gamejam | Tool for generating randomized gamejam 's ideas
kandi X-RAY | gamejam Summary
kandi X-RAY | gamejam Summary
Tool for generating randomized gamejam's ideas.
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Top functions reviewed by kandi - BETA
- Sample a random game
- Generate random mutations
gamejam Key Features
gamejam Examples and Code Snippets
Community Discussions
Trending Discussions on gamejam
QUESTION
I am writing a game for a (size limited) gamejam.
I want to create a leaderboard and the easiest way to store the entries would be based on the player's socket.id.
Am I safe to do so, or is there a chance that it will be given again to a player in the future?
Also, should I keep it as a secret or am I safe to send it out to the clients as part of the leaderboard? (i.e. can a random player use this ID to interfere with the legitimate player with the ID from the leaderboard?)
...ANSWER
Answered 2021-Sep-14 at 16:16A socket.id
lasts only for the duration of a given socket.io session. A future socket.io connection from the same client will be given a new socket.id
. As such, it is NOT a lasting identifier and thus I wouldn't think it would be very useful for a leaderboard because it would not necessarily attribute multiple scores from the same user (in different sessions) to be the same user. Instead, you would want a lasting user identifier that your own server creates (usually as part of a user signup/signin process) and can long term make sure it's both unique and that the same client gets the same identifier each time.
As to how unique a socket.id
is, it is coined via random number generation. It uses the module base64id to create the unique id and the doc for that module says that it uses crypto.randomBytes()
. You can see the implementation here.
So, with random number generation, it is probabilistically unique, not guaranteed unique. At first look at the base64id module, it appears that it appends an increasing number to the random bytes under some circumstances which could make it guaranteed unique during a server lifetime (without server restarts) assuming no roll-over of the increasing digits, but still won't keep the same id for the same client across different sessions.
should it be kept private
A socket.id
is created/assigned at the server, thus there is no ability for a client to try to spoof or use some other user's socket.id. As such, there's no particular reason to keep it private. It's just a unique id that socket.io uses for internal bookkeeping to keep track of state for a given connection.
If you've ever looked at a socket.id, it is not particularly meant for human consumption and/or displaying in a UI. It's a string of base64 that will look largely like gibberish to most regular users if displayed in a leaderboard. More commonly, a user would specify their own "display name" when they signed up for your service and you'd use that in a leaderboard and you'd use that as the persistent identifier from one session to the next.
QUESTION
So yesterday I finished my first game for a gamejam, I build it and uploaded it to itch.io. But when I got back to that todat I saw a message of someone who said that my player movement didnt work, while it did inside unity itself. After playing the build I also noticed that is doesnt work. But I just cant find out why not, so what are possible that make it dont work.
...ANSWER
Answered 2021-Jun-30 at 11:58The problem was that the force was big enough for the editor but not for the build version, increasing the force that got added to the player solved this problem.
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No vulnerabilities reported
Install gamejam
You can use gamejam like any standard Python library. You will need to make sure that you have a development environment consisting of a Python distribution including header files, a compiler, pip, and git installed. Make sure that your pip, setuptools, and wheel are up to date. When using pip it is generally recommended to install packages in a virtual environment to avoid changes to the system.
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