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
kandi X-RAY | matchmaking Summary
kandi X-RAY | matchmaking Summary
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
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Top functions reviewed by kandi - BETA
- 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
matchmaking Key Features
matchmaking Examples and Code Snippets
Community Discussions
Trending Discussions on matchmaking
QUESTION
Using createAsyncThunk and extraReducers, I can get data, but the state isn't updated. Here's the code
...ANSWER
Answered 2021-May-31 at 04:29state = 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.
QUESTION
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.
...ANSWER
Answered 2021-May-08 at 15:19Hi 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.
So,
- create a dedicated (possibly ephemeral, possibly checkpointed/persisted) query model as derived store.
- Upon request run a query to get the top matches.
- 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.
-Chris
p.s.
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."
e.g.
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.
-Chris
QUESTION
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:
...ANSWER
Answered 2021-Apr-23 at 15:28move_to
is an attribute of member object not its id (which is an int), so just replace the following:
QUESTION
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.
...ANSWER
Answered 2021-Mar-15 at 06:10Yes.
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
QUESTION
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:
...ANSWER
Answered 2021-Jan-24 at 18:16From 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.
QUESTION
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 : https://docs.google.com/spreadsheets/d/19ThnwVme8f3Ee730w8lTAyEJE9YdxzLEfox8arl5Q4o/edit?usp=sharing
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 :)
...ANSWER
Answered 2021-Jan-07 at 00:05try:
QUESTION
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 projectThe 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 issueAs 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:
...ANSWER
Answered 2021-Jan-08 at 07:16tl;dr
- never set
Player.CustomProperties
orRoom.CustomProperties
directly (use them as read-only), instead always useSetCustomProperties
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 untilOnPlayerPropertiesUpdate
orOnRoomPropertiesUpdate
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 flagroomOptions.BroadcastPropsChangeToAll
which is set totrue
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) setroomOptions.BroadcastPropsChangeToAll
tofalse
before creating rooms. But we highly recommend against doing this.
QUESTION
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.
...ANSWER
Answered 2021-Jan-03 at 08:34You can not currently hide messages for any specific user/role.
You can try 2 approaches:
- Send Message in User DMs
- Make a channel and set it permissions for a specific role and assign that role to the user
QUESTION
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
...ANSWER
Answered 2020-Dec-10 at 10:53@bot.event
async def on_message(message):
if message.channel.id in my_list_of_channel_ids:
# It's a chess channel
# Now you can check if the message contains a valid move
QUESTION
I am developing a chat application that makes use of socket.io 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 socket.io 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:
...ANSWER
Answered 2020-Jul-01 at 21:43I 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
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Install matchmaking
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 maven.apache.org. For Gradle installation, please refer gradle.org .
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