For some background info about my project :
csharp/creating-a-multiplayer-game-from-a-single-player-game-t590
Alright, PlayerIO rocks. I have created a very simple setup using the bouncer, where I already have a difference between an host- and normal player. I started using the 'newgame'-template which is very clear and gives me a nice kickstart. Now I have some actionscript related questions about it. Maybe you can help. My goal now is to use the almighty bouncer only I think it is very awesome how you can do lots of stuff from the client side.
When creating a room, you can add some default room data. I already found out that every player can acces this data using the client.multiplayer.listRooms function. This returns all rooms and its data. Now I wonder how to modify the roomdata using actionscript? I noticed you can use connection.send to send messages to everyone, but I dont think this is the way to edit the room data object is it?
Another question, when you receive answer from the listRoom function, a room-item contains the variable onlineUsers. Is it possible to detect which users are currently in the room? Do I have to listen to a 'join'-message for new players, and then dispatched the current player userinfo to the new player?
Another question (but I already think I know the answer) The bouncer dispatches messages to everybody, right? Is it possible to send a 'private' message to other users, where the other users don't notice this? Or does this require c#? My idea (now) is to send a message with the variables fromUserId and toUserId. At the side of the receivers, I'll check if client.connectedUserId equals the toUserId. Is this the only way?
---
BTW I think there is a little syntax bug inside the 'newgame' template. When a new user arrives, the bouncer dispatches a message with the type='Join', but the examplefile uses the type='JoinUser'. This also applies 'LeftUser', which should be 'Left'.
Another thing that I found interesting, is that the Join message contains an userid, which is an uint, but client.connectUserId is a String. Am I wrong when I say client.connectUserId should be an uint too?
---
I know; these are a lot of questions, but I want to say It is very cool+fun too experiment with PlayerIO.