samedi 29 novembre 2014

err_connection_refused using socket.IO


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I'm making a multiplayer game using nodejs with socket.io.


When I'm working on my laptop where the nodejs is running, everything works. I can open multiple window tabs and I have multiple users.


But when I'm trying to connect to my local ip (from the node server) from another laptop next to me, I get an error with the socket.io



"GET http://localhost:8000/socket.io/socket.io.js net::ERR_CONNECTION_REFUSED"


code



/**************************************************
** GAME INITIALISATION
**************************************************/
function init() {
// Declare the canvas and rendering context
canvas = document.getElementById("gameCanvas");
ctx = canvas.getContext("2d");

// Maximise the canvas
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;

// Initialise keyboard controls
keys = new Keys();

// Calculate a random start position for the local player
// The minus 5 (half a player size) stops the player being
// placed right on the egde of the screen
var startX = Math.round(Math.random()*(canvas.width-5)),
startY = Math.round(Math.random()*(canvas.height-5));

// Initialise the local player
localPlayer = new Player(startX, startY);

socket = io.connect("http://localhost", {port: 8000, transports: ["websocket"]});

remotePlayers = [];

// Start listening for events
setEventHandlers();


};






**************************************************
** GAME INITIALISATION
**************************************************/
function init() {
// Declare the canvas and rendering context
canvas = document.getElementById("gameCanvas");
ctx = canvas.getContext("2d");

// Maximise the canvas
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;

// Initialise keyboard controls
keys = new Keys();

// Calculate a random start position for the local player
// The minus 5 (half a player size) stops the player being
// placed right on the egde of the screen
var startX = Math.round(Math.random()*(canvas.width-5)),
startY = Math.round(Math.random()*(canvas.height-5));

// Initialise the local player
localPlayer = new Player(startX, startY);

socket = io.connect("http://localhost", {port: 8000, transports: ["websocket"]});

remotePlayers = [];

// Start listening for events
setEventHandlers();


};


asked 53 secs ago







err_connection_refused using socket.IO

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