Announcement

Collapse
No announcement yet.

[Plugin] Socket.io Client

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • replied
    Originally posted by HashemShepard View Post

    thanks for your reply , i switched to the http version and still got the exact same error , anything else to try ?
    Open an issue with detailed steps to reproduce the error on https://github.com/getnamo/socketio-client-ue4/issues and I'll try to help

    Leave a comment:


  • replied
    Originally posted by getnamo View Post

    https /SSL is currently not supported yet, use http. See https://github.com/getnamo/socketio-...-ue4/issues/39 for updates on the issue
    thanks for your reply , i switched to the http version and still got the exact same error , anything else to try ?

    Leave a comment:


  • replied
    Originally posted by HashemShepard View Post
    can someone help me , i'm getting this error (socketio invalid appears lost connection) what does it mean ?
    i'm trying to connect to (https://(certain site running on groom test server).run.goorm.io:19834)
    https /SSL is currently not supported yet, use http. See https://github.com/getnamo/socketio-...-ue4/issues/39 for updates on the issue

    Leave a comment:


  • replied
    can someone help me , i'm getting this error (socketio invalid appears lost connection) what does it mean ?
    i'm trying to connect to (https://(certain site running on groom test server).run.goorm.io:19834)

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    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

    Leave a comment:


  • replied
    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

    Leave a comment:


  • replied
    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?

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    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!

    Leave a comment:


  • replied
    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

Name:	fork-repo.PNG
Views:	23
Size:	21.1 KB
ID:	1659948

    Leave a comment:


  • replied
    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

    Leave a comment:

Working...
X