4.9 KiB
CCash
A webserver hosting a bank system for Minecraft, able to be used from web browser or from CC/OC if you're playing modded.
the currency model most Minecraft Servers adopt if any, is resource based, usually diamonds, this model is fraught with issues however:
- the primary issue is minecraft worlds are infinite leading to hyper inflation as everyone accrues more diamonds
- there is no central authority minting the currency, any consumer can introduce more diamonds to the system
- some resources are passively reapable, making the generation of currency a larger focus then of products
- locality is required for transaction
- theft is possible, ownership is possession based
CCash solves these issues and adds a level of abstraction, the main philosophy of CCash is to have fast core operations that other services build on
Build
drogon depedencies
sudo apt install libjsoncpp-dev
sudo apt install uuid-dev
sudo apt install openssl
sudo apt install libssl-dev
sudo apt install zlib1g-dev
building the project
git clone --recurse-submodule https://github.com/EntireTwix/CCash/
mkdir build
cd build
cmake ..
make -j<threads>
then edit config.json to include the paths to your certs for HTTPS (I use certbot), or just remove the listener for port 443.
vim ../config.json
finally, run the program
sudo ./bank <admin password> <saving frequency in minutes> <threads>
Connected Services
Go to {ip}/BankF/help to see the bank's methods (also found in help.html). Using the Bank's API allows (you/others) to (make/use) connected services that utilize the bank, a couple ideas are
Implemented:
-
CC ATM an ATM for economies allowing for an initial exchange to start up

In-Dev:
Ideas:
- Gambling
- Shipping
- High-level bank operations such as loans
- Some trust based system for transactions similiar to Paypal
**WARNING** : abruptly killing the program will result in data loss, use Close() method to close safely
FAQ
Q: how is money initially injected into the economy
A: you can take any approach you want, one that I recommend is using a one way exchange via the CC ATM above to have players mine the initial currency, this rewards early adopters and has a sunk cost effect in that the resource is promptly burned
Contributions
Thank you to the contributors
| Name | Work |
|---|---|
| Expand | Frontend |
| React | CC {API, Shops, and ATM} |
| Doggo | Logs loading/adding Optimized, Python API |
Features
Performance
- In memory database instead of on disk
- NOT written in Lua, like a OC/CC implementation
- written in C++, arguably the fastest language
- multi-threaded
- parallel hashmaps a far superior HashMap implementation to the STD, that also benefits from multi-threaded
- Drogon is a very fast web framework
- Lightweight, anecodotally I experienced 0.0% idle, <1% CPU usage on average, 7% at peak, 1000 requests in 0.85s
Safety
- Tamper Proof relative to an in-game implementation
- Auto-Saving and Saves on close
- HTTPS (OpenSSL)
Accessibility
- RESTful API for connected services like a market, gambling, or anything else you can think of
- able to be used millions of blocks away, across dimensions, servers, vanilla or modded. In contrast to an in-game modded implementation that would be range limited.
- Logging of all transactions, configurable in log_consts.hpp



