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Web Socket

HTML5 y WebSocket

El protocolo WebSocket fue estandarizado en 2011 con el objetivo original de permitir a los navegadores crear conexiones estables y bidireccionales con un servidor. Antes de eso, los navegadores sólo soportaban HTTPRequests, lo que no es adecuado para la comunicación bidireccional.

The protocol is message based and a very powerful tool to send push notifications to browsers, and has been used to implement chats, turn-based games, etc. It still uses a TCP connection, which is good for reliability but not for latency, so not good for real-time applications like VoIP and fast-paced games (see WebRTC for those use cases).

Debido a su simplicidad, su amplia compatibilidad, y siendo más fácil de usar que una conexión TCP en bruto, WebSocket pronto comenzó a difundirse fuera de los navegadores, en aplicaciones nativas como un medio para comunicarse con los servidores de la red.

Godot soporta WebSocket tanto en exportaciones nativas como en HTML5.

Usando WebSockets en Godot

WebSocket is implemented in Godot via WebSocketPeer. The WebSocket implementation is compatible with the High-Level Multiplayer. See section on high-level multiplayer for more details.

Advertencia

Cuando exportes a Android, asegúrate de habilitar el permiso INTERNET en la configuración de exportación de Android antes de exportar el proyecto o utilizar el despliegue de un solo clic. De lo contrario, la comunicación de red de cualquier tipo será bloqueada por Android.

Ejemplo mínimo de cliente

Este ejemplo le mostrará cómo crear una conexión WebSocket con un servidor remoto, y cómo enviar y recibir datos.

extends Node

# The URL we will connect to.
@export var websocket_url = "wss://echo.websocket.org"

# Our WebSocketClient instance.
var socket = WebSocketPeer.new()

func _ready():
    # Initiate connection to the given URL.
    var err = socket.connect_to_url(websocket_url)
    if err != OK:
        print("Unable to connect")
        set_process(false)
    else:
        # Wait for the socket to connect.
        await get_tree().create_timer(2).timeout

        # Send data.
        socket.send_text("Test packet")

func _process(_delta):
    # Call this in _process or _physics_process. Data transfer and state updates
    # will only happen when calling this function.
    socket.poll()

    # get_ready_state() tells you what state the socket is in.
    var state = socket.get_ready_state()

    # WebSocketPeer.STATE_OPEN means the socket is connected and ready
    # to send and receive data.
    if state == WebSocketPeer.STATE_OPEN:
        while socket.get_available_packet_count():
            print("Got data from server: ", socket.get_packet().get_string_from_utf8())

    # WebSocketPeer.STATE_CLOSING means the socket is closing.
    # It is important to keep polling for a clean close.
    elif state == WebSocketPeer.STATE_CLOSING:
        pass

    # WebSocketPeer.STATE_CLOSED means the connection has fully closed.
    # It is now safe to stop polling.
    elif state == WebSocketPeer.STATE_CLOSED:
        # The code will be -1 if the disconnection was not properly notified by the remote peer.
        var code = socket.get_close_code()
        print("WebSocket closed with code: %d. Clean: %s" % [code, code != -1])
        set_process(false) # Stop processing.

This will print something similar to:

Got data from server: Request served by 7811941c69e658
Got data from server: Test packet

Ejemplo mínimo de servidor

Este ejemplo le mostrará cómo crear un servidor WebSocket que escuche las conexiones remotas, y cómo enviar y recibir datos.

extends Node

# The port we will listen to
const PORT = 9080
# Our WebSocketServer instance
var _server = WebSocketServer.new()

func _ready():
    # Connect base signals to get notified of new client connections,
    # disconnections, and disconnect requests.
    _server.client_connected.connect(_connected)
    _server.client_disconnected.connect(_disconnected)
    _server.client_close_request.connect(_close_request)
    # This signal is emitted when not using the Multiplayer API every time a
    # full packet is received.
    # Alternatively, you could check get_peer(PEER_ID).get_available_packets()
    # in a loop for each connected peer.
    _server.data_received.connect(_on_data)
    # Start listening on the given port.
    var err = _server.listen(PORT)
    if err != OK:
        print("Unable to start server")
        set_process(false)

func _connected(id, proto):
    # This is called when a new peer connects, "id" will be the assigned peer id,
    # "proto" will be the selected WebSocket sub-protocol (which is optional)
    print("Client %d connected with protocol: %s" % [id, proto])

func _close_request(id, code, reason):
    # This is called when a client notifies that it wishes to close the connection,
    # providing a reason string and close code.
    print("Client %d disconnecting with code: %d, reason: %s" % [id, code, reason])

func _disconnected(id, was_clean = false):
    # This is called when a client disconnects, "id" will be the one of the
    # disconnecting client, "was_clean" will tell you if the disconnection
    # was correctly notified by the remote peer before closing the socket.
    print("Client %d disconnected, clean: %s" % [id, str(was_clean)])

func _on_data(id):
    # Print the received packet, you MUST always use get_peer(id).get_packet to receive data,
    # and not get_packet directly when not using the MultiplayerAPI.
    var pkt = _server.get_peer(id).get_packet()
    print("Got data from client %d: %s ... echoing" % [id, pkt.get_string_from_utf8()])
    _server.get_peer(id).put_packet(pkt)

func _process(delta):
    # Call this in _process or _physics_process.
    # Data transfer, and signals emission will only happen when calling this function.
    _server.poll()

Esto imprimirá (cuando un cliente se conecta) algo similar a esto:

Client 1348090059 connected with protocol: selected-protocol
Got data from client 1348090059: Test packet ... echoing

Demostración avanzada de sala de chat

A more advanced chat demo which optionally uses the multiplayer mid-level abstraction and a high-level multiplayer demo are available in the godot demo projects under networking/websocket_chat and networking/websocket_multiplayer.