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path: root/modules/websocket/emws_peer.cpp
AgeCommit message (Collapse)Author
2021-05-06Rename `IP_Unix`, `IP_Address` and `TCP_Server` to remove underscoresHugo Locurcio
2021-02-08Initialize class/struct variables with default values in modules/Rafał Mikrut
2021-01-01Update copyright statements to 2021Rémi Verschelde
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 🎆
2020-11-10[HTML5] Port JavaScript inline code to libraries.Fabio Alessandrelli
The API is implemented in javascript, and generates C functions that can be called from godot. This allows much cleaner code replacing all `EM_ASM` calls in our C++ code with plain C function calls. This also gets rid of few hacks and comes with few optimizations (e.g. custom cursor shapes should be much faster now).
2020-05-14Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
2020-03-08Fix Javascript platform after PoolVector removal.Fabio Alessandrelli
Eval should be rechecked.
2020-02-18PoolVector is gone, replaced by VectorJuan Linietsky
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`.
2020-02-15Fix EMWSClient::get_connection_status(), try catchFabio Alessandrelli
2020-01-28Disable Nagle's algorithm for WebSocket TCP.Fabio Alessandrelli
This should greatly decrease latency for the most common use cases. A new function WebSocketPeer::set_no_delay will allow to configure it if so desired.
2020-01-01Update copyright statements to 2020Rémi Verschelde
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.
2019-08-12Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in rest of 'modules/'Robin Hübner
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2019-01-01Fix missing/malformed license headersRémi Verschelde
2018-11-12Convert WebSocket module to use PacketBuffer classFabio Alessandrelli
2018-09-24Implement WebSocket clean close detection.Fabio Alessandrelli
2018-09-24Implement WebSocket close notify.Fabio Alessandrelli
2018-04-12Implement get_peer_[address|port] in ENet/WSServerFabio Alessandrelli
Also implement get_connected_host and get_connected_port in WebSocketPeer (not supported in HTML5 due to browser limitation). Add shorthand disconnect_peer(id) for get_peer(id)->close() like in ENet to WebSocketServer.
2018-03-21s/2017/2018/g for gles2, websocket, linux appdataPoommetee Ketson
2018-02-06Relicense module to the wondeful Godot community!Fabio Alessandrelli
2018-02-06Add websocket module.Fabio Alessandrelli
Webassembly is client-only for obvious reasons. Other platforms support both client and server using libwebsockets.