0 votes

The WebSocketServer also works as an http site, but is it slower?
Should I always use the WebSocketServer or is the NetworkedMultiplayerENet better?
Should I use something else?
I didn't find anything in the Godot documentation about the differences between the WebSocketServer and the NetworkedMultiplayerENet.

I hope someone can explain the difference to me.

in Engine by (226 points)

1 Answer

0 votes
Best answer

I'm not entirely sure but I believe NetworkedMultiplayerENet is packet based. If you take a look at https://docs.godotengine.org/fr/stable/classes/class_packetpeer.html#class-packetpeer which is what NetworkedMultiplayerENet implements, it's said to be "an abstraction and base class for packet-based protocols (such as UDP)".

Websockets are a two way communication pipe if you want. From this article we see "The protocol consists of an opening handshake followed by basic message framing, layered over TCP".

I remember seeing some benchmarks on Websockets saying they were pretty fast. I guess it depends on what you want dot, how much control you need, etc..

There's a bit of documentation on networking, I don't know if you read it already: https://docs.godotengine.org/fr/stable/tutorials/networking/high_level_multiplayer.html

by (643 points)
selected by

Thank you very much.

Welcome to Godot Engine Q&A, where you can ask questions and receive answers from other members of the community.

Please make sure to read Frequently asked questions and How to use this Q&A? before posting your first questions.
Social login is currently unavailable. If you've previously logged in with a Facebook or GitHub account, use the I forgot my password link in the login box to set a password for your account. If you still can't access your account, send an email to [email protected] with your username.