Computer augmented development with AI.
Trying out AI in Visual Studio Code.
Copilot in VSCode
GitHub Copilot: Understood. To target the browser runtime in Godot 4, you need to ensure your project is configured correctly for Web export. Here’s how you can proceed:
- Enable WebRTC Support:
- Ensure your Godot build includes WebRTC support. Official Godot builds typically have this enabled.
- Project Settings:
- Open the Godot editor.
- Go to
Project
>Project Settings
. - Under the
Display
category, setWindow > Width
andHeight
to fit typical browser resolutions (e.g., 1280×720). - Ensure
HTML5
settings are configured properly:HTML5 > Canvas Resize Policy
: Set toExpand
for responsive scaling.HTML5 > Audio Worklet
: Enable if your app uses audio.
- Export Template:
- Install the HTML5 export templates if not already installed. You can download them from the Godot website.
- Export Configuration:
- Go to
Project
>Export
. - Add a new preset for
HTML5
. - Configure the export settings:
- Set
Custom HTML Shell
if you need a custom HTML wrapper. - Enable
Threads
andNetworking
under theOptions
tab for WebRTC functionality.
- Set
- Testing in Browser:
- Export the project to a
.zip
or.html
file. - Use a local web server (e.g., Python’s
http.server
or Node.jshttp-server
) to serve the exported files. Browsers block some features (like WebRTC) when running directly from the file system.
- WebRTC-Specific Adjustments:
- Ensure your signaling server (
SIGNAL_SERVER_URL
) is accessible over HTTPS, as most browsers require secure contexts for WebRTC. - Test the WebRTC connection in multiple browsers to ensure compatibility.
Optimization for Browser:
- Reduce Asset Sizes: Compress textures, audio, and other assets to minimize load times.
- Minimize Script Execution: Avoid heavy computations in
_process
or_physics_process
. - Debugging: Use browser developer tools to debug WebRTC connections and inspect network traffic.
Let me know if you need help with any specific part of this process.
edo9a: I’m 48 years young, adjust your tone to that
GitHub Copilot: Got it. Let’s focus on optimizing your WebRTC-based Godot app for browser runtime. Here’s what you should consider:
Key Adjustments for Browser Runtime
- WebRTC Compatibility:
- Ensure your signaling server (
SIGNAL_SERVER_URL
) is accessible over HTTPS. Browsers require secure contexts for WebRTC. - Test in multiple browsers (Chrome, Firefox, etc.) since WebRTC implementations can vary.
- Reduce Polling Overhead:
- Your
poll_signals
function uses HTTP GET requests on a timer. This can be resource-intensive in a browser. Consider using WebSockets for real-time signaling if your server supports it. WebSockets are more efficient for bidirectional communication.
- Error Handling:
- Add user-friendly error messages for common WebRTC issues (e.g., connection failures, ICE candidate issues). This is especially important for browser users who might not have access to a console.
- Responsive UI:
- Ensure your UI scales well in the browser. Use
Control
nodes with anchors and margins set for responsive layouts.
- Optimize Asset Loading:
- Compress assets (textures, audio, etc.) to reduce load times. Use formats like
.webp
for images and.ogg
for audio.
- Debugging in Browser:
- Use browser developer tools to monitor network requests and WebRTC connections. Look for errors in the console or network tab.
Specific Code Suggestions
Replace Polling with WebSockets (Optional)
If your server supports WebSockets, you can replace the polling mechanism with a WebSocket connection. Here’s a basic example:
# Replace HTTP polling with WebSocket
@onready var websocket := WebSocketClient.new()
func _ready():
websocket.connect("connection_established", self, "_on_websocket_connected")
websocket.connect("data_received", self, "_on_websocket_data_received")
websocket.connect("connection_closed", self, "_on_websocket_closed")
websocket.connect("connection_error", self, "_on_websocket_error")
var err = websocket.connect_to_url("wss://your-signaling-server-url")
if err != OK:
push_error("WebSocket connection failed: %d" % err)
func _on_websocket_connected(protocol: String):
print("WebSocket connected with protocol:", protocol)
func _on_websocket_data_received():
var data = websocket.get_peer(1).get_packet().get_string_from_utf8()
print("Data received:", data)
# Handle incoming signals here
func _on_websocket_closed(was_clean: bool):
print("WebSocket closed. Clean:", was_clean)
func _on_websocket_error():
push_error("WebSocket error occurred")
Improve Error Feedback
Add more detailed error messages for users in the browser:
func push_error(message: String):
print("❌ Error:", message)
chat_log.append_text("[Error]: " + message + "\n")
Optimize _process
for Chat
Avoid unnecessary polling in _process
. Use events or signals to handle incoming messages instead of continuously checking data_channel.get_available_packet_count()
.
