Great resources, thanks for sharing!
My test have shown that with using socket.io i get acceptable real-time results (Acceptable for me), with hosting on nodejitsu (i'm in europe).
It would be probably better if i'm using my own local server, but that's on the to-do list!
Also, i'm not sure does it affect the performance, but for my games, i edit the plugin and add my own events to the edittime.js and runtime.js, so i don't have to split data, then compare the first element of array then do some actions. That way, the code looks messy and it's not easy to maintain.
What i do is add a condition to edittime.js somwhere around line 22 like this:
AddCondition(5, cf_trigger, "On my event", "My Category", "On My event", "Triggered when my event", "MyEvent");
To the runtime.js somwhere around line 120:
socket["on"]
(
?'MyEvent',
?function(data)
?{
?instance.dataStack.push(data);
?runtime.trigger(pluginProto.cnds.MyEvent,instance);
?}
);
and finally add a condition to the condition list around line 265:
cnds.MyEvent = function()
{
return true;
};
So i my code looks like:
On My event ---> DoAction (Split data or not, your choice)
And not like:
On Data ---> Split Data
---> If LastDataElement(0)="My Event" ---> DoAction
As for making it work with JSON, maybe look into the following plugins:
Load JSON
Hash Table
And perhaps use them in combination with this plugin!
Also, if you do some edits to the plugin, i'd be really grateful if you'd share the edits so i can implement them in the plugin, and if you have some test to share that would be great also!
Cheers!