OverviewFilesCommitsIssuesDocsReleasesPeers

nvidia-rtx-godot / doc / classes / UDPServer.xml

179 lines · xml ref:
<?xml version="1.0" encoding="UTF-8" ?>
<class name="UDPServer" inherits="RefCounted" api_type="core" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
	<brief_description>
		Helper class to implement a UDP server.
	</brief_description>
	<description>
		A simple server that opens a UDP socket and returns connected [PacketPeerUDP] upon receiving new packets. See also [method PacketPeerUDP.connect_to_host].
		After starting the server ([method listen]), you will need to [method poll] it at regular intervals (e.g. inside [method Node._process]) for it to process new packets, delivering them to the appropriate [PacketPeerUDP], and taking new connections.
		Below a small example of how it can be used:
		[codeblocks]
		[gdscript]
		# server_node.gd
		class_name ServerNode
		extends Node

		var server = UDPServer.new()
		var peers = []

		func _ready():
			server.listen(4242)

		func _process(delta):
			server.poll() # Important!
			if server.is_connection_available():
				var peer = server.take_connection()
				var packet = peer.get_packet()
				print("Accepted peer: %s:%s" % [peer.get_packet_ip(), peer.get_packet_port()])
				print("Received data: %s" % [packet.get_string_from_utf8()])
				# Reply so it knows we received the message.
				peer.put_packet(packet)
				# Keep a reference so we can keep contacting the remote peer.
				peers.append(peer)

			for i in range(0, peers.size()):
				pass # Do something with the connected peers.
		[/gdscript]
		[csharp]
		// ServerNode.cs
		using Godot;
		using System.Collections.Generic;

		public partial class ServerNode : Node
		{
			private UdpServer _server = new UdpServer();
			private List&lt;PacketPeerUdp&gt; _peers  = new List&lt;PacketPeerUdp&gt;();

			public override void _Ready()
			{
				_server.Listen(4242);
			}

			public override void _Process(double delta)
			{
				_server.Poll(); // Important!
				if (_server.IsConnectionAvailable())
				{
					PacketPeerUdp peer = _server.TakeConnection();
					byte[] packet = peer.GetPacket();
					GD.Print($"Accepted Peer: {peer.GetPacketIP()}:{peer.GetPacketPort()}");
					GD.Print($"Received Data: {packet.GetStringFromUtf8()}");
					// Reply so it knows we received the message.
					peer.PutPacket(packet);
					// Keep a reference so we can keep contacting the remote peer.
					_peers.Add(peer);
				}
				foreach (var peer in _peers)
				{
					// Do something with the peers.
				}
			}
		}
		[/csharp]
		[/codeblocks]
		[codeblocks]
		[gdscript]
		# client_node.gd
		class_name ClientNode
		extends Node

		var udp = PacketPeerUDP.new()
		var connected = false

		func _ready():
			udp.connect_to_host("127.0.0.1", 4242)

		func _process(delta):
			if !connected:
				# Try to contact server
				udp.put_packet("The answer is... 42!".to_utf8_buffer())
			if udp.get_available_packet_count() &gt; 0:
				print("Connected: %s" % udp.get_packet().get_string_from_utf8())
				connected = true
		[/gdscript]
		[csharp]
		// ClientNode.cs
		using Godot;

		public partial class ClientNode : Node
		{
			private PacketPeerUdp _udp = new PacketPeerUdp();
			private bool _connected = false;

			public override void _Ready()
			{
				_udp.ConnectToHost("127.0.0.1", 4242);
			}

			public override void _Process(double delta)
			{
				if (!_connected)
				{
					// Try to contact server
					_udp.PutPacket("The Answer Is..42!".ToUtf8Buffer());
				}
				if (_udp.GetAvailablePacketCount() &gt; 0)
				{
					GD.Print($"Connected: {_udp.GetPacket().GetStringFromUtf8()}");
					_connected = true;
				}
			}
		}
		[/csharp]
		[/codeblocks]
	</description>
	<tutorials>
	</tutorials>
	<methods>
		<method name="get_local_port" qualifiers="const">
			<return type="int" />
			<description>
				Returns the local port this server is listening to.
			</description>
		</method>
		<method name="is_connection_available" qualifiers="const">
			<return type="bool" />
			<description>
				Returns [code]true[/code] if a packet with a new address/port combination was received on the socket.
			</description>
		</method>
		<method name="is_listening" qualifiers="const">
			<return type="bool" />
			<description>
				Returns [code]true[/code] if the socket is open and listening on a port.
			</description>
		</method>
		<method name="listen">
			<return type="int" enum="Error" />
			<param index="0" name="port" type="int" />
			<param index="1" name="bind_address" type="String" default="&quot;*&quot;" />
			<description>
				Starts the server by opening a UDP socket listening on the given [param port]. You can optionally specify a [param bind_address] to only listen for packets sent to that address. See also [method PacketPeerUDP.bind].
			</description>
		</method>
		<method name="poll">
			<return type="int" enum="Error" />
			<description>
				Call this method at regular intervals (e.g. inside [method Node._process]) to process new packets. Any packet from a known address/port pair will be delivered to the appropriate [PacketPeerUDP], while any packet received from an unknown address/port pair will be added as a pending connection (see [method is_connection_available] and [method take_connection]). The maximum number of pending connections is defined via [member max_pending_connections].
			</description>
		</method>
		<method name="stop">
			<return type="void" />
			<description>
				Stops the server, closing the UDP socket if open. Will close all connected [PacketPeerUDP] accepted via [method take_connection] (remote peers will not be notified).
			</description>
		</method>
		<method name="take_connection">
			<return type="PacketPeerUDP" />
			<description>
				Returns the first pending connection (connected to the appropriate address/port). Will return [code]null[/code] if no new connection is available. See also [method is_connection_available], [method PacketPeerUDP.connect_to_host].
			</description>
		</method>
	</methods>
	<members>
		<member name="max_pending_connections" type="int" setter="set_max_pending_connections" getter="get_max_pending_connections" default="16">
			Define the maximum number of pending connections, during [method poll], any new pending connection exceeding that value will be automatically dropped. Setting this value to [code]0[/code] effectively prevents any new pending connection to be accepted (e.g. when all your players have connected).
		</member>
	</members>
</class>