:github_url: hide .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. .. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. .. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/UDPServer.xml. .. _class_UDPServer: UDPServer ========= **Inherits:** :ref:`RefCounted` **<** :ref:`Object` Helper class to implement a UDP server. Description ----------- A simple server that opens a UDP socket and returns connected :ref:`PacketPeerUDP` upon receiving new packets. See also :ref:`PacketPeerUDP.connect_to_host`. After starting the server (:ref:`listen`), you will need to :ref:`poll` it at regular intervals (e.g. inside :ref:`Node._process`) for it to process new packets, delivering them to the appropriate :ref:`PacketPeerUDP`, and taking new connections. Below a small example of how it can be used: .. tabs:: .. code-tab:: gdscript class_name Server extends Node var server := UDPServer.new() var peers = [] func _ready(): server.listen(4242) func _process(delta): server.poll() # Important! if server.is_connection_available(): var peer : PacketPeerUDP = server.take_connection() var packet = peer.get_packet() print("Accepted peer: %s:%s" % [peer.get_packet_ip(), peer.get_packet_port()]) print("Received data: %s" % [packet.get_string_from_utf8()]) # Reply so it knows we received the message. peer.put_packet(packet) # Keep a reference so we can keep contacting the remote peer. peers.append(peer) for i in range(0, peers.size()): pass # Do something with the connected peers. .. code-tab:: csharp using Godot; using System; using System.Collections.Generic; public class Server : Node { public UDPServer Server = new UDPServer(); public List Peers = new List(); public override void _Ready() { Server.Listen(4242); } public override void _Process(float delta) { Server.Poll(); // Important! if (Server.IsConnectionAvailable()) { PacketPeerUDP peer = Server.TakeConnection(); byte[] packet = peer.GetPacket(); GD.Print($"Accepted Peer: {peer.GetPacketIp()}:{peer.GetPacketPort()}"); GD.Print($"Received Data: {packet.GetStringFromUTF8()}"); // Reply so it knows we received the message. peer.PutPacket(packet); // Keep a reference so we can keep contacting the remote peer. Peers.Add(peer); } foreach (var peer in Peers) { // Do something with the peers. } } } .. tabs:: .. code-tab:: gdscript class_name Client extends Node var udp := PacketPeerUDP.new() var connected = false func _ready(): udp.connect_to_host("127.0.0.1", 4242) func _process(delta): if !connected: # Try to contact server udp.put_packet("The answer is... 42!".to_utf8()) if udp.get_available_packet_count() > 0: print("Connected: %s" % udp.get_packet().get_string_from_utf8()) connected = true .. code-tab:: csharp using Godot; using System; public class Client : Node { public PacketPeerUDP Udp = new PacketPeerUDP(); public bool Connected = false; public override void _Ready() { Udp.ConnectToHost("127.0.0.1", 4242); } public override void _Process(float delta) { if (!Connected) { // Try to contact server Udp.PutPacket("The Answer Is..42!".ToUTF8()); } if (Udp.GetAvailablePacketCount() > 0) { GD.Print($"Connected: {Udp.GetPacket().GetStringFromUTF8()}"); Connected = true; } } } Properties ---------- +-----------------------+----------------------------------------------------------------------------------+--------+ | :ref:`int` | :ref:`max_pending_connections` | ``16`` | +-----------------------+----------------------------------------------------------------------------------+--------+ Methods ------- +-------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------+ | :ref:`int` | :ref:`get_local_port` **(** **)** |const| | +-------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------+ | :ref:`bool` | :ref:`is_connection_available` **(** **)** |const| | +-------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------+ | :ref:`bool` | :ref:`is_listening` **(** **)** |const| | +-------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Error` | :ref:`listen` **(** :ref:`int` port, :ref:`String` bind_address="*" **)** | +-------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Error` | :ref:`poll` **(** **)** | +-------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`stop` **(** **)** | +-------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------+ | :ref:`PacketPeerUDP` | :ref:`take_connection` **(** **)** | +-------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------+ Property Descriptions --------------------- .. _class_UDPServer_property_max_pending_connections: - :ref:`int` **max_pending_connections** +-----------+------------------------------------+ | *Default* | ``16`` | +-----------+------------------------------------+ | *Setter* | set_max_pending_connections(value) | +-----------+------------------------------------+ | *Getter* | get_max_pending_connections() | +-----------+------------------------------------+ Define the maximum number of pending connections, during :ref:`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). Method Descriptions ------------------- .. _class_UDPServer_method_get_local_port: - :ref:`int` **get_local_port** **(** **)** |const| Returns the local port this server is listening to. ---- .. _class_UDPServer_method_is_connection_available: - :ref:`bool` **is_connection_available** **(** **)** |const| Returns ``true`` if a packet with a new address/port combination was received on the socket. ---- .. _class_UDPServer_method_is_listening: - :ref:`bool` **is_listening** **(** **)** |const| Returns ``true`` if the socket is open and listening on a port. ---- .. _class_UDPServer_method_listen: - :ref:`Error` **listen** **(** :ref:`int` port, :ref:`String` bind_address="*" **)** Starts the server by opening a UDP socket listening on the given port. You can optionally specify a ``bind_address`` to only listen for packets sent to that address. See also :ref:`PacketPeerUDP.bind`. ---- .. _class_UDPServer_method_poll: - :ref:`Error` **poll** **(** **)** Call this method at regular intervals (e.g. inside :ref:`Node._process`) to process new packets. And packet from known address/port pair will be delivered to the appropriate :ref:`PacketPeerUDP`, any packet received from an unknown address/port pair will be added as a pending connection (see :ref:`is_connection_available`, :ref:`take_connection`). The maximum number of pending connection is defined via :ref:`max_pending_connections`. ---- .. _class_UDPServer_method_stop: - void **stop** **(** **)** Stops the server, closing the UDP socket if open. Will close all connected :ref:`PacketPeerUDP` accepted via :ref:`take_connection` (remote peers will not be notified). ---- .. _class_UDPServer_method_take_connection: - :ref:`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 :ref:`is_connection_available`, :ref:`PacketPeerUDP.connect_to_host`. .. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)` .. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)` .. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)` .. |constructor| replace:: :abbr:`constructor (This method is used to construct a type.)` .. |static| replace:: :abbr:`static (This method doesn't need an instance to be called, so it can be called directly using the class name.)` .. |operator| replace:: :abbr:`operator (This method describes a valid operator to use with this type as left-hand operand.)`