Unified BSD and Winsock sockets into a single implementation of a
generic NetSocket interface.
This is some ground work for few network improvements:
- Reuse as much code as possible between Posix and Windows.
- Provide a single point of implementation for exotic sdks (consoles).
- Provide platform agnostic StreamPeerTCP and PacketPeerUDP in core.
- Implement connect for UDP allowing for DTLS implementation.
This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
Yesterday, when playing around with my network code, I realized there is
a security issue in decode_variant, at least when decoding PoolArrays.
Basically, the size of the PoolArray is encoded in a uint32_t, when
decoding it, that value is cast to int when comparing if the packet is
actually that size causing numbers with MSB=1 to be interpreted as
negative thus always passing the check. That same value though, is used
as uint32_t again to resize the output vector. For this reason, sending
a malformed packet with declared type PoolByteArray and size of 2^31(+x)
causes the engine to try to allocate 2+GB of pool memory, causing the
engine to crash.
(cherry picked from commit 5262d1bbcc)
This commit makes operator[] on Vector const and adds a write proxy to it. From
now on writes to Vectors need to happen through the .write proxy. So for
instance:
Vector<int> vec;
vec.push_back(10);
std::cout << vec[0] << std::endl;
vec.write[0] = 20;
Failing to use the .write proxy will cause a compilation error.
In addition COWable datatypes can now embed a CowData pointer to their data.
This means that String, CharString, and VMap no longer use or derive from
Vector.
_ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug
builds. This is a lot faster for Vector in the editor and while running tests.
The reason why this difference used to exist is because force-inlined methods
used to give a bad debugging experience. After extensive testing with modern
compilers this is no longer the case.
Before this change, missing User-Agent and Accept headers were automatically
added on all platforms. Setting the User-Agent header forces the browser to
do a CORS preflight (see 1) which fails if the HTTP endpoint is not
configured appropriate. It's not neccesary to set either header as the
browser sets them and so this commit disables that functionality on the JS
target.
1: https://developer.mozilla.org/en-US/docs/Web/HTTP/CORS#Simple_requests
Implements the same heuristic as Curl (and web browsers): if no `Content-Length`, no `Connection: keep-alive` and no chunked transfer encoding, assume th rest of the data until EOF is the body, gracefully setting the HTTP client back to the disconnected state.
Theoretically, this is not compliant with HTTP 1.1, by which `keep-alive` is the default, but in practice, an explicit header is sent by servers.
There was a percent-prefixed version, which was exposed, and a http-prefixed version which was not (only to GDNative).
This commit keeps the percent-prefixed versions, but with the http-prefixed implementations.
This commit fixes issue #17585: renaming/moving resources can corrupt
scene files. The corruption was caused by
'ResourceFormatLoaderBinary::rename_dependencies' updating the file
format version field of the affected scene file to the latest version
without actually updating the content of the file to that version,
resulting in a file whose content does not match its file format version
field. The fix preserves the file format version field and the engine
version fields when renaming dependencies.
When adding a directory path to the inventory of the pack, an empty file name was being added to the file list. That made `Directory.get_ntext()` signal end-of-list too early so that files in a subdirectory were missed.
Fixes#15801.
Helps with #16798.
Found via `codespell -q 3 --skip="./thirdparty,./editor/translations" -I ../godot-word-whitelist.txt`
Whitelist consists of:
```
ang
doubleclick
lod
nd
que
te
unselect
```
Notable potentially breaking changes:
- PROPERTY_USAGE_NOEDITOR is now PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_NETWORK, without PROPERTY_USAGE_INTERNAL
- Some properties were renamed, and sometimes even shadowed by new ones
- New getter methods (some virtual) were added
Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
They are NOT constant methods, as state by the comment message,
they fetch the last packet and then forget about it, actively
changing the state of the object.
Previously logging logic was scattered over OS class implementations
with plenty of duplication. Major changes in this commit:
- Extracted logging logic into a separate Logger hierarchy. It allows
easy configuration of logging mechanism depending on compile-time or
run-time configuration.
