Proofread and improve the whole class reference
- Document a few more properties and methods - Add more information to many classes - Fix lots of typos and gramar mistakes - Use [code] tags for parameters consistently - Use [b] and [i] tags consistently - Put "Warning:" and "Note:" on their own line to be more visible, and make them always bold - Tweak formatting in code examples to be more readable - Use double quotes consistently - Add more links to third-party technologies
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@@ -1,12 +1,12 @@
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="WebSocketServer" inherits="WebSocketMultiplayerPeer" category="Core" version="3.2">
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<brief_description>
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A WebSocket server implementation
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A WebSocket server implementation.
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</brief_description>
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<description>
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This class implements a WebSocket server that can also support the high level multiplayer API.
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This class implements a WebSocket server that can also support the high-level multiplayer API.
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After starting the server ([method listen]), you will need to [method NetworkedMultiplayerPeer.poll] it at regular intervals (e.g. inside [method Node._process]). When clients connect, disconnect, or send data, you will receive the appropriate signal.
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Note: This class will not work in HTML5 exports due to browser restrictions.
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[b]Note:[/b] This class will not work in HTML5 exports due to browser restrictions.
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</description>
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<tutorials>
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</tutorials>
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@@ -21,7 +21,7 @@
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<argument index="2" name="reason" type="String" default="""">
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</argument>
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<description>
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Disconnects the peer identified by [code]id[/code] from the server. See [method WebSocketPeer.close] for more info.
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Disconnects the peer identified by [code]id[/code] from the server. See [method WebSocketPeer.close] for more information.
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</description>
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</method>
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<method name="get_peer_address" qualifiers="const">
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@@ -68,9 +68,9 @@
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<argument index="2" name="gd_mp_api" type="bool" default="false">
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</argument>
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<description>
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Start listening on the given port.
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Starts listening on the given port.
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You can specify the desired subprotocols via the "protocols" array. If the list empty (default), "binary" will be used.
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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.
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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.
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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]).
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</description>
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</method>
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@@ -78,7 +78,7 @@
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<return type="void">
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</return>
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<description>
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Stop the server and clear its state.
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Stops the server and clear its state.
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</description>
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</method>
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</methods>
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@@ -116,7 +116,8 @@
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<argument index="0" name="id" type="int">
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</argument>
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<description>
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Emitted when a new message is received. Note: This signal is NOT emitted when used as high level multiplayer peer.
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Emitted when a new message is received.
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[b]Note:[/b] This signal is [i]not[/i] emitted when used as high-level multiplayer peer.
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</description>
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</signal>
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</signals>
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