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path: root/modules/websocket/wsl_peer.cpp
AgeCommit message (Collapse)Author
2021-10-29Websockets: Fix buffer size checks in put_packet()Max Hilbrunner
Also check the error return value of wslay_event_queue_msg()
2021-07-31Websocket peer outbound buffer fixes. Expose outbound buffered amount.Jordan Schidlowsky
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 🎆
2020-05-14Style: Enforce braces around if blocks and loopsRémi Verschelde
Using clang-tidy's `readability-braces-around-statements`. https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
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.
2020-04-02Replace NULL with nullptrlupoDharkael
2020-02-18PoolVector is gone, replaced by VectorJuan Linietsky
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`.
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.
2020-01-24Lower WebSocket latency, fixes.Fabio Alessandrelli
WSLPeer now tries to flush packet queue after put_packet call. WSLServer::listen correctly returns TCP_Server::listen return value.
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.
2019-12-21WSLPeer now prevents receiving data after close.Fabio Alessandrelli
Used to spit error and report empty packets when connection was still half-closed (waiting for confirmation from other end).
2019-11-15Fix Visual Studio throwing C4334 warning.Marcel Admiraal
2019-10-09Re-implement WebSocket get host/port.Fabio Alessandrelli
Was lost during library switch
2019-08-28Style: Fix copyright headers in new filesRémi Verschelde
2019-08-19Move CryptoCore to it's own folder.Fabio Alessandrelli
Crypto classes will be placed in core/crypto.
2019-07-04WebSocket module now uses wslay library.Fabio Alessandrelli
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.