docs: note on the readme that the reported players array length could be different lenght compared to the reported numplayers field
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@ -58,9 +58,9 @@ The returned state object will contain the following keys:
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* **password**: boolean - If a password is required
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* **password**: boolean - If a password is required
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* **numplayers**: number
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* **numplayers**: number
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* **maxplayers**: number
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* **maxplayers**: number
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* **players**: array of objects
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* **players**: array of objects - note that this could be of a different length compared to **numplayers**
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* **name**: string - If the player's name is unknown, the string will be empty.
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* **name**: string - If the player's name is unknown, the string will be empty.
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* **raw**: object - Additional information about the player if available (**unstable**).
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* **raw**: object - Additional information about the player if available.
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* **bots**: array of objects - Same schema as `players`
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* **bots**: array of objects - Same schema as `players`
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* **connect**: string
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* **connect**: string
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* This will typically include the game's `ip:port`
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* This will typically include the game's `ip:port`
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@ -71,7 +71,7 @@ The returned state object will contain the following keys:
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* Note that this is not the RTT of an ICMP echo, as ICMP packets are often blocked by NATs and node
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* Note that this is not the RTT of an ICMP echo, as ICMP packets are often blocked by NATs and node
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has poor support for raw sockets.
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has poor support for raw sockets.
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* This value is derived from the RTT of one of the query packets, which is usually quite accurate, but may add a bit due to server lag.
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* This value is derived from the RTT of one of the query packets, which is usually quite accurate, but may add a bit due to server lag.
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* **raw**: freeform object (**unstable**)
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* **raw**: object
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* Contains all information received from the server in a disorganized format.
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* Contains all information received from the server in a disorganized format.
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Note that `raw` (or **unstable**) objects contents MAY change on a per-protocol basis between GameDig patch releases (although not typical).
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Note that `raw` (or **unstable**) objects contents MAY change on a per-protocol basis between GameDig patch releases (although not typical).
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