Have there been any updates in the development of this plugin?
I have experimented with Python scripting and the Twisted library, a python networking library, to see whether I could achieve some networking between instances of Construct.
A lack of familiarity with Twisted's API and its 'way of thinking' kept me from any good results. I implemented a basic client in Construct that could send a message (UDP or TCP were doable) to a server and received a response that I had Construct spit out. This worked fine and in fact multiple clients could connect to the server but tracking the clients on the server or even implementing a Construct program as the server had issues.
When attempting to use Twisted's listening socket for the server it caused the Construct program to hang, I imagine a solution to this may be to thread the code to Twisted. Importing the Python Threads library to Construct worked and I found threads instantiable but I have had some difficulties communicating with the running threads and the threads communicating back to Construct's events.
Without much more of a rant, can I ask if anyone has experimented with this approach, i.e. leveraging Python's networking capabilities into Construct? Based on the discussion here it sounds like the intention is to write a plugin using standard C++ socketing.
And regarding the discussion of lobbies, I agree that creating a public server to provide support to the community in general and the games developed in the community is bad. As noble as it sounds it will introduce monetary and technical issues to the maintainers of the server.
On the other hand, if a cool protocol and plugin were developed that worked great with Construct's engine and its OO design, that "just worked" then I think the Construct developers could potentially look into:
a) developing a simple server to support that protocol, releasing its code and build instructions.
b) deploying such a server and introducing a system for developers to pay X dollars per month for its use or base the payment on the number of users of the game.
Attempting to simply provide a free public server will just cause problems imo.