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<?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>
<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].
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>
<tutorials >
</tutorials>
<methods >
<method name= "connect_to_url" >
<return type= "int" enum= "Error" >
</return>
<argument index= "0" name= "url" type= "String" >
</argument>
<argument index= "1" name= "protocols" type= "PoolStringArray" default= "PoolStringArray( )" >
</argument>
<argument index= "2" name= "gd_mp_api" type= "bool" default= "false" >
</argument>
<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>
</method>
<method name= "disconnect_from_host" >
<return type= "void" >
</return>
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<argument index= "0" name= "code" type= "int" default= "1000" >
</argument>
<argument index= "1" name= "reason" type= "String" default= """" >
</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>
</method>
</methods>
<members >
<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.
[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>
</members>
<signals >
<signal name= "connection_closed" >
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<argument index= "0" name= "was_clean_close" type= "bool" >
</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>
</signal>
<signal name= "connection_error" >
<description >
Emitted when the connection to the server fails.
</description>
</signal>
<signal name= "connection_established" >
<argument index= "0" name= "protocol" type= "String" >
</argument>
<description >
Emitted when a connection with the server is established, [code]protocol[/code] will contain the sub-protocol agreed with the server.
</description>
</signal>
<signal name= "data_received" >
<description >
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Emitted when a WebSocket message is received.
[b]Note:[/b] This signal is [i]not[/i] emitted when used as high-level multiplayer peer.
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</description>
</signal>
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<signal name= "server_close_request" >
<argument index= "0" name= "code" type= "int" >
</argument>
<argument index= "1" name= "reason" type= "String" >
</argument>
<description >
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.
</description>
</signal>
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</signals>
<constants >
</constants>
</class>