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authorHugo Locurcio <hugo.locurcio@hugo.pro>2021-08-23 18:58:33 +0200
committerGitHub <noreply@github.com>2021-08-23 18:58:33 +0200
commit40937ffa6d12f9c4deec68c07e46a720fa91c602 (patch)
treeff565a4430d111eb55d24d59fe2540e97a188f8f /modules
parent0af213a4e090352b441e93f71373370dd1021d81 (diff)
parentfc67e2e16d9f956ef0cd3cdd1c860353277de299 (diff)
Merge pull request #52019 from Calinou/doc-enetconnection-compression-mode
Document ENetConnection compression must match between client and server
Diffstat (limited to 'modules')
-rw-r--r--modules/enet/doc_classes/ENetConnection.xml1
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">