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godot-docs/classes/class_websocketserver.rst
2020-01-21 09:28:25 +01:00

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.. Generated automatically by doc/tools/makerst.py in Godot's source tree.
.. DO NOT EDIT THIS FILE, but the WebSocketServer.xml source instead.
.. The source is found in doc/classes or modules/<name>/doc_classes.
.. _class_WebSocketServer:
WebSocketServer
===============
**Inherits:** :ref:`WebSocketMultiplayerPeer<class_WebSocketMultiplayerPeer>` **<** :ref:`NetworkedMultiplayerPeer<class_NetworkedMultiplayerPeer>` **<** :ref:`PacketPeer<class_PacketPeer>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>`
**Category:** Core
Brief Description
-----------------
A WebSocket server implementation
Methods
-------
+---------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`disconnect_peer<class_WebSocketServer_method_disconnect_peer>` **(** :ref:`int<class_int>` id, :ref:`int<class_int>` code=1000, :ref:`String<class_String>` reason="" **)** |
+---------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`String<class_String>` | :ref:`get_peer_address<class_WebSocketServer_method_get_peer_address>` **(** :ref:`int<class_int>` id **)** const |
+---------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`int<class_int>` | :ref:`get_peer_port<class_WebSocketServer_method_get_peer_port>` **(** :ref:`int<class_int>` id **)** const |
+---------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`bool<class_bool>` | :ref:`has_peer<class_WebSocketServer_method_has_peer>` **(** :ref:`int<class_int>` id **)** const |
+---------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`bool<class_bool>` | :ref:`is_listening<class_WebSocketServer_method_is_listening>` **(** **)** const |
+---------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Error<enum_@GlobalScope_Error>` | :ref:`listen<class_WebSocketServer_method_listen>` **(** :ref:`int<class_int>` port, :ref:`PoolStringArray<class_PoolStringArray>` protocols=PoolStringArray( ), :ref:`bool<class_bool>` gd_mp_api=false **)** |
+---------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`stop<class_WebSocketServer_method_stop>` **(** **)** |
+---------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
Signals
-------
.. _class_WebSocketServer_signal_client_close_request:
- **client_close_request** **(** :ref:`int<class_int>` id, :ref:`int<class_int>` code, :ref:`String<class_String>` reason **)**
Emitted when a client requests a clean close. You should keep polling until you get a :ref:`client_disconnected<class_WebSocketServer_signal_client_disconnected>` signal with the same ``id`` to achieve the clean close. See :ref:`WebSocketPeer.close<class_WebSocketPeer_method_close>` for more details.
----
.. _class_WebSocketServer_signal_client_connected:
- **client_connected** **(** :ref:`int<class_int>` id, :ref:`String<class_String>` protocol **)**
Emitted when a new client connects. "protocol" will be the sub-protocol agreed with the client.
----
.. _class_WebSocketServer_signal_client_disconnected:
- **client_disconnected** **(** :ref:`int<class_int>` id, :ref:`bool<class_bool>` was_clean_close **)**
Emitted when a client disconnects. ``was_clean_close`` will be ``true`` if the connection was shutdown cleanly.
----
.. _class_WebSocketServer_signal_data_received:
- **data_received** **(** :ref:`int<class_int>` id **)**
Emitted when a new message is received. Note: This signal is NOT emitted when used as high level multiplayer peer.
Description
-----------
This class implements a WebSocket server that can also support the high level multiplayer API.
After starting the server (:ref:`listen<class_WebSocketServer_method_listen>`), 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>`). When clients connect, disconnect, or send data, you will receive the appropriate signal.
Note: This class will not work in HTML5 exports due to browser restrictions.
Method Descriptions
-------------------
.. _class_WebSocketServer_method_disconnect_peer:
- void **disconnect_peer** **(** :ref:`int<class_int>` id, :ref:`int<class_int>` code=1000, :ref:`String<class_String>` reason="" **)**
Disconnects the peer identified by ``id`` from the server. See :ref:`WebSocketPeer.close<class_WebSocketPeer_method_close>` for more info.
----
.. _class_WebSocketServer_method_get_peer_address:
- :ref:`String<class_String>` **get_peer_address** **(** :ref:`int<class_int>` id **)** const
Returns the IP address of the given peer.
----
.. _class_WebSocketServer_method_get_peer_port:
- :ref:`int<class_int>` **get_peer_port** **(** :ref:`int<class_int>` id **)** const
Returns the remote port of the given peer.
----
.. _class_WebSocketServer_method_has_peer:
- :ref:`bool<class_bool>` **has_peer** **(** :ref:`int<class_int>` id **)** const
Returns ``true`` if a peer with the given ID is connected.
----
.. _class_WebSocketServer_method_is_listening:
- :ref:`bool<class_bool>` **is_listening** **(** **)** const
Returns ``true`` if the server is actively listening on a port.
----
.. _class_WebSocketServer_method_listen:
- :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 **)**
Start listening on the given port.
You can specify the desired subprotocols via the "protocols" array. If the list empty (default), "binary" will be used.
If ``true`` is passed as ``gd_mp_api``, the server will behave like a network peer for the :ref:`MultiplayerAPI<class_MultiplayerAPI>`, connections from non Godot clients will not work, and :ref:`data_received<class_WebSocketServer_signal_data_received>` will not be emitted.
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(id)`` to communicate with the peer with given ``id`` (e.g. ``get_peer(id).get_available_packet_count``).
----
.. _class_WebSocketServer_method_stop:
- void **stop** **(** **)**
Stop the server and clear its state.