extends Node # The URL we will connect to. export var websocket_url = "ws://localhost:9080" # Our WebSocketClient instance. var _client = WebSocketClient.new() func _ready(): # Connect base signals to get notified of connection open, close, and errors. _client.connect("connection_closed", self, "_closed") _client.connect("connection_error", self, "_closed") _client.connect("connection_established", self, "_connected") # This signal is emitted when not using the Multiplayer API every time # a full packet is received. # Alternatively, you could check get_peer(1).get_available_packets() in a loop. _client.connect("data_received", self, "_on_data") # Initiate connection to the given URL. var err = _client.connect_to_url(websocket_url) if err != OK: print("Unable to connect") set_process(false) func _closed(was_clean = false): # was_clean will tell you if the disconnection was correctly notified # by the remote peer before closing the socket. print("Closed, clean: ", was_clean) set_process(false) func _connected(proto = ""): # This is called on connection, "proto" will be the selected WebSocket # sub-protocol (which is optional) print("Connected with protocol: ", proto) # You MUST always use get_peer(1).put_packet to send data to server, # and not put_packet directly when not using the MultiplayerAPI. _client.get_peer(1).put_packet("Test packet".to_utf8()) func _on_data(): # Print the received packet, you MUST always use get_peer(1).get_packet # to receive data from server, and not get_packet directly when not # using the MultiplayerAPI. print("Got data from server: ", _client.get_peer(1).get_packet().get_string_from_utf8()) func _process(_delta): # Call this in _process or _physics_process. Data transfer, and signals # emission will only happen when calling this function. _client.poll() func _exit_tree(): _client.disconnect_from_host()