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authorFabio Alessandrelli <fabio.alessandrelli@gmail.com>2021-09-08 14:20:58 +0200
committerGitHub <noreply@github.com>2021-09-08 14:20:58 +0200
commitfd0a2b6cde85d737dbe9155b84c363732b8274e6 (patch)
tree70a33f1f8144039bd837be0f11cbe2ba495b594a /modules/websocket/doc_classes/WebSocketServer.xml
parent321ee7bda11bf452616e98df4f1989ed29b5016a (diff)
parent5b25457794d3a6935d4c144b277cd963649e6818 (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.xml2
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>