gameserver | A Python TCP Game Server | Game Engine library

 by   reparadocs Python Version: Current License: No License

kandi X-RAY | gameserver Summary

kandi X-RAY | gameserver Summary

gameserver is a Python library typically used in Gaming, Game Engine applications. gameserver has no bugs, it has no vulnerabilities and it has low support. However gameserver build file is not available. You can download it from GitHub.

A Python TCP Game Server
Support
    Quality
      Security
        License
          Reuse

            kandi-support Support

              gameserver has a low active ecosystem.
              It has 5 star(s) with 2 fork(s). There are 1 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              gameserver has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of gameserver is current.

            kandi-Quality Quality

              gameserver has no bugs reported.

            kandi-Security Security

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

            kandi-License License

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

            kandi-Reuse Reuse

              gameserver releases are not available. You will need to build from source code and install.
              gameserver has no build file. You will be need to create the build yourself to build the component from source.

            Top functions reviewed by kandi - BETA

            kandi has reviewed gameserver and discovered the below as its top functions. This is intended to give you an instant insight into gameserver implemented functionality, and help decide if they suit your requirements.
            • main loop .
            • Parse a single command .
            • Return the intersection of this rectangle
            • Resolve collision between two entity objects
            • Populate the grid .
            • Process the input buffer .
            • Return a list of all clients that are writable .
            • Normalize a vector .
            • Unpack a JSON object .
            • Pack the command into JSON .
            Get all kandi verified functions for this library.

            gameserver Key Features

            No Key Features are available at this moment for gameserver.

            gameserver Examples and Code Snippets

            No Code Snippets are available at this moment for gameserver.

            Community Discussions

            QUESTION

            how to serialize and deserialize over two different assembly?
            Asked 2021-Jun-06 at 11:24

            This is a C# project. I am using BinaryFormatter as the serializer and deserializer for my applications.
            Because there are two application and the assembly names are different from each other, I am using a serialization binder to solve the issue on finding types.
            but I still get an error which is :

            Unable to find assembly 'GameServer, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'.

            and this is my serialization binder code :

            ...

            ANSWER

            Answered 2021-Jun-06 at 11:23

            Honestly, the only "good" answer here is "don't use BinaryFormatter", followed closely by "really, don't use BinaryFormatter". There are many good reasons that it is considered deprecated in .NET Core / .NET 5+, and this minor inconvenience of matching similar types: didn't even make that list! (Btw, you can avoid having to do that by moving your DTO types to a library assembly that both other projects reference).

            Note: for virtually any other serializer - JSON, xml, protobuf, etc - it would already "just work": the types being in different assemblies wouldn't remotely matter. So frankly, the best advice here is simply: "change serializer".

            Source https://stackoverflow.com/questions/67858409

            QUESTION

            Multiple clients connecting to a server
            Asked 2021-May-29 at 22:03

            I am trying to write a server in C# for connecting Unity clients following a guy's tutorial. I'll start by saying that I don't know much about networking, as I am trying to learn during the process. When I run the server (on the localhost) it begins to accept tcp clients through an Async callback, and so when I try to connect via browser by doing "http://localhost:port/", the incoming connection describes 3 clients:

            my question is: why?? when I connect from unity through a script, the incoming connection is only one: the player, as it should be.

            the server code that I am using: https://github.com/tom-weiland/tcp-udp-networking/tree/tutorial-part1/GameServer/GameServer

            It would be really appreciated if you could provide an explanation of how the callbacks work, as while debugging it was weird to see that the lines were running multiple times.

            ...

            ANSWER

            Answered 2021-May-29 at 22:03

            When you try to connect over HTTP, the browser makes 3 default calls. First, it does an OPTIONS request to get the web server's configuration. Then it get a GET / to get the root webpage. The third thing it does it GET /favicon.ico for the icon on your browser tab. Additional calls may also be made if you have images, stylesheets, or other external content specified on the page.

