matchmaking | 数字货币撮合系统 提供接口 撮合发布、撮合取消、撮合mq 消息发布

 by   shilun Java Version: Current License: No License

kandi X-RAY | matchmaking Summary

kandi X-RAY | matchmaking Summary

matchmaking is a Java library. matchmaking has build file available and it has high support. However matchmaking has 2 bugs and it has 2 vulnerabilities. You can download it from GitHub.

数字货币撮合系统 提供接口 撮合发布、撮合取消、撮合mq 消息发布

            kandi-support Support

              matchmaking has a highly active ecosystem.
              It has 32 star(s) with 18 fork(s). There are 2 watchers for this library.
              It had no major release in the last 6 months.
              matchmaking has no issues reported. There are no pull requests.
              It has a positive sentiment in the developer community.
              The latest version of matchmaking is current.

            kandi-Quality Quality

              matchmaking has 2 bugs (0 blocker, 0 critical, 0 major, 2 minor) and 27 code smells.

            kandi-Security Security

              matchmaking has 2 vulnerability issues reported (0 critical, 1 high, 1 medium, 0 low).
              matchmaking code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

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

            kandi-Reuse Reuse

              matchmaking releases are not available. You will need to build from source code and install.
              Build file is available. You can build the component from source.
              matchmaking saves you 387 person hours of effort in developing the same functionality from scratch.
              It has 922 lines of code, 64 functions and 25 files.
              It has low code complexity. Code complexity directly impacts maintainability of the code.

            Top functions reviewed by kandi - BETA

            kandi has reviewed matchmaking and discovered the below as its top functions. This is intended to give you an instant insight into matchmaking implemented functionality, and help decide if they suit your requirements.
            • Push item info
            • Sets the refId of this link
            • Set the type of the response
            • Set the reference type
            • This method is called after all properties have been set
            • Get the price of the price
            • Returns the amount of the amount in this currency
            • Method to remove buy and sell orders
            • Compares this item info with the specified type and type
            • Gets the refType property
            • Gets the refId
            • Creates a docket that can be used for REST requests
            • Build api info
            • Default connection factory
            • Custom redel delivery policy
            • Cancel item
            • Check if a item can be recycled
            • The JmsListenerContainerFactory bean
            • Execute the action
            • Add item
            • Cancel a reference
            • Entry point for the spring application
            Get all kandi verified functions for this library.

            matchmaking Key Features

            No Key Features are available at this moment for matchmaking.

            matchmaking Examples and Code Snippets

            No Code Snippets are available at this moment for matchmaking.

            Community Discussions


            State not updated using Redux toolkit with Typescript
            Asked 2021-May-31 at 04:29

            Using createAsyncThunk and extraReducers, I can get data, but the state isn't updated. Here's the code



            Answered 2021-May-31 at 04:29

            state = action.payload is never a valid operation in an Immer-powered reducer. Immer works by tracking mutations to existing state, or letting you return a new value. state = just changes the local state variable to point to something different, which is neither a mutation nor a return. You need return action.payload.

            See the RTK "Writing Reducers with Immer" docs page for further details on this.



            Command accros multiple aggregates with CQRS and ES
            Asked 2021-May-08 at 15:19

            I'm having an odd case while thinking about a solution for my problem.

            A quick recap: I'm using an event store with CQRS, and i have 2 aggregates called 'Group' and 'User'.

            Basically a User defines some characteristics like his region, age, and a couple of interests.

            He then can choose to 'match' with a Group that is in the same region, around the same age and same interests.

            Now here's the case: the 'matchmaking' part should happen completely on the backend, it can be a long running process, but for the client it's just 1 call to the endpoint and the end result should be him matching with a group.

            So for this case, I have to query the groups which have the same region, the same age slice, the interests don't really matter in my query. I know have a list of groups, and the match maker is going to give each group a rating based on the common interests between the group and the user. The group with the best rating will be joined.

            So again, using CQRS and ES, and my problem is that this case seems a mix between queries and a command, and mixing queries into a match command seems to go against the purpose of CQRS.

            Querying multiple groups and filtering them against my write side, the event store, also is a bad idea as the aggregates have to be rebuilt and loaded in memory before being able to filter them out.

            So I:m kind of stuck here, something is telling me that a long running process / saga could be an answer to my problem, but I don't see how I would still not break the mix of query and commands in my saga, as a saga is basically a chain of commands/events.

            How do I tackle this specific case ? No real code is needed, a conceptual solution to get me going is perfect.



            Answered 2021-May-08 at 15:19

            Hi this is actually a case where CQRS can shine.

