Hi, If you want to do something using the LAN this can help https://github.com/wankdanker/node-discover (look the examples/master.js file) The first user will be the master and any other user a "slave". If the master disconnect it will elect a new master.
Or you can use something like https://github.com/stianeikeland/node-etcd to create the same thing but without using the broadcast address (using http with less network overhead) On Monday, November 4, 2013 7:12:08 AM UTC-3, Paul Canning wrote: > > In this instance, the "Master" will be essentially "Player 1" and gets > assigned, in the Poker example, as the dealer (display for the community > cards). > > My post is asking more of a "how to" rather then the idea. > > Are there any examples of what I am describing? Are there any packages > that help implement this kind of multi-user relationship? I will be using > Socket.io (or similar) to deal with the data flow over websockets, and I > know this has rooms, which will be utilised. > > Is there a way to find users automatically on the same LAN? > > On Saturday, November 2, 2013 12:04:03 AM UTC, Aria Stewart wrote: >> >> On Wed, Oct 30, 2013 at 10:05:43AM -0700, Paul Canning wrote: >> > I'm looking to make some small games that can be played over a local >> > network (or if the app is published online, private rooms using >> socket.io) >> > >> > Is there a way to set one device, say an iPad, as the "Master" device >> > (image the dealer in Poker) and then have the connected clients (people >> on >> > their own tablet or smartphone) as the "Slaves". >> > >> > It would mean the Master has a different display to the Slaves (for the >> > Poker example, the Master would show the community cards and the Slaves >> > would only see their 2 cards). >> > >> > I'm certain this is possible, but I'd like some pointers on how to >> > differentiate the master from the slaves and show different information >> to >> > either party. >> >> In this context, I'd suggest that you've got two problems: First, the >> clients >> all have to connect -- if there's no server, that means a shared network >> of >> some sort. If there is, that may well be where the logic should live >> (unless >> you're going to invent a protocol for them to talk to each other and >> agree on >> state. This way possibly leads to madness, since distributed systems are >> hard.) >> >> The next stage would be having each client read that shared state and >> display >> appropriately. If there's a central server, it can arbitrate all that and >> only >> show clients what they need to see; if there's not, well, now you have >> 2N+1 >> problems, and replication is just one. >> >> The player who's in charge of a game does not neccesarily have to be the >> same >> machine that runs that game. Servers are nice that way. >> >> Aria >> > -- -- Job Board: http://jobs.nodejs.org/ Posting guidelines: https://github.com/joyent/node/wiki/Mailing-List-Posting-Guidelines You received this message because you are subscribed to the Google Groups "nodejs" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/nodejs?hl=en?hl=en --- You received this message because you are subscribed to the Google Groups "nodejs" group. To unsubscribe from this group and stop receiving emails from it, send an email to [email protected]. For more options, visit https://groups.google.com/groups/opt_out.
