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 SO HAPPY I COULD SHIT A RAINBOW RIGHT NOW :awesome:](./images/smilies/ms-awesome.png)
I'm having trouble making the server hold more than one player's x,y coordinates. any help is awesome
![I'M SO HAPPY I COULD SHIT A RAINBOW RIGHT NOW :awesome:](./images/smilies/ms-awesome.png)
- 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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