GameServer | League Sandbox 's Game Server | Game Engine library

 by   LeagueSandbox C# Version: Current License: AGPL-3.0

kandi X-RAY | GameServer Summary

kandi X-RAY | GameServer Summary

GameServer is a C# library typically used in Gaming, Game Engine applications. GameServer has no bugs, it has no vulnerabilities, it has a Strong Copyleft License and it has low support. You can download it from GitHub.

League Sandbox's Game Server
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            kandi-support Support

              GameServer has a low active ecosystem.
              It has 645 star(s) with 311 fork(s). There are 79 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 142 open issues and 442 have been closed. On average issues are closed in 42 days. There are 7 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of GameServer is current.

            kandi-Quality Quality

              GameServer has 0 bugs and 0 code smells.

            kandi-Security Security

              GameServer has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              GameServer code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              GameServer is licensed under the AGPL-3.0 License. This license is Strong Copyleft.
              Strong Copyleft licenses enforce sharing, and you can use them when creating open source projects.

            kandi-Reuse Reuse

              GameServer releases are not available. You will need to build from source code and install.
              Installation instructions, examples and code snippets are available.

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            Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of GameServer
            Get all kandi verified functions for this library.

            GameServer Key Features

            No Key Features are available at this moment for GameServer.

            GameServer Examples and Code Snippets

            No Code Snippets are available at this moment for GameServer.

            Community Discussions

            QUESTION

            System.NotSupportedException: Character set 'utf8mb3' is not supported by .Net Framework
            Asked 2022-Jan-27 at 00:12

            I am trying to run a server with a MySQL Database, however I keep getting this huge error and I am not sure why.

            ...

            ANSWER

            Answered 2021-Aug-11 at 14:38

            Maybe a solution. Source : https://dba.stackexchange.com/questions/8239/how-to-easily-convert-utf8-tables-to-utf8mb4-in-mysql-5-5

            Change your CHARACTER SET AND COLLATE to utf8mb4.

            For each database:

            Source https://stackoverflow.com/questions/68645324

            QUESTION

            Golang exec.Command prevents socket/internet access for launched service on Windows?
            Asked 2022-Jan-06 at 23:31

            I am trying to use exec.Command().Output() to execute a 3rd party tool (SteamCMD) to download updates for a serverI run. When I run the commands normally through powershell, everything runs fine.

            Example command I run:

            C:\SteamCMD\steamcmd.exe +force_install_dir "C:\gameserver" +login Mallachar +app_update 233780

            When I check the logs of the application, it works fine.

            [2022-01-05 23:13:23] Log session started [2022-01-05 23:13:23] [0,0] SetSteamID( [U:1:0] ) [2022-01-05 23:13:23] CCMInterface::OnNetworkDeviceStateChange -- Saw device up (192.168.1.254) [2022-01-05 23:13:23] CCMInterface::OnNetworkDeviceStateChange -- Start connecting to Steam [2022-01-05 23:13:23] CCMInterface::OnNetworkDeviceStateChange -- Saw device up (192.168.1.254) [2022-01-05 23:13:23] CCMInterface::OnNetworkDeviceStateChange -- Start connecting to Steam [2022-01-05 23:13:23] CCMInterface::OnNetworkDeviceStateChange -- Saw device up (192.168.1.254) [2022-01-05 23:13:23] CCMInterface::OnNetworkDeviceStateChange -- Start connecting to Steam [2022-01-05 23:13:23] [0,0] SetSteamID( [U:1:879488788] ) [2022-01-05 23:13:23] [0,0] SetSteamID( [U:1:879488788] ) [2022-01-05 23:13:23] [0,0] Server says 50% of connections should be websockets, we rolled 41 - using WebSockets as default.

            However, when I run this through Golang, It doesn't work

            ...

