
Publisher
windastella
GodotHub
Multiplayer and network messaging Server for Godot.
The Godot Client code are in written as class which can be instanced through script.
The main idea of GodotHub is to have a thin server that only handle the connection and broadcast the data to channel(lobby).
GodotHub : GodotHub NodeJS Server
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Godot GodotHub Class API
Multiplayer and network messaging Server for Godot.
The Godot Client code are in written as class which can be instanced through script.
The main idea of GodotHub is to have a thin server that only handle the connection and broadcast the data to channel(lobby).
GodotHub : GodotHub NodeJS Server
Implementation
The class for the client is in scripts/godothub.gd . Copy and load it into your game through script.
extends Node
onready var godothub = preload('scripts/godothub.gd')
onready var conn = godothub.new()
func _ready():
set_process(true)
# Connect to message signal of godothub to callback
conn.connect("message",self,"_on_receive")
func _process(dt):
# Listening for packet
conn.is_listening()
# Callback for receiving incoming packet
func _on_receive(data):
print("Receive Data: ",data)
API
Methods
.new
var obj = godothub.new( serverport, serverhost, channel, clientport)
Initialize the godothub object.
serverport Port of the Server. Default: 5000
serverhost Host Address of Server. Default: localhost
channel Initial Lobby or Room. Default: global
clientport Client's listen port. Default: 4000
.is_listening
obj.is_listening()
Listen for packet.
Return: boolean
.change_channel
obj.change_channel(channel)
Leave current channel and Join new channel. Creating new channel if the channel does not exist yet.
channel lobby you are changing to.
.broadcast
obj.broadcast(data)
Send data to the server and all clients.
data The data are formatted into JSON format.
.multicast
obj.multicast(data)
Send data to the server and all client in current channel.
data The data are formatted into JSON format.
.unicast
obj.unicast(data, ID)
Send data to the server and to specified client.
data The data are formatted into JSON format.
ID The ID of targeted client.
.disconnect_server
obj.disconnect_server()
Disconnect from server.
Signals
error(err)
Triggered when connection return error.
connected
Triggered if connection successful.
join(id)
Triggered when new client joined the channel.
id is the id of the new client.
left(id)
Triggered when a client left the channel.
id is the id of the leaving client.
message(data)
Triggered when data arrived.
data The received data.