:article_outdated: True .. _doc_websocket: WebSocket ========= HTML5 and WebSocket ------------------- The WebSocket protocol was standardized in 2011 with the original goal of allowing browsers to create stable and bidirectional connections with a server. Before that, browsers used to only support HTTPRequests, which is not well-suited for bidirectional communication. The protocol is message based and a very powerful tool to send push notifications to browsers, and has been used to implement chats, turn-based games, etc. It still uses a TCP connection, which is good for reliability but not for latency, so not good for real-time applications like VoIP and fast-paced games (see :ref:`WebRTC ` for those use cases). Due to its simplicity, its wide compatibility, and being easier to use than a raw TCP connection, WebSocket soon started to spread outside the browsers, in native applications as a mean to communicate with network servers. Godot supports WebSocket in both native and HTML5 exports. Using WebSocket in Godot ------------------------ WebSocket is implemented in Godot via :ref:`WebSocketPeer `. The WebSocket implementation is compatible with the High-Level Multiplayer. See section on :ref:`high-level multiplayer ` for more details. .. warning:: When exporting to Android, make sure to enable the ``INTERNET`` permission in the Android export preset before exporting the project or using one-click deploy. Otherwise, network communication of any kind will be blocked by Android. Minimal client example ^^^^^^^^^^^^^^^^^^^^^^ This example will show you how to create a WebSocket connection to a remote server, and how to send and receive data. :: extends Node # The URL we will connect to. @export var websocket_url = "wss://echo.websocket.org" # Our WebSocketClient instance. var socket = WebSocketPeer.new() func _ready(): # Initiate connection to the given URL. var err = socket.connect_to_url(websocket_url) if err != OK: print("Unable to connect") set_process(false) else: # Wait for the socket to connect. await get_tree().create_timer(2).timeout # Send data. socket.send_text("Test packet") func _process(_delta): # Call this in _process or _physics_process. Data transfer and state updates # will only happen when calling this function. socket.poll() # get_ready_state() tells you what state the socket is in. var state = socket.get_ready_state() # WebSocketPeer.STATE_OPEN means the socket is connected and ready # to send and receive data. if state == WebSocketPeer.STATE_OPEN: while socket.get_available_packet_count(): print("Got data from server: ", socket.get_packet().get_string_from_utf8()) # WebSocketPeer.STATE_CLOSING means the socket is closing. # It is important to keep polling for a clean close. elif state == WebSocketPeer.STATE_CLOSING: pass # WebSocketPeer.STATE_CLOSED means the connection has fully closed. # It is now safe to stop polling. elif state == WebSocketPeer.STATE_CLOSED: # The code will be -1 if the disconnection was not properly notified by the remote peer. var code = socket.get_close_code() print("WebSocket closed with code: %d. Clean: %s" % [code, code != -1]) set_process(false) # Stop processing. This will print something similar to: :: Got data from server: Request served by 7811941c69e658 Got data from server: Test packet Minimal server example ^^^^^^^^^^^^^^^^^^^^^^ This example will show you how to create a WebSocket server that listens for remote connections, and how to send and receive data. :: extends Node # The port we will listen to const PORT = 9080 # Our WebSocketServer instance var _server = WebSocketServer.new() func _ready(): # Connect base signals to get notified of new client connections, # disconnections, and disconnect requests. _server.client_connected.connect(_connected) _server.client_disconnected.connect(_disconnected) _server.client_close_request.connect(_close_request) # This signal is emitted when not using the Multiplayer API every time a # full packet is received. # Alternatively, you could check get_peer(PEER_ID).get_available_packets() # in a loop for each connected peer. _server.data_received.connect(_on_data) # Start listening on the given port. var err = _server.listen(PORT) if err != OK: print("Unable to start server") set_process(false) func _connected(id, proto): # This is called when a new peer connects, "id" will be the assigned peer id, # "proto" will be the selected WebSocket sub-protocol (which is optional) print("Client %d connected with protocol: %s" % [id, proto]) func _close_request(id, code, reason): # This is called when a client notifies that it wishes to close the connection, # providing a reason string and close code. print("Client %d disconnecting with code: %d, reason: %s" % [id, code, reason]) func _disconnected(id, was_clean = false): # This is called when a client disconnects, "id" will be the one of the # disconnecting client, "was_clean" will tell you if the disconnection # was correctly notified by the remote peer before closing the socket. print("Client %d disconnected, clean: %s" % [id, str(was_clean)]) func _on_data(id): # Print the received packet, you MUST always use get_peer(id).get_packet to receive data, # and not get_packet directly when not using the MultiplayerAPI. var pkt = _server.get_peer(id).get_packet() print("Got data from client %d: %s ... echoing" % [id, pkt.get_string_from_utf8()]) _server.get_peer(id).put_packet(pkt) func _process(delta): # Call this in _process or _physics_process. # Data transfer, and signals emission will only happen when calling this function. _server.poll() This will print (when a client connects) something similar to this: :: Client 1348090059 connected with protocol: selected-protocol Got data from client 1348090059: Test packet ... echoing Advanced chat demo ^^^^^^^^^^^^^^^^^^ A more advanced chat demo which optionally uses the multiplayer mid-level abstraction and a high-level multiplayer demo are available in the `godot demo projects `_ under `networking/websocket_chat` and `networking/websocket_multiplayer`.