godot-demo-projects/networking/websocket_minimal/server.gd

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extends Node
# The port we will listen to.
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const PORT = 9080
# Our WebSocketServer instance.
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var _server = WebSocketServer.new()
func _ready():
# Connect base signals to get notified of new client connections,
# disconnections, and disconnect requests.
_server.connect(&"client_connected", _connected)
_server.connect(&"client_disconnected", _disconnected)
_server.connect(&"client_close_request", _close_request)
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# This signal is emitted when not using the Multiplayer API every time a
# full packet is received.
# Alternatively, you could check get_peer(PEER_ID).get_available_packets()
# in a loop for each connected peer.
_server.connect(&"data_received", _on_data)
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# Start listening on the given port.
var err = _server.listen(PORT)
if err != OK:
print("Unable to start server")
set_process(false)
func _connected(id, proto, rname):
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# This is called when a new peer connects, "id" will be the assigned peer id,
# "proto" will be the selected WebSocket sub-protocol (which is optional)
print("Client %d connected with protocol %s and resource name %s" % [id, proto, rname])
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func _close_request(id, code, reason):
# This is called when a client notifies that it wishes to close the connection,
# providing a reason string and close code.
print("Client %d disconnecting with code: %d, reason: %s" % [id, code, reason])
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func _disconnected(id, was_clean = false):
# This is called when a client disconnects, "id" will be the one of the
# disconnecting client, "was_clean" will tell you if the disconnection
# was correctly notified by the remote peer before closing the socket.
print("Client %d disconnected, clean: %s" % [id, str(was_clean)])
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func _on_data(id):
# Print the received packet, you MUST always use get_peer(id).get_packet to receive data,
# and not get_packet directly when not using the MultiplayerAPI.
var pkt = _server.get_peer(id).get_packet()
print("Got data from client %d: %s ... echoing" % [id, pkt.get_string_from_utf8()])
_server.get_peer(id).put_packet(pkt)
func _process(_delta):
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# Call this in _process or _physics_process.
# Data transfer, and signals emission will only happen when calling this function.
_server.poll()
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func _exit_tree():
_server.stop()