You will need to use memblocks for your data transfer, here
is some code for you to look at, hope it helps.
This is not a working example, just some code from a Othello
game i did a while ago. only 2 player but it seems to work ok over a local/or internet(tcp/ip) connection. all you want to do is possible ,ie a game loby, up to 256 players but you will need BD Classic with the extra commands. or BDPro, I have not tried out multiplayer commands in DBPro but they seem to work ok in DB, look at the example that comes with BD it should help. Good Luck !!
ToXic.
SendMemBlockMessage:
If Net Game Exists()=1
`Write 64 Memblock Values From The Board() Array.
Make Memblock 1,66
For Ymb=1 to 8
For Xmb=1 to 8
Write Memblock Byte 1,MCount,Board(Xmb,Ymb)
Inc MCount
Next X
Next Y
MCount=0
Write Memblock Byte 1,64,X
Write Memblock Byte 1,65,Y
Send Net Message Memblock 0,1,1
Delete Memblock 1
EndIf
EndIf
Return
CheckForMessage:
Get Net Message
N=Net Message Type()
While Net Message Exists()=1
`Integer Value.
If N=1
If Net Message Integer()=1
Center Text 250,130,"Has no Available moves !!"
Center Text 250,150,"Passing Control back to"
Sync
EndIf
If Net Message Integer()=2
EndGame=1
EndIf
EndIf
`Read The Incoming Messages If Any.
If N=3
ReciveNetMsg$=Net Message String$()
Ink RGB(255,255,255),0:Text 110,513,ReciveNetMsg$
EndIf
`Read 64 Values into The Board() Array From The Memblock.
If N=4
Net Message Memblock 1
If Memblock Exist(1)=1
For Ymb=1 to 8
For Xmb=1 to 8
Board(Xmb,Ymb)=Memblock Byte(1,MCount)
Inc MCount
Next X
Next Y
MCount=0
If HostGame=-1
HostGame=100
Box(627,275,653,294,1,RGB(0,80,0))
Ink 0,0
`Read LastMove X,Y From The Memblock.
Text 630,276,Str$(Memblock Byte(1,64))+","+Str$(
Memblock Byte(1,65))
EndIf
Delete Memblock 1
EndIf
EndIf
Get Net Message
EndWhile
Return