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