A WebSocket client implementation. This class implements a WebSocket client compatible with any RFC 6455-compliant 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 receive appropriate signals when connecting, disconnecting, or when new data is available. Connects 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], connections to non-Godot servers will not work, and [signal data_received] will not be emitted. 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]). Disconnects this client from the connected host. See [method WebSocketPeer.close] for more information. If [code]true[/code], SSL certificate verification is enabled. [b]Note:[/b] You must specify the certificates to be used in the Project Settings for it to work when exported. 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. Emitted when the connection to the server fails. Emitted when a connection with the server is established, [code]protocol[/code] will contain the sub-protocol agreed with the server. Emitted when a WebSocket message is received. [b]Note:[/b] This signal is [i]not[/i] emitted when used as high-level multiplayer peer. 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.