            Source https://stackoverflow.com/questions/67756008

            QUESTION

            C++: char array dropping some values during send
            Asked 2021-May-19 at 17:33

            I am facing a very odd problem in my C++ project. I have a client and a server that send char arrays of data to each other. While the initial sending/reception works well (see: Client.firstConnection() in MVE), in the following messages the client appears to drop all but the 12th through 15th chars in the array as it sends it to the server. The server then only receives this partially filled array.

            Example:

            1. I want to send the buffer 4_user53:6134;*0/ from the client to the server.
            2. Before sending, my variable, when printed character by character, shows 4_user53:6134;*0/
            3. On the server side, the buffer is received but when printed character by character, shows 4;*0
            4. On the client side, immediately after sending the buffer, the variable, when printed character by character, shows 4;*0.

            I do not know why these characters are disappearing. All advice is appreciated, thank you.

            Please find the minimal viable example below, I have done my best to annotate points of interest as well as illustrate the results of the print functions.

            MVE:

            Compiled with VS 2017, C++ 11.

            ...

            ANSWER

            Answered 2021-May-19 at 17:33

            The function GameInformation::SerializeToArray is bad because it is returning a pointer to non-static local array. The life of the array ends when returning from function and dereferencing pointers pointing at elements of the array after returning is illegal.

            Instead of that, you should allocate a buffer on the heap and return a pointer to that.

            Source https://stackoverflow.com/questions/67607924

            QUESTION

            Change the metavars in boost::program_options
            Asked 2021-May-19 at 09:24

            This is a purely aesthetic issue. I have written a CLI program in C++ and use boost::program_options to pasrse its args. Per default, boost names all meta variables arg. I'd like to change that.

            Here's the code:

            ...

            ANSWER

            Answered 2021-May-19 at 02:22

            Seems it's an undocumented part of boost::program_options, I have a quick look at the implementation of boost::program_options and find there is a global variable which is used to control the behavior, so we come up with one line code hack:

            Source https://stackoverflow.com/questions/67594228

            QUESTION

            How to create and modify Kubernetes resources across multiple clusters as part of a Jenkins build process?
            Asked 2021-Mar-08 at 14:40

            Specifically, there are several resources (currently defined with YAML) in existing Kubernetes clusters that I would like to modify as part of the build process, and some others that I would like to create from scratch. In each case, I want to do so in multiple regions to keep all regions in sync.

            The resources in question are Agones fleets, which look like this (actual values removed, but representative):

            ...

            ANSWER

            Answered 2021-Mar-08 at 14:40

            As with many things Jenkins related, to make this work a couple of plugins will be needed, specifically:

            Assumptions:

            • These actions will be run on Linux based containers configured correctly for executing Jenkins builds
            • Several required "variables" will be read from the local file system - these may be build artifacts from earlier in a pipeline, or ENV variables, depending on the setup
            • Kubernetes service accounts already exist on the clusters with sufficient permissions to perform the tasks
            • Credentials for those accounts have been configured in Jenkins
            • fleetconfig.yaml is available on the local filesystem and is a complete fleet config similar to the one posed in the question

            In order to treat the various fleets differently, some selection criteria will need to be applied based on the name of the fleet itself, then a loop is needed to go through each region etc.

            To keep this simple, there will be a basic if statement to select between types (this could easily be expanded), and then a 2 element loop to go loop through more than one region (again easily expandable to more).

            This is written as a complete Stage in Jenkins terms, but obviously is not completely executable on its own. It is as close as it can be to an existing, tested, working configuration that has been run multiple times daily for quite some time.

            Although this sticks to the example resources, there is no reason it could not be used to modify, create other resources in Kubernetes generally.

            Source https://stackoverflow.com/questions/66531816

            QUESTION

            Is there a way to stop Autorest.Powershell from flattening response objects?
            Asked 2021-Feb-12 at 23:06

            I have a response object in my swagger.json file that includes a nested object as one of its fields. When I use Autorest.Powershell to generate a client for this API, it flattens the nested object. So when the service returns the following response:

            ...

