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-rw-r--r--modules/websocket/doc_classes/WebSocketClient.xml2
-rw-r--r--modules/websocket/doc_classes/WebSocketServer.xml2
2 files changed, 2 insertions, 2 deletions
diff --git a/modules/websocket/doc_classes/WebSocketClient.xml b/modules/websocket/doc_classes/WebSocketClient.xml
index 0d425ad1dd..c3baf9de83 100644
--- a/modules/websocket/doc_classes/WebSocketClient.xml
+++ b/modules/websocket/doc_classes/WebSocketClient.xml
@@ -22,7 +22,7 @@
<argument index="2" name="gd_mp_api" type="bool" default="false">
</argument>
<description>
- Connects to the given URL requesting one of the given [code]protocols[/code] as sub-protocol.
+ Connects to the given URL requesting one of the given [code]protocols[/code] as sub-protocol. If the list empty (default), no sub-protocol will be requested.
If [code]true[/code] is passed as [code]gd_mp_api[/code], the client will behave like a network peer for the [MultiplayerAPI], connections to non-Godot servers 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(1)[/code] and not on this object directly (e.g. [code]get_peer(1).put_packet(data)[/code]).
</description>
diff --git a/modules/websocket/doc_classes/WebSocketServer.xml b/modules/websocket/doc_classes/WebSocketServer.xml
index 1af5e403e6..63318e5874 100644
--- a/modules/websocket/doc_classes/WebSocketServer.xml
+++ b/modules/websocket/doc_classes/WebSocketServer.xml
@@ -69,7 +69,7 @@
</argument>
<description>
Starts listening on the given port.
- You can specify the desired subprotocols via the "protocols" array. If the list empty (default), "binary" will be used.
+ 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]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>