StreamPeerSSL Class |
SSL stream peer. This object can be used to connect to an SSL server or accept a single SSL client connection.
Namespace: Godot
public class StreamPeerSSL : StreamPeer
The StreamPeerSSL type exposes the following members.
Name | Description | |
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StreamPeerSSL | Initializes a new instance of the StreamPeerSSL class |
Name | Description | |
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BigEndian | If true, this StreamPeer will using big-endian format for encoding and decoding. | |
BlockingHandshake | ||
DynamicObject |
Gets a new DynamicGodotObject associated with this instance.
(Inherited from Object.) | |
NativeInstance | (Inherited from Object.) |
Name | Description | |
---|---|---|
_Get | Virtual method which can be overridden to customize the return value of Get(String). Returns the given property. Returns null if the property does not exist. | |
_GetPropertyList | Virtual method which can be overridden to customize the return value of GetPropertyList. Returns the object's property list as an Array of dictionaries. Each property's Dictionary must contain at least name: String and type: int (see VariantType) entries. Optionally, it can also include hint: int (see PropertyHint), hint_string: String, and usage: int (see PropertyUsageFlags). | |
_Notification | Called whenever the object receives a notification, which is identified in what by a constant. The base Object has two constants and , but subclasses such as Node define a lot more notifications which are also received by this method. | |
_Set | Virtual method which can be overridden to customize the return value of Set(String, Object). Sets a property. Returns true if the property exists. | |
AcceptStream | Accepts a peer connection as a server using the given private_key and providing the given certificate to the client. You can pass the optional chain parameter to provide additional CA chain information along with the certificate. | |
AddUserSignal | Adds a user-defined signal. Arguments are optional, but can be added as an Array of dictionaries, each containing name: String and type: int (see VariantType) entries. | |
Call | Calls the method on the object and returns the result. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example: call("set", "position", Vector2(42.0, 0.0)) Note: In C#, the method name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined methods where you should use the same convention as in the C# source (typically PascalCase). | |
CallDeferred | Calls the method on the object during idle time. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example: call_deferred("set", "position", Vector2(42.0, 0.0)) Note: In C#, the method name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined methods where you should use the same convention as in the C# source (typically PascalCase). | |
Callv | Calls the method on the object and returns the result. Contrarily to Call(String, Object), this method does not support a variable number of arguments but expects all parameters to be via a single Array. callv("set", [ "position", Vector2(42.0, 0.0) ]) | |
CanTranslateMessages | Returns true if the object can translate strings. See SetMessageTranslation(Boolean) and Tr(String). | |
Connect | Connects a signal to a method on a target object. Pass optional binds to the call as an Array of parameters. These parameters will be passed to the method after any parameter used in the call to EmitSignal(String, Object). Use flags to set deferred or one-shot connections. See ObjectConnectFlags constants. A signal can only be connected once to a method. It will throw an error if already connected, unless the signal was connected with . To avoid this, first, use IsConnected(String, Object, String) to check for existing connections. If the target is destroyed in the game's lifecycle, the connection will be lost. Examples: connect("pressed", self, "_on_Button_pressed") # BaseButton signal connect("text_entered", self, "_on_LineEdit_text_entered") # LineEdit signal connect("hit", self, "_on_Player_hit", [ weapon_type, damage ]) # User-defined signal An example of the relationship between binds passed to Connect(String, Object, String, Array, UInt32) and parameters used when calling EmitSignal(String, Object): connect("hit", self, "_on_Player_hit", [ weapon_type, damage ]) # weapon_type and damage are passed last emit_signal("hit", "Dark lord", 5) # "Dark lord" and 5 are passed first func _on_Player_hit(hit_by, level, weapon_type, damage): print("Hit by %s (lvl %d) with weapon %s for %d damage" % [hit_by, level, weapon_type, damage]) | |
ConnectToStream | Connects to a peer using an underlying StreamPeerstream. If validate_certs is true, StreamPeerSSL will validate that the certificate presented by the peer matches the for_hostname. Note: Specifying a custom valid_certificate is not supported in HTML5 exports due to browsers restrictions. | |
Disconnect | Disconnects a signal from a method on the given target. If you try to disconnect a connection that does not exist, the method will throw an error. Use IsConnected(String, Object, String) to ensure that the connection exists. | |
DisconnectFromStream | Disconnects from host. | |
Dispose | (Inherited from Object.) | |
Dispose(Boolean) | (Inherited from Object.) | |
