gameclient | 2016-7月北京师范珠海学院10天实训讲座 主要讲解如下内容: 1、HTML5 CSS3 | Websocket library

 by   zouzhenxing JavaScript Version: Current License: MIT

kandi X-RAY | gameclient Summary

kandi X-RAY | gameclient Summary

gameclient is a JavaScript library typically used in Networking, Websocket, Nodejs applications. gameclient has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

2016-7月北京师范珠海学院10天实训讲座 主要讲解如下内容: 1、HTML5 + CSS3 2、websocket 与 nodejs socket.io使用 3、canvas画布的基本API 4、五子棋项目,包括用户登陆、创建房间、在线聊天、游戏大厅、五子棋对战功能。.
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            kandi-support Support

              gameclient has a low active ecosystem.
              It has 7 star(s) with 0 fork(s). There are 1 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              gameclient has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of gameclient is current.

            kandi-Quality Quality

              gameclient has no bugs reported.

            kandi-Security Security

              gameclient has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              gameclient is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              gameclient releases are not available. You will need to build from source code and install.

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            gameclient Key Features

            No Key Features are available at this moment for gameclient.

            gameclient Examples and Code Snippets

            No Code Snippets are available at this moment for gameclient.

            Community Discussions

            QUESTION

            Why isn't my server responding to a client connecting TcpListener and TcpClient
            Asked 2020-Oct-13 at 23:00

            So the way I start my server is like this

            ...

            ANSWER

            Answered 2020-Oct-13 at 23:00

            You are giving to the TcpClient the same ip/port for the local endpoint and the remote endpoint:

            Source https://stackoverflow.com/questions/64344155

            QUESTION

            Separate main() methods to run DesktopLauncher.main() and Server using Libgdx and Kryonet
            Asked 2020-Aug-03 at 23:14

            I want my GameServer to run separately from the game itself. So, players(clients) can join into one static GameServer and I can handle them together and see how many clients are connected, currently.

            But the problem is, I can only run only one of these classes(GameServer.main() and DesktopLauncher.main()) at the same time. GameServer must be running always at the background if I'm not wrong, right ? Yet, I can't run the game itself without stopping the GameServer. (It stucks saying Executing task 'DesktopLauncher.main()'...) I have some pictures to realize what's going on and what project structure looks like :

            Pic 1 , Pic 2 , Pic 3

            Here is my project structure :

            core -java --com.mygdx.game ---Multiplayer ----Packets -----GameClient.java -----GameServer.java -----GameClientListener.java -----GameServerListener.java ---screens ---utils ---Application.java

            GameServer.class

            ...

            ANSWER

            Answered 2020-Aug-03 at 10:50

            QUESTION

            How synchronise socketIO connection ID's on client and server?
            Asked 2019-Oct-04 at 10:10

            I have a javascript GameClient that uses SocketIO to send messages to a nodeJs server. Multiple users can open the GameClient separately and send messages to the server.

            ...

            ANSWER

            Answered 2019-Oct-04 at 10:10

            The answer to your question is quite simple: you need a way to identify who is who. And that is not socket.id because this only identifies sockets, not users, as you've already noticed.

            So you need some authentication mechanism. Once a user authenticates you can reuse his true id (whether it is simply a name or an integer in a database is irrelevant). And then on the server side you keep a collection of pairs (true_id, socket_id). And whenever a message comes to that user, you broadcast it to all matched socket.io objects.

            Edit: So here's the flow:

            1. Client authenticates with the server, the server sends him his own true_id, which the client stores somewhere. The client may also store some session_id or maybe some other mechanism that will allow him fast reauthentication in case of disconnection (note: do not store credentials, its a security issue).
            2. The server keeps track of (true_id, socket_id) pairs in the form of a double way, mutlivalue map (it's an implementation detail what kind of data structure should be used here, maybe two {} objects is enough). If a connection dies then (true_id, socket_id) entry is removed. Note that for a given true_id there still may be some other socket_id alive. And so it doesn't mean that the user disconnected. It only means that this particular channel is dead.
            3. Users don't care about socket_id, they only care about true_id. What you emit is {target_id: true_id, ...} instead of {target_id: socket_id, ...} on the client side, when you want to send a direct message.
            4. When the server receives such message with true_id inside, it retrieves all (true_id, socket_id) pairs and passes the message to all of these sockets (note: maybe you don't even need socket_id, you can simply store socket objects here). Although this is a business logic: do you allow multiple connections per user? I would. There are many edge cases here (like for example a client thinks that he disconnected, but the server thinks he is still connected, etc) and making this 100% correct is unfortunately impossible (due to the nature of networking). But with a bit of effort it is possible to make it work 99% of the time.
            5. If a connection dies then it is your client's responsibility to automatically reconnect and reauthenticate. New socket_id for old true_id is generated on the server side.

            Let me emphasize this again: clients don't care about socket_id at all. Because that doesn't identify them. This only identifies a channel. And only the server cares about this information.

