Brian Yennie wrote:
Randall,
Read the docs on sockets. It's actually not that much harder that what
you describe below, but you're going to have to at least try it =).
Once you have a few handlers working, you can have your own higher
level API.
put "127.0.0.1:8080" into myServer
open socket to myServer
write myClientMessage to myServer
and...
accept connections on port 8080 with message "clientConnection"
on clientConnection tSocket
read from tSocket until empty with message "myClientMessage"
end clientConnection
on myClientMessage tData
bla bla bla
end myClientMessage
It really is pretty simple, but there are some tricky parts. Take this
code snippet, read the docs on send, accept, read from socket, write to
socket, etc. and it will work ...
It might be better / easier (especially if you have two machines
locally) to start with my simple examples from
RevOnline / alextweedly / TCP App 1(and 2)
and also
RevOnline / alextweedly / UDP echo client (and server)
Or leap straight in with the chat server / client from Bjoernke's site
http://bjoernke.com/runrev/chatrev.php
If you really want a game server, you're gonna have to work at the
socket level. The above IS "high level" socket programming. As you've
mentioned, you don't want to just fetch URLs which is the point at
which xTalk really abstracts away the details.
Yep.
Thanks Bill. I hope you are going to provide this functionality
wrapped into xTalk's easy message passing protocol...
The message passing scheme doesn't extend to multi-player (or
multi-receiver), so we need a different metaphor to handle that (as well
as a different approach to handle asynchronous events from multiple
other places).
-- Alex.
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