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This makes it easier to spot syntax errors when editing the class reference. The schema is referenced locally so validation can still work offline. Each class XML's schema conformance is also checked on GitHub Actions.
44 lines
2.2 KiB
XML
44 lines
2.2 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="WebSocketMultiplayerPeer" inherits="MultiplayerPeer" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../doc/class.xsd">
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<brief_description>
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Base class for WebSocket server and client.
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</brief_description>
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<description>
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Base class for WebSocket server and client, allowing them to be used as multiplayer peer for the [MultiplayerAPI].
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[b]Note:[/b] When exporting to Android, make sure to enable the [code]INTERNET[/code] permission in the Android export preset before exporting the project or using one-click deploy. Otherwise, network communication of any kind will be blocked by Android.
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</description>
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<tutorials>
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</tutorials>
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<methods>
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<method name="get_peer" qualifiers="const">
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<return type="WebSocketPeer" />
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<argument index="0" name="peer_id" type="int" />
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<description>
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Returns the [WebSocketPeer] associated to the given [code]peer_id[/code].
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</description>
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</method>
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<method name="set_buffers">
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<return type="int" enum="Error" />
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<argument index="0" name="input_buffer_size_kb" type="int" />
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<argument index="1" name="input_max_packets" type="int" />
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<argument index="2" name="output_buffer_size_kb" type="int" />
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<argument index="3" name="output_max_packets" type="int" />
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<description>
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Configures the buffer sizes for this WebSocket peer. Default values can be specified in the Project Settings under [code]network/limits[/code]. For server, values are meant per connected peer.
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The first two parameters define the size and queued packets limits of the input buffer, the last two of the output buffer.
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Buffer sizes are expressed in KiB, so [code]4 = 2^12 = 4096 bytes[/code]. All parameters will be rounded up to the nearest power of two.
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[b]Note:[/b] HTML5 exports only use the input buffer since the output one is managed by browsers.
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</description>
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</method>
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</methods>
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<signals>
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<signal name="peer_packet">
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<argument index="0" name="peer_source" type="int" />
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<description>
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Emitted when a packet is received from a peer.
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[b]Note:[/b] This signal is only emitted when the client or server is configured to use Godot multiplayer API.
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</description>
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</signal>
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</signals>
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</class>
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