WebSocketClient
Inherits: WebSocketMultiplayerPeer < NetworkedMultiplayerPeer < PacketPeer < Reference < Object
Category: Core
Brief Description
A WebSocket client implementation
Properties
bool | verify_ssl |
Methods
Error | connect_to_url ( String url, PoolStringArray protocols=PoolStringArray( ), bool gd_mp_api=false ) |
void | disconnect_from_host ( int code=1000, String reason=”” ) |
Signals
- connection_closed ( 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.
- connection_error ( )
Emitted when the connection to the server fails.
- connection_established ( String protocol )
Emitted when a connection with the server is established, protocol
will contain the sub-protocol agreed with the server.
- data_received ( )
Emitted when a WebSocket message is received. Note: This signal is NOT emitted when used as high level multiplayer peer.
Emitted when the server requests a clean close. You should keep polling until you get a connection_closed signal to achieve the clean close. See 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 MultiplayerAPI.
After starting the client (connect_to_url), you will need to NetworkedMultiplayerPeer.poll it at regular intervals (e.g. inside Node._process).
You will received appropriate signals when connecting, disconnecting, or when new data is available.
Property Descriptions
- 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
- Error connect_to_url ( String url, PoolStringArray protocols=PoolStringArray( ), 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 MultiplayerAPI, connections to non Godot servers will not work, and data_received will not be emitted.
If false
is passed instead (default), you must call PacketPeer functions (put_packet
, get_packet
, etc.) on the WebSocketPeer returned via get_peer(1)
and not on this object directly (e.g. get_peer(1).put_packet(data)
).
Disconnect this client from the connected host. See WebSocketPeer.close for more info.