summaryrefslogtreecommitdiff
path: root/modules/websocket/doc_classes/WebSocketServer.xml
blob: 63318e587436da454375c96bfca16e3b1205d96a (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
<?xml version="1.0" encoding="UTF-8" ?>
<class name="WebSocketServer" inherits="WebSocketMultiplayerPeer" category="Core" version="3.2">
	<brief_description>
		A WebSocket server implementation.
	</brief_description>
	<description>
		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.
		[b]Note:[/b] This class will not work in HTML5 exports due to browser restrictions.
	</description>
	<tutorials>
	</tutorials>
	<methods>
		<method name="disconnect_peer">
			<return type="void">
			</return>
			<argument index="0" name="id" type="int">
			</argument>
			<argument index="1" name="code" type="int" default="1000">
			</argument>
			<argument index="2" name="reason" type="String" default="&quot;&quot;">
			</argument>
			<description>
				Disconnects the peer identified by [code]id[/code] from the server. See [method WebSocketPeer.close] for more information.
			</description>
		</method>
		<method name="get_peer_address" qualifiers="const">
			<return type="String">
			</return>
			<argument index="0" name="id" type="int">
			</argument>
			<description>
				Returns the IP address of the given peer.
			</description>
		</method>
		<method name="get_peer_port" qualifiers="const">
			<return type="int">
			</return>
			<argument index="0" name="id" type="int">
			</argument>
			<description>
				Returns the remote port of the given peer.
			</description>
		</method>
		<method name="has_peer" qualifiers="const">
			<return type="bool">
			</return>
			<argument index="0" name="id" type="int">
			</argument>
			<description>
				Returns [code]true[/code] if a peer with the given ID is connected.
			</description>
		</method>
		<method name="is_listening" qualifiers="const">
			<return type="bool">
			</return>
			<description>
				Returns [code]true[/code] if the server is actively listening on a port.
			</description>
		</method>
		<method name="listen">
			<return type="int" enum="Error">
			</return>
			<argument index="0" name="port" type="int">
			</argument>
			<argument index="1" name="protocols" type="PoolStringArray" default="PoolStringArray(  )">
			</argument>
			<argument index="2" name="gd_mp_api" type="bool" default="false">
			</argument>
			<description>
				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 network 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]).
			</description>
		</method>
		<method name="stop">
			<return type="void">
			</return>
			<description>
				Stops the server and clear its state.
			</description>
		</method>
	</methods>
	<signals>
		<signal name="client_close_request">
			<argument index="0" name="id" type="int">
			</argument>
			<argument index="1" name="code" type="int">
			</argument>
			<argument index="2" name="reason" type="String">
			</argument>
			<description>
				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.
			</description>
		</signal>
		<signal name="client_connected">
			<argument index="0" name="id" type="int">
			</argument>
			<argument index="1" name="protocol" type="String">
			</argument>
			<description>
				Emitted when a new client connects. "protocol" will be the sub-protocol agreed with the client.
			</description>
		</signal>
		<signal name="client_disconnected">
			<argument index="0" name="id" type="int">
			</argument>
			<argument index="1" name="was_clean_close" type="bool">
			</argument>
			<description>
				Emitted when a client disconnects. [code]was_clean_close[/code] will be [code]true[/code] if the connection was shutdown cleanly.
			</description>
		</signal>
		<signal name="data_received">
			<argument index="0" name="id" type="int">
			</argument>
			<description>
				Emitted when a new message is received.
				[b]Note:[/b] This signal is [i]not[/i] emitted when used as high-level multiplayer peer.
			</description>
		</signal>
	</signals>
	<constants>
	</constants>
</class>