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CrowdControl

GameMaker Networking Functions info

Public Member Functions

Real

cc_eventMessage(Real _id, Real _status, Real _timeRemaining)

Constructs a cc_eventResponse struct with the given values and uses it to send a response to the cc client

void

cc_keepAliveMessage()

Send a keep alive packet to the cc client so we can detect if we lost connection (usually caused by the client being closed)

Real

cc_sendClientMessage(Real _eventResponse)

Send a message to the cc client containing information about an event or another message type

void

cc_reconnect()

Destroy the socket (this is the only way to fully terminate the connection) followed by recreating the socket and trying to connect to the cc client

void

cc_socketLaunch()

create the socket used for communication with the cc client and connect to its server

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