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<ul>
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<li><a class="reference internal" href="#">Godot Websocket</a><ul>
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<li><a class="reference internal" href="#installation">Installation</a></li>
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<li><a class="reference internal" href="#usage">Usage</a></li>
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<li><a class="reference internal" href="#known-issues">Known Issues</a></li>
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<section class="tex2jax_ignore mathjax_ignore" id="godot-websocket">
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<h1>Godot Websocket<a class="headerlink" href="#godot-websocket" title="Permalink to this headline">¶</a></h1>
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<p>Contribution by ChrisLR, 2022</p>
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<p>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.</p>
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<section id="installation">
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<h2>Installation<a class="headerlink" href="#installation" title="Permalink to this headline">¶</a></h2>
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<p>You need to add the following settings in your <a class="reference external" href="http://settings.py">settings.py</a> and restart evennia.</p>
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<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="n">PORTAL_SERVICES_PLUGIN_MODULES</span><span class="o">.</span><span class="n">append</span><span class="p">(</span><span class="s1">'evennia.contrib.base_systems.godotwebsocket.webclient'</span><span class="p">)</span>
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<span class="n">GODOT_CLIENT_WEBSOCKET_PORT</span> <span class="o">=</span> <span class="mi">4008</span>
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<span class="n">GODOT_CLIENT_WEBSOCKET_CLIENT_INTERFACE</span> <span class="o">=</span> <span class="s2">"127.0.0.1"</span>
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</pre></div>
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</div>
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<p>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.</p>
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</section>
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<section id="usage">
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<h2>Usage<a class="headerlink" href="#usage" title="Permalink to this headline">¶</a></h2>
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<p>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.</p>
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<p>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 or look at the full example at the bottom of this page.</p>
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<p><a class="reference external" href="https://docs.godotengine.org/en/stable/tutorials/networking/websocket.html">https://docs.godotengine.org/en/stable/tutorials/networking/websocket.html</a></p>
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<p>The rest of this document will be for Godot 4.
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Note that some of the code shown here is partially taken from official Godot Documentation</p>
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<p>A very basic setup in godot would require</p>
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<ul class="simple">
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<li><p>One RichTextLabel Node to display the Evennia Output, ensure bbcode is enabled on it.</p></li>
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<li><p>One Node for your websocket client code with a new Script attached.</p></li>
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<li><p>One TextEdit Node to enter commands</p></li>
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<li><p>One Button Node to press and send the commands</p></li>
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<li><p>Controls for the layout, in this example I have used
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Panel
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VBoxContainer
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RichTextLabel
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HBoxContainer
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TextEdit
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Button</p></li>
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</ul>
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<p>I will not go over how layout works but the documentation for them is easily accessible in the godot docs.</p>
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<p>Open up the script for your client code.</p>
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<p>We need to define the url leading to your mud, use the same values you have used in your Evennia Settings.
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Next we write some basic code to get a connection going.
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This will connect when the Scene is ready, poll and print the data when we receive it and close when the scene exits.</p>
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<div class="highlight-default notranslate"><div class="highlight"><pre><span></span><span class="n">extends</span> <span class="n">Node</span>
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<span class="c1"># The URL we will connect to.</span>
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<span class="n">var</span> <span class="n">websocket_url</span> <span class="o">=</span> <span class="s2">"ws://localhost:4008"</span>
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<span class="n">var</span> <span class="n">socket</span> <span class="o">:=</span> <span class="n">WebSocketPeer</span><span class="o">.</span><span class="n">new</span><span class="p">()</span>
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<span class="n">func</span> <span class="n">_ready</span><span class="p">():</span>
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<span class="k">if</span> <span class="n">socket</span><span class="o">.</span><span class="n">connect_to_url</span><span class="p">(</span><span class="n">websocket_url</span><span class="p">)</span> <span class="o">!=</span> <span class="n">OK</span><span class="p">:</span>
