Helper class to implement a UDP server.
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 : PacketPeerUDP = 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<PacketPeerUdp> _peers = new List<PacketPeerUdp>();
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())
if udp.get_available_packet_count() > 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!".ToUtf8());
}
if (_udp.GetAvailablePacketCount() > 0)
{
GD.Print($"Connected: {_udp.GetPacket().GetStringFromUtf8()}");
_connected = true;
}
}
}
[/csharp]
[/codeblocks]
Returns the local port this server is listening to.
Returns [code]true[/code] if a packet with a new address/port combination was received on the socket.
Returns [code]true[/code] if the socket is open and listening on a port.
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].
Call this method at regular intervals (e.g. inside [method Node._process]) to process new packets. And packet from known address/port pair will be delivered to the appropriate [PacketPeerUDP], any packet received from an unknown address/port pair will be added as a pending connection (see [method is_connection_available], [method take_connection]). The maximum number of pending connection is defined via [member max_pending_connections].
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).
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].
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).