Document updated UDPServer interface.
(cherry picked from commit 839c7b1ba3
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</brief_description>
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</brief_description>
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<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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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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Below a small example of how it can be used:
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[codeblock]
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[codeblock]
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# server.gd
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# server.gd
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server.listen(4242)
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server.listen(4242)
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func _process(delta):
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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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if server.is_connection_available():
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var peer : PacketPeerUDP = server.take_connection()
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var peer : PacketPeerUDP = server.take_connection()
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var pkt = peer.get_packet()
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var pkt = peer.get_packet()
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<return type="bool">
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<return type="bool">
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</return>
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</return>
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<description>
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<description>
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Returns [code]true[/code] if a packet with a new address/port combination is received on the socket.
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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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</description>
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</method>
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</method>
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<method name="is_listening" qualifiers="const">
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<method name="is_listening" qualifiers="const">
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Starts the server by opening a UDP socket listening on the given port. You can optionally specify a [code]bind_address[/code] to only listen for packets sent to that address. See also [method PacketPeerUDP.listen].
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Starts the server by opening a UDP socket listening on the given port. You can optionally specify a [code]bind_address[/code] to only listen for packets sent to that address. See also [method PacketPeerUDP.listen].
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</description>
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</description>
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</method>
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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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</return>
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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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<method name="stop">
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<return type="void">
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<return type="void">
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</return>
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</return>
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<description>
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<description>
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Stops the server, closing the UDP socket if open. Will not disconnect any connected [PacketPeerUDP].
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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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</description>
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</method>
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</method>
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<method name="take_connection">
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<method name="take_connection">
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<return type="PacketPeerUDP">
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<return type="PacketPeerUDP">
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</return>
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</return>
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<description>
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<description>
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Returns a [PacketPeerUDP] connected to the address/port combination of the first packet in queue. Will return [code]null[/code] if no packet is in queue. See also [method PacketPeerUDP.connect_to_host].
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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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</description>
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</method>
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</method>
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</methods>
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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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<constants>
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<constants>
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</constants>
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</constants>
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</class>
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</class>
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