godot/modules/websocket/doc_classes/WebSocketClient.xml

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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">
<brief_description>
A WebSocket client implementation.
</brief_description>
<description>
This class implements a WebSocket client compatible with any RFC 6455-compliant WebSocket server.
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]).
You will receive appropriate signals when connecting, disconnecting, or when new data is available.
</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>
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.
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.
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]).
</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="&quot;&quot;">
</argument>
<description>
Disconnects this client from the connected host. See [method WebSocketPeer.close] for more information.
</description>
</method>
</methods>
<members>
<member name="verify_ssl" type="bool" setter="set_verify_ssl_enabled" getter="is_verify_ssl_enabled">
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.
</member>
</members>
<signals>
<signal name="connection_closed">
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<argument index="0" name="was_clean_close" type="bool">
</argument>
<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.
</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>
Emitted when a WebSocket message is received.
[b]Note:[/b] This signal is [i]not[/i] emitted when used as high-level multiplayer peer.
</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>
</signals>
<constants>
</constants>
</class>