Files
multiplayer-game-test/project/scripts/ui/testinterface.gd

43 lines
1.3 KiB
GDScript

extends Control
var websocket_url = "wss://acecore.lol:4477/ws"
var websocket_peer = WebSocketPeer.new()
var payload: Dictionary = {
"type": "broadcast",
"msg": "TESTBUTTON_PRESSED"
}
func _ready():
var error = websocket_peer.connect_to_url(websocket_url)
if error == OK:
print("Connected to WebSocket server")
send_message("Connected client")
else:
print("Failed to connect to WebSocket server")
func _process(_delta):
websocket_peer.poll()
var state = websocket_peer.get_ready_state()
if state == WebSocketPeer.STATE_OPEN:
while websocket_peer.get_available_packet_count():
print("Packet: ", websocket_peer.get_packet().get_string_from_utf8())
elif state == WebSocketPeer.STATE_CLOSING:
# Keep polling to achieve proper close.
pass
elif state == WebSocketPeer.STATE_CLOSED:
var code = websocket_peer.get_close_code()
var reason = websocket_peer.get_close_reason()
print("WebSocket closed with code: %d, reason %s. Clean: %s" % [code, reason, code != -1])
set_process(false)
func send_message(message: String) -> void:
var state = websocket_peer.get_ready_state()
if state == WebSocketPeer.STATE_OPEN:
websocket_peer.send(str(payload).to_utf8_buffer())
else:
print("WebSocket connection is not open. Current state: ", state)
func _on_button_pressed():
send_message("Test button pressed")