Commit Graph

48 Commits

Author SHA1 Message Date
Fabio Alessandrelli 331f1662df [Net] Drop is_connected_to_host for TCP and UDP.
The UDP method is now called `is_socket_connected` to limit confusion
with the actual host connection status which doesn't make sense in UDP.

The TCP method is completly dropped, use get_status instead.

The only one left is the WebSocketPeer one, which should be fine as is
for now.
2022-03-27 16:36:44 +02:00
Rémi Verschelde fe52458154
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
Hugo Locurcio 3f078c99f6
Rename `IP_Unix`, `IP_Address` and `TCP_Server` to remove underscores 2021-05-06 02:52:01 +02:00
Fabio Alessandrelli 4d5c8e0b18 This renames PacketPeerUDP.listen to bind. 2021-04-12 21:05:33 +02:00
dam da8c2310b5 Allow local port control on net_socket connections 2021-04-12 21:05:33 +02:00
Anshul7sp1 91181c2086 Fixes small typos and grammar correction 2021-03-12 19:05:16 +05:30
Rémi Verschelde b5334d14f7
Update copyright statements to 2021
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 🎆
2021-01-01 20:19:21 +01:00
Fabio Alessandrelli 4b6a35c74a Disable SO_REUSEADDR for UDP.
It allows binding multiple sockets to the same ADDR:PORT (unlike TCP,
which still requires different ADDR:PORT combinations).
2020-11-27 14:12:34 +01:00
Fabio Alessandrelli 147bbe2155 UDPServer handles PacketPeerUDP-client association
UDPServer now uses a single socket which is shared with the
PacketPeerUDP it creates and has a new `poll` function to read incoming
packets on that socket and delivers them to the appropriate peer.
PacketPeerUDP created this way never reads from the socket, but are
allowed to write on it using sendto.

This is needed because Windows (unlike Linux/BSD) does not support
packet routing when multiple sockets are bound on the same address/port.
2020-07-14 14:10:18 +02:00
Rémi Verschelde 0ee0fa42e6 Style: Enforce braces around if blocks and loops
Using clang-tidy's `readability-braces-around-statements`.
https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2020-05-14 21:57:34 +02:00
Rémi Verschelde 07bc4e2f96 Style: Enforce separation line between function definitions
I couldn't find a tool that enforces it, so I went the manual route:
```
find -name "thirdparty" -prune \
  -o -name "*.cpp" -o -name "*.h" -o -name "*.m" -o -name "*.mm" \
  -o -name "*.glsl" > files
perl -0777 -pi -e 's/\n}\n([^#])/\n}\n\n\1/g' $(cat files)
misc/scripts/fix_style.sh -c
```

This adds a newline after all `}` on the first column, unless they
are followed by `#` (typically `#endif`). This leads to having lots
of places with two lines between function/class definitions, but
clang-format then fixes it as we enforce max one line of separation.

This doesn't fix potential occurrences of function definitions which
are indented (e.g. for a helper class defined in a .cpp), but it's
better than nothing. Also can't be made to run easily on CI/hooks so
we'll have to be careful with new code.

Part of #33027.
2020-05-14 16:54:55 +02:00
Rémi Verschelde 0be6d925dc Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks
Which means that reduz' beloved style which we all became used to
will now be changed automatically to remove the first empty line.

This makes us lean closer to 1TBS (the one true brace style) instead
of hybridating it with some Allman-inspired spacing.

There's still the case of braces around single-statement blocks that
needs to be addressed (but clang-format can't help with that, but
clang-tidy may if we agree about it).

Part of #33027.
2020-05-14 16:54:55 +02:00
Rémi Verschelde 1f6f364a56 Port member initialization from constructor to declaration (C++11)
Using `clang-tidy`'s `modernize-use-default-member-init` check and
manual review of the changes, and some extra manual changes that
`clang-tidy` failed to do.

Also went manually through all of `core` to find occurrences that
`clang-tidy` couldn't handle, especially all initializations done
in a constructor without using initializer lists.
2020-05-14 10:01:56 +02:00
Fabio Alessandrelli c4f6ab85b0 UDPServer and PacketPeerUDP connect_to_host.
UDP sockets can be "connected" to filter packets from a specific source.
In case of a bound socket (e.g. server), a new socket can be created on
the same address/port that will receive all packets that are not
filtered by a more specific socket (e.g. the previously connect socket).

