I haven't included a string sending function because it would have to store the length of the string as well as the string itself, or the programmer would have to know the exact length of the string.
I've just made functions to push and pop strings.
FUNCTION StringPush(myString$)
`Get string length
length = len(myString$)
`Loop through the contents of the string and add each character
`to the message one at a time - backwards.
for x=1 to length
myChar = mid$(myString$,length-x)
call dll 1,net_pushchar,asc(myChar)
next x
`Put the length in the message
call dll 1, net_pushword, length
ENDFUNCTION
FUNCTION StringPop()
`Make sure string is empty
stringOut$ = ""
`Retrieve the length of the string
length = call dll(1,net_popword)
`Copy the data from the message to the string one char at a time
for x=1 to length
myChar = call dll(1,net_popchar)
stringOut$ = stringOut$ + chr$(myChar)
next x
ENDFUNCTION stringOut$
Quote: "
EDIT:
one more question, let's say I've 2 messages.
(1) "MOVING"
(2) "1"
Would message number 1 take more bytes (or take longer to send/recieve) then message numebr 2 ?"
If you put "MOVING" as a string then it would be 6 bytes(because it contains 6 characters), and it wouldn't effect the send/recieve times too much. However, if you are using that to tell a connected player your status, its better to use values representing the status rather than a string

.
Multiplayer DLL on its way! Easy to use DLL for client/server multiplayer games.
CR: Because your mad