Game-Server | : video_game : C # Online Game Server | Game Engine library

 by   kyechan99 C# Version: Current License: No License

kandi X-RAY | Game-Server Summary

kandi X-RAY | Game-Server Summary

Game-Server is a C# library typically used in Gaming, Game Engine, Unity applications. Game-Server has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

Email Address : kyechan99@naver.com.
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            kandi-support Support

              Game-Server has a low active ecosystem.
              It has 7 star(s) with 2 fork(s). There are 2 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              Game-Server has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of Game-Server is current.

            kandi-Quality Quality

              Game-Server has 0 bugs and 0 code smells.

            kandi-Security Security

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

            kandi-License License

              Game-Server does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
              OutlinedDot
              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              Game-Server releases are not available. You will need to build from source code and install.

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            Game-Server Key Features

            No Key Features are available at this moment for Game-Server.

            Game-Server Examples and Code Snippets

            No Code Snippets are available at this moment for Game-Server.

            Community Discussions

            QUESTION

            Request stalls when proxying request unless I use http-proxy-middleware
            Asked 2022-Jan-30 at 00:31

            I have a provider as follows:

            ...

            ANSWER

            Answered 2022-Jan-30 at 00:31

            Turns out the problem was that the BodyParser middleware was parsing the request body which "consumes" the underlying data stream. Then when my proxy code runs, it tries to proxy the fall and the request body with it, but is unable to do so as the data stream has been consumed. The proxied server waits indefinitely for the request data but it never arrives.

            My solution was to write my own middleware that wraps both body parser and the proxy middleware. I decide which to use based on the request url - if URL starts with /game-server/ or ends with /game-server, use proxy, else use body parser.

            For completeness, here is the code:

            Bootstrapping:

            Source https://stackoverflow.com/questions/70875743

            QUESTION

            How to create and modify Kubernetes resources across multiple clusters as part of a Jenkins build process?
            Asked 2021-Mar-08 at 14:40

            Specifically, there are several resources (currently defined with YAML) in existing Kubernetes clusters that I would like to modify as part of the build process, and some others that I would like to create from scratch. In each case, I want to do so in multiple regions to keep all regions in sync.

            The resources in question are Agones fleets, which look like this (actual values removed, but representative):

            ...

            ANSWER

            Answered 2021-Mar-08 at 14:40

            As with many things Jenkins related, to make this work a couple of plugins will be needed, specifically:

            Assumptions:

            • These actions will be run on Linux based containers configured correctly for executing Jenkins builds
            • Several required "variables" will be read from the local file system - these may be build artifacts from earlier in a pipeline, or ENV variables, depending on the setup
            • Kubernetes service accounts already exist on the clusters with sufficient permissions to perform the tasks
            • Credentials for those accounts have been configured in Jenkins
            • fleetconfig.yaml is available on the local filesystem and is a complete fleet config similar to the one posed in the question

            In order to treat the various fleets differently, some selection criteria will need to be applied based on the name of the fleet itself, then a loop is needed to go through each region etc.

            To keep this simple, there will be a basic if statement to select between types (this could easily be expanded), and then a 2 element loop to go loop through more than one region (again easily expandable to more).

            This is written as a complete Stage in Jenkins terms, but obviously is not completely executable on its own. It is as close as it can be to an existing, tested, working configuration that has been run multiple times daily for quite some time.

            Although this sticks to the example resources, there is no reason it could not be used to modify, create other resources in Kubernetes generally.

            Source https://stackoverflow.com/questions/66531816

            QUESTION

            "Undefined reference to" Linking errors when trying to build with headers (QPID/Proton C++)
            Asked 2021-Jan-21 at 16:40

            I'm a C++ neophyte and I am totally in over my head, but I'm trying anyway!

            EDIT: here is a simple code repo reproducer that generates the error mentioned: https://github.com/thoraxe/qpid-proton-test

            http://qpid.apache.org/releases/qpid-proton-0.33.0/proton/cpp/examples/simple_recv.cpp.html

            I am trying to incorporate the above into an existing project and struggling badly. In order to be able to use various instances of the QPID Proton sender/receiver, I need to include their class files. The example is a pure cpp and includes no header file.

            In order to include a receiver (consumer) class, I need to write a header file. And it's all falling apart on compile.

            Here's a really simple example. I'm trying to start out and just go more or less line by line with the receiver example. So, here's my cpp:

            ...

            ANSWER

            Answered 2021-Jan-21 at 16:40

            You're not linking with the Proton library. Use find_package to locate the library you're trying to use, and then target_link_libraries to link with it.

            For example, find_package(ProtonCpp REQUIRED).

            Source https://stackoverflow.com/questions/65818440

            QUESTION

            Discord Py error: TypeError: string indices must be integers
            Asked 2020-Oct-30 at 23:26
            async def on_message(message):
                async with aiohttp.ClientSession() as session:
                    async with session.get(f"https://dathost.net/api/0.1/game-servers/{config.dathost_gameserver}", 
                                                auth=aiohttp.BasicAuth(config.dathost_user, config.dathost_pass)) as r:
                        if r.status == 200:
                            game_servers = await r.json()
            
                for gameserver in game_servers:
                    raw_ip = gameserver['raw_ip']
                    server_status = gameserver['on']
            
                if server_status == False:
                    serverstate = 'OFFLINE'
                    if message.content.lower() == '!test':
                        embed = discord.Embed(description=raw_ip)
                        await message.channel.send(embed=embed)
            
            ...