EmitSignal | Emits the given signal. The signal must exist, so it should be a built-in signal of this class or one of its parent classes, or a user-defined signal. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example: emit_signal("hit", weapon_type, damage) emit_signal("game_over") | |
Equals | (Inherited from Object.) | |
Finalize | (Inherited from Object.) | |
Free | Deletes the object from memory immediately. For Nodes, you may want to use QueueFree to queue the node for safe deletion at the end of the current frame. Important: If you have a variable pointing to an object, it will not be assigned to null once the object is freed. Instead, it will point to a previously freed instance and you should validate it with @GDScript.is_instance_valid before attempting to call its methods or access its properties. | |
Get | Returns the Variant value of the given property. If the property doesn't exist, this will return null. Note: In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase). | |
Get16 | Gets a signed 16-bit value from the stream. | |
Get32 | Gets a signed 32-bit value from the stream. | |
Get64 | Gets a signed 64-bit value from the stream. | |
Get8 | Gets a signed byte from the stream. | |
GetAvailableBytes | Returns the amount of bytes this StreamPeer has available. | |
GetClass | Returns the object's class as a String. | |
GetData | Returns a chunk data with the received bytes. The amount of bytes to be received can be requested in the bytes argument. If not enough bytes are available, the function will block until the desired amount is received. This function returns two values, an Error code and a data array. | |
GetDouble | Gets a double-precision float from the stream. | |
GetFloat | Gets a single-precision float from the stream. | |
GetHashCode | (Inherited from Object.) | |
GetIncomingConnections | Returns an Array of dictionaries with information about signals that are connected to the object. Each Dictionary contains three String entries: - source is a reference to the signal emitter. - signal_name is the name of the connected signal. - method_name is the name of the method to which the signal is connected. | |
GetIndexed | Gets the object's property indexed by the given NodePath. The node path should be relative to the current object and can use the colon character (:) to access nested properties. Examples: "position:x" or "material:next_pass:blend_mode". | |
GetInstanceId | Returns the object's unique instance ID. This ID can be saved in EncodedObjectAsID, and can be used to retrieve the object instance with @GDScript.instance_from_id. | |
GetMeta | Returns the object's metadata entry for the given name. | |
GetMetaList | Returns the object's metadata as a String. | |
GetMethodList | Returns the object's methods and their signatures as an Array. | |
GetPartialData | Returns a chunk data with the received bytes. The amount of bytes to be received can be requested in the "bytes" argument. If not enough bytes are available, the function will return how many were actually received. This function returns two values, an Error code, and a data array. | |
GetPropertyList | Returns the object's property list as an Array of dictionaries. Each property's Dictionary contain at least name: String and type: int (see VariantType) entries. Optionally, it can also include hint: int (see PropertyHint), hint_string: String, and usage: int (see PropertyUsageFlags). | |
GetScript | Returns the object's Script instance, or null if none is assigned. | |
GetSignalConnectionList | Returns an Array of connections for the given signal. | |
GetSignalList | Returns the list of signals as an Array of dictionaries. | |
GetStatus | Returns the status of the connection. See StreamPeerSSLStatus for values. | |
GetString | Gets a string with byte-length bytes from the stream. If bytes is negative (default) the length will be read from the stream using the reverse process of PutString(String). | |
GetType | (Inherited from Object.) | |
GetU16 | Gets an unsigned 16-bit value from the stream. | |
GetU32 | Gets an unsigned 32-bit value from the stream. | |
GetU64 | Gets an unsigned 64-bit value from the stream. | |
GetU8 | Gets an unsigned byte from the stream. | |
GetUtf8String | Gets an UTF-8 string with byte-length bytes from the stream (this decodes the string sent as UTF-8). If bytes is negative (default) the length will be read from the stream using the reverse process of PutUtf8String(String). | |
GetVar | Gets a Variant from the stream. If allow_objects is true, decoding objects is allowed. Warning: Deserialized objects can contain code which gets executed. Do not use this option if the serialized object comes from untrusted sources to avoid potential security threats such as remote code execution. | |
HasMeta | Returns true if a metadata entry is found with the given name. | |
HasMethod | Returns true if the object contains the given method. | |
HasSignal | Returns true if the given signal exists. | |
HasUserSignal | Returns true if the given user-defined signal exists. Only signals added using AddUserSignal(String, Array) are taken into account. | |
InitRef | Initializes the internal reference counter. Use this only if you really know what you are doing. Returns whether the initialization was successful. | |
IsBigEndianEnabled | Obsolete. (Inherited from StreamPeer.) | |
IsBlockingHandshakeEnabled | Obsolete. | |
