HTML5 Networking listen server issues
I'm using unreal 4.10.2 and trying to get the experimental HTML5 networking running in some way.
I followed the instructions on the plugin's page here and the socket networking works for Windows builds. However, I get the following error when trying to connect from a Firefox game client to a Firefox game listen server.
Is there something that I am missing to make HTML5 networking work, besides enabling the plugin and making the ini changes? It's necessary for a project I am currently working on. A user said something on this page about changing the .html file's IP address but I'm not sure what that means. Is a dedicated or windows server required for HTML5 to connect to? Thank you!
a few notes:
a web browser cannot "host" (i.e. be a game server) ever. web standards will not allow "listen" (i.e. accept connections) from the browser endpoint.
websockets will allow communications between a "request" initiated connection. so yes, this means you will need a "live" server out there in the wild for the browsers to "connect to".
this should be fixed by Epic IT's servers by now -- but, you can ignore these.
however... there's another issue this needs to be addressed -- later below
this means, from my game client -- open a connection to 18.104.22.168 port #7777
and 22.214.171.124, again, does not mean your browser -- but an executable that is listening at port (in this example) 7777 (which native ue4 games can do -- but, specifically: standalone game server...).
it is supported, you need to run the UE4 game (standalone) server with WebSocketNetDriver enabled:
finally, since this happens with cook-on-the-fly (it's websocket driven for HTML5) -- this is currently messed up. first, someone disabled the network file system for websockets... i fixed it by filling in the missing "packet modifier" implementation for websockets (they only did the pure TCP sockets version).
then, someone disabled it again -- hiding some issues for websocket processing (which i'm close to finishing up) -- but, the CORS issue will be broken for 4.14... (sigh...) i will post any of my findings back here when i get it all wrapped up.
We have not heard from you in several days. I am marking this as answered for tracking purposes. If you are still experiencing this error, please comment with the requested information.
answered Jan 25 '16 at 03:06 PM
Thank you so much for the quick response! There were two errors:
I have both ports 7777 and 8889 forwarded to my PC and the standalone windows exe seems to be able to connect to eachother just fine. I am running the console command 'ThirdPersonExampleMap?listen' when I press the M key (i use the windows exe for this) and the console command 'open 126.96.36.199:7777' with the J key (i am pressing this in the browser). Any thoughts would be awesome! It looks like tons of other people are having the same issue and giving up. Thanks in advance!!!
EDIT: in addition:
when I press M to load the map in listen mode I get the following in the in-browser log:
when I press J to join a host map I get the following:
OK, I was able to do some tests last night. I am still unable to connect -- here are the results:
Ctrl+Shift+I yields the following errors:
The M key now uses "console command" instead of "open level" and uses the command 'open ThirdPersonExampleMap?listen' . I get the following error in the console:
It looks like the game is sticking a ' : ' in the command even tho I have clearly avoided it.
Using the J key runs the "console command" 'open 188.8.131.52:7777' and throws the following to the console:
If I do not specify a port with ' : ' the windows 64 standalone version fails to connect to itself. Standalone works fine right now, HTML5 fails to connect.
You can also find the game here:
and for all the files:
Is HTML5 multiplayer not supported? Is there any working example of a HTML5 game connecting to a server via blueprint (or any method, for that matter)? Thanks so much in advance!
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