UDPServer

继承: RefCounted < Object

Helper class to implement a UDP server.

描述

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:


    # 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.

    // 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.
            }
        }
    }

    # 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

    // 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;
            }
        }
    }

属性

方法

intget_local_port ( ) const1
boolis_connection_available ( ) const1
boolis_listening ( ) const1
Errorlisten ( port: int, bind_address: String = "*" )
Errorpoll ( )
voidstop ( )
PacketPeerUDPtake_connection ( )

属性说明

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).


方法说明

int get_local_port ( ) const1

Returns the local port this server is listening to.


bool is_connection_available ( ) const1

Returns true if a packet with a new address/port combination was received on the socket.


bool is_listening ( ) const1

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.

2

本方法通常需要用户覆盖才能生效。

1

本方法无副作用,不会修改该实例的任何成员变量。

3

本方法除了能接受在此处描述的参数外,还能够继续接受任意数量的参数。

4

本方法用于构造某个类型。

5

调用本方法无需实例,可直接使用类名进行调用。

6

本方法描述的是使用本类型作为左操作数的有效运算符。

7

这个值是由下列位标志构成位掩码的整数。

8

无返回值。