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Attention | Topic was automatically imported from the old Question2Answer platform. |
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Asked By | henriquelalves |
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Old Version | Published before Godot 3 was released. |
I’m having trouble setting up an asynchronous TCP connection with a server I created; what I’m currently doing is:
- Creating a new StreamPeerTCP object on my script.
- Use
streamtcp.connect_to_host(server_ip, server_port)
The server-side looks correct (a new tcp client shows up), but on Godot I can’t seem to find any way to set signals for successful StreamPeer connections nor signals for receiving packets - I’m currently having to rely on _process to check when the connection state of the StreamPeerTCP ever changed, and the SceneTree signals networkd_peer_connected
and connected_to_server
doesn’t seem to trigger ever. Is this a bug?
Actually network_peer_connected
and connected_to_server
are signals from the high level API. When you use StreamTCP.connect_to_host()
it returns an error code that is OK or FAILURE. You can get the status of the connection with the method StreamTCP.get_status()
that returns the status of connection. See https://docs.godotengine.org/en/3.1/classes/class_streampeertcp.html
So, it is not a bug, you just dont use signals with this API.
Paracrazy | 2019-04-11 02:51