Attention: Here be dragons
This is the
(unstable) version of this documentation, which may document features
not available in or compatible with released stable versions of Godot.
Abstraction and base class for packet-based protocols.
PacketPeer is an abstraction and base class for packet-based protocols (such as UDP). It provides an API for sending and receiving packets both as raw data or variables. This makes it easy to transfer data over a protocol, without having to encode data as low-level bytes or having to worry about network ordering.
Note: When exporting to Android, make sure to enable the
INTERNET permission in the Android export preset before exporting the project or using one-click deploy. Otherwise, network communication of any kind will be blocked by Android.
get_available_packet_count ( ) const
get_packet ( )
get_packet_error ( ) const
int encode_buffer_max_size =
Maximum buffer size allowed when encoding Variants. Raise this value to support heavier memory allocations.
The put_var method allocates memory on the stack, and the buffer used will grow automatically to the closest power of two to match the size of the Variant. If the Variant is bigger than
encode_buffer_max_size, the method will error out with @GlobalScope.ERR_OUT_OF_MEMORY.
int get_available_packet_count ( ) const
Returns the number of packets currently available in the ring-buffer.
PackedByteArray get_packet ( )
Gets a raw packet.
Error get_packet_error ( ) const
Gets a Variant. If
true, decoding objects is allowed.
Internally, this uses the same decoding mechanism as the @GlobalScope.bytes_to_var method.
Warning: Deserialized objects can contain code which gets executed. Do not use this option if the serialized object comes from untrusted sources to avoid potential security threats such as remote code execution.
Sends a raw packet.
Sends a Variant as a packet. If
true, encoding objects is allowed (and can potentially include code).
Internally, this uses the same encoding mechanism as the @GlobalScope.var_to_bytes method.