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multiplayer

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duncanspumpkin
duncanspumpkin commented Feb 14, 2021

We currently use a macro for writing down a money amount as a literal. We should move to a more modern C++ representation with a user defined literal like the below:

constexpr money32 operator"" _GBP(long double money)
{
    return money * 10;
}

static_assert(MONEY(2, 40) == 2.40_GBP);

Go through the codebase and replace all MONEY macro uses with the equivalent version. You m

open-match
govargo
govargo commented May 26, 2020

Is your feature request related to a problem? Please describe.

When we install the open-match with helm, we can select affinity & nodeSelector & toleration & resources for open-match core component(thanks for googleforgames/open-match#834).
But when we install subchart's open-match-customize as we'd like to install evaluator or matchfunctions, we cannot select aff

warzone2100
KJeff01
KJeff01 commented May 27, 2021

Describe the feature you'd like
There should be a ~2-3 second delay on the ability to skip campaign videos.

Describe why do you think it is needed
One of the worst things that can happen in the campaign is a video suddenly playing while you are clicking a mouse button. This results in you skipping the video and could ruin the experience of a new player.

evennia
dwoodruffsf
dwoodruffsf commented May 4, 2021

Describe the bug
If you spawn a Player Object explicitly like this:
newPlayer.SpawnAsPlayerObject(clientId, null, true);

It will clean up if the player disconnects. But if the server force-ends the client connection via DisconnectClient, the object is left hanging around.

![image](https://user-images.githubusercontent.com/27827009/117048953-90afee00-ace1-11eb-9217-e94ba2331e41.pn

cleopatradev
cleopatradev commented May 30, 2021

We should add a new Lua function, setVolumetricShadowsEnabled, on the client-side only.

bool setVolumetricShadowsEnabled(bool state)

Returns true if successful, false otherwise

The volumetric shadows option can already be changed by the client in MTA Settings > Video > Volumetric Shadows.

Any server using this function will override the client's choice until they leave t

游戏服务器框架,网络层分别用SocketAPI、Boost Asio、Libuv三种方式实现, 框架内使用共享内存,无锁队列,对象池,内存池来提高服务器性能。还包含一个不断完善的Unity 3D客户端,客户端含大量完整资源,坐骑,宠物,伙伴,装备, 这些均己实现上阵和穿戴, 并可进入副本战斗,多人玩法也己实现, 持续开发中。

  • Updated Jun 1, 2021
  • C++

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