}
/**
- * Set to force the incoming channel to match our announced channel preference in
- * ChannelConfig.
+ * Set to force an incoming channel to match our announced channel preference in
+ * [`ChannelConfig::announced_channel`].
*
- * Default value: true, to make the default that no announced channels are possible (which is
- * appropriate for any nodes which are not online very reliably).
+ * For a node which is not online reliably, this should be set to true and
+ * [`ChannelConfig::announced_channel`] set to false, ensuring that no announced (aka public)
+ * channels will ever be opened.
+ *
+ * Default value: true.
*/
public boolean get_force_announced_channel_preference() {
boolean ret = bindings.ChannelHandshakeLimits_get_force_announced_channel_preference(this.ptr);
}
/**
- * Set to force the incoming channel to match our announced channel preference in
- * ChannelConfig.
+ * Set to force an incoming channel to match our announced channel preference in
+ * [`ChannelConfig::announced_channel`].
+ *
+ * For a node which is not online reliably, this should be set to true and
+ * [`ChannelConfig::announced_channel`] set to false, ensuring that no announced (aka public)
+ * channels will ever be opened.
*
- * Default value: true, to make the default that no announced channels are possible (which is
- * appropriate for any nodes which are not online very reliably).
+ * Default value: true.
*/
public void set_force_announced_channel_preference(boolean val) {
bindings.ChannelHandshakeLimits_set_force_announced_channel_preference(this.ptr, val);