I have my godot client setup like this:
tool
extends Node2D
var _client = WebSocketClient.new()
var err;
func _init():
_client.connect("connection_closed", self, "_closed")
_client.connect("connection_error", self, "_closed")
_client.connect("connection_established", self, "_connected")
_client.connect("data_received", self, "_on_data")
err = _client.connect_to_url("ws://127.0.0.1:6000")
print("err=",err)
if err != OK:
print("Unable to connect")
set_process(false)
func _closed(was_clean = false):
print("Closed, clean: ", was_clean)
#set_process(false)
func _connected(proto = ""):
print("Connected with protocol: ", proto)
_client.get_peer(1).put_packet("Hello there".to_utf8())
func _on_data():
print("Got data from server: ", _client.get_peer(1).get_packet().get_string_from_utf8())
func _process(delta):
_client.poll()
as shown in this example
and I have my python side Server like this:
from socket import *
s= socket(AF_INET, SOCK_STREAM)
s.setsockopt(SOL_SOCKET,SO_REUSEADDR, 1)
s.bind(("127.0.0.1",6000))
while True:
print("Waiting for connection...")
try:
s.listen()
conn, addr = s.accept()
print("Connection Established!")
while True:
data = conn.recv(1024).decode()
if not data:
break
print("Sender Says :",data)
conn.send("General Kenobi!".encode())
except error:
print("Connection Terminated! Restarting...")
but every time I try it gives this error
Condition "!is_connected_to_host()" is true. Returned: FAILED
I don't understand what I'm doing wrong?