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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@@ -30,10 +30,10 @@
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<argument index="3" name="output_max_packets" type="int">
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</argument>
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<description>
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Configure the buffers sizes for this WebSocket peer. Default values can be specified in project settings under [code]network/limits[/code]. For server, values are meant per connected peer.
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Configures the buffer sizes for this WebSocket peer. Default values can be specified in the Project Settings under [code]network/limits[/code]. For server, values are meant per connected peer.
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The first two parameters define the size and queued packets limits of the input buffer, the last two of the output buffer.
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Buffer sizes are expressed in KiB, so [code]4 = 2^12 = 4096 bytes[/code]. All parameters will be rounded up to the nearest power of two.
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NOTE: HTML5 exports only use the input buffer since the output one is managed by browsers.
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[b]Note:[/b] HTML5 exports only use the input buffer since the output one is managed by browsers.
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</description>
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</method>
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</methods>
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@@ -42,7 +42,8 @@
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<argument index="0" name="peer_source" type="int">
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</argument>
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<description>
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Emitted when a packet is received from a peer. Note: this signal is only emitted when the client or server is configured to use Godot multiplayer API.
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Emitted when a packet is received from a peer.
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[b]Note:[/b] This signal is only emitted when the client or server is configured to use Godot multiplayer API.
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</description>
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</signal>
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</signals>
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