This way, a UDPServer can listen to new packets, and return a new
PacketPeerUDP when receiving one, knowing that is a "new client".
2020-02-16 01:11:30 +01:00
Marcel Admiraal f0db13502a Remove duplicate WARN_PRINT macro. 2020-02-05 11:13:24 +01:00
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
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.
2020-01-01 11:16:22 +01:00
Fabio Alessandrelli 9269d6be32 UDP sockets broadcast is now disabled by default.
Add method `set_broadcast_enabled` to allow enabling broadcast via
GDScript.
2019-12-14 17:48:16 +01:00
Fabio Alessandrelli e5e3f86648 Multicast support in NetSocket/PacketPeerUDP 2019-06-21 00:14:42 +02:00
Rémi Verschelde b16c309f82 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
Wilson E. Alvarez 08f22f1cf0
Moved member variables to initializer list 2018-12-11 18:33:01 -05:00
Fabio Alessandrelli 1b99806b47 Unify PacketPeerUDP using NetSocket 2018-09-12 15:56:16 +02:00
Rémi Verschelde 277b24dfb7 Make core/ includes absolute, remove subfolders from include path
This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
2018-09-12 09:52:22 +02:00
Rémi Verschelde e4213e66b2 Add missing copyright headers and fix formatting
Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
2018-01-05 01:22:23 +01:00
Rémi Verschelde b50a9114b1 Update copyright statements to 2018
Happy new year to the wonderful Godot community!
2018-01-01 14:40:47 +01:00
Rémi Verschelde bd282ff43f Use HTTPS URL for Godot's website in the headers 2017-08-27 14:16:55 +02:00
Ignacio Etcheverry 2f290038d6 Removes type information from method binds 2017-08-10 07:17:50 +02:00
Rémi Verschelde df61dc4b2b Add "Godot Engine contributors" copyright line 2017-04-08 00:11:42 +02:00
Fabio Alessandrelli 5f681d0b0f Allow non blocking UDP put_packet in C++.
- Add blocking mode option to PacketPeerUDP.
- put_packet returns ERR_UNAVAILABLE when operation would block.
- ENet module uses non-blocking UDP.
2017-03-24 02:30:11 +01:00
Rémi Verschelde 5dbf1809c6 A Whole New World (clang-format edition)
I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?

I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon

A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format

A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
2017-03-05 16:44:50 +01:00
Hein-Pieter van Braam 411ee71b4d Rename the _MD macro to D_METHOD
This new name also makes its purpose a little clearer

This is a step towards fixing #56
2017-02-13 12:50:02 +01:00
Fabio Alessandrelli 88a56ba783 Remove set_ip_type from network classes (no longer needed)
- TCP:
  - `listen` bind to wildcard "*" -> dual stack socket
  - `listen` bind to address -> socket from address type
  - `connect` -> resolve using best protocol (UNSPEC), socket from address type

- UDP:
  - `listen` bind to wildcard "*" -> dual stack socket
  - `listen` bind to address -> socket from address type
  - `put_packet`/`put_var` -> resolve using TYPE_ANY (UNSPEC), socket from address type
    (to change socket type you must first call `close` it)
2017-01-23 20:18:22 +01:00
Fabio Alessandrelli 2fe4ef6699 Implement UDP listen bind address 2017-01-23 20:18:18 +01:00
Fabio Alessandrelli 98a7e2b4e0 Convert validity checks of IP_Address to is_valid method. 2017-01-23 20:15:20 +01:00
Juan Linietsky 6c512b88c2 UDP.set_send_address to UDP.set_dest_address 2017-01-14 00:54:21 -03:00
Juan Linietsky 118eed485e ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to Variant.
All usages of "type" to refer to classes were renamed to "class"
ClassDB has been exposed to GDScript.
OBJ_TYPE() macro is now GDCLASS()
2017-01-02 23:03:46 -03:00
Rémi Verschelde 0b2771bd65 Merge pull request #7271 from Faless/ipv6_cleanup
Fixes and improvementes for IPv6 implementation.
2017-01-02 15:51:45 +01:00
Rémi Verschelde c7bc44d5ad Welcome in 2017, dear changelog reader!
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!
2017-01-01 22:03:33 +01:00
Fabio Alessandrelli a77a0118f6 Allow setting ip_type for TCP/UDP and HTTP classes 2016-12-09 18:24:59 +01:00
Fabio Alessandrelli c18c5013f8 Migrate int.IP_TYPE_ constants to IP.TYPE_ 2016-12-09 18:24:59 +01:00
Fabio Alessandrelli 95bdd97768 Use an instance variable for ip_type in raw sockets
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.
2016-12-09 18:24:59 +01:00
Fabio Alessandrelli 7eef15b734 Set proper ip_type default for listen() and resolve_hostname() 2016-10-30 17:46:05 +01:00
Fabio Alessandrelli 2f1c859272 Add optional IP type param in TCP/UDP connect/set_send_address 2016-10-30 17:46:05 +01:00
Ariel Manzur 887a897c02 adding ipv6 2016-10-18 18:53:18 -03:00
Rémi Verschelde a7fc04626a Add missing license headers in our source files (#5255)
Also removes a couple wrong Godot headers from third-party source files.
2016-06-18 14:46:12 +02:00
Juan Linietsky abbea4d945 UDP Fixes
-=-=-=-=-

Curse the day I decided to port UDP code, as it ended up
being two nights of work.  At least It's done now (I hope).

-Fixed UDP Support, API seems stable
-Added UDP Chat demo (chat that can lose your packets, heh)
-Added helpers to areas and bodies to get list of collided bodies and contained bodies.
-Sped up screen/viewport capture code.
-Added code to save an image as PNG
-Small fix so scripts register their singletons after modules did.
2014-11-13 00:53:12 -03:00
Juan Linietsky d02953c596 oops 2014-11-12 11:29:22 -03:00
Juan Linietsky 12f3bc83b3 missing bind 2014-11-12 11:28:23 -03:00
Juan Linietsky 6dd8768811 3D Import Import & UDP
-=-=-=-=-=-=-=-=-=-=-

-Animation Import filter support
-Animation Clip import support
-Animation Optimizer Fixes, Improvements and Visibile Options
-Extremely Experimental UDP support.
2014-11-12 11:23:23 -03:00