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authorFabio Alessandrelli <fabio.alessandrelli@gmail.com>2022-10-31 14:18:22 +0100
committerFabio Alessandrelli <fabio.alessandrelli@gmail.com>2022-11-02 15:17:23 +0100
commit33dda2e68a40888a7fd41e9a8d421873d9dc7fde (patch)
tree513953b159b1c95c751b67d33c53aae6d2d57ca1 /doc
parent9773803e4eb5f986750eb4daa726b25bb41e96e8 (diff)
[MP] Remove connection state signals from MultiplayerPeer.
Now handled directly by the MultiplayerAPI implementation.
Diffstat (limited to 'doc')
-rw-r--r--doc/classes/MultiplayerPeer.xml35
1 files changed, 10 insertions, 25 deletions
diff --git a/doc/classes/MultiplayerPeer.xml b/doc/classes/MultiplayerPeer.xml
index 6661fbfe0b..dd7dac3f23 100644
--- a/doc/classes/MultiplayerPeer.xml
+++ b/doc/classes/MultiplayerPeer.xml
@@ -1,11 +1,11 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="MultiplayerPeer" inherits="PacketPeer" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
- A high-level network interface to simplify multiplayer interactions.
+ Abstract class for specialized [PacketPeer]s used by the [MultiplayerAPI].
</brief_description>
<description>
- Manages the connection to multiplayer peers. Assigns unique IDs to each client connected to the server. See also [MultiplayerAPI].
- [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.
+ Manages the connection with one or more remote peers acting as server or client and assigning unique IDs to each of them. See also [MultiplayerAPI].
+ [b]Note:[/b] The [MultiplayerAPI] protocol is an implementation detail and isn't meant to be used by non-Godot servers. It may change without notice.
[b]Note:[/b] When exporting to Android, make sure to enable the [code]INTERNET[/code] permission in the Android export preset before exporting the project or using one-click deploy. Otherwise, network communication of any kind will be blocked by Android.
</description>
<tutorials>
@@ -97,49 +97,34 @@
</member>
</members>
<signals>
- <signal name="connection_failed">
- <description>
- Emitted when a connection attempt fails.
- </description>
- </signal>
- <signal name="connection_succeeded">
- <description>
- Emitted when a connection attempt succeeds.
- </description>
- </signal>
<signal name="peer_connected">
<param index="0" name="id" type="int" />
<description>
- Emitted by the server when a client connects.
+ Emitted when a remote peer connects.
</description>
</signal>
<signal name="peer_disconnected">
<param index="0" name="id" type="int" />
<description>
- Emitted by the server when a client disconnects.
- </description>
- </signal>
- <signal name="server_disconnected">
- <description>
- Emitted by clients when the server disconnects.
+ Emitted when a remote peer has disconnected.
</description>
</signal>
</signals>
<constants>
<constant name="CONNECTION_DISCONNECTED" value="0" enum="ConnectionStatus">
- The ongoing connection disconnected.
+ The MultiplayerPeer is disconnected.
</constant>
<constant name="CONNECTION_CONNECTING" value="1" enum="ConnectionStatus">
- A connection attempt is ongoing.
+ The MultiplayerPeer is currently connecting to a server.
</constant>
<constant name="CONNECTION_CONNECTED" value="2" enum="ConnectionStatus">
- The connection attempt succeeded.
+ This MultiplayerPeer is connected.
</constant>
<constant name="TARGET_PEER_BROADCAST" value="0">
- Packets are sent to the server and then redistributed to other peers.
+ Packets are sent to all connected peers.
</constant>
<constant name="TARGET_PEER_SERVER" value="1">
- Packets are sent to the server alone.
+ Packets are sent to the remote peer acting as server.
</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_UNRELIABLE_ORDERED]. Use for non-critical data, and always consider whether the order matters.