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multiplayer

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heinezen
heinezen commented Oct 1, 2021

Required skills: Python

Difficulty: Easy

For the initial asset conversion, openage provides textual output to signal which stage of conversion has been reached. The output usually looks like this:

INFO [py] converting metadata
INFO [py] [0] palette
INFO [py] [1] empires.dat
INFO [py] Starting conversion...
INFO [py] Extracting Genie data...
INFO [py] Creating API-like ob
boardgame.io
joepinion
joepinion commented Jan 18, 2021

Is there a way, built-in already, to take the initial game state and step through the log to receive a G object back at each step?

I see the ability to do this in debug, but how can we do this in the client regular user interface? The use case is, being able to rewind time to review previous moves, especially after loading the page mid-game.

agones
craftyc0der
craftyc0der commented Sep 25, 2021

What happened:
Over time my https server which hosts the FleetAutoscaler webhook goes OOM. This is caused by 1000s of never dying sockets on the server. This does NOT happen when I call it with cURL or a browser. It only happens with Agones calls the endpoint.

/app $ lsof -p $PID | grep socket
...
1       /app/zeus-rest  socket:[289294771]
1       /app/zeus-rest  socket:[28929478
warzone2100
evennia
kovitikus
kovitikus commented Apr 28, 2021

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

Right now, this condition check on the delete() outcome has no value.
script deletion check

Describe the solution you'd like

I'd like to see the DefaultScript.delete() method check to make sure the deletion was done properly and then return a boolean value.

Or as @Griatch put it

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

Snowfallzz
Snowfallzz commented Sep 21, 2021

Describe the bug

  • Objects set to breakable="false" in map remain breakable (hay boxes, object ID 996, object ID 3280 and many more)

To Reproduce

  • Set any of the objects I mentioned above to breakable="false"

Expected behavior

  • Objects become unbreakable and do not fall apart after a heavy weight passes on them

Screenshots

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 Sep 17, 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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