You can clone with HTTPS or SSH.
//Create OuyaLobby lobby = new OuyaLobby(max_players, port, region); //Connect OuyaLobby lobby = new OuyaLobby(host, port); lobby.connect(new Callback() { @Override public void onMessage(JSONObject json, Acknowledge ack) { try { System.out.println("Server said:" + json.toString(2)); } catch (JSONException e) { e.printStackTrace(); } } @Override public void onMessage(String data, Acknowledge ack) { System.out.println("Server said: " + data); } @Override public void onError(ouyaIOException ouyaIOException) { System.out.println("an Error occured"); ouyaIOException.printStackTrace(); } @Override public void onDisconnect() { System.out.println("Connection terminated."); } @Override public void onConnect() { System.out.println("Connection established"); } @Override public void on(String event, Acknowledge ack, Object... args) { System.out.println("Server triggered event '" + event + "'"); } }); //text lobby.send("Hello Server!"); //json JSONObject object=new JSONObject(); object.put("name", "James Spencer"); lobby.send(object);
var net = require('net'); var Lobby = require('./lobby.js') function createLobby(players, protocol, net) { var lobby = new Lobby(players, protocol, net, port, function(err, host, port) { console.log('Lobby listening on host ' + host + ':' + port); }); lobby.on('connect', function(from, event) { console.log(from.playerName + ' connected at ' + event.time.toString()); }); lobby.on('disconnect', function(from, event) { console.log(from.playerName + ' disconnected at ' + event.time.toString() + ' because ' + event.reason); }); lobby.on('action', function(fromgame, from, event) { if (fromgame) { // If non-player action console.log(from.sender + ' emitted ' + event); } else { console.log(from.playerName + ' emitted ' + event); } }); }