Age | Commit message (Collapse) | Author |
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Building against shared libraries only implemented for Linux X11 so far.
TODO: Document Godot's modifications of upstream enet.
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Better checks for Multiplayer API, prevent packet source spoofing.
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Use 2 different ENet channels for reliable/unreliable packets
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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.
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NetworkedMultiplayerENet::get_packet was reporting the wrong size for the packet buffer exposing a potential buffer overflow in case of malformed/malicious packets
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This avoids stalling other sequenced but unreliable packets
(i.e. UNRELIABLE_ORDERED) when sending RELIABLE packets.
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- Patch enet code.
- Patch OpenSSL code and add shims for unavailable API.
- Add extra definition header for Freetype.
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which allows ENet to bind on custom IP.
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Fixes #6156.
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-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
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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.
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It's complete, but absolutely and completely untested, undocumented and NSFW.
Have fun :-)
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level" networking.
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