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.
If [code]true[/code] is passed as [code]gd_mp_api[/code], the client will behave like a network peer for the [MultiplayerAPI]. Note: connections to non Godot servers will not work, and [signal data_received] will not be emitted when this option is true.
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>
<signalname="connection_closed">
<description>
Emitted when the connection to the server is closed.
</description>
</signal>
<signalname="connection_error">
<description>
Emitted when the connection to the server fails.
</description>
</signal>
<signalname="connection_established">
<argumentindex="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>
<signalname="data_received">
<description>
Emitted when a WebSocket message is received. Note: This signal is NOT emitted when used as high level multiplayer peer.