<?xml version="1.0" encoding="UTF-8" ?> <class name="UDPServer" inherits="RefCounted" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> Helper class to implement a UDP server. </brief_description> <description> A simple server that opens a UDP socket and returns connected [PacketPeerUDP] upon receiving new packets. See also [method PacketPeerUDP.connect_to_host]. After starting the server ([method listen]), you will need to [method poll] it at regular intervals (e.g. inside [method 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: [codeblocks] [gdscript] # 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. [/gdscript] [csharp] // 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. } } } [/csharp] [/codeblocks] [codeblocks] [gdscript] # 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 [/gdscript] [csharp] // ClientNode.cs using Godot; public partial class ClientNode : Node { private PacketPeerUdp _udp = new PacketPeerUdp(); private bool _connected = false; public override void _Ready() { _udp.ConnectToHost("127.0.0.1", 4242); } public override void _Process(double delta) { if (!_connected) { // Try to contact server _udp.PutPacket("The Answer Is..42!".ToUtf8Buffer()); } if (_udp.GetAvailablePacketCount() > 0) { GD.Print($"Connected: {_udp.GetPacket().GetStringFromUtf8()}"); _connected = true; } } } [/csharp] [/codeblocks] </description> <tutorials> </tutorials> <methods> <method name="get_local_port" qualifiers="const"> <return type="int" /> <description> Returns the local port this server is listening to. </description> </method> <method name="is_connection_available" qualifiers="const"> <return type="bool" /> <description> Returns [code]true[/code] if a packet with a new address/port combination was received on the socket. </description> </method> <method name="is_listening" qualifiers="const"> <return type="bool" /> <description> Returns [code]true[/code] if the socket is open and listening on a port. </description> </method> <method name="listen"> <return type="int" enum="Error" /> <param index="0" name="port" type="int" /> <param index="1" name="bind_address" type="String" default=""*"" /> <description> Starts the server by opening a UDP socket listening on the given [param port]. You can optionally specify a [param bind_address] to only listen for packets sent to that address. See also [method PacketPeerUDP.bind]. </description> </method> <method name="poll"> <return type="int" enum="Error" /> <description> Call this method at regular intervals (e.g. inside [method 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 [method is_connection_available], [method take_connection]). The maximum number of pending connection is defined via [member max_pending_connections]. </description> </method> <method name="stop"> <return type="void" /> <description> Stops the server, closing the UDP socket if open. Will close all connected [PacketPeerUDP] accepted via [method take_connection] (remote peers will not be notified). </description> </method> <method name="take_connection"> <return type="PacketPeerUDP" /> <description> Returns the first pending connection (connected to the appropriate address/port). Will return [code]null[/code] if no new connection is available. See also [method is_connection_available], [method PacketPeerUDP.connect_to_host]. </description> </method> </methods> <members> <member name="max_pending_connections" type="int" setter="set_max_pending_connections" getter="get_max_pending_connections" default="16"> Define the maximum number of pending connections, during [method poll], any new pending connection exceeding that value will be automatically dropped. Setting this value to [code]0[/code] effectively prevents any new pending connection to be accepted (e.g. when all your players have connected). </member> </members> </class>