Commit Graph

27 Commits

Author SHA1 Message Date
Fabio Alessandrelli 42a1777531 [Net] Implement lower level ENet wrappers. 2021-07-29 10:59:00 +02:00
Aaron Franke 4e6efd1b07
Use C++ iterators for Lists in many situations 2021-07-23 17:38:28 -04:00
Lightning_A e28fd07b2b Rename `instance()`->`instantiate()` when it's a verb 2021-06-19 20:49:18 -06:00
Hugo Locurcio 3f078c99f6
Rename `IP_Unix`, `IP_Address` and `TCP_Server` to remove underscores 2021-05-06 02:52:01 +02:00
Rémi Verschelde 690c00d522
Merge pull request #48235 from Faless/feature/network-local-port-enet-salvaged
[Net] Implement NetworkedMultiplayerENet.get_local_port
2021-04-28 19:04:09 +02:00
Fabio Alessandrelli cd22a2be2f Implement NetworkedMultiplayerENet.get_local_port
Allows retrieving the local port to which the peer is bound.
2021-04-28 16:53:13 +02:00
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
Fabio Alessandrelli 4d5c8e0b18 This renames PacketPeerUDP.listen to bind. 2021-04-12 21:05:33 +02:00
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 896e7193d8 ENetGodot: Apply clang-format and style guide 2020-07-21 11:48:14 +02:00
Fabio Alessandrelli 7ec5c917d1 Funnel refuse_new_connections to Godot ENet. 2020-07-14 14:10:18 +02:00
Rémi Verschelde 27326f8238
Merge pull request #36296 from Faless/dtls/enet_vulkan
DTLS support + optional ENet encryption
2020-02-18 15:01:53 +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 119c2a4f70 Custom godot sockets for ENet now support DTLS.
Non-DTLS implementation uses plain NetSocket for performance as before.
2020-02-17 12:03:47 +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
Tarik02 63d1a80656 Removed a call to `set_blocking_enabled` from function `enet_socket_create` since it is already called from https://github.com/godotengine/godot/blob/master/thirdparty/enet/host.c#L63 2019-04-26 22:27:50 +03:00
Tarik02 bb3089895c Implement function enet_socket_set_option using ENetSocket class's methods.
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
2019-04-26 22:23:52 +03:00
Rémi Verschelde b16c309f82 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
Fabio Alessandrelli c5a4d638c6 Use NetSocket directly for ENet.
Avoid PacketPeerUDP buffering.
2018-11-02 20:17:54 +01:00
Fabio Alessandrelli 1b99806b47 Unify PacketPeerUDP using NetSocket 2018-09-12 15:56:16 +02:00
Fabio Alessandrelli 7de28be764 ENet wrapper properly detect disconnect on poll
Now PacketPeerUDP.get_available_packet_count() return -1 if the socket
is in error state.
2018-09-12 12:50:53 +02:00
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
Rémi Verschelde df61dc4b2b Add "Godot Engine contributors" copyright line 2017-04-08 00:11:42 +02:00
Fabio Alessandrelli 0450e6539e ENet code cleanup and changes from review. 2017-03-24 02:30:11 +01:00
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
Fabio Alessandrelli 4cc1b04586 Add godot socket implementation 2017-03-08 21:16:20 +01:00