            Creating a dedicated matching model seems to be ideal for this case to allow answering what might be a rather non-trivial query in other forms.


            1. create a dedicated (possibly ephemeral, possibly checkpointed/persisted) query model as derived store.
            2. Upon request run a query to get the top matches.
            3. based on the results of the query send a command to update the event store with the new links.

            The query model will not need to manage commands and could be updated on a push basis from the event store. This will keep it rather simple to build and keep up to date and further can be optimized to only have the data needed for for this particular query.

            An in-memory graph might do well.



            On the command side: the commands here would each only update a single aggregate instance.

            Further using the write ahead pattern would allow for not needing any sort of process manager or "saga."


            For each new membership 1 command to add the new membership to the user stream, then 1 command to the group to add the new member information. Then a simple audit process can scan for incomplete membership assignments both on start up/recovery and as a periodic data quality check.




            How do I Move a List of Users to a Voice Channel using
            Asked 2021-Apr-23 at 15:28

            I am trying to make a bot that automatically makes 2 teams and moves each team to their own voice channel. I made two lists which represent the teams. I tried to use a for loop to move all of the users to their voice calls. However, when I run this, I get this error message: AttributeError: 'int' object has no attribute 'move_to'. I also tried printing the userID, and I get just the userID that I should get according to the resources I have seen.

            Here are the parts of the code I am talking about:



            Answered 2021-Apr-23 at 15:28

            move_to is an attribute of member object not its id (which is an int), so just replace the following:



            Dedicated Unreal Engine Server with custom matchmaking
            Asked 2021-Mar-15 at 06:10

            Please tell me if it is possible to use a dedicated server for real-time network game together with a third-party mactmaking server?

            The idea is to make a backend server on Golang (matchmaking, leaderboards, lootboxes, etc.), and use the UE Server only for the game session.



            Answered 2021-Mar-15 at 06:10


            This is a common approach to handling Multiplayer games in general and Unreal Engine is no exception.

            Some third party solutions include Amazon AWS Gamelift and Microsoft Playfab

            Epic Games is also working on their own Matchmaking Solution called EOS



            Relational database schema and queries for matchmaking networking event attendees
            Asked 2021-Jan-24 at 23:02

            I am working on an app for matchmaking attendees of a networking event and don't have much experience with relational databases. Every round (10 minutes) attendees are paired up to meet and get to know each other. The app should not match attendees with the same person on subsequent rounds.

            Here is the schema that I initially designed:



            Answered 2021-Jan-24 at 18:16

            From what you describe, you have two entities:

            • attendees
            • matches

            The "attendees" might actually be participants; I'm not sure.

            You then have a junction table combining them:

            • matchAttendees

            This would have one row per match and per attendee.

            If you want to see who has not been matched in previous matches, you would execute a query on these tables.



            Google Sheet - How to FULL OUTER JOIN with one table?
            Asked 2021-Jan-16 at 00:47

            I would like to create a tables for my tournament. I create a table with some players and their leagues.

            I would like to generate matchmaking table, by league, like that

            I'm to weak with google spreadsheet to do that. I understood I can't use "JOIN" with "QUERY()" function. It seems I need to use "ArrayFormula()" and "VLOOKUP()" functions but after hours pasted to try, I failed.

            If anyone of you can help me, it will be so great !

            Here is a googlesheet with datas :

            Thanks a lot, I hope my problem is clear :)

            Edit : Seems we are limited by number of characters in REPT() function. If there is an other solution than the answer or a "workaround", feel free to share it :)



            Answered 2021-Jan-07 at 00:05


            Photon Network Player.SetCustomProperties not working
            Asked 2021-Jan-08 at 07:16

            I am currently building an online game with Photon Networking using Unity and I have a problem with Photon.Realtime.Player.SetCustomProperties() method. I've already googled it but I couldn't find anything like my issue.

            About the project

            The matchmaking system is nothing very fancy: I have a first scene to login (without password for now), that will connect to Photon. When OnConnectedToMaster event is raised I load the lobby scene that will display the rooms. And finally, when OnJoinedRoom is called I load a 3rd scene for the room itself, it will display the players, set teams, game config, etc.

            I've made an extension class both for Player and Room (RoomInfo) classes to make it easier and clean to get/set the Custom Properties.

            The issue

            As soon as I load the Room scene I want to get a few properties from the Player to display in the Room, like MMR (ranking), for example. So I made the following code:



            Answered 2021-Jan-08 at 07:16


            • never set Player.CustomProperties or Room.CustomProperties directly (use them as read-only), instead always use SetCustomProperties methods.
            • wait for OnPlayerPropertiesUpdate callback before trying to access updated property value you just set.

