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<h3><a href="../index.html">Table of Contents</a></h3>
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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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<li><a class="reference internal" href="#godot-3-example">Godot 3 Example</a></li>
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<li><a class="reference internal" href="#godot-4-example">Godot 4 Example</a></li>
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</ul>
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<h4>Previous topic</h4>
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<p class="topless"><a href="Contrib-Email-Login.html"
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title="previous chapter">Email-based login system</a></p>
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<li><a href="Contrib-Godotwebsocket.html">2.x (main branch)</a></li>
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<li><a href="../1.3.0/index.html">1.3.0 (v1.3.0 branch)</a></li>
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<li><a href="../0.9.5/index.html">0.9.5 (v0.9.5 branch)</a></li>
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<div class="body" role="main">
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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.</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 3, an example is left at the bottom
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of this readme for Godot 4.</p>
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<p>At the top of the file you must change the url to point at your mud.</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">export</span> <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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</pre></div>
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</div>
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<p>You must also remove the protocol from the <code class="docutils literal notranslate"><span class="pre">connect_to_url</span></code> call made
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within the <code class="docutils literal notranslate"><span class="pre">_ready</span></code> function.</p>
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<div class="highlight-default notranslate"><div class="highlight"><pre><span></span><span class="n">func</span> <span class="n">_ready</span><span class="p">():</span>
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<span class="c1"># ...</span>
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<span class="c1"># Change the following line from this</span>
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<span class="n">var</span> <span class="n">err</span> <span class="o">=</span> <span class="n">_client</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="p">[</span><span class="s2">"lws-mirror-protocol"</span><span class="p">])</span>
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<span class="c1"># To this</span>
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<span class="n">var</span> <span class="n">err</span> <span class="o">=</span> <span class="n">_client</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>
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<span class="c1"># ...</span>
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</pre></div>
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</div>
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<p>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 <code class="docutils literal notranslate"><span class="pre">_on_data</span></code> 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</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_data</span><span class="p">():</span>
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<span class="c1"># The following two lines will get us the data from Evennia.</span>
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<span class="n">var</span> <span class="n">data</span> <span class="o">=</span> <span class="n">_client</span><span class="o">.</span><span class="n">get_peer</span><span class="p">(</span><span class="mi">1</span><span class="p">)</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_utf8</span><span class="p">()</span>
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<span class="n">var</span> <span class="n">json_data</span> <span class="o">=</span> <span class="n">JSON</span><span class="o">.</span><span class="n">parse</span><span class="p">(</span><span class="n">data</span><span class="p">)</span><span class="o">.</span><span class="n">result</span>
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<span class="c1"># The json_data is an array</span>
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<span class="c1"># The first element informs us this is simple text</span>
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<span class="c1"># so we add it to the RichTextlabel</span>
