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author | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2019-06-22 01:04:47 +0200 |
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committer | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2019-06-27 22:30:19 +0200 |
commit | f7f6115f7627df24a08a9a0882b2f573cc838eb1 (patch) | |
tree | 03fd75145084c88702dbbb7e54c42c7c02d54fa6 /modules/websocket/doc_classes/WebSocketServer.xml | |
parent | 538c8eec15d72b67e102f47f9df7624c29d14607 (diff) |
Proofread and improve the whole class reference
- Document a few more properties and methods
- Add more information to many classes
- Fix lots of typos and gramar mistakes
- Use [code] tags for parameters consistently
- Use [b] and [i] tags consistently
- Put "Warning:" and "Note:" on their own line to be more visible,
and make them always bold
- Tweak formatting in code examples to be more readable
- Use double quotes consistently
- Add more links to third-party technologies
Diffstat (limited to 'modules/websocket/doc_classes/WebSocketServer.xml')
-rw-r--r-- | modules/websocket/doc_classes/WebSocketServer.xml | 17 |
1 files changed, 9 insertions, 8 deletions
diff --git a/modules/websocket/doc_classes/WebSocketServer.xml b/modules/websocket/doc_classes/WebSocketServer.xml index 5c4647b1ce..1af5e403e6 100644 --- a/modules/websocket/doc_classes/WebSocketServer.xml +++ b/modules/websocket/doc_classes/WebSocketServer.xml @@ -1,12 +1,12 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="WebSocketServer" inherits="WebSocketMultiplayerPeer" category="Core" version="3.2"> <brief_description> - A WebSocket server implementation + A WebSocket server implementation. </brief_description> <description> - This class implements a WebSocket server that can also support the high level multiplayer API. + This class implements a WebSocket server that can also support the high-level multiplayer API. After starting the server ([method listen]), you will need to [method NetworkedMultiplayerPeer.poll] it at regular intervals (e.g. inside [method Node._process]). When clients connect, disconnect, or send data, you will receive the appropriate signal. - Note: This class will not work in HTML5 exports due to browser restrictions. + [b]Note:[/b] This class will not work in HTML5 exports due to browser restrictions. </description> <tutorials> </tutorials> @@ -21,7 +21,7 @@ <argument index="2" name="reason" type="String" default=""""> </argument> <description> - Disconnects the peer identified by [code]id[/code] from the server. See [method WebSocketPeer.close] for more info. + Disconnects the peer identified by [code]id[/code] from the server. See [method WebSocketPeer.close] for more information. </description> </method> <method name="get_peer_address" qualifiers="const"> @@ -68,9 +68,9 @@ <argument index="2" name="gd_mp_api" type="bool" default="false"> </argument> <description> - Start listening on the given port. + Starts listening on the given port. You can specify the desired subprotocols via the "protocols" array. If the list empty (default), "binary" will be used. - 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]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> @@ -78,7 +78,7 @@ <return type="void"> </return> <description> - Stop the server and clear its state. + Stops the server and clear its state. </description> </method> </methods> @@ -116,7 +116,8 @@ <argument index="0" name="id" type="int"> </argument> <description> - Emitted when a new message is received. Note: This signal is NOT emitted when used as high level multiplayer peer. + Emitted when a new message is received. + [b]Note:[/b] This signal is [i]not[/i] emitted when used as high-level multiplayer peer. </description> </signal> </signals> |