[Etoys] Connect two or more eToys Worlds

Mauro Esposito mauespo at gmail.com
Mon May 25 12:40:24 EDT 2009

Hi again!,
First of all, thank you very much Bert. Your answer showed me the path. I
could see how senders and listeners work but i found another possible
solution: when I was looking for information about it, I found answers that
mentioned the NebraskaServerMorph and the NetworkTerminalServer.. I think
this is more appropiate for my solution; I can serve my world and other
terminals can connect to it and work in it as if they were the owners of
that world i'm sharing.
Now i'm still working on it because i can only serve the "main" world.. I
created subworlds doing

myworld _ (PasteUpMorph newWorldForProject:nil).
myworld color: Color blue.
myworld openInWorld.
myworld viewBox: (19 en 19 extent: 300 en 300).

and I tried to serve it doing:

NebraskaServerMorph serveWorld: myworld.

it seems to work but when i want to connect to it from another pc, creating
a NetworkTerminalMorph and opening it in scaled mode, i can't see anything!
I repeat, It doesn't happens with the main world..
Maybe I have to set another property to the created subworld that allows it
to be shared, i don't know! I don't want to share the main world because the
clients could access to all the visible options and do modifications (maybe
unwanted modifications) in that image.
It's a special case but maybe someone worked on something like that and can
help me..
Thank you!

2009/5/22 Bert Freudenberg <bert en freudenbergs.de>

> On 21.05.2009, at 20:01, Mauro Esposito wrote:
> Hi,
> my query is: I want to connect two (or more) laptops to interact each
> other. I don't know if it is possible, but I found an option called
> "Telemorphic" and I think that it could be useful for my idea. The problem
> is that I can't find out the way it works. I want to share the same "world"
> to develope i.e. multiplayer games or some like that..
> I tried to connect one laptop to the other (I have a LAN) using the network
> IP ( or but I got an error.
> The Transcript showed:
> My address is
> Remote hand theOtherPc waiting for a connection...
> Connecting to remote WorldMorph at
> and the exeption is raised in the method
> primGetNameInfo: socketAddress flags: flags
>     <primitive: 'primitiveResolverGetNameInfo' module: 'SocketPlugin'>
>     flags == 0 ifTrue: [^self primGetNameInfo: socketAddress
>                         flags: SocketAddressInformation numericFlag].
>     self primitiveFailed
> <<<<<<<<<<<<<<<<<<<<<<<<<<<< HERE
> Anyway, on the top right corner appears a cursor and the name I put on the
> Telemorphic dialog (theOtherPc) in blue color. But I can't understand how it
> works! I think the connection is not really established...
> I hope u can understand me, I'm from Argentina so I don't speak english
> very well..
> Thank you.
> I'm afraid the telemorphic code isn't maintained anymore, so it is not
> unlikely it's broken. Also, it might not be suitable for games (can anybody
> comment on what telemorphic is supposed to do?)
> When running in Sugar, Etoys does support network communication (in other
> environments it's too cumbersome to type IP addresses etc. so we are not
> exposing it). It uses EToySenderMorph (a.k.a. "badge") for sending
> and EToyListenerMorph for receiving. Both use EToyPeerToPeer for networking.
> Consult EToyIncomingMessage to see what once was supported, not all of that
> is functional anymore. We basically only use it to copy Etoys objects
> between machines. It is not wired up to make multiplayer games yet. But new
> message types and handlers can be registered. Would be a great addition to
> Etoys to support making networked games :)
> If you are not running in Sugar you should be able to make badges and
> listeners by hand (typing in ip addresses), in the LAN this should work.
> - Bert -
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