9e303ef71c
Both client and server are supported on native builds (as usual). SSL server is still not supported, but will soon be possible with this new library. The API stays the same, we just need to work out potential issues due to this big library switch.
86 lines
3.9 KiB
XML
86 lines
3.9 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-compliant 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 receive 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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Connects to the given URL requesting one of the given [code]protocols[/code] as sub-protocol. If the list empty (default), no sub-protocol will be requested.
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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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Disconnects this client from the connected host. See [method WebSocketPeer.close] for more information.
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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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If [code]true[/code], SSL certificate verification is enabled.
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[b]Note:[/b] 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.
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[b]Note:[/b] This signal is [i]not[/i] 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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