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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