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authorFabio Alessandrelli <fabio.alessandrelli@gmail.com>2021-04-08 00:47:04 +0200
committerGitHub <noreply@github.com>2021-04-08 00:47:04 +0200
commitf7ae5442a607ff1fdd7f63b87ad93d067867aeec (patch)
tree17d2e3077549040cc494685a35b32e00ea221436
parent40dff7117aabf6e85049f02325851111c567a8da (diff)
parenta56e37545bec0390784cab2efccbaa985a685eae (diff)
Merge pull request #47708 from Calinou/doc-websocketclient-secure
Document secure wss:// caveats for WebSocketClient
-rw-r--r--modules/websocket/doc_classes/WebSocketClient.xml1
1 files changed, 1 insertions, 0 deletions
diff --git a/modules/websocket/doc_classes/WebSocketClient.xml b/modules/websocket/doc_classes/WebSocketClient.xml
index 45db49c913..d362bcc10f 100644
--- a/modules/websocket/doc_classes/WebSocketClient.xml
+++ b/modules/websocket/doc_classes/WebSocketClient.xml
@@ -28,6 +28,7 @@
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]).
You can optionally pass a list of [code]custom_headers[/code] to be added to the handshake HTTP request.
+ [b]Note:[/b] To avoid mixed content warnings or errors in HTML5, you may have to use a [code]url[/code] that starts with [code]wss://[/code] (secure) instead of [code]ws://[/code]. When doing so, make sure to use the fully qualified domain name that matches the one defined in the server's SSL certificate. Do not connect directly via the IP address for [code]wss://[/code] connections, as it won't match with the SSL certificate.
[b]Note:[/b] Specifying [code]custom_headers[/code] is not supported in HTML5 exports due to browsers restrictions.
</description>
</method>