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classref: Add property overview and setter/getter like in editor docs
Output from godotengine/godot#22013. Fixes #1729.
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@@ -8,6 +8,7 @@ WebSocketServer
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===============
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**Inherits:** :ref:`WebSocketMultiplayerPeer<class_WebSocketMultiplayerPeer>` **<** :ref:`NetworkedMultiplayerPeer<class_NetworkedMultiplayerPeer>` **<** :ref:`PacketPeer<class_PacketPeer>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>`
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**Category:** Core
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Brief Description
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@@ -37,25 +38,24 @@ Methods
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Signals
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-------
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.. _class_WebSocketServer_client_connected:
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.. _class_WebSocketServer_client_connected:
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- **client_connected** **(** :ref:`int<class_int>` id, :ref:`String<class_String>` protocol **)**
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Emitted when a new client connects. "protocol" will be the sub-protocol agreed with the client.
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.. _class_WebSocketServer_client_disconnected:
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.. _class_WebSocketServer_client_disconnected:
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- **client_disconnected** **(** :ref:`int<class_int>` id **)**
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Emitted when a client disconnects.
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.. _class_WebSocketServer_data_received:
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.. _class_WebSocketServer_data_received:
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- **data_received** **(** :ref:`int<class_int>` id **)**
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Emitted when a new message is received. Note: This signal is NOT emitted when used as high level multiplayer peer.
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Description
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-----------
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@@ -68,37 +68,37 @@ Note: This class will not work in HTML5 exports due to browser restrictions.
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Method Descriptions
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-------------------
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.. _class_WebSocketServer_disconnect_peer:
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.. _class_WebSocketServer_disconnect_peer:
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- void **disconnect_peer** **(** :ref:`int<class_int>` id **)**
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Disconnects the given peer.
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.. _class_WebSocketServer_get_peer_address:
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.. _class_WebSocketServer_get_peer_address:
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- :ref:`String<class_String>` **get_peer_address** **(** :ref:`int<class_int>` id **)** const
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Returns the IP address of the given peer.
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.. _class_WebSocketServer_get_peer_port:
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.. _class_WebSocketServer_get_peer_port:
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- :ref:`int<class_int>` **get_peer_port** **(** :ref:`int<class_int>` id **)** const
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Returns the remote port of the given peer.
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.. _class_WebSocketServer_has_peer:
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.. _class_WebSocketServer_has_peer:
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- :ref:`bool<class_bool>` **has_peer** **(** :ref:`int<class_int>` id **)** const
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Returns ``true`` if a peer with the given ID is connected.
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.. _class_WebSocketServer_is_listening:
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.. _class_WebSocketServer_is_listening:
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- :ref:`bool<class_bool>` **is_listening** **(** **)** const
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Returns ``true`` if the server is actively listening on a port.
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.. _class_WebSocketServer_listen:
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.. _class_WebSocketServer_listen:
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- :ref:`Error<enum_@GlobalScope_Error>` **listen** **(** :ref:`int<class_int>` port, :ref:`PoolStringArray<class_PoolStringArray>` protocols=PoolStringArray( ), :ref:`bool<class_bool>` gd_mp_api=false **)**
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@@ -108,10 +108,9 @@ You can specify the desired subprotocols via the "protocols" array. If the list
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You can use this server as a network peer for :ref:`MultiplayerAPI<class_MultiplayerAPI>` by passing true as "gd_mp_api". Note: :ref:`data_received<class_WebSocketServer_data_received>` will not be fired and clients other than Godot will not work in this case.
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.. _class_WebSocketServer_stop:
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.. _class_WebSocketServer_stop:
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- void **stop** **(** **)**
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Stop the server and clear its state.
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