            Source https://stackoverflow.com/questions/58208626

            QUESTION

            How to fix "no communication between server and client"
            Asked 2019-Jul-22 at 06:31

            This is code provided to me for a class. I am trying trying to fix a connection problem between the client and server. Even when both are started they do not connect.

            This is for a Java based game of Battleship that will allow two users on separate devices to play one another. I'm not sure why the two do not connect and even the debugger has not been much help in directing me to the problem.

            ...

            ANSWER

            Answered 2019-Jul-22 at 06:31

            The Server in your code isn't waiting for the incoming requests, it only serves a single incoming request and then kills itself due to the nature of the main method which starts it.

            You need to have the server wait for the requests and do not die. Check the code snippet below to understand the logic.

            Plus, always try to throw the exceptions if you can't do anything meaningful with it within the method it is caught in. In your code the main method of the server will anyway execute even if there is an exception caught in the start method

            Source https://stackoverflow.com/questions/57139574

            QUESTION

            Java DatagramSocket doesn't receive data
            Asked 2019-Mar-06 at 01:39

            I'm writing a simple client / server in java and I got this problem that I cannot fix. I'm using DatagramSocket on both client and server and my server just cannot receive any data. I don't get any errors but it just doesn't work.

            Here is my source code for server:

            ...

            ANSWER

            Answered 2019-Mar-06 at 01:39

            The console does not print anything, because the client sends the package is an empty array. The server is work right.

            Source https://stackoverflow.com/questions/54999625

            QUESTION

            How to avoid the key binding delay when alternating quickly between two keys
            Asked 2019-Jan-06 at 05:42

            Here is my problem : When I change quickly between two keys, it blocks half a second between both (for example with two keys, a left and a right key that are used to move the game character, firstly I click on the left key, then I want to switch quickly to the right key, and even if the time that I took to switch is pretty little, it will anyway stop my game character for ~0.5s until it move right). Example in this short video

            I am actually not able to find any way to use properly the keyboard inputs in a game to stop that weird problem. The own thing I finally found after hours of researches is this topic : here, and as the author seems to say, there is no way to know if it will work after all the changes to the project that I would have to do in order to implement that JInput library.

            Here is the part of the code that use keyboard inputs:

            ...

            ANSWER

            Answered 2019-Jan-06 at 02:02

            The error is your logic. If you press one button, then another (you have two active keys), then release one, you end up with a “none” state, then you have to wait for is initial press state before the repeat state kicks in

            So, for example...

            • Press Left (MOVE_LEFT)
            • Press Right (MOVE_RIGHT)
            • Release Left (MOVE_NONE)
            • Delay between initial press of Right and repeat event occurs where nothing happens

            A better idea is too setup a state where "none" is the absence of a "active" state and not a state.

            For this, I use a Direction enum...

            Source https://stackoverflow.com/questions/54057460

            QUESTION

            Failed to create AmazonGameLiftClient in Unity3d
            Asked 2018-Dec-20 at 07:30

            I use below code to create GameClient in Unity3d:

            ...

            ANSWER

            Answered 2018-Dec-20 at 07:30

            Please refer to this answer, it completely solves this question.

            Source https://stackoverflow.com/questions/53432086

            QUESTION

            How to generate a JAR using maven
            Asked 2018-Sep-13 at 07:48

            I have a Springboot application that runs a CLI app.

            Here's my main class:

            ...

            ANSWER

            Answered 2018-Sep-13 at 00:10

            I solved it by skiping the tests when generationg the JAR:

            Source https://stackoverflow.com/questions/52304197

            QUESTION

            Socket not receiving or sending message from/to server
            Asked 2018-Apr-16 at 14:11

            I'm implementing a Java multi threaded server that receive messages from a client and broadcast them to the other clients, but it's not working. The server receives the client messages only when the client application closes (the client socket closes). The application is divided in two modules: client and the server. The code is a little bit long, I know that is annoying to read all, but please help me to solve this problem.

            Here is the GitHub application link to facilitate the reading. Please checkout the test branch.

            The server module classes:

            GameServer.java

            ...

            ANSWER

            Answered 2018-Apr-14 at 23:52

            Be sure to PrintWriter.flush() the messages you send after each write() in ClientWriterThread.java.

            As a side note, in order to make the code clearer change your serverSocket variable name to clientSocket in the appropriate classes (GameClient.java and ClientWriterThread.java).

            Source https://stackoverflow.com/questions/49835290

            QUESTION

            Converting public override string to try{}catch?
            Asked 2018-Feb-09 at 12:54

            I'm trying to use a try {...} catch on this statement as it's too large and causes an emulator to crash. When it converts it to a string, that is. So the solution is to make a try {...} catch.

            ...

            ANSWER

            Answered 2018-Feb-09 at 12:37

            You can decalre a variable before the return statement:

            Source https://stackoverflow.com/questions/48705884

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

            Vulnerabilities

            No vulnerabilities reported

            Install gameclient

            You can download it from GitHub.

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            gh repo clone zouzhenxing/gameclient

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