From b1430d8c2dbf2d26902734762ee32b854a75a00a Mon Sep 17 00:00:00 2001 From: Max Hilbrunner Date: Wed, 8 Sep 2021 14:37:22 +0200 Subject: [PATCH] Docs: Remove references to (removed) RSETs --- doc/classes/MultiplayerAPI.xml | 6 +++--- doc/classes/SceneTree.xml | 2 +- 2 files changed, 4 insertions(+), 4 deletions(-) diff --git a/doc/classes/MultiplayerAPI.xml b/doc/classes/MultiplayerAPI.xml index 7650d3f1b6c..647233f6790 100644 --- a/doc/classes/MultiplayerAPI.xml +++ b/doc/classes/MultiplayerAPI.xml @@ -5,7 +5,7 @@ This class implements the high-level multiplayer API. See also [MultiplayerPeer]. - By default, [SceneTree] has a reference to this class that is used to provide multiplayer capabilities (i.e. RPC/RSET) across the whole scene. + By default, [SceneTree] has a reference to this class that is used to provide multiplayer capabilities (i.e. RPCs) across the whole scene. It is possible to override the MultiplayerAPI instance used by specific Nodes by setting the [member Node.custom_multiplayer] property, effectively allowing to run both client and server in the same scene. [b]Note:[/b] The high-level multiplayer API protocol is an implementation detail and isn't meant to be used by non-Godot servers. It may change without notice. @@ -53,7 +53,7 @@ Method used for polling the MultiplayerAPI. You only need to worry about this if you are using [member Node.custom_multiplayer] override or you set [member SceneTree.multiplayer_poll] to [code]false[/code]. By default, [SceneTree] will poll its MultiplayerAPI for you. - [b]Note:[/b] This method results in RPCs and RSETs being called, so they will be executed in the same context of this function (e.g. [code]_process[/code], [code]physics[/code], [Thread]). + [b]Note:[/b] This method results in RPCs being called, so they will be executed in the same context of this function (e.g. [code]_process[/code], [code]physics[/code], [Thread]). @@ -69,7 +69,7 @@ - If [code]true[/code], the MultiplayerAPI will allow encoding and decoding of object during RPCs/RSETs. + If [code]true[/code], the MultiplayerAPI will allow encoding and decoding of object during RPCs. [b]Warning:[/b] Deserialized objects can contain code which gets executed. Do not use this option if the serialized object comes from untrusted sources to avoid potential security threats such as remote code execution. diff --git a/doc/classes/SceneTree.xml b/doc/classes/SceneTree.xml index 59e31902132..e81eff35ac7 100644 --- a/doc/classes/SceneTree.xml +++ b/doc/classes/SceneTree.xml @@ -215,7 +215,7 @@ If [code]true[/code] (default value), enables automatic polling of the [MultiplayerAPI] for this SceneTree during [signal process_frame]. - If [code]false[/code], you need to manually call [method MultiplayerAPI.poll] to process network packets and deliver RPCs/RSETs. This allows running RPCs/RSETs in a different loop (e.g. physics, thread, specific time step) and for manual [Mutex] protection when accessing the [MultiplayerAPI] from threads. + If [code]false[/code], you need to manually call [method MultiplayerAPI.poll] to process network packets and deliver RPCs. This allows running RPCs in a different loop (e.g. physics, thread, specific time step) and for manual [Mutex] protection when accessing the [MultiplayerAPI] from threads. If [code]true[/code], the [SceneTree] is paused. Doing so will have the following behavior: