classref: Add property overview and setter/getter like in editor docs

Output from godotengine/godot#22013.
Fixes #1729.
This commit is contained in:
Rémi Verschelde
2018-09-13 11:06:52 +02:00
parent f9caa4be29
commit ab3f908221
578 changed files with 33831 additions and 6706 deletions

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@@ -8,6 +8,7 @@ WebSocketServer
===============
**Inherits:** :ref:`WebSocketMultiplayerPeer<class_WebSocketMultiplayerPeer>` **<** :ref:`NetworkedMultiplayerPeer<class_NetworkedMultiplayerPeer>` **<** :ref:`PacketPeer<class_PacketPeer>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>`
**Category:** Core
Brief Description
@@ -37,25 +38,24 @@ Methods
Signals
-------
.. _class_WebSocketServer_client_connected:
.. _class_WebSocketServer_client_connected:
- **client_connected** **(** :ref:`int<class_int>` id, :ref:`String<class_String>` protocol **)**
Emitted when a new client connects. "protocol" will be the sub-protocol agreed with the client.
.. _class_WebSocketServer_client_disconnected:
.. _class_WebSocketServer_client_disconnected:
- **client_disconnected** **(** :ref:`int<class_int>` id **)**
Emitted when a client disconnects.
.. _class_WebSocketServer_data_received:
.. _class_WebSocketServer_data_received:
- **data_received** **(** :ref:`int<class_int>` id **)**
Emitted when a new message is received. Note: This signal is NOT emitted when used as high level multiplayer peer.
Description
-----------
@@ -68,37 +68,37 @@ Note: This class will not work in HTML5 exports due to browser restrictions.
Method Descriptions
-------------------
.. _class_WebSocketServer_disconnect_peer:
.. _class_WebSocketServer_disconnect_peer:
- void **disconnect_peer** **(** :ref:`int<class_int>` id **)**
Disconnects the given peer.
.. _class_WebSocketServer_get_peer_address:
.. _class_WebSocketServer_get_peer_address:
- :ref:`String<class_String>` **get_peer_address** **(** :ref:`int<class_int>` id **)** const
Returns the IP address of the given peer.
.. _class_WebSocketServer_get_peer_port:
.. _class_WebSocketServer_get_peer_port:
- :ref:`int<class_int>` **get_peer_port** **(** :ref:`int<class_int>` id **)** const
Returns the remote port of the given peer.
.. _class_WebSocketServer_has_peer:
.. _class_WebSocketServer_has_peer:
- :ref:`bool<class_bool>` **has_peer** **(** :ref:`int<class_int>` id **)** const
Returns ``true`` if a peer with the given ID is connected.
.. _class_WebSocketServer_is_listening:
.. _class_WebSocketServer_is_listening:
- :ref:`bool<class_bool>` **is_listening** **(** **)** const
Returns ``true`` if the server is actively listening on a port.
.. _class_WebSocketServer_listen:
.. _class_WebSocketServer_listen:
- :ref:`Error<enum_@GlobalScope_Error>` **listen** **(** :ref:`int<class_int>` port, :ref:`PoolStringArray<class_PoolStringArray>` protocols=PoolStringArray( ), :ref:`bool<class_bool>` gd_mp_api=false **)**
@@ -108,10 +108,9 @@ You can specify the desired subprotocols via the "protocols" array. If the list
You can use this server as a network peer for :ref:`MultiplayerAPI<class_MultiplayerAPI>` by passing true as "gd_mp_api". Note: :ref:`data_received<class_WebSocketServer_data_received>` will not be fired and clients other than Godot will not work in this case.
.. _class_WebSocketServer_stop:
.. _class_WebSocketServer_stop:
- void **stop** **(** **)**
Stop the server and clear its state.