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Document the permission requirement on Android on network tutorials

Hugo Locurcio 4 lat temu
rodzic
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5ab61fbba6

+ 7 - 0
tutorials/networking/high_level_multiplayer.rst

@@ -115,6 +115,13 @@ Terminating the networking feature:
 
 (Although it may make sense to send a message first to let the other peers know you're going away instead of letting the connection close or timeout, depending on your game.)
 
+.. warning::
+
+    When exporting to Android, make sure to enable the [code]INTERNET[/code]
+    permission in the Android export preset before exporting the project or
+    using one-click deploy. Otherwise, network communication of any kind will be
+    blocked by Android.
+
 Managing connections
 --------------------
 

+ 7 - 0
tutorials/networking/http_client_class.rst

@@ -7,6 +7,13 @@ HTTP client class
 For a higher-level interface, you may want to take a look at :ref:`HTTPRequest <class_HTTPRequest>` first,
 which has a tutorial available :ref:`here <doc_http_request_class>`.
 
+.. warning::
+
+    When exporting to Android, make sure to enable the [code]INTERNET[/code]
+    permission in the Android export preset before exporting the project or
+    using one-click deploy. Otherwise, network communication of any kind will be
+    blocked by Android.
+
 Here's an example of using the :ref:`HTTPClient <class_HTTPClient>`
 class. It's just a script, so it can be run by executing:
 

+ 7 - 0
tutorials/networking/http_request_class.rst

@@ -8,6 +8,13 @@ It is backed by the more low-level :ref:`HTTPClient <class_HTTPClient>`, for whi
 
 For the sake of this example, we will create a simple UI with a button, that when pressed will start the HTTP request to the specified URL.
 
+.. warning::
+
+    When exporting to Android, make sure to enable the [code]INTERNET[/code]
+    permission in the Android export preset before exporting the project or
+    using one-click deploy. Otherwise, network communication of any kind will be
+    blocked by Android.
+
 Preparing scene
 ---------------
 

+ 7 - 0
tutorials/networking/webrtc.rst

@@ -37,6 +37,13 @@ WebRTC is implemented in Godot via two main classes :ref:`WebRTCPeerConnection <
 
 .. note:: These classes are available automatically in HTML5, but **require an external GDNative plugin on native (non-HTML5) platforms**. Check out the `webrtc-native plugin repository <https://github.com/godotengine/webrtc-native>`__ for instructions and to get the latest `release <https://github.com/godotengine/webrtc-native/releases>`__.
 
+.. warning::
+
+    When exporting to Android, make sure to enable the [code]INTERNET[/code]
+    permission in the Android export preset before exporting the project or
+    using one-click deploy. Otherwise, network communication of any kind will be
+    blocked by Android.
+
 Minimal connection example
 ^^^^^^^^^^^^^^^^^^^^^^^^^^
 

+ 7 - 0
tutorials/networking/websocket.rst

@@ -20,6 +20,13 @@ Using WebSocket in Godot
 
 WebSocket is implemented in Godot via three main classes :ref:`WebSocketClient <class_WebSocketClient>`, :ref:`WebSocketServer <class_WebSocketServer>`, and :ref:`WebSocketPeer <class_WebSocketPeer>`. The WebSocket implementation is compatible with the High Level Multiplayer. See section on :ref:`high-level multiplayer <doc_high_level_multiplayer>` for more details.
 
+.. warning::
+
+    When exporting to Android, make sure to enable the [code]INTERNET[/code]
+    permission in the Android export preset before exporting the project or
+    using one-click deploy. Otherwise, network communication of any kind will be
+    blocked by Android.
+
 Minimal client example
 ^^^^^^^^^^^^^^^^^^^^^^