pub struct StreamPeerSSL { /* private fields */ }
Expand description

core class StreamPeerSSL inherits StreamPeer (reference-counted).

This class has related types in the stream_peer_ssl module.

Official documentation

See the documentation of this class in the Godot engine’s official documentation. The method descriptions are generated from it and typically contain code samples in GDScript, not Rust.

Memory management

The lifetime of this object is automatically managed through reference counting.

Class hierarchy

StreamPeerSSL inherits methods from:

Safety

All types in the Godot API have interior mutability in Rust parlance. To enforce that the official thread-safety guidelines are followed, the typestate pattern is used in the Ref and TRef smart pointers, and the Instance API. The typestate Ownership in these types tracks whether ownership is unique, shared, or exclusive to the current thread. For more information, see the type-level documentation on Ref.

Implementations§

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impl StreamPeerSSL

Constants

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pub const STATUS_DISCONNECTED: i64 = 0i64

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pub const STATUS_HANDSHAKING: i64 = 1i64

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pub const STATUS_CONNECTED: i64 = 2i64

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pub const STATUS_ERROR: i64 = 3i64

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pub const STATUS_ERROR_HOSTNAME_MISMATCH: i64 = 4i64

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impl StreamPeerSSL

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pub fn new() -> Ref<Self, Unique>

Creates a new instance of this object.

This is a reference-counted type. The returned object is automatically managed by Ref.

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pub fn accept_stream(
    &self,
    stream: impl AsArg<StreamPeer>,
    private_key: impl AsArg<CryptoKey>,
    certificate: impl AsArg<X509Certificate>,
    chain: impl AsArg<X509Certificate>
) -> GodotResult

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.

Default Arguments
  • chain - null
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pub fn connect_to_stream(
    &self,
    stream: impl AsArg<StreamPeer>,
    validate_certs: bool,
    for_hostname: impl Into<GodotString>,
    valid_certificate: impl AsArg<X509Certificate>
) -> GodotResult

Connects to a peer using an underlying StreamPeer stream. 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.

Default Arguments
  • validate_certs - false
  • for_hostname - ""
  • valid_certificate - null
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pub fn disconnect_from_stream(&self)

Disconnects from host.

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pub fn get_status(&self) -> Status

Returns the status of the connection. See Status for values.

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pub fn is_blocking_handshake_enabled(&self) -> bool

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pub fn poll(&self)

Poll the connection to check for incoming bytes. Call this right before StreamPeer.get_available_bytes for it to work properly.

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pub fn set_blocking_handshake_enabled(&self, enabled: bool)

Methods from Deref<Target = StreamPeer>§

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pub fn get_16(&self) -> i64

Gets a signed 16-bit value from the stream.

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pub fn get_32(&self) -> i64

Gets a signed 32-bit value from the stream.

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pub fn get_64(&self) -> i64

Gets a signed 64-bit value from the stream.

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pub fn get_8(&self) -> i64

Gets a signed byte from the stream.

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pub fn get_available_bytes(&self) -> i64

Returns the amount of bytes this StreamPeer has available.

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pub fn get_data(&self, bytes: i64) -> VariantArray

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 [enum @GlobalScope.Error] code and a data array.

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pub fn get_double(&self) -> f64

Gets a double-precision float from the stream.

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pub fn get_float(&self) -> f64

Gets a single-precision float from the stream.

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pub fn get_partial_data(&self, bytes: i64) -> VariantArray

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 [enum @GlobalScope.Error] code, and a data array.

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pub fn get_string(&self, bytes: i64) -> GodotString

Gets an ASCII 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 put_string.

Default Arguments
  • bytes - -1
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pub fn get_u16(&self) -> i64

Gets an unsigned 16-bit value from the stream.

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pub fn get_u32(&self) -> i64

Gets an unsigned 32-bit value from the stream.

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pub fn get_u64(&self) -> i64

Gets an unsigned 64-bit value from the stream.

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pub fn get_u8(&self) -> i64

Gets an unsigned byte from the stream.

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pub fn get_utf8_string(&self, bytes: i64) -> GodotString

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 put_utf8_string.

Default Arguments
  • bytes - -1
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pub fn get_var(&self, allow_objects: bool) -> Variant

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.

Default Arguments
  • allow_objects - false
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pub fn is_big_endian_enabled(&self) -> bool

If true, this StreamPeer will using big-endian format for encoding and decoding.

