And besides, I forgot to mention the server is running on Windows native, 
not JavaScript, so that wouldn't work.

On Wednesday, October 7, 2015 at 12:56:21 PM UTC-4, Robert Goulet wrote:
>
> I was hoping we could stay in C++ because our game engine is cross 
> platforms, and that simplified things. Oh well.
>
> On Wednesday, October 7, 2015 at 12:51:47 PM UTC-4, Boris Sergeev wrote:
>>
>> Normally, you'd use networking facilities of the run-time environment 
>> your JS code is executed in, then pass the received/sent data to/from your 
>> emscripted C++ code. There is overhead of converting strings between C++ 
>> (Emscripten heap) and native JS strings, but that's the price you pay for 
>> the luxury of running C++ as JS.
>>
>> On Wednesday, October 7, 2015 at 8:53:35 AM UTC-6, Robert Goulet wrote:
>>>
>>> Hi there,
>>>
>>> is there any good documentation about how to use basic libc networking 
>>> code with Emscripten? I can't find more precise documentation about it.
>>>
>>> I'm using basic libc networking functions, and when I call connect to a 
>>> network location, I'm receiving an HTTP GET request on the server side. 
>>> From what I understand, it's using a WebSocket protocol? So my question is, 
>>> do I really have to parse the data and do the whole handshake stuff for 
>>> WebSocket, even thought I'm just opening a simple socket where I just want 
>>> to transfer my own private data? Isn't that a bit cumbersome?
>>>
>>> I'm not an expert of networking, so I'd like some advice about how I'm 
>>> supposed to properly handle this.
>>>
>>> Thanks!
>>>
>>

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