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<span class="nb">print</span><span class="p">(</span><span class="s2">"Unable to connect."</span><span class="p">)</span>
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<span class="n">set_process</span><span class="p">(</span><span class="n">false</span><span class="p">)</span>
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<span class="n">func</span> <span class="n">_process</span><span class="p">(</span><span class="n">_delta</span><span class="p">):</span>
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<span class="n">socket</span><span class="o">.</span><span class="n">poll</span><span class="p">()</span>
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<span class="k">match</span> <span class="n">socket</span><span class="o">.</span><span class="n">get_ready_state</span><span class="p">():</span>
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<span class="n">WebSocketPeer</span><span class="o">.</span><span class="n">STATE_OPEN</span><span class="p">:</span>
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<span class="k">while</span> <span class="n">socket</span><span class="o">.</span><span class="n">get_available_packet_count</span><span class="p">():</span>
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<span class="nb">print</span><span class="p">(</span><span class="n">socket</span><span class="o">.</span><span class="n">get_packet</span><span class="p">()</span><span class="o">.</span><span class="n">get_string_from_ascii</span><span class="p">())</span>
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<span class="n">WebSocketPeer</span><span class="o">.</span><span class="n">STATE_CLOSED</span><span class="p">:</span>
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<span class="n">var</span> <span class="n">code</span> <span class="o">=</span> <span class="n">socket</span><span class="o">.</span><span class="n">get_close_code</span><span class="p">()</span>
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<span class="n">var</span> <span class="n">reason</span> <span class="o">=</span> <span class="n">socket</span><span class="o">.</span><span class="n">get_close_reason</span><span class="p">()</span>
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<span class="nb">print</span><span class="p">(</span><span class="s2">"WebSocket closed with code: </span><span class="si">%d</span><span class="s2">, reason </span><span class="si">%s</span><span class="s2">. Clean: </span><span class="si">%s</span><span class="s2">"</span> <span class="o">%</span> <span class="p">[</span><span class="n">code</span><span class="p">,</span> <span class="n">reason</span><span class="p">,</span> <span class="n">code</span> <span class="o">!=</span> <span class="o">-</span><span class="mi">1</span><span class="p">])</span>
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<span class="n">set_process</span><span class="p">(</span><span class="n">false</span><span class="p">)</span>
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<span class="n">func</span> <span class="n">_exit_tree</span><span class="p">():</span>
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<span class="n">socket</span><span class="o">.</span><span class="n">close</span><span class="p">()</span>
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</pre></div>
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</div>
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<p>At this point, you can start your evennia server, run godot and it should print a default reply.
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After that you need to properly handle the data sent by evennia.
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To do this, we will add a new function to dispatch the messages properly.</p>
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<p>Here is an example</p>
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<div class="highlight-default notranslate"><div class="highlight"><pre><span></span><span class="n">func</span> <span class="n">_handle_data</span><span class="p">(</span><span class="n">data</span><span class="p">):</span>
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<span class="nb">print</span><span class="p">(</span><span class="n">data</span><span class="p">)</span> <span class="c1"># Print for debugging</span>
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<span class="n">var</span> <span class="n">data_array</span> <span class="o">=</span> <span class="n">JSON</span><span class="o">.</span><span class="n">parse_string</span><span class="p">(</span><span class="n">data</span><span class="p">)</span>
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<span class="c1"># The first element can be used to see if its text</span>
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<span class="k">if</span> <span class="n">data_array</span><span class="p">[</span><span class="mi">0</span><span class="p">]</span> <span class="o">==</span> <span class="s1">'text'</span><span class="p">:</span>
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<span class="c1"># The second element contains the messages</span>
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<span class="k">for</span> <span class="n">msg</span> <span class="ow">in</span> <span class="n">data_array</span><span class="p">[</span><span class="mi">1</span><span class="p">]:</span> <span class="n">write_to_rtb</span><span class="p">(</span><span class="n">msg</span><span class="p">)</span>
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<span class="n">func</span> <span class="n">write_to_rtb</span><span class="p">(</span><span class="n">msg</span><span class="p">):</span>
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<span class="n">output_label</span><span class="o">.</span><span class="n">append_text</span><span class="p">(</span><span class="n">msg</span><span class="p">)</span>
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</pre></div>
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</div>
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<p>The first element is the type, it will be <code class="docutils literal notranslate"><span class="pre">text</span></code> if it is a message
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It can be anything you would provide to the Evennia <code class="docutils literal notranslate"><span class="pre">msg</span></code> 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_text method.</p>
