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+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="WebSocketClient" inherits="WebSocketMultiplayerPeer" category="Core" version="3.1">
+ <brief_description>
+ A WebSocket client implementation
+ </brief_description>
+ <description>
+ This class implements a WebSocket client compatible with any RFC 6455 complaint 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 received appropriate signals when connecting, disconnecting, or when new data is available.
+ </description>
+ <tutorials>
+ </tutorials>
+ <demos>
+ </demos>
+ <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>
+ Connect to the given URL requesting one of the given [code]protocols[/code] as sub-protocol.
+ If [code]true[/code] is passed as [code]gd_mp_api[/code], the client will behave like a network peer for the [MultiplayerAPI]. Note: connnections to non Godot servers will not work, and [signal data_received] will not be emitted when this option is true.
+ </description>
+ </method>
+ <method name="disconnect_from_host">
+ <return type="void">
+ </return>
+ <description>
+ Disconnect from the server if currently connected.
+ </description>
+ </method>
+ </methods>
+ <members>
+ <member name="verify_ssl" type="bool" setter="set_verify_ssl_enabled" getter="is_verify_ssl_enabled">
+ Enable or disable SSL certificate verification. Note: 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">
+ <description>
+ Emitted when the connection to the server is closed.
+ </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. Note: This signal is NOT emitted when used as high level multiplayer peer.
+ </description>
+ </signal>
+ </signals>
+ <constants>
+ </constants>
+</class>