Age | Commit message (Collapse) | Author |
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Hostname is now resolved during poll in WebSocketClient (wslay) to avoid
blocking during connect.
An attempt is still made to find the hostname in the resolver cache.
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These are not used consistently and some can conflict with
system-specific defines. While here, also delete some unused macros.
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Happy new year to the wonderful Godot community!
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Also:
- Adds two stress tests to test_string.h
- Changes to .empty() on std::strings
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Note: This PR also changes the port of the GDScript Language Server from 6008 to 6005. This opens enough ports above the debug port (6007) for this change to be useful.
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https://github.com/tatsuhiro-t/wslay/commit/45d22583b488f79d5a4e598cc7675c191c5ab53f
Mostly style changes, a couple new methods and fixes.
Tweak file structure a bit.
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Websockets: Fix buffer size checks in put_packet(), silent failures/connection hangs
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Also check the error return value of wslay_event_queue_msg()
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While at it, tweak some boolean setters to use `p_enabled` for the bool.
Also renames `draw_minimap()` to `set_draw_minimap()`.
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[Net] Extension system for network peers, webrtc.
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Removes _networking_ prefix from some methods and members, now that multiplayer has been largely moved out of Node and SceneTree and is seperated into its own set of classes.
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Move multiplayer classes to "core/multiplayer" subdir.
Move the RPCConfig and enums (TransferMode, RPCMode) to a separate
file (multiplayer.h), and bind them to the global namespace.
Move the RPC handling code to its own class (RPCManager).
Renames "get_rpc_sender_id" to "get_remote_sender_id".
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Add a missing call to disable warnings on a forked env for freetype's
`sfnt.c`.
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[Net] Implement RPC channels in MultiplayerAPI.
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WebsocketPeer outbound buffer fixes and buffer size query
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For the time being we don't support writing a description for those, preferring
having all details in the method's description.
Using self-closing tags saves half the lines, and prevents contributors from
thinking that they should write the argument or return documentation there.
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Used by ENetMultiplayerPeer and WebSocketServer to generate network IDs,
and exposed to the user for p2p networks (e.g. WebRTCMultiplayerPeer)
and custom MultiplayerPeer implementations.
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And const when possible.
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Found via `codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,fave,findn,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint`
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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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Was looking for misuse of module headers without checking that the module is
actually enabled and got carried away...
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* This PR adds the ability to disable classes when building.
* For now it's only possible to do this via command like:
`scons disable_classes=RayCast2D,Area3D`
* Eventually, a proper UI will be implemented to create a build config file to do this at large scale, as well as detect what is used in the project.
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This should make troubleshooting easier.
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[Net] Add WebSocketServer handshake_timeout property.
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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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Recent changes to parse_url caused the client to make invalid HTTP
requests if no path was specified.
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Add PROPERTY_USAGE_NONE and use it
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