feat: cloud requests between clients, not just backend
While scratchattach is fast it is not currently fast enough to make a proper multiplayer game so I propose adding a way to send data between projects therefore bypassing the server and speeding up comunication.
I don't understand how this would possibly work. Can you explain more?
Your issue is a bit misleading. @FAReTek1 They are saying that instead of sending a request to the server, a project sends data to a different client on the same project. Or at least I think that's what they mean.
I don't understand how this can be possible without a server, and how that would lead to a speedup. If you want to do connections with clients on the same project, don't use scratchattach. Use griffpatch's cloud engine tutorial instead. The whole purpose of scratchattach's cloud request system is to have a backend, so you can do things like web requests - getting e.g. user profile pictures, and sending them back to the project.
Sorry I will explain what I mean, so scratchattach is fast its just not as fast as if you bypassed your server and communicated to other projects the same way a cloud engine would work while also keeping the ability to use a server. Something that could be usefull is specifying which users client you want to send your message to instead of everyone.
Sorry I will explain what I mean, so scratchattach is fast its just not as fast as if you bypassed your server and communicated to other projects the same way a cloud engine would work while also keeping the ability to use a server. Something that could be usefull is specifying which users client you want to send your message to instead of everyone.
You need to host a server yourself then.
You could also host your own websocket server, and use Turbowarp to set the project to use your own server (Instead if Turbowarp's or Scratch's). (I think that's what you want)
Sorry I will explain what I mean, so scratchattach is fast its just not as fast as if you bypassed your server and communicated to other projects the same way a cloud engine would work while also keeping the ability to use a server. Something that could be usefull is specifying which users client you want to send your message to instead of everyone.
You need to host a server yourself then.
You could also host your own websocket server, and use Turbowarp to set the project to use your own server (Instead if Turbowarp's or Scratch's). (I think that's what you want)
What I mean is just use scratches cloud variable server to communicate between projects and when you want the project can request stuff from your server
I guess that one thing you could do, is set the FROM_HOST variable from within the scratch project. that way you can actually send requests directly to other projects. Perhaps a special request id could be introduced for this.
So this could be made by making changes almost entirely to just the scratch code.
I could do it however it would be of lower quality if you know what I mean
This can be implemented but do not expect it to come quickly, if at all