I took a game that my friend made and wanted to make it playable across browsers by sending keypress data between peers with WebRTC and websockets. However, I get this error in the console:
WebSocket connection to 'ws://localhost:3000/' failed: Connection closed before receiving a handshake response
My server file has the following few lines:
'use strict';
const express = require('express');
const SocketServer = require('ws').Server;
const path = require('path');
const PORT = process.env.PORT || 3000;
const INDEX = path.join(__dirname, 'index.html');
const server = express();
server.use(express.static(path.join(__dirname, 'lib')));
server.use('/assets', express.static(path.join(__dirname, 'assets')));
server.listen(PORT, () => console.log(`Listening on ${ PORT }`));
const wss = new SocketServer({ server });
var users = {};
let usernames = [];
wss.on('connection', function(connection) {
connection.on('message', function(message) {
var data;
try {
data = JSON.parse(message);
} catch (e) {
console.log(Invalid JSON);
data = {};
}
switch (data.type) {
case login:
console.log(User logged, data.name);
if(users[data.name]) {
sendTo(connection, {
type: login,
success: false
});
} else {
users[data.name] = connection;
connection.name = data.name;
usernames.push(data.name);
sendTo(connection, {
type: login,
success: true,
users: usernames
});
}
break;
case offer:
console.log(Sending offer to: , data.name);
var conn = users[data.name];
if(conn != null) {
connection.otherName = data.name;
sendTo(conn, {
type: offer,
offer: data.offer,
name: connection.name
});
}
break;
case answer:
console.log(Sending answer to: , data.name);
var conn = users[data.name];
if(conn != null) {
connection.otherName = data.name;
sendTo(conn, {
type: answer,
answer: data.answer
});
}
break;
case candidate:
console.log(Sending candidate to:,data.name);
var conn = users[data.name];
if(conn != null) {
sendTo(conn, {
type: candidate,
candidate: data.candidate
});
}
break;
case leave:
console.log(Disconnecting from, data.name);
var conn = users[data.name];
conn.otherName = null;
if(conn != null) {
sendTo(conn, {
type: leave
});
}
break;
default:
sendTo(connection, {
type: error,
message: Command not found: + data.type
});
break;
}
});
And the client side of the connection looks as follows:
const Game = require(./game);
const GameView = require(./game_view);
var HOST = location.origin.replace(/^http/, 'ws');
console.log('host: ', HOST);
console.log(process.env.PORT);
document.addEventListener(DOMContentLoaded, function() {
const connection = new WebSocket(HOST);
.....
This is the point that the error occurs and this is the caught error that I get:
bubbles
:
false
cancelBubble
:
false
cancelable
:
false
composed
:
false
currentTarget
:
WebSocket
defaultPrevented
:
false
eventPhase
:
0
isTrusted
:
true
path
:
Array(0)
returnValue
:
true
srcElement
:
WebSocket
target
:
WebSocket
timeStamp
:
213.01500000000001
type
:
error
__proto__
:
Event
I am not too familiar with server side programming and was trying to understand. I tried looking up this issue, but it seems like a variety of different things can cause this. If you want to see the repository you can see and try it yourself (uses webpack): SlidingWarfare Repo