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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "WebSocketServer" inherits= "WebSocketMultiplayerPeer" category= "Core" version= "3.2" >
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<brief_description >
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A WebSocket server implementation.
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</brief_description>
<description >
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This class implements a WebSocket server that can also support the high-level multiplayer API.
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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.
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[b]Note:[/b] This class will not work in HTML5 exports due to browser restrictions.
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</description>
<tutorials >
</tutorials>
<methods >
<method name= "disconnect_peer" >
<return type= "void" >
</return>
<argument index= "0" name= "id" type= "int" >
</argument>
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<argument index= "1" name= "code" type= "int" default= "1000" >
</argument>
<argument index= "2" name= "reason" type= "String" default= """" >
</argument>
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<description >
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Disconnects the peer identified by [code]id[/code] from the server. See [method WebSocketPeer.close] for more information.
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</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 >
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Starts listening on the given port.
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You can specify the desired subprotocols via the "protocols" array. If the list empty (default), no sub-protocol will be requested.
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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.
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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]).
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</description>
</method>
<method name= "stop" >
<return type= "void" >
</return>
<description >
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Stops the server and clear its state.
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</description>
</method>
</methods>
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<members >
<member name= "ca_chain" type= "X509Certificate" setter= "set_ca_chain" getter= "get_ca_chain" >
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.
</member>
<member name= "private_key" type= "CryptoKey" setter= "set_private_key" getter= "get_private_key" >
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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).
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</member>
<member name= "ssl_certificate" type= "X509Certificate" setter= "set_ssl_certificate" getter= "get_ssl_certificate" >
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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).
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</member>
</members>
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<signals >
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<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>
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<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>
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<argument index= "1" name= "was_clean_close" type= "bool" >
</argument>
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<description >
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Emitted when a client disconnects. [code]was_clean_close[/code] will be [code]true[/code] if the connection was shutdown cleanly.
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</description>
</signal>
<signal name= "data_received" >
<argument index= "0" name= "id" type= "int" >
</argument>
<description >
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Emitted when a new message is received.
[b]Note:[/b] This signal is [i]not[/i] emitted when used as high-level multiplayer peer.
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</description>
</signal>
</signals>
<constants >
</constants>
</class>