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multiplayer

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openage
heinezen
heinezen commented Oct 1, 2021

Required skills: Python

Difficulty: Easy

For the initial asset conversion, openage provides textual output to signal which stage of conversion has been reached. The output usually looks like this:

INFO [py] converting metadata
INFO [py] [0] palette
INFO [py] [1] empires.dat
INFO [py] Starting conversion...
INFO [py] Extracting Genie data...
INFO [py] Creating API-like ob
gibmat
gibmat commented Jan 2, 2022

Operating System

N/A

OpenRCT2 build

Current develop branch

Describe the issue

The manpage (distribution/man/openrct2.6) and help output (src/openrct2/cmdline/RootCommands.cpp) both reference a link that no longer exists: https://openrct2.io/files/SnowyPark.sv6. If possible, a new saved park should be posted and those two files updated, otherwise those examples should be remove

agones
highlyunavailable
highlyunavailable commented Nov 12, 2021

Is your feature request related to a problem? Please describe.

I would like the Game Server de-scheduling logic to be more accurate based on GS states or tune-able in the context of a single node.

Given the following scenario:
1 hot game server exists and 0 sessions exist. A session is requested via the Matchmaker.
The matchmaker creates a GameServerAllocationRequest to set GS1 to `All

evennia
dwoodruffsf
dwoodruffsf commented May 4, 2021

Describe the bug
If you spawn a Player Object explicitly like this:
newPlayer.SpawnAsPlayerObject(clientId, null, true);

It will clean up if the player disconnects. But if the server force-ends the client connection via DisconnectClient, the object is left hanging around.

![image](https://user-images.githubusercontent.com/27827009/117048953-90afee00-ace1-11eb-9217-e94ba2331e41.pn

Snowfallzz
Snowfallzz commented Sep 21, 2021

Describe the bug

  • Objects set to breakable="false" in map remain breakable (hay boxes, object ID 996, object ID 3280 and many more)

To Reproduce

  • Set any of the objects I mentioned above to breakable="false"

Expected behavior

  • Objects become unbreakable and do not fall apart after a heavy weight passes on them

Screenshots

游戏服务器框架,网络层分别用SocketAPI、Boost Asio、Libuv三种方式实现, 框架内使用共享内存,无锁队列,对象池,内存池来提高服务器性能。还包含一个不断完善的Unity 3D客户端,客户端含大量完整资源,坐骑,宠物,伙伴,装备, 这些均己实现上阵和穿戴, 并可进入副本战斗,多人玩法也己实现, 持续开发中。

  • Updated Dec 10, 2021
  • C++
davidkornel
davidkornel commented Jul 21, 2021

This is a feature proposal issue
It would be nice to be able to bind Quilkin's sender socket to a given address and port pair. When Quilkin proxies the packets to an upstream host server, it chooses a random socket to use. This feature would remove the randomness and allow us to control which address and port pair to use.

Why do we need this?

  • The first reason behind this feature request

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