            ANSWER

            Answered 2022-Jan-06 at 23:31

            You are passing a single argument to the command, the concatenation of all the arguments. Try this instead:

            Source https://stackoverflow.com/questions/70613851

            QUESTION

            Python asyncio loop already running when using asyncio.run and trying to add tasks
            Asked 2021-Dec-23 at 16:52

            I am very new to asyncio and I find the EchoServer example very confusing. I am trying to achieve a simple situation where a server accepts multiple clients, runs that in a coroutine and handles data, and a UI thread which handles ncurses input. I currently have the following, which, in code, conveys the idea I think. But it does not work.

            ...

            ANSWER

            Answered 2021-Dec-23 at 16:52

            You cannot use loop.run_forever() whilst the event loop is already running. For example, the following code will not work:

            Source https://stackoverflow.com/questions/70464890

            QUESTION

            Why can't server and client be started together?
            Asked 2021-Nov-15 at 11:09

            Relevant code:

            ...

            ANSWER

            Answered 2021-Nov-15 at 10:47

            The method GameServer.start will only return with an exception. That is because you have the while-loop.

            So your test execution will start the server and wait for someone to open a connection, but that never happens.

            Source https://stackoverflow.com/questions/69973062

            QUESTION

            Kubernetes / Agones service downscaling
            Asked 2021-Oct-20 at 04:29

            I have a Deployment with x amount of gameservers (pods) running. I'm using Agones to make sure gameservers with players connected to them won't get stopped by downscaling. In addition, I use a Service ("connected" to all of the gameserves) which acts as a LoadBalancer for the pods and as I understand it, it will randomly choose a gameserver when a player connects to the service. This all works great when upscaling, but not so much when downscaling. Since Agones prevents gameservers with players on them from scaling down, the amount of pods will essentially never decrease because the service doesn't consider the amount of desired replicas (the actual amount is higher because gameservers with players on them won't be downscaled).

            Is there a way to prevent the LoadBalancer service from picking a gameserver (replica) that's no longer desired? For example: current network load only requires 3 replicas, but currently there's 5 because there's 5 servers with players on them preventing them from shutting down. I would like to only spread new load accross the 3 desired replicas (gameservers) to give the other 2 the chance to reach 0 players so it's eventually able to shut itself down.

            ...

            ANSWER

            Answered 2021-Oct-20 at 04:29

            Instead of using a LoadBalancer to spread players across your game instances, I'd recommend using the Agones GameServerAllocation API to let Agones find an available game server for you.

            If you allow multiple players to connect to the same game server, check out the integration pattern for allocating based on player capacity. Agones will pack players onto game servers with available capacity (instead of spreading them out) which will prevent you from having a very small number of players spread across all game servers, which is what happens when you use a load balancer to assign players to game servers.

            Source https://stackoverflow.com/questions/69630557

            QUESTION

            Can load file or assembly while importing dll dynamically
            Asked 2021-Oct-13 at 19:02

            I'm trying to write a dotnet core console program, that dynamically loads specified dll file to get type appeared in dll.

            My dll project looks like this:

            SignlaR Hub class:

            ...

            ANSWER

            Answered 2021-Oct-13 at 19:02

            Solved: It's .net core console program so it needs some includes in .csproj file. Original .dll file was using .net core built-in signalr core namespace, which is not installed from nuget so it was using locally downloaded microsoft .dlls.

            In the program's .csproj file I had to include following code:

            Source https://stackoverflow.com/questions/69556129

            QUESTION

            Cannot access offset of type string on string, get specific part from array. PHP
            Asked 2021-Aug-12 at 04:10

            Can some one help me with this problem? i want to get every prefix from every server.

            My error: Fatal error: Uncaught TypeError: Cannot access offset of type string on string in test.php:67 Stack trace: #0 {main} thrown in C:\xampp\htdocs\GameServer Status\test.php on line 67

            ...

            ANSWER

            Answered 2021-Aug-12 at 04:10

            Currently, the $someJSON in your example is just a string containing the URL, you need to call that URL to get the JSON from the API, this can be done easily with the file_get_contents function.

            After that, you can decode that JSON with json_decode and then iterate over the servers.

