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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
boardgame.io
mbrinkl
mbrinkl commented Feb 17, 2022

It would be nice to have an option to pass G and ctx into the redact option in a long form move. The undoable property already has this option, so it should be fairly easy to implement. So it would looke like...

B: {
  move: (G, ctx, ...args) => {},
  redact: true/false or (G, ctx) => {},
},

For my particular use case, I have moves in my game that should normally show

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

Pirulax
Pirulax commented Feb 18, 2022

Describe the bug
setSoundEffectParameters doesn't work in onClientSoundEvent, because the underlaying BASS handle isn't created at that point, only a frame later.

https://discord.com/channels/801330706252038164/801411628600000522/944225468167634975
I looked into it, and found out that the handle isn't even created at the point the event is called:
https://github.com/multitheftauto/mt

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 Feb 22, 2022
  • C++

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