From dd546dc5b86e0bb9c397919fd8bfcf8e8460bc38 Mon Sep 17 00:00:00 2001 From: Fabio Alessandrelli Date: Tue, 8 May 2018 14:40:08 +0200 Subject: Document websocket module, further document enet --- modules/websocket/doc_classes/WebSocketClient.xml | 70 +++++++++++++ .../doc_classes/WebSocketMultiplayerPeer.xml | 35 +++++++ modules/websocket/doc_classes/WebSocketPeer.xml | 75 ++++++++++++++ modules/websocket/doc_classes/WebSocketServer.xml | 109 +++++++++++++++++++++ 4 files changed, 289 insertions(+) create mode 100644 modules/websocket/doc_classes/WebSocketClient.xml create mode 100644 modules/websocket/doc_classes/WebSocketMultiplayerPeer.xml create mode 100644 modules/websocket/doc_classes/WebSocketPeer.xml create mode 100644 modules/websocket/doc_classes/WebSocketServer.xml (limited to 'modules/websocket/doc_classes') diff --git a/modules/websocket/doc_classes/WebSocketClient.xml b/modules/websocket/doc_classes/WebSocketClient.xml new file mode 100644 index 000000000..2e11e1a44 --- /dev/null +++ b/modules/websocket/doc_classes/WebSocketClient.xml @@ -0,0 +1,70 @@ + + + + A WebSocket client implementation + + + 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]. + After starting the client ([method connect_to_url]), you will need to [method NetworkedMultiplayerPeer.poll] it at regular intervals (e.g. inside [method Node._process]). + You will received appropriate signals when connecting, disconnecting, or when new data is available. + + + + + + + + + + + + + + + + + Connect to the given URL requesting one of the given [code]protocols[/code] as sub-protocol. + If [code]true[/code] is passed as [code]gd_mp_api[/code], the client will behave like a network peer for the [MultiplayerAPI]. Note: connnections to non Godot servers will not work, and [signal data_received] will not be emitted when this option is true. + + + + + + + Disconnect from the server if currently connected. + + + + + + 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. + + + + + + Emitted when the connection to the server is closed. + + + + + Emitted when the connection to the server fails. + + + + + + + Emitted when a connection with the server is established, [code]protocol[/code] will contain the sub-protocol agreed with the server. + + + + + Emitted when a WebSocket message is received. Note: This signal is NOT emitted when used as high level multiplayer peer. + + + + + + diff --git a/modules/websocket/doc_classes/WebSocketMultiplayerPeer.xml b/modules/websocket/doc_classes/WebSocketMultiplayerPeer.xml new file mode 100644 index 000000000..1a841f85e --- /dev/null +++ b/modules/websocket/doc_classes/WebSocketMultiplayerPeer.xml @@ -0,0 +1,35 @@ + + + + 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]. + + + + + + + + + + + + + Returns the [WebSocketPeer] associated to the given [code]peer_id[/code]. + + + + + + + + + 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. + + + + + + diff --git a/modules/websocket/doc_classes/WebSocketPeer.xml b/modules/websocket/doc_classes/WebSocketPeer.xml new file mode 100644 index 000000000..85a08e0c0 --- /dev/null +++ b/modules/websocket/doc_classes/WebSocketPeer.xml @@ -0,0 +1,75 @@ + + + + A class representing a specific WebSocket connection. + + + This class represent a specific WebSocket connection, you can do lower level operations with it. + You can choose to write to the socket in binary or text mode, and you can recognize the mode used for writing by the other peer. + + + + + + + + + + + Close this WebSocket connection, actively disconnecting the peer. + + + + + + + Returns the IP Address of the connected peer. (Not available in HTML5 export) + + + + + + + Returns the remote port of the connected peer. (Not available in HTML5 export) + + + + + + + Get the current selected write mode. See [enum WriteMode]. + + + + + + + Returns [code]true[/code] if this peer is currently connected. + + + + + + + + + Sets the socket to use the given [enum WriteMode]. + + + + + + + Returns [code]true[/code] if the last received packet was sent as a text payload. See [enum WriteMode] + + + + + + Specify that WebSockets messages should be transferred as text payload (only valid UTF-8 is allowed). + + + Specify that WebSockets messages should be transferred as binary payload (any byte combination is allowed). + + + diff --git a/modules/websocket/doc_classes/WebSocketServer.xml b/modules/websocket/doc_classes/WebSocketServer.xml new file mode 100644 index 000000000..a1061e446 --- /dev/null +++ b/modules/websocket/doc_classes/WebSocketServer.xml @@ -0,0 +1,109 @@ + + + + A WebSocket server implementation + + + 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. + Note: This class will not work in HTML5 exports due to browser restrictions. + + + + + + + + + + + + + Disconnects the given peer. + + + + + + + + + Returns the IP address of the given peer. + + + + + + + + + Returns the remote port of the given peer. + + + + + + + + + Returns [code]true[/code] if a peer with the given ID is connected. + + + + + + + Returns [code]true[/code] if the server is actively listening on a port. + + + + + + + + + + + + + Start listening on the given port. + You can specify the desired subprotocols via the "protocols" array. If the list empty (default), "binary" will be used. + You can use this server as a network peer for [MultiplayerAPI] by passing true as "gd_mp_api". Note: [signal data_received] will not be fired and clients other than Godot will not work in this case. + + + + + + + Stop the server and clear its state. + + + + + + + + + + + Emitted when a new client connects. "protocol" will be the sub-protocol agreed with the client. + + + + + + + Emitted when a client disconnects. + + + + + + + Emitted when a new message is received. Note: This signal is NOT emitted when used as high level multiplayer peer. + + + + + + -- cgit v1.2.3-70-g09d2