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authorFabio Alessandrelli <fabio.alessandrelli@gmail.com>2021-10-01 10:43:22 +0200
committerFabio Alessandrelli <fabio.alessandrelli@gmail.com>2021-10-01 18:14:38 +0200
commit24a949ea1154a2298e6898c53fdb75178affe098 (patch)
treeba919baf260751a6aa47467d001fc389cf6e60f4 /doc/classes
parent8be97e3b51f5adbee0f9f5d3193da53680a44695 (diff)
[Net] Rename RPC constants and annotation arguments.
any -> any_peer sync -> call_local ordered -> unreliable_ordered Multiplayer.RPC_MODE_ANY -> RPC_MODE_ANY_PEER Multiplayer.TRANSFER_MODE_ORDERED -> TRANSFER_MODE_UNRELIABLE_ORDERED
Diffstat (limited to 'doc/classes')
-rw-r--r--doc/classes/@GlobalScope.xml6
-rw-r--r--doc/classes/MultiplayerPeer.xml2
2 files changed, 4 insertions, 4 deletions
diff --git a/doc/classes/@GlobalScope.xml b/doc/classes/@GlobalScope.xml
index fe0d7e4408..5d45947a19 100644
--- a/doc/classes/@GlobalScope.xml
+++ b/doc/classes/@GlobalScope.xml
@@ -2488,16 +2488,16 @@
<constant name="RPC_MODE_DISABLED" value="0" enum="RPCMode">
Used with [method Node.rpc_config] to disable a method or property for all RPC calls, making it unavailable. Default for all methods.
</constant>
- <constant name="RPC_MODE_ANY" value="1" enum="RPCMode">
+ <constant name="RPC_MODE_ANY_PEER" value="1" enum="RPCMode">
Used with [method Node.rpc_config] to set a method to be callable remotely by any peer. Analogous to the [code]@rpc(any)[/code] annotation. Calls are accepted from all remote peers, no matter if they are node's authority or not.
</constant>
<constant name="RPC_MODE_AUTH" value="2" enum="RPCMode">
Used with [method Node.rpc_config] to set a method to be callable remotely only by the current multiplayer authority (which is the server by default). Analogous to the [code]@rpc(auth)[/code] annotation. See [method Node.set_multiplayer_authority].
</constant>
<constant name="TRANSFER_MODE_UNRELIABLE" value="0" enum="TransferMode">
- Packets are not acknowledged, no resend attempts are made for lost packets. Packets may arrive in any order. Potentially faster than [constant TRANSFER_MODE_ORDERED]. Use for non-critical data, and always consider whether the order matters.
+ Packets are not acknowledged, no resend attempts are made for lost packets. Packets may arrive in any order. Potentially faster than [constant TRANSFER_MODE_UNRELIABLE_ORDERED]. Use for non-critical data, and always consider whether the order matters.
</constant>
- <constant name="TRANSFER_MODE_ORDERED" value="1" enum="TransferMode">
+ <constant name="TRANSFER_MODE_UNRELIABLE_ORDERED" value="1" enum="TransferMode">
Packets are not acknowledged, no resend attempts are made for lost packets. Packets are received in the order they were sent in. Potentially faster than [constant TRANSFER_MODE_RELIABLE]. Use for non-critical data or data that would be outdated if received late due to resend attempt(s) anyway, for example movement and positional data.
</constant>
<constant name="TRANSFER_MODE_RELIABLE" value="2" enum="TransferMode">
diff --git a/doc/classes/MultiplayerPeer.xml b/doc/classes/MultiplayerPeer.xml
index 15517f7c2f..67d3161aba 100644
--- a/doc/classes/MultiplayerPeer.xml
+++ b/doc/classes/MultiplayerPeer.xml
@@ -58,7 +58,7 @@
</member>
<member name="transfer_channel" type="int" setter="set_transfer_channel" getter="get_transfer_channel" default="0">
The channel to use to send packets. Many network APIs such as ENet and WebRTC allow the creation of multiple independent channels which behaves, in a way, like separate connections. This means that reliable data will only block delivery of other packets on that channel, and ordering will only be in respect to the channel the packet is being sent on. Using different channels to send [b]different and independent[/b] state updates is a common way to optimize network usage and decrease latency in fast-paced games.
- [b]Note:[/b] The default channel ([code]0[/code]) actually works as 3 separate channels (one for each [enum TransferMode]) so that [constant TRANSFER_MODE_RELIABLE] and [constant TRANSFER_MODE_ORDERED] does not interact with each other by default. Refer to the specific network API documentation (e.g. ENet or WebRTC) to learn how to set up channels correctly.
+ [b]Note:[/b] The default channel ([code]0[/code]) actually works as 3 separate channels (one for each [enum TransferMode]) so that [constant TRANSFER_MODE_RELIABLE] and [constant TRANSFER_MODE_UNRELIABLE_ORDERED] does not interact with each other by default. Refer to the specific network API documentation (e.g. ENet or WebRTC) to learn how to set up channels correctly.
</member>
<member name="transfer_mode" type="int" setter="set_transfer_mode" getter="get_transfer_mode" enum="TransferMode" default="2">
The manner in which to send packets to the [code]target_peer[/code]. See [enum TransferMode].