gameserver | A Python TCP Game Server | Game Engine library
kandi X-RAY | gameserver Summary
kandi X-RAY | gameserver Summary
A Python TCP Game Server
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Top functions reviewed by kandi - BETA
- 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 .
gameserver Key Features
gameserver Examples and Code Snippets
Community Discussions
Trending Discussions on gameserver
QUESTION
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 11:23Honestly, 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".
QUESTION
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 22:03When 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.
QUESTION
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:
- I want to send the buffer
4_user53:6134;*0/
from the client to the server. - Before sending, my variable, when printed character by character, shows
4_user53:6134;*0/
- On the server side, the buffer is received but when printed character by character, shows
4;*0
- 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 17:33The 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.
QUESTION
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 02:22Seems 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:
QUESTION
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 14:40As with many things Jenkins related, to make this work a couple of plugins will be needed, specifically:
- Kubernetes CLI Plugin
- snakeyaml Plugin (this is per the readYaml Jenkins docs)
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.
QUESTION
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 23:06There 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.
QUESTION
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 05:13QUESTION
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 23:26I think I know the problem
The JSON data is from here
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/
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Install gameserver
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.
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