Files
godot-demo-projects/networking/webrtc_signaling/server/ws_webrtc_server.gd
2025-10-11 05:03:59 -07:00

250 lines
5.9 KiB
GDScript

extends Node
enum Message {
JOIN,
ID,
PEER_CONNECT,
PEER_DISCONNECT,
OFFER,
ANSWER,
CANDIDATE,
SEAL,
}
## Unresponsive clients time out after this time (in milliseconds).
const TIMEOUT = 1000
## A sealed room will be closed after this time (in milliseconds).
const SEAL_TIME = 10000
## All alphanumeric characters.
const ALFNUM = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789"
var _alfnum := ALFNUM.to_ascii_buffer()
var rand: RandomNumberGenerator = RandomNumberGenerator.new()
var lobbies: Dictionary = {}
var tcp_server := TCPServer.new()
var peers: Dictionary = {}
class Peer extends RefCounted:
var id := -1
var lobby: String = ""
var time := Time.get_ticks_msec()
var ws := WebSocketPeer.new()
func _init(peer_id: int, tcp: StreamPeer) -> void:
id = peer_id
ws.accept_stream(tcp)
func is_ws_open() -> bool:
return ws.get_ready_state() == WebSocketPeer.STATE_OPEN
func send(type: int, id: int, data: String = "") -> void:
return ws.send_text(JSON.stringify({
"type": type,
"id": id,
"data": data,
}))
class Lobby extends RefCounted:
var peers := {}
var host := -1
var sealed: bool = false
var time := 0 # Value is in milliseconds.
var mesh: bool = true
func _init(host_id: int, use_mesh: bool) -> void:
host = host_id
mesh = use_mesh
func join(peer: Peer) -> bool:
if sealed: return false
if not peer.is_ws_open(): return false
peer.send(Message.ID, (1 if peer.id == host else peer.id), "true" if mesh else "")
for p: Peer in peers.values():
if not p.is_ws_open():
continue
if not mesh and p.id != host:
# Only host is visible when using client-server
continue
p.send(Message.PEER_CONNECT, peer.id)
peer.send(Message.PEER_CONNECT, (1 if p.id == host else p.id))
peers[peer.id] = peer
return true
func leave(peer: Peer) -> bool:
if not peers.has(peer.id):
return false
peers.erase(peer.id)
var close: bool = false
if peer.id == host:
# The room host disconnected, will disconnect all peers.
close = true
if sealed:
return close
# Notify other peers.
for p: Peer in peers.values():
if not p.is_ws_open():
continue
if close:
# Disconnect peers.
p.ws.close()
else:
# Notify disconnection.
p.send(Message.PEER_DISCONNECT, peer.id)
return close
func seal(peer_id: int) -> bool:
# Only host can seal the room.
if host != peer_id:
return false
sealed = true
for p: Peer in peers.values():
if not p.is_ws_open():
continue
p.send(Message.SEAL, 0)
time = Time.get_ticks_msec()
peers.clear()
return true
func _process(_delta: float) -> void:
poll()
func listen(port: int) -> void:
if OS.has_feature("web"):
OS.alert("Cannot create WebSocket servers in Web exports due to browsers' limitations.")
return
stop()
rand.seed = int(Time.get_unix_time_from_system())
tcp_server.listen(port)
func stop() -> void:
tcp_server.stop()
peers.clear()
func poll() -> void:
if not tcp_server.is_listening():
return
if tcp_server.is_connection_available():
var id := randi() % (1 << 31)
peers[id] = Peer.new(id, tcp_server.take_connection())
# Poll peers.
var to_remove := []
for p: Peer in peers.values():
# Peers timeout.
if p.lobby.is_empty() and Time.get_ticks_msec() - p.time > TIMEOUT:
p.ws.close()
p.ws.poll()
while p.is_ws_open() and p.ws.get_available_packet_count():
if not _parse_msg(p):
print("Parse message failed from peer %d" % p.id)
to_remove.push_back(p.id)
p.ws.close()
break
var state := p.ws.get_ready_state()
if state == WebSocketPeer.STATE_CLOSED:
print("Peer %d disconnected from lobby: '%s'" % [p.id, p.lobby])
# Remove from lobby (and lobby itself if host).
if lobbies.has(p.lobby) and lobbies[p.lobby].leave(p):
print("Deleted lobby %s" % p.lobby)
lobbies.erase(p.lobby)
# Remove from peers
to_remove.push_back(p.id)
# Lobby seal.
for k: String in lobbies:
if not lobbies[k].sealed:
continue
if lobbies[k].time + SEAL_TIME < Time.get_ticks_msec():
# Close lobby.
for p: Peer in lobbies[k].peers:
p.ws.close()
to_remove.push_back(p.id)
# Remove stale peers
for id: int in to_remove:
peers.erase(id)
func _join_lobby(peer: Peer, lobby: String, mesh: bool) -> bool:
if lobby.is_empty():
for _i in 32:
lobby += char(_alfnum[rand.randi_range(0, ALFNUM.length() - 1)])
lobbies[lobby] = Lobby.new(peer.id, mesh)
elif not lobbies.has(lobby):
return false
lobbies[lobby].join(peer)
peer.lobby = lobby
# Notify peer of its lobby
peer.send(Message.JOIN, 0, lobby)
print("Peer %d joined lobby: '%s'" % [peer.id, lobby])
return true
func _parse_msg(peer: Peer) -> bool:
var pkt_str: String = peer.ws.get_packet().get_string_from_utf8()
var parsed: Dictionary = JSON.parse_string(pkt_str)
if typeof(parsed) != TYPE_DICTIONARY or not parsed.has("type") or not parsed.has("id") or \
typeof(parsed.get("data")) != TYPE_STRING:
return false
if parsed.type is not float or parsed.id is not float:
return false
var msg := {
"type": str(parsed.type).to_int(),
"id": str(parsed.id).to_int(),
"data": parsed.data,
}
if msg.type == Message.JOIN:
if peer.lobby: # Peer must not have joined a lobby already!
return false
return _join_lobby(peer, msg.data, msg.id == 0)
if not lobbies.has(peer.lobby): # Lobby not found?
return false
var lobby: Lobby = lobbies[peer.lobby]
if msg.type == Message.SEAL:
# Client is sealing the room.
return lobby.seal(peer.id)
var dest_id: int = msg.id
if dest_id == MultiplayerPeer.TARGET_PEER_SERVER:
dest_id = lobby.host
if not peers.has(dest_id): # Destination ID not connected.
return false
if peers[dest_id].lobby != peer.lobby: # Trying to contact someone not in same lobby.
return false
if msg.type in [Message.OFFER, Message.ANSWER, Message.CANDIDATE]:
var source := MultiplayerPeer.TARGET_PEER_SERVER if peer.id == lobby.host else peer.id
peers[dest_id].send(msg.type, source, msg.data)
return true
return false # Unknown message.