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<span class="k">if</span> <span class="n">json_data</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="k">for</span> <span class="n">msg</span> <span class="ow">in</span> <span class="n">json_data</span><span class="p">[</span><span class="mi">1</span><span class="p">]:</span> <span class="n">label</span><span class="o">.</span><span class="n">append_bbcode</span><span class="p">(</span><span class="n">msg</span><span class="p">)</span>
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<span class="c1"># Always useful to print the data and see what we got.</span>
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<span class="nb">print</span><span class="p">(</span><span class="n">data</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_bbcode 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>In this example, we send coordinates whenever we message our character.</p>
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<p>Evennia</p>
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<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="n">caller</span><span class="o">.</span><span class="n">msg</span><span class="p">(</span><span class="n">coordinates</span><span class="o">=</span><span class="p">(</span><span class="mi">9</span><span class="p">,</span> <span class="mi">2</span><span class="p">))</span>
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</pre></div>
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</div>
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<p>Godot</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_data</span><span class="p">():</span>
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<span class="o">...</span>
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<span class="k">if</span> <span class="n">json_data</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="k">for</span> <span class="n">msg</span> <span class="ow">in</span> <span class="n">json_data</span><span class="p">[</span><span class="mi">1</span><span class="p">]:</span> <span class="n">label</span><span class="o">.</span><span class="n">append_bbcode</span><span class="p">(</span><span class="n">msg</span><span class="p">)</span>
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<span class="c1"># Notice the first element is the name of the kwarg we used from evennia.</span>
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<span class="k">elif</span> <span class="n">json_data</span><span class="p">[</span><span class="mi">0</span><span class="p">]</span> <span class="o">==</span> <span class="s1">'coordinates'</span><span class="p">:</span>
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<span class="n">var</span> <span class="n">coords_data</span> <span class="o">=</span> <span class="n">json_data</span><span class="p">[</span><span class="mi">2</span><span class="p">]</span>
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<span class="n">player</span><span class="o">.</span><span class="n">set_pos</span><span class="p">(</span><span class="n">coords_data</span><span class="p">)</span>
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<span class="o">...</span>
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</pre></div>
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</div>
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<p>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.</p>
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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>
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<ul class="simple">
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<li><p>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.</p></li>
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<li><p>Background colors are only supported by Godot 4.</p></li>
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</ul>
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</section>
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<section id="godot-3-example">
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<h2>Godot 3 Example<a class="headerlink" href="#godot-3-example" title="Permalink to this headline">¶</a></h2>
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<p>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.</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 to connect to, should be your mud.</span>
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<span class="n">export</span> <span class="n">var</span> <span class="n">websocket_url</span> <span class="o">=</span> <span class="s2">"ws://127.0.0.1:4008"</span>
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<span class="c1"># These are references to controls in the scene</span>
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<span class="n">onready</span> <span class="n">var</span> <span class="n">parent</span> <span class="o">=</span> <span class="n">get_parent</span><span class="p">()</span>
|
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<span class="n">onready</span> <span class="n">var</span> <span class="n">label</span> <span class="o">=</span> <span class="n">parent</span><span class="o">.</span><span class="n">get_node</span><span class="p">(</span><span class="s2">"%ChatLog"</span><span class="p">)</span>
|
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<span class="n">onready</span> <span class="n">var</span> <span class="n">txtEdit</span> <span class="o">=</span> <span class="n">parent</span><span class="o">.</span><span class="n">get_node</span><span class="p">(</span><span class="s2">"%ChatInput"</span><span class="p">)</span>
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||
|
||
<span class="n">onready</span> <span class="n">var</span> <span class="n">room</span> <span class="o">=</span> <span class="n">get_node</span><span class="p">(</span><span class="s2">"/root/World/Room"</span><span class="p">)</span>
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<span class="c1"># Our WebSocketClient instance</span>
|
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<span class="n">var</span> <span class="n">_client</span> <span class="o">=</span> <span class="n">WebSocketClient</span><span class="o">.</span><span class="n">new</span><span class="p">()</span>
|
||
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<span class="n">var</span> <span class="n">is_connected</span> <span class="o">=</span> <span class="n">false</span>
|
||
|
||
<span class="n">func</span> <span class="n">_ready</span><span class="p">():</span>
|
||
<span class="c1"># Connect base signals to get notified of connection open, close, errors and messages</span>
|
||
<span class="n">_client</span><span class="o">.</span><span class="n">connect</span><span class="p">(</span><span class="s2">"connection_closed"</span><span class="p">,</span> <span class="bp">self</span><span class="p">,</span> <span class="s2">"_closed"</span><span class="p">)</span>
|
||
<span class="n">_client</span><span class="o">.</span><span class="n">connect</span><span class="p">(</span><span class="s2">"connection_error"</span><span class="p">,</span> <span class="bp">self</span><span class="p">,</span> <span class="s2">"_closed"</span><span class="p">)</span>
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||
<span class="n">_client</span><span class="o">.</span><span class="n">connect</span><span class="p">(</span><span class="s2">"connection_established"</span><span class="p">,</span> <span class="bp">self</span><span class="p">,</span> <span class="s2">"_connected"</span><span class="p">)</span>
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||
<span class="n">_client</span><span class="o">.</span><span class="n">connect</span><span class="p">(</span><span class="s2">"data_received"</span><span class="p">,</span> <span class="bp">self</span><span class="p">,</span> <span class="s2">"_on_data"</span><span class="p">)</span>
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||
<span class="nb">print</span><span class="p">(</span><span class="s1">'Ready'</span><span class="p">)</span>
|
||
|
||
<span class="c1"># Initiate connection to the given URL.</span>
|
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<span class="n">var</span> <span class="n">err</span> <span class="o">=</span> <span class="n">_client</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="k">if</span> <span class="n">err</span> <span class="o">!=</span> <span class="n">OK</span><span class="p">:</span>
|
||
<span class="nb">print</span><span class="p">(</span><span class="s2">"Unable to connect"</span><span class="p">)</span>
|
||
<span class="n">set_process</span><span class="p">(</span><span class="n">false</span><span class="p">)</span>
|
||
|
||
<span class="n">func</span> <span class="n">_closed</span><span class="p">(</span><span class="n">was_clean</span> <span class="o">=</span> <span class="n">false</span><span class="p">):</span>
|
||
<span class="c1"># was_clean will tell you if the disconnection was correctly notified</span>
|
||
<span class="c1"># by the remote peer before closing the socket.</span>
|
||
<span class="nb">print</span><span class="p">(</span><span class="s2">"Closed, clean: "</span><span class="p">,</span> <span class="n">was_clean</span><span class="p">)</span>
|
||
<span class="n">set_process</span><span class="p">(</span><span class="n">false</span><span class="p">)</span>
|
||
|
||
<span class="n">func</span> <span class="n">_connected</span><span class="p">(</span><span class="n">proto</span> <span class="o">=</span> <span class="s2">""</span><span class="p">):</span>
|
||
<span class="n">is_connected</span> <span class="o">=</span> <span class="n">true</span>
|
||
<span class="nb">print</span><span class="p">(</span><span class="s2">"Connected with protocol: "</span><span class="p">,</span> <span class="n">proto</span><span class="p">)</span>
|
||
|
||
<span class="n">func</span> <span class="n">_on_data</span><span class="p">():</span>
|
||
<span class="c1"># This is called when Godot receives data from evennia</span>
|
||
<span class="n">var</span> <span class="n">data</span> <span class="o">=</span> <span class="n">_client</span><span class="o">.</span><span class="n">get_peer</span><span class="p">(</span><span class="mi">1</span><span class="p">)</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_utf8</span><span class="p">()</span>
|
||
<span class="n">var</span> <span class="n">json_data</span> <span class="o">=</span> <span class="n">JSON</span><span class="o">.</span><span class="n">parse</span><span class="p">(</span><span class="n">data</span><span class="p">)</span><span class="o">.</span><span class="n">result</span>
|
||
<span class="c1"># Here we have the data from Evennia which is an array.</span>
|
||
<span class="c1"># The first element will be text if it is a message</span>
|
||
<span class="c1"># and would be the key of the OOB data you passed otherwise.</span>
|
||
<span class="k">if</span> <span class="n">json_data</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>
|
||
<span class="c1"># In this case, we simply append the data as bbcode to our label.</span>
|
||
<span class="k">for</span> <span class="n">msg</span> <span class="ow">in</span> <span class="n">json_data</span><span class="p">[</span><span class="mi">1</span><span class="p">]:</span> <span class="n">label</span><span class="o">.</span><span class="n">append_bbcode</span><span class="p">(</span><span class="n">msg</span><span class="p">)</span>
|
||
<span class="k">elif</span> <span class="n">json_data</span><span class="p">[</span><span class="mi">0</span><span class="p">]</span> <span class="o">==</span> <span class="s1">'coordinates'</span><span class="p">:</span>
|
||
<span class="c1"># Dummy signal emitted if we wanted to handle the new coordinates</span>
|
||
<span class="c1"># elsewhere in the project.</span>
|
||
<span class="bp">self</span><span class="o">.</span><span class="n">emit_signal</span><span class="p">(</span><span class="s1">'updated_coordinates'</span><span class="p">,</span> <span class="n">json_data</span><span class="p">[</span><span class="mi">1</span><span class="p">])</span>
|
||
|
||
|
||
<span class="c1"># We only print this for easier debugging.</span>
|
||
<span class="nb">print</span><span class="p">(</span><span class="n">data</span><span class="p">)</span>
|
||
|
||
<span class="n">func</span> <span class="n">_process</span><span class="p">(</span><span class="n">delta</span><span class="p">):</span>
|
||
<span class="c1"># Required for websocket to properly react</span>
|
||
<span class="n">_client</span><span class="o">.</span><span class="n">poll</span><span class="p">()</span>
|
||
|
||
<span class="n">func</span> <span class="n">_on_button_send</span><span class="p">():</span>
|
||
<span class="c1"># This is called when we press the button in the scene</span>
|
||
<span class="c1"># with a connected signal, it sends the written message to Evennia.</span>
|
||
<span class="n">var</span> <span class="n">msg</span> <span class="o">=</span> <span class="n">txtEdit</span><span class="o">.</span><span class="n">text</span>
|
||
<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>
|
||
<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">print</span><span class="p">(</span><span class="n">msg_arr</span><span class="p">)</span>
|
||
<span class="n">_client</span><span class="o">.</span><span class="n">get_peer</span><span class="p">(</span><span class="mi">1</span><span class="p">)</span><span class="o">.</span><span class="n">put_packet</span><span class="p">(</span><span class="n">msg_str</span><span class="o">.</span><span class="n">to_utf8</span><span class="p">())</span>
|
||
|
||
<span class="n">func</span> <span class="n">_notification</span><span class="p">(</span><span class="n">what</span><span class="p">):</span>
|
||
<span class="c1"># This is a special method that allows us to notify Evennia we are closing.</span>
|
||
<span class="k">if</span> <span class="n">what</span> <span class="o">==</span> <span class="n">MainLoop</span><span class="o">.</span><span class="n">NOTIFICATION_WM_QUIT_REQUEST</span><span class="p">:</span>
|
||
<span class="k">if</span> <span class="n">is_connected</span><span class="p">:</span>
|
||
<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="s1">'quit'</span><span class="p">],</span> <span class="p">{}]</span>
|
||
<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">print</span><span class="p">(</span><span class="n">msg_arr</span><span class="p">)</span>
|
||
<span class="n">_client</span><span class="o">.</span><span class="n">get_peer</span><span class="p">(</span><span class="mi">1</span><span class="p">)</span><span class="o">.</span><span class="n">put_packet</span><span class="p">(</span><span class="n">msg_str</span><span class="o">.</span><span class="n">to_utf8</span><span class="p">())</span>
|
||
<span class="n">get_tree</span><span class="p">()</span><span class="o">.</span><span class="n">quit</span><span class="p">()</span> <span class="c1"># default behavior</span>
|
||
|
||
</pre></div>
|
||
</div>
|
||
</section>
|
||
<section id="godot-4-example">
|
||
<h2>Godot 4 Example<a class="headerlink" href="#godot-4-example" title="Permalink to this headline">¶</a></h2>
|
||
<p>This is an example of a Script to use in Godot 4.
|
||
Note that the version is not final so the code may break.
|
||
It requires a WebSocketClientNode as a child of the root node.
