Closed tavurth closed 2 years ago
This is mostly a documentation issue.
When using the multiplayer API (i.e. gd_mp_api=true
) only the signals from NetworkedMultiplayerPeer
works, the others for when one does not use the multiplayer API.
We can of course change that if desired, but most of them will just be duplicate signals.
Additionally I was thinking of splitting the multiplayer part from the regular websocket peers like done for ENet (in 4.0
I mean).
Additionally I was thinking of splitting the multiplayer part from the regular websocket peers like done for ENet (in
4.0
I mean).
This is now done via https://github.com/godotengine/godot/pull/66594 (which basically resolves this issue in 4.0). We may still want to improve documentation for 3.x branch highlighting which event is fired in which mode.
Closing as fixed in the master
branch, if anyone wants to contribute better documentation for the 3.x
branch feel free to open a PR targeting that branch.
Godot version:
OS/device including version:
Issue description:
WebSocketClient
andWebSocketServer
do not emit signals as expected by the documentation.There are no signals emitted on either the
client
or theserver
when the connection is established (but the connection works fine)The
server_close_request
is the only signal which seems to be working on the client, I couldn't reproduce any signals working on the server.Steps to reproduce: See sample project
godot-websocket-signals-master.zip
Workaround
For now I will be using the
NetworkedMultiplayerPeer
signals which seem to work correctly.