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Merge pull request #750 from bend-n/patch-2
Fix typos in `webrct_signalling/README.md`
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networking/webrtc_signaling/README.md

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# A WebSocket signaling server/client for WebRTC.
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This demo is devided in 4 parts:
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This demo divided into 4 parts:
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- The `server` folder contains the signaling server implementation written in GDScript (so it can be run by a game server running Godot)
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- The `server_node` folder contains the signaling server implementation written in Node.js (if you don't plan to run a game server but only match-making).
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- The `client` part contains the client implementation in GDScript.
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- Itself divided into raw protocol and `WebRTCMultiplayer` handling.
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- The `server_node` folder contains the signaling server implementation written in Node.js (in case you dont want to run a godot game server).
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- The `client` folder contains the client implementation in GDScript.
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- It handles both the protocol and `WebRTCMultiplayer` separately.
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- The `demo` contains a small app that uses it.
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**NOTE**: You must extract the [latest version](https://github.com/godotengine/webrtc-native/releases) of the WebRTC GDNative plugin in the project folder to run from desktop.
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**NOTE**: You must extract the [latest version](https://github.com/godotengine/webrtc-native/releases) of the WebRTC GDNative plugin in the project folder to run on a desktop.
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Language: GDScript
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## Protocol
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The protocol is text based, and composed by a command and possibly multiple payload arguments, each separated by a new line.
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The protocol is text based, which is composed of a command and possibly multiple payload arguments, each separated by a new line.
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Messages without payload must still end with a newline and are the following:
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- `J: ` (or `J: <ROOM>`), must be sent by client immediately after connection to get a lobby assigned or join a known one.
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This messages is also sent by server back to the client to notify assigned lobby, or simply a successful join.
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- `I: <ID>`, sent by server to identify the client when it joins a room.
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- `N: <ID>`, sent by server to notify new peers in the same lobby.
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- `D: <ID>`, sent by server to notify when a peer in the same lobby disconnects.
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- `S: `, sent by client to seal the lobby (only the client that created it is allowed to seal a lobby).
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- `J: ` (or `J: <ROOM>`), must be sent by the client immediately after connecting to get a lobby assigned or join a known one.
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These messages are from the server back to the client to notify the client of the assigned lobby, or simply of a successful join.
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- `I: <ID>`, sent by the server to identify the client when it joins a room.
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- `N: <ID>`, sent by the server to notify new peers in the same lobby.
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- `D: <ID>`, sent by the server to notify when a peer in the same lobby disconnects.
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- `S: `, sent by a client to seal the lobby (only the client that created it is allowed to seal a lobby).
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When a lobby is sealed, no new client will be able to join, and the lobby will be destroyed (and clients disconnected) after 10 seconds.
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When a lobby is sealed, new clients will be unable to join, and the lobby will be destroyed (and clients disconnected) after 10 seconds.
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Messages with payload (used to transfer WebRTC parameters) are:
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- `O: <ID>`, used to send an offer.
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- `A: <ID>`, used to send an answer.
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- `C: <ID>`, used to send a candidate.
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When sending the parameter, a client will set `<ID>` as the destination peer, the server will replace it with the id of the sending peer, and rely it to the proper destination.
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When sending the parameter, a client will set `<ID>` as the destination peer, the server will replace it with the id of the sending peer, then relay it to the proper destination.
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## Screenshots
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