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<p>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.</p>
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<p>You can <a class="reference external" href="https://www.evennia.com/docs/latest/OOB.html#oob">read more on OOB here</a>.</p>
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<p>Now to send data, we connect the Button pressed Signal to a method,
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read the label input and send it via the websocket, then clear the label.</p>
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<div class="highlight-default notranslate"><div class="highlight"><pre><span></span><span class="n">func</span> <span class="n">_on_button_pressed</span><span class="p">():</span>
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<span class="n">var</span> <span class="n">msg</span> <span class="o">=</span> <span class="n">text_edit</span><span class="o">.</span><span class="n">text</span>
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<span class="n">var</span> <span class="n">msg_arr</span> <span class="o">=</span> <span class="p">[</span><span class="s1">'text'</span><span class="p">,</span> <span class="p">[</span><span class="n">msg</span><span class="p">],</span> <span class="p">{}]</span>
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<span class="n">var</span> <span class="n">msg_str</span> <span class="o">=</span> <span class="n">JSON</span><span class="o">.</span><span class="n">stringify</span><span class="p">(</span><span class="n">msg_arr</span><span class="p">)</span>
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<span class="n">socket</span><span class="o">.</span><span class="n">send_text</span><span class="p">(</span><span class="n">msg_str</span><span class="p">)</span>
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<span class="n">text_edit</span><span class="o">.</span><span class="n">text</span> <span class="o">=</span> <span class="s2">""</span>
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</pre></div>
|
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</div>
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</section>
|
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<section id="known-issues">
|
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<h2>Known Issues<a class="headerlink" href="#known-issues" title="Permalink to this headline">¶</a></h2>
|
||
<ul class="simple">
|
||
<li><p>Sending SaverDicts and similar objects straight from Evennia .DB will cause issues,
|
||
cast them to dict() or list() before doing so.</p></li>
|
||
</ul>
|
||
</section>
|
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<section id="full-example-script">
|
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<h2>Full Example Script<a class="headerlink" href="#full-example-script" title="Permalink to this headline">¶</a></h2>
|
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<div class="highlight-default notranslate"><div class="highlight"><pre><span></span>extends Node
|
||
|
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# The URL we will connect to.
|
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var websocket_url = "ws://localhost:4008"
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var socket := WebSocketPeer.new()
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|
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@onready var output_label = $"../Panel/VBoxContainer/RichTextLabel"
|
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@onready var text_edit = $"../Panel/VBoxContainer/HBoxContainer/TextEdit"
|
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|
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|
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func _ready():
|
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if socket.connect_to_url(websocket_url) != OK:
|
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print("Unable to connect.")
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set_process(false)
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||
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||
func _process(_delta):
|
||
socket.poll()
|
||
match socket.get_ready_state():
|
||
WebSocketPeer.STATE_OPEN:
|
||
while socket.get_available_packet_count():
|
||
var data = socket.get_packet().get_string_from_ascii()
|
||
_handle_data(data)
|
||
|
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WebSocketPeer.STATE_CLOSED:
|
||
var code = socket.get_close_code()
|
||
var reason = socket.get_close_reason()
|
||
print("WebSocket closed with code: %d, reason %s. Clean: %s" % [code, reason, code != -1])
|
||
set_process(false)
|
||
|
||
func _handle_data(data):
|
||
print(data) # Print for debugging
|
||
var data_array = JSON.parse_string(data)
|
||
# The first element can be used to see if its text
|
||
if data_array[0] == 'text':
|
||
# The second element contains the messages
|
||
for msg in data_array[1]: write_to_rtb(msg)
|
||
|
||
func write_to_rtb(msg):
|
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output_label.append_text(msg)
|
||
|
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func _on_button_pressed():
|
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var msg = text_edit.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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socket.send_text(msg_str)
|
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text_edit.text = ""
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||
|
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func _exit_tree():
|
||
socket.close()
|
||
|
||
</pre></div>
|
||
</div>
|
||
<hr class="docutils" />
|
||
<p><small>This document page is generated from <code class="docutils literal notranslate"><span class="pre">evennia/contrib/base_systems/godotwebsocket/README.md</span></code>. Changes to this
|
||
file will be overwritten, so edit that file rather than this one.</small></p>
|
||
</section>
|
||
</section>
|
||
|
||
|
||
</div>
|
||
</div>
|
||
</div>
|
||
|
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</div>
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<h3>Navigation</h3>
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<li class="right" style="margin-right: 10px">
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>index</a></li>
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>modules</a> |</li>
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<li class="right" >
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