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- <?xml version="1.0" encoding="UTF-8" ?>
- <class name="WebSocketServer" inherits="WebSocketMultiplayerPeer" version="3.2">
- <brief_description>
- A WebSocket server implementation.
- </brief_description>
- <description>
- This class implements a WebSocket server that can also support the high-level multiplayer API.
- 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.
- [b]Note:[/b] Not available in HTML5 exports.
- </description>
- <tutorials>
- </tutorials>
- <methods>
- <method name="disconnect_peer">
- <return type="void">
- </return>
- <argument index="0" name="id" type="int">
- </argument>
- <argument index="1" name="code" type="int" default="1000">
- </argument>
- <argument index="2" name="reason" type="String" default="""">
- </argument>
- <description>
- Disconnects the peer identified by [code]id[/code] from the server. See [method WebSocketPeer.close] for more information.
- </description>
- </method>
- <method name="get_peer_address" qualifiers="const">
- <return type="String">
- </return>
- <argument index="0" name="id" type="int">
- </argument>
- <description>
- Returns the IP address of the given peer.
- </description>
- </method>
- <method name="get_peer_port" qualifiers="const">
- <return type="int">
- </return>
- <argument index="0" name="id" type="int">
- </argument>
- <description>
- Returns the remote port of the given peer.
- </description>
- </method>
- <method name="has_peer" qualifiers="const">
- <return type="bool">
- </return>
- <argument index="0" name="id" type="int">
- </argument>
- <description>
- Returns [code]true[/code] if a peer with the given ID is connected.
- </description>
- </method>
- <method name="is_listening" qualifiers="const">
- <return type="bool">
- </return>
- <description>
- Returns [code]true[/code] if the server is actively listening on a port.
- </description>
- </method>
- <method name="listen">
- <return type="int" enum="Error">
- </return>
- <argument index="0" name="port" type="int">
- </argument>
- <argument index="1" name="protocols" type="PoolStringArray" default="PoolStringArray( )">
- </argument>
- <argument index="2" name="gd_mp_api" type="bool" default="false">
- </argument>
- <description>
- Starts listening on the given port.
- You can specify the desired subprotocols via the "protocols" array. If the list empty (default), no sub-protocol will be requested.
- If [code]true[/code] is passed as [code]gd_mp_api[/code], the server will behave like a network peer for the [MultiplayerAPI], connections from non-Godot clients will not work, and [signal data_received] will not be emitted.
- If [code]false[/code] is passed instead (default), you must call [PacketPeer] functions ([code]put_packet[/code], [code]get_packet[/code], etc.), on the [WebSocketPeer] returned via [code]get_peer(id)[/code] to communicate with the peer with given [code]id[/code] (e.g. [code]get_peer(id).get_available_packet_count[/code]).
- </description>
- </method>
- <method name="stop">
- <return type="void">
- </return>
- <description>
- Stops the server and clear its state.
- </description>
- </method>
- </methods>
- <members>
- <member name="bind_ip" type="String" setter="set_bind_ip" getter="get_bind_ip" default=""*"">
- When not set to [code]*[/code] will restrict incoming connections to the specified IP address. Setting [code]bind_ip[/code] to [code]127.0.0.1[/code] will cause the server to listen only to the local host.
- </member>
- <member name="ca_chain" type="X509Certificate" setter="set_ca_chain" getter="get_ca_chain">
- When using SSL (see [member private_key] and [member ssl_certificate]), you can set this to a valid [X509Certificate] to be provided as additional CA chain information during the SSL handshake.
- </member>
- <member name="private_key" type="CryptoKey" setter="set_private_key" getter="get_private_key">
- When set to a valid [CryptoKey] (along with [member ssl_certificate]) will cause the server to require SSL instead of regular TCP (i.e. the [code]wss://[/code] protocol).
- </member>
- <member name="ssl_certificate" type="X509Certificate" setter="set_ssl_certificate" getter="get_ssl_certificate">
- When set to a valid [X509Certificate] (along with [member private_key]) will cause the server to require SSL instead of regular TCP (i.e. the [code]wss://[/code] protocol).
- </member>
- </members>
- <signals>
- <signal name="client_close_request">
- <argument index="0" name="id" type="int">
- </argument>
- <argument index="1" name="code" type="int">
- </argument>
- <argument index="2" name="reason" type="String">
- </argument>
- <description>
- Emitted when a client requests a clean close. You should keep polling until you get a [signal client_disconnected] signal with the same [code]id[/code] to achieve the clean close. See [method WebSocketPeer.close] for more details.
- </description>
- </signal>
- <signal name="client_connected">
- <argument index="0" name="id" type="int">
- </argument>
- <argument index="1" name="protocol" type="String">
- </argument>
- <description>
- Emitted when a new client connects. "protocol" will be the sub-protocol agreed with the client.
- </description>
- </signal>
- <signal name="client_disconnected">
- <argument index="0" name="id" type="int">
- </argument>
- <argument index="1" name="was_clean_close" type="bool">
- </argument>
- <description>
- Emitted when a client disconnects. [code]was_clean_close[/code] will be [code]true[/code] if the connection was shutdown cleanly.
- </description>
- </signal>
- <signal name="data_received">
- <argument index="0" name="id" type="int">
- </argument>
- <description>
- Emitted when a new message is received.
- [b]Note:[/b] This signal is [i]not[/i] emitted when used as high-level multiplayer peer.
- </description>
- </signal>
- </signals>
- <constants>
- </constants>
- </class>
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