diff options
author | Rémi Verschelde <rverschelde@gmail.com> | 2019-06-27 12:34:26 +0200 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2019-06-27 13:49:36 +0200 |
commit | bc82781f7da2001aa90cdb188536518e0944e0ef (patch) | |
tree | fd836f91db1c81e76b0f90f0ef55f11701d8ae9f /modules | |
parent | 2df8b5606b9de9d11873c27f0a297127bbbfc255 (diff) |
doc: Replace all [code]CONSTANT[/code] by new [constant CONSTANT] hyperlinks
Diffstat (limited to 'modules')
6 files changed, 11 insertions, 11 deletions
diff --git a/modules/enet/doc_classes/NetworkedMultiplayerENet.xml b/modules/enet/doc_classes/NetworkedMultiplayerENet.xml index d3d1e58b7b..187e8d349d 100644 --- a/modules/enet/doc_classes/NetworkedMultiplayerENet.xml +++ b/modules/enet/doc_classes/NetworkedMultiplayerENet.xml @@ -34,7 +34,7 @@ <argument index="4" name="client_port" type="int" default="0"> </argument> <description> - Create client that connects to a server at [code]address[/code] using specified [code]port[/code]. The given address needs to be either a fully qualified domain name (e.g. [code]www.example.com[/code]) or an IP address in IPv4 or IPv6 format (e.g. [code]192.168.1.1[/code]). The [code]port[/code] is the port the server is listening on. The [code]in_bandwidth[/code] and [code]out_bandwidth[/code] parameters can be used to limit the incoming and outgoing bandwidth to the given number of bytes per second. The default of 0 means unlimited bandwidth. Note that ENet will strategically drop packets on specific sides of a connection between peers to ensure the peer's bandwidth is not overwhelmed. The bandwidth parameters also determine the window size of a connection which limits the amount of reliable packets that may be in transit at any given time. Returns [code]OK[/code] if a client was created, [code]ERR_ALREADY_IN_USE[/code] if this NetworkedMultiplayerEnet instance already has an open connection (in which case you need to call [method close_connection] first) or [code]ERR_CANT_CREATE[/code] if the client could not be created. If [code]client_port[/code] is specified, the client will also listen to the given port, this is useful in some NAT traversal technique. + Create client that connects to a server at [code]address[/code] using specified [code]port[/code]. The given address needs to be either a fully qualified domain name (e.g. [code]www.example.com[/code]) or an IP address in IPv4 or IPv6 format (e.g. [code]192.168.1.1[/code]). The [code]port[/code] is the port the server is listening on. The [code]in_bandwidth[/code] and [code]out_bandwidth[/code] parameters can be used to limit the incoming and outgoing bandwidth to the given number of bytes per second. The default of 0 means unlimited bandwidth. Note that ENet will strategically drop packets on specific sides of a connection between peers to ensure the peer's bandwidth is not overwhelmed. The bandwidth parameters also determine the window size of a connection which limits the amount of reliable packets that may be in transit at any given time. Returns [constant OK] if a client was created, [constant ERR_ALREADY_IN_USE] if this NetworkedMultiplayerEnet instance already has an open connection (in which case you need to call [method close_connection] first) or [constant ERR_CANT_CREATE] if the client could not be created. If [code]client_port[/code] is specified, the client will also listen to the given port, this is useful in some NAT traversal technique. </description> </method> <method name="create_server"> @@ -49,7 +49,7 @@ <argument index="3" name="out_bandwidth" type="int" default="0"> </argument> <description> - Create server that listens to connections via [code]port[/code]. The port needs to be an available, unused port between 0 and 65535. Note that ports below 1024 are privileged and may require elevated permissions depending on the platform. To change the interface the server listens on, use [method set_bind_ip]. The default IP is the wildcard [code]*[/code], which listens on all available interfaces. [code]max_clients[/code] is the maximum number of clients that are allowed at once, any number up to 4096 may be