Inherits: WebSocketMultiplayerPeer < NetworkedMultiplayerPeer < PacketPeer < Reference < Object

Category: Core

Brief Description

A WebSocket server implementation


void disconnect_peer ( int id, int code=1000, String reason= » » )
String get_peer_address ( int id ) const
int get_peer_port ( int id ) const
bool has_peer ( int id ) const
bool is_listening ( ) const
Error listen ( int port, PoolStringArray protocols=PoolStringArray( ), bool gd_mp_api=false )
void stop ( )


Emitted when a client requests a clean close. You should keep polling until you get a client_disconnected signal with the same id to achieve the clean close. See WebSocketPeer.close for more details.

  • client_connected ( int id, String protocol )

Emitted when a new client connects. « protocol » will be the sub-protocol agreed with the client.

  • client_disconnected ( int id, bool was_clean_close )

Emitted when a client disconnects. was_clean_close will be true if the connection was shutdown cleanly.

  • data_received ( int id )

Emitted when a new message is received. Note: This signal is NOT emitted when used as high level multiplayer peer.


This class implements a WebSocket server that can also support the high level multiplayer API.

After starting the server (listen), you will need to NetworkedMultiplayerPeer.poll it at regular intervals (e.g. inside 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.

Method Descriptions

  • void disconnect_peer ( int id, int code=1000, String reason= » » )

Disconnects the peer identified by id from the server. See WebSocketPeer.close for more info.

Returns the IP address of the given peer.

  • int get_peer_port ( int id ) const

Returns the remote port of the given peer.

Returns true if a peer with the given ID is connected.

  • bool is_listening ( ) const

Returns true if the server is actively listening on a port.

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.

If true is passed as gd_mp_api, the server will behave like a network peer for the MultiplayerAPI, connections from non Godot clients 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(ID) to communicate with the peer with given ID (e.g. get_peer(ID).get_available_packet_count).

  • void stop ( )

Stop the server and clear its state.