Closed ThomasUijlen closed 4 years ago
Do HTTP requests to a service like https://httpbin.org/get
work in the iOS export? You could try this to make sure it's not due to missing permissions. See this page for example code.
Do HTTP requests to a service like
https://httpbin.org/get
work in the iOS export? You could try this to make sure it's not due to missing permissions. See this page for example code.
Before this I was using http requests for the multiplayer. The problem was that it was way to slow. Player movement was really laggy. My teacher told me to use websockets and it works 100x better then the http requests since its way faster.
The http requests work on IOS since I've tested it before. The websocket doesn't.
cc @Faless – not sure if he has an iOS device though :slightly_smiling_face:
cc @Faless – not sure if he has an iOS device though 🙂
Forgot to mension sorry. I have an Iphone 11 and Iphone 7 wich I've tested it on. They both don't work. I have the newest software update.
@Calinou @Faless still hasn't responded. I'm currently unable to progress with my multiplayer since I can't properly test it. I know that a lot is going on with Godot 4.0 but I would extremely happy if this bug got resolved!
I don't have a Mac, nor another Apple device. But looking at the provided code it seems there are a few errors.
I don't see the websocket peer being polled anywhere, additionally you are calling put_packet in process which might happen before the connection is completed.
Have a look at websocket minimal and websocket chat demos here https://github.com/godotengine/godot-demo-projects/tree/master/networking/
On Thu, Feb 20, 2020, 23:40 swaggerbeer1 notifications@github.com wrote:
@Calinou https://github.com/Calinou @Faless https://github.com/Faless still hasn't responded. I'm currently unable to progress with my multiplayer since I can't properly test it. I know that a lot is going on with Godot 4.0 but I would extremely happy if this bug got resolved!
— You are receiving this because you were mentioned. Reply to this email directly, view it on GitHub https://github.com/godotengine/godot/issues/35935?email_source=notifications&email_token=AAM4C3UYUKMBNLRVFTK62ZLRD4BE7A5CNFSM4KQRXMKKYY3PNVWWK3TUL52HS4DFVREXG43VMVBW63LNMVXHJKTDN5WW2ZLOORPWSZGOEMQVSAI#issuecomment-589388033, or unsubscribe https://github.com/notifications/unsubscribe-auth/AAM4C3VZQGIV4E536UILNYTRD4BE7ANCNFSM4KQRXMKA .
Closing as this seems an error in the game logic (see comment above), and no additional info were provided after a while. Please comment if you can confirm it is an engine bug (e.g. by trying out the demos above), and I'll reopen it.
The WebSocketClient doesn't seem to work on IOS. I've tried it on Windows 10 and MacOs and it works fine. The server responds and sends a message back.
Once I try put_packet() it says "!is_connected_to_host() is true".
Here is my Godot code:
Here is my Java code:
I have no idea what is causing this. This might be a bug but it might also just be a mistake I made. Am I doing anything wrong, is it not supported on IOS or am I doing something wrong?
(Lol sorry for all the edits, forgot there was a preview)