            ANSWER

            Answered 2020-Oct-30 at 23:26

            I think I know the problem

            The JSON data is from here

            Source https://stackoverflow.com/questions/64602149

            QUESTION

            How to create a VM instance from an instance template within Cloud Functions?
            Asked 2020-Oct-22 at 13:49

            I need to start a Google Compute instance based off a template I've made which has a startup script which downloads the latest game-server executable from my server and runs it. This all works perfectly fine.

            Now, my custom built matchmaker will determine if all current games (which are instances of the game server) are full, and if so I want it to run a Cloud Function that creates another new instance from the template I've mentioned above (which basically acts lobby/game for 12 players). Once the instance is created I need the cloud function to return the IP of the newly created instance back to whatever called it (which would be my game).

            I know the first part is possible via HTTP POST but I cannot find anywhere in the cloud functions docs/compute docs/admin SDK docs that allows me to create instances and get the IP, is this possible?

            EDIT: I have found this documentation but I have not yet found a function to start a VM from a template which then returns the VM's object - which includes it's IP...

            ...

            ANSWER

            Answered 2020-Oct-22 at 13:49

            You can use directly the APIs. First create the VM, then wait the running state to get the internal and external IP

            Source https://stackoverflow.com/questions/64463897

            QUESTION

            delete on pointer (*&) to base class with virtual destructor c++
            Asked 2020-Sep-09 at 13:46

            So, I have a game-server running on a very old system (2006-2007) that creates a player object when a players logs in, a monster object when a monster is created and a npc object when npcs appear. All these classes derive from the creature class and all of them have virtual destructors. So, when I create these objects I add them to a creature vector (not an actual STL vector but a custom made template) with operator() overloaded. I wrote this dummy code to show easily.

            ...

            ANSWER

            Answered 2020-Sep-09 at 13:44

            QUESTION

            How do I set up this folder structure in CMake?
            Asked 2020-May-27 at 22:08

            I'm trying to switch from an Xcode project to a CMake-based project. (Xcode automated all the project config stuff). I have this project setup:

            ...

            ANSWER

            Answered 2020-May-27 at 17:47

            If you're running CMake from the game-client project, the game directory will be outside the source tree of the game-client project. So, as the error message explains, you must provide a binary directory for CMake to use for generated build files related to game:

            Source https://stackoverflow.com/questions/62049311

            QUESTION

            Run script for send in-game Terraria server commands
            Asked 2020-May-25 at 20:40

            In the past week I install a Terraria 1.3.5.3 server into an Ubuntu v18.04 OS, for playing online with friends. This server should be powered on 24/7, without any GUI, only been accessed by SSH on internal LAN.

            My friends ask me if there is a way for them to control the server, e.g. send a message, via internal in-game chat, so I thought use a special character ($) in front of the desired command ('$say something' or '$save', for instance) and a python program, that read the terminal output via pipe, interpreter the command and send it back with a bash command.

            I follow these instructions to install the server:

            https://www.linode.com/docs/game-servers/host-a-terraria-server-on-your-linode

            And config my router to forward a dedicated port to the terraria server.

            All is working fine, but I really struggle to make python send a command via "terrariad" bash script, described in the link above.

            Here is a code used to send a command, in python:

            ...

            ANSWER

            Answered 2020-May-03 at 15:42

            I finally come with a solution to this, using pipes instead of the Popen solution.

            It seems to me that Popen isn't the best solution to run bash scripts, as described in How to do multiple arguments with Python Popen?, the link that SiHa send in the comments (Thanks!):

            "However, using Python as a wrapper for many system commands is not really a good idea. At the very least, you should be breaking up your commands into separate Popens, so that non-zero exits can be handled adequately. In reality, this script seems like it'd be much better suited as a shell script.".

            So I came with the solution, using a fifo file:

            First, create a fifo to be use as a pipe, in the desired directory (for instance, /samba/terraria/config):

            Source https://stackoverflow.com/questions/61333122

            QUESTION

            Nakama - Where can I find developer console of Google computing engine?
            Asked 2020-Apr-05 at 14:03

            I was following this tutorial to deploy Nakama on the Google instance, it looks it is running, but how can I open Nakama developer console now? I tryed address {my_instance_ip}:7350 at it is blank page. In all the offical matterails is port 7351, but when I tryed {my_instance_ip}:7350, the page is not found.

            ...

            ANSWER

            Answered 2020-Apr-05 at 14:03

            Ok I solved it by myself, I didnt have firewall rule for the port 7351. So to answer my question - just rewrite tcp:7350 in the tutorial to tcp:7350,7351.

            Source https://stackoverflow.com/questions/61032934

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

            Vulnerabilities

            No vulnerabilities reported

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            You can download it from GitHub.

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