|
||
The script can be attached to the root UI node.</p>
|
||
<div class="highlight-default notranslate"><div class="highlight"><pre><span></span><span class="n">extends</span> <span class="n">Control</span>
|
||
|
||
<span class="c1"># The URL to connect to, should be your mud.</span>
|
||
<span class="n">var</span> <span class="n">websocket_url</span> <span class="o">=</span> <span class="s2">"ws://127.0.0.1:4008"</span>
|
||
|
||
<span class="c1"># These are references to controls in the scene</span>
|
||
<span class="nd">@onready</span>
|
||
<span class="n">var</span> <span class="n">label</span><span class="p">:</span> <span class="n">RichTextLabel</span> <span class="o">=</span> <span class="n">get_node</span><span class="p">(</span><span class="s2">"%ChatLog"</span><span class="p">)</span>
|
||
<span class="nd">@onready</span>
|
||
<span class="n">var</span> <span class="n">txtEdit</span><span class="p">:</span> <span class="n">TextEdit</span> <span class="o">=</span> <span class="n">get_node</span><span class="p">(</span><span class="s2">"%ChatInput"</span><span class="p">)</span>
|
||
<span class="nd">@onready</span>
|
||
<span class="n">var</span> <span class="n">websocket</span> <span class="o">=</span> <span class="n">get_node</span><span class="p">(</span><span class="s2">"WebSocketClient"</span><span class="p">)</span>
|
||
|
||
<span class="n">func</span> <span class="n">_ready</span><span class="p">():</span>
|
||
<span class="c1"># We connect the various signals</span>
|
||
<span class="n">websocket</span><span class="o">.</span><span class="n">connect</span><span class="p">(</span><span class="s1">'connected_to_server'</span><span class="p">,</span> <span class="bp">self</span><span class="o">.</span><span class="n">_connected</span><span class="p">)</span>
|
||
<span class="n">websocket</span><span class="o">.</span><span class="n">connect</span><span class="p">(</span><span class="s1">'connection_closed'</span><span class="p">,</span> <span class="bp">self</span><span class="o">.</span><span class="n">_closed</span><span class="p">)</span>
|
||
<span class="n">websocket</span><span class="o">.</span><span class="n">connect</span><span class="p">(</span><span class="s1">'message_received'</span><span class="p">,</span> <span class="bp">self</span><span class="o">.</span><span class="n">_on_data</span><span class="p">)</span>
|
||
|
||
<span class="c1"># We attempt to connect and print out the error if we have one.</span>
|
||
<span class="n">var</span> <span class="n">result</span> <span class="o">=</span> <span class="n">websocket</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="k">if</span> <span class="n">result</span> <span class="o">!=</span> <span class="n">OK</span><span class="p">:</span>
|
||
<span class="nb">print</span><span class="p">(</span><span class="s1">'Could not connect:'</span> <span class="o">+</span> <span class="nb">str</span><span class="p">(</span><span class="n">result</span><span class="p">))</span>
|
||
|
||
|
||
<span class="n">func</span> <span class="n">_closed</span><span class="p">():</span>
|
||
<span class="c1"># This emits if the connection was closed by the remote host or unexpectedly</span>
|
||
<span class="nb">print</span><span class="p">(</span><span class="s1">'Connection closed.'</span><span class="p">)</span>
|
||
<span class="n">set_process</span><span class="p">(</span><span class="n">false</span><span class="p">)</span>
|
||
|
||
<span class="n">func</span> <span class="n">_connected</span><span class="p">():</span>
|
||
<span class="c1"># This emits when the connection succeeds.</span>
|
||
<span class="nb">print</span><span class="p">(</span><span class="s1">'Connected!'</span><span class="p">)</span>
|
||
|
||
<span class="n">func</span> <span class="n">_on_data</span><span class="p">(</span><span class="n">data</span><span class="p">):</span>
|
||
<span class="c1"># This is called when Godot receives data from evennia</span>
