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 dataReceived 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: To avoid mixed content warnings or errors in HTML5, you may have to use a url that starts with wss:// (secure) instead of ws://. When doing so, make sure to use the fully qualified domain name that matches the one defined in the server's SSL certificate. Do not connect directly via the IP address for wss:// connections, as it won't match with the SSL certificate. Note: Specifying custom_headers is not supported in HTML5 exports due to browsers restrictions.
Disconnects this client from the connected host. See WebSocketPeer.close for more information.
Return the IP address of the currently connected host.
Return the IP port of the currently connected host.
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.
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.
Construct a new instance of WebSocketClient. Note: use memnew!WebSocketClient instead.
A WebSocket client implementation.
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 (connectToUrl), 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.