doc: Use self-closing tags for return and argument
For the time being we don't support writing a description for those, preferring having all details in the method's description. Using self-closing tags saves half the lines, and prevents contributors from thinking that they should write the argument or return documentation there.
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@@ -13,65 +13,54 @@
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</tutorials>
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<methods>
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<method name="clear">
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<return type="void">
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</return>
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<return type="void" />
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<description>
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Clears the current MultiplayerAPI network state (you shouldn't call this unless you know what you are doing).
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</description>
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</method>
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<method name="get_network_connected_peers" qualifiers="const">
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<return type="PackedInt32Array">
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</return>
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<return type="PackedInt32Array" />
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<description>
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Returns the peer IDs of all connected peers of this MultiplayerAPI's [member network_peer].
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</description>
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</method>
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<method name="get_network_unique_id" qualifiers="const">
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<return type="int">
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</return>
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<return type="int" />
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<description>
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Returns the unique peer ID of this MultiplayerAPI's [member network_peer].
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</description>
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</method>
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<method name="get_rpc_sender_id" qualifiers="const">
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<return type="int">
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</return>
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<return type="int" />
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<description>
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Returns the sender's peer ID for the RPC currently being executed.
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[b]Note:[/b] If not inside an RPC this method will return 0.
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</description>
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</method>
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<method name="has_network_peer" qualifiers="const">
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<return type="bool">
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</return>
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<return type="bool" />
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<description>
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Returns [code]true[/code] if there is a [member network_peer] set.
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</description>
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</method>
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<method name="is_network_server" qualifiers="const">
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<return type="bool">
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</return>
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<return type="bool" />
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<description>
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Returns [code]true[/code] if this MultiplayerAPI's [member network_peer] is in server mode (listening for connections).
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</description>
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</method>
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<method name="poll">
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<return type="void">
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</return>
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<return type="void" />
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<description>
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Method used for polling the MultiplayerAPI. You only need to worry about this if you are using [member Node.custom_multiplayer] override or you set [member SceneTree.multiplayer_poll] to [code]false[/code]. By default, [SceneTree] will poll its MultiplayerAPI for you.
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[b]Note:[/b] This method results in RPCs and RSETs being called, so they will be executed in the same context of this function (e.g. [code]_process[/code], [code]physics[/code], [Thread]).
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</description>
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</method>
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<method name="send_bytes">
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<return type="int" enum="Error">
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</return>
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<argument index="0" name="bytes" type="PackedByteArray">
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</argument>
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<argument index="1" name="id" type="int" default="0">
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</argument>
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<argument index="2" name="mode" type="int" enum="MultiplayerPeer.TransferMode" default="2">
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</argument>
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<return type="int" enum="Error" />
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<argument index="0" name="bytes" type="PackedByteArray" />
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<argument index="1" name="id" type="int" default="0" />
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<argument index="2" name="mode" type="int" enum="MultiplayerPeer.TransferMode" default="2" />
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<description>
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Sends the given raw [code]bytes[/code] to a specific peer identified by [code]id[/code] (see [method MultiplayerPeer.set_target_peer]). Default ID is [code]0[/code], i.e. broadcast to all peers.
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</description>
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@@ -105,24 +94,20 @@
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</description>
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</signal>
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<signal name="network_peer_connected">
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<argument index="0" name="id" type="int">
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</argument>
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<argument index="0" name="id" type="int" />
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<description>
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Emitted when this MultiplayerAPI's [member network_peer] connects with a new peer. ID is the peer ID of the new peer. Clients get notified when other clients connect to the same server. Upon connecting to a server, a client also receives this signal for the server (with ID being 1).
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</description>
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</signal>
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<signal name="network_peer_disconnected">
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<argument index="0" name="id" type="int">
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</argument>
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<argument index="0" name="id" type="int" />
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<description>
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Emitted when this MultiplayerAPI's [member network_peer] disconnects from a peer. Clients get notified when other clients disconnect from the same server.
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</description>
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</signal>
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<signal name="network_peer_packet">
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<argument index="0" name="id" type="int">
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</argument>
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<argument index="1" name="packet" type="PackedByteArray">
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</argument>
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<argument index="0" name="id" type="int" />
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<argument index="1" name="packet" type="PackedByteArray" />
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<description>
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Emitted when this MultiplayerAPI's [member network_peer] receive a [code]packet[/code] with custom data (see [method send_bytes]). ID is the peer ID of the peer that sent the packet.
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</description>
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