Difference between revisions of "lua-enet"

m (Changed concatination to comma (Would not let me concatinate "event.peer", which is a userdata - tested with 0.10.1))
m
 
(6 intermediate revisions by 3 users not shown)
Line 40: Line 40:
 
<source lang="Lua">
 
<source lang="Lua">
 
-- server.lua
 
-- server.lua
require "enet"
+
local enet = require "enet"
 
local host = enet.host_create("localhost:6789")
 
local host = enet.host_create("localhost:6789")
 
while true do
 
while true do
Line 61: Line 61:
 
<source lang="Lua">
 
<source lang="Lua">
 
-- client.lua
 
-- client.lua
require "enet"
+
local enet = require "enet"
 
local host = enet.host_create()
 
local host = enet.host_create()
 
local server = host:connect("localhost:6789")
 
local server = host:connect("localhost:6789")
Line 78: Line 78:
 
     event = host:service()
 
     event = host:service()
 
   end
 
   end
 +
end
 +
</source>
 +
 +
This is another example that creates a server (receiver) and a client (sender) on the same computer with the same script. The client will say "Hi" to the server endlessly because ClientSend() is called inside love.update.
 +
 +
<source lang="Lua">
 +
enet = require "enet"
 +
 +
enethost = nil
 +
hostevent = nil
 +
clientpeer = nil
 +
 +
function love.load(args)
 +
 +
-- establish host for receiving msg
 +
enethost = enet.host_create("localhost:6750")
 +
 +
-- establish a connection to host on same PC
 +
enetclient = enet.host_create()
 +
        clientpeer = enetclient:connect("localhost:6750")
 +
 +
end
 +
 +
function love.update(dt)
 +
ServerListen()
 +
ClientSend()
 +
end
 +
 +
function love.draw()
 +
end
 +
 +
function ServerListen()
 +
 +
hostevent = enethost:service(100)
 +
 +
if hostevent then
 +
print("Server detected message type: " .. hostevent.type)
 +
if hostevent.type == "connect" then
 +
print(hostevent.peer, "connected.")
 +
end
 +
if hostevent.type == "receive" then
 +
print("Received message: ", hostevent.data, hostevent.peer)
 +
end
 +
end
 +
end
 +
 +
function ClientSend()
 +
enetclient:service(100)
 +
clientpeer:send("Hi")
 
end
 
end
 
</source>
 
</source>
Line 88: Line 137:
  
 
[[Category:Libraries]]
 
[[Category:Libraries]]
 +
[[Category:ThirdParty]]
 
{{#set:Description=Multiplayer networking module for games.}}
 
{{#set:Description=Multiplayer networking module for games.}}
 
{{#set:LOVE Version=0.9.0}}
 
{{#set:LOVE Version=0.9.0}}
 
{{#set:Keyword=Networking}}
 
{{#set:Keyword=Networking}}

Latest revision as of 03:03, 5 July 2023

Available since LÖVE 0.9.0
This module is not supported in earlier versions.


O.png Official documentation for lua-enet is available here. ENet's features are listed on its homepage. The official documentation may have typos. The documentation on this wiki reflects Löve's implementation, meaning it should be safe to follow what's written here.  


lua-enet is simply some Lua bindings for ENet.

ENet's purpose is to provide a relatively thin, simple and robust network communication layer for games on top of UDP (User Datagram Protocol).The primary feature it provides is optional reliable, in-order delivery of packets.

ENet omits certain higher level networking features such as authentication, lobbying, server discovery, encryption, or other similar tasks that are particularly application specific so that the library remains flexible, portable, and easily embeddable.

Types

Type Description
host An ENet host for communicating with peers.
peer An ENet peer which data packets may be sent or received from.
event A simple table containing information on an event.

Functions

Function Description
host_create Returns a new host.
linked_version Returns the included ENet's version string.

Examples

server.lua

-- server.lua
local enet = require "enet"
local host = enet.host_create("localhost:6789")
while true do
  local event = host:service(100)
  while event do
    if event.type == "receive" then
      print("Got message: ", event.data, event.peer)
      event.peer:send( "pong" )
    elseif event.type == "connect" then
      print(event.peer, "connected.")
    elseif event.type == "disconnect" then
      print(event.peer, "disconnected.")
    end
    event = host:service()
  end
end

client.lua

-- client.lua
local enet = require "enet"
local host = enet.host_create()
local server = host:connect("localhost:6789")
while true do
  local event = host:service(100)
  while event do
    if event.type == "receive" then
      print("Got message: ", event.data, event.peer)
      event.peer:send( "ping" )
    elseif event.type == "connect" then
      print(event.peer, "connected.")
      event.peer:send( "ping" )
    elseif event.type == "disconnect" then
      print(event.peer, "disconnected.")
    end
    event = host:service()
  end
end

This is another example that creates a server (receiver) and a client (sender) on the same computer with the same script. The client will say "Hi" to the server endlessly because ClientSend() is called inside love.update.

enet = require "enet"

enethost = nil
hostevent = nil
clientpeer = nil

function love.load(args)

	-- establish host for receiving msg
	enethost = enet.host_create("localhost:6750")
	
	-- establish a connection to host on same PC
	enetclient = enet.host_create()
        clientpeer = enetclient:connect("localhost:6750")

end

function love.update(dt)
	ServerListen()	
	ClientSend()
end

function love.draw()
end

function ServerListen()

	hostevent = enethost:service(100)
	
	if hostevent then
		print("Server detected message type: " .. hostevent.type)
		if hostevent.type == "connect" then 
			print(hostevent.peer, "connected.")
		end
		if hostevent.type == "receive" then
			print("Received message: ", hostevent.data, hostevent.peer)
		end
	end
end

function ClientSend()
	enetclient:service(100)
	clientpeer:send("Hi")
end

See Also

Other Languages