OpenSource multiplayer and network messaging for CoronaSDK, Moai, Gideros & LÖVE
Battle-tested and production ready. Handling thousands of CCU (concurrent users), serving hundreds of thousands multiplayer games daily, routing hundreds of messages per second.
- Connections are routed through socket server with minimum latency, ideal for action games.
- Simple interface. Publish/subscribe paradigm in action.
- Server written on blazing fast Nodejs.
- Socket connections, works great through any NAT (local area network), messages delivery is reliable and fast.
Repo includes server code (so you can use your own server) and CoronaSDK/Moai/Gideros client. More clients to come. You can test on my server, credentials are hardcoded in demo project!
Lua code may serve as an example of how LuaSocket library works.
START SERVER
$ nodejs node.js
INITIALIZE
hub = noobhub.new({ server = "127.0.0.1"; port = 1337; });
SUBSCRIBE TO A CHANNEL AND RECEIVE CALLBACKS WHEN NEW JSON MESSAGES ARRIVE
hub:subscribe({
channel = "hello-world";
callback = function(message)
if(message.action == "ping") then
print("Pong!")
end;
end;
});
SAY SOMETHING TO EVERYBODY ON THE CHANNEL
hub:publish({
message = {
action = "ping",
timestamp = system.getTimer()
}
});
- CoronaSDK
- Gideros
- Moai
- LÖVE
- Node.js (buggy)
- PHP (debug console only)
If you expect more than 1000 concurrent connections, you should increase limits on your server (max open file descriptors, max TCP/IP connections) and optionally fine-tune your server's TCP/IP stack. To make sure server process stays alive you migh want to use tools such as forever.js or supervisord.
- Igor Korsakov
- Sergii Tsegelnyk