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pub fn put_16(&self, value: i64)

Puts a signed 16-bit value into the stream.

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pub fn put_32(&self, value: i64)

Puts a signed 32-bit value into the stream.

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pub fn put_64(&self, value: i64)

Puts a signed 64-bit value into the stream.

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pub fn put_8(&self, value: i64)

Puts a signed byte into the stream.

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pub fn put_data(&self, data: PoolArray<u8>) -> GodotResult

Sends a chunk of data through the connection, blocking if necessary until the data is done sending. This function returns an [enum @GlobalScope.Error] code.

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pub fn put_double(&self, value: f64)

Puts a double-precision float into the stream.

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pub fn put_float(&self, value: f64)

Puts a single-precision float into the stream.

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pub fn put_partial_data(&self, data: PoolArray<u8>) -> VariantArray

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 [enum @GlobalScope.Error] code and an integer, describing how much data was actually sent.

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pub fn put_string(&self, value: impl Into<GodotString>)

Sample code is GDScript unless otherwise noted.

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 put_data:

put_data("Hello world".to_ascii())
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pub fn put_u16(&self, value: i64)

Puts an unsigned 16-bit value into the stream.

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pub fn put_u32(&self, value: i64)

Puts an unsigned 32-bit value into the stream.

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pub fn put_u64(&self, value: i64)

Puts an unsigned 64-bit value into the stream.

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pub fn put_u8(&self, value: i64)

Puts an unsigned byte into the stream.

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pub fn put_utf8_string(&self, value: impl Into<GodotString>)

Sample code is GDScript unless otherwise noted.

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 put_data:

put_data("Hello world".to_utf8())
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pub fn put_var(&self, value: impl OwnedToVariant, full_objects: bool)

Puts a Variant into the stream. If full_objects is true encoding objects is allowed (and can potentially include code).

Default Arguments
  • full_objects - false
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pub fn set_big_endian(&self, enable: bool)

If true, this StreamPeer will using big-endian format for encoding and decoding.

Methods from Deref<Target = Object>§

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pub fn add_user_signal(
    &self,
    signal: impl Into<GodotString>,
    arguments: VariantArray
)

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 [enum Variant.Type]) entries.

Default Arguments
  • arguments - [ ]
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pub unsafe fn call(
    &self,
    method: impl Into<GodotString>,
    varargs: &[Variant]
) -> Variant

Sample code is GDScript unless otherwise noted.

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).

Safety

This function bypasses Rust’s static type checks (aliasing, thread boundaries, calls to free(), …).

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pub unsafe fn call_deferred(
    &self,
    method: impl Into<GodotString>,
    varargs: &[Variant]
) -> Variant

Sample code is GDScript unless otherwise noted.

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).

Safety

This function bypasses Rust’s static type checks (aliasing, thread boundaries, calls to free(), …).

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pub unsafe fn callv(
    &self,
    method: impl Into<GodotString>,
    arg_array: VariantArray
) -> Variant

Sample code is GDScript unless otherwise noted.

Calls the method on the object and returns the result. Contrarily to call, 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) ])
Safety

This function bypasses Rust’s static type checks (aliasing, thread boundaries, calls to free(), …).

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pub fn can_translate_messages(&self) -> bool

Returns true if the object can translate strings. See set_message_translation and tr.

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pub fn connect(
    &self,
    signal: impl Into<GodotString>,
    target: impl AsArg<Object>,
    method: impl Into<GodotString>,
    binds: VariantArray,
    flags: i64
) -> GodotResult

Sample code is GDScript unless otherwise noted.

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 emit_signal. Use flags to set deferred or one-shot connections. See ConnectFlags constants. A signal can only be connected once to a method. It will print an error if already connected, unless the signal was connected with CONNECT_REFERENCE_COUNTED. To avoid this, first, use is_connected 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 and parameters used when calling emit_signal:

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])
Default Arguments
  • binds - [ ]
  • flags - 0
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pub fn disconnect(
    &self,
    signal: impl Into<GodotString>,
    target: impl AsArg<Object>,
    method: impl Into<GodotString>
)

Disconnects a signal from a method on the given target. If you try to disconnect a connection that does not exist, the method will print an error. Use is_connected to ensure that the connection exists.

