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Use "low-level" and "high-level" instead of "low level" and "high level"
Co-Authored-By: John Veness <2512915+JohnVeness@users.noreply.github.com>
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@@ -97,7 +97,7 @@ for full IPv6 support.
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Initializing the network
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------------------------
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High level networking in Godot is managed by the :ref:`SceneTree <class_SceneTree>`.
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High-level networking in Godot is managed by the :ref:`SceneTree <class_SceneTree>`.
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Each node has a ``multiplayer`` property, which is a reference to the ``MultiplayerAPI`` instance configured for it
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by the scene tree. Initially, every node is configured with the same default ``MultiplayerAPI`` object.
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@@ -20,7 +20,10 @@ Godot supports WebSocket in both native and HTML5 exports.
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Using WebSocket in Godot
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------------------------
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WebSocket is implemented in Godot via :ref:`WebSocketPeer <class_WebSocketPeer>`. The WebSocket implementation is compatible with the High Level Multiplayer. See section on :ref:`high-level multiplayer <doc_high_level_multiplayer>` for more details.
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WebSocket is implemented in Godot via :ref:`WebSocketPeer <class_WebSocketPeer>`.
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The WebSocket implementation is compatible with the High-Level Multiplayer. See
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section on :ref:`high-level multiplayer <doc_high_level_multiplayer>` for more
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details.
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.. warning::
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@@ -161,4 +164,7 @@ This will print (when a client connects) something similar to this:
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Advanced chat demo
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^^^^^^^^^^^^^^^^^^
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A more advanced chat demo which optionally uses the multiplayer mid-level abstraction and a high level multiplayer demo are available in the `godot demo projects <https://github.com/godotengine/godot-demo-projects>`_ under `networking/websocket_chat` and `networking/websocket_multiplayer`.
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A more advanced chat demo which optionally uses the multiplayer mid-level
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abstraction and a high-level multiplayer demo are available in the
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`godot demo projects <https://github.com/godotengine/godot-demo-projects>`_
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under `networking/websocket_chat` and `networking/websocket_multiplayer`.
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