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AppGameKit Classic Chat / Database and Network support in AGK release 1?

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wanting2learn
13
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Joined: 18th Jul 2011
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Posted: 18th Jul 2011 18:35
I'm really interested in the AppGameKit due to the fact that I can code in c++. I am converting an existing C++ MFC Windows Mobile App so I know exactly the features I need.

Will release 1 include the following:

1. Local database support? (Store data in a simple database on the device).
2. Network support? I need to simply POST/GET XML data to a web server.

Kind Regards
KISTech
16
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Joined: 8th Feb 2008
Location: Aloha, Oregon
Posted: 18th Jul 2011 22:27
Quote: "Local database support?"


Simple file commands, much like DBPro.

Quote: "Network support?"


No HTML commands yet. It's simple networking, but has some interesting things used for multiplayer. There's a set of variables you can set in the networking that are shared across all the clients.

Aside from that, you can set up your own packets to transfer back and forth.

More things like HTML commands are probably going to be in the next version. For now they're trying to get a game making development environment out the door.

wanting2learn
13
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Joined: 18th Jul 2011
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Posted: 19th Jul 2011 12:39
Quote: "Simple file commands, much like DBPro."

I have not used DBPro before.
Can I create a database with tables and insert and retrieve data from it?


Quote: "Aside from that, you can set up your own packets to transfer back and forth."

How is this done? Is this similar to socket programming?

Do you have any documentation on how to do the above two items?

I really want to purchase this but would like more information on how to do the above.
KISTech
16
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Joined: 8th Feb 2008
Location: Aloha, Oregon
Posted: 19th Jul 2011 19:30
For files,

(this is just pseudocode)

Open File to Write
Write Integer file, x
Write Float file, y#
Write String file, s$
Close File

Open File to Read
x = Read Integer(file)
y# = Read Float(file)
s$ = Read String(file)
Close File


For networking it might be better to look at the Asteroid Blast example code. It shows both the client and server side of the communication.

wanting2learn
13
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Joined: 18th Jul 2011
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Posted: 20th Jul 2011 12:40
The simple file storage is good as I don't have to store a lot of data.

I looked at the Asteroid Blast code and it looks straight forward enough.

The "Server" you talk about, can this simply be any server that is listening on a port?
e.g If I create a simple server in C++ or C# that listens on 192.169.200.100 port 5000 then can I simply use:
JoinNetwork("192.169.200.100", 5000, c$)
//blah blah
msg = CreateNetworkMessage()
AddNetworkMessageString(msg, optInitials$)
SendNetworkMessage(iNetID, sid, msg)
(Or something similar to this)

To send the data to this server???

If, so this would be great.
Paul Johnston
TGC Developer
22
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Joined: 16th Nov 2002
Location: United Kingdom
Posted: 20th Jul 2011 19:18
The networking commands expect a certain series of events, such as sending a client name, receiving a unique client ID from the server, that means it would be difficult to write a custom server to communicate with an AppGameKit app (although technically possible).

We plan to support HTTP in future which will allow you to communicate with web servers, but until then AppGameKit apps can only really communicate with other AppGameKit apps.
KISTech
16
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Joined: 8th Feb 2008
Location: Aloha, Oregon
Posted: 20th Jul 2011 19:56
If you can/are coding in C++, you can write your server app with the AppGameKit libs and use the same networking commands.

Because of the specific things the AppGameKit networking is expecting to see on the connection, it wouldn't work with any other networking plugin.

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