Hi, folks! ✌️ How are you? 👋

I’m working on the game that uses WebSocketPeer for multiplaying.

And when I runs the game, WebSocketPeer works as well. Also when I exports the game for Desktop platforms, then launches this, WebSocketPeer works also.

The problems happens when I exports the game for WebGL:

  1. I export the game for WebGL, compress this to a zip archive, then send this archive to the VPS server.

  2. Connect to this VPS server and unzip archive.

From a browser the game works very well, except connection through WebSocketPeer.

For running this game on a browser, I’m using NGINX as a HTTP server.

This game connect to the game server (that developed separately), that also located on the same machine, and also uses WebSocketPeer.

I have try to point the IP address of the VPS server in the configs of the game, and it doesn’t works. Also doesn’t works to point “127.0.0.1” in the configs of this game.

Folks, where’s the problem may be? And what do I do wrong now? 😟

Thanks in advance.

  • nobody_special@lemmy.ml
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    12 days ago

    I think it might be helpful to understand the flow from a high level to help you further. Because right now I’m bit confused on the ordering / actors involved and what the difference between what is supposed to happen and what is happening.

    Doesn’t have to be a great diagram. Something shitty like this diagram below.

    • xolatgamesOP
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      8 days ago

      Don’t pay attentions on the quality, the meaning is important here. It’s a normal diagram.

      And, yeap! The game’s webserver (nginx) locates in the same VPS where locates the game’s APIs. So, a browser loads the game’s client (WebGL version of the game) from the same place, where in the next step, after loading has finished, this browser will connects to that place for connection to the game’s APIs.