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- <?xml version="1.0" encoding="UTF-8" ?>
- <class name="WebSocketClient" inherits="WebSocketMultiplayerPeer" category="Core" version="3.1">
- <brief_description>
- A WebSocket client implementation
- </brief_description>
- <description>
- This class implements a WebSocket client compatible with any RFC 6455 complaint WebSocket server.
- This client can be optionally used as a network peer for the [MultiplayerAPI].
- 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]).
- You will received appropriate signals when connecting, disconnecting, or when new data is available.
- </description>
- <tutorials>
- </tutorials>
- <demos>
- </demos>
- <methods>
- <method name="connect_to_url">
- <return type="int" enum="Error">
- </return>
- <argument index="0" name="url" type="String">
- </argument>
- <argument index="1" name="protocols" type="PoolStringArray" default="PoolStringArray( )">
- </argument>
- <argument index="2" name="gd_mp_api" type="bool" default="false">
- </argument>
- <description>
- Connect to the given URL requesting one of the given [code]protocols[/code] as sub-protocol.
- If [code]true[/code], is passed as [code]gd_mp_api[/code], the client will behave like a network peer for the [MultiplayerAPI]. Note: connections to non Godot servers will not work, and [signal data_received] will not be emitted when this option is true.
- </description>
- </method>
- <method name="disconnect_from_host">
- <return type="void">
- </return>
- <argument index="0" name="code" type="int" default="1000">
- </argument>
- <argument index="1" name="reason" type="String" default="""">
- </argument>
- <description>
- Disconnect this client from the connected host. See [method WebSocketPeer.close] for more info.
- </description>
- </method>
- </methods>
- <members>
- <member name="verify_ssl" type="bool" setter="set_verify_ssl_enabled" getter="is_verify_ssl_enabled">
- 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.
- </member>
- </members>
- <signals>
- <signal name="connection_closed">
- <argument index="0" name="was_clean_close" type="bool">
- </argument>
- <description>
- 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.
- </description>
- </signal>
- <signal name="connection_error">
- <description>
- Emitted when the connection to the server fails.
- </description>
- </signal>
- <signal name="connection_established">
- <argument index="0" name="protocol" type="String">
- </argument>
- <description>
- Emitted when a connection with the server is established, [code]protocol[/code] will contain the sub-protocol agreed with the server.
- </description>
- </signal>
- <signal name="data_received">
- <description>
- Emitted when a WebSocket message is received. Note: This signal is NOT emitted when used as high level multiplayer peer.
- </description>
- </signal>
- <signal name="server_close_request">
- <argument index="0" name="code" type="int">
- </argument>
- <argument index="1" name="reason" type="String">
- </argument>
- <description>
- 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.
- </description>
- </signal>
- </signals>
- <constants>
- </constants>
- </class>
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