126 lines
4.5 KiB
XML
126 lines
4.5 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="WebSocketServer" inherits="WebSocketMultiplayerPeer" category="Core" version="3.1">
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<brief_description>
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A WebSocket server implementation
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</brief_description>
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<description>
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This class implements a WebSocket server that can also support the high level multiplayer API.
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After starting the server ([method listen]), you will need to [method NetworkedMultiplayerPeer.poll] it at regular intervals (e.g. inside [method Node._process]). When clients connect, disconnect, or send data, you will receive the appropriate signal.
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Note: This class will not work in HTML5 exports due to browser restrictions.
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</description>
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<tutorials>
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</tutorials>
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<demos>
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</demos>
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<methods>
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<method name="disconnect_peer">
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<return type="void">
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</return>
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<argument index="0" name="id" type="int">
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</argument>
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<argument index="1" name="code" type="int" default="1000">
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</argument>
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<argument index="2" name="reason" type="String" default="""">
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</argument>
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<description>
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Disconnects the peer identified by [code]id[/code] from the server. See [method WebSocketPeer.close] for more info.
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</description>
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</method>
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<method name="get_peer_address" qualifiers="const">
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<return type="String">
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</return>
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<argument index="0" name="id" type="int">
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</argument>
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<description>
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Returns the IP address of the given peer.
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</description>
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</method>
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<method name="get_peer_port" qualifiers="const">
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<return type="int">
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</return>
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<argument index="0" name="id" type="int">
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</argument>
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<description>
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Returns the remote port of the given peer.
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</description>
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</method>
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<method name="has_peer" qualifiers="const">
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<return type="bool">
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</return>
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<argument index="0" name="id" type="int">
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</argument>
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<description>
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Returns [code]true[/code] if a peer with the given ID is connected.
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</description>
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</method>
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<method name="is_listening" qualifiers="const">
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<return type="bool">
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</return>
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<description>
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Returns [code]true[/code] if the server is actively listening on a port.
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</description>
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</method>
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<method name="listen">
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<return type="int" enum="Error">
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</return>
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<argument index="0" name="port" type="int">
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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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Start listening on the given port.
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You can specify the desired subprotocols via the "protocols" array. If the list empty (default), "binary" will be used.
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You can use this server as a network peer for [MultiplayerAPI] by passing [code]true[/code] as [code]gd_mp_api[/code]. Note: [signal data_received] will not be fired and clients other than Godot will not work in this case.
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</description>
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</method>
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<method name="stop">
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<return type="void">
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</return>
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<description>
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Stop the server and clear its state.
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</description>
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</method>
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</methods>
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<signals>
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<signal name="client_close_request">
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<argument index="0" name="id" type="int">
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</argument>
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<argument index="1" name="code" type="int">
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</argument>
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<argument index="2" name="reason" type="String">
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</argument>
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<description>
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Emitted when a client requests a clean close. You should keep polling until you get a [signal client_disconnected] signal with the same [code]id[/code] 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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<signal name="client_connected">
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<argument index="0" name="id" type="int">
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</argument>
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<argument index="1" name="protocol" type="String">
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</argument>
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<description>
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Emitted when a new client connects. "protocol" will be the sub-protocol agreed with the client.
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</description>
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</signal>
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<signal name="client_disconnected">
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<argument index="0" name="id" type="int">
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</argument>
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<argument index="1" name="was_clean_close" type="bool">
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</argument>
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<description>
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Emitted when a client disconnects. [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="data_received">
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<argument index="0" name="id" type="int">
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</argument>
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<description>
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Emitted when a new message is received. Note: This signal is NOT emitted when used as high level multiplayer peer.
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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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