ebaca9d432
(cherry picked from commit fd4341fba4
)
127 lines
6.4 KiB
XML
127 lines
6.4 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="WebSocketServer" inherits="WebSocketMultiplayerPeer" version="3.5" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../doc/class.xsd">
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<brief_description>
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A WebSocket server implementation.
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</brief_description>
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<description>
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This class implements a WebSocket server that can also support the high-level multiplayer API.
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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.
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[b]Note:[/b] Not available in HTML5 exports.
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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="disconnect_peer">
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<return type="void" />
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<argument index="0" name="id" type="int" />
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<argument index="1" name="code" type="int" default="1000" />
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<argument index="2" name="reason" type="String" default="""" />
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<description>
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Disconnects the peer identified by [code]id[/code] from the server. See [method WebSocketPeer.close] for more information.
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</description>
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</method>
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<method name="get_peer_address" qualifiers="const">
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<return type="String" />
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<argument index="0" name="id" type="int" />
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<description>
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Returns the IP address of the given peer.
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</description>
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</method>
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<method name="get_peer_port" qualifiers="const">
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<return type="int" />
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<argument index="0" name="id" type="int" />
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<description>
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Returns the remote port of the given peer.
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</description>
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</method>
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<method name="has_peer" qualifiers="const">
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<return type="bool" />
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<argument index="0" name="id" type="int" />
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<description>
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Returns [code]true[/code] if a peer with the given ID is connected.
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</description>
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</method>
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<method name="is_listening" qualifiers="const">
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<return type="bool" />
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<description>
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Returns [code]true[/code] if the server is actively listening on a port.
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</description>
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</method>
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<method name="listen">
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<return type="int" enum="Error" />
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<argument index="0" name="port" type="int" />
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<argument index="1" name="protocols" type="PoolStringArray" default="PoolStringArray( )" />
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<argument index="2" name="gd_mp_api" type="bool" default="false" />
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<description>
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Starts listening on the given port.
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You can specify the desired subprotocols via the "protocols" array. 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 server will behave like a network peer for the [MultiplayerAPI], connections from non-Godot clients 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(id)[/code] to communicate with the peer with given [code]id[/code] (e.g. [code]get_peer(id).get_available_packet_count[/code]).
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</description>
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</method>
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<method name="set_extra_headers">
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<return type="void" />
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<argument index="0" name="headers" type="PoolStringArray" default="PoolStringArray( )" />
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<description>
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Sets additional headers to be sent to clients during the HTTP handshake.
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</description>
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</method>
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<method name="stop">
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<return type="void" />
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<description>
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Stops the server and clear its state.
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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="bind_ip" type="String" setter="set_bind_ip" getter="get_bind_ip" default=""*"">
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When not set to [code]*[/code] will restrict incoming connections to the specified IP address. Setting [code]bind_ip[/code] to [code]127.0.0.1[/code] will cause the server to listen only to the local host.
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</member>
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<member name="ca_chain" type="X509Certificate" setter="set_ca_chain" getter="get_ca_chain">
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When using SSL (see [member private_key] and [member ssl_certificate]), you can set this to a valid [X509Certificate] to be provided as additional CA chain information during the SSL handshake.
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</member>
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<member name="handshake_timeout" type="float" setter="set_handshake_timeout" getter="get_handshake_timeout" default="3.0">
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The time in seconds before a pending client (i.e. a client that has not yet finished the HTTP handshake) is considered stale and forcefully disconnected.
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</member>
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<member name="private_key" type="CryptoKey" setter="set_private_key" getter="get_private_key">
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When set to a valid [CryptoKey] (along with [member ssl_certificate]) will cause the server to require SSL instead of regular TCP (i.e. the [code]wss://[/code] protocol).
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</member>
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<member name="ssl_certificate" type="X509Certificate" setter="set_ssl_certificate" getter="get_ssl_certificate">
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When set to a valid [X509Certificate] (along with [member private_key]) will cause the server to require SSL instead of regular TCP (i.e. the [code]wss://[/code] protocol).
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</member>
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</members>
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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 index="1" name="code" type="int" />
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<argument index="2" name="reason" type="String" />
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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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<argument index="0" name="id" type="int" />
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<argument index="1" name="protocol" type="String" />
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<description>
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Emitted when a new client connects. "protocol" will be the sub-protocol agreed with the client.
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</description>
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</signal>
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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="1" name="was_clean_close" type="bool" />
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<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.
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</description>
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</signal>
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<signal name="data_received">
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<argument index="0" name="id" type="int" />
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<description>
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Emitted when a new 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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</signals>
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<constants>
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</constants>
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</class>
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