Standardize RST header syntax

This commit is contained in:
tetrapod00
2024-12-29 13:44:09 -08:00
parent 56a3dc697f
commit c4d3aa134a
101 changed files with 695 additions and 694 deletions
+5 -5
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@@ -13,14 +13,14 @@ One of Godot's great features is its ability to export to the HTML5/WebAssembly
This is a great opportunity for both demos and full games, but used to come with some limitations. In the area of networking, browsers used to support only HTTPRequests until recently, when first WebSocket and then WebRTC were proposed as standards.
WebSocket
^^^^^^^^^
~~~~~~~~~
When the WebSocket protocol was standardized in December 2011, it allowed browsers to create stable and bidirectional connections to a WebSocket server. The protocol is a very powerful tool to send push notifications to browsers, and has been used to implement chats, turn-based games, etc.
WebSockets, though, still use a TCP connection, which is good for reliability but not for latency, so not good for real-time applications like VoIP and fast-paced games.
WebRTC
^^^^^^
~~~~~~
For this reason, since 2010, Google started working on a new technology called WebRTC, which later on, in 2017, became a W3C candidate recommendation. WebRTC is a much more complex set of specifications, and relies on many other technologies behind the scenes (ICE, DTLS, SDP) to provide fast, real-time, and secure communication between two peers.
@@ -47,7 +47,7 @@ WebRTC is implemented in Godot via two main classes :ref:`WebRTCPeerConnection <
blocked by Android.
Minimal connection example
^^^^^^^^^^^^^^^^^^^^^^^^^^
~~~~~~~~~~~~~~~~~~~~~~~~~~
This example will show you how to create a WebRTC connection between two peers in the same application.
This is not very useful in real life, but will give you a good overview of how a WebRTC connection is set up.
@@ -105,7 +105,7 @@ This will print:
P2 received: Hi from P2
Local signaling example
^^^^^^^^^^^^^^^^^^^^^^^
~~~~~~~~~~~~~~~~~~~~~~~
This example expands on the previous one, separating the peers in two different scenes, and using a :ref:`singleton <doc_singletons_autoload>` as a signaling server.
@@ -220,6 +220,6 @@ This will print something similar to this:
/root/main/@@2 received: Hi from /root/main/@@3
Remote signaling with WebSocket
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
A more advanced demo using WebSocket for signaling peers and :ref:`WebRTCMultiplayerPeer <class_WebRTCMultiplayerPeer>` is available in the `godot demo projects <https://github.com/godotengine/godot-demo-projects>`_ under `networking/webrtc_signaling`.
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@@ -33,7 +33,7 @@ details.
blocked by Android.
Minimal client example
^^^^^^^^^^^^^^^^^^^^^^
~~~~~~~~~~~~~~~~~~~~~~
This example will show you how to create a WebSocket connection to a remote server, and how to send and receive data.
@@ -96,7 +96,7 @@ This will print something similar to:
Got data from server: Test packet
Minimal server example
^^^^^^^^^^^^^^^^^^^^^^
~~~~~~~~~~~~~~~~~~~~~~
This example will show you how to create a WebSocket server that listens for remote connections, and how to send and receive data.
@@ -162,7 +162,7 @@ This will print (when a client connects) something similar to this:
Got data from client 1348090059: Test packet ... echoing
Advanced chat demo
^^^^^^^^^^^^^^^^^^
~~~~~~~~~~~~~~~~~~
A more advanced chat demo which optionally uses the multiplayer mid-level
abstraction and a high-level multiplayer demo are available in the