Helper class to implement a UDP server. A simple server that opens a UDP socket and returns connected [PacketPeerUDP] upon receiving new packets. See also [method PacketPeerUDP.connect_to_host]. 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. Below a small example of how it can be used: [codeblocks] [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. [/gdscript] [csharp] using Godot; using System; using System.Collections.Generic; public class Server : Node { public UDPServer Server = new UDPServer(); public List<PacketPeerUDP> Peers = new List<PacketPeerUDP>(); 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. } } } [/csharp] [/codeblocks] [codeblocks] [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 [/gdscript] [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; } } } [/csharp] [/codeblocks] Returns the local port this server is listening to. Returns [code]true[/code] if a packet with a new address/port combination was received on the socket. Returns [code]true[/code] if the socket is open and listening on a port. 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.bind]. 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]. 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). 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]. 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).