udp

  1. SirCaliber

    GML Any way to find Socket IDs while using UDP?

    So the server object and the client object both exist at the same time. But the client object on the host's (server) game seems to intercept certain packets. Basically I have it set up like this: Client sends a little packet to the server Server gets that packet and returns a handshake packet...
  2. Joe_La_Bricole

    GMS 2.3+ UDP hole punching, socket properties ?

    Hello, I'm able to set a local peer to peer connection and a communication with a server. My goal now is to make a peer to peer network. Here is the protocol I apply. I have : - a server (socat) listening on UDP port_server. - two identical gamemaker clients The client : - creates a UDP...
  3. SirCaliber

    GML [NETWORKING] Any way I can implement a direct peer-to-peer connection with UDP without port-forwarding?

    I read somewhere that when creating a UDP connection in GameMaker, it automatically temporarily opens up a port on both clients and sends packets through that port. Is this true? If not, any way I can set this up without needing a master server?
  4. BlockCabin

    SOLVED UDP Hole Punching Help

    I want to create a peer to peer game like risk of rain. I'm pretty new to networking, but I really wanna learn how to do this. I don't know how to hole punch, it's that simple. I just do not. I think I get the general gist, but I have absolutely no idea how I would actually pull it off. From...
  5. JesterOC

    SOLVED [SOLVED] UDP Networking... Stack Overflow when sending player positions. Please Help!

    I've been stuck the past couple days on a UDP GM server problem.... So with TCP you have a socketlist, which you can get from the network connect async event... ...in UDP it is connectionless, just messages... so we use async_load and get IP and PORT... This appears to have no problems on the...
  6. OneIsNeverLate

    GMS 2 Network port forwarding

    Hello! I've been working on a project for two months now, and keep hitting a roadblock when testing with friends. My game uses a tcp connection server with peer-to-peer host and clients. Essentially, I can host on my pc and clients can join my lobby (being that I allowed a forwarded port on my...
  7. FoufaDjo

    need help udp server

    my server send data only to my last active client and idk why here is my code: server creat event: var type = network_socket_udp; var port = 8000; socket = network_create_socket_ext(type,port); remote_port = 0; remote_ip = "0.0.0.0"; var type = buffer_grow; var alignment = 1; send_buffer =...
  8. Pelican Police

    Multiplayer with no portforwarding or server. Only two or more clients directly connecting to each other

    So after seeing that other topic, I decided to test UDPHP. TL;DR, you can circumvent the need for a server if you just connect two sockets together. And holy crap, it works... But what I'd love help with, is checking how often this works in the real world. Because there's no point implementing...
  9. E

    GML UDP Hole punching

    Hello, i'm trying to make a udp hole punching connection, but i can't get the players to receive messages without opening ports. Here's my code: CREATE EVENT txt = "None"; connected = false; socket = network_create_socket_ext(network_socket_udp,global.myport); if(socket >= 0){ txt = "Waiting"...
  10. DonMaklesso

    Changing from TCP to UDP

    So basically I have a basic multiplayer (server - client) in my game running on TCP protocol, but I wanted to see how it works on UDP. But when I do this (change from tcp to udp) client can't connect to the server, like it entered wrong IP (same result). Could you please tell me if I should...
  11. Shadowblitz16

    GMS 2 is there a way to send instance id's over network?

    hello I am getting into udp networking in gamemaker and I was wondering how to sync a object by a instance id? I keep getting back different ids then what is on the other end. I would think instance id's start from some base number and amount sequentially during the programs life but it seem...
  12. E

    Android Alternative to Real Time Multiplayer

    Hello, Google Play Services Real Time multiplayer is going away on march 31, 2020. I'm looking for extensions that works with UDP and allows Peer to Peer. Firebase Realtime Database is not an option because it's not as fast since it uses Websocket. Google Cloud Openmatch is another option, but...
  13. Pichu114

    Question - Code [SOLVED] Reliable UDP

    When reading the documentation on network_set_config, we came across the "reliable UDP protocol" that GameMaker apparently supports. This protocol claims to guarantee that packets find their destination, without extra code on your end. For complicated reasons, our project cannot use TCP, so this...
  14. Drepple

    networking UDP not sending (solved)

    Hi there, I've been working on a game that uses UDP to broadcast data for lobbies and then connects to the server with the lowest ping using TCP. The packets that are being broadcasted only contain a certain time. When another person receives the packet it will send back the time and the person...
  15. Shadowblitz16

    GMS 2 test for connection and disconnection in udp

    can someone give me an example of how to test for a connection and disconnection in udp? I wanted to bypass the server object directly and just have everything in the client object and have it auto detect which is the server, however since its a connectionless protocol I'm not sure how to test...
  16. BMatjasic

    Asset - Project UDP Game Networking Engine (GMS 2 and 1.4 Compatible) 6.99$ Release discount!

    Complete UDP Networking engine, that is very simple to use and very optimized! it also includes HTTP Login and register system. Every single line of code is commented! Marketplace URL: Link Download demo: Link Video of demonstration: It includes: Very easy to use Simple coding A server...
  17. W

    UDP socket-port binding & broadcasting

    For a LAN game im working on, i have the following network setup: - client & host in 1 - both client and host have: UDP server, at port X UDP socket, at port Y so, X and Y are the same for everyone. Both parties are intended to be able to broadcast & listen to broadcasts, therefore a UDP...
  18. BMatjasic

    GMS 2 Having problems with gameserver sending udp packets to clients

    Hello dear GMC Community, I'm having few issues last days while working on the Gameserver, which I've made working with TCP, but since TCP is not reliable for game servers, I've attempted to rewrite the server to support UDP. So what's the case? I've successfully managed to send the packets to...
  19. U

    What's the most clever way to do it?

    Hello everyone. I have multiple machines broadcasting packets through UDP to each other on my LAN. I want each machine to be able to read the packets the other clients send, but ignore the ones sent by itself. What's the most clever way to do this? The only way that comes to my mind is check...
  20. U

    Legacy GM Multiplayer LAN lobby?

    Hello everyone. I'm trying to build a multiplayer LAN lobby engine, that works as so: the server (host) broadcasts its IP to everyone in the LAN (presumably through UDP); the clients that want to join a session receive the server's IP; the clients connect to that IP now through TCP. The...
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