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[3.x] Add error messages and docs to explain allowed transitions in NetworkedMultiplayerCustom.set_connection_status() #63628

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merged 1 commit into from
Jul 29, 2022

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@dsnopek dsnopek commented Jul 29, 2022

This is a follow-up to #63163

A user tried using the new class, and commented there that some error messages and documentation about which transitions are allowed in NetworkedMultiplayerCustom.set_connection_status() would have been helpful.

This PR adds those!

@dsnopek dsnopek requested review from a team as code owners July 29, 2022 14:01
@dsnopek dsnopek requested review from Faless and a team July 29, 2022 14:01
@dsnopek dsnopek changed the title Add error messages and docs to explain allowed transitions in NetworkedMultipalyerCustom.set_connection_status() [3.x] Add error messages and docs to explain allowed transitions in NetworkedMultipalyerCustom.set_connection_status() Jul 29, 2022
@dsnopek dsnopek changed the title [3.x] Add error messages and docs to explain allowed transitions in NetworkedMultipalyerCustom.set_connection_status() [3.x] Add error messages and docs to explain allowed transitions in NetworkedMultiplayerCustom.set_connection_status() Jul 29, 2022
@dsnopek dsnopek force-pushed the multiplayer-custom-docs-3.x branch from 6bb6c18 to 738e76b Compare July 29, 2022 14:03
@akien-mga akien-mga added this to the 3.5 milestone Jul 29, 2022
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Faless commented Jul 29, 2022

Thanks!

@Faless Faless merged commit 97d7c7c into godotengine:3.x Jul 29, 2022
jarommadsen added a commit to jarommadsen/godot that referenced this pull request Jul 29, 2022
…n to guide usage

Some suggestions based on the new `NetworkedMultiplayerCustom` class introduced in godotengine#63163.

@dsnopek I've made some suggestions to the docs based on what would have helped me through my first time. This in conjunction with godotengine#63628 and your new additions in godotengine#63637 should help new users understand what's going on without having to dig through the source code.

I'd also like some help improving the `deliver_packet` method docs since I haven't gotten around to really digging through how that gets propagated. I assume the `from_peer_id` is meant to be the unique network id the sender of that packet was initialized with? And am I correct in assuming the `target_id`/`target_peer` is what it uses to deliver it the right place locally? I think some further documentation here would be helpful to know how to use `set_target_peer` in conjunction with this.
@dsnopek dsnopek deleted the multiplayer-custom-docs-3.x branch July 22, 2024 15:23
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3 participants