used, although the achievable number of simultaneous clients may be far lower and depends on the application. For additional details on the bandwidth parameters, see [method create_client]. Returns [code]OK[/code] if a server was created, [code]ERR_ALREADY_IN_USE[/code] if this NetworkedMultiplayerEnet instance already has an open connection (in which case you need to call [method close_connection] first) or [code]ERR_CANT_CREATE[/code] if the server could not be created. + Create server that listens to connections via [code]port[/code]. The port needs to be an available, unused port between 0 and 65535. Note that ports below 1024 are privileged and may require elevated permissions depending on the platform. To change the interface the server listens on, use [method set_bind_ip]. The default IP is the wildcard [code]*[/code], which listens on all available interfaces. [code]max_clients[/code] is the maximum number of clients that are allowed at once, any number up to 4096 may be used, although the achievable number of simultaneous clients may be far lower and depends on the application. For additional details on the bandwidth parameters, see [method create_client]. Returns [constant OK] if a server was created, [constant ERR_ALREADY_IN_USE] if this NetworkedMultiplayerEnet instance already has an open connection (in which case you need to call [method close_connection] first) or [constant ERR_CANT_CREATE] if the server could not be created. </description> </method> <method name="disconnect_peer"> @@ -107,7 +107,7 @@ </methods> <members> <member name="always_ordered" type="bool" setter="set_always_ordered" getter="is_always_ordered"> - Always use [code]TRANSFER_MODE_ORDERED[/code] in place of [code]TRANSFER_MODE_UNRELIABLE[/code]. This is the only way to use ordering with the RPC system. + Enforce ordered packets when using [constant NetworkedMultiplayerPeer.TRANSFER_MODE_UNRELIABLE] (thus behaving similarly to [constant NetworkedMultiplayerPeer.TRANSFER_MODE_UNRELIABLE_ORDERED]). This is the only way to use ordering with the RPC system. </member> <member name="channel_count" type="int" setter="set_channel_count" getter="get_channel_count"> The number of channels to be used by ENet. Default: [code]3[/code]. Channels are used to separate different kinds of data. In reliable or ordered mode, for example, the packet delivery order is ensured on a per channel basis. diff --git a/modules/upnp/doc_classes/UPNP.xml b/modules/upnp/doc_classes/UPNP.xml index 0516ea9d54..6530fd614e 100644 --- a/modules/upnp/doc_classes/UPNP.xml +++ b/modules/upnp/doc_classes/UPNP.xml @@ -171,7 +171,7 @@ No port maps are available. May also be returned if port mapping functionality is not available. </constant> <constant name="UPNP_RESULT_CONFLICT_WITH_OTHER_MECHANISM" value="12" enum="UPNPResult"> - Conflict with other mechanism. May be returned instead of [code]UPNP_RESULT_CONFLICT_WITH_OTHER_MAPPING[/code] if a port mapping conflicts with an existing one. + Conflict with other mechanism. May be returned instead of [constant UPNP_RESULT_CONFLICT_WITH_OTHER_MAPPING] if a port mapping conflicts with an existing one. </constant> <constant name="UPNP_RESULT_CONFLICT_WITH_OTHER_MAPPING" value="13" enum="UPNPResult"> Conflict with an existing port mapping. diff --git a/modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml b/modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml index ea6ba7cf43..b88d2890e1 100644 --- a/modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml +++ b/modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml @@ -194,19 +194,19 @@ Serialize a [Variant] to a string. </constant> <constant name="STR_TO_VAR" value="60" enum="BuiltinFunc"> - Deserialize a [Variant] from a string serialized using [code]VAR_TO_STR[/code]. + Deserialize a [Variant] from a string serialized using [constant VAR_TO_STR]. </constant> <constant name="VAR_TO_BYTES" value="61" enum="BuiltinFunc"> Serialize a [Variant] to a [PoolByteArray]. </constant> <constant name="BYTES_TO_VAR" value="62" enum="BuiltinFunc"> - Deserialize a [Variant] from a [PoolByteArray] serialized using [code]VAR_TO_BYTES[/code]. + Deserialize a [Variant] from a [PoolByteArray] serialized using [constant VAR_TO_BYTES]. </constant> <constant name="COLORN" value="63" enum="BuiltinFunc"> Return the [Color] with the given name and alpha ranging from 0 to 1. Note: names are defined in color_names.inc. </constant> <constant name="MATH_SMOOTHSTEP" value="64" enum="BuiltinFunc"> - Return a number smoothly interpolated between the first two inputs, based on the third input. Similar to [code]MATH_LERP[/code], but interpolates faster at the beginning and slower at the end. Using Hermite interpolation formula: + Return a number smoothly interpolated between the first two inputs, based on the third input. Similar to [constant MATH_LERP], but interpolates faster at the beginning and slower at the end. Using Hermite interpolation formula: [codeblock] var t = clamp((weight - from) / (to - from), 0.0, 1.0) return t * t * (3.0 - 2.0 * t) diff --git a/modules/visual_script/doc_classes/VisualScriptCustomNode.xml b/modules/visual_script/doc_classes/VisualScriptCustomNode.xml index 1ab9f807fb..cd3a663e81 100644 --- a/modules/visual_script/doc_classes/VisualScriptCustomNode.xml +++ b/modules/visual_script/doc_classes/VisualScriptCustomNode.xml @@ -125,7 +125,7 @@ Execute the custom node's logic, returning the index of the output sequence port to use or a [String] when there is an error. The [code]inputs[/code] array contains the values of the input ports. [code]outputs[/code] is an array whose indices should be set to the respective outputs. - The [code]start_mode[/code] is usually [code]START_MODE_BEGIN_SEQUENCE[/code], unless you have used the STEP_* constants. + The [code]start_mode[/code] is usually [constant START_MODE_BEGIN_SEQUENCE], unless you have used the STEP_* constants. [code]working_mem[/code] is an array which can be used to persist information between runs of the custom node. When returning, you can mask the returned value with one of the STEP_* constants. </description> diff --git a/modules/webrtc/doc_classes/WebRTCPeerConnection.xml b/modules/webrtc/doc_classes/WebRTCPeerConnection.xml index ae709877f4..4c2938d0db 100644 --- a/modules/webrtc/doc_classes/WebRTCPeerConnection.xml +++ b/modules/webrtc/doc_classes/WebRTCPeerConnection.xml @@ -7,7 +7,7 @@ A WebRTC connection between the local computer and a remote peer. Provides an interface to connect, maintain and monitor the connection. Setting up a WebRTC connection between two peers from now on) may not seem a trivial task, but it can be broken down into 3 main steps: - The peer that wants to initiate the connection ([code]A[/code] from now on) creates an offer and send it to the other peer ([code]B[/code] from now on). - - [code]B[/code] receives the offer, generate and answer, and sends it to [code]B[/code]). + - [code]B[/code] receives the offer, generate and answer, and sends it to [code]A[/code]). - [code]A[/code] and [code]B[/code] then generates and exchange ICE candidates with each other. After these steps, the connection should become connected. Keep on reading or look into the tutorial for more information. </description> @@ -68,7 +68,7 @@ </return> <description> Creates a new SDP offer to start a WebRTC connection with a remote peer. At least one [WebRTCDataChannel] must have been created before calling this method. - If this functions returns [code]OK[/code], [signal session_description_created] will be called when the session is ready to be sent. + If this functions returns [constant OK], [signal session_description_created] will be called when the session is ready to be sent. </description> </method> <method name="get_connection_state" qualifiers="const"> diff --git a/modules/websocket/doc_classes/WebSocketServer.xml b/modules/websocket/doc_classes/WebSocketServer.xml index 51945d410a..5c4647b1ce 100644 --- a/modules/websocket/doc_classes/WebSocketServer.xml +++ b/modules/websocket/doc_classes/WebSocketServer.xml @@ -71,7 +71,7 @@ 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. 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]). + 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"> |