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docs/source/Contribs/Contrib-Godotwebsocket.md
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docs/source/Contribs/Contrib-Godotwebsocket.md
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# Godot Websocket
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Contribution by ChrisLR, 2022
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This contrib allows you to connect a Godot Client directly to your mud,
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and display regular text with color in Godot's RichTextLabel using BBCode.
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You can use Godot to provide advanced functionality with proper Evennia support.
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## Installation
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You need to add the following settings in your settings.py and restart evennia.
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```python
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PORTAL_SERVICES_PLUGIN_MODULES.append('evennia.contrib.base_systems.godotwebsocket.webclient')
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GODOT_CLIENT_WEBSOCKET_PORT = 4008
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GODOT_CLIENT_WEBSOCKET_CLIENT_INTERFACE = "127.0.0.1"
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```
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This will make evennia listen on the port 4008 for Godot.
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You can change the port and interface as you want.
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## Usage
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The tl;dr of it is to connect using a Godot Websocket using the port defined above.
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It will let you transfer data from Evennia to Godot, allowing you
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to get styled text in a RichTextLabel with bbcode enabled or to handle
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the extra data given from Evennia as needed.
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This section assumes you have basic knowledge on how to use Godot.
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You can read the following url for more details on Godot Websockets
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and to implement a minimal client.
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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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At the top of the file you must change the url to point at your mud.
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```
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extends Node
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# The URL we will connect to
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export var websocket_url = "ws://localhost:4008"
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```
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You must also remove the protocol from the `connect_to_url` call made
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within the `_ready` function.
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```
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func _ready():
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# ...
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# Change the following line from this
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var err = _client.connect_to_url(websocket_url, ["lws-mirror-protocol"])
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# To this
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var err = _client.connect_to_url(websocket_url)
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# ...
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```
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This will allow you to connect to your mud.
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After that you need to properly handle the data sent by evennia.
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To do this, you should replace your `_on_data` method.
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You will need to parse the JSON received to properly act on the data.
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Here is an example
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```
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func _on_data():
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# The following two lines will get us the 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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# The json_data is an array
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# The first element informs us this is simple text
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# so we add it to the RichTextlabel
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if json_data[0] == 'text':
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for msg in json_data[1]: label.append_bbcode(msg)
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# Always useful to print the data and see what we got.
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print(data)
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```
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The first element is the type, it will be `text` if it is a message
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It can be anything you would provide to the Evennia `msg` function.
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The second element will be the data related to the type of message, in this case it is a list of text to display.
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Since it is parsed BBCode, we can add that directly to a RichTextLabel by calling its append_bbcode method.
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If you want anything better than fancy text in Godot, you will have
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to leverage Evennia's OOB to send extra data.
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You can [read more on OOB here](https://www.evennia.com/docs/latest/OOB.html#oob).
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In this example, we send coordinates whenever we message our character.
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Evennia
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```python
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caller.msg(coordinates=(9, 2))
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```
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Godot
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```
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func _on_data():
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...
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if json_data[0] == 'text':
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for msg in json_data[1]: label.append_bbcode(msg)
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# Notice the first element is the name of the kwarg we used from evennia.
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elif json_data[0] == 'coordinates':
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var coords_data = json_data[2]
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player.set_pos(coords_data)
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...
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```
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A good idea would be to set up Godot Signals you can trigger based on the data
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you receive, so you can manage the code better.
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## Known 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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- 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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```
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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]: 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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```
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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]: # 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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----
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<small>This document page is generated from `evennia/contrib/base_systems/godotwebsocket/README.md`. Changes to this
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file will be overwritten, so edit that file rather than this one.</small>
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@ -7,7 +7,7 @@ in the [Community Contribs & Snippets][forum] forum.
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_Contribs_ are optional code snippets and systems contributed by
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the Evennia community. They vary in size and complexity and
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may be more specific about game types and styles than 'core' Evennia.
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This page is auto-generated and summarizes all **46** contribs currently included
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This page is auto-generated and summarizes all **47** contribs currently included
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with the Evennia distribution.
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All contrib categories are imported from `evennia.contrib`, such as
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@ -33,12 +33,12 @@ If you want to add a contrib, see [the contrib guidelines](./Contribs-Guidelines
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| [buffs](#buffs) | [building_menu](#building_menu) | [character_creator](#character_creator) | [clothing](#clothing) | [color_markups](#color_markups) |
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| [components](#components) | [cooldowns](#cooldowns) | [crafting](#crafting) | [custom_gametime](#custom_gametime) | [dice](#dice) |
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| [email_login](#email_login) | [evadventure](#evadventure) | [evscaperoom](#evscaperoom) | [extended_room](#extended_room) | [fieldfill](#fieldfill) |
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| [gendersub](#gendersub) | [git_integration](#git_integration) | [health_bar](#health_bar) | [ingame_map_display](#ingame_map_display) | [ingame_python](#ingame_python) |
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| [mail](#mail) | [mapbuilder](#mapbuilder) | [menu_login](#menu_login) | [mirror](#mirror) | [multidescer](#multidescer) |
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| [mux_comms_cmds](#mux_comms_cmds) | [name_generator](#name_generator) | [puzzles](#puzzles) | [random_string_generator](#random_string_generator) | [red_button](#red_button) |
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| [rpsystem](#rpsystem) | [simpledoor](#simpledoor) | [slow_exit](#slow_exit) | [talking_npc](#talking_npc) | [traits](#traits) |
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| [tree_select](#tree_select) | [turnbattle](#turnbattle) | [tutorial_world](#tutorial_world) | [unixcommand](#unixcommand) | [wilderness](#wilderness) |
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| [xyzgrid](#xyzgrid) |
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| [gendersub](#gendersub) | [git_integration](#git_integration) | [godotwebsocket](#godotwebsocket) | [health_bar](#health_bar) | [ingame_map_display](#ingame_map_display) |
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| [ingame_python](#ingame_python) | [mail](#mail) | [mapbuilder](#mapbuilder) | [menu_login](#menu_login) | [mirror](#mirror) |
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| [multidescer](#multidescer) | [mux_comms_cmds](#mux_comms_cmds) | [name_generator](#name_generator) | [puzzles](#puzzles) | [random_string_generator](#random_string_generator) |
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| [red_button](#red_button) | [rpsystem](#rpsystem) | [simpledoor](#simpledoor) | [slow_exit](#slow_exit) | [talking_npc](#talking_npc) |
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| [traits](#traits) | [tree_select](#tree_select) | [turnbattle](#turnbattle) | [tutorial_world](#tutorial_world) | [unixcommand](#unixcommand) |
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| [wilderness](#wilderness) | [xyzgrid](#xyzgrid) |
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@ -62,6 +62,7 @@ Contrib-Color-Markups.md
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Contrib-Components.md
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Contrib-Custom-Gametime.md
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Contrib-Email-Login.md
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Contrib-Godotwebsocket.md
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Contrib-Ingame-Python.md
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Contrib-Menu-Login.md
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Contrib-Mux-Comms-Cmds.md
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@ -143,6 +144,18 @@ it just uses it as the identifier rather than a username.
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### `godotwebsocket`
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_Contribution by ChrisLR, 2022_
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This contrib allows you to connect a Godot Client directly to your mud,
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and display regular text with color in Godot's RichTextLabel using BBCode.
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You can use Godot to provide advanced functionality with proper Evennia support.
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[Read the documentation](./Contrib-Godotwebsocket.md) - [Browse the Code](evennia.contrib.base_systems.godotwebsocket)
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### `ingame_python`
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_Contrib by Vincent Le Goff 2017_
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