<?xml version="1.0" encoding="UTF-8" ?> <class name="WebSocketClient" inherits="WebSocketMultiplayerPeer" version="4.0"> <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="PackedStringArray" default="PackedStringArray( )"> </argument> <argument index="2" name="gd_mp_api" type="bool" default="false"> </argument> <argument index="3" name="custom_headers" type="PackedStringArray" default="PackedStringArray( )"> </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]). You can optionally pass a list of [code]custom_headers[/code] to be added to the handshake HTTP request. [b]Note:[/b] Specifying [code]custom_headers[/code] is not supported in HTML5 exports due to browsers restrictions. </description> </method> <method name="disconnect_from_host"> <return type="void"> </return> <argument index="0" name="code" type="int" default="1000"> </argument> <argument index="1" name="reason" type="String" default=""""> </argument> <description> Disconnects this client from the connected host. See [method WebSocketPeer.close] for more information. </description> </method> <method name="get_connected_host" qualifiers="const"> <return type="String"> </return> <description> Return the IP address of the currently connected host. </description> </method> <method name="get_connected_port" qualifiers="const"> <return type="int"> </return> <description> Return the IP port of the currently connected host. </description> </method> </methods> <members> <member name="trusted_ssl_certificate" type="X509Certificate" setter="set_trusted_ssl_certificate" getter="get_trusted_ssl_certificate"> If specified, this [X509Certificate] will be the only one accepted when connecting to an SSL host. Any other certificate provided by the server will be regarded as invalid. [b]Note:[/b] Specifying a custom [code]trusted_ssl_certificate[/code] is not supported in HTML5 exports due to browsers restrictions. </member> <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"> <argument index="0" name="was_clean_close" type="bool"> </argument> <description> 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> <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>