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 MultiplayerPeer.poll] it at regular intervals (e.g. inside [method Node._process]). When clients connect, disconnect, or send data, you will receive the appropriate signal.
[b]Note:[/b] Not available in Web exports.
[b]Note:[/b] When exporting to Android, make sure to enable the [code]INTERNET[/code] permission in the Android export preset before exporting the project or using one-click deploy. Otherwise, network communication of any kind will be blocked by Android.
Disconnects the peer identified by [code]id[/code] from the server. See [method WebSocketPeer.close] for more information.
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.
Starts listening on the given port.
You can specify the desired subprotocols via the "protocols" array. If the list empty (default), no sub-protocol will be requested.
If [code]true[/code] is passed as [code]gd_mp_api[/code], the server will behave like a multiplayer peer for the [MultiplayerAPI], connections from non-Godot clients 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(id)[/code] to communicate with the peer with given [code]id[/code] (e.g. [code]get_peer(id).get_available_packet_count[/code]).
Sets additional headers to be sent to clients during the HTTP handshake.
Stops the server and clear its state.
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.
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.
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.
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).
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).
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, and "resource_name" will be the resource name of the URI the peer used.
"resource_name" is a path (at the very least a single forward slash) and potentially a query string.
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.
[b]Note:[/b] This signal is [i]not[/i] emitted when used as high-level multiplayer peer.