0 votes

I'm having trouble setting up an asynchronous TCP connection with a server I created; what I'm currently doing is:

  1. Creating a new StreamPeerTCP object on my script.
  2. 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?

asked Jan 12 in Engine by henriquelalves (270 points)
edited Jan 15 by Calinou

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