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Re: LUBE (Networking Library)

Posted: Sun Apr 24, 2011 12:44 pm
by bartbes
But I don't use socket.bind, I use tcp:bind(), which doesn't have that.

Re: LUBE (Networking Library)

Posted: Sun Apr 24, 2011 12:50 pm
by Lap
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.

Re: LUBE (Networking Library)

Posted: Sun Apr 24, 2011 11:53 pm
by TsT
Have you an up-to-date sample of code about using server/client LUBE ?

Re: LUBE (Networking Library)

Posted: Mon Apr 25, 2011 7:48 am
by bartbes
I edit the first post to link to:
TechnoCat's awesome introductory writeup

Re: LUBE (Networking Library)

Posted: Tue Apr 26, 2011 8:28 am
by TsT
Great, Thanks!!

I'm also added the link directly in the LUBE and LUBE (Français) pages.

Re: LUBE (Networking Library)

Posted: Sun May 22, 2011 7:07 pm
by Bambo
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 :awesome:

Re: LUBE (Networking Library)

Posted: Sun May 22, 2011 9:14 pm
by Jasoco
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.

Re: LUBE (Networking Library)

Posted: Sun May 22, 2011 10:06 pm
by bartbes
Bambo wrote:Hey, how would you separate multiple connections?
Well, you can create connection objects.

Code: Select all

client1 = lube.client(whatever, I, normally, pass, to, lube.client:init)
Jasoco wrote:I'd love to see a barebones framework .love files showing exactly how to handle all the LUBE stuff.
The OP links to a post in this thread that has that.

Re: LUBE (Networking Library)

Posted: Mon May 23, 2011 9:06 pm
by Bambo
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)

Posted: Mon May 23, 2011 9:27 pm
by vrld
Make every client have an unique id. Store player coordinates (and other stuff) in a big table with the id's as keys.