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pub fn emit_signal(
    &self,
    signal: impl Into<GodotString>,
    varargs: &[Variant]
) -> Variant

Sample code is GDScript unless otherwise noted.

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")
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pub fn get(&self, property: impl Into<GodotString>) -> Variant

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).

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pub fn get_class(&self) -> GodotString

Returns the object’s class as a String. See also is_class. Note: get_class does not take class_name declarations into account. If the object has a class_name defined, the base class name will be returned instead.

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pub fn get_incoming_connections(&self) -> VariantArray

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.
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pub fn get_indexed(&self, property: impl Into<NodePath>) -> Variant

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". Note: Even though the method takes NodePath argument, it doesn’t support actual paths to Nodes in the scene tree, only colon-separated sub-property paths. For the purpose of nodes, use Node.get_node_and_resource instead.

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pub fn get_instance_id(&self) -> i64

Returns the object’s unique instance ID. This ID can be saved in EncodedObjectAsID, and can be used to retrieve the object instance with [method @GDScript.instance_from_id].

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pub fn get_meta(
    &self,
    name: impl Into<GodotString>,
    default: impl OwnedToVariant
) -> Variant

Returns the object’s metadata entry for the given name. Throws error if the entry does not exist, unless default is not null (in which case the default value will be returned).

Default Arguments
  • default - null
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pub fn get_meta_list(&self) -> PoolArray<GodotString>

Returns the object’s metadata as a PoolStringArray.

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pub fn get_method_list(&self) -> VariantArray

Returns the object’s methods and their signatures as an Array.

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pub fn get_property_list(&self) -> VariantArray

Returns the object’s property list as an Array of dictionaries. Each property’s Dictionary contain at least name: String and type: int (see [enum Variant.Type]) entries. Optionally, it can also include hint: int (see [PropertyHint][PropertyHint]), hint_string: String, and usage: int (see [PropertyUsageFlags][PropertyUsageFlags]).

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pub fn get_script(&self) -> Option<Ref<Reference, Shared>>

Returns the object’s Script instance, or null if none is assigned.

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pub fn get_signal_connection_list(
    &self,
    signal: impl Into<GodotString>
) -> VariantArray

Returns an Array of connections for the given signal.

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pub fn get_signal_list(&self) -> VariantArray

Returns the list of signals as an Array of dictionaries.

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pub fn has_meta(&self, name: impl Into<GodotString>) -> bool

Returns true if a metadata entry is found with the given name.

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pub fn has_method(&self, method: impl Into<GodotString>) -> bool

Returns true if the object contains the given method.

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pub fn has_signal(&self, signal: impl Into<GodotString>) -> bool

Returns true if the given signal exists.

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pub fn has_user_signal(&self, signal: impl Into<GodotString>) -> bool

Returns true if the given user-defined signal exists. Only signals added using add_user_signal are taken into account.

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pub fn is_blocking_signals(&self) -> bool

Returns true if signal emission blocking is enabled.

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pub fn is_class(&self, class: impl Into<GodotString>) -> bool

Returns true if the object inherits from the given class. See also get_class. Note: is_class does not take class_name declarations into account. If the object has a class_name defined, is_class will return false for that name.

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pub fn is_connected(
    &self,
    signal: impl Into<GodotString>,
    target: impl AsArg<Object>,
    method: impl Into<GodotString>
) -> bool

Returns true if a connection exists for a given signal, target, and method.

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pub fn is_queued_for_deletion(&self) -> bool

Returns true if the Node.queue_free method was called for the object.

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pub fn notification(&self, what: i64, reversed: bool)

Send a given notification to the object, which will also trigger a call to the [_notification][Self::_notification] method of all classes that the object inherits from. If reversed is true, [_notification][Self::_notification] is called first on the object’s own class, and then up to its successive parent classes. If reversed is false, [_notification][Self::_notification] is called first on the highest ancestor (Object itself), and then down to its successive inheriting classes.

Default Arguments
  • reversed - false
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pub fn property_list_changed_notify(&self)

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.

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pub fn remove_meta(&self, name: impl Into<GodotString>)

Removes a given entry from the object’s metadata. See also set_meta.

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pub fn set(&self, property: impl Into<GodotString>, value: impl OwnedToVariant)

Assigns a new value to the given property. If the property does not exist or the given value’s type doesn’t match, 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).

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pub fn set_block_signals(&self, enable: bool)

If set to true, signal emission is blocked.

