:github_url: hide .. Generated automatically by doc/tools/makerst.py in Godot's source tree. .. DO NOT EDIT THIS FILE, but the WebSocketClient.xml source instead. .. The source is found in doc/classes or modules//doc_classes. .. _class_WebSocketClient: WebSocketClient =============== **Inherits:** :ref:`WebSocketMultiplayerPeer` **<** :ref:`NetworkedMultiplayerPeer` **<** :ref:`PacketPeer` **<** :ref:`Reference` **<** :ref:`Object` **Category:** Core Brief Description ----------------- A WebSocket client implementation Properties ---------- +-------------------------+--------------------------------------------------------------+ | :ref:`bool` | :ref:`verify_ssl` | +-------------------------+--------------------------------------------------------------+ Methods ------- +---------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Error` | :ref:`connect_to_url` **(** :ref:`String` url, :ref:`PoolStringArray` protocols=PoolStringArray( ), :ref:`bool` gd_mp_api=false **)** | +---------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`disconnect_from_host` **(** :ref:`int` code=1000, :ref:`String` reason="" **)** | +---------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ Signals ------- .. _class_WebSocketClient_signal_connection_closed: - **connection_closed** **(** :ref:`bool` was_clean_close **)** Emitted when the connection to the server is closed. ``was_clean_close`` will be ``true`` if the connection was shutdown cleanly. ---- .. _class_WebSocketClient_signal_connection_error: - **connection_error** **(** **)** Emitted when the connection to the server fails. ---- .. _class_WebSocketClient_signal_connection_established: - **connection_established** **(** :ref:`String` protocol **)** Emitted when a connection with the server is established, ``protocol`` will contain the sub-protocol agreed with the server. ---- .. _class_WebSocketClient_signal_data_received: - **data_received** **(** **)** Emitted when a WebSocket message is received. Note: This signal is NOT emitted when used as high level multiplayer peer. ---- .. _class_WebSocketClient_signal_server_close_request: - **server_close_request** **(** :ref:`int` code, :ref:`String` reason **)** Emitted when the server requests a clean close. You should keep polling until you get a :ref:`connection_closed` signal to achieve the clean close. See :ref:`WebSocketPeer.close` for more details. Description ----------- This class implements a WebSocket client compatible with any RFC 6455 complaint WebSocket server. This client can be optionally used as a network peer for the :ref:`MultiplayerAPI`. After starting the client (:ref:`connect_to_url`), you will need to :ref:`NetworkedMultiplayerPeer.poll` it at regular intervals (e.g. inside :ref:`Node._process`). You will received appropriate signals when connecting, disconnecting, or when new data is available. Property Descriptions --------------------- .. _class_WebSocketClient_property_verify_ssl: - :ref:`bool` **verify_ssl** +----------+-------------------------------+ | *Setter* | set_verify_ssl_enabled(value) | +----------+-------------------------------+ | *Getter* | is_verify_ssl_enabled() | +----------+-------------------------------+ 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. Method Descriptions ------------------- .. _class_WebSocketClient_method_connect_to_url: - :ref:`Error` **connect_to_url** **(** :ref:`String` url, :ref:`PoolStringArray` protocols=PoolStringArray( ), :ref:`bool` gd_mp_api=false **)** Connect to the given URL requesting one of the given ``protocols`` as sub-protocol. If ``true`` is passed as ``gd_mp_api``, the client will behave like a network peer for the :ref:`MultiplayerAPI`, connections to non Godot servers will not work, and :ref:`data_received` will not be emitted. If ``false`` is passed instead (default), you must call :ref:`PacketPeer` functions (``put_packet``, ``get_packet``, etc.) on the :ref:`WebSocketPeer` returned via ``get_peer(1)`` and not on this object directly (e.g. ``get_peer(1).put_packet(data)``). ---- .. _class_WebSocketClient_method_disconnect_from_host: - void **disconnect_from_host** **(** :ref:`int` code=1000, :ref:`String` reason="" **)** Disconnect this client from the connected host. See :ref:`WebSocketPeer.close` for more info.