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
kandi X-RAY | gameclient Summary
kandi X-RAY | gameclient Summary
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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QUESTION
So the way I start my server is like this
...ANSWER
Answered 2020-Oct-13 at 23:00You are giving to the TcpClient the same ip/port for the local endpoint and the remote endpoint:
QUESTION
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 :
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 10:50Had the same issue. Downgrading to Android Studio 3.4 worked for me.
Check: https://www.reddit.com/r/libgdx/comments/fxrlsm/unable_to_run_two_or_more_application_in_parallel/
QUESTION
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 10:10The 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:
- Client authenticates with the server, the server sends him his own
true_id
, which the client stores somewhere. The client may also store somesession_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). - 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 giventrue_id
there still may be some othersocket_id
alive. And so it doesn't mean that the user disconnected. It only means that this particular channel is dead. - Users don't care about
socket_id
, they only care abouttrue_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. - 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 needsocket_id
, you can simply storesocket
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. - If a connection dies then it is your client's responsibility to automatically reconnect and reauthenticate. New
socket_id
for oldtrue_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.
QUESTION
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 06:31The 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
QUESTION
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 01:39The console does not print anything, because the client sends the package is an empty array. The server is work right.
QUESTION
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 02:02The 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
...
QUESTION
I use below code to create GameClient in Unity3d:
...ANSWER
Answered 2018-Dec-20 at 07:30Please refer to this answer, it completely solves this question.
QUESTION
I have a Springboot application that runs a CLI app.
Here's my main class:
...ANSWER
Answered 2018-Sep-13 at 00:10I solved it by skiping the tests when generationg the JAR:
QUESTION
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 23:52Be 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).
QUESTION
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 12:37You can decalre a variable before the return statement:
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