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! >>> >> -- You received this message because you are subscribed to the Google Groups "emscripten-discuss" group. To unsubscribe from this group and stop receiving emails from it, send an email to [email protected]. For more options, visit https://groups.google.com/d/optout.
