A simple server that opens a UDP socket and returns connected godot.PacketPeerUDP
upon receiving new packets. See also godot.PacketPeerUDP.connectToHost
.
After starting the server (godot.UDPServer.listen
), you will need to godot.UDPServer.poll
it at regular intervals (e.g. inside godot.Node._Process
) for it to process new packets, delivering them to the appropriate godot.PacketPeerUDP
, and taking new connections.
Below a small example of how it can be used:
# server.gd
extends Node
var server := UDPServer.new()
var peers = []
func _ready():
server.listen(4242)
func _process(delta):
server.poll() # Important!
if server.is_connection_available():
var peer : PacketPeerUDP = server.take_connection()
var pkt = peer.get_packet()
print("Accepted peer: %s:%s" % [peer.get_packet_ip(), peer.get_packet_port()])
print("Received data: %s" % [pkt.get_string_from_utf8()])
# Reply so it knows we received the message.
peer.put_packet(pkt)
# Keep a reference so we can keep contacting the remote peer.
peers.append(peer)
for i in range(0, peers.size()):
pass # Do something with the connected peers.
# client.gd
extends Node
var udp := PacketPeerUDP.new()
var connected = false
func _ready():
udp.connect_to_host("127.0.0.1", 4242)
func _process(delta):
if !connected:
# Try to contact server
udp.put_packet("The answer is... 42!".to_utf8())
if udp.get_available_packet_count() > 0:
print("Connected: %s" % udp.get_packet().get_string_from_utf8())
connected = true
Constructor
Variables
maxPendingConnections:Int
Define the maximum number of pending connections, during godot.UDPServer.poll
, any new pending connection exceeding that value will be automatically dropped. Setting this value to 0
effectively prevents any new pending connection to be accepted (e.g. when all your players have connected).
Methods
isConnectionAvailable():Bool
Returns true
if a packet with a new address/port combination was received on the socket.
listen(port:UInt16, ?bindAddress:String):Error
Starts the server by opening a UDP socket listening on the given port. You can optionally specify a bind_address
to only listen for packets sent to that address. See also godot.PacketPeerUDP.listen
.
poll():Error
Call this method at regular intervals (e.g. inside godot.Node._Process
) to process new packets. And packet from known address/port pair will be delivered to the appropriate godot.PacketPeerUDP
, any packet received from an unknown address/port pair will be added as a pending connection (see godot.UDPServer.isConnectionAvailable
, godot.UDPServer.takeConnection
). The maximum number of pending connection is defined via godot.UDPServer.maxPendingConnections
.
stop():Void
Stops the server, closing the UDP socket if open. Will close all connected godot.PacketPeerUDP
accepted via godot.UDPServer.takeConnection
(remote peers will not be notified).
takeConnection():PacketPeerUDP
Returns the first pending connection (connected to the appropriate address/port). Will return null
if no new connection is available. See also godot.UDPServer.isConnectionAvailable
, godot.PacketPeerUDP.connectToHost
.