It is worth noting that if you are creating a project for the HTML5 target, then you will not be able to use the server create functions due to browser restrictions and will have to write your own server for this platform using something like Electron or NodeJS. This buffer can be created and manipulated using the GameMaker Studio 2 Buffer functions. The data "packets" themselves are made up of binary data taken from a buffer. It will then get notified of connections, disconnections and data transfers from that socket. So, a server will create a socket, and then bind it to a specific port to listen to. This also saves considerable CPU time, as it seriously cuts down on data processing, so with GameMaker Studio 2 you can also “listen” to ports. This allows each program to get only the packets of data that it's interested in, and not everything that has been sent by every program. Instead of programs having to read and deal with every bit of network traffic coming into a machine, IP addresses also deal with ports, which are numbered from 0 to 65535. This async event will generate a DS map containing the data received as well as other details, and you can find the complete details in the section on the Network Async Event. Once connected, these two sockets can send data back and forth using the network_send_* functions (like network_send_packet()) and the dedicated asynchronous event that is triggered by them. In essence this lets you connect one socket using an IP address (let's say 192.168.1.10) to another socket on another IP address (say 192.168.1.11). These functions deal with just TCP/IP connections, which is what the internet is based on (IPv4 to be more precise). With sockets, you have the ability to create both clients and servers using simple GML which allows you to create even a single player game using the client/server model (something which will allow multiplayer to be added easily later).īasically, a socket is an object which can send, receive, connect and listen to ports on the network.
The GameMaker Studio 2 networking functions are based on sockets, which is an industry standard on all platforms.