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