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godot-websocket's Issues

Editor Crashes After Close

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!

How to receive socket info

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.

Parse Error: Variable 'byte' already defined in the scope

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).

Editor Crashes After Close

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!

Editor Crashes After Close

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!

Editor Crashes After Close

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!

Godot 3 Compatibility

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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