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multiplayer

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Broxzier
Broxzier commented Aug 4, 2021

OS: Windows 10
Version: OpenRCT2, v0.3.4.1 (8a09406 on develop) provided by GitHub

The base height is not displayed correctly for track pieces in the tile inspector window.

  • Reproducible in RCT2 (vanilla)?
  • Specific to multiplayer?

Steps to reproduce:

  1. Select a track piece using the tile inspector
  2. Look at the base height in the properties
agones
roberthbailey
roberthbailey commented Jun 23, 2021

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

googleforgames/agones#2149 added "copy" buttons to code blocks on the website, which is a huge improvement. But a side effect of switching to using prism is that somehow our stylesheets are now rendering the code blocks that can be copied and those that can't differently:

<img width="980" alt="Scre

open-match
yfei1
yfei1 commented Oct 25, 2019

This issue investigates the potential benefits via introducing ko to developer workflow.

Our current developer workflow for new contributors:

  1. Install Docker - which requires a bunch of setups under Mac and Windows environment
  2. Understand the 1000+ lines of Makefile
  3. Make one line of code change then republish all images by running make push-images
  4. Run make install-chart
warzone2100
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

FileEX
FileEX commented Jun 7, 2021

Describe the bug
Window from requestBrowserDomain function is to small for some languages (e.g Polish), because labels are clipped.

To reproduce

Expected behaviour
The window should automatically fit the text

Screenshots
image

Version
1.5.8

**Additi

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 Jul 20, 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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