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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "WebSocketMultiplayerPeer" inherits= "NetworkedMultiplayerPeer" category= "Core" version= "3.2" >
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<brief_description >
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Base class for WebSocket server and client.
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</brief_description>
<description >
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Base class for WebSocket server and client, allowing them to be used as network peer for the [MultiplayerAPI].
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</description>
<tutorials >
</tutorials>
<methods >
<method name= "get_peer" qualifiers= "const" >
<return type= "WebSocketPeer" >
</return>
<argument index= "0" name= "peer_id" type= "int" >
</argument>
<description >
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Returns the [WebSocketPeer] associated to the given [code]peer_id[/code].
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</description>
</method>
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<method name= "set_buffers" >
<return type= "int" enum= "Error" >
</return>
<argument index= "0" name= "input_buffer_size_kb" type= "int" >
</argument>
<argument index= "1" name= "input_max_packets" type= "int" >
</argument>
<argument index= "2" name= "output_buffer_size_kb" type= "int" >
</argument>
<argument index= "3" name= "output_max_packets" type= "int" >
</argument>
<description >
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Configures the buffer sizes for this WebSocket peer. Default values can be specified in the Project Settings under [code]network/limits[/code]. For server, values are meant per connected peer.
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The first two parameters define the size and queued packets limits of the input buffer, the last two of the output buffer.
Buffer sizes are expressed in KiB, so [code]4 = 2^12 = 4096 bytes[/code]. All parameters will be rounded up to the nearest power of two.
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[b]Note:[/b] HTML5 exports only use the input buffer since the output one is managed by browsers.
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</description>
</method>
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</methods>
<signals >
<signal name= "peer_packet" >
<argument index= "0" name= "peer_source" type= "int" >
</argument>
<description >
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Emitted when a packet is received from a peer.
[b]Note:[/b] This signal is only emitted when the client or server is configured to use Godot multiplayer API.
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</description>
</signal>
</signals>
<constants >
</constants>
</class>