<?xml version="1.0" encoding="UTF-8" ?> <class name="WebSocketServer" inherits="WebSocketMultiplayerPeer" version="3.5"> <brief_description> A WebSocket server implementation. </brief_description> <description> This class implements a WebSocket server that can also support the high-level multiplayer API. After starting the server ([method listen]), you will need to [method NetworkedMultiplayerPeer.poll] it at regular intervals (e.g. inside [method Node._process]). When clients connect, disconnect, or send data, you will receive the appropriate signal. [b]Note:[/b] Not available in HTML5 exports. </description> <tutorials> </tutorials> <methods> <method name="disconnect_peer"> <return type="void" /> <argument index="0" name="id" type="int" /> <argument index="1" name="code" type="int" default="1000" /> <argument index="2" name="reason" type="String" default="""" /> <description> Disconnects the peer identified by [code]id[/code] from the server. See [method WebSocketPeer.close] for more information. </description> </method> <method name="get_peer_address" qualifiers="const"> <return type="String" /> <argument index="0" name="id" type="int" /> <description> Returns the IP address of the given peer. </description> </method> <method name="get_peer_port" qualifiers="const"> <return type="int" /> <argument index="0" name="id" type="int" /> <description> Returns the remote port of the given peer. </description> </method> <method name="has_peer" qualifiers="const"> <return type="bool" /> <argument index="0" name="id" type="int" /> <description> Returns [code]true[/code] if a peer with the given ID is connected. </description> </method> <method name="is_listening" qualifiers="const"> <return type="bool" /> <description> Returns [code]true[/code] if the server is actively listening on a port. </description> </method> <method name="listen"> <return type="int" enum="Error" /> <argument index="0" name="port" type="int" /> <argument index="1" name="protocols" type="PoolStringArray" default="PoolStringArray( )" /> <argument index="2" name="gd_mp_api" type="bool" default="false" /> <description> Starts listening on the given port. You can specify the desired subprotocols via the "protocols" array. If the list empty (default), no sub-protocol will be requested. If [code]true[/code] is passed as [code]gd_mp_api[/code], the server will behave like a network peer for the [MultiplayerAPI], connections from non-Godot clients will not work, and [signal data_received] will not be emitted. If [code]false[/code] is passed instead (default), you must call [PacketPeer] functions ([code]put_packet[/code], [code]get_packet[/code], etc.), on the [WebSocketPeer] returned via [code]get_peer(id)[/code] to communicate with the peer with given [code]id[/code] (e.g. [code]get_peer(id).get_available_packet_count[/code]). </description> </method> <method name="set_extra_headers"> <return type="void" /> <argument index="0" name="headers" type="PoolStringArray" default="PoolStringArray( )" /> <description> Sets additional headers to be sent to clients during the HTTP handshake. </description> </method> <method name="stop"> <return type="void" /> <description> Stops the server and clear its state. </description> </method> </methods> <members> <member name="bind_ip" type="String" setter="set_bind_ip" getter="get_bind_ip" default=""*""> When not set to [code]*[/code] will restrict incoming connections to the specified IP address. Setting [code]bind_ip[/code] to [code]127.0.0.1[/code] will cause the server to listen only to the local host. </member> <member name="ca_chain" type="X509Certificate" setter="set_ca_chain" getter="get_ca_chain"> When using SSL (see [member private_key] and [member ssl_certificate]), you can set this to a valid [X509Certificate] to be provided as additional CA chain information during the SSL handshake. </member> <member name="handshake_timeout" type="float" setter="set_handshake_timeout" getter="get_handshake_timeout" default="3.0"> The time in seconds before a pending client (i.e. a client that has not yet finished the HTTP handshake) is considered stale and forcefully disconnected. </member> <member name="private_key" type="CryptoKey" setter="set_private_key" getter="get_private_key"> When set to a valid [CryptoKey] (along with [member ssl_certificate]) will cause the server to require SSL instead of regular TCP (i.e. the [code]wss://[/code] protocol). </member> <member name="ssl_certificate" type="X509Certificate" setter="set_ssl_certificate" getter="get_ssl_certificate"> When set to a valid [X509Certificate] (along with [member private_key]) will cause the server to require SSL instead of regular TCP (i.e. the [code]wss://[/code] protocol). </member> </members> <signals> <signal name="client_close_request"> <argument index="0" name="id" type="int" /> <argument index="1" name="code" type="int" /> <argument index="2" name="reason" type="String" /> <description> Emitted when a client requests a clean close. You should keep polling until you get a [signal client_disconnected] signal with the same [code]id[/code] to achieve the clean close. See [method WebSocketPeer.close] for more details. </description> </signal> <signal name="client_connected"> <argument index="0" name="id" type="int" /> <argument index="1" name="protocol" type="String" /> <description> Emitted when a new client connects. "protocol" will be the sub-protocol agreed with the client. </description> </signal> <signal name="client_disconnected"> <argument index="0" name="id" type="int" /> <argument index="1" name="was_clean_close" type="bool" /> <description> Emitted when a client disconnects. [code]was_clean_close[/code] will be [code]true[/code] if the connection was shutdown cleanly. </description> </signal> <signal name="data_received"> <argument index="0" name="id" type="int" /> <description> Emitted when a new message is received. [b]Note:[/b] This signal is [i]not[/i] emitted when used as high-level multiplayer peer. </description> </signal> </signals> <constants> </constants> </class>