UDPServer (original) (raw)

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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 = 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.

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

Properties

Methods

int get_local_port() const
bool is_connection_available() const
bool is_listening() const
Error listen(port: int, bind_address: String = "*")
Error poll()
void stop()
PacketPeerUDP take_connection()

Property Descriptions

int max_pending_connections = 16 🔗

Define the maximum number of pending connections, during poll(), any new pending connection exceeding that value will be automatically dropped. Setting this value to 0 effectively prevents any new pending connection to be accepted (e.g. when all your players have connected).


Method Descriptions

int get_local_port() const 🔗

Returns the local port this server is listening to.


bool is_connection_available() const 🔗

Returns true if a packet with a new address/port combination was received on the socket.


bool is_listening() const 🔗

Returns true if the socket is open and listening on a port.


Error listen(port: int, bind_address: String = "*") 🔗

Starts the server by opening a UDP socket listening on the given port. You can optionally specify a bind_address to only listen for packets sent to that address. See also PacketPeerUDP.bind().


Error poll() 🔗

Call this method at regular intervals (e.g. inside 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 is_connection_available() and take_connection()). The maximum number of pending connections is defined via max_pending_connections.


void stop() 🔗

Stops the server, closing the UDP socket if open. Will close all connected PacketPeerUDP accepted via take_connection() (remote peers will not be notified).


PacketPeerUDP take_connection() 🔗

Returns the first pending connection (connected to the appropriate address/port). Will return null if no new connection is available. See also is_connection_available(), PacketPeerUDP.connect_to_host().