1. network
  2. network.clearInterval()
  3. network.messenger
  4. network.setInterval()
  5. network.setup()
  6. network.teardown()
  7. network.transfer()

F.Lobby/network.js Reference

 network

PvP networking library, to be used on top of F.Lobby

 network.clearInterval(timer_id)

timer_id
number
 

 network.messenger

in-game messenging

this property is like:

send
function
 
network.messenger.send('hello');
receiver
object
you provide this object
network.messenger.receiver = {
	onmessage: function(mess) {}
};

 network.setInterval(frame, interval)

frame
function
 
interval
number
in miliseconds

Returns: number timer_id

synchronized frame

Each frame call is synchronized across the two peers, with facility provided to maintain two identical game worlds. If network condition permits, the target framerate will be maintained.

frame will be called with:

time
number
integer
data
object
data sent from the other side
send
function
send data to the other side

example:

function frame(time, data, send)
{
	if( time===0) {
		// start
	} else {
		// do something with data
	}
	//send synchronization data
	send({..});
}

 network.setup(config, monitor)

config
object
{server, param} (accquired from F.Lobby)
monitor
object
{on:function}

report status events by calling monitor.on(event, data)

open

when connection opens

close

when connection closes

log, mess

logging information

error, mess

connection error

sync_error

network.js sync error

 network.teardown()

teardown

 network.transfer(name, sender, receiver)

named data exchange. both sides have to call with same name.

name
string
 
sender
function
should return the data to be sent
receiver
function
callback when data is received

example:

network.transfer(
'game_config',
function() { return {..} },
function(data) { apply(data) });