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/Godot 3.1

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.

server_close_request ( int code, String reason )

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)).

void disconnect_from_host ( int code=1000, String reason=”” )

Disconnect this client from the connected host. See WebSocketPeer.close for more info.

© 2014–2019 Juan Linietsky, Ariel Manzur, Godot Engine contributors
Licensed under the MIT License.
http://docs.godotengine.org/en/3.1/classes/class_websocketclient.html