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File Transfer Library
Posted: Sat Mar 05, 2011 3:47 pm
by Lap
Is there any interest in a file transfer library for sending/receiving large files.
I thought that with TCP it would be relatively easy to just send packets and have them received, but it still took more work than expected splicing, sending, and reassembling large files.
Or does one of these already exist and I just reinvented the wheel?
Re: File Transfer Library
Posted: Sat Mar 05, 2011 7:53 pm
by EMB
- Doesn't belong in the finished projects section
- http://tinyurl.com/4bkuyg2
- Seriously?
Re: File Transfer Library
Posted: Sat Mar 05, 2011 8:25 pm
by Lap
EMB wrote:
[*]Doesn't belong in the finished projects section
Looks like the subtitle says, "Discuss ongoing projects." Even if it didn't say that all I would just have to do is cut out my code and and clean it up to turn it into a working library. There are plenty of other topics that for the moment have just as little to showcase so chill out and stop trying to be a backseat moderator.
Oh wow, FTP on luasocket. How very helpful, except that I know of no easy way to start an FTP server in LOVE.
This library would use TCP and/or UDP to transfer large amounts of data between two love clients. Both implementations, especially the UDP one, are more than just a few lines of code. I've never seen a single LOVE project that has included a working implementation of large data transfer with 100% fidelity. But since you seem to think it's so easy you might as well post your method so we can all learn from your expertise. Otherwise, thanks for nothing.
Re: File Transfer Library
Posted: Sat Mar 05, 2011 9:11 pm
by EMB
"Discuss ongoing projects." doesn't mean "Ask how to do shit."
Also, WHY?
Re: File Transfer Library
Posted: Sat Mar 05, 2011 9:23 pm
by Lap
I've already "done the shit" and was seeing if there was enough interest for me to release it as a library.
Why?
I'm personally using it for a PBEM style game, but it's not hard to think of why games might want to send more data than simple update packets. Plenty of projects here use some sort of map files. What if I want to allow players to play on custom maps the host made? What about games that have dynamic maps or ones that are generated on the fly? There's also huge potential for LOVE nongame applications.
Re: File Transfer Library
Posted: Sat Mar 05, 2011 9:42 pm
by Jasoco
I'll say yeah, I'd like to see it. Just for fun.
Re: File Transfer Library
Posted: Sat Mar 05, 2011 11:37 pm
by Robin
I can't remember how we did it for LovelyBigPlanet, but that had some networking in the same vein as well, iirc.
Re: File Transfer Library
Posted: Sat Mar 05, 2011 11:52 pm
by bartbes
EMB wrote:
- Doesn't belong in the finished projects section
Which we don't have, so he did that right.
Robin wrote:I can't remember how we did it for LovelyBigPlanet, but that had some networking in the same vein as well, iirc.
Hmm, can't remember the details.. too long ago, maybe even http? I forgot..
Anyway, sure, having a (useful) lib can't be a bad thing, can it?
Re: File Transfer Library
Posted: Sat Mar 05, 2011 11:58 pm
by Robin
bartbes wrote:Anyway, sure, having a (useful) lib can't be a bad thing, can it?
Yeah, you can't hurt anyone with the policy "release first, look for an audience later".
Re: File Transfer Library
Posted: Sun Mar 06, 2011 1:35 pm
by Lap
I just happened to be fixing some problems with my implementation when I wondered if it could benefit anyone else. As making a clean library would directly take away from my game dev time I just wanted to see if there were people who could actually make use of it right now. I'll release it eventually no matter what since it seems such a library doesn't yet exist, but I would definitely rush it to completion faster if I knew people were able to make immediate use of it.
Even if no one can use it right now I'm sure extra sets of eyes on my code could point out a more efficient methods.
I remember looking over every project that had any form of networking and learning what I could. If LovelyBigPlanet used http I probably skimmed over that section. I'll check again soon.