Age | Commit message (Collapse) | Author |
|
|
|
Building against shared libraries only implemented for Linux X11 so far.
TODO: Document Godot's modifications of upstream enet.
|
|
Better checks for Multiplayer API, prevent packet source spoofing.
|
|
Use 2 different ENet channels for reliable/unreliable packets
|
|
Fixes the following problems.
A malicious client was able to contact another peer faking its identity
(even looking like he was the server).
A malicious client was able to force other client disconnections by sending
bogus system packets to the server.
|
|
NetworkedMultiplayerENet::get_packet was reporting the wrong size for the packet buffer exposing a potential buffer overflow in case of malformed/malicious packets
|
|
This avoids stalling other sequenced but unreliable packets
(i.e. UNRELIABLE_ORDERED) when sending RELIABLE packets.
|
|
which allows ENet to bind on custom IP.
|
|
-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
|
|
|
|
For reference, when you include a Windows header (be it directly windows.h or something that includes it)
put it at the end of the includes. it seems I forgot.
|
|
|
|
|
|
It's complete, but absolutely and completely untested, undocumented and NSFW.
Have fun :-)
|
|
|
|
level" networking.
|