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+<?xml version="1.0" encoding="UTF-8" ?>
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+<class name="WebSocketServer" inherits="WebSocketMultiplayerPeer" category="Core" version="3.1">
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+ <brief_description>
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+ A WebSocket server implementation
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+ </brief_description>
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+ <description>
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+ This class implements a WebSocket server that can also support the high level multiplayer API.
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+ After starting the server ([method listen]), you will need to [method NetworkedMultiplayerPeer.poll] it at regular intervals (e.g. inside [method Node._process]). When clients connect, disconnect, or send data, you will receive the appropriate signal.
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+ Note: This class will not work in HTML5 exports due to browser restrictions.
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+ </description>
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+ <tutorials>
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+ </tutorials>
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+ <demos>
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+ </demos>
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+ <methods>
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+ <method name="disconnect_peer">
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+ <return type="void">
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+ </return>
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+ <argument index="0" name="id" type="int">
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+ </argument>
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+ <description>
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+ Disconnects the given peer.
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+ </description>
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+ </method>
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+ <method name="get_peer_address" qualifiers="const">
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+ <return type="String">
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+ </return>
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+ <argument index="0" name="id" type="int">
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+ </argument>
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+ <description>
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+ Returns the IP address of the given peer.
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+ </description>
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+ </method>
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+ <method name="get_peer_port" qualifiers="const">
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+ <return type="int">
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+ </return>
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+ <argument index="0" name="id" type="int">
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+ </argument>
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+ <description>
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+ Returns the remote port of the given peer.
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+ </description>
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+ </method>
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+ <method name="has_peer" qualifiers="const">
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+ <return type="bool">
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+ </return>
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+ <argument index="0" name="id" type="int">
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+ </argument>
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+ <description>
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+ Returns [code]true[/code] if a peer with the given ID is connected.
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+ </description>
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+ </method>
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+ <method name="is_listening" qualifiers="const">
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+ <return type="bool">
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+ </return>
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+ <description>
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+ Returns [code]true[/code] if the server is actively listening on a port.
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+ </description>
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+ </method>
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+ <method name="listen">
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+ <return type="int" enum="Error">
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+ </return>
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+ <argument index="0" name="port" type="int">
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+ </argument>
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+ <argument index="1" name="protocols" type="PoolStringArray" default="PoolStringArray( )">
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+ </argument>
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+ <argument index="2" name="gd_mp_api" type="bool" default="false">
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+ </argument>
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+ <description>
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+ Start listening on the given port.
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+ You can specify the desired subprotocols via the "protocols" array. If the list empty (default), "binary" will be used.
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+ You can use this server as a network peer for [MultiplayerAPI] by passing true as "gd_mp_api". Note: [signal data_received] will not be fired and clients other than Godot will not work in this case.
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+ </description>
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+ </method>
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+ <method name="stop">
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+ <return type="void">
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+ </return>
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+ <description>
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+ Stop the server and clear its state.
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+ </description>
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+ </method>
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+ </methods>
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+ <signals>
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+ <signal name="client_connected">
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+ <argument index="0" name="id" type="int">
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+ </argument>
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+ <argument index="1" name="protocol" type="String">
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+ </argument>
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+ <description>
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+ Emitted when a new client connects. "protocol" will be the sub-protocol agreed with the client.
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+ </description>
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+ </signal>
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+ <signal name="client_disconnected">
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+ <argument index="0" name="id" type="int">
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+ </argument>
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+ <description>
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+ Emitted when a client disconnects.
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+ </description>
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+ </signal>
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+ <signal name="data_received">
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+ <argument index="0" name="id" type="int">
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+ </argument>
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+ <description>
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+ Emitted when a new message is received. Note: This signal is NOT emitted when used as high level multiplayer peer.
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+ </description>
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+ </signal>
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+ </signals>
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+ <constants>
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+ </constants>
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+</class>
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