ElTipejoLoco's Forum Posts

  • 2 posts
  • Regarding AJAX, while handling simultaneous requests is fine, it's still a bit of a hassle to have to set up several variables in order to save each request's .LastData from being lost. But yeah, it'd be nice if WebSockets created a connection ID parameter so as to enable the upkeep of multiple connections, especially when they have different behaviors (i.e.- Hitbox expects a "2::" response for its ping-pong structure as opposed to Twitch's "PONG"s, and Twitch's PubSub System expects the client to send "PING"s on its end around every two minutes instead, which is... unconventional).

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  • I was attempting to use the built-in AJAX and WebSocket object types to connect a game simultaneously to multiple livestreaming sites' chats and notification systems (Twitch's chats and PubSub System, Hitbox, YouTube live comments mid-broadcast, and Discord) to allow for interactivity by reading sent messages from all platforms (i.e.- the way an IRC chat bot normally works by reading !commands), but eventually discovered that only a single object of each type of plugin can be added to a project at a time.

    Is there any particular reason for this? I can figure out ways to circumvent the limitation for an AJAX-type object using global variables and setting up a pseudo function queue at the loss of speed, but ideally I'd like to be able to keep multiple concurrent WebSocket connections without having to close one and open another periodically as it appears one would have to do.

  • 2 posts