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https://github.com/camchenry/sock.lua

A Lua networking library for LÖVE games.
https://github.com/camchenry/sock.lua

enet gamedev love2d lua networking online

Last synced: 25 days ago
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A Lua networking library for LÖVE games.

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README

        

# sock.lua

[![Build Status](https://travis-ci.org/camchenry/sock.lua.svg?branch=master)](https://travis-ci.org/camchenry/sock.lua)
[![Coverage Status](https://coveralls.io/repos/github/camchenry/sock.lua/badge.svg?branch=master)](https://coveralls.io/github/camchenry/sock.lua?branch=master)

sock.lua is a networking library for LÖVE games. Its goal is to make getting started with networking as easy as possible.

[Documentation](https://camchenry.github.io/sock.lua/)

**sock requires [enet](https://github.com/leafo/lua-enet) (which comes with LÖVE 0.9 and up.)**

## Features

- Event trigger system makes it easy to add behavior to network events.
- Can send images and files over the network.
- Can use a custom serialization library.
- Logs events, errors, and warnings that occur.

# Installation

1. Clone or download sock.lua.
2. Clone or download [bitser](https://github.com/gvx/bitser).\*
3. Place bitser.lua in the same directory as sock.lua.
4. Require the library and start using it. `sock = require 'sock'`

\* If custom serialization support is needed, look at [setSerialization](https://camchenry.github.io/sock.lua//index.html#Server:setSerialization).

# Example

```lua
local sock = require "sock"

-- client.lua
function love.load()
-- Creating a new client on localhost:22122
client = sock.newClient("localhost", 22122)

-- Creating a client to connect to some ip address
client = sock.newClient("198.51.100.0", 22122)

-- Called when a connection is made to the server
client:on("connect", function(data)
print("Client connected to the server.")
end)

-- Called when the client disconnects from the server
client:on("disconnect", function(data)
print("Client disconnected from the server.")
end)

-- Custom callback, called whenever you send the event from the server
client:on("hello", function(msg)
print("The server replied: " .. msg)
end)

client:connect()

-- You can send different types of data
client:send("greeting", "Hello, my name is Inigo Montoya.")
client:send("isShooting", true)
client:send("bulletsLeft", 1)
client:send("position", {
x = 465.3,
y = 50,
})
end

function love.update(dt)
client:update()
end
```

```lua
-- server.lua
function love.load()
-- Creating a server on any IP, port 22122
server = sock.newServer("*", 22122)

-- Called when someone connects to the server
server:on("connect", function(data, client)
-- Send a message back to the connected client
local msg = "Hello from the server!"
client:send("hello", msg)
end)
end

function love.update(dt)
server:update()
end
```