I'd like to be able to use websockets to send messages between a client and server in Godot 4. Unfortunately the documentation is all out of date (it's still for Godot 3) and refers to classes which no longer exist. Is there anywhere that I can look for documentation for how to use websockets in Godot 4?
How do I use WebSocket in Godot 4?
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What is Websocket?
maybe check out the godot 4 websocket lobby demo:
https://godotassetlibrary.com/asset/6vYGqU/websocket-lobby-demo-4.0
Also searching the issue tracker for 'websocket' did bring up a few things, maybe relevant.
https://github.com/godotengine/godot/issues?q=is%3Aissue+is%3Aopen+websocket
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The trouble with this demo is it no longer uses WebSocket. It has been modified to use ENetMultiplayerPeer, which I am finding a bit confusing. The multiplayer system also seems to enforce that the server and client have the same architecture for the rpc calls to work. I was hoping to have a server that would be able to accept queries from the client and then send back a response. So, the server would have a completely different architecture and the server and client would just pass messages back and forth.
Is there a websockets example? Or can I use multiplayer without forcing the clients and server to use the same code? Is there some way to make RPC calls without forcing the client and server objects to be identical?
the issue tracker doesn't seem to indicate that websockets are removed far as I can tell but with the demo refactored to drop them in favor of other means and with the open issues on the tracker I guess it's safe to assume the websocket support might be broken right now. But seems like it's still an intended feature to support.