This may not be trivial because WebSockets are implemented on top of TCP, 
and require(?) a client-server model, while many multiplayer games use UDP 
and a peer-to-peer model.

So don't be surprised if you need to rip out and rewrite your entire 
networking code ;)

Emscripten's socket API wrapper may help a bit when you're currently only 
using TCP-based sockets and a client/server model, but there are still a 
few important differences to native sockets (mainly that emscripten sockets 
work in non-blocking mode at all times).

Your best bet may be replacing the lower-level networking code with a 
library like ENet or HumbleNet:

https://hacks.mozilla.org/2017/06/introducing-humblenet-a-cross-platform-networking-library-that-works-in-the-browser/

https://github.com/mnaamani/enet-emscripten

But I don't know the current state of either of those libraries.

Cheers,
-Floh.

On Tuesday, 7 May 2019 00:35:25 UTC+2, [email protected] wrote:
>
> Hey all, we've ported an Unreal Engine 4 game to the web, and it works 
> great in solo mode (you can play against the bot). But when trying to 
> search for or join a dedicated server in the main menu GUI, we encounter an 
> error page which I've attached for reference. We believe it's because we 
> haven't set up WebSockets for our game, but are unsure of how to properly 
> implement this. Any input would be really appreciated. Thanks!
>

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