Yes here :) We have recently built a little proof-of-concept client/server 
prototype where natively compiled clients connect through a TCP socket, and 
emscripten clients connect through WebSocket, both compiled from the same 
C++ source.

The game server was written in golang, and we 
used https://github.com/gorilla/websocket as websocket proxy layer in the 
game server process, the game server opened one normal TCP port with 
Golang's native TCP support, and a separate WebSocket port next to it, 
managed by Gorilla.

On the client side I wrote a minimal client socket wrapper which uses 
non-blocking sockets across all platforms (emscripten's socket wrapper is 
generally non-blocking).

Unfortunately the whole project is closed source, but here's a gist with 
the (very quick'n'dirty) NetClient implementation which has all the 
interesting client-side stuff in it:

https://gist.github.com/floooh/b4d25d0e11ef2be91dd19cb974bcc7a6

We created 3 client types, one written in Unity exported to asm.js, one 
with Oryol (https://github.com/floooh/oryol), and one in Typescript with 
babylon.js (http://babylonjs.com/).

The Unity client was about 4.9 MByte (theoretically we could have get this 
down to around 3.5 MB because the Unity physics code slipped in because of 
a stabbing test against the ground), the Oryol client around 410 KBytes, 
and the Typescript client around 310 KBytes (mostly the minimized 
babylon.js blob), all sizes are compressed sizes.

Fun project all in all :)

Cheers,
-Floh.

Am Mittwoch, 18. Januar 2017 15:48:22 UTC+1 schrieb Thomas Arnbjerg:
>
> Has anyone succeded in connecting an Emscripten socket client against a 
> libWebsocket based server?
>

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