I wouldn’t have gotten here without doing almost all of the previous steps. I even learned a lot about Godot and other libraries.
To solve this issue, go to PROJECT SETTINGS -> NETWORK -> LIMITS -> Max In Buffer (KB) & Max Out Buffer (KB) to a generous 1024 AND (I think) set Max Buffer (Power of 2) to a whopping 256
.
UPDATE
I posted this before testing out an older version of godot and it seems to work just great! But as in the github issue, that is because of changes with how the protocols worked and what headers are sent!
Here is the code for use in Godot 3.1.1:
extends Node
var _client = WebSocketClient.new()
func _ready():
print("connecting...")
_client.connect("connection_closed", self, "ws_closed")
_client.connect("connection_error", self, "ws_connection_error")
_client.connect("connection_established", self, "ws_connection_established")
_client.connect("server_close_request", self, "ws_close_request")
_client.connect_to_url("wss://ws.revolt.chat/?version=1&format=json&token={token}")
func ws_closed(clean):
if !clean:
print("websocket closed")
else:
print("websocket closed cleanly")
func ws_connection_error():
print("websocket connection failed")
func ws_connection_established(protocol):
print("we're connected using protocol: ", protocol)
func ws_close_request(code, reason):
print("closed with code: ", code, " and reason: ", reason)
func _process(delta):
if _client.get_connection_status() == WebSocketClient.CONNECTION_DISCONNECTED:
return
print(_client.get_peer(1).get_packet().get_string_from_utf8())
_client.poll()
UPDATES
For this new chunking, each chunk gets a spatial for each of its terrain texture multimeshes. It is also functioning properly now. It simply counts up to the amount of necessary chunk_size points then starts a new chunk.
A chunking system that is actually good | better chunks 2b091f189e
Each texture now has its own multimesh | terrain is now textured + generate texturedata d03de637eb
Quickly set the size of each terrain node/point | cleanup and point size 2bff7a7cde
If you need help implementing this into your game, send me a message or email. I’ll see what I can do without a guarantee.
What game engine will you be working in? (nudge nudge 🤖)
I know there are some configurations that manage to disguise themselves as a real machine. I would like to look into that as it could be very useful. At the same time, I also wonder how deep the kernel level whatever go into my personal device.
dead man switch
It probably wouldn’t work out for the spyware that doesn’t want you running a VM for “anti-cheating” purposes.
Better to move them to something more private at the very least. Then we can slowly heal their addiction through in-app propaganda and purposefully declined algorithm performance over a long period of time.
In today’s news, Microsoft commits treason against the United States Government.
!remindme 6 months
I wonder what the outcome will be.