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* Added a new macro SNAME() that constructs and caches a local stringname.
* Subsequent usages use the cached version.
* Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time.
* Replaced all theme usages by this new macro.
* Replace all signal emission usages by this new macro.
* Replace all call_deferred usages by this new macro.
This is part of ongoing work to optimize GUI and the editor.
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This information is exposed to the websocket server through the
client_connected-signal.
example.com/chat?id=10 gives the resource name "/chat?id=10"
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Allows customization of the maximum time a client is allowed to stay in
the the "pending" state (i.e. awaiting HTTP handshake).
This used to be 1 second by before, the new default is 3 seconds.
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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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Using clang-tidy's `readability-braces-around-statements`.
https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
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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.
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WSLPeer now tries to flush packet queue after put_packet call.
WSLServer::listen correctly returns TCP_Server::listen return value.
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* Add bind_ip property to WebSocketServer defaulting to "*" (listen to everyone)
* Set default for GDscript Language Server to listen only to localhost
Fixes potential security issue with GDScript language server being exposed to the
broad net by default.
Since it is the server which primary usage is to provide utility to the local
editor there is no need to expose it.
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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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This commit also converts all PoolVector<String> parameters to
`const Vector<String>` in both WebSocketServer and WebSocketClient.
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Happy new year to the wonderful Godot community!
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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.
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Webassembly is client-only for obvious reasons.
Other platforms support both client and server using libwebsockets.
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