- Implemented RotatedFileLogger which is usually used with StdLogger,
providing persistency of logs. It is often important to be able to
obtain logs of the game even in production to be able to understand
what happened prior to some problem. On mobile there previously was
no way to obtain the logs aside from having the device connected to
your machine.
- flush() is not performed in release mode for every logged line. It
is only performed for errors.
Rename user facing methods and variables as well as the corresponding
C++ methods according to the folloming changes:
* pos -> position
* rot -> rotation
* loc -> location
C++ variables are left as is.
Currently we rely on some undefined behavior when Object->cast_to() gets
called with a Null pointer. This used to work fine with GCC < 6 but
newer versions of GCC remove all codepaths in which the this pointer is
Null. However, the non-static cast_to() was supposed to be null safe.
This patch makes cast_to() Null safe and removes the now redundant Null
checks where they existed.
It is explained in this article: https://www.viva64.com/en/b/0226/
-Added new 3D stream player node
-Added ability for Area to capture sound from streams
-Added small features in physics to be able to properly guess distance to areas for sound
-Fixed 3D CollisionObject so shapes are added the same as in 2D, directly from children
-Fixed KinematicBody API to make it the same as 2D.
zstd has much better compression speed and ratio, and better decompression speed than currently available methods.
Also set zstd as the default compression method for Compression as well as FileAccessCompressed functions.
"ALL IS GOOD" was a lie.
In particular, removes verbose "path not recognized" false positive.
The actual logic is to (somewhat naively) check all ResourceFormatLoaders
and to pick the first good match, so no need to warn about the formats
that do not match the type hint.
I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?
I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon
A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format
A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
- Add FIXME tags comments to some unfixed potential bugs
- Remove some checks (always false: unsigned never < 0)
- Fix some if statements based on reviews.
- Bunch of missing `else` statements
- TCP:
- `listen` bind to wildcard "*" -> dual stack socket
- `listen` bind to address -> socket from address type
- `connect` -> resolve using best protocol (UNSPEC), socket from address type
- UDP:
- `listen` bind to wildcard "*" -> dual stack socket
- `listen` bind to address -> socket from address type
- `put_packet`/`put_var` -> resolve using TYPE_ANY (UNSPEC), socket from address type
(to change socket type you must first call `close` it)
clang-format does not handle that well *at all*.
For the reference, found the relevant pieces of code with:
`ag "=[ "$'\t'"]?"$'\n'"[ "$'\t'"]?{" --ignore=thirdparty`
Made sure files in core/ and tools/ have a proper Godot license header
when written by us. Also renamed aabb.{cpp,h} and object_type_db.{cpp,h}
to rect3.{cpp,h} and class_db.{cpp,h} respectively.
Also added a proper header to core/io/base64.{c,h} after clarifying
the licensing with the original author (public domain).
-Changed SectionedPropertyEditor to support this
-Renamed Globals singleton to GlobalConfig, makes more sense.
-Changed the logic behind persisten global settings, instead of the persist checkbox, a revert button is now available
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
IP_Address changes:
- Converts to and from String transparently while handling IPv4 as IPv6
mapped (::ffff:[IP]) address internally.
- Completely remove AddrType enum.
- Setting/Getting of ip array is now only possible through dedicated functions
(ie. set_ipv4, get_ipv4, set_ipv6, get_ipv6)
- Add function to know if the address is a valid IPv4 (for IP implementation and enet)
PacketPeerUDP/StreamPeerTCP/TCP_Server now uses an instance variable
to store the selected ip_type (IPv4/IPv6/ANY, where ANY = dual stack).
All calls to resolve addresses, sending/receving data, connecting/listening
will use that socket type.
-Most 2D drawing is implemented
-Missing shaders
-Missing all 3D
-Editor needs to be set on update always to be used, otherwise it does not refresh
-Large parts of editor not working
-Ability to set compression to ENet packets (check API)
-Fixed small bug in StringDB that lead to duplicate empty strings
-Added a new class, StreamPeerBuffer, useful to create your own tightly packed data
The text format definition needs to stay in `scene/` as it relies
on other scene components, and `core/` must stay self-contained.
This reverts commits a5e27503fd
and 1492fd8460.