|
||
<span class="n">var</span> <span class="n">json_data</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>
|
||
<span class="c1"># Here we have the data from Evennia which is an array.</span>
|
||
<span class="c1"># The first element will be text if it is a message</span>
|
||
<span class="c1"># and would be the key of the OOB data you passed otherwise.</span>
|
||
<span class="k">if</span> <span class="n">json_data</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>
|
||
<span class="c1"># In this case, we simply append the data as bbcode to our label.</span>
|
||
<span class="k">for</span> <span class="n">msg</span> <span class="ow">in</span> <span class="n">json_data</span><span class="p">[</span><span class="mi">1</span><span class="p">]:</span> <span class="c1"># Here we include a newline at every message.</span>
|
||
<span class="n">label</span><span class="o">.</span><span class="n">append_text</span><span class="p">(</span><span class="s2">"</span><span class="se">\n</span><span class="s2">"</span> <span class="o">+</span> <span class="n">msg</span><span class="p">)</span>
|
||
<span class="k">elif</span> <span class="n">json_data</span><span class="p">[</span><span class="mi">0</span><span class="p">]</span> <span class="o">==</span> <span class="s1">'coordinates'</span><span class="p">:</span>
|
||
<span class="c1"># Dummy signal emitted if we wanted to handle the new coordinates</span>
|
||
<span class="c1"># elsewhere in the project.</span>
|
||
<span class="bp">self</span><span class="o">.</span><span class="n">emit_signal</span><span class="p">(</span><span class="s1">'updated_coordinates'</span><span class="p">,</span> <span class="n">json_data</span><span class="p">[</span><span class="mi">1</span><span class="p">])</span>
|
||
|
||
<span class="c1"># We only print this for easier debugging.</span>
|
||
<span class="nb">print</span><span class="p">(</span><span class="n">data</span><span class="p">)</span>
|
||
|
||
<span class="n">func</span> <span class="n">_on_button_pressed</span><span class="p">():</span>
|
||
<span class="c1"># This is called when we press the button in the scene</span>
|
||
<span class="c1"># with a connected signal, it sends the written message to Evennia.</span>
|
||
<span class="n">var</span> <span class="n">msg</span> <span class="o">=</span> <span class="n">txtEdit</span><span class="o">.</span><span class="n">text</span>
|
||
<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>
|
||
<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>
|
||
<span class="n">websocket</span><span class="o">.</span><span class="n">send</span><span class="p">(</span><span class="n">msg_str</span><span class="p">)</span>
|
||
|
||
</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>
|
||
|
||
</div>
|
||
<div class="related" role="navigation" aria-label="related navigation">
|
||
<h3>Navigation</h3>
|
||
<ul>
|
||
<li class="right" style="margin-right: 10px">
|
||
<a href="../genindex.html" title="General Index"
|
||
>index</a></li>
|
||
<li class="right" >
|
||
<a href="../py-modindex.html" title="Python Module Index"
|
||
>modules</a> |</li>
|
||
<li class="right" >
|
||
<a href="Contrib-Ingame-Python.html" title="Evennia in-game Python system"
|
||
>next</a> |</li>
|
||
<li class="right" >
|
||
<a href="Contrib-Email-Login.html" title="Email-based login system"
|
||
>previous</a> |</li>
|
||
<li class="nav-item nav-item-0"><a href="../index.html">Evennia 2.x</a> »</li>
|
||
<li class="nav-item nav-item-1"><a href="Contribs-Overview.html" >Contribs</a> »</li>
|
||
<li class="nav-item nav-item-this"><a href="">Godot Websocket</a></li>
|
||
</ul>
|
||
</div>
|
||
|
||
|
||
|
||
<div class="footer" role="contentinfo">
|
||
© Copyright 2023, The Evennia developer community.
|
||
Created using <a href="https://www.sphinx-doc.org/">Sphinx</a> 3.2.1.
|
||
</div>
|
||
</body>
|
||
</html> |