Skip to content
#

game-server

Here are 585 public repositories matching this topic...

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

LinuxGSM
panel
azerothcore-wotlk
arnaucastellvi
arnaucastellvi commented Oct 20, 2021

Current Behaviour

The event of Hallows end (hallows_end.cpp) have hardcoded strings, would be good to replace it for text of broadcast_text and broadcast_text_locale.

Expected Blizzlike Behaviour

You can modify and locate the text via DDBB.

Source

Example of hardcoded text in src/server/scripts/Events/hallows_end.cpp

`me->MonsterYell("Prepare yourselves, the bells h

使用netty4.X实现的手机游戏分布式服务器,支持tcp,udp,http,websocket链接,采用protobuf自定义协议栈进行网络通信,支持rpc远程调用,使用mybatis3支持db存储分库分表,支持异步mysql存储,db保存时同步更新reids缓存。 使用ExcelToCode工程,将excel数据生成java类和json数据字典,DictService直接读取json,减少数据字典部分代码。使用game-executor工程,增加游戏内的异步事件全局服务, 支持事件sharding,均衡的异步执行事件逻辑

  • Updated Nov 17, 2021
  • Java
pseason
pseason commented Sep 9, 2021

In the current version, only the Handshake is used at the start of the connection. If the client does not send a message for a long time, the session will not be closed automatically. Will future versions do this session logic maintenance? For example, Netty can set the session to be automatically closed if the client does not send messages for a long time .

EPuncker
EPuncker commented Sep 15, 2021

theres 2 things left to-do on spellbook:

utevo res para - Summon Creature : var
"var" should be displayed instead of mana, if the manacost is 0
if spell.mana == 0 then spell.mana = "var" end - something like this mby

aleta sio - Invite Guests : -
"-" should be displayed instead of mana, if its a house spell

_Originally posted by @emil92b in https://github.co

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 Nov 22, 2021
  • C++

Improve this page

Add a description, image, and links to the game-server topic page so that developers can more easily learn about it.

Curate this topic

Add this topic to your repo

To associate your repository with the game-server topic, visit your repo's landing page and select "manage topics."

Learn more