Do you think I could just leave this part blank and it'd be okay? We're just going to replace the whole thing with a header image anyway, right?
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Is it possible to use this as a drop-in replacement for PlayerIOClient?
Almost certainly. There's support for the vast majority of PlayerIOClient functionality.
What are the benefits of using OpenPIO.PlayerIOClient rather than PlayerIOClient
The largest advantage towards open-source is the flexibility it provides.
For example, OpenPIO.PlayerIOClient provides valid JSON representations of DatabaseObjects, as opposed to the pseudo-JSON you'll find in PlayerIOClient.
What are the performance costs/benefits when using OpenPIO.PlayerIOClient?
Currently, there are no benchmarks available - we'll get on that soon!
What license does OpenPIO.PlayerIOClient reside under?
GNU Lesser General Public License 3.0 or higher.
Which .NET framework does OpenPIO.PlayerIOClient require?
.NET Framework 4 or above.
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P cool, got a few classes there.
Thank you eleizibeth ^
I stack my signatures rather than delete them so I don't lose them
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The repository URL has been changed, as previous automated build configurations needed to be purged.
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I've updated this project for the first time in forever. I forgot to implement a few things since becoming preoccupied with separate projects, so now Callback<T> as well as BigDB LoadRange have been implemented.
EDIT: I forgot to add, AppVeyor now supports VS2017 so the artifacts (release binaries) are available there, if you click the build picture on Github.
*u stinky*
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I've updated the project to support SimpleGetCaptcha and Authenticate, as well as adding an optional feature which allows using a SOCKS4A & SOCKS5 proxy in multiplayer connections.
As demonstrated, you can use this code to connect with a proxy to a game which, upon successful connection, sends you a message containing your (proxy) IP address visible to the server.
var client = PlayerIO.Connect("ipcallback-sqxrultqrkanxrkasmloa", "public", "kitty", "");
client.Multiplayer.Proxy = new MultiplayerProxy(new IPEndPoint(IPAddress.Parse(ipAddress), port));
client.Multiplayer.CreateJoinRoom("MahRoomId", "MahSecretRoom", true, null, null, new Callback<Connection>(connection => {
connection.OnMessage += (s, e) => {
Console.WriteLine(e);
};
}));
*u stinky*
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I would woot but I think I've had enough woots for today!
Miss Everybody Edits and your old friends? Check out PixelWalker.net and reconnect with the community!
[imghttps://mm.sirjosh3917.com/PW?scale=1img]
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I made a really dumb oversight and hadn't noticed, but it's fixed now.
May the Lord place mercy upon my soul, for I have sinned and touched the code without re-running unit tests - ultimately leading to me accidentally removing a case during refactoring.
I'll take 8 lashings as that's how many stars the project currently has, somehow.
*u stinky*
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I have sinned and touched the code without re-running unit tests
I have never thought of programming for reputation and honor. What I have in my heart must come out. That is the reason why I code.
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XxAtillaxX wrote:I have sinned and touched the code without re-running unit tests
I didn't publish them because I hard-coded my credentials in several but maybe I should publish that one in particular, or maybe using a game specifically made for unit tests.
*u stinky*
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Processor wrote:XxAtillaxX wrote:I have sinned and touched the code without re-running unit tests
I didn't publish them because I hard-coded my credentials in several but maybe I should publish that one in particular, or maybe using a game specifically made for unit tests.
Or keep a config file with your credentials which you keep in the gitignore.
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I've updated the repository with more support for the new authentication API.
If you are able to login with a simple user account, you can change the email address and/or password for the account. You can find the appropriate methods in QuickConnect.
In addition, I've added support for an API proxy, which specifically relies upon HTTP proxies, to be clear. The Multiplayer proxy relies on SOCKS4/SOCKS5.
If you want to use a SOCKS5 proxy as a HTTP proxy, you will need to configure that yourself. If you're using Windows, I would recommend Privoxy. For instance, if your SOCKS5 proxy is at localhost on port 8222, you would set the Privoxy configuration option as follows:
forward-socks5 / 127.0.0.1:8222 .
From there, you'd set the PlayerIO API proxy as http://(listen-address) which defaults to localhost:8118.
*u stinky*
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