            ANSWER

            Answered 2021-Feb-12 at 23:06

            There are several ways, none of which is really straightforward (as, I'm starting to believe, is the case with most things AutoRest-related; sorry, couldn't resist :-P ).

            There are three semi-official ways. Semi-official here means they are based on public AutoRest mechanism but are not themselves documented. Being semi-official, they might only work with certain versions of AutoRest components, so, here are the ones I used (from autorest --info):

            • @autorest/core (3.0.6369)
            • @autorest/modelerfour (4.15.414)
            • @autorest/powershell (3.0.421)

            Finally, here are the relevant parts of AutoRest's code base: inline properties plug-in and configuration directive definition

            inlining-threshold setting

            This setting control the maximum number of properties an inner object could have for it to be considered eligible for inlining. You can set it either on the command line or in the "literate config" .md file.

            Source https://stackoverflow.com/questions/66128998

            QUESTION

            How do I send a java object in a HTTP Request?
            Asked 2021-Jan-23 at 18:00

            I am making a text game where it is necessary to upload a Object (Place) to a Java web server. (Players need to share data, however security is not a concern here) I am using the java.net.http APIs. My current method is

            ...

            ANSWER

            Answered 2021-Jan-23 at 05:13

            Firstly you have to make your Place class serializable, by

            implementing java.io.Serializable

            Then the Place object needs to be converted to a json object, which can be done easily by using Jackson or GSON libraries.

            Example using Gson:

            Source https://stackoverflow.com/questions/65855594

            QUESTION

            Discord Py error: TypeError: string indices must be integers
            Asked 2020-Oct-30 at 23:26
            async def on_message(message):
                async with aiohttp.ClientSession() as session:
                    async with session.get(f"https://dathost.net/api/0.1/game-servers/{config.dathost_gameserver}", 
                                                auth=aiohttp.BasicAuth(config.dathost_user, config.dathost_pass)) as r:
                        if r.status == 200:
                            game_servers = await r.json()
            
                for gameserver in game_servers:
                    raw_ip = gameserver['raw_ip']
                    server_status = gameserver['on']
            
                if server_status == False:
                    serverstate = 'OFFLINE'
                    if message.content.lower() == '!test':
                        embed = discord.Embed(description=raw_ip)
                        await message.channel.send(embed=embed)
            
            ...

            ANSWER

            Answered 2020-Oct-30 at 23:26

            I think I know the problem

            The JSON data is from here

            Source https://stackoverflow.com/questions/64602149

            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

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

            Vulnerabilities

            No vulnerabilities reported

            Install gameserver

            You can download it from GitHub.
            You can use gameserver 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.

            Support

            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 .
            Find more information at:

            Find, review, and download reusable Libraries, Code Snippets, Cloud APIs from over 650 million Knowledge Items

            Find more libraries
            CLONE
          • HTTPS

            https://github.com/reparadocs/gameserver.git

          • CLI

            gh repo clone reparadocs/gameserver

          • sshUrl

            git@github.com:reparadocs/gameserver.git

          • Stay Updated

            Subscribe to our newsletter for trending solutions and developer bootcamps

            Agree to Sign up and Terms & Conditions

            Share this Page

            share link

            Explore Related Topics

            Consider Popular Game Engine Libraries

            godot

            by godotengine

            phaser

            by photonstorm

            libgdx

            by libgdx

            aseprite

            by aseprite

            Babylon.js

            by BabylonJS

            Try Top Libraries by reparadocs

            PonziCoin

            by reparadocsJavaScript

            Flask-HelloWorldBot

            by reparadocsPython

            Comradery-API

            by reparadocsPython

            AstralWallet

            by reparadocsJavaScript

            Comradery-Frontend

            by reparadocsJavaScript