You've already forked godot
mirror of
https://github.com/godotengine/godot.git
synced 2025-11-10 13:00:37 +00:00
Update WebSocket documentation
This commit is contained in:
@@ -31,8 +31,12 @@
|
||||
<method name="disconnect_from_host">
|
||||
<return type="void">
|
||||
</return>
|
||||
<argument index="0" name="code" type="int" default="1000">
|
||||
</argument>
|
||||
<argument index="1" name="reason" type="String" default="""">
|
||||
</argument>
|
||||
<description>
|
||||
Disconnect from the server if currently connected.
|
||||
Disconnect this client from the connected host. See [method WebSocketPeer.close] for more info.
|
||||
</description>
|
||||
</method>
|
||||
</methods>
|
||||
@@ -43,8 +47,10 @@
|
||||
</members>
|
||||
<signals>
|
||||
<signal name="connection_closed">
|
||||
<argument index="0" name="was_clean_close" type="bool">
|
||||
</argument>
|
||||
<description>
|
||||
Emitted when the connection to the server is closed.
|
||||
Emitted when the connection to the server is closed. [code]was_clean_close[/code] will be [code]true[/code] if the connection was shutdown cleanly.
|
||||
</description>
|
||||
</signal>
|
||||
<signal name="connection_error">
|
||||
@@ -64,6 +70,15 @@
|
||||
Emitted when a WebSocket message is received. Note: This signal is NOT emitted when used as high level multiplayer peer.
|
||||
</description>
|
||||
</signal>
|
||||
<signal name="server_close_request">
|
||||
<argument index="0" name="code" type="int">
|
||||
</argument>
|
||||
<argument index="1" name="reason" type="String">
|
||||
</argument>
|
||||
<description>
|
||||
Emitted when the server requests a clean close. You should keep polling until you get a [signal connection_closed] signal to achieve the clean close. See [method WebSocketPeer.close] for more details.
|
||||
</description>
|
||||
</signal>
|
||||
</signals>
|
||||
<constants>
|
||||
</constants>
|
||||
|
||||
Reference in New Issue
Block a user