Commit Graph
33 Commits
Author SHA1 Message Date
Meriipu f4aeaac2e2 high-level networking: remove bad practice; bomber demo more explicit
Removed an instance of a bad practice (letting the clients pass their
own rpc caller id to the server and having the server trust it), as
well as making the server the only one able to unpause the game.

The first of the two is a fairly harmful habit to teach, especially
in a first introduction.

Also made the bomber demo way more explicit (and verbose) by avoiding
as many ambiguous pronouns as possible, instead being quite explicit
about which nodes or methods are being referred to at any time, and
also some intermingled motivations/reminders for why these steps are
being taken.
2020-06-25 10:44:17 +02:00
Max Hilbrunner c302e96507 Update tutorials/networking/high_level_multiplayer.rst 2020-05-20 11:24:29 +02:00
Hugo Locurcio ec77f48d5e Add documentation about exporting for dedicated servers
This also documents how to build dedicated server binaries.
The part about compiling will need to be updated for Godot 4.0
once the server platform is usable again.

This also removes prompts before commands so that they can be
copy-pasted by triple-clicking without selecting the prompt.
2020-05-19 21:52:23 +02:00
Hugo Locurcio 726fe7ca1f Use network_peer as a property instead of using the setter method 2020-05-02 01:12:09 +02:00
Hugo Locurcio 30230b2971 Clarify that NetworkedMultiplayerPeer cannot be extended via GDScript
See #3460.
2020-04-28 09:39:20 +02:00
Yuri Sizov 135b33b768 Replace British spelling and fix various typos 2020-04-27 12:18:52 +03:00
nolike 8e7c82904f Links to Gaffer On Games blog (#3388)
Gaffer has relaunched his blog. No need to keep links to web archive anymore. 
I propose substitute links to updated blog.
2020-04-15 21:23:54 +02:00
Jummit fa93ed5505 remove image in networking docs
and mention some more multiplayer peers
2020-03-13 13:05:12 +01:00
Antonio Marcum 52026c1a0a Add a state design pattern tutorial (#2710) 2020-03-03 22:32:39 +01:00
follower 1b0021662f Fix inline code formatting that used "" not "`".
Restructured text uses double back-ticks to indicate inline monospace code formatting (a.k.a "verbatim"). 

(via <https://thomas-cokelaer.info/tutorials/sphinx/rest_syntax.html#inline-markup-and-special-characters-e-g-bold-italic-verbatim>)

Without this change the text is rendered as italic rather than monospaced on the [docs site](https://godot.readthedocs.io/en/3.2/tutorials/networking/high_level_multiplayer.html).
2020-02-14 00:57:48 +13:00
follower 74ec3b46ca Add mono-space code formatting in text. 2020-02-13 22:33:14 +13:00
Enhex a819cb9d45 fixed variable name 2019-12-27 21:33:21 +02:00
PouleyKetchoupp 854185495c Fixed code tags for true/false/null and a few property references 2019-11-02 13:09:14 +01:00
Fabio Alessandrelli d5e498ed0c Use p2p in high level multiplayer player exchange.
We used to broadcast player info on connect and have the server relay it
to other clients.
With this approach, each peer (including server) sends its own info once
to other peers as soon as they connects.
When a new player connects, it is notified of all the already connected
peers by the `network_peer_connected` signal.
Any already connected peer is also notified of the newly connected peer
by the same signal.
2019-07-10 11:54:54 +02:00
zEh- 9410d71a80 fix: there is get_network_peer on SceneTree 2019-04-24 14:54:47 +02:00
Fabio Alessandrelli 2dcaaf5666 Fix High Level Multiplayer tutorial listing.
Was not properly setting the network_master for remote peers, only for
the local one, causing the clients to go out of sync
2019-01-25 10:47:08 +01:00
corrigentia ebd232d45d Tweak high_level_multiplayer
Fix punctuation and grammar in high_level_multiplayer. Distinguish between function and method; ensure consistency.
2019-01-15 14:27:07 +02:00
Rémi Verschelde a1af0dfc13 Adapt tutorial hyperlinks after godotengine/godot#24640 2019-01-07 11:43:18 +01:00
Rémi Verschelde 4ef06a4135 Removing trailing whitespace
With `sed -i $(rg -l '[[:blank:]]*$' -g'!classes') -e 's/[[:blank:]]*$//g'`
2018-11-20 11:08:34 +01:00
Rémi Verschelde a0e32ac017 Fix mixed use of tabs and spaces in indented blocks
4-space is our convention for indented blocks and should be used consistently.
The only exception is for C++ code which is tab-indented, as the engine code.
2018-11-20 11:02:11 +01:00
Michael Alexsander Silva Dias 4ba009ae41 Fix incorrectly formatted note in "GDNative C++ example" page 2018-09-16 17:33:01 -03:00
Rémi Verschelde acfd853ad4 Networking: Replace sync and slave keywords by their 3.1 equivalents 2018-09-15 03:19:52 +02:00
Gwilym Kuiper b1fea15d4c Correct API mention is_networking_server -> is_network_server 2018-06-03 16:52:59 +01:00
mhilbrunner f215a0cf26 Proofing/review: Remove filler words, adhere to style guide 2018-05-06 05:23:37 +02:00
Michael Alexsander Silva Dias 23cb08ce0a Fixes for the GDScript styling in various pages. 2018-02-05 20:12:52 -02:00
mhilbrunner 97fa2606fb High-level networking: Add docs on get_rpc_sender_id() 2018-02-01 02:32:42 +01:00
Nathan 18f889b6a4 Improve docs structure
Change Step by Step in Getting Started
Remove Engine Features category, move into a new Tutorials top-level section
2018-01-25 08:54:27 +01:00
eska 7ae9124ae0 Fix high level multiplayer article 2016-08-22 04:40:43 +02:00
Juan Linietsky c10701571f Update high_level_multiplayer.rst 2016-08-21 17:58:01 -03:00
Juan Linietsky 8a14f0e89d Update high_level_multiplayer.rst 2016-08-21 17:48:36 -03:00
Juan Linietsky afaf852f96 Update high_level_multiplayer.rst 2016-08-21 16:54:25 -03:00
Juan Linietsky 60c1fcf059 Update high_level_multiplayer.rst 2016-08-21 16:51:58 -03:00
Juan Linietsky 57d6c0cd2e Create high_level_multiplayer.rst 2016-08-21 16:17:59 -03:00