-Rearrange favorites in fs dock with drag and drop
-Removed import -> sub-scene, moved to scenetree contextual menu
-Removed import -> re-import , moved and integrated to FS dock
-Added ability in FS dock to re-import more than one resource
simultaneously
-Added ability to drag from native filesystem explorer to Godot, only
works on Windows though
-Removed scene reimport merge options, never worked well. Eventually
merging materials should be re-added
-Added ability to set custom root node type when importing scenes
-Re-Import is now automatic, can be configured back to manual in editor
settings
-Added resource previews in property list for many resource types
Fixes a bug that caused InputMap actions which have been set to joystick axes
not to work correctly on exported builds as the axis_value property wouldn't be serialized into engine.cfb.
See recent discussion in #49 (Post 121+)
-Made asset sharing support https
-Many fixes to HTTPRequest
-Added an asset installer dialog
-Visual cleanups to asset sharing tab
-Fixed some issues in ScrollContainer, hope it does not break things
-Asset sharing tab is not visible (hidden on purpose) for now.
-Scene edit state is saved outside the scene now, to avoid changes .tscn files when nothing really changed
-Created a VariantWriter helper to unify all variant to text writing
-Moved SceneFormatText writing to VariantWriter
-Moved ConfigFile to use VariantWriter and VariantParser, added compatibility mode for old .cfg files that use engine.cfg format
All classes were reviewed apart from VisualServer for which no argument name is documented at all.
While doing this review, I found quite a few bugs that were fixed either in earlier commits or this one (mostly documentation bugs though, i.e. some arguments were listed at the wrong place).
Documentation for HTTPClient.
Added a query_string_from_dict method to HTTPClient to create a x-www-form-urlencoded valid query string for GET and POST messages.
String now has http_escape() and http_unescape() methods to help facilitate the above query_string_from_dict method.
This push changes the binary and XML formats and bumps the major version to 2.0. As such, files saved in this version WILL NO LONGER WORK IN PREVIOUS VERSIONS. This compatibility breakage with older versions was required in order to properly provide project refactoring tools.
If I were you, unless you are brave, I would wait a week or two before pulling, in case of bugs :)
Summary of Changes
-New Filesystem dock, with filesystem & tree view modes.
-New refactoring tools, to change or fix dependencies.
-Quick search dialog, to quickly search any file
A general speedup should be apparent, with even more peformance increase when compiling optimized.
WARNING: Tested and it seems to work, but if something breaks, please report.
-ability to edit multiple scenes at the same time
-resource internal IDs are now persistent, this makes multiple scene
editing possible but maaaaay result in file corruption bugs (tested and
could not find anything but possibility exists because core code
changed, report immediately if you find this).
-properly save settings, layout, etc when edited
-script editing is independent from scene editing now
-show a yellow box when a script belongs to the scene
-ItemList control for easier lists/thumbnails
-New file dialog, with support for thumbnails, favorites, recent places,
etc
-Moved .fscache out of the project, no more bugs due to committed/pulled
.fscache!
-Dir dialog now sorts directories
Added support for 2D shadow casters.
*DANGER* Shaders in CanvasItem CHANGED, if you are using shader in a
CanvasItem and pull this, you will lose them. Shaders now work through a
2D material system similar to 3D. If you don't want to lose the 2D
shader code, save the shader as a .shd, then create a material in
CanvasItem and re-assign the shader.
-=-=-=-=-
Curse the day I decided to port UDP code, as it ended up
being two nights of work. At least It's done now (I hope).
-Fixed UDP Support, API seems stable
-Added UDP Chat demo (chat that can lose your packets, heh)
-Added helpers to areas and bodies to get list of collided bodies and contained bodies.
-Sped up screen/viewport capture code.
-Added code to save an image as PNG
-Small fix so scripts register their singletons after modules did.
-Fixed many bugs in stretch mode
-Fixes to camera project and unproject as consequence of the above
-added setget to script (documented in script doc)
-more fixes to collada exporter for blender
-=-=-=-=-=-=-=-=-=-=
Build System:
-Big clean up of SCons, changed how builds are done to a much cleaner method (check the Github Wiki for instructions).
-Deactivated BlackBerry10 (sorry), if no mantainer found (or BlackBerry does not send us a Passort ;), platform will be removed as we have no longer devices to test.
