From 9e303ef71ce18ffd01ed7a63badf59ea015089c7 Mon Sep 17 00:00:00 2001 From: Fabio Alessandrelli Date: Mon, 24 Jun 2019 15:46:24 +0200 Subject: WebSocket module now uses wslay library. Both client and server are supported on native builds (as usual). SSL server is still not supported, but will soon be possible with this new library. The API stays the same, we just need to work out potential issues due to this big library switch. --- 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 1af5e403e6..63318e5874 100644 --- a/modules/websocket/doc_classes/WebSocketServer.xml +++ b/modules/websocket/doc_classes/WebSocketServer.xml @@ -69,7 +69,7 @@ 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]). -- cgit v1.2.3