godot/demos/misc/udp_chat/chat.gd

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GDScript3
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extends Panel
# Really simple UDP chat client, not intended as a comprehensive chat implementation.
# (UDP can lose packets and you won't normally find out, so don't do a chat this way)
# This is just a demo that shows how to use the UDP class.
# Member variables
var udp = PacketPeerUDP.new()
func _process(delta):
if (not udp.is_listening()):
return
while(udp.get_available_packet_count() > 0):
var packet = udp.get_var()
if (typeof(packet) == TYPE_STRING):
var host = udp.get_packet_ip()
var port = udp.get_packet_port()
get_node("chat/text").add_text("(" + host + ":" + str(port) + ":) " + packet)
get_node("chat/text").newline()
func _ready():
get_node("chat").add_style_override("panel", get_stylebox("bg", "Tree"))
set_process(true)
func send_message(text):
if (udp.is_listening()):
udp.put_var(text)
func _on_connect_toggled(pressed):
if (pressed):
var err = udp.listen(get_node("listen_port").get_val())
if (err != OK):
get_node("status").set_text("Error:\nCan't listen.")
get_node("connect").set_pressed(false)
else:
get_node("status").set_text("Connected.")
get_node("connect").set_text("Disconnect")
err = udp.set_send_address(get_node("remote_host").get_text(),get_node("remote_port").get_val())
if (err != OK):
get_node("status").set_text("Error:\nCan't resolve.")
get_node("connect").set_pressed(false)
else:
send_message("* " + get_node("user_name").get_text() + " entered chat.")
else:
udp.close()
get_node("status").set_text("Disconnected.")
get_node("connect").set_text("Connect")
func _on_entry_line_text_entered(text):
_on_entry_button_pressed()
func _on_entry_button_pressed():
var msg = get_node("entry_line").get_text()
if (msg == ""):
return
send_message(get_node("user_name").get_text() + "> " + msg)
get_node("entry_line").set_text("")