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<?xml version="1.0" encoding="UTF-8" ?>
<class name="WebSocketClient" inherits="WebSocketMultiplayerPeer" category="Core" version="3.2">
	<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], 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]).
			</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="&quot;&quot;">
			</argument>
			<description>
				Disconnect this client from the connected host. See [method WebSocketPeer.close] for more info.
			</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">
			<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. Note: This signal is NOT 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>