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/Godot 3.2

WebSocketClient

Inherits: WebSocketMultiplayerPeer < NetworkedMultiplayerPeer < PacketPeer < Reference < Object

A WebSocket client implementation.

Description

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.

Properties

X509Certificate trusted_ssl_certificate
bool verify_ssl

Methods

Error connect_to_url ( String url, PoolStringArray protocols=PoolStringArray( ), bool gd_mp_api=false, PoolStringArray custom_headers=PoolStringArray( ) )
void disconnect_from_host ( int code=1000, String reason="" )
String get_connected_host ( ) const
int get_connected_port ( ) const

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.

Property Descriptions

X509Certificate trusted_ssl_certificate

Setter set_trusted_ssl_certificate(value)
Getter get_trusted_ssl_certificate()

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.

bool verify_ssl

Setter set_verify_ssl_enabled(value)
Getter is_verify_ssl_enabled()

If 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.

Method Descriptions

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.

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)).

You can optionally pass a list of custom_headers to be added to the handshake HTTP request.

Note: Specifying custom_headers is not supported in HTML5 exports due to browsers restrictions.

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

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.

© 2014–2020 Juan Linietsky, Ariel Manzur, Godot Engine contributors
Licensed under the MIT License.
https://docs.godotengine.org/en/3.2/classes/class_websocketclient.html