Add examples
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@ -35,8 +35,11 @@ and to implement a minimal client.
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https://docs.godotengine.org/en/stable/tutorials/networking/websocket.html
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https://docs.godotengine.org/en/stable/tutorials/networking/websocket.html
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The rest of this document will be for Godot 3, an example is left at the bottom
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of this readme for Godot 4.
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Then at the top of the file you must change the url to point at your mud.
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At the top of the file you must change the url to point at your mud.
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```
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```
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extends Node
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extends Node
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@ -122,4 +125,165 @@ you receive, so you can manage the code better.
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- Sending SaverDicts and similar objects straight from Evennia .DB will cause issues,
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- Sending SaverDicts and similar objects straight from Evennia .DB will cause issues,
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cast them to dict() or list() before doing so.
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cast them to dict() or list() before doing so.
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- Background colors are only supported by Godot 4.
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- Background colors are only supported by Godot 4.
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## Godot 3 Example
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This is an example of a Script to use in Godot 3.
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The script can be attached to the root UI node.
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```gdscript
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extends Node
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# The URL to connect to, should be your mud.
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export var websocket_url = "ws://127.0.0.1:4008"
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# These are references to controls in the scene
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onready var parent = get_parent()
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onready var label = parent.get_node("%ChatLog")
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onready var txtEdit = parent.get_node("%ChatInput")
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onready var room = get_node("/root/World/Room")
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# Our WebSocketClient instance
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var _client = WebSocketClient.new()
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var is_connected = false
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func _ready():
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# Connect base signals to get notified of connection open, close, errors and messages
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_client.connect("connection_closed", self, "_closed")
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_client.connect("connection_error", self, "_closed")
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_client.connect("connection_established", self, "_connected")
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_client.connect("data_received", self, "_on_data")
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print('Ready')
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# Initiate connection to the given URL.
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var err = _client.connect_to_url(websocket_url)
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if err != OK:
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print("Unable to connect")
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set_process(false)
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func _closed(was_clean = false):
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# was_clean will tell you if the disconnection was correctly notified
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# by the remote peer before closing the socket.
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print("Closed, clean: ", was_clean)
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set_process(false)
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func _connected(proto = ""):
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is_connected = true
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print("Connected with protocol: ", proto)
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func _on_data():
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# This is called when Godot receives data from evennia
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var data = _client.get_peer(1).get_packet().get_string_from_utf8()
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var json_data = JSON.parse(data).result
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# Here we have the data from Evennia which is an array.
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# The first element will be text if it is a message
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# and would be the key of the OOB data you passed otherwise.
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if json_data[0] == 'text':
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# In this case, we simply append the data as bbcode to our label.
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for msg in json_data[1]:
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label.append_bbcode(msg)
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elif json_data[0] == 'coordinates':
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# Dummy signal emitted if we wanted to handle the new coordinates
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# elsewhere in the project.
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self.emit_signal('updated_coordinates', json_data[1])
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# We only print this for easier debugging.
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print(data)
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func _process(delta):
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# Required for websocket to properly react
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_client.poll()
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func _on_button_send():
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# This is called when we press the button in the scene
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# with a connected signal, it sends the written message to Evennia.
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var msg = txtEdit.text
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var msg_arr = ['text', [msg], {}]
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var msg_str = JSON.print(msg_arr)
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_client.get_peer(1).put_packet(msg_str.to_utf8())
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func _notification(what):
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# This is a special method that allows us to notify Evennia we are closing.
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if what == MainLoop.NOTIFICATION_WM_QUIT_REQUEST:
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if is_connected:
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var msg_arr = ['text', ['quit'], {}]
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var msg_str = JSON.print(msg_arr)
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_client.get_peer(1).put_packet(msg_str.to_utf8())
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get_tree().quit() # default behavior
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```
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## Godot 4 Example
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This is an example of a Script to use in Godot 4.
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Note that the version is not final so the code may break.
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It requires a WebSocketClientNode as a child of the root node.
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The script can be attached to the root UI node.
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```gdscript
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extends Control
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# The URL to connect to, should be your mud.
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var websocket_url = "ws://127.0.0.1:4008"
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# These are references to controls in the scene
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@onready
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var label: RichTextLabel = get_node("%ChatLog")
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@onready
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var txtEdit: TextEdit = get_node("%ChatInput")
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@onready
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var websocket = get_node("WebSocketClient")
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func _ready():
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# We connect the various signals
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websocket.connect('connected_to_server', self._connected)
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websocket.connect('connection_closed', self._closed)
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websocket.connect('message_received', self._on_data)
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# We attempt to connect and print out the error if we have one.
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var result = websocket.connect_to_url(websocket_url)
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if result != OK:
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print('Could not connect:' + str(result))
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func _closed():
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# This emits if the connection was closed by the remote host or unexpectedly
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print('Connection closed.')
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set_process(false)
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func _connected():
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# This emits when the connection succeeds.
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print('Connected!')
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func _on_data(data):
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# This is called when Godot receives data from evennia
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var json_data = JSON.parse_string(data)
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# Here we have the data from Evennia which is an array.
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# The first element will be text if it is a message
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# and would be the key of the OOB data you passed otherwise.
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if json_data[0] == 'text':
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# In this case, we simply append the data as bbcode to our label.
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for msg in json_data[1]:
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# Here we include a newline at every message.
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label.append_text("\n" + msg)
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elif json_data[0] == 'coordinates':
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# Dummy signal emitted if we wanted to handle the new coordinates
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# elsewhere in the project.
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self.emit_signal('updated_coordinates', json_data[1])
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# We only print this for easier debugging.
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print(data)
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func _on_button_pressed():
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# This is called when we press the button in the scene
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# with a connected signal, it sends the written message to Evennia.
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var msg = txtEdit.text
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var msg_arr = ['text', [msg], {}]
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var msg_str = JSON.stringify(msg_arr)
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websocket.send(msg_str)
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```
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