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author | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2021-08-23 17:06:46 +0200 |
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committer | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2021-08-23 17:08:41 +0200 |
commit | fc67e2e16d9f956ef0cd3cdd1c860353277de299 (patch) | |
tree | 6a6d5babff05ae9cda4646885bf2364356f400c2 /modules/enet | |
parent | 583b6a594ab88208d1e78c94e70a2957c316cf64 (diff) |
Document ENetConnection compression must match between client and server
Diffstat (limited to 'modules/enet')
-rw-r--r-- | modules/enet/doc_classes/ENetConnection.xml | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/modules/enet/doc_classes/ENetConnection.xml b/modules/enet/doc_classes/ENetConnection.xml index 01ac64f74c..00469ab44c 100644 --- a/modules/enet/doc_classes/ENetConnection.xml +++ b/modules/enet/doc_classes/ENetConnection.xml @@ -40,6 +40,7 @@ <description> Sets the compression method used for network packets. These have different tradeoffs of compression speed versus bandwidth, you may need to test which one works best for your use case if you use compression at all. [b]Note:[/b] Most games' network design involve sending many small packets frequently (smaller than 4 KB each). If in doubt, it is recommended to keep the default compression algorithm as it works best on these small packets. + [b]Note:[/b] The compression mode must be set to the same value on both the server and all its clients. Clients will fail to connect if the compression mode set on the client differs from the one set on the server. </description> </method> <method name="connect_to_host"> |