Function WebSocketServer.listen
Starts listening on the given port.
You can specify the desired subprotocols via the "protocols" array. If the list empty (default), no sub-protocol will be requested.
If true is passed as gd_mp_api, the server will behave like a network peer for the MultiplayerAPI, connections from non-Godot clients will not work, and dataReceived will not be emitted.
If false is passed instead (default), you must call PacketPeer functions (put_packet, get_packet, etc.), on the WebSocketPeer returned via get_peer(id) to communicate with the peer with given id (e.g. get_peer(id)).
godot .core .defs .GodotError listen
(
const(long) port,
const(PoolArray!(godot.core.string.String)) protocols = PoolArray(godot_pool_string_array(0LU)),
const(bool) gd_mp_api = false
) nothrow @nogc;