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[Plugin] Socket.io Client

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    Originally posted by Tiirazom View Post
    Hello!

    I can't connect to server. Event ConnectionProblem is happened, but event Connect (or Disconnect) isn't. Actor with SocketIOClient Component place at level, server is ok too, I suppose. How can I to find out reason of this problem? What can I do?
    http://prntscr.com/ow3b5j

    Thanks for help.
    Open an issue on https://github.com/getnamo/socketio-client-ue4/issues with detailed description on how to reproduce your bug and I'll take a look
    Plugins: Node.js - TensorFlow - Socket.io Client - ZipUtility - Leap Motion - Hydra - Myo - RealSense

    Comment


      Originally posted by getnamo View Post

      If you're willing to try something new, check out https://help.github.com/en/articles/...a-pull-request to learn how to make a pull request.

      The basics:
      - Fork the repository so you get a local copy.
      - Make the code change and commit to your local fork
      - Open a pull request with the change to the main repository and I'll merge it in
      I think i didi it

      Comment


        Originally posted by DonFrag View Post

        I think i didi it
        Almost . You opened a pull request alright, but that's just to merge my issue-150 branch into master. What you need to do is to fork master, edit the change and open a pull request to merge your edited fork into e.g. master

        Click image for larger version

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        Plugins: Node.js - TensorFlow - Socket.io Client - ZipUtility - Leap Motion - Hydra - Myo - RealSense

        Comment


          Plugin updated to v1.1.0
          There were a lot of changes for this release

          Some key features:

          Emit with Graph callback. Now you can 'get' information from the server without breaking your graph flow



          Static Component Construction. Want to add socket.io connections to your game instances or game modes without using C++? This is now supported with same API you're used to





          Convert wav and opus bytes to Soundwaves so you can play them. Should make it easier to test VOIP systems based on socket.io. You can also now issue event callbacks to arrive on your network thread if latency is a high priority (keep in mind that you'll need only do threadsafe actions on background threads i.e. no UObject allocation).



          There are also utility bps that allow you to do basic multi-threading in blueprint. e.g. enter a background thread, do some heavy computation task and callback on game thread with result.




          In SIOJson, you can now interweave Enum types in structs and they will be correctly translated into their string equivalent.

          (see https://github.com/getnamo/socketio-...ases/tag/1.1.0 for full details).

          Marketplace update has been submitted and pending.

          If you've been having disconnection problems, try out the new release and let me know if any new issues crop up!
          Plugins: Node.js - TensorFlow - Socket.io Client - ZipUtility - Leap Motion - Hydra - Myo - RealSense

          Comment


            Hello, I've built a project with SocketIO in unreal v4.21.2. I used the version of SocketIO for v4.21 and v4.22. Everything works fine when I run from the editor, but trying to package the project fails with "unknown build error".

            I've attached the output log from Unreal, and the log file from appdata - can you tell me what is going wrong?

            I'm not very used to packaging projects with plugins, so perhaps I've not set things up correctly.

            This is a fairly urgent question for my project, as it has to go live in a couple of days, so thanks in advance for any response.

            Edit:
            - I've made sure my project is a Blueprints and C++ project, https://allarsblog.com/2015/11/05/co...roject-to-cpp/
            - I've also added "SocketIOClient" to ProjectBuild.cs under PublicDependencyModuleNames

            - I installed this plugin by downloading from github, but I also notice there is this: https://launcher-website-prod07.ol.e...cket-io-client
            is that something I need to package this?

            Edit 2: I think I've answered my own question, it seems like I was using SocketIO for Unreal 4.22 instead of the version for Unreal 4.21!
            Attached Files
            Last edited by samuelthomson; 09-13-2019, 07:34 AM.

            Comment


              Originally posted by samuelthomson View Post
              Hello, I've built a project with SocketIO in unreal v4.21.2. I used the version of SocketIO for v4.21 and v4.22. Everything works fine when I run from the editor, but trying to package the project fails with "unknown build error".

              I've attached the output log from Unreal, and the log file from appdata - can you tell me what is going wrong?

              I'm not very used to packaging projects with plugins, so perhaps I've not set things up correctly.

              This is a fairly urgent question for my project, as it has to go live in a couple of days, so thanks in advance for any response.

              Edit:
              - I've made sure my project is a Blueprints and C++ project, https://allarsblog.com/2015/11/05/co...roject-to-cpp/
              - I've also added "SocketIOClient" to ProjectBuild.cs under PublicDependencyModuleNames

              - I installed this plugin by downloading from github, but I also notice there is this: https://launcher-website-prod07.ol.e...cket-io-client
              is that something I need to package this?

              Edit 2: I think I've answered my own question, it seems like I was using SocketIO for Unreal 4.22 instead of the version for Unreal 4.21!
              You may want to look at https://github.com/getnamo/socketio-...ases/tag/1.1.0 release which has 3 versions (4.21-4.23). The marketplace version is just a way for people to help support plugin work, totally optional.
              Plugins: Node.js - TensorFlow - Socket.io Client - ZipUtility - Leap Motion - Hydra - Myo - RealSense

              Comment


                Hello again,

                I'm having another issue - SocketIO now works fine in the editor, and I can get the project to build, but when I play the build, the behavior relating to SocketIO doesn't seem to be occurring at all. This is doubly strange, as in the last couple of days I successfully packaged a very similar project and everything worked fine.

                I created this project starting with a blank game project, and then I migrated assets from my old project over to this new project.

                Once again,
                - I've made sure my project is a Blueprints and C++ project, https://allarsblog.com/2015/11/05/co...roject-to-cpp/
                - I've also added "SocketIOClient" to ProjectBuild.cs under PublicDependencyModuleNames
                - Made sure I'm using the right version of SocketIO this time!

                Is there anything else I should check?

                Comment


                  Originally posted by samuelthomson View Post
                  Hello again,

                  I'm having another issue - SocketIO now works fine in the editor, and I can get the project to build, but when I play the build, the behavior relating to SocketIO doesn't seem to be occurring at all. This is doubly strange, as in the last couple of days I successfully packaged a very similar project and everything worked fine.

                  I created this project starting with a blank game project, and then I migrated assets from my old project over to this new project.

                  Once again,
                  - I've made sure my project is a Blueprints and C++ project, https://allarsblog.com/2015/11/05/co...roject-to-cpp/
                  - I've also added "SocketIOClient" to ProjectBuild.cs under PublicDependencyModuleNames
                  - Made sure I'm using the right version of SocketIO this time!

                  Is there anything else I should check?
                  maybe firewall? otherwise open an issue on https://github.com/getnamo/socketio-client-ue4/issues with detailed steps to reproduce (and platform/version used etc). Even better if you can link a minimal project that reproduces issue.

                  Some platforms may need a few extra toggles to work: https://github.com/getnamo/socketio-...-ue4#packaging
                  Plugins: Node.js - TensorFlow - Socket.io Client - ZipUtility - Leap Motion - Hydra - Myo - RealSense

                  Comment


                    We're running into some issues here as well that I was wondering if anyone could shed some light on. The websocket connection is dying in UE right after application data, we get through hellos, cert, and key exchange, then we send data and it sends an encrypted alert that appears to be a close message (warning severity doesn't have a 0, 1, or 255 - but I suppose this could also be corrupted data?)

                    Node can connect to the service just fine. First, I noticed they were using different TLS versions so I changed the UE stuff to use 1.2 like node does.

                    Now I'm looking at traffic and I see they are using different ciphers - node uses TLS_ECDHE_RSA_WITH_AES_128_GCM_SHA256 (0xc02f) and works, but UE is using TLS_ECDHE_ECDSA_WITH_CHACHA20_POLY1305_SHA256 (0xcca9) even though it lists the first one in its client hello as well as the second. It's not giving me a legit mismatch message or anything (unless the data in the alert message is corrupted and I just can't read it) after the encrypted alert, it's one more app data followed by ACK, FIN/ACK, and RST
                    Ironbelly Studios- Your External UE4 Development Partner: AAA Quality Services at Indie Prices
                    Request a quote today:
                    https://ironbellystudios.com
                    Follow us on Facebook: www.facebook.com/ironbellystudios

                    Comment


                      Originally posted by Ironbelly View Post
                      We're running into some issues here as well that I was wondering if anyone could shed some light on. The websocket connection is dying in UE right after application data, we get through hellos, cert, and key exchange, then we send data and it sends an encrypted alert that appears to be a close message (warning severity doesn't have a 0, 1, or 255 - but I suppose this could also be corrupted data?)

                      Node can connect to the service just fine. First, I noticed they were using different TLS versions so I changed the UE stuff to use 1.2 like node does.

                      Now I'm looking at traffic and I see they are using different ciphers - node uses TLS_ECDHE_RSA_WITH_AES_128_GCM_SHA256 (0xc02f) and works, but UE is using TLS_ECDHE_ECDSA_WITH_CHACHA20_POLY1305_SHA256 (0xcca9) even though it lists the first one in its client hello as well as the second. It's not giving me a legit mismatch message or anything (unless the data in the alert message is corrupted and I just can't read it) after the encrypted alert, it's one more app data followed by ACK, FIN/ACK, and RST
                      The current socket.io plugin doesn't support https/ssl yet, there is an open issue here: https://github.com/getnamo/socketio-...-ue4/issues/39 which is on the docket but not yet fixed. Largely all that is missing is to include openssl as a third party lib (which the engine has https://github.com/EpicGames/UnrealE...dParty/OpenSSL) and probably change a few lines on how the underlying socket.io-cpp lib is instantiated for https addresses.
                      Plugins: Node.js - TensorFlow - Socket.io Client - ZipUtility - Leap Motion - Hydra - Myo - RealSense

                      Comment


                        Originally posted by getnamo View Post

                        The current socket.io plugin doesn't support https/ssl yet, there is an open issue here: https://github.com/getnamo/socketio-...-ue4/issues/39 which is on the docket but not yet fixed. Largely all that is missing is to include openssl as a third party lib (which the engine has https://github.com/EpicGames/UnrealE...dParty/OpenSSL) and probably change a few lines on how the underlying socket.io-cpp lib is instantiated for https addresses.
                        heh, yea we fixed all of this up on our end within the first couple of days but now we're on to bigger and better problems causing us to rip our hair out.
                        Ironbelly Studios- Your External UE4 Development Partner: AAA Quality Services at Indie Prices
                        Request a quote today:
                        https://ironbellystudios.com
                        Follow us on Facebook: www.facebook.com/ironbellystudios

                        Comment


                          Originally posted by Ironbelly View Post

                          heh, yea we fixed all of this up on our end within the first couple of days but now we're on to bigger and better problems causing us to rip our hair out.
                          If you have a fix working, consider making a pull request. Can't help if the problem can't be replicated on my end.
                          Plugins: Node.js - TensorFlow - Socket.io Client - ZipUtility - Leap Motion - Hydra - Myo - RealSense

                          Comment

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