extends Node # The port we will listen to. const PORT = 9080 # Our WebSocketServer instance. 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) # 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) # 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): # 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]) 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]) 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)]) 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): # Call this in _process or _physics_process. # Data transfer, and signals emission will only happen when calling this function. _server.poll() func _exit_tree(): _server.stop()