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small touchups to comments
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warent committed Jun 9, 2024
1 parent 740ad8c commit b541e5b
Showing 1 changed file with 2 additions and 3 deletions.
5 changes: 2 additions & 3 deletions addons/HLNC/NetworkNode3D.cs
Original file line number Diff line number Diff line change
Expand Up @@ -12,15 +12,14 @@ namespace HLNC
On every network tick, all NetworkNode3D nodes in the scene tree automatically have their <see cref="HLNC.NetworkProperty">network properties</see> updated with the latest data from the server.
Then, the special <see cref="_NetworkProcess(int)">NetworkProcess</see> method is called, which indicates that a network Tick is occurring.
Network properties can only update on the server side.
For a client to update network properties, they must send client inputs to the server via <see cref="HLNC.INetworkInputHandler"/> interface.
For a client to update network properties, they must send client inputs to the server via implementing the <see cref="HLNC.INetworkInputHandler"/> interface.
The server receives client inputs, can access them via <see cref="GetInput"/>, and handle them accordingly within <see cref="_NetworkProcess(int)">NetworkProcess</see> to mutate state.
</summary>
<example>
<code language="cs">
public partial class Player : NetworkNode3D, INetworkInputHandler
{
private Dictionary<int, Variant> inputBuffer = new Dictionary<int, Variant>();
public Dictionary<int, Variant> InputBuffer => inputBuffer;
public Dictionary<int, Variant> InputBuffer { get; private set; } = [];
public enum InputType {
MOVE = 0,
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