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125 lines
5.9 KiB
ReStructuredText
125 lines
5.9 KiB
ReStructuredText
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.. Generated automatically by doc/tools/makerst.py in Godot's source tree.
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.. DO NOT EDIT THIS FILE, but the WebSocketClient.xml source instead.
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.. The source is found in doc/classes or modules/<name>/doc_classes.
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.. _class_WebSocketClient:
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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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**Category:** Core
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Brief Description
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-----------------
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A WebSocket client implementation
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Properties
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----------
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+-------------------------+--------------------------------------------------------------+
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| :ref:`bool<class_bool>` | :ref:`verify_ssl<class_WebSocketClient_property_verify_ssl>` |
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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_method_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_method_disconnect_from_host>` **(** :ref:`int<class_int>` code=1000, :ref:`String<class_String>` reason="" **)** |
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+---------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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Signals
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-------
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.. _class_WebSocketClient_signal_connection_closed:
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- **connection_closed** **(** :ref:`bool<class_bool>` was_clean_close **)**
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Emitted when the connection to the server is closed. ``was_clean_close`` will be ``true`` if the connection was shutdown cleanly.
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----
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.. _class_WebSocketClient_signal_connection_error:
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- **connection_error** **(** **)**
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Emitted when the connection to the server fails.
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----
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.. _class_WebSocketClient_signal_connection_established:
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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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----
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.. _class_WebSocketClient_signal_data_received:
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- **data_received** **(** **)**
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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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----
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.. _class_WebSocketClient_signal_server_close_request:
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- **server_close_request** **(** :ref:`int<class_int>` code, :ref:`String<class_String>` reason **)**
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Emitted when the server requests a clean close. You should keep polling until you get a :ref:`connection_closed<class_WebSocketClient_signal_connection_closed>` signal to achieve the clean close. See :ref:`WebSocketPeer.close<class_WebSocketPeer_method_close>` for more details.
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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_method_connect_to_url>`), you will need to :ref:`NetworkedMultiplayerPeer.poll<class_NetworkedMultiplayerPeer_method_poll>` it at regular intervals (e.g. inside :ref:`Node._process<class_Node_method__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_property_verify_ssl:
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- :ref:`bool<class_bool>` **verify_ssl**
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+----------+-------------------------------+
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| *Setter* | set_verify_ssl_enabled(value) |
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+----------+-------------------------------+
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| *Getter* | is_verify_ssl_enabled() |
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+----------+-------------------------------+
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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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Method Descriptions
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-------------------
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.. _class_WebSocketClient_method_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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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>`, connections to non Godot servers will not work, and :ref:`data_received<class_WebSocketClient_signal_data_received>` will not be emitted.
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If ``false`` is passed instead (default), you must call :ref:`PacketPeer<class_PacketPeer>` functions (``put_packet``, ``get_packet``, etc.) on the :ref:`WebSocketPeer<class_WebSocketPeer>` returned via ``get_peer(1)`` and not on this object directly (e.g. ``get_peer(1).put_packet(data)``).
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----
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.. _class_WebSocketClient_method_disconnect_from_host:
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- void **disconnect_from_host** **(** :ref:`int<class_int>` code=1000, :ref:`String<class_String>` reason="" **)**
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Disconnect this client from the connected host. See :ref:`WebSocketPeer.close<class_WebSocketPeer_method_close>` for more info.
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