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Update the websockets tutorial for Godot 4's new signal connect syntax. (#5776)

Will Stott 3 anni fa
parent
commit
1ac9f5ec31
1 ha cambiato i file con 8 aggiunte e 8 eliminazioni
  1. 8 8
      tutorials/networking/websocket.rst

+ 8 - 8
tutorials/networking/websocket.rst

@@ -44,13 +44,13 @@ This example will show you how to create a WebSocket connection to a remote serv
 
     func _ready():
         # Connect base signals to get notified of connection open, close, and errors.
-        _client.connect("connection_closed", self, "_closed")
-        _client.connect("connection_error", self, "_closed")
-        _client.connect("connection_established", self, "_connected")
+        _client.connection_closed.connect(_closed)
+        _client.connection_error.connect(_closed)
+        _client.connection_established.connect(_connected)
         # This signal is emitted when not using the Multiplayer API every time
         # a full packet is received.
         # Alternatively, you could check get_peer(1).get_available_packets() in a loop.
-        _client.connect("data_received", self, "_on_data")
+        _client.data_received.connect(_on_data)
 
         # Initiate connection to the given URL.
         var err = _client.connect_to_url(websocket_url)
@@ -107,14 +107,14 @@ This example will show you how to create a WebSocket server that listens for rem
     func _ready():
         # Connect base signals to get notified of new client connections,
         # disconnections, and disconnect requests.
-        _server.connect("client_connected", self, "_connected")
-        _server.connect("client_disconnected", self, "_disconnected")
-        _server.connect("client_close_request", self, "_close_request")
+        _server.client_connected.connect(_connected)
+        _server.client_disconnected.connect(_disconnected)
+        _server.client_close_request.connect(_close_request)
         # This signal is emitted when not using the Multiplayer API every time a
         # full packet is received.
         # Alternatively, you could check get_peer(PEER_ID).get_available_packets()
         # in a loop for each connected peer.
-        _server.connect("data_received", self, "_on_data")
+        _server.data_received.connect(_on_data)
         # Start listening on the given port.
         var err = _server.listen(PORT)
         if err != OK: