Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

[3.x] Add error messages and docs to explain restrictions when calling NetworkedMultiplayerCustom.initialize() #63637

Merged
merged 1 commit into from
Jul 29, 2022

Conversation

dsnopek
Copy link
Contributor

@dsnopek dsnopek commented Jul 29, 2022

This is another follow-up to #63163 (which is similar to PR #63628)

The same user who was testing the feature there, made another suggestion for where error messages and documentation would have been helpful in understanding the restrictions when calling NetworkedMultipalyerCustom.initialize()

This PR adds that too!

@jarommadsen
Copy link

This is great!

@akien-mga akien-mga added this to the 3.5 milestone Jul 29, 2022
@dsnopek dsnopek force-pushed the multiplayer-custom-more-docs-3.x branch from 49bc58e to bace89d Compare July 29, 2022 18:35
@dsnopek dsnopek requested a review from akien-mga July 29, 2022 18:36
@dsnopek dsnopek force-pushed the multiplayer-custom-more-docs-3.x branch from bace89d to 5eaf83f Compare July 29, 2022 18:51
@dsnopek dsnopek requested a review from akien-mga July 29, 2022 18:52
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.
@akien-mga akien-mga merged commit 5ea00ad into godotengine:3.x Jul 29, 2022
@akien-mga
Copy link
Member

Thanks!

@dsnopek dsnopek deleted the multiplayer-custom-more-docs-3.x branch July 22, 2024 15:23
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

Successfully merging this pull request may close these issues.

3 participants