Age | Commit message (Collapse) | Author |
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Bug introduced when implementing TCP disconnection detection.
(too much yank-paste).
Fixes #7545
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TCP connect always opens the correct socket type
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Bug introduced in dcb95ec1473eff3f455909cd81c3cd50b1e1159b.
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added a check to detect this case in the future
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TCP client connections does not need to rely on ipv6 dual stack sockets
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Fixes and improvementes for IPv6 implementation.
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That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
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IP_Address changes:
- Converts to and from String transparently while handling IPv4 as IPv6
mapped (::ffff:[IP]) address internally.
- Completely remove AddrType enum.
- Setting/Getting of ip array is now only possible through dedicated functions
(ie. set_ipv4, get_ipv4, set_ipv6, get_ipv6)
- Add function to know if the address is a valid IPv4 (for IP implementation and enet)
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PacketPeerUDP/StreamPeerTCP/TCP_Server now uses an instance variable
to store the selected ip_type (IPv4/IPv6/ANY, where ANY = dual stack).
All calls to resolve addresses, sending/receving data, connecting/listening
will use that socket type.
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Unify network socket creation between platform.
Ensure IPV6_V6ONLY flag is not set on sockets (allow IPv4 connection in IPv6 socket, dual-stack).
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The address size passed to network system calls now reflects the the actual IP type (v4 or v6).
Fix Windows and OSX ipv6 sockets
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StreamPeerWinsock::set_nodelay was a no-op. Copied the code from the
POSIX implementation because it is also correct on Windows per
http://msdn.microsoft.com/en-us/library/windows/desktop/ms740476%28v=vs.85%29.aspx.
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