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165 lines
6.8 KiB
ReStructuredText
165 lines
6.8 KiB
ReStructuredText
:article_outdated: True
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.. _doc_websocket:
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WebSocket
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=========
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HTML5 and WebSocket
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-------------------
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The WebSocket protocol was standardized in 2011 with the original goal of allowing browsers to create stable and bidirectional connections with a server.
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Before that, browsers used to only support HTTPRequests, which is not well-suited for bidirectional communication.
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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).
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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.
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Godot supports WebSocket in both native and HTML5 exports.
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Using WebSocket in Godot
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------------------------
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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.
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.. warning::
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When exporting to Android, make sure to enable the ``INTERNET``
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permission in the Android export preset before exporting the project or
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using one-click deploy. Otherwise, network communication of any kind will be
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blocked by Android.
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Minimal client example
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^^^^^^^^^^^^^^^^^^^^^^
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This example will show you how to create a WebSocket connection to a remote server, and how to send and receive data.
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::
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extends Node
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# The URL we will connect to.
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@export var websocket_url = "wss://echo.websocket.org"
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# Our WebSocketClient instance.
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var socket = WebSocketPeer.new()
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func _ready():
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# Initiate connection to the given URL.
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var err = socket.connect_to_url(websocket_url)
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if err != OK:
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print("Unable to connect")
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set_process(false)
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else:
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# Wait for the socket to connect.
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await get_tree().create_timer(2).timeout
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# Send data.
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socket.send_text("Test packet")
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func _process(_delta):
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# Call this in _process or _physics_process. Data transfer and state updates
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# will only happen when calling this function.
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socket.poll()
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# get_ready_state() tells you what state the socket is in.
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var state = socket.get_ready_state()
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# WebSocketPeer.STATE_OPEN means the socket is connected and ready
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# to send and receive data.
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if state == WebSocketPeer.STATE_OPEN:
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while socket.get_available_packet_count():
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print("Got data from server: ", socket.get_packet().get_string_from_utf8())
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# WebSocketPeer.STATE_CLOSING means the socket is closing.
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# It is important to keep polling for a clean close.
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elif state == WebSocketPeer.STATE_CLOSING:
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pass
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# WebSocketPeer.STATE_CLOSED means the connection has fully closed.
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# It is now safe to stop polling.
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elif state == WebSocketPeer.STATE_CLOSED:
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# The code will be -1 if the disconnection was not properly notified by the remote peer.
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var code = socket.get_close_code()
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print("WebSocket closed with code: %d. Clean: %s" % [code, code != -1])
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set_process(false) # Stop processing.
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This will print something similar to:
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::
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Got data from server: Request served by 7811941c69e658
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Got data from server: Test packet
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Minimal server example
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^^^^^^^^^^^^^^^^^^^^^^
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This example will show you how to create a WebSocket server that listens for remote connections, and how to send and receive data.
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::
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extends Node
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# The port we will listen to
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const PORT = 9080
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# Our WebSocketServer instance
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var _server = WebSocketServer.new()
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func _ready():
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# Connect base signals to get notified of new client connections,
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# disconnections, and disconnect requests.
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_server.client_connected.connect(_connected)
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_server.client_disconnected.connect(_disconnected)
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_server.client_close_request.connect(_close_request)
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# This signal is emitted when not using the Multiplayer API every time a
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# full packet is received.
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# Alternatively, you could check get_peer(PEER_ID).get_available_packets()
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# in a loop for each connected peer.
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_server.data_received.connect(_on_data)
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# Start listening on the given port.
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var err = _server.listen(PORT)
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if err != OK:
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print("Unable to start server")
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set_process(false)
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func _connected(id, proto):
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# This is called when a new peer connects, "id" will be the assigned peer id,
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# "proto" will be the selected WebSocket sub-protocol (which is optional)
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print("Client %d connected with protocol: %s" % [id, proto])
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func _close_request(id, code, reason):
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# This is called when a client notifies that it wishes to close the connection,
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# providing a reason string and close code.
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print("Client %d disconnecting with code: %d, reason: %s" % [id, code, reason])
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func _disconnected(id, was_clean = false):
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# This is called when a client disconnects, "id" will be the one of the
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# disconnecting client, "was_clean" will tell you if the disconnection
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# was correctly notified by the remote peer before closing the socket.
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print("Client %d disconnected, clean: %s" % [id, str(was_clean)])
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func _on_data(id):
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# Print the received packet, you MUST always use get_peer(id).get_packet to receive data,
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# and not get_packet directly when not using the MultiplayerAPI.
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var pkt = _server.get_peer(id).get_packet()
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print("Got data from client %d: %s ... echoing" % [id, pkt.get_string_from_utf8()])
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_server.get_peer(id).put_packet(pkt)
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func _process(delta):
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# Call this in _process or _physics_process.
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# Data transfer, and signals emission will only happen when calling this function.
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_server.poll()
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This will print (when a client connects) something similar to this:
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::
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Client 1348090059 connected with protocol: selected-protocol
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Got data from client 1348090059: Test packet ... echoing
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Advanced chat demo
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^^^^^^^^^^^^^^^^^^
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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`.
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