            By default, setting properties for actor or room properties will not take effect on the sender/setter client (actor that sets the properties) immediately when joined to an online room unlike what it used to be in PUN Classic. Now, instead, the sender/setter client (actor that sets the properties) will wait for the server event PropertiesChanged to apply/set changes locally. So you need to wait until OnPlayerPropertiesUpdate or OnRoomPropertiesUpdate callbacks are triggered for the local client in order to access them. The new behaviour is due to the introduction of the new room option flag roomOptions.BroadcastPropsChangeToAll which is set to true by default. The reason behind this is that properties can easily go out of synchronization if we set them locally first and then send the request to do so on the server and for other actors in the room. The latter might fail and we may end up with properties of the sender/setter client (actor that sets the properties) different locally from what's on the server or on other clients. If you want to have the old behaviour (set properties locally before sending the request to the server to synchronize them) set roomOptions.BroadcastPropsChangeToAll to false before creating rooms. But we highly recommend against doing this.




   Hide messages from all other users, but the @mention user
            Asked 2021-Jan-03 at 08:34

            I'm developing a matchmaking bot for discord. I read through the documentation and looked through stack exchange, I can't find relevant information on this. I'm trying to eliminate clutter and make it easier for a users to accept and decline a matchmaking request. The bot would listen for a "!match @user" and handle the event. I only want the @user to see and accept it and the user that sent the message to see it (obviously). Right now, I believe it's not possible unless it assigns a secret role and deletes these roles after they are finished; this wouldn't be ideal though. Any information or forward to a post, that would help tremendously. Thanks in advance.



            Answered 2021-Jan-03 at 08:34

            You can not currently hide messages for any specific user/role.

            You can try 2 approaches:

            1. Send Message in User DMs
            2. Make a channel and set it permissions for a specific role and assign that role to the user



            Trying to receive all messages within a specific channel created in a different command
            Asked 2020-Dec-10 at 10:53

            I'm currently coding a bot that will allow two people to play chess globally, within a server, on a single account or against a bot. Currently, my method for doing this involves a matchmaking algorithm (that isn't the most complex), then it creates a channel for the players to message in, or two channels with webhooks in on different servers in the case of a global game. My question is: How would I go about running code whenever a message is sent in one of these channels? Specifically, I need to send a copy of each message sent in one channel to the other via a webhook in a global game so both players can communicate as well as check if the input message is in the format of a move, in which case the bot would make the move as well as copying the message to the other channel. I've thought of using an



            Answered 2020-Dec-10 at 10:53
            async def on_message(message):
                if in my_list_of_channel_ids:
                    # It's a chess channel
                    # Now you can check if the message contains a valid move



            Websockets not working on iOS and Safari - OSSStatus Error 9837
            Asked 2020-Nov-26 at 20:37

            I am developing a chat application that makes use of for matchmaking. Clients using Windows machines and Android Devices are able to make a websocket connection. However clients using Safari on Desktop and iOS are unable to connect using both Safari and Chrome. My application works from client -> NGINX Proxy -> Node.js socket server

            I have been able to track down the error by inspecting the iOS browser through a Mac and this error shows up [Error] WebSocket network error: The operation couldn’t be completed. (OSStatus error -9836.)

            After doing some research into the error I found that Safari is picky when it comes to creating secure websocket connections. I am currently using a CloudFlare issues certificate and key which is in my NGINX configuration. I also tried adding the credentials to my node server but the same problem persists. Here is the NGINX server block:



            Answered 2020-Jul-01 at 21:43

            I had the same problem and managed to fix (or rather work around) it by additionally allowing TLSv1.2 - so there seems to be some problem with websockets and TLSv1.3 in current versions of Safari.


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


            SQL injection vulnerability in PG Matchmaking allows remote attackers to execute arbitrary SQL commands via the id parameter to (1) news_read.php and (2) gifts_show.php.
            Multiple cross-site scripting (XSS) vulnerabilities in PG MatchMaking allow remote attackers to inject arbitrary web script or HTML via the show parameter to (1) browse_ladies.php and (2) browse_men.php, the (3) gender parameter to search.php, and the (4) id parameter to services.php.

            Install matchmaking

            You can download it from GitHub.
            You can use matchmaking like any standard Java library. Please include the the jar files in your classpath. You can also use any IDE and you can run and debug the matchmaking component as you would do with any other Java program. Best practice is to use a build tool that supports dependency management such as Maven or Gradle. For Maven installation, please refer For Gradle installation, please refer .


            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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