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authorFabio Alessandrelli <fabio.alessandrelli@gmail.com>2021-09-08 16:57:10 +0200
committerGitHub <noreply@github.com>2021-09-08 16:57:10 +0200
commitfd17ce1890dc9f24b71674b93e72fb1d978cf95b (patch)
treef74cf8f960102ee68e9b34f7d1d90cf44154a4a5
parente6106edd160a008196e6e7f7ba7b7a3f7b4766cf (diff)
parentb1430d8c2dbf2d26902734762ee32b854a75a00a (diff)
Merge pull request #52494 from mhilbrunner/rset-into-the-sunset
Docs: Remove references to (removed) RSETs
-rw-r--r--doc/classes/MultiplayerAPI.xml6
-rw-r--r--doc/classes/SceneTree.xml2
2 files changed, 4 insertions, 4 deletions
diff --git a/doc/classes/MultiplayerAPI.xml b/doc/classes/MultiplayerAPI.xml
index 7650d3f1b6..647233f679 100644
--- a/doc/classes/MultiplayerAPI.xml
+++ b/doc/classes/MultiplayerAPI.xml
@@ -5,7 +5,7 @@
</brief_description>
<description>
This class implements the high-level multiplayer API. See also [MultiplayerPeer].
- By default, [SceneTree] has a reference to this class that is used to provide multiplayer capabilities (i.e. RPC/RSET) across the whole scene.
+ By default, [SceneTree] has a reference to this class that is used to provide multiplayer capabilities (i.e. RPCs) across the whole scene.
It is possible to override the MultiplayerAPI instance used by specific Nodes by setting the [member Node.custom_multiplayer] property, effectively allowing to run both client and server in the same scene.
[b]Note:[/b] The high-level multiplayer API protocol is an implementation detail and isn't meant to be used by non-Godot servers. It may change without notice.
</description>
@@ -53,7 +53,7 @@
<return type="void" />
<description>
Method used for polling the MultiplayerAPI. You only need to worry about this if you are using [member Node.custom_multiplayer] override or you set [member SceneTree.multiplayer_poll] to [code]false[/code]. By default, [SceneTree] will poll its MultiplayerAPI for you.
- [b]Note:[/b] This method results in RPCs and RSETs being called, so they will be executed in the same context of this function (e.g. [code]_process[/code], [code]physics[/code], [Thread]).
+ [b]Note:[/b] This method results in RPCs being called, so they will be executed in the same context of this function (e.g. [code]_process[/code], [code]physics[/code], [Thread]).
</description>
</method>
<method name="send_bytes">
@@ -69,7 +69,7 @@
</methods>
<members>
<member name="allow_object_decoding" type="bool" setter="set_allow_object_decoding" getter="is_object_decoding_allowed" default="false">
- If [code]true[/code], the MultiplayerAPI will allow encoding and decoding of object during RPCs/RSETs.
+ If [code]true[/code], the MultiplayerAPI will allow encoding and decoding of object during RPCs.
[b]Warning:[/b] 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.
</member>
<member name="multiplayer_peer" type="MultiplayerPeer" setter="set_multiplayer_peer" getter="get_multiplayer_peer">
diff --git a/doc/classes/SceneTree.xml b/doc/classes/SceneTree.xml
index 59e3190213..e81eff35ac 100644
--- a/doc/classes/SceneTree.xml
+++ b/doc/classes/SceneTree.xml
@@ -215,7 +215,7 @@
</member>
<member name="multiplayer_poll" type="bool" setter="set_multiplayer_poll_enabled" getter="is_multiplayer_poll_enabled" default="true">
If [code]true[/code] (default value), enables automatic polling of the [MultiplayerAPI] for this SceneTree during [signal process_frame].
- If [code]false[/code], you need to manually call [method MultiplayerAPI.poll] to process network packets and deliver RPCs/RSETs. This allows running RPCs/RSETs in a different loop (e.g. physics, thread, specific time step) and for manual [Mutex] protection when accessing the [MultiplayerAPI] from threads.
+ If [code]false[/code], you need to manually call [method MultiplayerAPI.poll] to process network packets and deliver RPCs. This allows running RPCs in a different loop (e.g. physics, thread, specific time step) and for manual [Mutex] protection when accessing the [MultiplayerAPI] from threads.
</member>
<member name="paused" type="bool" setter="set_pause" getter="is_paused" default="false">
If [code]true[/code], the [SceneTree] is paused. Doing so will have the following behavior: