Update WebSocket documentation for Godot 4

Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
Co-authored-by: Fabio Alessandrelli <fabio.alessandrelli@gmail.com>
This commit is contained in:
TranquilMarmot
2023-07-21 14:43:20 -07:00
committed by Hugo Locurcio
parent 6b8faf39fc
commit 3f0f9ed6df

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@@ -1,21 +1,19 @@
:article_outdated: True
.. _doc_websocket:
WebSocket
=========
Using WebSockets
================
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.
Before that, browsers used to only support HTTP requests, which aren't 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).
The protocol is message-based and a very powerful tool to send push notifications to browsers. It has been used to implement chats, turn-based games, and more. It still uses a TCP connection, which is good for reliability but not for latency, so it's 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.
Due to its simplicity, its wide compatibility, and being easier to use than a raw TCP connection, WebSocket 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.
Godot supports WebSocket in both native and web exports.
Using WebSocket in Godot
------------------------
@@ -42,124 +40,151 @@ This example will show you how to create a WebSocket connection to a remote serv
extends Node
# The URL we will connect to.
# Use "ws://localhost:9080" if testing with the minimal server example below.
# `wss://` is used for secure connections,
# while `ws://` is used for plain text (insecure) connections.
@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:
if err == OK:
print("Connecting to %s..." % websocket_url)
# Wait for the socket to connect.
await get_tree().create_timer(2).timeout
# Send data.
print("> Sending test packet.")
socket.send_text("Test packet")
else:
push_error("Unable to connect.")
set_process(false)
func _process(_delta):
# Call this in _process or _physics_process. Data transfer and state updates
# will only happen when calling this function.
# 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
# `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.
var packet = socket.get_packet()
if socket.was_string_packet():
var packet_text = packet.get_string_from_utf8()
print("< Got text data from server: %s" % packet_text)
else:
print("< Got binary data from server: %d bytes" % packet.size())
# `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.
# `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.
# 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:
.. highlight:: none
::
Got data from server: Request served by 7811941c69e658
Got data from server: Test packet
Connecting to wss://echo.websocket.org...
< Got text data from server: Request served by 7811941c69e658
> Sending test packet.
< Got text 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.
.. highlight:: gdscript
::
extends Node
# The port we will listen to
# The port we will listen to.
const PORT = 9080
# Our WebSocketServer instance
var _server = WebSocketServer.new()
# Our TCP Server instance.
var _tcp_server = TCPServer.new()
# Our connected peers list.
var _peers: Dictionary[int, WebSocketPeer] = {}
var last_peer_id := 1
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")
var err = _tcp_server.listen(PORT)
if err == OK:
print("Server started.")
else:
push_error("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 _process(_delta):
while _tcp_server.is_connection_available():
last_peer_id += 1
print("+ Peer %d connected." % last_peer_id)
var ws = WebSocketPeer.new()
ws.accept_stream(_tcp_server.take_connection())
_peers[last_peer_id] = ws
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)])
# Iterate over all connected peers using "keys()" so we can erase in the loop
for peer_id in _peers.keys():
var peer = _peers[peer_id]
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)
peer.poll()
func _process(delta):
# Call this in _process or _physics_process.
# Data transfer, and signals emission will only happen when calling this function.
_server.poll()
var peer_state = peer.get_ready_state()
if peer_state == WebSocketPeer.STATE_OPEN:
while peer.get_available_packet_count():
var packet = peer.get_packet()
if peer.was_string_packet():
var packet_text = packet.get_string_from_utf8()
print("< Got text data from peer %d: %s ... echoing" % [peer_id, packet_text])
# Echo the packet back.
peer.send_text(packet_text)
else:
print("< Got binary data from peer %d: %d ... echoing" % [peer_id, packet.size()])
# Echo the packet back.
peer.send(packet)
elif peer_state == WebSocketPeer.STATE_CLOSED:
# Remove the disconnected peer.
_peers.erase(peer_id)
var code = peer.get_close_code()
var reason = peer.get_close_reason()
print("- Peer %s closed with code: %d, reason %s. Clean: %s" % [peer_id, code, reason, code != -1])
This will print (when a client connects) something similar to this:
When a client connects, this will print something similar to this:
.. highlight:: none
::
Client 1348090059 connected with protocol: selected-protocol
Got data from client 1348090059: Test packet ... echoing
Server started.
+ Peer 2 connected.
< Got text data from peer 2: Test packet ... echoing
Advanced chat demo
~~~~~~~~~~~~~~~~~~