How to connect my WebGL players with portforwarding?

Heyo!

I’ve been making a small multiplayer 2d shooter that has 4 players per game and a small map.
I’d like the player to be able to host a server with portforwarding, which I would then send to a database of active games. And other players would see it in a list of games. My game is early and I just built the first build for webgl, use web sockets is checked(should it be?) and since webgl can’t be a server I’m hosting via my unity editor. I’ve already forwarded the port 7777, and In the webgl build I put in my external IP but it can’t connect. I have to either put in local host or my internal ip before it can connect (all of this is on the same computer).
I also tried uploading a test build to kongregate under private, but when I press the lan client button that the networkmanager hud has, I get a SecurityError: The operation is insecure, in firefox.

TLDR
I have two questions, 1 what do I have to do to make my webgl build be able to be a client, all I get are security errors except when playing the build from my computer(not on a game website).

And 2 how would the player be able to host a game, if webgl can’t be a host? Would I provide a standalone game that they can run after they portforward? What would that game involve?

BUMP!

Can someone please give me help? I’ve stopped making my game till I know that players can host a server somehow.

I suggest you look into this topic: StartServer listen failed error with UNET and WebGL - Unity Engine - Unity Discussions

They mention a few things about WebGL clients “hosting” the games. The WebGL client can’t really act as a server, even if the player hosts the game with a WebGL client, you’ll still need a server for them to connect and keep the websockets alive. They also mention in the thread that Unity is working on realying servers for WebGL.