Age | Commit message (Collapse) | Author |
|
The bug was caused by not checking the TCP CONNECTING state
appropriately during the client handshake, and not checking the TCP
CONNECTED state during connection (which is unlikely, but might still
happen).
|
|
Fix a bug causing the WebSocketPeer to fail connecting to a remote
server when the TCP 3-way handshake took more than a few milliseconds.
|
|
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.
|
|
Also rename export name from "HTML5" to "Web".
|
|
|
|
Happy new year to the wonderful Godot community!
|
|
Also check the error return value of wslay_event_queue_msg()
|
|
|
|
|
|
|
|
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 🎆
|
|
Using clang-tidy's `readability-braces-around-statements`.
https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
|
|
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.
|
|
|
|
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are
sugar for `Vector<Type>`.
|
|
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.
|
|
WSLPeer now tries to flush packet queue after put_packet call.
WSLServer::listen correctly returns TCP_Server::listen return value.
|
|
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.
|
|
Used to spit error and report empty packets when connection was still
half-closed (waiting for confirmation from other end).
|
|
|
|
Was lost during library switch
|
|
|
|
Crypto classes will be placed in core/crypto.
|
|
Both client and server are supported on native builds (as usual).
SSL server is still not supported, but will soon be possible with this
new library.
The API stays the same, we just need to work out potential issues due to
this big library switch.
|