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multiplayer

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sta5is
sta5is commented Aug 21, 2021

Operating System

Windows 10, 64-bit

OpenRCT2 build

OpenRCT2, v0.3.4.1 (9511104 on develop) provided by GitHub

Describe the issue

In the Scenario Editor, the chat toolbar button is present even though it is not a multiplayer session. Furthermore, the zoom toolbar buttons are present even if unchecked in the options.

![scenario editor chat zoom](https://user-images.githubusercont

agones
warzone2100
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

FileEX
FileEX commented Jun 7, 2021

Describe the bug
Window from requestBrowserDomain function is to small for some languages (e.g Polish), because labels are clipped.

To reproduce

Expected behaviour
The window should automatically fit the text

Screenshots
image

Version
1.5.8

**Additi

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 Aug 18, 2021
  • C++
davidkornel
davidkornel commented Jul 21, 2021

This is a feature proposal issue
It would be nice to be able to bind Quilkin's sender socket to a given address and port pair. When Quilkin proxies the packets to an upstream host server, it chooses a random socket to use. This feature would remove the randomness and allow us to control which address and port pair to use.

Why do we need this?

  • The first reason behind this feature request

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