A WebSocket client implementation
|Error||connect_to_url ( String url, PoolStringArray protocols=PoolStringArray( ), bool gd_mp_api=false )|
|void||disconnect_from_host ( int code=1000, String reason=”” )|
- 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.
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.
You will received appropriate signals when connecting, disconnecting, or when new data is available.
- bool verify_ssl
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.
- 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.
true, is passed as
gd_mp_api, the client will behave like a network peer for the MultiplayerAPI. Note: connections to non Godot servers will not work, and data_received will not be emitted when this option is true.
Disconnect this client from the connected host. See WebSocketPeer.close for more info.