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2022-05-16Replace most uses of Map by HashMapreduz
* Map is unnecessary and inefficient in almost every case. * Replaced by the new HashMap. * Renamed Map to RBMap and Set to RBSet for cases that still make sense (order matters) but use is discouraged. There were very few cases where replacing by HashMap was undesired because keeping the key order was intended. I tried to keep those (as RBMap) as much as possible, but might have missed some. Review appreciated!
2022-01-03Update copyright statements to 2022Rémi Verschelde
Happy new year to the wonderful Godot community!
2021-07-29[Net] Implement lower level ENet wrappers.Fabio Alessandrelli
2021-07-23Use C++ iterators for Lists in many situationsAaron Franke
2021-06-19Rename `instance()`->`instantiate()` when it's a verbLightning_A
2021-05-06Rename `IP_Unix`, `IP_Address` and `TCP_Server` to remove underscoresHugo Locurcio
2021-04-28Merge pull request #48235 from Faless/feature/network-local-port-enet-salvagedRémi Verschelde
[Net] Implement NetworkedMultiplayerENet.get_local_port
2021-04-28Implement NetworkedMultiplayerENet.get_local_portFabio Alessandrelli
Allows retrieving the local port to which the peer is bound.
2021-04-27Core: Drop custom `copymem`/`zeromem` definesRémi Verschelde
We've been using standard C library functions `memcpy`/`memset` for these since 2016 with 67f65f66391327b2967a20a89c3627e1dd6e84eb. There was still the possibility for third-party platform ports to override the definitions with a custom header, but this doesn't seem useful anymore.
2021-04-12This renames PacketPeerUDP.listen to bind.Fabio Alessandrelli
2021-01-08enet: Sync with upstream 1.3.17Rémi Verschelde
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 🎆
2020-07-21ENetGodot: Apply clang-format and style guideRémi Verschelde
2020-07-14Reorganize ENet pactches.Fabio Alessandrelli
2020-07-14Funnel refuse_new_connections to Godot ENet.Fabio Alessandrelli
2020-04-21enet: Update to upstream version 1.3.15Rémi Verschelde
2020-02-18Merge pull request #36296 from Faless/dtls/enet_vulkanRémi Verschelde
DTLS support + optional ENet encryption
2020-02-18PoolVector is gone, replaced by VectorJuan Linietsky
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`.
2020-02-17Custom godot sockets for ENet now support DTLS.Fabio Alessandrelli
Non-DTLS implementation uses plain NetSocket for performance as before.
2020-01-05enet: Sync with upstream 1.3.14Rémi Verschelde
We still have local modifications necessary for IPv6 support and using Godot sockets.
2020-01-05enet: Resync with upstream we forked at, add patchRémi Verschelde
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
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.
2019-04-26Removed a call to `set_blocking_enabled` from function `enet_socket_create` ↵Tarik02
since it is already called from https://github.com/godotengine/godot/blob/master/thirdparty/enet/host.c#L63
2019-04-26Implement function enet_socket_set_option using ENetSocket class's methods.Tarik02
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
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-11-02Use NetSocket directly for ENet.Fabio Alessandrelli
Avoid PacketPeerUDP buffering.
2018-09-12Unify PacketPeerUDP using NetSocketFabio Alessandrelli
2018-09-12ENet wrapper properly detect disconnect on pollFabio Alessandrelli
Now PacketPeerUDP.get_available_packet_count() return -1 if the socket is in error state.
2018-01-01Update copyright statements to 2018Rémi Verschelde
Happy new year to the wonderful Godot community!
2017-10-17Fix BSD compile issuesMarcelo Fernandez
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-04-08Add "Godot Engine contributors" copyright lineRémi Verschelde
2017-03-24ENet code cleanup and changes from review.Fabio Alessandrelli
2017-03-24Cleanup unused ENet files and updated thirdparty READMEFabio Alessandrelli
2017-03-24Allow non blocking UDP put_packet in C++.Fabio Alessandrelli
- Add blocking mode option to PacketPeerUDP. - put_packet returns ERR_UNAVAILABLE when operation would block. - ENet module uses non-blocking UDP.
2017-03-08Convert ENetAddress host to 16 bytes to accomote IPv6Fabio Alessandrelli
2017-03-08Add godot socket implementationFabio Alessandrelli
2016-11-03Rename WINRT_ENABLED to UWP_ENABLEDGeorge Marques
2016-10-15enet: Split enet thirdparty files and allow unbundlingRémi Verschelde
Building against shared libraries only implemented for Linux X11 so far. TODO: Document Godot's modifications of upstream enet.