UDPServer

Inherits: Reference < 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.gd
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 pkt = peer.get_packet()
        print("Accepted peer: %s:%s" % [peer.get_packet_ip(), peer.get_packet_port()])
        print("Received data: %s" % [pkt.get_string_from_utf8()])
        # Reply so it knows we received the message.
        peer.put_packet(pkt)
        # 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.gd
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

Properties

int max_pending_connections 16

Methods

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

Property Descriptions

int max_pending_connections

Default 16
Setter set_max_pending_connections(value)
Getter get_max_pending_connections()

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

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 ( int port, String bind_address="*" )

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.listen.

Error poll ( )

Call this method at regular intervals (e.g. inside 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 is_connection_available, take_connection). The maximum number of pending connection 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.

© 2014–2020 Juan Linietsky, Ariel Manzur, Godot Engine contributors
Licensed under the MIT License.
https://docs.godotengine.org/en/3.2/classes/class_udpserver.html