Rémi Verschelde
fe52458154
Update copyright statements to 2022
...
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
Fabio Alessandrelli
42a1777531
[Net] Implement lower level ENet wrappers.
2021-07-29 10:59:00 +02:00
Aaron Franke
4e6efd1b07
Use C++ iterators for Lists in many situations
2021-07-23 17:38:28 -04:00
Lightning_A
e28fd07b2b
Rename instance()
->instantiate()
when it's a verb
2021-06-19 20:49:18 -06:00
Hugo Locurcio
3f078c99f6
Rename IP_Unix
, IP_Address
and TCP_Server
to remove underscores
2021-05-06 02:52:01 +02:00
Rémi Verschelde
690c00d522
Merge pull request #48235 from Faless/feature/network-local-port-enet-salvaged
...
[Net] Implement NetworkedMultiplayerENet.get_local_port
2021-04-28 19:04:09 +02:00
Fabio Alessandrelli
cd22a2be2f
Implement NetworkedMultiplayerENet.get_local_port
...
Allows retrieving the local port to which the peer is bound.
2021-04-28 16:53:13 +02:00
Rémi Verschelde
8247667a3e
Core: Drop custom copymem
/zeromem
defines
...
We've been using standard C library functions `memcpy`/`memset` for these since
2016 with 67f65f6639
.
There was still the possibility for third-party platform ports to override the
definitions with a custom header, but this doesn't seem useful anymore.
2021-04-27 16:26:27 +02:00
Fabio Alessandrelli
4d5c8e0b18
This renames PacketPeerUDP.listen to bind.
2021-04-12 21:05:33 +02:00
Rémi Verschelde
b5334d14f7
Update copyright statements to 2021
...
Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
2021-01-01 20:19:21 +01:00
Rémi Verschelde
896e7193d8
ENetGodot: Apply clang-format and style guide
2020-07-21 11:48:14 +02:00
Fabio Alessandrelli
7ec5c917d1
Funnel refuse_new_connections to Godot ENet.
2020-07-14 14:10:18 +02:00
Rémi Verschelde
27326f8238
Merge pull request #36296 from Faless/dtls/enet_vulkan
...
DTLS support + optional ENet encryption
2020-02-18 15:01:53 +01:00
Juan Linietsky
3205a92ad8
PoolVector is gone, replaced by Vector
...
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are
sugar for `Vector<Type>`.
2020-02-18 10:10:36 +01:00
Fabio Alessandrelli
119c2a4f70
Custom godot sockets for ENet now support DTLS.
...
Non-DTLS implementation uses plain NetSocket for performance as before.
2020-02-17 12:03:47 +01:00
Rémi Verschelde
a7f49ac9a1
Update copyright statements to 2020
...
Happy new year to the wonderful Godot community!
We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.
Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00
Tarik02
63d1a80656
Removed a call to set_blocking_enabled
from function enet_socket_create
since it is already called from https://github.com/godotengine/godot/blob/master/thirdparty/enet/host.c#L63
2019-04-26 22:27:50 +03:00
Tarik02
bb3089895c
Implement function enet_socket_set_option using ENetSocket class's methods.
...
Implemented options:
- ENET_SOCKOPT_NONBLOCK
- ENET_SOCKOPT_BROADCAST
- ENET_SOCKOPT_REUSEADDR
- ENET_SOCKOPT_NODELAY
Not implemented options:
- ENET_SOCKOPT_RCVBUF
- ENET_SOCKOPT_SNDBUF
- ENET_SOCKOPT_RCVTIMEO
- ENET_SOCKOPT_SNDTIMEO
2019-04-26 22:23:52 +03:00
Rémi Verschelde
b16c309f82
Update copyright statements to 2019
...
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
Fabio Alessandrelli
c5a4d638c6
Use NetSocket directly for ENet.
...
Avoid PacketPeerUDP buffering.
2018-11-02 20:17:54 +01:00
Fabio Alessandrelli
1b99806b47
Unify PacketPeerUDP using NetSocket
2018-09-12 15:56:16 +02:00
Fabio Alessandrelli
7de28be764
ENet wrapper properly detect disconnect on poll
...
Now PacketPeerUDP.get_available_packet_count() return -1 if the socket
is in error state.
2018-09-12 12:50:53 +02:00
Rémi Verschelde
b50a9114b1
Update copyright statements to 2018
...
Happy new year to the wonderful Godot community!
2018-01-01 14:40:47 +01:00
Rémi Verschelde
bd282ff43f
Use HTTPS URL for Godot's website in the headers
2017-08-27 14:16:55 +02:00
Rémi Verschelde
df61dc4b2b
Add "Godot Engine contributors" copyright line
2017-04-08 00:11:42 +02:00
Fabio Alessandrelli
0450e6539e
ENet code cleanup and changes from review.
2017-03-24 02:30:11 +01:00
Fabio Alessandrelli
5f681d0b0f
Allow non blocking UDP put_packet in C++.
...
- Add blocking mode option to PacketPeerUDP.
- put_packet returns ERR_UNAVAILABLE when operation would block.
- ENet module uses non-blocking UDP.
2017-03-24 02:30:11 +01:00
Fabio Alessandrelli
4cc1b04586
Add godot socket implementation
2017-03-08 21:16:20 +01:00