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path: root/modules/enet/networked_multiplayer_enet.cpp
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2017-01-14Style: Fix whole-line commented codeRémi Verschelde
They do not play well with clang-format which aligns the `//` part with the rest of the code block, thus producing badly indented commented code.
2017-01-02ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky
Variant. All usages of "type" to refer to classes were renamed to "class" ClassDB has been exposed to GDScript. OBJ_TYPE() macro is now GDCLASS()
2017-01-02Merge pull request #7271 from Faless/ipv6_cleanupRémi Verschelde
Fixes and improvementes for IPv6 implementation.
2017-01-01Welcome in 2017, dear changelog reader!Rémi Verschelde
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!
2016-12-09IP_Address now handle IPv4 and IPv6 transparentlyFabio Alessandrelli
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)
2016-10-18adding ipv6Ariel Manzur
2016-10-15enet: Split enet thirdparty files and allow unbundlingRémi Verschelde
Building against shared libraries only implemented for Linux X11 so far. TODO: Document Godot's modifications of upstream enet.
2016-10-09Merge pull request #6741 from Faless/network_no_spoofRémi Verschelde
Better checks for Multiplayer API, prevent packet source spoofing.
2016-10-09Merge pull request #6657 from Faless/multi_channel_rpcRémi Verschelde
Use 2 different ENet channels for reliable/unreliable packets
2016-10-07Better checks for Multiplayer API, prevent packet source spoofing.Fabio Alessandrelli
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.
2016-09-30Fix possible buffer overflow in NetworkedMultiplayerENetFabio Alessandrelli
NetworkedMultiplayerENet::get_packet was reporting the wrong size for the packet buffer exposing a potential buffer overflow in case of malformed/malicious packets
2016-09-30Use 2 different ENet channels for reliable/unreliable packetsFabio Alessandrelli
This avoids stalling other sequenced but unreliable packets (i.e. UNRELIABLE_ORDERED) when sending RELIABLE packets.
2016-08-27add NetworkedMultiplayerENet::set_bind_ipHubert Jarosz
which allows ENet to bind on custom IP.
2016-08-22-High Level protocol optimization (should be smaller)Juan Linietsky
-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
2016-08-19Changed API to use sequenced packets for UDP (drop old)Juan Linietsky
2016-08-20ENet windows compilation fixes.Juan Linietsky
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.
2016-08-19Many fixes to networking, demo should work nowJuan Linietsky
2016-08-19Brand new networked multiplayerJuan Linietsky
2016-08-14Added high level networked multiplayer to Godot.Juan Linietsky
It's complete, but absolutely and completely untested, undocumented and NSFW. Have fun :-)
2016-08-14Missing some bits, and added connection status.Juan Linietsky
2016-08-14-Added an ENet implementation for NetworkedMultiplayerPeer for "a bit higher ↵Juan Linietsky
level" networking.