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  • what is the number of simultaneous connections that can be with the websockets api in godot?

Hi, I want to make a dedicated server for real time multiplayer game, without any API like photon or nakama, all vanilla. The issue is that Enet has a limit of 4095 simultaneous connections, and in order not to saturate it with useless connections and only use it when the players are in a room, I decided to use websockets to know who is connected, auth, etc. And to know if it is a good idea to use it for this case, I know that it may vary depending on the hardware, but in this case it is not taken into account, I will only do it when starting it

--I think I had to put this in the programming--

Hi,

Is that 4095 connections really not enaugh? I think that it is possible to implement dedicated server just with that and it should work fine. If you don't want to waste connections for your server you can implement architecture with gateway and auth server separately (that is also good idea when it comes to security).

I already mentioned that in different post, but here is good tutorial series about dedicated servers and it explain actually almost all crucial topics for dedicated multiplayer servers (like for MMO games).

@GlyphTheWolf said: Hi,

Is that 4095 connections really not enaugh? I think that it is possible to implement dedicated server just with that and it should work fine. If you don't want to waste connections for your server you can implement architecture with gateway and auth server separately (that is also good idea when it comes to security).

I already mentioned that in different post, but here is good tutorial series about dedicated servers and it explain actually almost all crucial topics for dedicated multiplayer servers (like for MMO games).

Thanks, I'll take a look to see how it goes

You will most likely need to use separate Godot instances (and perhaps several VPSes or dedicated servers) to effectively host that many players. Scaling a multiplayer game has a cost :)

2 years later