Add websocket minimal demo

This commit is contained in:
Fabio Alessandrelli
2019-07-28 14:13:19 +02:00
parent c2d2718cca
commit 949a9428eb
4 changed files with 145 additions and 0 deletions

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[gd_scene load_steps=3 format=2]
[ext_resource path="res://server.gd" type="Script" id=1]
[ext_resource path="res://client.gd" type="Script" id=2]
[node name="Main" type="Node"]
__meta__ = {
}
[node name="Server" type="Node" parent="."]
script = ExtResource( 1 )
__meta__ = {
}
[node name="Client" type="Node" parent="."]
script = ExtResource( 2 )
__meta__ = {
}

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extends Node
# The URL we will connect to
export var websocket_url = "ws://localhost:9080"
# Our WebSocketClient instance
var _client = WebSocketClient.new()
func _ready():
# Connect base signals to get notified of connection open, close, and errors.
_client.connect("connection_closed", self, "_closed")
_client.connect("connection_error", self, "_closed")
_client.connect("connection_established", self, "_connected")
# This signal is emitted when not using the Multiplayer API every time
# a full packet is received.
# Alternatively, you could check get_peer(1).get_available_packets() in a loop.
_client.connect("data_received", self, "_on_data")
# Initiate connection to the given URL.
var err = _client.connect_to_url(websocket_url)
if err != OK:
print("Unable to connect")
set_process(false)
func _closed(was_clean = false):
# was_clean will tell you if the disconnection was correctly notified
# by the remote peer before closing the socket.
print("Closed, clean: ", was_clean)
set_process(false)
func _connected(proto = ""):
# This is called on connection, "proto" will be the selected WebSocket
# sub-protocol (which is optional)
print("Connected with protocol: ", proto)
# You MUST always use get_peer(1).put_packet to send data to server,
# and not put_packet directly when not using the MultiplayerAPI.
_client.get_peer(1).put_packet("Test packet".to_utf8())
func _on_data():
# Print the received packet, you MUST always use get_peer(1).get_packet
# to receive data from server, and not get_packet directly when not
# using the MultiplayerAPI.
print("Got data from server: ", _client.get_peer(1).get_packet().get_string_from_utf8())
func _process(delta):
# Call this in _process or _physics_process. Data transfer, and signals
# emission will only happen when calling this function.
_client.poll()
func _exit_tree():
_client.disconnect_from_host()

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; Engine configuration file.
; It's best edited using the editor UI and not directly,
; since the parameters that go here are not all obvious.
;
; Format:
; [section] ; section goes between []
; param=value ; assign values to parameters
config_version=4
_global_script_classes=[ ]
_global_script_class_icons={
}
[application]
config/name="WebSocket Minimal Demo"
run/main_scene="res://Main.tscn"

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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.connect("client_connected", self, "_connected")
_server.connect("client_disconnected", self, "_disconnected")
_server.connect("client_close_request", self, "_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.connect("data_received", self, "_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()
func _exit_tree():
_server.stop()