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View Code? Open in Web Editor NEWBrowser extensions which enable the use of netcode.io (secure UDP) prior to adoption in web browsers
Browser extensions which enable the use of netcode.io (secure UDP) prior to adoption in web browsers
It's essential!
The extension does seem to install properly however. Don't know if the issue is on my end
Hi,
There seems to be a mismatch in the implementation when using the Golang server. It seems to work okay when using the Golang client and the Golang server but replace the Golang client with the netcode.io browser plugin and there are problems.
I am currently getting the error in the JS console:
"State is InvalidConnectToken"
I am using the Netcode.io installer that was provided on the link and the JS code sample on the demo website. I am running the netcode.io Golang server example. I did get another error before hand which was related to the string not able to be decoded but I resolved that, but this one has stumped me.
Mobile device support is basically impossible until netcode.io support appears in browsers natively, as mobile platforms don't support extensions or native messaging.
Why is this not compatible with Firefox for Android, Opera Mobile?
https://addons.mozilla.org/en-US/android/
https://dev.opera.com/articles/extensions-opera-mobile-labs/
Granted, over 90% of the market is on iOS Safari, Chrome for Android, still it could be useful to test - which I intend to do :-).
I am new to Linux OS, so does any one know the command line to run NetcodeInstaller-Linux file?
Thanks
Hi,
Was just wondering if there is any way to access netcode.io from within a webassembly module within the browser?
Russell
Hello!
I'm using a modified version of the unsupported Rust port, but maybe this does not matter. I successfully connected a server application to a separate client application (both in Rust) with netcode 1.01, they exchange information very well. It does not work for me using a browser, that connects to the very same server. Curiously the official test page https://netcode.redpoint.games/basic works.
What am I missing here? I installed the browser extension for Firefox and Chromium, my local test page delivers the error "unexisting client id xxxx", where xxxx varies, when connecting locally to my server.
Example:
This page tests netcode.io support in your browser.
Status of window.netcode: Available!
Status of netcode client: Error: unexisting client id: 443299215
Status of netcode connection: sendingConnectionResponse
Packets sent to server: ...
Last packet received from server: ..."
While the server has the following lines in the log:
TRACE: New data on listening socket
TRACE: Sending challenge packet
TRACE: Accepted connection V4(127.0.0.1:28356)
(nothing happens, I press f5 on the test page)
TRACE: New data on listening socket
TRACE: Client already exists, skipping socket creation
TRACE: Sending challenge packet
TRACE: Failed to hear from client 11184811, timed out
TRACE: Client disconnected 11184811
Server: ClientDisconnect '11184811'
TRACE: New data on listening socket
TRACE: Sending challenge packet
TRACE: Accepted connection V4(127.0.0.1:30939)
I tracked this error a while and it seems to come from the browser extension. The reason is that the server does not seem to receive the event ServerEvent::ClientConnect when I'm using the browser extension. Thus the client id is unexisting, but the connection seems to be established " Accepted connection V4(127.0.0.1:30939)".
What can be the cause that the server does not receive ClientConnect?
It'd be nice if I could pass a protocol ID as part of the create client method. While Javascript doesn't support 64-bit numbers properly, it could be passed as a string and then parsed in the standalone helper via ulong.TryParse. This way, apps built on this extension don't all end up using the same protocol ID.
It'd also help increase feature parity in my Unity wrapper, which currently allows assigning a custom protocol ID to UnityNetcode.ProtocolID, which is passed to created clients and servers but only when running in standalone mode (assigning a custom protocol ID and then starting a server breaks compatibility with WebGL builds, which do not have a custom protocol ID)
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