Base class for WebSocket server and client.
Base class for WebSocket server and client, allowing them to be used as network peer for the MultiplayerAPI.
|WebSocketPeer||get_peer ( int peer_id ) const|
|Error||set_buffers ( int input_buffer_size_kb, int input_max_packets, int output_buffer_size_kb, int output_max_packets )|
Emitted when a packet is received from a peer.
Note: This signal is only emitted when the client or server is configured to use Godot multiplayer API.
Returns the WebSocketPeer associated to the given
Configures the buffer sizes for this WebSocket peer. Default values can be specified in the Project Settings under
network/limits. For server, values are meant per connected peer.
The first two parameters define the size and queued packets limits of the input buffer, the last two of the output buffer.
Buffer sizes are expressed in KiB, so
4 = 2^12 = 4096 bytes. All parameters will be rounded up to the nearest power of two.
Note: HTML5 exports only use the input buffer since the output one is managed by browsers.
© 2014–2020 Juan Linietsky, Ariel Manzur, Godot Engine contributors
Licensed under the MIT License.