Age | Commit message (Collapse) | Author |
|
* 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!
|
|
Happy new year to the wonderful Godot community!
|
|
|
|
|
|
|
|
|
|
[Net] Implement NetworkedMultiplayerENet.get_local_port
|
|
Allows retrieving the local port to which the peer is bound.
|
|
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.
|
|
|
|
|
|
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 🎆
|
|
|
|
|
|
|
|
|
|
DTLS support + optional ENet encryption
|
|
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are
sugar for `Vector<Type>`.
|
|
Non-DTLS implementation uses plain NetSocket for performance as before.
|
|
We still have local modifications necessary for IPv6 support
and using Godot sockets.
|
|
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
|
|
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.
|
|
since it is already called from https://github.com/godotengine/godot/blob/master/thirdparty/enet/host.c#L63
|
|
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
|
|
Happy new year to the wonderful Godot community!
|
|
Avoid PacketPeerUDP buffering.
|
|
|
|
Now PacketPeerUDP.get_available_packet_count() return -1 if the socket
is in error state.
|
|
Happy new year to the wonderful Godot community!
|
|
|
|
|
|
|
|
|
|
|
|
- Add blocking mode option to PacketPeerUDP.
- put_packet returns ERR_UNAVAILABLE when operation would block.
- ENet module uses non-blocking UDP.
|
|
|
|
|
|
|
|
Building against shared libraries only implemented for Linux X11 so far.
TODO: Document Godot's modifications of upstream enet.
|