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.
+
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+ 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.
+
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+ Disconnect from the server if currently connected.
+
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+
+ 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.
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+
+ Emitted when the connection to the server is closed.
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+
+
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+ Emitted when the connection to the server fails.
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+ Emitted when a connection with the server is established, [code]protocol[/code] will contain the sub-protocol agreed with the server.
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+ Emitted when a WebSocket message is received. Note: This signal is NOT emitted when used as high level multiplayer peer.
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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].
+
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+ Returns the [WebSocketPeer] associated to the given [code]peer_id[/code].
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+ 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.
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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.
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+ Close this WebSocket connection, actively disconnecting the peer.
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+ Returns the IP Address of the connected peer. (Not available in HTML5 export)
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+ Returns the remote port of the connected peer. (Not available in HTML5 export)
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+ Get the current selected write mode. See [enum WriteMode].
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+ Returns [code]true[/code] if this peer is currently connected.
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+ Sets the socket to use the given [enum WriteMode].
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+ Returns [code]true[/code] if the last received packet was sent as a text payload. See [enum WriteMode]
+
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+ Specify that WebSockets messages should be transferred as text payload (only valid UTF-8 is allowed).
+
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+ Specify that WebSockets messages should be transferred as binary payload (any byte combination is allowed).
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+
+
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.
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+ Disconnects the given peer.
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+ Returns the IP address of the given peer.
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+ Returns the remote port of the given peer.
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+ Returns [code]true[/code] if a peer with the given ID is connected.
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+ Returns [code]true[/code] if the server is actively listening on a port.
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+ 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.
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+ Stop the server and clear its state.
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+ Emitted when a new client connects. "protocol" will be the sub-protocol agreed with the client.
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+ Emitted when a client disconnects.
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+ Emitted when a new message is received. Note: This signal is NOT emitted when used as high level multiplayer peer.
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--
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