Noobhub - opensource multiplayer library for LÖVE

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Ulydev
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Re: Noobhub - opensource multiplayer library for LÖVE

Post by Ulydev » Tue Oct 13, 2015 4:13 pm

This looks so great! I'll definitely give it a try :awesome:

EDIT: It's super cool!

Image

I have a question, though:
How would I implement a simple server-side processing of the message, then reply to the user who sent it (not every user)?
For instance, I'd like to generate a unique username server-side. Later on, I could even connect the user with a MongoDB, link the game to a website and stuff.

Is there a simple
(client) hub:publish(msg) -> (server) if msg.action == "something" then replyToUser(true/false) end
scheme?

Overtorment
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Re: Noobhub - opensource multiplayer library for LÖVE

Post by Overtorment » Wed Oct 14, 2015 3:38 pm

I get this question a lot.
Correct answer is setup some other solution. For authentication, username generation, or large chunks (like, megabytes) of data exchange.
Noobhub is for realtime messaging only.

ALSO, regarding the licensing. Noobhub is licensed with _the_most_ permissive license ever - WTFPL. Enjoy, make profits, make some fun!

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Ulydev
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Re: Noobhub - opensource multiplayer library for LÖVE

Post by Ulydev » Wed Oct 14, 2015 3:48 pm

Overtorment wrote:I get this question a lot.
Correct answer is setup some other solution. For authentication, username generation, or large chunks (like, megabytes) of data exchange.
Noobhub is for realtime messaging only.

ALSO, regarding the licensing. Noobhub is licensed with _the_most_ permissive license ever - WTFPL. Enjoy, make profits, make some fun!
Thanks for the answer, Overtorment :nyu:

I'm not asking for an authentication system, I already have this ready.
I'd just like to know if there's a way to send a message to the user who sent the package.

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TheMeq
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Re: Noobhub - opensource multiplayer library for LÖVE

Post by TheMeq » Fri Oct 16, 2015 9:25 am

You could send additional data. The only issue is, it would still need to broadcast to everyone who is connected. The client would then have to tell if the message was them.

Example:

Server broadcasts this data "USER-B:This is a message for user b"

Client A: Received Message, does it start with "USER-A"? No, ignore, this message isn't for me.
Client B: Received Message, does it start with "USER-B"? Yes, this message is for me, display it.
Client C: Received Message, does it start with "USER-C"? No, ignore, this message isn't for me.

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DeltaF1
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Re: Noobhub - opensource multiplayer library for LÖVE

Post by DeltaF1 » Sat Oct 17, 2015 10:33 pm

I feel like I'm missing something about this. Do you have to write all your server code in node.js? Or is this just for trusting peer-to-peer games?

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Re: Noobhub - opensource multiplayer library for LÖVE

Post by Overtorment » Wed Oct 21, 2015 5:15 pm

DeltaF1, you dont need to write any nodejs code. Nodejs is just for messages routing.
Code in Lua, send, receive messages. Implement realtime or turn-based game logic etc

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DeltaF1
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Re: Noobhub - opensource multiplayer library for LÖVE

Post by DeltaF1 » Thu Oct 22, 2015 2:25 am

So it would all be peer-to-peer then?

Overtorment
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Re: Noobhub - opensource multiplayer library for LÖVE

Post by Overtorment » Fri Oct 23, 2015 9:43 pm

I guess you can call it that way, but to be more precise this is called "publish/subscribe"

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Re: Noobhub - opensource multiplayer library for LÖVE

Post by garcia1000 » Mon Aug 22, 2016 3:32 am

This is really great, thank you very much for making it!

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LordSeaworth
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Re: Noobhub - opensource multiplayer library for LÖVE

Post by LordSeaworth » Mon Aug 22, 2016 6:16 am

Seems interesting to use in my game at a later point.

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