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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
- Member Functions
- ----------------
- +----------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | void | :ref:`disconnect_peer<class_WebSocketServer_disconnect_peer>` **(** :ref:`int<class_int>` id **)** |
- +----------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | :ref:`String<class_string>` | :ref:`get_peer_address<class_WebSocketServer_get_peer_address>` **(** :ref:`int<class_int>` id **)** const |
- +----------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | :ref:`int<class_int>` | :ref:`get_peer_port<class_WebSocketServer_get_peer_port>` **(** :ref:`int<class_int>` id **)** const |
- +----------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | :ref:`bool<class_bool>` | :ref:`has_peer<class_WebSocketServer_has_peer>` **(** :ref:`int<class_int>` id **)** const |
- +----------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | :ref:`bool<class_bool>` | :ref:`is_listening<class_WebSocketServer_is_listening>` **(** **)** const |
- +----------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | :ref:`Error<enum_@globalscope_error>` | :ref:`listen<class_WebSocketServer_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_stop>` **(** **)** |
- +----------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- Signals
- -------
- .. _class_WebSocketServer_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_client_disconnected:
- - **client_disconnected** **(** :ref:`int<class_int>` id **)**
- Emitted when a client disconnects.
- .. _class_WebSocketServer_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_listen>`), you will need to :ref:`NetworkedMultiplayerPeer.poll<class_NetworkedMultiplayerPeer_poll>` it at regular intervals (e.g. inside :ref:`Node._process<class_Node__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.
- Member Function Description
- ---------------------------
- .. _class_WebSocketServer_disconnect_peer:
- - void **disconnect_peer** **(** :ref:`int<class_int>` id **)**
- Disconnects the given peer.
- .. _class_WebSocketServer_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_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_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_is_listening:
- - :ref:`bool<class_bool>` **is_listening** **(** **)** const
- Returns ``true`` if the server is actively listening on a port.
- .. _class_WebSocketServer_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.
- 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.
- .. _class_WebSocketServer_stop:
- - void **stop** **(** **)**
- Stop the server and clear its state.
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