Godot web socket client is not receiving anymore updates from Revolt web socket server (https://developers.revolt.chat/stack/bonfire/establishing) after first data is received
first data is an Authentication success message:
{
"type": "Authenticated"
}
This success message comes when a successful token is received.
Since there are no updates and you cannot send any data after initial connection (data_received never called again, so put_packet() not working apparently), the token will have to be in query parameters:
wss://ws.revolt.chat/?version=1&format=json&token={token}
in order to even receive that success message.
An issue relating to web sockets was opened: https://github.com/godotengine/godot/issues/27560
The user claims that one of the headers causes the connection to cease.
The problem header is Connection: close, Upgrade
GET / HTTP/1.1
Pragma: no-cache
Cache-Control: no-cache
Host: echo.websocket.org
Upgrade: websocket
Connection: close, Upgrade
Sec-WebSocket-Key: HKWU1xOVV6PP6HXjcIWMDQ==
Sec-WebSocket-Version: 13
HTTP/1.1 101 Web Socket Protocol Handshake
Connection: Upgrade
Date: Sun, 31 Mar 2019 19:09:01 GMT
Sec-WebSocket-Accept: 0IHc3riAKJz52YmkLVcWrDHvaYs=
Server: Kaazing Gateway
Upgrade: websocket
IMPORTANT!!
What SHOULD happen and what happens on other clients like websocketking, piehost, or this one is receiving a READY
update
the big issue:
connect_to_url()
is the only thing that sends data or the connection closes or a protocol error
It would be of great help if anyone could give any little piece of knowledge or suggestion on this. code
UPDATE
I posted this before testing out an older version of godot and it seems to work just great! But as in the github issue, that is because of changes with how the protocols worked and what headers are sent!
Here is the code for use in Godot 3.1.1:
extends Node var _client = WebSocketClient.new() func _ready(): print("connecting...") _client.connect("connection_closed", self, "ws_closed") _client.connect("connection_error", self, "ws_connection_error") _client.connect("connection_established", self, "ws_connection_established") _client.connect("server_close_request", self, "ws_close_request") _client.connect_to_url("wss://ws.revolt.chat/?version=1&format=json&token={token}") func ws_closed(clean): if !clean: print("websocket closed") else: print("websocket closed cleanly") func ws_connection_error(): print("websocket connection failed") func ws_connection_established(protocol): print("we're connected using protocol: ", protocol) func ws_close_request(code, reason): print("closed with code: ", code, " and reason: ", reason) func _process(delta): if _client.get_connection_status() == WebSocketClient.CONNECTION_DISCONNECTED: return print(_client.get_peer(1).get_packet().get_string_from_utf8()) _client.poll()
I wouldn’t have gotten here without doing almost all of the previous steps. I even learned a lot about Godot and other libraries.
To solve this issue, go to
PROJECT SETTINGS -> NETWORK -> LIMITS -> Max In Buffer (KB) & Max Out Buffer (KB) to a generous 1024 AND (I think) set Max Buffer (Power of 2) to a whopping 256
.