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doc: Use self-closing tags for return and argument
For the time being we don't support writing a description for those, preferring
having all details in the method's description.
Using self-closing tags saves half the lines, and prevents contributors from
thinking that they should write the argument or return documentation there.
(cherry picked from commit 7adf4cc9b5)
This commit is contained in:
@@ -10,25 +10,18 @@
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</tutorials>
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<methods>
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<method name="get_peer" qualifiers="const">
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<return type="WebSocketPeer">
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</return>
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<argument index="0" name="peer_id" type="int">
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</argument>
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<return type="WebSocketPeer" />
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<argument index="0" name="peer_id" type="int" />
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<description>
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Returns the [WebSocketPeer] associated to the given [code]peer_id[/code].
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</description>
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</method>
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<method name="set_buffers">
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<return type="int" enum="Error">
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</return>
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<argument index="0" name="input_buffer_size_kb" type="int">
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</argument>
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<argument index="1" name="input_max_packets" type="int">
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</argument>
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<argument index="2" name="output_buffer_size_kb" type="int">
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</argument>
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<argument index="3" name="output_max_packets" type="int">
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</argument>
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<return type="int" enum="Error" />
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<argument index="0" name="input_buffer_size_kb" type="int" />
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<argument index="1" name="input_max_packets" type="int" />
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<argument index="2" name="output_buffer_size_kb" type="int" />
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<argument index="3" name="output_max_packets" type="int" />
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<description>
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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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@@ -43,8 +36,7 @@
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</members>
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<signals>
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<signal name="peer_packet">
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<argument index="0" name="peer_source" type="int">
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</argument>
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<argument index="0" name="peer_source" type="int" />
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<description>
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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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