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<?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.
		Note: 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 info.
			</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>
				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.
				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>
				Stop 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. Note: This signal is NOT emitted when used as high level multiplayer peer.
			</description>
		</signal>
	</signals>
	<constants>
	</constants>
</class>