MMS Network Lib

Blitz3D Forums/Blitz3D Userlibs/MMS Network Lib

Spike314(Posted 2007) [#1]
Hi All
Ive created a network lib and i am posting a beta version
of it and I would like to ask people to test it and post on my website forums to let me know how it runs and report any bugs.
here is the link to the file.

http://www.freewebs.com/madmanstudios/MMSNL_Beta.zip
and my website is
WWW.Madmanstudios.co.uk
Thank you.


RepeatUntil(Posted 2007) [#2]
Could you describe the feature (present and future) of your lib?


Spike314(Posted 2007) [#3]
The features are from the top of my head:

passworded server.
user database's. create/edit your own (not released in the beta)

client limt counter. you can change this to suit. (limited to 32 clients. and can not be changed in beta but it does work.)

At the moment its set to UDP steaming but will have the option of UDP or TCP.

ban/kick clients

hope to have a server timer example: a game timer (as soon as i figger it out.)

sendnetkey/sendnetmouse just somthing im trying to speed it up.

Gnet or Etna support (soon)

file transfe download files or updates (Soon)

cube splines Interpolation (Soon)

theres a few cant remmeber them all but if you download it there is a help file with all the current commands in it and i will update my site with all the current commands and all the commands i plan on adding.

I wont recommend using this in a full project as i would like to get it working correctly first.


RepeatUntil(Posted 2007) [#4]
Etna support sounds good ;-)

I think the most needed feature for a network library is reliable UDP. Without reliable UDP, it is close to impossible (except for testing with a loopback of course) to use a net lib in a game. Do you plan to add it??


Spike314(Posted 2007) [#5]
yeah if i can find out how to send reliable UDP but as you said its a must have in any game that will use internet or lan so it will have it or i'll bin the library :)