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This commit is a huge refactor of the websocket module.
The module is really old, and some design choices had to be
re-evaluated.
The WebSocketClient and WebSocketServer classes are now gone, and
WebSocketPeer can act as either client or server.
The WebSocketMultiplayerPeer class is no longer abstract, and implements
the Multiplayer API on top of the lower level WebSocketPeer.
WebSocketPeer is now a "raw" peer, like StreamPeerTCP and StreamPeerTLS,
so it emits no signal, and just needs polling to update its internal
state.
To use it as a client, simply call WebSocketPeer.coonect_to_url, then
frequently poll the peer until STATE_OPEN is reached and then you can
write or read from it, or STATE_CLOSED and then you can check the
disconnect code and reason).
To implement a server instead, a TCPServer must be created, and the
accepted connections needs to be provided to
WebSocketPeer.accept_stream (which will perform the HTTP handshake).
A full example of a WebSocketServer using TLS will be provided in the
demo repository.
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When going from version 14 to 15 it would introduce a tiny change in
`websocket_macros.h` just before the comment re-enabling clang-format,
but this can be solved by just letting it do its work.
Bonus cosmetic change in `math_fieldwise.cpp` where clang-format isn't
used, and bump recommended versions for pre-commit hook to [13; 15].
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Happy new year to the wonderful Godot community!
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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 🎆
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Can be manually set, let's not pollute them further.
Should also be done for WebRTC.
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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.
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Happy new year to the wonderful Godot community!
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Webassembly is client-only for obvious reasons.
Other platforms support both client and server using libwebsockets.
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