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authorFabio Alessandrelli <fabio.alessandrelli@gmail.com>2019-01-27 14:59:25 +0100
committerFabio Alessandrelli <fabio.alessandrelli@gmail.com>2019-01-28 02:12:50 +0100
commit14e59ff11206b4a5b211ab882f0b84ef37a947a7 (patch)
tree7d6fade4f29d42ee511fa105512f595c79007825 /modules/websocket/doc_classes/WebSocketServer.xml
parent2e5ede7a4e0a230373660a6726a90e1c25cf0d37 (diff)
Update docs and errors for WebSocket module
Diffstat (limited to 'modules/websocket/doc_classes/WebSocketServer.xml')
-rw-r--r--modules/websocket/doc_classes/WebSocketServer.xml3
1 files changed, 2 insertions, 1 deletions
diff --git a/modules/websocket/doc_classes/WebSocketServer.xml b/modules/websocket/doc_classes/WebSocketServer.xml
index ba66fdd89b..2932bf782a 100644
--- a/modules/websocket/doc_classes/WebSocketServer.xml
+++ b/modules/websocket/doc_classes/WebSocketServer.xml
@@ -72,7 +72,8 @@
<description>
Start listening on the given port.
You can specify the desired subprotocols via the "protocols" array. If the list empty (default), "binary" will be used.
- You can use this server as a network peer for [MultiplayerAPI] by passing [code]true[/code] as [code]gd_mp_api[/code]. Note: [signal data_received] will not be fired and clients other than Godot will not work in this case.
+ If [code]true[/code] is passed as [code]gd_mp_api[/code], the server will behave like a network peer for the [MultiplayerAPI], connections from non Godot clients will not work, and [signal data_received] will not be emitted.
+ If [code]false[/code] is passed instead (default), you must call [PacketPeer] functions ([code]put_packet[/code], [code]get_packet[/code], etc.), on the [WebSocketPeer] returned via [code]get_peer(ID)[/code] to communicate with the peer with given [code]ID[/code] (e.g. [code]get_peer(ID).get_available_packet_count[/code]).
</description>
</method>
<method name="stop">