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TokoVoip 1.5: Server-side Websocket #117
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damn I just implemented this on my server like 2 days ago, I guess I gotta review everything all over again, feelsbadman but good update, server-sided websocket ! yay ! |
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This PR brings the first iteration of a major rework of the way Tokovoip works, with some fixes along with it.
Many new parts have to work together.
I will work as fast as I can to fix issues, adjust and improve the system.
Todo:
Details:
For security reasons, FiveM aims to block any access to the player's local network through FiveM scripts, including websockets.
Previously, tokovoip would communicate with teamspeak locally, using websockets through the local network.
Since it will no longer be possible, a server-side alternative was required.
To keep things running properly, websockets are still used, however it now connects and proxies the data through a remote NodeJS server.
This does come at a hefty price.
Data has to go through the server, which means network usage and latency.
The player performance should not be too affected, except for those with slower connections.
This first implementation aims to satisfy fivem's requirements as soon as possible.
It is very inefficient data wise, since each player calculates everything for themselves, and sends it through.
The system was simply not built to run with a server in mind.
However, this does open the path to many things.
Of course a major rework will be required, but eventually, most of the work can be moved server-side, and optimized for it.
Considering how heavily tokovoip affects client performance currently, this would leave the client with very little work to do.
In the meantime, this first iteration will have to do, and will be required as soon as fivem blocks local websockets.
Note:
I have been in contact with fivem recently to keep each other aware of updates, and avoid issues like we've had in the last few months