LUBE (Networking Library)
- bartbes
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Re: LUBE (Networking Library)
But I don't use socket.bind, I use tcp:bind(), which doesn't have that.
Re: LUBE (Networking Library)
I see. I'll let the testers have a go at it. Thanks as always!
Update: Putting self.socket:setoption('reuseaddr', true) right before binding a socket will fix the problem.
Update: Putting self.socket:setoption('reuseaddr', true) right before binding a socket will fix the problem.
Re: LUBE (Networking Library)
Have you an up-to-date sample of code about using server/client LUBE ?
My projects current projects : dragoon-framework (includes lua-newmodule, lua-provide, lovemodular, , classcommons2, and more ...)
- bartbes
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Re: LUBE (Networking Library)
I edit the first post to link to:
TechnoCat's awesome introductory writeup
TechnoCat's awesome introductory writeup
Re: LUBE (Networking Library)
My projects current projects : dragoon-framework (includes lua-newmodule, lua-provide, lovemodular, , classcommons2, and more ...)
Re: LUBE (Networking Library)
Hey, how would you separate multiple connections?
I'm having trouble making the server hold more than one player's x,y coordinates. any help is awesome
I'm having trouble making the server hold more than one player's x,y coordinates. any help is awesome
- Jasoco
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Re: LUBE (Networking Library)
I'd love to see a barebones framework .love files showing exactly how to handle all the LUBE stuff. I can't figure out that Volleyball project because there's too much code in there I can't separate from the parts I need.
I'd want to start at the beginning. Connect to a server app. Send a variable or two and have it display on the other screen. Then work from there.
I'd want to start at the beginning. Connect to a server app. Send a variable or two and have it display on the other screen. Then work from there.
- bartbes
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Re: LUBE (Networking Library)
Well, you can create connection objects.Bambo wrote:Hey, how would you separate multiple connections?
Code: Select all
client1 = lube.client(whatever, I, normally, pass, to, lube.client:init)
The OP links to a post in this thread that has that.Jasoco wrote:I'd love to see a barebones framework .love files showing exactly how to handle all the LUBE stuff.
Re: LUBE (Networking Library)
Hey im still having trouble with multiple people, I'm unsure on how i can store all their x,y coordinates then send them back?
Re: LUBE (Networking Library)
Make every client have an unique id. Store player coordinates (and other stuff) in a big table with the id's as keys.
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