UDPServer

Inherits: RefCounted < 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:

GDScriptC#

  1. # server_node.gd
  2. class_name ServerNode
  3. extends Node
  4. var server := UDPServer.new()
  5. var peers = []
  6. func _ready():
  7. server.listen(4242)
  8. func _process(delta):
  9. server.poll() # Important!
  10. if server.is_connection_available():
  11. var peer: PacketPeerUDP = server.take_connection()
  12. var packet = peer.get_packet()
  13. print("Accepted peer: %s:%s" % [peer.get_packet_ip(), peer.get_packet_port()])
  14. print("Received data: %s" % [packet.get_string_from_utf8()])
  15. # Reply so it knows we received the message.
  16. peer.put_packet(packet)
  17. # Keep a reference so we can keep contacting the remote peer.
  18. peers.append(peer)
  19. for i in range(0, peers.size()):
  20. pass # Do something with the connected peers.
  1. // ServerNode.cs
  2. using Godot;
  3. using System.Collections.Generic;
  4. public partial class ServerNode : Node
  5. {
  6. private UdpServer _server = new UdpServer();
  7. private List<PacketPeerUdp> _peers = new List<PacketPeerUdp>();
  8. public override void _Ready()
  9. {
  10. _server.Listen(4242);
  11. }
  12. public override void _Process(double delta)
  13. {
  14. _server.Poll(); // Important!
  15. if (_server.IsConnectionAvailable())
  16. {
  17. PacketPeerUdp peer = _server.TakeConnection();
  18. byte[] packet = peer.GetPacket();
  19. GD.Print($"Accepted Peer: {peer.GetPacketIP()}:{peer.GetPacketPort()}");
  20. GD.Print($"Received Data: {packet.GetStringFromUtf8()}");
  21. // Reply so it knows we received the message.
  22. peer.PutPacket(packet);
  23. // Keep a reference so we can keep contacting the remote peer.
  24. _peers.Add(peer);
  25. }
  26. foreach (var peer in _peers)
  27. {
  28. // Do something with the peers.
  29. }
  30. }
  31. }

GDScriptC#

  1. # client_node.gd
  2. class_name ClientNode
  3. extends Node
  4. var udp := PacketPeerUDP.new()
  5. var connected = false
  6. func _ready():
  7. udp.connect_to_host("127.0.0.1", 4242)
  8. func _process(delta):
  9. if !connected:
  10. # Try to contact server
  11. udp.put_packet("The answer is... 42!".to_utf8_buffer())
  12. if udp.get_available_packet_count() > 0:
  13. print("Connected: %s" % udp.get_packet().get_string_from_utf8())
  14. connected = true
  1. // ClientNode.cs
  2. using Godot;
  3. public partial class ClientNode : Node
  4. {
  5. private PacketPeerUdp _udp = new PacketPeerUdp();
  6. private bool _connected = false;
  7. public override void _Ready()
  8. {
  9. _udp.ConnectToHost("127.0.0.1", 4242);
  10. }
  11. public override void _Process(double delta)
  12. {
  13. if (!_connected)
  14. {
  15. // Try to contact server
  16. _udp.PutPacket("The Answer Is..42!".ToUtf8Buffer());
  17. }
  18. if (_udp.GetAvailablePacketCount() > 0)
  19. {
  20. GD.Print($"Connected: {_udp.GetPacket().GetStringFromUtf8()}");
  21. _connected = true;
  22. }
  23. }
  24. }

Properties

int

max_pending_connections

16

Methods

int

get_local_port() const

bool

is_connection_available() const

bool

is_listening() const

Error

listen(port: int, bind_address: String = “*”)

Error

poll()

void

stop()

PacketPeerUDP

take_connection()


Property Descriptions

int max_pending_connections = 16 🔗

  • void set_max_pending_connections(value: int)

  • int 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

int get_local_port() const 🔗

Returns the local port this server is listening to.


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(port: int, bind_address: String = “*“) 🔗

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.bind.


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.


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