UDPServer
Helper class to implement a UDP server.
Description
A simple server that opens a UDP socket and returns connected PacketPeerUDP upon receiving new packets. See also PacketPeerUDP.connect_to_host.
After starting the server (listen), you will need to poll it at regular intervals (e.g. inside 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:
# 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
Properties
int | max_pending_connections | 16 |
Methods
bool | is_connection_available ( ) const |
bool | is_listening ( ) const |
Error | listen ( int port, String bind_address="*" ) |
Error | poll ( ) |
void | stop ( ) |
PacketPeerUDP | take_connection ( ) |
Property Descriptions
int max_pending_connections
Default | 16 |
Setter | set_max_pending_connections(value) |
Getter | get_max_pending_connections() |
Define the maximum number of pending connections, during 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).
Method Descriptions
bool is_connection_available ( ) const
Returns true
if a packet with a new address/port combination was received on the socket.
bool is_listening ( ) const
Returns true
if the socket is open and listening on a port.
Error listen ( int port, String bind_address="*" )
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 PacketPeerUDP.listen.
Error poll ( )
Call this method at regular intervals (e.g. inside 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 is_connection_available, take_connection). The maximum number of pending connection is defined via max_pending_connections.
void stop ( )
Stops the server, closing the UDP socket if open. Will close all connected PacketPeerUDP accepted via take_connection (remote peers will not be notified).
PacketPeerUDP take_connection ( )
Returns the first pending connection (connected to the appropriate address/port). Will return null
if no new connection is available. See also is_connection_available, PacketPeerUDP.connect_to_host.
© 2014–2020 Juan Linietsky, Ariel Manzur, Godot Engine contributors
Licensed under the MIT License.
https://docs.godotengine.org/en/3.2/classes/class_udpserver.html