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- .. _doc_websocket:
- Using WebSockets
- ================
- 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 HTTP requests, which aren't well-suited for bidirectional communication.
- The protocol is message-based and a very powerful tool to send push notifications to browsers. It has been used to implement chats, turn-based games, and more. It still uses a TCP connection, which is good for reliability but not for latency, so it's not good for real-time applications like VoIP and fast-paced games (see :ref:`WebRTC <doc_webrtc>` for those use cases).
- Due to its simplicity, its wide compatibility, and being easier to use than a raw TCP connection, WebSocket started to spread outside the browsers, in native applications as a mean to communicate with network servers.
- Godot supports WebSocket in both native and web exports.
- Using WebSocket in Godot
- ------------------------
- WebSocket is implemented in Godot via :ref:`WebSocketPeer <class_WebSocketPeer>`.
- The WebSocket implementation is compatible with the High-Level Multiplayer. See
- section on :ref:`high-level multiplayer <doc_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.
- # Use "ws://localhost:9080" if testing with the minimal server example below.
- # `wss://` is used for secure connections,
- # while `ws://` is used for plain text (insecure) connections.
- @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("Connecting to %s..." % websocket_url)
- # Wait for the socket to connect.
- await get_tree().create_timer(2).timeout
- # Send data.
- print("> Sending test packet.")
- socket.send_text("Test packet")
- else:
- push_error("Unable to connect.")
- set_process(false)
- 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():
- var packet = socket.get_packet()
- if socket.was_string_packet():
- var packet_text = packet.get_string_from_utf8()
- print("< Got text data from server: %s" % packet_text)
- else:
- print("< Got binary data from server: %d bytes" % packet.size())
- # `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:
- .. highlight:: none
- ::
- Connecting to wss://echo.websocket.org...
- < Got text data from server: Request served by 7811941c69e658
- > Sending test packet.
- < Got text 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.
- .. highlight:: gdscript
- ::
- extends Node
- # The port we will listen to.
- const PORT = 9080
- # Our TCP Server instance.
- var _tcp_server = TCPServer.new()
- # Our connected peers list.
- var _peers: Dictionary[int, WebSocketPeer] = {}
- var last_peer_id := 1
- func _ready():
- # Start listening on the given port.
- var err = _tcp_server.listen(PORT)
- if err == OK:
- print("Server started.")
- else:
- push_error("Unable to start server.")
- set_process(false)
- func _process(_delta):
- while _tcp_server.is_connection_available():
- last_peer_id += 1
- print("+ Peer %d connected." % last_peer_id)
- var ws = WebSocketPeer.new()
- ws.accept_stream(_tcp_server.take_connection())
- _peers[last_peer_id] = ws
- # Iterate over all connected peers using "keys()" so we can erase in the loop
- for peer_id in _peers.keys():
- var peer = _peers[peer_id]
- peer.poll()
- var peer_state = peer.get_ready_state()
- if peer_state == WebSocketPeer.STATE_OPEN:
- while peer.get_available_packet_count():
- var packet = peer.get_packet()
- if peer.was_string_packet():
- var packet_text = packet.get_string_from_utf8()
- print("< Got text data from peer %d: %s ... echoing" % [peer_id, packet_text])
- # Echo the packet back.
- peer.send_text(packet_text)
- else:
- print("< Got binary data from peer %d: %d ... echoing" % [peer_id, packet.size()])
- # Echo the packet back.
- peer.send(packet)
- elif peer_state == WebSocketPeer.STATE_CLOSED:
- # Remove the disconnected peer.
- _peers.erase(peer_id)
- var code = peer.get_close_code()
- var reason = peer.get_close_reason()
- print("- Peer %s closed with code: %d, reason %s. Clean: %s" % [peer_id, code, reason, code != -1])
- When a client connects, this will print something similar to this:
- .. highlight:: none
- ::
- Server started.
- + Peer 2 connected.
- < Got text data from peer 2: 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 <https://github.com/godotengine/godot-demo-projects>`_
- under `networking/websocket_chat` and `networking/websocket_multiplayer`.
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