2d20fc39aa
We already removed it from the online docs with #35132. Currently it can only be "Built-In Types" (Variant types) or "Core" (everything else), which is of limited use. We might also want to consider dropping it from `ClassDB` altogether in Godot 4.0.
108 lines
5 KiB
XML
108 lines
5 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="WebSocketClient" inherits="WebSocketMultiplayerPeer" 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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<argument index="3" name="custom_headers" type="PoolStringArray" default="PoolStringArray( )">
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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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You can optionally pass a list of [code]custom_headers[/code] to be added to the handshake HTTP request.
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[b]Note:[/b] Specifying [code]custom_headers[/code] is not supported in HTML5 exports due to browsers restrictions.
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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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<method name="get_connected_host" qualifiers="const">
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<return type="String">
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</return>
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<description>
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Return the IP address of the currently connected host.
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</description>
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</method>
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<method name="get_connected_port" qualifiers="const">
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<return type="int">
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</return>
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<description>
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Return the IP port of the currently connected host.
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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="trusted_ssl_certificate" type="X509Certificate" setter="set_trusted_ssl_certificate" getter="get_trusted_ssl_certificate">
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If specified, this [X509Certificate] will be the only one accepted when connecting to an SSL host. Any other certificate provided by the server will be regarded as invalid.
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[b]Note:[/b] Specifying a custom [code]trusted_ssl_certificate[/code] is not supported in HTML5 exports due to browsers restrictions.
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</member>
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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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