A WebSocket server implementation This class implements a WebSocket server that can also support the high level multiplayer API. 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. Note: This class will not work in HTML5 exports due to browser restrictions. Disconnects the peer identified by [code]id[/code] from the server. See [method WebSocketPeer.close] for more info. Returns the IP address of the given peer. Returns the remote port of the given peer. Returns [code]true[/code] if a peer with the given ID is connected. Returns [code]true[/code] if the server is actively listening on a port. Start listening on the given port. You can specify the desired subprotocols via the "protocols" array. If the list empty (default), "binary" will be used. 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. Stop the server and clear its state. 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. Emitted when a new client connects. "protocol" will be the sub-protocol agreed with the client. Emitted when a client disconnects. [code]was_clean_close[/code] will be [code]true[/code] if the connection was shutdown cleanly. Emitted when a new message is received. Note: This signal is NOT emitted when used as high level multiplayer peer.