Unity react.js and webgl connection

I have a code for unity to connect it manually with react.js inside the simulation and .exe file but in WebGL its not working.

Code for Unity:

using UnityEngine;
using UnityEngine.UI;
using WebSocketSharp;

public class WebSocketSample : MonoBehaviour
{
    public float maxBendAngle = 150f;
    public float bendSpeed = 10f;
    public Text angleText;
    public Text bendspeedText;

    private float targetAngle = 0f;
    private WebSocket ws;

    private void Start()
    {
        SetupWebSocket();
    }

    private void OnDestroy()
    {
        if (ws != null && ws.IsAlive)
        {
            ws.Close();
        }
    }

    private void SetupWebSocket()
    {
        ws = new WebSocket("wss://localhost:8080");
        ws.OnOpen += OnWebSocketOpen;
        ws.OnMessage += OnWebSocketMessage;
        ws.OnClose += OnWebSocketClose;
        ws.ConnectAsync();
    }

    private void OnWebSocketOpen(object sender, System.EventArgs e)
    {
        Debug.Log("WebSocket connected.");
    }

    private void OnWebSocketMessage(object sender, MessageEventArgs e)
    {
        if (float.TryParse(e.Data, out float receivedAngle))
        {
            targetAngle = receivedAngle;
            Debug.Log($"Received angle: {receivedAngle}");
            SendMessage("ReceiveMessage", e.Data);
        }
    }

    private void OnWebSocketClose(object sender, CloseEventArgs e)
    {
        Debug.Log("WebSocket disconnected.");
    }

    private void Update()
    {
        float input = -Input.GetAxis("Horizontal");
        targetAngle += input * bendSpeed * Time.deltaTime;
        targetAngle = Mathf.Clamp(targetAngle, 0f, maxBendAngle);

        UpdateUI();
        SendTargetAngleToServer();

        Quaternion targetRotation = Quaternion.Euler(0f, 0f, -targetAngle);
        transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, Time.deltaTime * bendSpeed);
    }

    private void UpdateUI()
    {
        angleText.text = targetAngle.ToString("F2");
        bendspeedText.text = bendSpeed.ToString();
    }

    private void SendTargetAngleToServer()
    {
        if (ws != null && ws.ReadyState == WebSocketState.Open)
        {
            ws.Send(targetAngle.ToString());
        }
    }
}