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classref: Fix links case and sync headers with editor
Output from godotengine/godot#22002.
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@@ -7,8 +7,7 @@
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WebSocketClient
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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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**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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@@ -16,11 +15,11 @@ Brief Description
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A WebSocket client implementation
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Member Functions
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----------------
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Methods
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-------
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+----------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`Error<enum_@globalscope_error>` | :ref:`connect_to_url<class_WebSocketClient_connect_to_url>` **(** :ref:`String<class_string>` url, :ref:`PoolStringArray<class_poolstringarray>` protocols=PoolStringArray( ), :ref:`bool<class_bool>` gd_mp_api=false **)** |
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| :ref:`Error<enum_@GlobalScope_Error>` | :ref:`connect_to_url<class_WebSocketClient_connect_to_url>` **(** :ref:`String<class_String>` url, :ref:`PoolStringArray<class_PoolStringArray>` protocols=PoolStringArray( ), :ref:`bool<class_bool>` gd_mp_api=false **)** |
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+----------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`disconnect_from_host<class_WebSocketClient_disconnect_from_host>` **(** **)** |
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+----------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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@@ -42,7 +41,7 @@ Emitted when the connection to the server fails.
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.. _class_WebSocketClient_connection_established:
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- **connection_established** **(** :ref:`String<class_string>` protocol **)**
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- **connection_established** **(** :ref:`String<class_String>` protocol **)**
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Emitted when a connection with the server is established, ``protocol`` will contain the sub-protocol agreed with the server.
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@@ -53,35 +52,35 @@ Emitted when a connection with the server is established, ``protocol`` will cont
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Emitted when a WebSocket message is received. Note: This signal is NOT emitted when used as high level multiplayer peer.
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Member Variables
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----------------
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Description
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-----------
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This class implements a WebSocket client compatible with any RFC 6455 complaint WebSocket server.
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This client can be optionally used as a network peer for the :ref:`MultiplayerAPI<class_MultiplayerAPI>`.
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After starting the client (:ref:`connect_to_url<class_WebSocketClient_connect_to_url>`), you will need to :ref:`NetworkedMultiplayerPeer.poll<class_NetworkedMultiplayerPeer_poll>` it at regular intervals (e.g. inside :ref:`Node._process<class_Node__process>`).
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You will received appropriate signals when connecting, disconnecting, or when new data is available.
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Property Descriptions
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---------------------
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.. _class_WebSocketClient_verify_ssl:
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- :ref:`bool<class_bool>` **verify_ssl** - 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.
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Description
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-----------
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This class implements a WebSocket client compatible with any RFC 6455 complaint WebSocket server.
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This client can be optionally used as a network peer for the :ref:`MultiplayerAPI<class_multiplayerapi>`.
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After starting the client (:ref:`connect_to_url<class_WebSocketClient_connect_to_url>`), you will need to :ref:`NetworkedMultiplayerPeer.poll<class_NetworkedMultiplayerPeer_poll>` it at regular intervals (e.g. inside :ref:`Node._process<class_Node__process>`).
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You will received appropriate signals when connecting, disconnecting, or when new data is available.
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Member Function Description
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---------------------------
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Method Descriptions
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-------------------
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.. _class_WebSocketClient_connect_to_url:
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- :ref:`Error<enum_@globalscope_error>` **connect_to_url** **(** :ref:`String<class_string>` url, :ref:`PoolStringArray<class_poolstringarray>` protocols=PoolStringArray( ), :ref:`bool<class_bool>` gd_mp_api=false **)**
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- :ref:`Error<enum_@GlobalScope_Error>` **connect_to_url** **(** :ref:`String<class_String>` url, :ref:`PoolStringArray<class_PoolStringArray>` protocols=PoolStringArray( ), :ref:`bool<class_bool>` gd_mp_api=false **)**
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Connect to the given URL requesting one of the given ``protocols`` as sub-protocol.
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If ``true`` is passed as ``gd_mp_api``, the client will behave like a network peer for the :ref:`MultiplayerAPI<class_multiplayerapi>`. Note: connnections to non Godot servers will not work, and :ref:`data_received<class_WebSocketClient_data_received>` will not be emitted when this option is true.
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If ``true`` is passed as ``gd_mp_api``, the client will behave like a network peer for the :ref:`MultiplayerAPI<class_MultiplayerAPI>`. Note: connnections to non Godot servers will not work, and :ref:`data_received<class_WebSocketClient_data_received>` will not be emitted when this option is true.
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.. _class_WebSocketClient_disconnect_from_host:
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