Change to_utf8 to to_utf8_buffer and to_ascii to to_ascii_buffer in remaining docs

The method `to_utf8` doesn't exist in Godot 4, but is still mentioned in
the documentation in some places. Replace it with the new name
`to_utf8_buffer`. Same for ascii. Same for C#.
This commit is contained in:
mara 2023-03-13 22:58:27 +01:00
parent 79454bfd3b
commit 57dca93718
7 changed files with 38 additions and 38 deletions

View file

@ -35,7 +35,7 @@
if p.get_status() == PacketPeerDTLS.STATUS_CONNECTED:
while p.get_available_packet_count() > 0:
print("Received message from client: %s" % p.get_packet().get_string_from_utf8())
p.put_packet("Hello DTLS client".to_utf8())
p.put_packet("Hello DTLS client".to_utf8_buffer())
[/gdscript]
[csharp]
// ServerNode.cs
@ -77,7 +77,7 @@
while (p.GetAvailablePacketCount() > 0)
{
GD.Print($"Received Message From Client: {p.GetPacket().GetStringFromUtf8()}");
p.PutPacket("Hello DTLS Client".ToUtf8());
p.PutPacket("Hello DTLS Client".ToUtf8Buffer());
}
}
}
@ -103,7 +103,7 @@
if dtls.get_status() == PacketPeerDTLS.STATUS_CONNECTED:
if !connected:
# Try to contact server
dtls.put_packet("The answer is... 42!".to_utf8())
dtls.put_packet("The answer is... 42!".to_utf8_buffer())
while dtls.get_available_packet_count() > 0:
print("Connected: %s" % dtls.get_packet().get_string_from_utf8())
connected = true
@ -133,7 +133,7 @@
if (!_connected)
{
// Try to contact server
_dtls.PutPacket("The Answer Is..42!".ToUtf8());
_dtls.PutPacket("The Answer Is..42!".ToUtf8Buffer());
}
while (_dtls.GetAvailablePacketCount() > 0)
{