godot-demo-projects/networking/websocket_chat/client.gd

48 lines
1.2 KiB
GDScript

extends Control
@onready var _client : WebSocketClient = $WebSocketClient
@onready var _log_dest = $Panel/VBoxContainer/RichTextLabel
@onready var _line_edit = $Panel/VBoxContainer/Send/LineEdit
@onready var _host = $Panel/VBoxContainer/Connect/Host
func info(msg):
print(msg)
_log_dest.add_text(str(msg) + "\n")
# Client signals
func _on_web_socket_client_connection_closed():
var ws = _client.get_socket()
info("Client just disconnected with code: %s, reson: %s" % [ws.get_close_code(), ws.get_close_reason()])
func _on_web_socket_client_connected_to_server():
info("Client just connected with protocol: %s" % _client.get_socket().get_selected_protocol())
func _on_web_socket_client_message_received(message):
info("%s" % message)
# UI signals.
func _on_send_pressed():
if _line_edit.text == "":
return
info("Sending message: %s" % [_line_edit.text])
_client.send(_line_edit.text)
_line_edit.text = ""
func _on_connect_toggled(pressed):
if not pressed:
_client.close()
return
if _host.text == "":
return
info("Connecting to host: %s." % [_host.text])
var err = _client.connect_to_url(_host.text)
if err != OK:
info("Error connecting to host: %s" % [_host.text])
return