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pub fn set_deferred(
    &self,
    property: impl Into<GodotString>,
    value: impl OwnedToVariant
)

Assigns a new value to the given property, after the current frame’s physics step. This is equivalent to calling set via call_deferred, 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).

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pub fn set_indexed(
    &self,
    property: impl Into<NodePath>,
    value: impl OwnedToVariant
)

Sample code is GDScript unless otherwise noted.

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)
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pub fn set_message_translation(&self, enable: bool)

Defines whether the object can translate strings (with calls to tr). Enabled by default.

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pub fn set_meta(&self, name: impl Into<GodotString>, value: impl OwnedToVariant)

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 remove_meta. 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".

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pub fn set_script(&self, script: impl AsArg<Reference>)

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 [_init][Self::_init] method will be called.

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pub fn to_string(&self) -> GodotString

Returns a String representing the object. If not overridden, defaults to "[ClassName:RID]". Override the method [_to_string][Self::_to_string] to customize the String representation.

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pub fn tr(&self, message: impl Into<GodotString>) -> GodotString

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 set_message_translation.

Trait Implementations§

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impl Debug for StreamPeerSSL

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl Deref for StreamPeerSSL

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type Target = StreamPeer

The resulting type after dereferencing.
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fn deref(&self) -> &StreamPeer

Dereferences the value.
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impl DerefMut for StreamPeerSSL

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fn deref_mut(&mut self) -> &mut StreamPeer

Mutably dereferences the value.
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impl GodotObject for StreamPeerSSL

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type Memory = RefCounted

The memory management kind of this type. This modifies the behavior of the Ref smart pointer. See its type-level documentation for more information.
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fn class_name() -> &'static str

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fn null() -> Null<Self>

Creates an explicitly null reference of Self as a method argument. This makes type inference easier for the compiler compared to Option.
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fn new() -> Ref<Self, Unique>where
    Self: Instanciable,

Creates a new instance of Self using a zero-argument constructor, as a Unique reference.
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fn cast<T>(&self) -> Option<&T>where
    T: GodotObject + SubClass<Self>,

Performs a dynamic reference downcast to target type. Read more
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fn upcast<T>(&self) -> &Twhere
    T: GodotObject,
    Self: SubClass<T>,

Performs a static reference upcast to a supertype that is guaranteed to be valid. Read more
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unsafe fn assume_shared(&self) -> Ref<Self, Shared>where
    Self: Sized,

Creates a persistent reference to the same Godot object with shared thread access. Read more
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unsafe fn assume_thread_local(&self) -> Ref<Self, ThreadLocal>where
    Self: Sized + GodotObject<Memory = RefCounted>,

Creates a persistent reference to the same Godot object with thread-local thread access. Read more
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unsafe fn assume_unique(&self) -> Ref<Self, Unique>where
    Self: Sized,

Creates a persistent reference to the same Godot object with unique access. Read more
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unsafe fn try_from_instance_id<'a>(id: i64) -> Option<TRef<'a, Self, Shared>>

Recovers a instance ID previously returned by Object::get_instance_id if the object is still alive. See also TRef::try_from_instance_id. Read more
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unsafe fn from_instance_id<'a>(id: i64) -> TRef<'a, Self, Shared>

Recovers a instance ID previously returned by Object::get_instance_id if the object is still alive, and panics otherwise. This does NOT guarantee that the resulting reference is safe to use. Read more
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impl Instanciable for StreamPeerSSL

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impl Sealed for StreamPeerSSL

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impl SubClass<Object> for StreamPeerSSL

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impl SubClass<Reference> for StreamPeerSSL

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impl SubClass<StreamPeer> for StreamPeerSSL

Auto Trait Implementations§

Blanket Implementations§

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impl<T> Any for Twhere
    T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for Twhere
    T: ?Sized,

const: unstable · source§

fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for Twhere
    T: ?Sized,

const: unstable · source§

fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> From<T> for T

const: unstable · source§

fn from(t: T) -> T

Returns the argument unchanged.

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impl<T, U> Into<U> for Twhere
    U: From<T>,

const: unstable · source§

fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<T, U> TryFrom<U> for Twhere
    U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
const: unstable · source§

fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for Twhere
    U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
const: unstable · source§

fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
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impl<T> SubClass<T> for Twhere
    T: GodotObject,