Commit Graph

25 Commits

Author SHA1 Message Date
Fabio Alessandrelli 1e8bf86379 [Net] Add generate_unique_id to MultiplayerPeer.
Used by ENetMultiplayerPeer and WebSocketServer to generate network IDs,
and exposed to the user for p2p networks (e.g. WebRTCMultiplayerPeer)
and custom MultiplayerPeer implementations.
2021-07-29 10:40:03 +02:00
Aaron Franke 4e6efd1b07
Use C++ iterators for Lists in many situations 2021-07-23 17:38:28 -04:00
reduz 6631f66c2a Optimize StringName usage
* Added a new macro SNAME() that constructs and caches a local stringname.
* Subsequent usages use the cached version.
* Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time.
* Replaced all theme usages by this new macro.
* Replace all signal emission usages by this new macro.
* Replace all call_deferred usages by this new macro.

This is part of ongoing work to optimize GUI and the editor.
2021-07-18 21:20:02 -03:00
Fabio Alessandrelli 88d68346ee [Net] Rename NetworkedMultiplayerPeer to MultiplayerPeer. 2021-07-12 16:36:34 +02:00
MaxStgs 05ad08941b Add WebSocketMultiplayerPeer _incoming_packets check bound 2021-04-30 21:00:52 +05:00
Rémi Verschelde 8247667a3e
Core: Drop custom `copymem`/`zeromem` defines
We've been using standard C library functions `memcpy`/`memset` for these since
2016 with 67f65f6639.

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.
2021-04-27 16:26:27 +02:00
Anshul7sp1 91181c2086 Fixes small typos and grammar correction 2021-03-12 19:05:16 +05:30
Rafał Mikrut f7209b459b Initialize class/struct variables with default values in modules/ 2021-02-08 10:57:18 +01:00
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
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
lupoDharkael 95a1400a2a Replace NULL with nullptr 2020-04-02 13:38:00 +02:00
Rémi Verschelde cb282c6ef0 Style: Set clang-format Standard to Cpp11
For us, it practically only changes the fact that `A<A<int>>` is now
used instead of the C++03 compatible `A<A<int> >`.

Note: clang-format 10+ changed the `Standard` arguments to fully
specified `c++11`, `c++14`, etc. versions, but we can't use `c++17`
now if we want to preserve compatibility with clang-format 8 and 9.
`Cpp11` is still supported as deprecated alias for `Latest`.
2020-03-17 07:36:24 +01:00
Juan Linietsky 3205a92ad8 PoolVector is gone, replaced by Vector
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are
sugar for `Vector<Type>`.
2020-02-18 10:10:36 +01:00
Fabio Alessandrelli 50f1b035b8 Fix MultiplayerAPI crash when peer impl misbehave.
Also fix WebSocketMultiplayer::get_available_packet_count() return value
when peer is not configured to use the multiplayer API.
2020-01-21 20:46:32 +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
Rémi Verschelde f2c9252b6e
Merge pull request #31483 from Faless/ws/fix_double_relay
Fix WebSocketServer relaying message twice.
2019-08-20 12:49:15 +02:00
Fabio Alessandrelli d1539db2c6 Fix WebSocketServer relaying message 2 times.
The WebSocketMultiplayerPeer was relaying the same message two times,
both in _server_relay and _process_multiplayer (which was only supposed
to store the packet, given the server was one of the destination).

_process_multiplayer now only store the packet, and calls _server_relay
which will relay the message to other clients if needed.
2019-08-19 18:18:13 +02:00
Fabio Alessandrelli 17be67b8c7 WebSocketServer now sanitize destination peers.
When relaying messages in multiplayer mode.
Could cause a crash in case a malicious client sends a bogus packet and
for those cases where a peer has just disconnected and a message arrive
from another peer with the disconnected one as destination.
2019-08-19 17:26:07 +02:00
Robin Hübner 8aeade74db Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in rest of 'modules/' 2019-08-12 10:15:54 +02:00
qarmin 9a77d748c0 Fixes minor issues found by static analyzer 2019-07-07 23:08:51 +02:00
Fabio Alessandrelli 5b2f098ed4 Expose WebSocket set_buffers and document it. 2019-06-15 17:21:08 +02:00
marxin e5f665c718 Fix -Wsign-compare warnings.
I decided to modify code in a defensive way. Ideally functions
like size() or length() should return an unsigned type.
2019-02-27 07:45:57 +01:00
Rémi Verschelde fe7e11e008 Modules: Ensure classes match their header filename
Renamed:
- `modules/mono/mono_gd/gd_mono_class_member.h` -> `i_mono_class_member.h`
- `modules/upnp/upnpdevice.h` -> `upnp_device.h`
- `modules/websocket/websocket_multiplayer.h` -> `websocket_multiplayer_peer.h`
2019-02-12 22:59:56 +01:00