Firstly see this from the websocket manual:
[quote:32v3bb8y]WebSockets and multiplayer games
It may be tempting to use WebSockets to design real-time multiplayer games. Unfortunately, despite the fact they communicate in real-time, WebSockets are not currently a suitable choice for this. The underlying transport uses reliable transmission, meaning a single dropped packet can hold up all transmission until the packet is retransmitted successfully. For games with demanding real-time requirements, this can cause unplayable levels of latency. It is usually impossible to design around this without changing the transmission mode, which WebSockets do not support.
On the other hand, WebSockets should be suitable for games without such a demanding real-time requirement, like turn-based games. It should also be useful for application services, like chat rooms. Note this will still require you to create your own WebSocket server.
You are trying to make player 2 shadow player 1? This event sheet looks correct for that. When you receive a message, append it to the output also, see if you are getting messages back, if not then there's a problem with your server script and you'd need to post that for us to be able to help further.