From 5b25457794d3a6935d4c144b277cd963649e6818 Mon Sep 17 00:00:00 2001 From: Max Hilbrunner Date: Tue, 7 Sep 2021 23:35:19 +0200 Subject: Multiplayer networking renames/simplification Removes _networking_ prefix from some methods and members, now that multiplayer has been largely moved out of Node and SceneTree and is seperated into its own set of classes. --- modules/websocket/doc_classes/WebSocketServer.xml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'modules/websocket/doc_classes/WebSocketServer.xml') 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 @@ 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]). -- cgit v1.2.3