Returns true if a packet with a new address/port combination was received on the socket.
Returns true if the socket is open and listening on a port.
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.listen.
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 isConnectionAvailable, takeConnection). The maximum number of pending connection is defined via maxPendingConnections.
Stops the server, closing the UDP socket if open. Will close all connected PacketPeerUDP accepted via takeConnection (remote peers will not be notified).
Returns the first pending connection (connected to the appropriate address/port). Will return null if no new connection is available. See also isConnectionAvailable, PacketPeerUDP.connectToHost.
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).
Construct a new instance of UDPServer. Note: use memnew!UDPServer instead.
# server.gd 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 pkt = peer.get_packet() print("Accepted peer: %s:%s" % peer.get_packet_ip(), peer.get_packet_port()) print("Received data: %s" % pkt.get_string_from_utf8()) # Reply so it knows we received the message. peer.put_packet(pkt) # 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.
# client.gd 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()) if udp.get_available_packet_count() > 0: print("Connected: %s" % udp.get_packet().get_string_from_utf8()) connected = true
Helper class to implement a UDP server.
A simple server that opens a UDP socket and returns connected PacketPeerUDP upon receiving new packets. See also PacketPeerUDP.connectToHost. 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: