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

85 lines
2.4 KiB
GDScript

extends Node
onready var _log_dest = get_parent().get_node("Panel/VBoxContainer/RichTextLabel")
var _server = WebSocketServer.new()
var _clients = {}
var _write_mode = WebSocketPeer.WRITE_MODE_BINARY
var _use_multiplayer = true
var last_connected_client = 0
func _init():
_server.connect("client_connected", self, "_client_connected")
_server.connect("client_disconnected", self, "_client_disconnected")
_server.connect("client_close_request", self, "_client_close_request")
_server.connect("data_received", self, "_client_receive")
_server.connect("peer_packet", self, "_client_receive")
_server.connect("peer_connected", self, "_client_connected", ["multiplayer_protocol"])
_server.connect("peer_disconnected", self, "_client_disconnected")
func _exit_tree():
_clients.clear()
_server.stop()
func _process(_delta):
if _server.is_listening():
_server.poll()
func _client_close_request(id, code, reason):
print(reason == "Bye bye!")
Utils._log(_log_dest, "Client %s close code: %d, reason: %s" % [id, code, reason])
func _client_connected(id, protocol):
_clients[id] = _server.get_peer(id)
_clients[id].set_write_mode(_write_mode)
last_connected_client = id
Utils._log(_log_dest, "%s: Client connected with protocol %s" % [id, protocol])
func _client_disconnected(id, clean = true):
Utils._log(_log_dest, "Client %s disconnected. Was clean: %s" % [id, clean])
if _clients.has(id):
_clients.erase(id)
func _client_receive(id):
if _use_multiplayer:
var peer_id = _server.get_packet_peer()
var packet = _server.get_packet()
Utils._log(_log_dest, "MPAPI: From %s data: %s" % [peer_id, Utils.decode_data(packet, false)])
else:
var packet = _server.get_peer(id).get_packet()
var is_string = _server.get_peer(id).was_string_packet()
Utils._log(_log_dest, "Data from %s BINARY: %s: %s" % [id, not is_string, Utils.decode_data(packet, is_string)])
func send_data(data, dest):
if _use_multiplayer:
_server.set_target_peer(dest)
_server.put_packet(Utils.encode_data(data, _write_mode))
else:
for id in _clients:
_server.get_peer(id).put_packet(Utils.encode_data(data, _write_mode))
func listen(port, supported_protocols, multiplayer):
_use_multiplayer = multiplayer
if _use_multiplayer:
set_write_mode(WebSocketPeer.WRITE_MODE_BINARY)
return _server.listen(port, supported_protocols, multiplayer)
func stop():
_server.stop()
func set_write_mode(mode):
_write_mode = mode
for c in _clients:
_clients[c].set_write_mode(_write_mode)