V-Sekai / sample-webrtc-signaling

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WebSocket Signaling Server/Client for WebRTC

This demo is divided into four main parts:

  1. Server: This folder contains the signaling server implementation written in GDScript. It's designed to be run by a game server running Godot.
  2. Server_Node: This folder contains the signaling server implementation written in Node.js. Use this if you don't plan to run a game server but only match-making.
  3. Client: This part contains the client implementation in GDScript, which is further divided into raw protocol and WebRTCMultiplayer handling.
  4. Demo: This contains a small app that uses it.

The language used here is GDScript.

Protocol

The protocol is JSON-based and uses messages in the following format:

{
  "id": "number",
  "type": "number",
  "data": "string",
}

Here, type represents the message type, id represents a connected peer or 0, and data holds the message-specific data.

The messages are as follows:

  • 0 = JOIN: Must be sent by the client immediately after connection to get a lobby assigned or join a known one (via the data field). This message is also sent by the server back to the client to notify the assigned lobby, or simply a successful join.
  • 1 = ID: Sent by the server to identify the client when it joins a room (the id field will contain the be assigned ID).
  • 2 = PEER_CONNECT: Sent by the server to notify new peers in the same lobby (the id field will contain the ID of the new peer).
  • 3 = PEER_DISCONNECT: Sent by the server to notify when a peer in the same lobby disconnects (the id field will contain the ID of the disconnected peer).
  • 4 = OFFER: Sent by the client when creating a WebRTC offer then relayed back by the server to the destination peer.
  • 5 = ANSWER: Sent by the client when creating a WebRTC answer then relayed back by the server to the destination peer.
  • 6 = CANDIDATE: Sent by the client when generating new WebRTC candidates then relayed back by the server to the destination peer.
  • 7 = SEAL: Sent by the client to seal the lobby (only the client that created it is allowed to seal a lobby), and then back by the server to notify success. When a lobby is sealed, no new client will be able to join, and the lobby will be destroyed (and clients disconnected) after 10 seconds.

For relayed messages (i.e., for OFFER, ANSWER, and CANDIDATE), the client will set the id field as the destination peer, then the server will replace it with the id of the sending peer, and send it to the proper destination.

Screenshots

Screenshot

To run the Node.js server, use the following command:

cd server_node
node server.js

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Language:GDScript 55.7%Language:JavaScript 44.3%