UDPServer
Helper class to implement a UDP server.
A simple server that opens a UDP socket and returns connected upon receiving new packets. See also PacketPeerUDP.connect_to_host.
After starting the server (), you will need to poll it at regular intervals (e.g. inside ) for it to process new packets, delivering them to the appropriate PacketPeerUDP, and taking new connections.
extends Node
var connected = false
func _ready():
func _process(delta):
if !connected:
# Try to contact server
if udp.get_available_packet_count() > 0:
connected = true
- max_pending_connections
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).
- is_connection_available ( ) const
Returns true
if a packet with a new address/port combination was received on the socket.
- bool is_listening ( ) const
Returns true
if the socket is open and listening on a port.
- listen ( int port, bind_address=”*“ )
- Error poll ( )
Call this method at regular intervals (e.g. inside ) 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 , take_connection). The maximum number of pending connection is defined via .
Stops the server, closing the UDP socket if open. Will close all connected PacketPeerUDP accepted via (remote peers will not be notified).
- PacketPeerUDP take_connection ( )
Returns the first pending connection (connected to the appropriate address/port). Will return null
if no new connection is available. See also , PacketPeerUDP.connect_to_host.