U
Ulrich6
Guest
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 the server's IP at the beginning and then check the IP of the machine that sent the packets, but this is a terrible approach (there isn't even an easy way of checking the local IP in GameMaker, only impromptu workarounds).
Thank you very much in advance.
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 the server's IP at the beginning and then check the IP of the machine that sent the packets, but this is a terrible approach (there isn't even an easy way of checking the local IP in GameMaker, only impromptu workarounds).
Thank you very much in advance.