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UDPServer¶
Inherits: RefCounted < Object
Helper class to implement a UDP server.
Description¶
A simple server that opens a UDP socket and returns connected PacketPeerUDP upon receiving new packets. See also PacketPeerUDP.connect_to_host.
After starting the server (listen), you will need to poll it at regular intervals (e.g. inside 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:
# 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.
// 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.
}
}
}
# 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() > 0:
print("Connected: %s" % udp.get_packet().get_string_from_utf8())
connected = true
// ClientNode.cs
using Godot;
public partial class ClientNode : Node
{
private PacketPeerUdp _udp =