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<span>network_connect</span>
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<h1>network_connect</h1>
<p>With this function you can send a request to connect to a server. The function takes the <i>socket id</i> to connect through (see <a href="network_create_socket.htm"><tt>network_create_socket()</tt></a>) and requires you to give the IP address to connect
to (a string) as well as the port to connect through, and if the connection fails a value of less than 0 will be returned. The connection uses a special protocol that ensures only GameMaker Studio 2 games connect to each other, however if you
need to connect to a server that is not a GameMaker Studio 2 game, you can use <a href="network_connect_raw.htm"><tt>network_connect_raw()</tt></a>. Note that by default the function is synchronous, meaning that your game may appear to "hang"
as the connection is made. You can set a timeout value for connection, or alternatively make the creation asynchronous, using the function <a href="network_set_config.htm"><tt>network_set_config()</tt></a>.</p>
<p> </p>
<h4>Syntax:</h4>
<p class="code">network_connect(socket, url, port);</p>
<table>
<tbody>
<tr>
<th>Argument</th>
<th>Description</th>
</tr>
<tr>
<td>socket</td>
<td>The id of the socket to use.</td>
</tr>
<tr>
<td>url</td>
<td>The URL or IP to connect to (a string).</td>
</tr>
<tr>
<td>port</td>
<td>The port to connect to.</td>
</tr>
</tbody>
</table>
<p> </p>
<h4>Returns:</h4>
<p class="code">Real</p>
<p> </p>
<h4>Example:</h4>
<p class="code">client = network_create_socket(network_socket_tcp);<br/> network_connect(client, "192.134.0.1", 6510);</p>
<p>The above code will create a new TCP socket then attempt to connect through that to the given IP address on port 6510.</p>
<p> </p>
<p> </p>
<p> </p>
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