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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
The text was updated successfully, but these errors were encountered:
It's also worth mentioning that I could not get sending packets above 125 bytes to work with "ws", so I converted my project to work with "websocket" instead.
Some package configurations to send more data over 125bytes... but I remember to be make it... or maybe try something related....
I make a coffe break in this project because Godot 3.0 network features... but i can check it nearby
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
The text was updated successfully, but these errors were encountered: