Update WebSocket documentation
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@ -31,8 +31,12 @@
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<method name="disconnect_from_host">
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<method name="disconnect_from_host">
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<return type="void">
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<return type="void">
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</return>
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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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<description>
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Disconnect from the server if currently connected.
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Disconnect this client from the connected host. See [method WebSocketPeer.close] for more info.
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</description>
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</description>
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</method>
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</method>
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</methods>
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</methods>
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@ -43,8 +47,10 @@
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</members>
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</members>
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<signals>
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<signals>
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<signal name="connection_closed">
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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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<description>
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Emitted when the connection to the server is closed.
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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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</description>
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</signal>
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</signal>
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<signal name="connection_error">
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<signal name="connection_error">
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@ -64,6 +70,15 @@
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Emitted when a WebSocket message is received. Note: This signal is NOT emitted when used as high level multiplayer peer.
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Emitted when a WebSocket 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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</description>
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</signal>
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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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</signals>
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<constants>
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<constants>
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</constants>
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</constants>
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@ -15,8 +15,14 @@
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<method name="close">
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<method name="close">
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<return type="void">
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<return type="void">
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</return>
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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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<description>
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Close this WebSocket connection, actively disconnecting the peer.
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Close this WebSocket connection. [code]code[/code] is the status code for the closure (see RFC6455 section 7.4 for a list of valid status codes). [reason] is the human readable reason for closing the connection (can be any UTF8 string, must be less than 123 bytes).
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Note: To achieve a clean close, you will need to keep polling until either [signal WebSocketClient.connection_closed] or [signal WebSocketServer.client_disconnected] is received.
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Note: HTML5 export might not support all status codes. Please refer to browsers-specific documentation for more details.
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</description>
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</description>
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</method>
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</method>
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<method name="get_connected_host" qualifiers="const">
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<method name="get_connected_host" qualifiers="const">
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@ -18,8 +18,12 @@
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</return>
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</return>
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<argument index="0" name="id" type="int">
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<argument index="0" name="id" type="int">
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</argument>
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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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<description>
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Disconnects the given peer.
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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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</description>
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</method>
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</method>
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<method name="get_peer_address" qualifiers="const">
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<method name="get_peer_address" qualifiers="const">
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@ -68,7 +72,7 @@
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<description>
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<description>
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Start listening on the given port.
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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 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 true as "gd_mp_api". Note: [signal data_received] will not be fired and clients other than Godot will not work in this case.
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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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</description>
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</method>
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</method>
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<method name="stop">
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<method name="stop">
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@ -80,6 +84,17 @@
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</method>
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</method>
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</methods>
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</methods>
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<signals>
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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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<signal name="client_connected">
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<argument index="0" name="id" type="int">
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<argument index="0" name="id" type="int">
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</argument>
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</argument>
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@ -92,8 +107,10 @@
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<signal name="client_disconnected">
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<signal name="client_disconnected">
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<argument index="0" name="id" type="int">
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<argument index="0" name="id" type="int">
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</argument>
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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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<description>
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Emitted when a client disconnects.
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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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</description>
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</signal>
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</signal>
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<signal name="data_received">
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<signal name="data_received">
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