IsBlockingSignals | Returns true if signal emission blocking is enabled. | |
IsClass | Returns true if the object inherits from the given class. | |
IsConnected | Returns true if a connection exists for a given signal, target, and method. | |
IsQueuedForDeletion | Returns true if the QueueFree method was called for the object. | |
MemberwiseClone | (Inherited from Object.) | |
Notification | Send a given notification to the object, which will also trigger a call to the _Notification(Int32) method of all classes that the object inherits from. If reversed is true, _Notification(Int32) is called first on the object's own class, and then up to its successive parent classes. If reversed is false, _Notification(Int32) is called first on the highest ancestor (Object itself), and then down to its successive inheriting classes. | |
Poll | Poll the connection to check for incoming bytes. Call this right before GetAvailableBytes for it to work properly. | |
PropertyListChangedNotify | Notify the editor that the property list has changed, so that editor plugins can take the new values into account. Does nothing on export builds. | |
Put16 | Puts a signed 16-bit value into the stream. | |
Put32 | Puts a signed 32-bit value into the stream. | |
Put64 | Puts a signed 64-bit value into the stream. | |
Put8 | Puts a signed byte into the stream. | |
PutData | Sends a chunk of data through the connection, blocking if necessary until the data is done sending. This function returns an Error code. | |
PutDouble | Puts a double-precision float into the stream. | |
PutFloat | Puts a single-precision float into the stream. | |
PutPartialData | Sends a chunk of data through the connection. If all the data could not be sent at once, only part of it will. This function returns two values, an Error code and an integer, describing how much data was actually sent. | |
PutString | Puts a zero-terminated ASCII string into the stream prepended by a 32-bit unsigned integer representing its size. Note: To put an ASCII string without prepending its size, you can use PutData(Byte): put_data("Hello world".to_ascii()) | |
PutU16 | Puts an unsigned 16-bit value into the stream. | |
PutU32 | Puts an unsigned 32-bit value into the stream. | |
PutU64 | Puts an unsigned 64-bit value into the stream. | |
PutU8 | Puts an unsigned byte into the stream. | |
PutUtf8String | Puts a zero-terminated UTF-8 string into the stream prepended by a 32 bits unsigned integer representing its size. Note: To put an UTF-8 string without prepending its size, you can use PutData(Byte): put_data("Hello world".to_utf8()) | |
PutVar | Puts a Variant into the stream. If full_objects is true encoding objects is allowed (and can potentially include code). | |
Reference_ | Increments the internal reference counter. Use this only if you really know what you are doing. Returns true if the increment was successful, false otherwise. | |
RemoveMeta | Removes a given entry from the object's metadata. See also SetMeta(String, Object). | |
Set | Assigns a new value to the given property. If the property does not exist, nothing will happen. Note: In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase). | |
SetBigEndian | Obsolete. (Inherited from StreamPeer.) | |
SetBlockingHandshakeEnabled | Obsolete. | |
SetBlockSignals | If set to true, signal emission is blocked. | |
SetDeferred | Assigns a new value to the given property, after the current frame's physics step. This is equivalent to calling Set(String, Object) via CallDeferred(String, Object), i.e. call_deferred("set", property, value). Note: In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase). | |
SetIndexed | Assigns a new value to the property identified by the NodePath. The node path should be relative to the current object and can use the colon character (:) to access nested properties. Example: set_indexed("position", Vector2(42, 0)) set_indexed("position:y", -10) print(position) # (42, -10) | |
SetMessageTranslation | Defines whether the object can translate strings (with calls to Tr(String)). Enabled by default. | |
SetMeta | Adds, changes or removes a given entry in the object's metadata. Metadata are serialized and can take any Variant value. To remove a given entry from the object's metadata, use RemoveMeta(String). Metadata is also removed if its value is set to null. This means you can also use set_meta("name", null) to remove metadata for "name". | |
SetScript | Assigns a script to the object. Each object can have a single script assigned to it, which are used to extend its functionality. If the object already had a script, the previous script instance will be freed and its variables and state will be lost. The new script's method will be called. | |
ToSignal |
Returns a new SignalAwaiter awaiter configured to complete when the instance
source emits the signal specified by the signal parameter.
(Inherited from Object.) | |
ToString | (Inherited from Object.) | |
Tr | Translates a message using translation catalogs configured in the Project Settings. Only works if message translation is enabled (which it is by default), otherwise it returns the message unchanged. See SetMessageTranslation(Boolean). | |
Unreference | Decrements the internal reference counter. Use this only if you really know what you are doing. Returns true if the decrement was successful, false otherwise. |