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

57 lines
1.8 KiB
GDScript

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", _closed)
_client.connect(&"connection_error", _closed)
_client.connect(&"connection_established", _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", _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_buffer())
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()