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	We don't use that info for anything, and it generates unnecessary diffs every time we bump the minor version (and CI failures if we forget to sync some files from opt-in modules (mono, text_server_fb).
		
			
				
	
	
		
			178 lines
		
	
	
	
		
			6.6 KiB
		
	
	
	
		
			XML
		
	
	
	
	
	
			
		
		
	
	
			178 lines
		
	
	
	
		
			6.6 KiB
		
	
	
	
		
			XML
		
	
	
	
	
	
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="UDPServer" inherits="RefCounted" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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	<brief_description>
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		Helper class to implement a UDP server.
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	</brief_description>
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	<description>
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		A simple server that opens a UDP socket and returns connected [PacketPeerUDP] upon receiving new packets. See also [method PacketPeerUDP.connect_to_host].
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		After starting the server ([method listen]), you will need to [method poll] it at regular intervals (e.g. inside [method Node._process]) for it to process new packets, delivering them to the appropriate [PacketPeerUDP], and taking new connections.
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		Below a small example of how it can be used:
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		[codeblocks]
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		[gdscript]
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		# server_node.gd
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		class_name ServerNode
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		extends Node
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		var server := UDPServer.new()
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		var peers = []
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		func _ready():
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		    server.listen(4242)
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		func _process(delta):
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		    server.poll() # Important!
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		    if server.is_connection_available():
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		        var peer: PacketPeerUDP = server.take_connection()
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		        var packet = peer.get_packet()
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		        print("Accepted peer: %s:%s" % [peer.get_packet_ip(), peer.get_packet_port()])
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		        print("Received data: %s" % [packet.get_string_from_utf8()])
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		        # Reply so it knows we received the message.
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		        peer.put_packet(packet)
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		        # Keep a reference so we can keep contacting the remote peer.
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		        peers.append(peer)
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		    for i in range(0, peers.size()):
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		        pass # Do something with the connected peers.
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		[/gdscript]
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		[csharp]
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		// ServerNode.cs
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		using Godot;
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		using System.Collections.Generic;
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		public partial class ServerNode : Node
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		{
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		    private UdpServer _server = new UdpServer();
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		    private List<PacketPeerUdp> _peers  = new List<PacketPeerUdp>();
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		    public override void _Ready()
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		    {
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		        _server.Listen(4242);
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		    }
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		    public override void _Process(double delta)
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		    {
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		        _server.Poll(); // Important!
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		        if (_server.IsConnectionAvailable())
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		        {
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		            PacketPeerUdp peer = _server.TakeConnection();
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		            byte[] packet = peer.GetPacket();
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		            GD.Print($"Accepted Peer: {peer.GetPacketIP()}:{peer.GetPacketPort()}");
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		            GD.Print($"Received Data: {packet.GetStringFromUtf8()}");
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		            // Reply so it knows we received the message.
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		            peer.PutPacket(packet);
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		            // Keep a reference so we can keep contacting the remote peer.
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		            _peers.Add(peer);
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		        }
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		        foreach (var peer in _peers)
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		        {
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		            // Do something with the peers.
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		        }
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		    }
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		}
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		[/csharp]
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		[/codeblocks]
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		[codeblocks]
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		[gdscript]
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		# client_node.gd
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		class_name ClientNode
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		extends Node
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		var udp := PacketPeerUDP.new()
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		var connected = false
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		func _ready():
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		    udp.connect_to_host("127.0.0.1", 4242)
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		func _process(delta):
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		    if !connected:
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		        # Try to contact server
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		        udp.put_packet("The answer is... 42!".to_utf8_buffer())
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		    if udp.get_available_packet_count() > 0:
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		        print("Connected: %s" % udp.get_packet().get_string_from_utf8())
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		        connected = true
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		[/gdscript]
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		[csharp]
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		// ClientNode.cs
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		using Godot;
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		public partial class ClientNode : Node
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		{
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		    private PacketPeerUdp _udp = new PacketPeerUdp();
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		    private bool _connected = false;
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		    public override void _Ready()
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		    {
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		        _udp.ConnectToHost("127.0.0.1", 4242);
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		    }
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		    public override void _Process(double delta)
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		    {
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		        if (!_connected)
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		        {
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		            // Try to contact server
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		            _udp.PutPacket("The Answer Is..42!".ToUtf8Buffer());
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		        }
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		        if (_udp.GetAvailablePacketCount() > 0)
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		        {
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		            GD.Print($"Connected: {_udp.GetPacket().GetStringFromUtf8()}");
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		            _connected = true;
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		        }
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		    }
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		}
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		[/csharp]
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		[/codeblocks]
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	</description>
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	<tutorials>
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	</tutorials>
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	<methods>
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		<method name="get_local_port" qualifiers="const">
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			<return type="int" />
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			<description>
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				Returns the local port this server is listening to.
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			</description>
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		</method>
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		<method name="is_connection_available" qualifiers="const">
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			<return type="bool" />
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			<description>
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				Returns [code]true[/code] if a packet with a new address/port combination was received on the socket.
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			</description>
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		</method>
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		<method name="is_listening" qualifiers="const">
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			<return type="bool" />
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			<description>
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				Returns [code]true[/code] if the socket is open and listening on a port.
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			</description>
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		</method>
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		<method name="listen">
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			<return type="int" enum="Error" />
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			<param index="0" name="port" type="int" />
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			<param index="1" name="bind_address" type="String" default=""*"" />
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			<description>
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				Starts the server by opening a UDP socket listening on the given [param port]. You can optionally specify a [param bind_address] to only listen for packets sent to that address. See also [method PacketPeerUDP.bind].
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			</description>
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		</method>
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		<method name="poll">
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			<return type="int" enum="Error" />
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			<description>
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				Call this method at regular intervals (e.g. inside [method 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 [method is_connection_available], [method take_connection]). The maximum number of pending connection is defined via [member max_pending_connections].
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			</description>
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		</method>
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		<method name="stop">
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			<return type="void" />
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			<description>
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				Stops the server, closing the UDP socket if open. Will close all connected [PacketPeerUDP] accepted via [method take_connection] (remote peers will not be notified).
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			</description>
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		</method>
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		<method name="take_connection">
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			<return type="PacketPeerUDP" />
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			<description>
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				Returns the first pending connection (connected to the appropriate address/port). Will return [code]null[/code] if no new connection is available. See also [method is_connection_available], [method PacketPeerUDP.connect_to_host].
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			</description>
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		</method>
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	</methods>
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	<members>
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		<member name="max_pending_connections" type="int" setter="set_max_pending_connections" getter="get_max_pending_connections" default="16">
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			Define the maximum number of pending connections, during [method poll], any new pending connection exceeding that value will be automatically dropped. Setting this value to [code]0[/code] effectively prevents any new pending connection to be accepted (e.g. when all your players have connected).
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		</member>
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	</members>
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</class>
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