Minor spelling fixes in strings, comments and non-code files. (#1236)

Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
This commit is contained in:
Christen Lofland
2025-08-04 19:19:57 -05:00
committed by GitHub
parent 48aaefbf12
commit bf4d1038d6
29 changed files with 52 additions and 52 deletions

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@@ -1,6 +1,6 @@
# A WebSocket signaling server/client for WebRTC.
This demo is devided in 4 parts:
This demo is divided in 4 parts:
- The `server` folder contains the signaling server implementation written in GDScript (so it can be run by a game server running Godot)
- 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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@@ -12,7 +12,7 @@ config_version=5
config/name="WebRTC Signaling Example"
config/description="A WebSocket signaling server/client for WebRTC.
This demo is devided in 4 parts.
This demo is divided in 4 parts.
The protocol is text based, and composed by a command and possibly
multiple payload arguments, each separated by a new line."
config/tags=PackedStringArray("demo", "network", "official")

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@@ -13,7 +13,7 @@ func info(msg: String) -> void:
#region Client signals
func _on_web_socket_client_connection_closed() -> void:
var ws := _client.get_socket()
info("Client just disconnected with code: %s, reson: %s" % [ws.get_close_code(), ws.get_close_reason()])
info("Client just disconnected with code: %s, reason: %s" % [ws.get_close_code(), ws.get_close_reason()])
func _on_web_socket_client_connected_to_server() -> void: