Files
godot-demo-projects/networking/webrtc_signaling/client/ws_webrtc_client.gd
2024-07-28 01:35:33 +02:00

131 lines
3.3 KiB
GDScript

extends Node
enum Message {
JOIN,
ID,
PEER_CONNECT,
PEER_DISCONNECT,
OFFER,
ANSWER,
CANDIDATE,
SEAL,
}
@export var autojoin := true
@export var lobby := "" # Will create a new lobby if empty.
@export var mesh := true # Will use the lobby host as relay otherwise.
var ws := WebSocketPeer.new()
var code := 1000
var reason := "Unknown"
var old_state := WebSocketPeer.STATE_CLOSED
signal lobby_joined(lobby: String)
signal connected(id: int, use_mesh: bool)
signal disconnected()
signal peer_connected(id: int)
signal peer_disconnected(id: int)
signal offer_received(id: int, offer: String)
signal answer_received(id: int, answer: String)
signal candidate_received(id: int, mid: String, index: int, sdp: String)
signal lobby_sealed()
func connect_to_url(url: String) -> void:
close()
code = 1000
reason = "Unknown"
ws.connect_to_url(url)
func close() -> void:
ws.close()
func _process(_delta: float) -> void:
ws.poll()
var state := ws.get_ready_state()
if state != old_state and state == WebSocketPeer.STATE_OPEN and autojoin:
join_lobby(lobby)
while state == WebSocketPeer.STATE_OPEN and ws.get_available_packet_count():
if not _parse_msg():
print("Error parsing message from server.")
if state != old_state and state == WebSocketPeer.STATE_CLOSED:
code = ws.get_close_code()
reason = ws.get_close_reason()
disconnected.emit()
old_state = state
func _parse_msg() -> bool:
var parsed: Dictionary = JSON.parse_string(ws.get_packet().get_string_from_utf8())
if typeof(parsed) != TYPE_DICTIONARY or not parsed.has("type") or not parsed.has("id") or \
typeof(parsed.get("data")) != TYPE_STRING:
return false
var msg := parsed as Dictionary
if not str(msg.type).is_valid_int() or not str(msg.id).is_valid_int():
return false
var type := str(msg.type).to_int()
var src_id := str(msg.id).to_int()
if type == Message.ID:
connected.emit(src_id, msg.data == "true")
elif type == Message.JOIN:
lobby_joined.emit(msg.data)
elif type == Message.SEAL:
lobby_sealed.emit()
elif type == Message.PEER_CONNECT:
# Client connected.
peer_connected.emit(src_id)
elif type == Message.PEER_DISCONNECT:
# Client connected.
peer_disconnected.emit(src_id)
elif type == Message.OFFER:
# Offer received.
offer_received.emit(src_id, msg.data)
elif type == Message.ANSWER:
# Answer received.
answer_received.emit(src_id, msg.data)
elif type == Message.CANDIDATE:
# Candidate received.
var candidate: PackedStringArray = msg.data.split("\n", false)
if candidate.size() != 3:
return false
if not candidate[1].is_valid_int():
return false
candidate_received.emit(src_id, candidate[0], candidate[1].to_int(), candidate[2])
else:
return false
return true # Parsed.
func join_lobby(lobby: String) -> Error:
return _send_msg(Message.JOIN, 0 if mesh else 1, lobby)
func seal_lobby() -> Error:
return _send_msg(Message.SEAL, 0)
func send_candidate(id: int, mid: String, index: int, sdp: String) -> Error:
return _send_msg(Message.CANDIDATE, id, "\n%s\n%d\n%s" % [mid, index, sdp])
func send_offer(id: int, offer: String) -> Error:
return _send_msg(Message.OFFER, id, offer)
func send_answer(id: int, answer: String) -> Error:
return _send_msg(Message.ANSWER, id, answer)
func _send_msg(type: int, id: int, data: String = "") -> Error:
return ws.send_text(JSON.stringify({
"type": type,
"id": id,
"data": data,
}))