mirror of
https://github.com/godotengine/godot
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84 lines
3.8 KiB
XML
84 lines
3.8 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="WebSocketClient" inherits="WebSocketMultiplayerPeer" category="Core" version="3.2">
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<brief_description>
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A WebSocket client implementation
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</brief_description>
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<description>
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This class implements a WebSocket client compatible with any RFC 6455 complaint WebSocket server.
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This client can be optionally used as a network peer for the [MultiplayerAPI].
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After starting the client ([method connect_to_url]), you will need to [method NetworkedMultiplayerPeer.poll] it at regular intervals (e.g. inside [method Node._process]).
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You will received appropriate signals when connecting, disconnecting, or when new data is available.
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</description>
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<tutorials>
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</tutorials>
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<methods>
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<method name="connect_to_url">
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<return type="int" enum="Error">
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</return>
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<argument index="0" name="url" type="String">
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</argument>
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<argument index="1" name="protocols" type="PoolStringArray" default="PoolStringArray( )">
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</argument>
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<argument index="2" name="gd_mp_api" type="bool" default="false">
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</argument>
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<description>
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Connect to the given URL requesting one of the given [code]protocols[/code] as sub-protocol.
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If [code]true[/code] is passed as [code]gd_mp_api[/code], the client will behave like a network peer for the [MultiplayerAPI], connections to non Godot servers will not work, and [signal data_received] will not be emitted.
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If [code]false[/code] is passed instead (default), you must call [PacketPeer] functions ([code]put_packet[/code], [code]get_packet[/code], etc.) on the [WebSocketPeer] returned via [code]get_peer(1)[/code] and not on this object directly (e.g. [code]get_peer(1).put_packet(data)[/code]).
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</description>
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</method>
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<method name="disconnect_from_host">
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<return type="void">
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</return>
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<argument index="0" name="code" type="int" default="1000">
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</argument>
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<argument index="1" name="reason" type="String" default="""">
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</argument>
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<description>
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Disconnect this client from the connected host. See [method WebSocketPeer.close] for more info.
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</description>
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</method>
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</methods>
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<members>
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<member name="verify_ssl" type="bool" setter="set_verify_ssl_enabled" getter="is_verify_ssl_enabled">
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Enable or disable SSL certificate verification. Note: You must specify the certificates to be used in the project settings for it to work when exported.
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</member>
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</members>
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<signals>
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<signal name="connection_closed">
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<argument index="0" name="was_clean_close" type="bool">
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</argument>
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<description>
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Emitted when the connection to the server is closed. [code]was_clean_close[/code] will be [code]true[/code] if the connection was shutdown cleanly.
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</description>
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</signal>
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<signal name="connection_error">
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<description>
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Emitted when the connection to the server fails.
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</description>
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</signal>
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<signal name="connection_established">
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<argument index="0" name="protocol" type="String">
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</argument>
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<description>
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Emitted when a connection with the server is established, [code]protocol[/code] will contain the sub-protocol agreed with the server.
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</description>
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</signal>
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<signal name="data_received">
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<description>
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Emitted when a WebSocket message is received. Note: This signal is NOT emitted when used as high level multiplayer peer.
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</description>
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</signal>
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<signal name="server_close_request">
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<argument index="0" name="code" type="int">
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</argument>
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<argument index="1" name="reason" type="String">
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</argument>
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<description>
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Emitted when the server requests a clean close. You should keep polling until you get a [signal connection_closed] signal to achieve the clean close. See [method WebSocketPeer.close] for more details.
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</description>
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</signal>
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</signals>
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<constants>
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</constants>
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</class>
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