            Source https://stackoverflow.com/questions/68751286

            QUESTION

            Access elements of a list in a yaml
            Asked 2021-Jul-28 at 09:27

            I need to access and store a pod properties in kubernetes during creation. I can access to regular variables in the yaml without problem but i don't know (and could not find online) the syntax to access elements of a list.

            ...

            ANSWER

            Answered 2021-Jul-28 at 09:24

            First of all, your YAML isn't a valid one. Seems like you've Frankensteined both Deployment and Pod YAMLs.

            Your YAML should look like below:

            Source https://stackoverflow.com/questions/68557204

            QUESTION

            C++ Makefile on "complex" tree structure
            Asked 2021-Jul-04 at 17:47

            I have found a lot of related questions, but I was still not able to make my own Makefile. This makefile is using Mingw64 on Windows, and I want it to run on *nix, currently Debian, but I would like to be able to make it run on Alpine too, as it's used in a Docker container.

            The project tree structure is something like :

            ...

            ANSWER

            Answered 2021-Jul-04 at 17:35

            QUESTION

            how to serialize and deserialize over two different assembly?
            Asked 2021-Jun-06 at 11:24

            This is a C# project. I am using BinaryFormatter as the serializer and deserializer for my applications.
            Because there are two application and the assembly names are different from each other, I am using a serialization binder to solve the issue on finding types.
            but I still get an error which is :

            Unable to find assembly 'GameServer, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'.

            and this is my serialization binder code :

            ...

            ANSWER

            Answered 2021-Jun-06 at 11:23

            Honestly, the only "good" answer here is "don't use BinaryFormatter", followed closely by "really, don't use BinaryFormatter". There are many good reasons that it is considered deprecated in .NET Core / .NET 5+, and this minor inconvenience of matching similar types: didn't even make that list! (Btw, you can avoid having to do that by moving your DTO types to a library assembly that both other projects reference).

            Note: for virtually any other serializer - JSON, xml, protobuf, etc - it would already "just work": the types being in different assemblies wouldn't remotely matter. So frankly, the best advice here is simply: "change serializer".

            Source https://stackoverflow.com/questions/67858409

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install GameServer

            Install Microsoft Visual Studio 2019 or newer (Community Edition is fine)
            Install latest .NET Framework and Core (VS Installer should let you do that, otherwise check here for Framework, and here for Core)
            Install Editor Guidelines (https://visualstudiogallery.msdn.microsoft.com/da227a0b-0e31-4a11-8f6b-3a149cf2e459) This is strongly encouraged to follow the 120 character limit per line guideline
            Download and run League Sandbox Auto Setup [Source] [Mirror]
            Build and run
            If having trouble, follow the Manual Setup below
            Download the 4.20 version of League game client: Unscrubbed, packed version Scrubbed, moddable version
            For running the git commands below, Git Bash is recommended
            Clone the git repository using git clone https://github.com/LeagueSandbox/GameServer.git, then to download the necessary contents packages, run: cd GameServer git submodule init git submodule update
            Open the GameServer Solution in VS, set the platform to x86, Build, and run.
            Download the 4.20 version of League game client: Unscrubbed, packed version Scrubbed, moddable version
            Install git and dotnet (dotnet-host, dotnet-runtime, dotnet-sdk, dotnet-targeting-pack) using your distro's package manager
            Clone the git repository using git clone https://github.com/LeagueSandbox/GameServer.git, then to download the necessary contents packages, run: cd GameServer git submodule init git submodule update
            Build the server by running dotnet build .
            Enter the output directory by running cd GameServerConsole/bin/Debug/netcoreapp3.0/
            Open Settings/GameInfo.json and change "CONTENT_PATH": "../../../../../Content" to "CONTENT_PATH": "../../../../Content"
            Open Settings/GameServerSettings.json and change "autoStartClient": true to false
            Start the server: ./GameServerConsole

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            gh repo clone LeagueSandbox/GameServer

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