sock.lua
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A Lua networking library for LÖVE games.
I guess this is why you shouldn't index clients by ConnectID, huh. What's the proper way to do it, anyway?
can you add the following to make networking a bit easier Client:sendToAll(event, data)
Server:sendToPeer() passes serialized data to Client:send(), which serializes it again. Causing event to not fire client side since they receive the serialized data as the event name. Easy fix: `function...
I have made a small game and I am pretty stuck at networking. I want to expose my game to the outside world. Should I use the public IP of...
The documentation states that Client:connect() will return a boolean value indicating whether the connection was successful or not. It currently returns nil in every case.
I'm making a game in Love2D, and have used sock.lua for the networking. This works fine when the game is running on Windows or Android, but as soon as I...
Hey there. First of all, thank you for this amazing lib. Honestly, it' the best I've found yet! It's really easy and intuitive. I believe the examples are a bit...