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-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 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">