Commit graph

27 commits

Author SHA1 Message Date
A Thousand Ships
955d5affa8
Reduce and prevent unnecessary random-access to List
Random-access access to `List` when iterating is `O(n^2)` (`O(n)` when
accessing a single element)

* Removed subscript operator, in favor of a more explicit `get`
* Added conversion from `Iterator` to `ConstIterator`
* Remade existing operations into other solutions when applicable
2024-05-04 16:08:55 +02:00
A Thousand Ships
684752e75b
Replace error checks against size with is_empty 2024-02-09 12:50:15 +01:00
Fabio Alessandrelli
b96d247ba2 [ENet] Properly set transfer flags when using custom channels 2023-08-05 12:27:02 +02:00
Rémi Verschelde
25b2f1780a
Style: Harmonize header includes in modules
This applies our existing style guide, and adds a new rule to that style
guide for modular components such as platform ports and modules:

Includes from the platform port or module ("local" includes) should be listed
first in their own block using relative paths, before Godot's "core" includes
which use "absolute" (project folder relative) paths, and finally thirdparty
includes.

Includes in `#ifdef`s come after their relevant section, i.e. the overall
structure is:

- Local includes
  * Conditional local includes
- Core includes
  * Conditional core includes
- Thirdparty includes
  * Conditional thirdparty includes
2023-06-15 14:35:45 +02:00
Rémi Verschelde
312011fade
Fix various typos with codespell
And include #72377.

Co-authored-by: Wiktor Kocielski <withaust@gmail.com>
2023-01-30 14:22:47 +01:00
Rémi Verschelde
d95794ec8a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00
Fabio Alessandrelli
33dda2e68a [MP] Remove connection state signals from MultiplayerPeer.
Now handled directly by the MultiplayerAPI implementation.
2022-11-02 15:17:23 +01:00
Fabio Alessandrelli
39f3d9d59e [MP] Add MultiplayerPeer disconnect_peer, close.
Update ENet, WebRTC, and WebSocket to support peer disconnection and
unify the close function.
2022-10-28 21:18:01 +02:00
Fabio Alessandrelli
7536d15fe3 [MP] Let MultiplayerAPI handle packet relaying and peer signaling.
MultiplayerPeer changes:

- Adds is_server_relay_supported virtual method

Informs the upper MultiplayerAPI layer if it can signal peers connected
to the server to other clients, and perform packet relaying among them.

- Adds get_packet_channel and get_packet_mode virtual methods

Allows the MultiplayerAPI to retrieve the channel and transfer modes to
use when relaying the last received packet.

SceneMultiplayerPeer changes:

- Implement peer signaling and packet relaying when the MultiplayerPeer
  advertise they are supported.

ENet, WebRTC, WebSocket changes:

- Removed custom code for relaying from WebSocket and ENet, and let it
  be handled by the upper layer.
- Update WebRTC to split create_client, create_server, and create_mesh,
  with the latter behaving like the old initialize with
  "server_compatibility = false", and the first two supporting the upper
  layer relaying protocol.
2022-10-27 18:08:58 +02:00
bruvzg
0103af1ddd
Fix MSVC warnings, rename shadowed variables, fix uninitialized values, change warnings=all to use /W4. 2022-10-07 11:32:33 +03:00
Fabio Alessandrelli
ca7d572908 [Net] Modularize multiplayer, expose MultiplayerAPI to extensions.
- RPC configurations are now dictionaries.
- Script.get_rpc_methods renamed to Script.get_rpc_config.
- Node.rpc[_id] and Callable.rpc now return an Error.
- Refactor MultiplayerAPI to allow extension.
- New MultiplayerAPI.rpc method with Array argument (for scripts).
- Move the default MultiplayerAPI implementation to a module.
2022-07-26 09:31:12 +02:00
Rémi Verschelde
fe52458154
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
luz paz
a124f1effe Fix various typos
Found via ` codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,expct,fave,findn,gird,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint,varn`
Update editor/import/resource_importer_layered_texture.cpp

Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update doc/classes/TileSetScenesCollectionSource.xml

Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/gui/graph_edit.cpp

Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/resources/animation.cpp

Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/resources/animation.cpp

Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/resources/animation.cpp

Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/gui/rich_text_label.cpp

Co-authored-by: Raul Santos <raulsntos@gmail.com>
Revert previously committed change
2022-01-02 01:03:58 -05:00
Jordan Schidlowsky
373d5ea103 [Net] ENet poll now only service the connection once.
It used to call `enet_host_service` until all events were consumed, but
that also meant constantly polling the connection leading to potentially
unbounded processing time.

