123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165 |
- :article_outdated: True
- .. _doc_websocket:
- WebSocket
- =========
- HTML5 and WebSocket
- -------------------
- The WebSocket protocol was standardized in 2011 with the original goal of allowing browsers to create stable and bidirectional connections with a server.
- Before that, browsers used to only support HTTPRequests, which is not well-suited for bidirectional communication.
- The protocol is message based and a very powerful tool to send push notifications to browsers, and has been used to implement chats, turn-based games, etc. It still uses a TCP connection, which is good for reliability but not for latency, so not good for real-time applications like VoIP and fast-paced games (see :ref:`WebRTC <doc_webrtc>` for those use cases).
- Due to its simplicity, its wide compatibility, and being easier to use than a raw TCP connection, WebSocket soon started to spread outside the browsers, in native applications as a mean to communicate with network servers.
- Godot supports WebSocket in both native and HTML5 exports.
- Using WebSocket in Godot
- ------------------------
- WebSocket is implemented in Godot via :ref:`WebSocketPeer <class_WebSocketPeer>`. The WebSocket implementation is compatible with the High Level Multiplayer. See section on :ref:`high-level multiplayer <doc_high_level_multiplayer>` for more details.
- .. warning::
- When exporting to Android, make sure to enable the ``INTERNET``
- permission in the Android export preset before exporting the project or
- using one-click deploy. Otherwise, network communication of any kind will be
- blocked by Android.
- Minimal client example
- ^^^^^^^^^^^^^^^^^^^^^^
- This example will show you how to create a WebSocket connection to a remote server, and how to send and receive data.
- ::
- extends Node
- # The URL we will connect to.
- @export var websocket_url = "wss://echo.websocket.org"
- # Our WebSocketClient instance.
- var socket = WebSocketPeer.new()
- func _ready():
- # Initiate connection to the given URL.
- var err = socket.connect_to_url(websocket_url)
- if err != OK:
- print("Unable to connect")
- set_process(false)
- else:
- # Wait for the socket to connect.
- await get_tree().create_timer(2).timeout
-
- # Send data.
- socket.send_text("Test packet")
- func _process(_delta):
- # Call this in _process or _physics_process. Data transfer and state updates
- # will only happen when calling this function.
- socket.poll()
-
- # get_ready_state() tells you what state the socket is in.
- var state = socket.get_ready_state()
-
- # WebSocketPeer.STATE_OPEN means the socket is connected and ready
- # to send and receive data.
- if state == WebSocketPeer.STATE_OPEN:
- while socket.get_available_packet_count():
- print("Got data from server: ", socket.get_packet().get_string_from_utf8())
-
- # WebSocketPeer.STATE_CLOSING means the socket is closing.
- # It is important to keep polling for a clean close.
- elif state == WebSocketPeer.STATE_CLOSING:
- pass
-
- # WebSocketPeer.STATE_CLOSED means the connection has fully closed.
- # It is now safe to stop polling.
- elif state == WebSocketPeer.STATE_CLOSED:
- # The code will be -1 if the disconnection was not properly notified by the remote peer.
- var code = socket.get_close_code()
- print("WebSocket closed with code: %d. Clean: %s" % [code, code != -1])
- set_process(false) # Stop processing.
- This will print something similar to:
- ::
- Got data from server: Request served by 7811941c69e658
- Got data from server: Test packet
- Minimal server example
- ^^^^^^^^^^^^^^^^^^^^^^
- This example will show you how to create a WebSocket server that listens for remote connections, and how to send and receive data.
- ::
- extends Node
- # The port we will listen to
- const PORT = 9080
- # Our WebSocketServer instance
- var _server = WebSocketServer.new()
- func _ready():
- # Connect base signals to get notified of new client connections,
- # disconnections, and disconnect requests.
- _server.client_connected.connect(_connected)
- _server.client_disconnected.connect(_disconnected)
- _server.client_close_request.connect(_close_request)
- # This signal is emitted when not using the Multiplayer API every time a
- # full packet is received.
- # Alternatively, you could check get_peer(PEER_ID).get_available_packets()
- # in a loop for each connected peer.
- _server.data_received.connect(_on_data)
- # Start listening on the given port.
- var err = _server.listen(PORT)
- if err != OK:
- print("Unable to start server")
- set_process(false)
- func _connected(id, proto):
- # This is called when a new peer connects, "id" will be the assigned peer id,
- # "proto" will be the selected WebSocket sub-protocol (which is optional)
- print("Client %d connected with protocol: %s" % [id, proto])
- func _close_request(id, code, reason):
- # This is called when a client notifies that it wishes to close the connection,
- # providing a reason string and close code.
- print("Client %d disconnecting with code: %d, reason: %s" % [id, code, reason])
- func _disconnected(id, was_clean = false):
- # This is called when a client disconnects, "id" will be the one of the
- # disconnecting client, "was_clean" will tell you if the disconnection
- # was correctly notified by the remote peer before closing the socket.
- print("Client %d disconnected, clean: %s" % [id, str(was_clean)])
- func _on_data(id):
- # Print the received packet, you MUST always use get_peer(id).get_packet to receive data,
- # and not get_packet directly when not using the MultiplayerAPI.
- var pkt = _server.get_peer(id).get_packet()
- print("Got data from client %d: %s ... echoing" % [id, pkt.get_string_from_utf8()])
- _server.get_peer(id).put_packet(pkt)
- func _process(delta):
- # Call this in _process or _physics_process.
- # Data transfer, and signals emission will only happen when calling this function.
- _server.poll()
- This will print (when a client connects) something similar to this:
- ::
- Client 1348090059 connected with protocol: selected-protocol
- Got data from client 1348090059: Test packet ... echoing
- Advanced chat demo
- ^^^^^^^^^^^^^^^^^^
- A more advanced chat demo which optionally uses the multiplayer mid-level abstraction and a high level multiplayer demo are available in the `godot demo projects <https://github.com/godotengine/godot-demo-projects>`_ under `networking/websocket_chat` and `networking/websocket_multiplayer`.
|