/SpaceCat-Chan/CatsCCashLuaApi) | :heavy_check_mark: | :heavy_multiplication_x: |
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| [Luke](https://github.com/LukeeeeBennett/ccash-client-js) | JS | [ccash client js](https://github.com/LukeeeeBennett/ccash-client-js) | :heavy_multiplication_x: | :heavy_multiplication_x: |
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| [Doggo](https://github.com/ArcNyxx) | Python | [CCashPythonClient](https://github.com/ArcNyxx/ccash_python_client) | :heavy_check_mark: | :heavy_multiplication_x: |
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| [Sam](https://github.com/STBoyden) | Rust | [ccash rs](https://github.com/STBoyden/ccash-rs) | :heavy_check_mark: | :heavy_multiplication_x: |
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@ -4,15 +4,12 @@
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## Performance
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#### Speed
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<!-- graphs -->
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Capable of processing thousands of requests per second, with no slow down as user size grows to the millions.
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Capable of processing hundreds of thousands of requests per second (depending on hardware), with little slow down as user size grows to the millions.
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#### Lightweight
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<!-- specs -->
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Low memory usage at 8 Mb baseline, and 157 bytes per new log.
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Anecdotally I typically expierenced <1% CPU usage.
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Small save files at typically a couple kb, easily shareable.
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* Low memory usage at 8 Mb baseline, and 157 bytes per new log.
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* Extremely low CPU usage in the single digits of %.
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* Small save files at typically a couple kb, easily shareable.
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## Accessibility
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#### Connected Services
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as explained in earlier docs a ecosystem of connected services allows you many ways to utilize CCash.
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@ -32,3 +29,5 @@ each transaction is logged and the last `n` logs are stored, if set to 0 logs wi
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by default this feature is off, but when enabled deleted account's funds will be redirected to a specified account rather then "burned"
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#### Configurable
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as you can read in [building.md](../building.md) CCash is highly configurable.
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#### Game Independent
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As CCash does not require an addition to the game in the form of a mod or plugin, it can be ran on any server.
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17
docs/idea.md
17
docs/idea.md
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@ -6,26 +6,25 @@ While CCash can be used for anything that can interact with its API I think mine
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The currency model most Minecraft Servers adopt if any, is resource based, usually diamonds. This model is fraught with issues however:
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* The primary issue is minecraft worlds are infinite leading to hyper inflation as everyone accrues more diamonds.
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* There is no central authority minting the currency. Any consumer can introduce more diamonds to the system.
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* Some resources are passively reapable, making the generation of currency a larger focus than that of creating products.
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* The primary issue is minecraft worlds are infinite, leading to hyper inflation as everyone accrues more diamonds.
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* Some resources are passively reapable (e.g iron or gold), making the generation of currency a larger focus than that of creating value.
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* Locality is required for transactions.
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* Theft is possible; ownership is possession based.
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* Theft is possible; ownership is physical possession based.
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CCash solves these issues and adds a level of abstraction. The main philosophy of CCash is to have fast core operations which other services build on.
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CCash solves these issues and adds a level of abstraction. The main philosophy of CCash is to have fast core operations which other services build on, CCash can proccess hundreds of thousands of requests per second (depending on hardware).
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The CCash instance can be external to the game server.
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The CCash instance can be external to the game server:
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or on localhost:
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Or on localhost:
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Running it local to the game server reduces latency for connected services. Fortunately CCash is sufficiently lightweight as to not impact performance on most setups.
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Running it local to the game server reduces latency for connected services and CCash is very lightweight and so will be a tiny proportion of the server's total computation.
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**DISCLAIMER: ComputerCraft requires you add `127.0.0.1` to its config section `allowed_domains` if you're interacting with CCash locally**
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As CCash is just a means of keeping track of who has what, the economic system you use is entirely up to whomever hosts the instance.
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It's suggested an admin should manage the instance to lower incentive to manipulate.
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I suggest an admin should manage the instance to lower incentive to manipulate balances.
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