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57dca93718
The method `to_utf8` doesn't exist in Godot 4, but is still mentioned in the documentation in some places. Replace it with the new name `to_utf8_buffer`. Same for ascii. Same for C#.
179 lines
6.6 KiB
XML
179 lines
6.6 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="UDPServer" inherits="RefCounted" version="4.1" 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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# server_node.gd
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class_name ServerNode
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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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// ServerNode.cs
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using Godot;
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using System.Collections.Generic;
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public partial class ServerNode : Node
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{
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private UdpServer _server = new UdpServer();
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private 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(double 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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# client_node.gd
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class_name ClientNode
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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_buffer())
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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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// ClientNode.cs
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using Godot;
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public partial class ClientNode : Node
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{
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private PacketPeerUdp _udp = new PacketPeerUdp();
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private 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(double 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!".ToUtf8Buffer());
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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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<param index="0" name="port" type="int" />
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<param 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 [param port]. You can optionally specify a [param bind_address] 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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