WebSocketServer¶
Inherits: WebSocketMultiplayerPeer < NetworkedMultiplayerPeer < PacketPeer < Reference < Object
A WebSocket server implementation.
Description¶
This class implements a WebSocket server that can also support the high-level multiplayer API.
After starting the server (listen), you will need to NetworkedMultiplayerPeer.poll it at regular intervals (e.g. inside Node._process). When clients connect, disconnect, or send data, you will receive the appropriate signal.
Note: Not available in HTML5 exports.
Properties¶
|
||
|
||
Methods¶
void |
disconnect_peer ( int id, int code=1000, String reason="" ) |
get_peer_address ( int id ) const |
|
get_peer_port ( int id ) const |
|
is_listening ( ) const |
|
listen ( int port, PoolStringArray protocols=PoolStringArray( ), bool gd_mp_api=false ) |
|
void |
set_extra_headers ( PoolStringArray headers=PoolStringArray( ) ) |
void |
stop ( ) |
Signals¶
client_close_request ( int id, int code, String reason )
Emitted when a client requests a clean close. You should keep polling until you get a client_disconnected signal with the same id
to achieve the clean close. See WebSocketPeer.close for more details.
client_connected ( int id, String protocol )
Emitted when a new client connects. "protocol" will be the sub-protocol agreed with the client.
client_disconnected ( int id, bool was_clean_close )
Emitted when a client disconnects. was_clean_close
will be true
if the connection was shutdown cleanly.
data_received ( int id )
Emitted when a new message is received.
Note: This signal is not emitted when used as high-level multiplayer peer.
Property Descriptions¶
String bind_ip = "*"
When not set to *
will restrict incoming connections to the specified IP address. Setting bind_ip
to 127.0.0.1
will cause the server to listen only to the local host.
X509Certificate ca_chain
void set_ca_chain ( X509Certificate value )
X509Certificate get_ca_chain ( )
When using SSL (see private_key and ssl_certificate), you can set this to a valid X509Certificate to be provided as additional CA chain information during the SSL handshake.
float handshake_timeout = 3.0
The time in seconds before a pending client (i.e. a client that has not yet finished the HTTP handshake) is considered stale and forcefully disconnected.
CryptoKey private_key
When set to a valid CryptoKey (along with ssl_certificate) will cause the server to require SSL instead of regular TCP (i.e. the wss://
protocol).
X509Certificate ssl_certificate
void set_ssl_certificate ( X509Certificate value )
X509Certificate get_ssl_certificate ( )
When set to a valid X509Certificate (along with private_key) will cause the server to require SSL instead of regular TCP (i.e. the wss://
protocol).
Method Descriptions¶
void disconnect_peer ( int id, int code=1000, String reason="" )
Disconnects the peer identified by id
from the server. See WebSocketPeer.close for more information.
String get_peer_address ( int id ) const
Returns the IP address of the given peer.
int get_peer_port ( int id ) const
Returns the remote port of the given peer.
bool has_peer ( int id ) const
Returns true
if a peer with the given ID is connected.
bool is_listening ( ) const
Returns true
if the server is actively listening on a port.
Error listen ( int port, PoolStringArray protocols=PoolStringArray( ), bool gd_mp_api=false )
Starts listening on the given port.
You can specify the desired subprotocols via the "protocols" array. If the list empty (default), no sub-protocol will be requested.
If true
is passed as gd_mp_api
, the server will behave like a network peer for the MultiplayerAPI, connections from non-Godot clients will not work, and data_received will not be emitted.
If false
is passed instead (default), you must call PacketPeer functions (put_packet
, get_packet
, etc.), on the WebSocketPeer returned via get_peer(id)
to communicate with the peer with given id
(e.g. get_peer(id).get_available_packet_count
).
void set_extra_headers ( PoolStringArray headers=PoolStringArray( ) )
Sets additional headers to be sent to clients during the HTTP handshake.
void stop ( )
Stops the server and clear its state.