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This makes it easier to spot syntax errors when editing the class reference. The schema is referenced locally so validation can still work offline. Each class XML's schema conformance is also checked on GitHub Actions.
177 lines
6.5 KiB
XML
177 lines
6.5 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="UDPServer" inherits="RefCounted" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Helper class to implement a UDP server.
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</brief_description>
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<description>
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A simple server that opens a UDP socket and returns connected [PacketPeerUDP] upon receiving new packets. See also [method PacketPeerUDP.connect_to_host].
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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.
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Below a small example of how it can be used:
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[codeblocks]
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[gdscript]
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class_name Server
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extends Node
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var server := UDPServer.new()
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var peers = []
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func _ready():
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server.listen(4242)
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func _process(delta):
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server.poll() # Important!
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if server.is_connection_available():
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var peer : PacketPeerUDP = server.take_connection()
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var packet = peer.get_packet()
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print("Accepted peer: %s:%s" % [peer.get_packet_ip(), peer.get_packet_port()])
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print("Received data: %s" % [packet.get_string_from_utf8()])
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# Reply so it knows we received the message.
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peer.put_packet(packet)
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# Keep a reference so we can keep contacting the remote peer.
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peers.append(peer)
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for i in range(0, peers.size()):
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pass # Do something with the connected peers.
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[/gdscript]
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[csharp]
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using Godot;
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using System;
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using System.Collections.Generic;
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public class Server : Node
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{
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public UDPServer Server = new UDPServer();
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public List<PacketPeerUDP> Peers = new List<PacketPeerUDP>();
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public override void _Ready()
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{
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Server.Listen(4242);
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}
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public override void _Process(float delta)
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{
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Server.Poll(); // Important!
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if (Server.IsConnectionAvailable())
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{
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PacketPeerUDP peer = Server.TakeConnection();
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byte[] packet = peer.GetPacket();
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GD.Print($"Accepted Peer: {peer.GetPacketIp()}:{peer.GetPacketPort()}");
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GD.Print($"Received Data: {packet.GetStringFromUTF8()}");
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// Reply so it knows we received the message.
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peer.PutPacket(packet);
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// Keep a reference so we can keep contacting the remote peer.
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Peers.Add(peer);
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}
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foreach (var peer in Peers)
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{
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// Do something with the peers.
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}
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}
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}
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[/csharp]
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[/codeblocks]
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[codeblocks]
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[gdscript]
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class_name Client
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extends Node
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var udp := PacketPeerUDP.new()
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var connected = false
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func _ready():
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udp.connect_to_host("127.0.0.1", 4242)
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func _process(delta):
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if !connected:
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# Try to contact server
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udp.put_packet("The answer is... 42!".to_utf8())
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if udp.get_available_packet_count() > 0:
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print("Connected: %s" % udp.get_packet().get_string_from_utf8())
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connected = true
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[/gdscript]
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[csharp]
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using Godot;
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using System;
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public class Client : Node
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{
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public PacketPeerUDP Udp = new PacketPeerUDP();
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public bool Connected = false;
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public override void _Ready()
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{
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Udp.ConnectToHost("127.0.0.1", 4242);
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}
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public override void _Process(float delta)
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{
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if (!Connected)
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{
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// Try to contact server
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Udp.PutPacket("The Answer Is..42!".ToUTF8());
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}
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if (Udp.GetAvailablePacketCount() > 0)
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{
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GD.Print($"Connected: {Udp.GetPacket().GetStringFromUTF8()}");
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Connected = true;
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}
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}
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}
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[/csharp]
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[/codeblocks]
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</description>
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<tutorials>
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</tutorials>
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<methods>
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<method name="get_local_port" qualifiers="const">
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<return type="int" />
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<description>
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Returns the local port this server is listening to.
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</description>
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</method>
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<method name="is_connection_available" qualifiers="const">
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<return type="bool" />
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<description>
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Returns [code]true[/code] if a packet with a new address/port combination was received on the socket.
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</description>
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</method>
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<method name="is_listening" qualifiers="const">
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<return type="bool" />
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<description>
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Returns [code]true[/code] if the socket is open and listening on a port.
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</description>
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</method>
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<method name="listen">
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<return type="int" enum="Error" />
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<argument index="0" name="port" type="int" />
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<argument index="1" name="bind_address" type="String" default=""*"" />
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<description>
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Starts the server by opening a UDP socket listening on the given port. You can optionally specify a [code]bind_address[/code] to only listen for packets sent to that address. See also [method PacketPeerUDP.bind].
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</description>
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</method>
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<method name="poll">
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<return type="int" enum="Error" />
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<description>
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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].
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</description>
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</method>
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<method name="stop">
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<return type="void" />
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<description>
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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).
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</description>
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</method>
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<method name="take_connection">
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<return type="PacketPeerUDP" />
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<description>
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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].
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</description>
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</method>
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</methods>
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<members>
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<member name="max_pending_connections" type="int" setter="set_max_pending_connections" getter="get_max_pending_connections" default="16">
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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).
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</member>
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</members>
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</class>
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