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game-server
Here are 585 public repositories matching this topic...
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User Story
If a large download fails using curl it does not cause a fatal error instead it simply carries on.
Basic info
- Command: Install
Further Information
It is worth checking how all downloads handle when failing to ensure they cause a fatal exit.
To Reproduce
Use a game server that is non-steam and cause the download to fail
Expected behaviour
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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
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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 .
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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
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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