Engine:
-Removed deprecated object and scene format (was in there just for compatibility, not in use since a long time).
-Added ability to open scenes even if a node type was removed (will try to guess the closest type).
-Removed deprecated node types.
=====================================================
Previously if request was not chunked and longer than arbitrary chunk of
4096 bytes, rest was truncated. With this commit, we will copy
everything we have in the memmory.
-=-=-=-=-=-=-=-=-=-=-=-=-=
-Begin work on Navigation Meshes (simple pathfinding for now, will improve soon)
-More doc on theme overriding
-Upgraded OpenSSL to version without bugs
-Misc bugfixes
==========
-NOTIFICATION_WM_QUIT fixed on android (seems tha way this is reported changed in newer sdk)
-WIP implementation of APK Expansion APIs for publishing games larger than 50mb in Play Store
-Feaures in the new tutorials are all present in the sourcecode
-This (hopefully) should get rid of the animation list order getting corrupted
-Improved 3D Scene Importer (Skeletons, Animations and other stuff were not being merged). Anything missing?
-In code editor, the automatic syntax checker will only use file_exists() to check preload() else it might freeze the editor too much while typing if the preload is a big resource
-Fixed bugs in PolygonPathFinder, stil pending to do a node and a demo
-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-Auto indenter in code editor, this makes it much easier to paste external code.
-Zoom in 2D viewport now uses the mouse pointer as reference.
-Obscure hack to see where code/line of GDScript in C++ backtrace.
-Fixed a bug where keys would get stuck on X11 if pressed simultaneously
-Added Api on IP singleton to request local IPs.
-Premultiplied alpha support when importing texture, editing PNGs and as a blend mode.
-Added new screen resizing options, stretch_2d is removed, new much more flexible ones.
-Fixed bug in viewport (can create more instances in 3d-in-2d demo now)
-Can set android permissions and screen sizes manually in the export settings
-Changed export templates extension to .tpz (too many people unzipped the manually..)
-File dialog now ensures that the proper extension is used (will not allow to save without it)
-Fixed bug that made collision exceptions not work in 2D
-expressions in GDScript can take multiple lines if inside parenthesis (python-like)
-Added \ to force linebreaks to GDscript (python-like)
-added exclude objects from raycast
-fixed crashes
-Detect when free() might crash the project and throw error
-fixed 2D Bounce in physics (3d still broken)
-renamed “on_top” property to “behind_parent”, which makes more sense, old on_top remains there for compatibility but is invisible.
-large amount of fixes
-fix some menus
-fixed bug in out transition curves
-detect and remove file:/// in collada
-remove multiscript for now
-remove dependencies on mouse in OS, moved to Input
-avoid fscache from screwing up (fix might make it slower, but it works)
-funcref was missing, it's there now
In the `parse_tag` method of the `class ResourceInteractiveLoaderXML`,
the class responsible of loading the editor_settings.xml file, the
properties' values are loaded directly into an `String` object but the
file contents are always UTF-8, which leads to garbage in the XML file
when saved.
This patch reads the properties' values in a `CharString` and translate
them to UTF-8.
-load() was in the GDScript docs but missing in the scripting-different music for platformer 2D and 3D
-fix how documentation is generated, built in doc browser should be always up to date
-copypaste, scrolling, etc in builtin doc
-built-in scripts get saved now (though debugger may not always work on them)
-Theme can be set to controls as a property
-made GUI Theme editor usable
-editor does not allow to export or create .pck in the same path as a project
-changed .pck format (lacked support for versioning so couldn't change it), previous was causing crashes and is now incompatible, just re-export.
-will not look for .pck files recursively, was causing unexpected behaviors
-fixed execution of Godot in paths with non unicode characters in Windows, OSX and Linux.
-fixed TouchScreenButton with stretch2d
-fixed(?) OSX crash on startup (test!!)
-compilation fixes on windows
-CollisionPolygon editor works again
-find buttons en find dialog
-TileMap editor cleanup (removed "error", made nicer)
-viewport flicker fixed
-make .scn default extension for saving scenes
-export the rest of the network classes to gdscript