It now only service the connection once, and instead consumes all the
retrieved events via `enet_host_check_events`.
2021-12-15 14:03:42 +01:00
Jordan Schidlowsky
397d895fb7 [Net] ENetMultiplayerPeer now sends fragmented packets unreliably too.
It used to always send them reliably when transfer mode was unreliable
or ordered if the packet size was more then the enet host MTU (1400
bytes by default).

This commit also adds a warning when debug is enabled to explain the
effects of sending fragmented packets unreliably.
2021-12-15 14:03:42 +01:00
Fabio Alessandrelli
24a949ea11 [Net] Rename RPC constants and annotation arguments.
any -> any_peer
sync -> call_local
ordered -> unreliable_ordered

Multiplayer.RPC_MODE_ANY -> RPC_MODE_ANY_PEER
Multiplayer.TRANSFER_MODE_ORDERED -> TRANSFER_MODE_UNRELIABLE_ORDERED
2021-10-01 18:14:38 +02:00
Fabio Alessandrelli
d18cbdf5e4
Merge pull request #52481 from Faless/net/4.x_native_peers
[Net] Extension system for network peers, webrtc.
2021-09-28 12:57:45 +02:00
Fabio Alessandrelli
e96e268e3b [ENet] Fix server not correctly relaying peer disconnects. 2021-09-27 11:40:21 +02:00
Fabio Alessandrelli
25226329be [Net] MultiplayerPeer cleanup, defaults. 2021-09-24 18:40:39 +02:00
Fabio Alessandrelli
bf9aae09ba [Net] Move multiplayer to core subdir, split RPCManager.
Move multiplayer classes to "core/multiplayer" subdir.

Move the RPCConfig and enums (TransferMode, RPCMode) to a separate
file (multiplayer.h), and bind them to the global namespace.

Move the RPC handling code to its own class (RPCManager).

Renames "get_rpc_sender_id" to "get_remote_sender_id".
2021-09-07 11:14:30 +02:00
Fabio Alessandrelli
027fbc9a6c [Net] Silence ENetMultiplayerPeer close_connection.
Used to print an error when it was not active, now it just returns
immediately as per the documentation.
2021-09-02 15:21:09 +02:00
Fabio Alessandrelli
a816d74fdf [Net] Fix ENetMultiplayerPeer status during connection.
While the client emitting "peer_connect" for the server, the status was
still set to CONNECTION_CONNECTING, causing bugs in the upper layer.
2021-08-06 02:00:56 +02:00
Fabio Alessandrelli
2cf39b97ae [Net] Implement RPC channels in MultiplayerAPI. 2021-07-30 17:29:50 +02:00
Fabio Alessandrelli
f39547b9bd [Net] Refactor ENetMultiplayerPeer to use ENet wrappers. 2021-07-29 10:59:00 +02:00
Fabio Alessandrelli
1e8bf86379 [Net] Add generate_unique_id to MultiplayerPeer.
Used by ENetMultiplayerPeer and WebSocketServer to generate network IDs,
and exposed to the user for p2p networks (e.g. WebRTCMultiplayerPeer)
and custom MultiplayerPeer implementations.
2021-07-29 10:40:03 +02:00
reduz
6631f66c2a Optimize StringName usage
* Added a new macro SNAME() that constructs and caches a local stringname.
* Subsequent usages use the cached version.
* Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time.
* Replaced all theme usages by this new macro.
* Replace all signal emission usages by this new macro.
* Replace all call_deferred usages by this new macro.

This is part of ongoing work to optimize GUI and the editor.
2021-07-18 21:20:02 -03:00
Fabio Alessandrelli
b31e8530b2 [Net] Rename NetworkedMultiplayerENet to ENetMultiplayerPeer. 2021-07-12 16:36:34 +02:00
Renamed from modules/enet/networked_multiplayer_enet.cpp (Browse further)