marcosbitetti / godot-websocket Goto Github PK
View Code? Open in Web Editor NEWA full GDScript Websocket implementation
License: MIT License
A full GDScript Websocket implementation
License: MIT License
Hey! Thanks for this project first of all, it's a life savior!
When you preview your project and successfully connect to your websocket server, then close your app, this message pops up:
https://i.gyazo.com/2768e8034e23b31baac72ffb187aab2c.gif
But, when you remove the thread.start(self,'_run', self)
line, this error goes away (but you are not connected :P) Any idea why that is? Just curious, thanks!
Hi man, I need to receive the information sent by the socket but I do not understand how it works to listen to the socket.
Working with apache/coyote I am getting disconected from the server after receiving the following error as soon as I try to send the first message:
The client frame was not masked but all client frames must be masked
I found some information about it: http://stackoverflow.com/a/14174429
I'm getting this line, which is easily solved by changing the variable name or byte erasing "var" but I thought I should inform.
res://scripts/websocket.gd:186 - Parse Error: Variable 'byte' already defined in the scope (at line: 126).
Hey! Thanks for this project first of all, it's a life savior!
When you preview your project and successfully connect to your websocket server, then close your app, this message pops up:
https://i.gyazo.com/2768e8034e23b31baac72ffb187aab2c.gif
But, when you remove the thread.start(self,'_run', self)
line, this error goes away (but you are not connected :P) Any idea why that is? Just curious, thanks!
Hey! Thanks for this project first of all, it's a life savior!
When you preview your project and successfully connect to your websocket server, then close your app, this message pops up:
https://i.gyazo.com/2768e8034e23b31baac72ffb187aab2c.gif
But, when you remove the thread.start(self,'_run', self)
line, this error goes away (but you are not connected :P) Any idea why that is? Just curious, thanks!
Hey! Thanks for this project first of all, it's a life savior!
When you preview your project and successfully connect to your websocket server, then close your app, this message pops up:
https://i.gyazo.com/2768e8034e23b31baac72ffb187aab2c.gif
But, when you remove the thread.start(self,'_run', self)
line, this error goes away (but you are not connected :P) Any idea why that is? Just curious, thanks!
I tried running this code using Godot 3 and it had a couple errors that took me a while to figure out.
I made a fork and updated the code to work for me in Godot 3.0.2. Here is a link:
https://github.com/Melech/Godot-3-NodeJS-Websocket
Changes:
The function connect() has been renamed to connect_to_host()
The is_connected() function does not appear to work, so I changed it to get_status()==STATUS_CONNECTED
Changed running of the main loop to be called by scene.gd inside _process rather than as a separate thread (which caused thread crashing when game exits)
Removed nodejs dependencies (coffee and express)
Disabled masking of sent messages (because it doesn't appear to be required and I couldn't figure out how to unmask it in node)
I hope this helps
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