Age | Commit message (Collapse) | Author |
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We still have local modifications necessary for IPv6 support
and using Godot sockets.
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Before rebasing on the newly released enet 1.3.14, let's resync with the actual
commit we initially imported, which seems to be:
https://github.com/lsalzman/enet/commit/f46fee0acc8e243b2b6910b09693f93c3aad775f
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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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since it is already called from https://github.com/godotengine/godot/blob/master/thirdparty/enet/host.c#L63
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Implemented options:
- ENET_SOCKOPT_NONBLOCK
- ENET_SOCKOPT_BROADCAST
- ENET_SOCKOPT_REUSEADDR
- ENET_SOCKOPT_NODELAY
Not implemented options:
- ENET_SOCKOPT_RCVBUF
- ENET_SOCKOPT_SNDBUF
- ENET_SOCKOPT_RCVTIMEO
- ENET_SOCKOPT_SNDTIMEO
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Happy new year to the wonderful Godot community!
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Avoid PacketPeerUDP buffering.
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Now PacketPeerUDP.get_available_packet_count() return -1 if the socket
is in error state.
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Happy new year to the wonderful Godot community!
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- Add blocking mode option to PacketPeerUDP.
- put_packet returns ERR_UNAVAILABLE when operation would block.
- ENet module uses non-blocking UDP.
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Building against shared libraries only implemented for Linux X11 so far.
TODO: Document Godot's modifications of upstream enet.
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