mirror of
https://github.com/godotengine/godot.git
synced 2024-12-03 09:52:18 +08:00
179 lines
6.6 KiB
XML
179 lines
6.6 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
|
|
<class name="UDPServer" inherits="RefCounted" version="4.1" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
|
|
<brief_description>
|
|
Helper class to implement a UDP server.
|
|
</brief_description>
|
|
<description>
|
|
A simple server that opens a UDP socket and returns connected [PacketPeerUDP] upon receiving new packets. See also [method PacketPeerUDP.connect_to_host].
|
|
After starting the server ([method listen]), you will need to [method poll] it at regular intervals (e.g. inside [method Node._process]) for it to process new packets, delivering them to the appropriate [PacketPeerUDP], and taking new connections.
|
|
Below a small example of how it can be used:
|
|
[codeblocks]
|
|
[gdscript]
|
|
# server_node.gd
|
|
class_name ServerNode
|
|
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 packet = peer.get_packet()
|
|
print("Accepted peer: %s:%s" % [peer.get_packet_ip(), peer.get_packet_port()])
|
|
print("Received data: %s" % [packet.get_string_from_utf8()])
|
|
# Reply so it knows we received the message.
|
|
peer.put_packet(packet)
|
|
# 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.
|
|
[/gdscript]
|
|
[csharp]
|
|
// ServerNode.cs
|
|
using Godot;
|
|
using System.Collections.Generic;
|
|
|
|
public partial class ServerNode : Node
|
|
{
|
|
private UdpServer _server = new UdpServer();
|
|
private List<PacketPeerUdp> _peers = new List<PacketPeerUdp>();
|
|
|
|
public override void _Ready()
|
|
{
|
|
_server.Listen(4242);
|
|
}
|
|
|
|
public override void _Process(double delta)
|
|
{
|
|
_server.Poll(); // Important!
|
|
if (_server.IsConnectionAvailable())
|
|
{
|
|
PacketPeerUdp peer = _server.TakeConnection();
|
|
byte[] packet = peer.GetPacket();
|
|
GD.Print($"Accepted Peer: {peer.GetPacketIP()}:{peer.GetPacketPort()}");
|
|
GD.Print($"Received Data: {packet.GetStringFromUtf8()}");
|
|
// Reply so it knows we received the message.
|
|
peer.PutPacket(packet);
|
|
// Keep a reference so we can keep contacting the remote peer.
|
|
_peers.Add(peer);
|
|
}
|
|
foreach (var peer in _peers)
|
|
{
|
|
// Do something with the peers.
|
|
}
|
|
}
|
|
}
|
|
[/csharp]
|
|
[/codeblocks]
|
|
[codeblocks]
|
|
[gdscript]
|
|
# client_node.gd
|
|
class_name ClientNode
|
|
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
|
|
[/gdscript]
|
|
[csharp]
|
|
// ClientNode.cs
|
|
using Godot;
|
|
|
|
public partial class ClientNode : Node
|
|
{
|
|
private PacketPeerUdp _udp = new PacketPeerUdp();
|
|
private bool _connected = false;
|
|
|
|
public override void _Ready()
|
|
{
|
|
_udp.ConnectToHost("127.0.0.1", 4242);
|
|
}
|
|
|
|
public override void _Process(double delta)
|
|
{
|
|
if (!_connected)
|
|
{
|
|
// Try to contact server
|
|
_udp.PutPacket("The Answer Is..42!".ToUtf8());
|
|
}
|
|
if (_udp.GetAvailablePacketCount() > 0)
|
|
{
|
|
GD.Print($"Connected: {_udp.GetPacket().GetStringFromUtf8()}");
|
|
_connected = true;
|
|
}
|
|
}
|
|
}
|
|
[/csharp]
|
|
[/codeblocks]
|
|
</description>
|
|
<tutorials>
|
|
</tutorials>
|
|
<methods>
|
|
<method name="get_local_port" qualifiers="const">
|
|
<return type="int" />
|
|
<description>
|
|
Returns the local port this server is listening to.
|
|
</description>
|
|
</method>
|
|
<method name="is_connection_available" qualifiers="const">
|
|
<return type="bool" />
|
|
<description>
|
|
Returns [code]true[/code] if a packet with a new address/port combination was received on the socket.
|
|
</description>
|
|
</method>
|
|
<method name="is_listening" qualifiers="const">
|
|
<return type="bool" />
|
|
<description>
|
|
Returns [code]true[/code] if the socket is open and listening on a port.
|
|
</description>
|
|
</method>
|
|
<method name="listen">
|
|
<return type="int" enum="Error" />
|
|
<param index="0" name="port" type="int" />
|
|
<param index="1" name="bind_address" type="String" default=""*"" />
|
|
<description>
|
|
Starts the server by opening a UDP socket listening on the given [param port]. You can optionally specify a [param bind_address] to only listen for packets sent to that address. See also [method PacketPeerUDP.bind].
|
|
</description>
|
|
</method>
|
|
<method name="poll">
|
|
<return type="int" enum="Error" />
|
|
<description>
|
|
Call this method at regular intervals (e.g. inside [method Node._process]) to process new packets. And packet from known address/port pair will be delivered to the appropriate [PacketPeerUDP], any packet received from an unknown address/port pair will be added as a pending connection (see [method is_connection_available], [method take_connection]). The maximum number of pending connection is defined via [member max_pending_connections].
|
|
</description>
|
|
</method>
|
|
<method name="stop">
|
|
<return type="void" />
|
|
<description>
|
|
Stops the server, closing the UDP socket if open. Will close all connected [PacketPeerUDP] accepted via [method take_connection] (remote peers will not be notified).
|
|
</description>
|
|
</method>
|
|
<method name="take_connection">
|
|
<return type="PacketPeerUDP" />
|
|
<description>
|
|
Returns the first pending connection (connected to the appropriate address/port). Will return [code]null[/code] if no new connection is available. See also [method is_connection_available], [method PacketPeerUDP.connect_to_host].
|
|
</description>
|
|
</method>
|
|
</methods>
|
|
<members>
|
|
<member name="max_pending_connections" type="int" setter="set_max_pending_connections" getter="get_max_pending_connections" default="16">
|
|
Define the maximum number of pending connections, during [method poll], any new pending connection exceeding that value will be automatically dropped. Setting this value to [code]0[/code] effectively prevents any new pending connection to be accepted (e.g. when all your players have connected).
|
|
</member>
|
|
</members>
|
|
</class>
|