Extension: 39js (Socket.io)
#21
Posted 28 September 2011 - 11:20 AM
#22
Posted 28 September 2011 - 03:57 PM
#23
Posted 28 September 2011 - 03:58 PM
#24
Posted 28 September 2011 - 04:33 PM
#25
Posted 28 September 2011 - 06:27 PM
I mean wouldn't we be able to connect it to a GM server running 39dll?
#26
Posted 28 September 2011 - 08:35 PM
It does work. however, the server right now is (must be?) a java file....Hope this will be changed though, but I think I read that he (the creator of this) is trying it atm.
Javascript
#27
Posted 28 September 2011 - 10:18 PM
#28
Posted 29 September 2011 - 12:47 AM
Which both would require you to use a custom dll rather than plain 39dll, option 1 would potentially allow both players from gmhtml5 and normal gm to connect to the same server, whereas number 2 wouldn't (well unless they also connected over websockets).
Currently you have to rewrite your server into javascript and run on node.js, currently i'm writing code to allow gmhtml5 servers to run in node.js, so no rewrite is required.
But I do realise that node.JS isn't ideal for everyone and will also look into a php websocket server (which will require you to write all the server code in php). But it is worth mentioning the only advantage of this is it allows you to write in php, you can't just upload to a shared hosting service and expect it to work.
Its also worth mentioning that there are Java, Go, Perl, Ruby, Erlang and Python versions of socket.io which you can already use to write servers for your gmhtml5 games.
Edited by TGMG, 29 September 2011 - 12:55 AM.
#29
Posted 29 September 2011 - 03:35 AM
If the game isn't real time, then the latency of an HTTP connection would probably not be noticeable. If it's turn based, then it should be fine. If it requires seeing anything in real time, like seeing other players moving around, then it would be less suitable (but can be faked in some situations).The main reason I'm edging towards PHP for my game is it's not real time and I'd like to use a web server rather than my VPS to host.
#30
Posted 01 October 2011 - 04:09 PM
#31
Posted 01 October 2011 - 06:06 PM
That line gives me online the place were de file stand. Then I start the proj_39jsexample en is start to play.
I changed the port to my port but that doesn't mean because I use localhost. Then I start the game
and I tried to show a message when I recieve a message but I dont recieve message from te server.
I hope you understand What I mean but my englisch isn't very well. Normaly I post on de dutch forum for game maker.
Greets,
or met vriendelijke groeten,
Dennis
#32
Posted 12 October 2011 - 11:46 AM
#33
Posted 12 October 2011 - 12:20 PM
But the most important difference is in how 39dll and websockets treat the message part. Where 39dll tries to save pennies by concatenating binary data, websockets can only send text. By nature this is far more verbose, so the message part becomes larger in websockets than in 39dll no matter what you do. But because 39dll users expect control on the byte level, you deal with this difference in 39js by making the buffer commands push data into a text array and pulling (shifting) it out of it again. There is no difference at all in the buffer adding functions. There is no longer a point to have different functions to add different sizes of data to the buffer. There is no longer any point in making the distinction.
Edited by Smarty, 12 October 2011 - 10:17 PM.
#34
Posted 12 October 2011 - 12:39 PM
This really extends the possibilities of GM HTML5!
#35
Posted 12 October 2011 - 09:42 PM
From what I understand, websockets are turned off in Opera and Firefox for security reasons, and the only browser which it currently works on is chrome.
#36
Posted 14 October 2011 - 03:58 PM
This solves SO many problems!
I'll finally be able to:
Run the server program on a remote desktop
Run the server program in the background WITHOUT alarms messing up
RUN THE SERVER ON A LINUX MACHINE
Oh my god! Thank you soooo freaking much! This is REALLY awesome!
#37
Posted 15 October 2011 - 03:37 PM
So can you host a server on a webpage and have exe's connect to it?
#38
Posted 16 October 2011 - 03:50 PM
I am just wondering, can you have a .exe with the .39dll and connect it to a html5 server using the 39js?
So can you host a server on a webpage and have exe's connect to it?
You can't directly connect to a GM server running 39dll as socket.io uses websockets and doesn't allow raw tcp connections. However i'm looking into 2 options to make this possible. 1) modifying the 39dll to use websockify which translates websockets to normal socket traffic 2) rewriting 39dll as a websocket server.
Which both would require you to use a custom dll rather than plain 39dll, option 1 would potentially allow both players from gmhtml5 and normal gm to connect to the same server, whereas number 2 wouldn't (well unless they also connected over websockets).
Currently you have to rewrite your server into javascript and run on node.js, currently i'm writing code to allow gmhtml5 servers to run in node.js, so no rewrite is required.
But I do realise that node.JS isn't ideal for everyone and will also look into a php websocket server (which will require you to write all the server code in php). But it is worth mentioning the only advantage of this is it allows you to write in php, you can't just upload to a shared hosting service and expect it to work.
Its also worth mentioning that there are Java, Go, Perl, Ruby, Erlang and Python versions of socket.io which you can already use to write servers for your gmhtml5 games.
#39
Posted 17 October 2011 - 12:26 AM
#40
Posted 31 October 2011 - 11:38 AM
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