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xolatgames, xolatgames@programming.dev

Instance: programming.dev
Joined: 10 months ago
Posts: 3
Comments: 16

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Posts and Comments by xolatgames, xolatgames@programming.dev

Don’t pay attentions on the quality, the meaning is important here. It’s a normal diagram.

And, yeap! The game’s webserver (nginx) locates in the same VPS where locates the game’s APIs. So, a browser loads the game’s client (WebGL version of the game) from the same place, where in the next step, after loading has finished, this browser will connects to that place for connection to the game’s APIs.


Now the game awaits pending, but then shows “CONNECTION_TIMEOUT”.


Thanks to you, @nobody_special 🤝

But I already guessed where’s the problem was be.

https://developer.mozilla.org/en-US/docs/Web/Security/Mixed_content

If it said shortly, I needed to add to the IP address for a connection (for example 192.168.0.150), one of the name of the secure protocols (wss://, https://, etc.) (result: wss://192.168.0.150/)

So, I think that I’m in one step closer to the solution.

Now the developer consoles seems somehow like that:

But the game still doesn’t works.

Thanks for your help, again 🤝


I changed the IP address from “127.0.0.1” for connection to the server in the configs of the game to the IP adress of the VPS. And in this case the logs from the browser console looks so now:

Blocked loading mixed active content “http://218.14.40.150:777/abilities/active/all%E2%80%9D game.js:9:186044
TypeError: NetworkError when attempting to fetch resource.
    create https://example.com/game.js:9
    _godot_js_fetch_create https://example.com/game.js:9
    callUserCallback https://example.com/game.js:9
    runIter https://example.com/game.js:9
    Browser_mainLoop_runner https://example.com/game.js:9
game.js:474:18
SCRIPT ERROR: Assertion failed. game.js:474:18
   at: HttpHighClient.send_request (res://scripts/common/http/http_high_client.gd:37) game.js:474:18
ERROR: Parse JSON failed. Error at line 0: Unknown error getting token game.js:474:18
   at: parse_string (core/io/json.cpp:582) game.js:474:18
�[91m�[1mERROR: �[22mDB API can't read this response: /abilities/active/all�[39m�[0m game.js:459:16
ERROR: DB API can't read this response: /abilities/active/all game.js:474:18
   at: push_error (core/variant/variant_utility.cpp:1098) game.js:474:18

But the connection still won’t works 🤷‍♂️

P.S: Some content from the logs was changed for privacy reason.


This is a piece of logs from the browser console:

Cross-Origin Request Blocked: The Same Origin Policy disallows reading the remote resource at http://127.0.0.1:777/abilities/active/all. (Reason: CORS request did not succeed). Status code: (null).
TypeError: NetworkError when attempting to fetch resource. game.js:474:18
Firefox can’t establish a connection to the server at ws://127.0.0.1:888/. game.js:9:219740
SCRIPT ERROR: Assertion failed. game.js:474:18
   at: HttpHighClient.send_request (res://scripts/common/http/http_high_client.gd:37) game.js:474:18
ERROR: Parse JSON failed. Error at line 0: Unknown error getting token game.js:474:18
   at: parse_string (core/io/json.cpp:582) game.js:474:18
�[91m�[1mERROR: �[22mDB API can't read this response: /abilities/active/all�[39m�[0m game.js:459:16

Firewall I’ve already checked.


I think that doesn't respectful to stay in this community for myself. Have a nice day! ✌🏼






What's the best encryption algorithm in your opinion?


Let's solve the first part then.

But I guess that @herzenschein already suggested me a solution...

You could take inspiration from Theodore Tso’s pwgen: https://github.com/tytso/pwgen



I personally don't know 🤷🏻‍♂️. I've try both variants.


Thanks a lots, folks! 😄 Everything works fine now 👍🏼

Image

What I have to do:

  1. Made don't only materials, but also meshes as unique:
var new_model = model.front.duplicate(true)
var new_ship: Node3D = new_model.instantiate()
new_ship.position = front_model_pos
_model_parent.add_child(new_ship)
_make_ship_materials_unique(new_ship)
  1. Change mesh.surface_set_material to mesh.set_surface_override_material:
func _make_ship_materials_unique(new_ship: Node3D) -> void:
    for i in new_ship.get_children(true):
        if i is MeshInstance3D:
            for n in range(i.get_surface_override_material_count()):
                i.set_surface_override_material(n, i.mesh.surface_get_material(n).duplicate(true))
func damaged_spec_effect() -> void:
    for i in ship.get_children(true):
        if i is MeshInstance3D:
            for n in range(i.get_surface_override_material_count()):
                _create_fade_in_then_out_effect(i.get_surface_override_material(n), Color.RED)

And everything started works as well. Thanks again 🤝🏼



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Posts by xolatgames, xolatgames@programming.dev

Comments by xolatgames, xolatgames@programming.dev

Don’t pay attentions on the quality, the meaning is important here. It’s a normal diagram.

