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https://github.com/Relintai/pandemonium_engine.git
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45 lines
1.9 KiB
XML
45 lines
1.9 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="WebSocketMultiplayerPeer" inherits="NetworkedMultiplayerPeer" version="3.11">
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<brief_description>
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Base class for WebSocket server and client.
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</brief_description>
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<description>
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Base class for WebSocket server and client, allowing them to be used as network peer for the [MultiplayerAPI].
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</description>
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<tutorials>
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</tutorials>
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<methods>
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<method name="get_peer" qualifiers="const">
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<return type="WebSocketPeer" />
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<argument index="0" name="peer_id" type="int" />
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<description>
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Returns the [WebSocketPeer] associated to the given [code]peer_id[/code].
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</description>
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</method>
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<method name="set_buffers">
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<return type="int" enum="Error" />
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<argument index="0" name="input_buffer_size_kb" type="int" />
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<argument index="1" name="input_max_packets" type="int" />
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<argument index="2" name="output_buffer_size_kb" type="int" />
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<argument index="3" name="output_max_packets" type="int" />
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<description>
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Configures the buffer sizes for this WebSocket peer. Default values can be specified in the Project Settings under [code]network/limits[/code]. For server, values are meant per connected peer.
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The first two parameters define the size and queued packets limits of the input buffer, the last two of the output buffer.
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Buffer sizes are expressed in KiB, so [code]4 = 2^12 = 4096 bytes[/code]. All parameters will be rounded up to the nearest power of two.
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[b]Note:[/b] HTML5 exports only use the input buffer since the output one is managed by browsers.
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</description>
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</method>
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</methods>
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<signals>
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<signal name="peer_packet">
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<argument index="0" name="peer_source" type="int" />
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<description>
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Emitted when a packet is received from a peer.
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[b]Note:[/b] This signal is only emitted when the client or server is configured to use Godot multiplayer API.
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</description>
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</signal>
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</signals>
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<constants>
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</constants>
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</class>
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