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| author | Fabio Alessandrelli <fabio.alessandrelli@gmail.com> | 2021-09-08 14:20:58 +0200 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2021-09-08 14:20:58 +0200 |
| commit | fd0a2b6cde85d737dbe9155b84c363732b8274e6 (patch) | |
| tree | 70a33f1f8144039bd837be0f11cbe2ba495b594a /modules/websocket/doc_classes/WebSocketServer.xml | |
| parent | 321ee7bda11bf452616e98df4f1989ed29b5016a (diff) | |
| parent | 5b25457794d3a6935d4c144b277cd963649e6818 (diff) | |
Merge pull request #52480 from mhilbrunner/network-rename
Multiplayer networking renames/simplification
Diffstat (limited to 'modules/websocket/doc_classes/WebSocketServer.xml')
| -rw-r--r-- | modules/websocket/doc_classes/WebSocketServer.xml | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/modules/websocket/doc_classes/WebSocketServer.xml b/modules/websocket/doc_classes/WebSocketServer.xml index 90182de4c2..b66a1054ab 100644 --- a/modules/websocket/doc_classes/WebSocketServer.xml +++ b/modules/websocket/doc_classes/WebSocketServer.xml @@ -55,7 +55,7 @@ <description> Starts listening on the given port. You can specify the desired subprotocols via the "protocols" array. If the list empty (default), no sub-protocol will be requested. - 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 multiplayer 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> |