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.