Inherits: WebSocketMultiplayerPeer < NetworkedMultiplayerPeer < PacketPeer < Reference < Object
A WebSocket client implementation.
This class implements a WebSocket client compatible with any RFC 6455-compliant 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 receive appropriate signals when connecting, disconnecting, or when new data is available.
connect_to_url ( String url, PoolStringArray protocols=PoolStringArray( ), bool gd_mp_api=false, PoolStringArray custom_headers=PoolStringArray( ) )
disconnect_from_host ( int code=1000, String reason="" )
get_connected_host ( ) const
get_connected_port ( ) const
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.
If specified, this X509Certificate will be the only one accepted when connecting to an SSL host. Any other certificate provided by the server will be regarded as invalid.
Note: Specifying a custom
trusted_ssl_certificate is not supported in HTML5 exports due to browsers restrictions.
true, SSL certificate verification is enabled.
Note: You must specify the certificates to be used in the Project Settings for it to work when exported.
Error connect_to_url ( String url, PoolStringArray protocols=PoolStringArray( ), bool gd_mp_api=false, PoolStringArray custom_headers=PoolStringArray( ) )
Connects to the given URL requesting one of the given
protocols as sub-protocol. If the list empty (default), no sub-protocol will be requested.
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.
false is passed instead (default), you must call PacketPeer functions (
get_packet, etc.) on the WebSocketPeer returned via
get_peer(1) and not on this object directly (e.g.
You can optionally pass a list of
custom_headers to be added to the handshake HTTP request.
Note: To avoid mixed content warnings or errors in HTML5, you may have to use a
url that starts with
wss:// (secure) instead of
ws://. When doing so, make sure to use the fully qualified domain name that matches the one defined in the server's SSL certificate. Do not connect directly via the IP address for
wss:// connections, as it won't match with the SSL certificate.
custom_headers is not supported in HTML5 exports due to browsers restrictions.
Disconnects this client from the connected host. See WebSocketPeer.close for more information.
String get_connected_host ( ) const
Return the IP address of the currently connected host.
int get_connected_port ( ) const
Return the IP port of the currently connected host.