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authorHugo Locurcio <hugo.locurcio@hugo.pro>2021-01-14 00:13:16 +0100
committerHugo Locurcio <hugo.locurcio@hugo.pro>2021-01-14 17:15:20 +0100
commit7b33498995e3aa23b935cd728d3291600f2cdcb5 (patch)
tree5d1f2d5082de5398c90862816816bf6d7d068fc5 /modules/enet
parent8d4698db3656457eccfc54ea84716af146fb49a9 (diff)
Mention that NetworkedMultiplayerENet uses UDP only
This is important to clarify for those doing port forwarding.
Diffstat (limited to 'modules/enet')
-rw-r--r--modules/enet/doc_classes/NetworkedMultiplayerENet.xml2
1 files changed, 2 insertions, 0 deletions
diff --git a/modules/enet/doc_classes/NetworkedMultiplayerENet.xml b/modules/enet/doc_classes/NetworkedMultiplayerENet.xml
index f46ef2d812..6c713fa1ce 100644
--- a/modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+++ b/modules/enet/doc_classes/NetworkedMultiplayerENet.xml
@@ -5,6 +5,8 @@
</brief_description>
<description>
A PacketPeer implementation that should be passed to [member SceneTree.network_peer] after being initialized as either a client or server. Events can then be handled by connecting to [SceneTree] signals.
+ ENet's purpose is to provide a relatively thin, simple and robust network communication layer on top of UDP (User Datagram Protocol).
+ [b]Note:[/b] ENet only uses UDP, not TCP. When forwarding the server port to make your server accessible on the public Internet, you only need to forward the server port in UDP. You can use the [UPNP] class to try to forward the server port automatically when starting the server.
</description>
<tutorials>
<link title="High-level multiplayer">https://docs.godotengine.org/en/latest/tutorials/networking/high_level_multiplayer.html</link>