Ahhhh, now that broadcasting thing I did not know. I have the whole received IP retrieval thing down, as each client requests to join, if there is an available slot, it notes the client's IP from the incoming message and uses it in-game and for chat broadcast. This really is my first forray into any kind of network stuff. In fact, this is my first Blitz project (not far off completion either).
Currently, the server will send out the game packet only to the individual IPs one at a time. It's not enough to make a significant hit even on a crappy network, but I suppose this broadcast thing might slim things down even more by only having to send the packet once, although it may be better for me to leave the game as it is, so it keeps out of the way of other game servers on the LAN when running. Plus it works, and if it ain't broke etc.
What it does mean though is the pre-game chatroom can broadcast it's presence, so I can stuff a whole game browser front end in. This damnable thing is really starting to balloon now... must... finishhh....
Anyway, cheers for that little bit of info.
Currently, the server will send out the game packet only to the individual IPs one at a time. It's not enough to make a significant hit even on a crappy network, but I suppose this broadcast thing might slim things down even more by only having to send the packet once, although it may be better for me to leave the game as it is, so it keeps out of the way of other game servers on the LAN when running. Plus it works, and if it ain't broke etc.
What it does mean though is the pre-game chatroom can broadcast it's presence, so I can stuff a whole game browser front end in. This damnable thing is really starting to balloon now... must... finishhh....
Anyway, cheers for that little bit of info.