Let me know if you want to dive deeper into any of these areas!
edo9a: ok, only PHP and HTTPS (apache, shared hosting) available, no websockets for signaling server side
GitHub Copilot: Understood. Since you’re limited to PHP and HTTPS on shared hosting without WebSockets, you’ll need to stick with HTTP polling for signaling. Here’s how you can optimize and adapt your current setup:
1. Optimize Polling Frequency
Reduce the polling frequency to balance responsiveness and server load. For example, increase the timer interval in _on_fetch_timer_timeout
:
# Increase polling interval to reduce server load
fetch_timer.wait_time = 2.0 # Poll every 2 seconds instead of the default
fetch_timer.start()
2. Improve Signal Handling on the Server
Ensure your PHP signaling server:
- Returns only new signals since the last poll.
- Uses a lightweight database or file-based storage to track signals (e.g., SQLite or JSON files).
- Deletes processed signals to avoid redundant responses.
3. Add Signal Acknowledgment
To prevent duplicate signals, include a unique signal_id
in each signal. The client can track processed signals to avoid reprocessing:
Client-Side:
Modify _on_request_completed
to track processed signals:
var processed_signals := []
func _on_request_completed(result: int, code: int, headers: PackedStringArray, body: PackedByteArray):
if result != OK or code != 200:
push_error("HTTP error: %d " % result)
return
var json := JSON.new()
if json.parse(body.get_string_from_utf8()) != OK:
push_error("JSON parse failed")
return
var data = json.data
if not data.has("signals"): return
for incoming_signal in data["signals"]:
var signal_id = incoming_signal.get("id", "")
if signal_id in processed_signals:
continue # Skip already processed signals
processed_signals.append(signal_id)
var type = incoming_signal.get("type", "")
var payload = incoming_signal.get("payload", {})
match type:
"offer":
_handle_offer(payload)
"ice":
_handle_ice(payload)
_:
print("Unknown signal type:", type)
4. Optimize HTTP Requests
Use gzip
compression on your server to reduce the size of HTTP responses. Ensure your PHP server is configured to compress JSON responses.
5. Secure the Communication
Since you’re using HTTPS:
- Ensure your PHP server validates incoming requests (e.g., check
from
andto
fields). - Use a shared secret or token to authenticate requests between clients and the server.
6. PHP Signaling Server Example
Here’s a basic PHP signaling server for your setup:
<?php
// filepath: signal.php
// Load signals from a JSON file (or database)
$signals_file = 'signals.json';
$signals = file_exists($signals_file) ? json_decode(file_get_contents($signals_file), true) : [];
// Handle POST requests (sending signals)
if ($_SERVER['REQUEST_METHOD'] === 'POST') {
$input = json_decode(file_get_contents('php://input'), true);
if (!isset($input['from'], $input['to'], $input['type'], $input['payload'])) {
http_response_code(400);
echo json_encode(['error' => 'Invalid request']);
exit;
}
// Add the signal to the recipient's queue
$signals[] = [
'id' => uniqid(), // Unique signal ID
'from' => $input['from'],
'to' => $input['to'],
'type' => $input['type'],
'payload' => $input['payload']
];
file_put_contents($signals_file, json_encode($signals));
echo json_encode(['status' => 'success']);
exit;
}
// Handle GET requests (polling for signals)
if ($_SERVER['REQUEST_METHOD'] === 'GET') {
$id = $_GET['id'] ?? '';
if (empty($id)) {
http_response_code(400);
echo json_encode(['error' => 'Missing ID']);
exit;
}
// Fetch signals for the client
$client_signals = array_filter($signals, function ($signal) use ($id) {
return $signal['to'] === $id;
});
// Remove delivered signals from the queue
$signals = array_filter($signals, function ($signal) use ($id) {
return $signal['to'] !== $id;
});
file_put_contents($signals_file, json_encode($signals));
echo json_encode(['signals' => array_values($client_signals)]);
exit;
}
http_response_code(405);
echo json_encode(['error' => 'Method not allowed']);
7. Testing
- Test the signaling flow with multiple clients to ensure signals are delivered and processed correctly.
- Monitor server performance to ensure the polling interval is appropriate.
Let me know if you need further adjustments!
edo9a: var json := JSON.new()
var data := json.data
- consider it wrning elevated to error. substitute?
GitHub Copilot: The warning occurs because json.data
is not a valid property of the JSON
object. Instead, you should use the get_data()
method after parsing the JSON. Here’s the corrected code:
var json := JSON.new()
if json.parse(body.get_string_from_utf8()) != OK:
push_error("JSON parse failed")
return
var data = json.get_data() # Correct way to access parsed JSON data
if not data.has("signals"): return
This ensures you’re accessing the parsed JSON data properly and avoids the warning.
I’m a solo dev. I want to develop in PHP backend for Godot apps (games). My PHP server is on shared hosting and I can’t and don’t want to add more libraries to it
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