artemis-odb | A continuation of the popular Artemis ECS framework | Game Engine library

 by   junkdog Java Version: 2.3.0 License: BSD-2-Clause

kandi X-RAY | artemis-odb Summary

kandi X-RAY | artemis-odb Summary

artemis-odb is a Java library typically used in Gaming, Game Engine, Framework applications. artemis-odb has no bugs, it has no vulnerabilities, it has build file available, it has a Permissive License and it has low support. You can download it from GitHub, Maven.

A continuation of the popular Artemis ECS framework
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              artemis-odb has a low active ecosystem.
              It has 745 star(s) with 105 fork(s). There are 39 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 30 open issues and 495 have been closed. On average issues are closed in 292 days. There are 5 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of artemis-odb is 2.3.0

            kandi-Quality Quality

              artemis-odb has 0 bugs and 0 code smells.

            kandi-Security Security

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

            kandi-License License

              artemis-odb is licensed under the BSD-2-Clause License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              artemis-odb releases are available to install and integrate.
              Deployable package is available in Maven.
              Build file is available. You can build the component from source.
              Installation instructions, examples and code snippets are available.

            Top functions reviewed by kandi - BETA

            kandi has reviewed artemis-odb and discovered the below as its top functions. This is intended to give you an instant insight into artemis-odb implemented functionality, and help decide if they suit your requirements.
            • Merge runs of runs .
            • Merge runs of runs .
            • Generate entity mutator .
            • Run the weave plugin .
            • Parses the command line arguments .
            • Generate a MethodSpec for the given method .
            • Returns the log .
            • Visits a field .
            • Purges all the components from the pool .
            • Specify aspect on field .
            Get all kandi verified functions for this library.

            artemis-odb Key Features

            No Key Features are available at this moment for artemis-odb.

            artemis-odb Examples and Code Snippets

            No Code Snippets are available at this moment for artemis-odb.

            Community Discussions

            QUESTION

            How to prevent game-client from sending fake player ID?
            Asked 2017-Apr-02 at 19:22

            I am writing a game client/server. I use Artemis-odb and Netty to handle entities and networking. Each registered player is assigned an auto increment ID from the database. This ID is associated wth every client/server event.

            I want to prevent the client from easy ID spoofing to stop account hijacking. In theory, what is the best practice to prevent this?

            The game/client does not use UUID, but could if this is the best option.

            Thank you!

            ...

            ANSWER

            Answered 2017-Apr-02 at 19:22

            The player ID should be associated with the network connection context for that player (the socket if you're using TCP or the IP:PORT pair if UDP) on the server.

            The client should never need send the ID back to the server since the server should know what the ID is. As long as the server can associate incoming network packets with the player's context, there's no practical risk of spoofing, although I think the risk could be a bit higher with UDP. But again a practical exploit would be unlikely as long as you include sequence numbers with the packets.

            I know of no major network games that actually use full UUIDs as player identifiers in client-server protocols.

            Source https://stackoverflow.com/questions/43172368

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

            Vulnerabilities

            No vulnerabilities reported

            Install artemis-odb

            Share your thoughts and questions with us!. See weave automation and module overview.
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            Command-line tool

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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

            https://github.com/junkdog/artemis-odb.git

          • CLI

            gh repo clone junkdog/artemis-odb

          • sshUrl

            git@github.com:junkdog/artemis-odb.git

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