From 14e59ff11206b4a5b211ab882f0b84ef37a947a7 Mon Sep 17 00:00:00 2001 From: Fabio Alessandrelli Date: Sun, 27 Jan 2019 14:59:25 +0100 Subject: Update docs and errors for WebSocket module --- modules/websocket/doc_classes/WebSocketServer.xml | 3 ++- 1 file changed, 2 insertions(+), 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 ba66fdd89b..2932bf782a 100644 --- a/modules/websocket/doc_classes/WebSocketServer.xml +++ b/modules/websocket/doc_classes/WebSocketServer.xml @@ -72,7 +72,8 @@ 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. - You can use this server as a network peer for [MultiplayerAPI] by passing [code]true[/code] as [code]gd_mp_api[/code]. Note: [signal data_received] will not be fired and clients other than Godot will not work in this case. + 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]). -- cgit v1.2.3