netcode | Go implementation of netcode.io | Map library

 by   wirepair Go Version: Current License: BSD-3-Clause

kandi X-RAY | netcode Summary

kandi X-RAY | netcode Summary

netcode is a Go library typically used in Geo, Map applications. netcode has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

Go implementation of netcode.io
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            kandi-support Support

              netcode has a low active ecosystem.
              It has 63 star(s) with 18 fork(s). There are 8 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 1 open issues and 6 have been closed. On average issues are closed in 81 days. There are 1 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of netcode is current.

            kandi-Quality Quality

              netcode has 0 bugs and 0 code smells.

            kandi-Security Security

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

            kandi-License License

              netcode is licensed under the BSD-3-Clause License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              netcode releases are not available. You will need to build from source code and install.
              Installation instructions are not available. Examples and code snippets are available.
              It has 4074 lines of code, 269 functions and 29 files.
              It has high code complexity. Code complexity directly impacts maintainability of the code.

            Top functions reviewed by kandi - BETA

            kandi has reviewed netcode and discovered the below as its top functions. This is intended to give you an instant insight into netcode implemented functionality, and help decide if they suit your requirements.
            • clientLoop is a long running routine that runs a netcode client
            • serveLoop starts a netcode server
            • ReadConnectToken reads a token from a byte buffer
            • decryptPacket decrypts a single packet
            • validateSequence validates the sequence length .
            • getConnectToken gets the netcode token
            • readSequence reads a single packet from the buffer
            • NewServer returns a new Server .
            • NewClient returns a new Client
            • ReadChallengeToken reads a challenge token from a buffer
            Get all kandi verified functions for this library.

            netcode Key Features

            No Key Features are available at this moment for netcode.

            netcode Examples and Code Snippets

            No Code Snippets are available at this moment for netcode.

            Community Discussions

            QUESTION

            Unity Netcode's ClientRpc is not being sent across the network
            Asked 2022-Apr-02 at 02:48

            I copy and pasted Unity Netcode's example code from https://docs-multiplayer.unity3d.com/docs/advanced-topics/message-system/clientrpc to test it out. This is my exact code:

            ...

            ANSWER

            Answered 2022-Apr-02 at 02:48

            This class needs to be derived from NetworkBehavior not MonoBehaviour else it won't be networked.

            Make sure to add using.Unity.Netcode; at the top of the class.

            Hope this helps!

            Source https://stackoverflow.com/questions/71696343

            QUESTION

            System.Drawing High memory usage on Linux
            Asked 2022-Mar-22 at 05:49

            Is there any way to diagnose Unmanaged memory leak ?

            I am using .NET 5.0 Console App with NETCode (barcode) library. The program it self is simple it calls barcode library & creates a base64string from Image 5000 times, I am using 'using blocks' therefore disposing is also being handled.

            ...

            ANSWER

            Answered 2022-Mar-16 at 09:19

            I was able to solve the issue, and the solution applies to anyone using System.Drawing.Bitmap on linux.

            The issue is not related to NetBarcode, System.Drawing.Common (atleast on windows). On linux environment we use libgdiplus. NetBarcode.Barcode.GetImage() creates a bitmap:

            Source https://stackoverflow.com/questions/71478697

            QUESTION

            How to get an angle between 3 points?
            Asked 2021-Dec-31 at 08:39

            I need to get the angle between the direction ball A is moving and Ball B on the x and z axis. Also i am using Unity Netcode (idk if it makes a difference or not)

            so far i have tried to get i with 3 points A-ball A position, B-ball B position, C-ball A position on last frame. i've tried

            ...

            ANSWER

            Answered 2021-Dec-31 at 08:16

            A, B and C are not vectors, they are points. If you want to compute the angle between two vectors, you should use B - A and A - C.

            Source https://stackoverflow.com/questions/70540241

            QUESTION

            Unity using AWS Gamelift. Editor fine, but NotSupportedException in build to IOS
            Asked 2020-Dec-02 at 21:16

            I'm completely stuck. My game in unity works well in the editor, but crashes on launch on IOS. I'm using AWS Gamelift for multiplayer, which might be the culprit since it built fine before integrating it. For the actual networking code I'm using the new unity DOTS Netcode package.

            In my plugins folder I have the following dlls for the client.

            • AWSSDK.CognitoIdentity
            • AWSSDK.CognitoIdentityProvider
            • AWSSDK.CognitoSync
            • AWSSDK.Core
            • AWSSDK.Extensions.CognitoAuthentication
            • AWSSDK.Gamelift
            • AWSSDK.Lambda
            • AWSSDK.SecurityToken
            • Microsoft.Bcl.AsyncInterfaces
            • System.Threading.Tasks.Extensions
            • log4net

            In the editor everything runs perfectly. I can connect to GameLift, create a game session etc. When I build, it completes successfully, but crashes on launch, showing a empty scene with a skybox, and the following error in Xcode console:

            ...

            ANSWER

            Answered 2020-Dec-02 at 21:16

            I managed to solve this issue with much difficulty and a solid week of work. Here are the steps I did to fix it. in case anyone else has problems in the future.

            1. Make sure I had updated AWS SDK dlls. I got these with nuget in rider, then dragged the netstandard2.0 dll into the plugins folder. Note: Look very carefully at the dependencies listed in nuget. I had to use a slightly older version the AWS SDK to be compatible with the cognitoAuthentification.dll.

            Here is a screenshot of the packages in rider. The package versions seemed to matter a lot. Check the dependencies carefully.

            1. Use Amazon.Extensions.CognitoAuthentication.dll and NOT AWSSDK.Extensions.CognitoAuthentication.dll

            2. Delete everything in link.xml file. Only include the following entry:

            Source https://stackoverflow.com/questions/65029735

            QUESTION

            C# list vs byte array efficiency over network
            Asked 2020-Jun-23 at 12:02

            Okay so I'm trying to make a multiplayer game using a self built netcode in unity3d using c#,

            The thing is since I'm using raw tcp I need to convert everything to a byte[] but I got sick of using Array.Copy. Since I'm reserving a few bytes of every message sent over a network as sort of a message identifier that I can use to interpret the data I receive.

            So my question is, for the purpose of making this code more friendly to myself, is it a terrible idea to use a list of bytes instead of a byte array and once I've prepared the message to be sent I can just call .ToArray on that list?

            Would this be terrible for performance?

            ...

            ANSWER

            Answered 2020-Jun-23 at 12:02

            As a general rule when dealing with sockets: you should usually be working with oversized arrays (ArrayPool.Shared can be useful here), and then use the Send overloads that accepts either the byte[], int, int (offset+count), or ArraySegment - so you aren't constantly re-copying things, and can re-use buffers. However, frankly: you may also way to look into "pipelines"; this is the new IO API that Kestrel uses that deals with all the buffer management for you, so you don't have to. In the core framework, pipelines is currently mostly server-focused, but this is being improved hopefully in .NET 5 as part of "Bedrock" - however, client-side pipelines wrappers are available in Pipelines.Sockets.Unofficial (on NuGet).

            To be explicit: no, constantly calling ToArray() on a List is not a good way of making buffers more convenient; that will probably work, but could contribute to GC stalls, plus it is unnecessary overhead in your socket code.

            Source https://stackoverflow.com/questions/62534051

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

            Vulnerabilities

            No vulnerabilities reported

            Install netcode

            You can download it from GitHub.

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            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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            https://github.com/wirepair/netcode.git

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            gh repo clone wirepair/netcode

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            git@github.com:wirepair/netcode.git

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