multiplayer

Google play services, sign in succeeded but error on create room

别等时光非礼了梦想. 提交于 2019-12-13 02:56:30
问题 This is very similar to a problem someone else had on here except that the solution that fixed theirs is not my problem. (Note: I am using libgdx to develop this but I'm pretty sure that has nothing to do with this issue since the signing part is working) @Override public void startQuickGame() { boolean signedIn = getSignedIn(); System.out.println(signedIn); // automatch criteria to invite 1 random automatch opponent. // You can also specify more opponents (up to 3). Bundle am = RoomConfig

How to implement timer in a multiplayerchess game? Asp .NET Core

不打扰是莪最后的温柔 提交于 2019-12-13 02:51:44
问题 This is what I currently have: A singleton class GameManager which mostly consists of a ConcurrentDictionary that contains all ongoing games (binds the game board and nicks of both players to the game's ID). I also have a SignalR hub, GameHub with a method MakeAMove(ulong gameId, Move move) that retrieves the relevant gameId game from the dictionary, lock s on it, checks if the player who has invoked the method is the player who is now supposed to make a move and if yes, makes appropriate

google play game realtime multiplayer how to get quickmatch player's name?

坚强是说给别人听的谎言 提交于 2019-12-12 14:11:06
问题 i am trying to use google API to make my realtime multiplayer game. I noticed that everytime the players play with each other using the "random match" option, their IDs are different from their actual google IDs... Is there a way to retrieve their actual google IDs on random match and to not use these strange IDs? 回答1: As far as I have found you can't for auto-match. From - https://developers.google.com/games/services/android/realtimeMultiplayer#quick_game_option However, to preserve

How to solve inviting friend over game center?

你说的曾经没有我的故事 提交于 2019-12-12 12:27:39
问题 I am working on a multiplayer game through game center and I am having one problem. When I try to invite one of my friends I get failed status. I have tried with simulator and iphone and with two iphones and always the same problem. I have searched a solution for my problem and found out that there are many developers with this problem. I am using iOS 6 and app is still in production so it is in sandbox. I am using same code like is on Ray Wenderlich tutorial - CatRace (there have too people

How to connect networkig player with internet

旧巷老猫 提交于 2019-12-12 04:33:41
问题 I just followed a guide about Basic UNet Tut Here, Its spawning network car player which can be controlled by local player. I can make or join server through built-in Network Manager HUD which is provided by the unity along with Network Manager component. I am able to run and connect application on my LAN on different PCs but failed to connect it on other network . I don't know what are the reasons. Do I need to make or purchase a server for it or I am doing something wrong. 回答1: If i'm not

how to Move Object in Real-time Multiplayer? ( Google Play Games plugin for unity)

自古美人都是妖i 提交于 2019-12-11 20:44:04
问题 i'm creating a realtime multiplayer game in unity. i'm using this plugin : https://github.com/playgameservices/play-games-plugin-for-unity i need to move a ball in field(ground). i can send and receive message between two player. but i don't know which information should i send and when to send. for example i'm sending myObject.transform.position; can you give me some ideas about syncing the ball's move in field? 回答1: You can try sending the target position instead. Then when you receive this

two player turn based game android

十年热恋 提交于 2019-12-11 20:38:35
问题 I want to make a two player turn based game (think of tic tac toe) for android. I am not sure how to implement the communication between the mobile and the server. Should I use sockets or http client ? Can anybody guide. Issue with http client is I have to regularly poll the server to see if any data has arrived. Is there any other way to push the data from server if I am using http client ? 回答1: Have you considered HTTP requests + push notifications? Depending on the particular kind of game

Qualified estimation of nr of peers in a very-large-area simulation?

匆匆过客 提交于 2019-12-11 16:52:02
问题 This question is for an indication/hunch . I realize that it may have been discussed before and that there is no good, scientific answer; nevertheless i seek for experienced/qualified opinions, as there are no definite answers to be found . An indication will be valuable as a clue, hence i ask the community to allow a bit of fuzzyness. Background: Consider a very-large-area 3D simulation with n participants (peers, people behind NAT) distributed over multiple cities. where each participant is

How to route a user to a specific machine using NGINX?

╄→гoц情女王★ 提交于 2019-12-11 15:52:30
问题 I was recently reading this article from the Figma engineering blog: https://www.figma.com/blog/rust-in-production-at-figma/ and was curious about their NGINX setup for multiplayer routing. This is how it looks: Where they have M number of servers, and where each server has W number of workers. Figma lets users collaborate on design documents in real-time, and each document (i.e. the logic that takes care of the real-time multiplayer processing for each doc) always lives in one specific

TCP Server/Client: [Errno 32] Broken pipe

隐身守侯 提交于 2019-12-11 12:34:51
问题 I am trying to create a simple multiplayer mode for a little game using python. What I want to do is sharing the position of each player connected to the server. Right now though I am stuck struggling with having even one client communicating with the server, using the socket module and json files (which don't seem to cause problems though). The error I get and when: As soon as I try to send something via client a second time I get the " [Errno 32] Broken pipe" error. According to some