Signed packets are a special type of packets that are guaranteed to arrive.
Normally when using UDP multiplayer, packets are sent very fast on the cost of reliability.
Signed packets give GMnet ENGINE the option to have packets that are sent with the reliability of TCP. These are used with the sync types SMART and IMPORTANT and some other internal operations.
You can also use them. Either by using the SMART and IMPORTANT sync types or by using them with your own packets. For how see "Extending the Engine / Advanced Use".
All pages in this manual are licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
Manuals / GMnet ENGINE Manual
|0. What is GMnet ENGINE?|
|1. Basic configuration|
|2. PLUS - Setup GMnet PUNCH|
|3. PLUS - Hosting a master server|
|4. Starting the engine|
|5. Setting up the basic platformer|
|6. The network controller|
|7. Adding a player|
|8. A second room and doors|
|9. Showing a list of players|
|10. Adding day/night|
|11. Creating a chat system|
|12. Conclusion / What's next|
|BONUS 1 - PLUS - ONLINE lobby|
|BONUS 2 - Global Sync|
|BONUS 3 - LAN lobby|
|BONUS 4 - Event Handlers for Connecting/Disconnecting|
|BONUS 5 - RPC|
|Local and remote Instances|
|Instance scope and rooms|
|Players and Playerhashes|
|States of the engine|
|mp_map_syncIn and mp_map_syncOut|
|VarGroup SyncTypes (mp_type)|
|PLUS - GMnet PUNCH|
|PLUS - Master Server (GMnet GATE.PUNCH)|
|The debug overlay|
|PLUS - GMnet GATE.TESTER|
GameMaker: Studio is owned by YoYoGames. GMnet is not affiliated with YoYoGames.
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