https://gafferongames.com/post/udp_vs_tcp/
https://gafferongames.com/post/what_every_programmer_needs_to_know_about_game_networking/
HTTP
extends CanvasLayer
func _ready():
$HTTPRequest.connect("request_completed", self, "_on_request_completed")
// request
func _on_Button_pressed():
$HTTPRequest.request("<http://www.mocky.io/v2/5185415ba171ea3a00704eed>")
func _on_request_completed(result, response_code, headers, body):
var json = JSON.parse(body.get_string_from_utf8())
print(json.result)
//post
func _make_post_request(url, data_to_send, use_ssl):
// Convert data to json string:
var query = JSON.print(data_to_send)
// Add 'Content-Type' header:
var headers = ["Content-Type: application/json"]
$HTTPRequest.request(url, headers, use_ssl, HTTPClient.METHOD_POST, query)
NetworkedMultiplayerPeer
Controls networking in Godot
Either a server or a client
Needs to be provided with a NetworkedMultiplayerPeer