And, yeap! The game’s webserver (nginx) locates in the same VPS where locates the game’s APIs. So, a browser loads the game’s client (WebGL version of the game) from the same place, where in the next step, after loading has finished, this browser will connects to that place for connection to the game’s APIs.


Now the game awaits pending, but then shows “CONNECTION_TIMEOUT”.


Thanks to you, @nobody_special 🤝

But I already guessed where’s the problem was be.

https://developer.mozilla.org/en-US/docs/Web/Security/Mixed_content

If it said shortly, I needed to add to the IP address for a connection (for example 192.168.0.150), one of the name of the secure protocols (wss://, https://, etc.) (result: wss://192.168.0.150/)

So, I think that I’m in one step closer to the solution.

Now the developer consoles seems somehow like that:

But the game still doesn’t works.

Thanks for your help, again 🤝


I changed the IP address from “127.0.0.1” for connection to the server in the configs of the game to the IP adress of the VPS. And in this case the logs from the browser console looks so now:

Blocked loading mixed active content “http://218.14.40.150:777/abilities/active/all%E2%80%9D game.js:9:186044
TypeError: NetworkError when attempting to fetch resource.
    create https://example.com/game.js:9
    _godot_js_fetch_create https://example.com/game.js:9
    callUserCallback https://example.com/game.js:9
    runIter https://example.com/game.js:9
    Browser_mainLoop_runner https://example.com/game.js:9
game.js:474:18
SCRIPT ERROR: Assertion failed. game.js:474:18
   at: HttpHighClient.send_request (res://scripts/common/http/http_high_client.gd:37) game.js:474:18
ERROR: Parse JSON failed. Error at line 0: Unknown error getting token game.js:474:18
   at: parse_string (core/io/json.cpp:582) game.js:474:18
�[91m�[1mERROR: �[22mDB API can't read this response: /abilities/active/all�[39m�[0m game.js:459:16
ERROR: DB API can't read this response: /abilities/active/all game.js:474:18
   at: push_error (core/variant/variant_utility.cpp:1098) game.js:474:18

But the connection still won’t works 🤷‍♂️

P.S: Some content from the logs was changed for privacy reason.


This is a piece of logs from the browser console:

Cross-Origin Request Blocked: The Same Origin Policy disallows reading the remote resource at http://127.0.0.1:777/abilities/active/all. (Reason: CORS request did not succeed). Status code: (null).
TypeError: NetworkError when attempting to fetch resource. game.js:474:18
Firefox can’t establish a connection to the server at ws://127.0.0.1:888/. game.js:9:219740
SCRIPT ERROR: Assertion failed. game.js:474:18
   at: HttpHighClient.send_request (res://scripts/common/http/http_high_client.gd:37) game.js:474:18
ERROR: Parse JSON failed. Error at line 0: Unknown error getting token game.js:474:18
   at: parse_string (core/io/json.cpp:582) game.js:474:18
�[91m�[1mERROR: �[22mDB API can't read this response: /abilities/active/all�[39m�[0m game.js:459:16

Firewall I’ve already checked.


I think that doesn't respectful to stay in this community for myself. Have a nice day! ✌🏼






What's the best encryption algorithm in your opinion?


Let's solve the first part then.

But I guess that @herzenschein already suggested me a solution...

You could take inspiration from Theodore Tso’s pwgen: https://github.com/tytso/pwgen



I personally don't know 🤷🏻‍♂️. I've try both variants.


Thanks a lots, folks! 😄 Everything works fine now 👍🏼

Image

What I have to do:

  1. Made don't only materials, but also meshes as unique:
var new_model = model.front.duplicate(true)
var new_ship: Node3D = new_model.instantiate()
new_ship.position = front_model_pos
_model_parent.add_child(new_ship)
_make_ship_materials_unique(new_ship)
  1. Change mesh.surface_set_material to mesh.set_surface_override_material:
func _make_ship_materials_unique(new_ship: Node3D) -> void:
    for i in new_ship.get_children(true):
        if i is MeshInstance3D:
            for n in range(i.get_surface_override_material_count()):
                i.set_surface_override_material(n, i.mesh.surface_get_material(n).duplicate(true))
func damaged_spec_effect() -> void:
    for i in ship.get_children(true):
        if i is MeshInstance3D:
            for n in range(i.get_surface_override_material_count()):
                _create_fade_in_then_out_effect(i.get_surface_override_material(n), Color.RED)

And everything started works as well. Thanks again 🤝🏼