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The “32” is the total number of clients we want to allow to connect at once. GameMaker can help with this. A socket is an object which can send, receive, connect and listen to ports on the network. This system will work fine for a game on a local network, with a few players, but will probably break instantly if you tried this over the internet. Rather than the keyboard being directly checked by the player, we’ll create a new oClient object that checks keys, and it will then forward these key pressed/released events to the server as they happen. We don’t do anything like that. It will then get notified of connections, disconnections and data transfers. We simply pick the networking event from the menu (shown above), and then we can start writing some client/server code for when the data arrives (as shown below). This number is up to you, too many, and your game will saturate the network or your CPU won’t be able to handle the processing of that number of players – use with care. oServer is the controller; it will connect/disconnect clients, create new players as they come in (and map them to a socket id), and send out all sprites to all connected clients. I would recommend you keep the buffer around so that you can reuse it, remembering that if you do you’ll, need to reset the read/write head back to the start each time. The page you were looking for doesn't exist. Only 2 network packets in total, which is ideal. The network event creates a new dsmap and assigns asyncload to hold it, and this allows us to look up everything we need, and this lets us decide on the current course of action. Simply create one, write some data, and then send it. If it’s the server ID then we have a special connection/disconnection event, and it’s at this point we can start creating new players for the attaching client, or throwing them away if they disconnect. You can see a list of them HERE. "GMS 2 halved my development time and makes development exciting again." Logan Foster - WaveLand .. We can now read the data from the buffer, and then store the relevant information in the instance. client = networkcreatesocket( networksockettcp ); networkconnect( client, “127.0.0.1”, 6510 ); “127.0.0.1” is a special network address that is ONLY your machine. Security CheckPlease enter the text belowCan't read the text above?Try another text or an audio captchaEnter the text you see above.Why am I seeing this?Security CheckThis is a standard security test that we use to prevent spammers from creating fake accounts and spamming users.Submit.. GameMaker attaches a small header to each packet sent so it knows it’s a packet, and the size, and thereby allows it to process each one, handling the annoying stream for you. Sign UpLog InMessengerFacebook LiteMobileFind FriendsPeoplePagesPlacesGamesLocations. The last part of this puzzle is sending out updates to the client, and having it display the game. So all you need to do is create a “clients” dsmap in the create event of oServer, and then on connection, the server will create a new player, and add it to a dsmap like this… var inst = instancecreate( 64,192, oPlayer ); dsmapadd( clients, sock, inst ); This then means that whenever some incoming data arrives from the client, we can simply lookup the instance and then assign the data as needed. So you create a server, tell it to listen to a port, and when a client tries to connect, the server notices, connects and then creates a “link” between them so that they can freely send data back and forth. var eventid = dsmapfind( asyncload, “id” ); This returns the socket ID that threw the event. This in essence lets you connect one socket using an IP address (let’s say 192.168.1.10) to another socket on another IP address (say 192.168.1.11). And that’s it! Once connected, we are now ready to send data back and forth from client to server! The first thing the client does is to send a special packet to the server, telling it the players name. "A fluid workflow and an absolutely beautiful work environment." Sebastian Nigro - Rock God Tycoon . Now sockets are “streams”, and this means if a machine send 2 data packets to a server, it may end up getting one big block of data in the callback. please try again in a minute.. var t = dsmapfindvalue(asyncload, "type"); If t==1, then it’s a connection, and so we can get the new socket ID and IP it’s come from. var sock = dsmapfindvalue(asyncload, "socket"); var ip = dsmapfindvalue(asyncload, "ip"); The variable sock will hold the ID that has been assigned to that client, and this will be the same as long as the client stays connected. This means all we need to do in the server network event code, is check it’s not the server socket, and if it’s not… lookup the instance in the dsmap, start reading the data into there. 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