Game-Server | : video_game : C # Online Game Server | Game Engine library
kandi X-RAY | Game-Server Summary
kandi X-RAY | Game-Server Summary
Email Address : kyechan99@naver.com.
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QUESTION
I have a provider as follows:
...ANSWER
Answered 2022-Jan-30 at 00:31Turns 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:
QUESTION
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 14:40As with many things Jenkins related, to make this work a couple of plugins will be needed, specifically:
- Kubernetes CLI Plugin
- snakeyaml Plugin (this is per the readYaml Jenkins docs)
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.
QUESTION
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 16:40You'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)
.
QUESTION
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 23:26I think I know the problem
The JSON data is from here
QUESTION
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 13:49You can use directly the APIs. First create the VM, then wait the running state to get the internal and external IP
QUESTION
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 13:44if (!cr)
continue;
QUESTION
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 17:47If 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
:
QUESTION
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 15:42I 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):
QUESTION
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 14:03Ok 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.
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