godot/modules/websocket/doc_classes/WebSocketServer.xml

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="WebSocketServer" inherits="WebSocketMultiplayerPeer" category="Core" version="3.1">
<brief_description>
A WebSocket server implementation
</brief_description>
<description>
This class implements a WebSocket server that can also support the high level multiplayer API.
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.
Note: This class will not work in HTML5 exports due to browser restrictions.
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="disconnect_peer">
<return type="void">
</return>
<argument index="0" name="id" type="int">
</argument>
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<argument index="1" name="code" type="int" default="1000">
</argument>
<argument index="2" name="reason" type="String" default="&quot;&quot;">
</argument>
<description>
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Disconnects the peer identified by [code]id[/code] from the server. See [method WebSocketPeer.close] for more info.
</description>
</method>
<method name="get_peer_address" qualifiers="const">
<return type="String">
</return>
<argument index="0" name="id" type="int">
</argument>
<description>
Returns the IP address of the given peer.
</description>
</method>
<method name="get_peer_port" qualifiers="const">
<return type="int">
</return>
<argument index="0" name="id" type="int">
</argument>
<description>
Returns the remote port of the given peer.
</description>
</method>
<method name="has_peer" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="id" type="int">
</argument>
<description>
Returns [code]true[/code] if a peer with the given ID is connected.
</description>
</method>
<method name="is_listening" qualifiers="const">
<return type="bool">
</return>
<description>
Returns [code]true[/code] if the server is actively listening on a port.
</description>
</method>
<method name="listen">
<return type="int" enum="Error">
</return>
<argument index="0" name="port" type="int">
</argument>
<argument index="1" name="protocols" type="PoolStringArray" default="PoolStringArray( )">
</argument>
<argument index="2" name="gd_mp_api" type="bool" default="false">
</argument>
<description>
Start listening on the given port.
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.
</description>
</method>
<method name="stop">
<return type="void">
</return>
<description>
Stop the server and clear its state.
</description>
</method>
</methods>
<signals>
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<signal name="client_close_request">
<argument index="0" name="id" type="int">
</argument>
<argument index="1" name="code" type="int">
</argument>
<argument index="2" name="reason" type="String">
</argument>
<description>
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.
</description>
</signal>
<signal name="client_connected">
<argument index="0" name="id" type="int">
</argument>
<argument index="1" name="protocol" type="String">
</argument>
<description>
Emitted when a new client connects. "protocol" will be the sub-protocol agreed with the client.
</description>
</signal>
<signal name="client_disconnected">
<argument index="0" name="id" type="int">
</argument>
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<argument index="1" name="was_clean_close" type="bool">
</argument>
<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.
</description>
</signal>
<signal name="data_received">
<argument index="0" name="id" type="int">
</argument>
<description>
Emitted when a new message is received. Note: This signal is NOT emitted when used as high level multiplayer peer.
</description>
</signal>
</signals>
<constants>
</constants>
</class>