Colyseus: Support for more C++ client-side integrations

Created on 15 Feb 2019  路  8Comments  路  Source: colyseus/colyseus

Now that we have the Cocos2d-x client, it would be nice to make it work on the majority of C++ targets. The current C++ implementation is tied to cocos2d-x networking and callback system.

Related issues:

  • Godot Engine request (https://github.com/colyseus/colyseus/issues/195)
  • Unreal Engine request (https://github.com/colyseus/colyseus/issues/16)
  • SDL request (https://github.com/colyseus/colyseus-cocos2d-x/issues/1)

If you have experience with these environments, your help would be really welcome! 馃檹

feature 馃啒 help wanted

Most helpful comment

@endel - I would look at how the socket cluster plugin on the UE4 marketplace is structured.
Here is the source code -> https://github.com/ziicreater/socketcluster-client-ue4
Here is the marketplace link -> https://www.unrealengine.com/marketplace/en-US/slug/socketcluster-client

All 8 comments

Just a bit of advice with the UE4 side of things. Make it a plugin. It will be so much more maintainable than a collection of files. That said - I look forward to the UE4 integration :)

Hi @HeadClot, I haven't started researching how UE4 works so far, I think we should follow how this WebSocket plugin is structured, right? https://github.com/feixuwu/UEWebsocket/tree/master/Plugins/WebSocket

@endel - I would look at how the socket cluster plugin on the UE4 marketplace is structured.
Here is the source code -> https://github.com/ziicreater/socketcluster-client-ue4
Here is the marketplace link -> https://www.unrealengine.com/marketplace/en-US/slug/socketcluster-client

Is there any info/progress on a Godot implementation? I cannot maintain but i can help from time to time.

@endel Might be worth looking into Godot support on the C# Side. The devs have been working hard on Mono C# Support. It also got web socket support as of 3.1 Might make your life easier. :)

Hey @endel I got talking to inQonsole About the UE4 SocketClusterClient here is what he said in terms of compatibility with Node.js, Colyseus and the UE4 Socket Cluster Client.

Socketcluster is written in node.js yes that works, the client is written in C the other end (server end) doesn't really matter for the client-side in what language or what you are using, but keep in mind that socketcluster uses it's own ping and pong and handshake protocol, in the raw form the UE4 client is just pure socket so it can work with anything but you might have to edit the source code, if you are not using Socketcluster Server, I can't guarantee that it will work out of the box.

Any update on the godot client support?

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