Corona® AutoLAN- Public Internet Multiplayer Support Beta! Join Now!

@borgb,

Sorry about the confusion. There is a client:disconnect() function that you should use for this purpose. The client:stop() function simply stops the network loop so no packets are received or sent. If you are in single player mode there is no point to run the enterFrame loop for AutoLAN so you should use this.

The reason you get the autolanDisconnected event is that there is a timeout period on the connection during which the client and server must send an empty packet to each other. If none is received during this timeout period the connection is closed. One way this could happen is if the connection was lost, the device shutdown, or if you call the stop() function and waited a while.

Thanks for the update,
M.Y. Developers [import]uid: 55057 topic_id: 19917 reply_id: 86498[/import]

Hello,

I am very sorry for the delay. I think I was optimistic about testing your internet app. I was also sick part of last week. I will try it as soon as I can.

Keep up the great job!

Mo [import]uid: 49236 topic_id: 19917 reply_id: 86510[/import]

Hey M.Y., just finished integrating the basic multiplayer framework into my game. So far: Set up a quick test menu for LAN to pair players together, starts the game synchronously, progresses the gameplay, and keeps track of scoring.

Overall it was extremely fast and painless to do, and the result is great! So it looks like I’ll get that email to you tonight :slight_smile:
@borgb’s issue was a point of confusion) for me as well (and pretty much the only one), so it might be worth adding to the next version’s release docs.

Also, have you guys inquired about getting a forum section for your products? [import]uid: 87138 topic_id: 19917 reply_id: 86515[/import]

@M.Y. Developers
Thanks, I thought it might be something like that. Looked over client.lua and found it, tried to use it but just got the error:

attempt to index upvalue ‘UDPClient’ (a nil value)

so thats why I used the stop function instead. Everything else works so not sure what the problem is, probably something I have forgotten to put in. I just use client:disconnect(), do I need to pass some parameters or set something up first? [import]uid: 17969 topic_id: 19917 reply_id: 86580[/import]

Hello Borgb,

It seems we forgot to nil check the UDPClient before killing it. Please change the client.lua file disconnect function to this:

function client:disconnect()  
 --this connection has timed out so kill it  
 if(UDPClient) then  
 UDPClient:close()  
 UDPClient = nil  
 Runtime:dispatchEvent({name = "autolanDisconnected", serverIP = serverIP, message = "user disconnect"})   
 end  
end  

The code will be fixed in the next update shortly so we are holding off sending an update now. It is already fixed in the beta files. If you cannot find it please send us an email and we will send you the fixed file.

Sorry about that,
M.Y. Developers [import]uid: 55057 topic_id: 19917 reply_id: 86585[/import]

Thanks! That did the trick :slight_smile: everything is working smoothly now. Will let you know as I progress. Almost done with the lobby type where I let users connect and list names and such of the players connected. then I will move on to implementing the game itself. This is really fun! Thanks again for making this :slight_smile: [import]uid: 17969 topic_id: 19917 reply_id: 86588[/import]

@Borgb,
Thanks! We are glad you are having as much fun as we did making it. Let us know if you run into any other problems.

@Mo,
We just saw your post just now it was buried in there. Thanks for the update and glad you are feeling better! Your help is very much appreciated.

@Revaerie,
How are things going with the integration?

Thanks,
M.Y. Developers [import]uid: 55057 topic_id: 19917 reply_id: 86732[/import]

Just played an entire online multiplayer game with my friend across the country! Got the php stuff running on our server, but we’re still trying to work out some kinks right now. [import]uid: 87138 topic_id: 19917 reply_id: 86765[/import]

@Revaerie,

Thats great news! How was the latency? Connection reliability? What kinks are you working out is it related to autolan?

Good job!
M.Y. Developers [import]uid: 55057 topic_id: 19917 reply_id: 86951[/import]

Been busy putting together the interface for a proper lobby/room system, but I’ve been compiling any issues I’ve encountered or changes made to the files along the way. I’ll send along what I have so far tonight! [import]uid: 87138 topic_id: 19917 reply_id: 87048[/import]

Hello Revaerie,

We have not heard from you in a few days, any updates?

Thanks,
M.Y. Developers [import]uid: 55057 topic_id: 19917 reply_id: 87899[/import]

Hey there! I have been focused mainly on some other parts of my app this week so nothing major to report, but I’ve put together an email with some of my findings, which I hope is helpful. [import]uid: 87138 topic_id: 19917 reply_id: 88567[/import]

Hello Revaerie,

Thank you for your feedback! We will look at your findings.

M.Y. Developers [import]uid: 55057 topic_id: 19917 reply_id: 88579[/import]

Is internet multiplayer feature included yet???
And hows the speed and everything?
Will purchase Autolan if the feature is available!! [import]uid: 64174 topic_id: 19917 reply_id: 89000[/import]

Hi Satheesh,

We’re still in the process of sorting out some issues. If you would like to try out the internet feature, a beta version is available now. If you are interested please send us your Dropbox email account and we will send you an invite.

Please email it to- mydevelopergames@gmail.com

Thank you,
M.Y. Developers [import]uid: 55057 topic_id: 19917 reply_id: 89019[/import]

Does the purchase of your product include use of your servers into perpetuity? [import]uid: 106887 topic_id: 19917 reply_id: 89993[/import]

Hello Gary,

Currently we are using a shared account on Dreamhost. What this means is that our cpu/bandwidth usage may be throttled down at any time. Having a dedicated server at this point would be cost prohibitive for us. If you have your own server you can always run the php script on there. We sent you a dropbox invite so please evaluate it before you purchase.

Thanks,
M.Y. Developers [import]uid: 55057 topic_id: 19917 reply_id: 90002[/import]

@Gary Any kind of server service requires constant maintenance and overhead costs, and so you’ll never find some kind of guaranteed long-term service with such a tiny one-time payment - it just wouldn’t make sense. M.Y. generously offers their server for use, but it really ought only to be used for testing purposes.

To get serious about multiplayer, the answer is you’ll want your own server space and bandwidth so you can personally manage it, and support a sizable user base without overwhelming the shared host. Plus if something happened temporarily on M.Y.'s end you wouldn’t necessarily know about it to inform your users and ensure you can correct the issue in a timely fashion.

That said, since the server simply provides the matchmaking service (the actual gameplay messages are directly p2p), it’s not like you’ll need to set up a distributed global network to pull it off :slight_smile: [import]uid: 87138 topic_id: 19917 reply_id: 90018[/import]

Yes- of course. I figured as much. Just confused because the copy I read keeps referring to “our servers”. If its just a simple PHP script I can install on my own server that is just fine and makes the most sense. I didn’t look long at the distribution yet and didn’t notice the PHP script if there is one in there- apologies. Cheers. [import]uid: 106887 topic_id: 19917 reply_id: 90035[/import]

So I have been testing the online multiplayer thing.
It was pretty good. (taking into account the fact that one of my devices was using 2G internet :D)
I mean I did not test completely, but the basic sending of packages works awesome.

I have one question though. Provided I know the ip address and port of the other device beforehand, is it possible to connect the two without the Matchmaker server? (Logically it should be possible no? I tried to connect the devices, but it wouldn’t work ) [import]uid: 64174 topic_id: 19917 reply_id: 90125[/import]