godot/modules/enet
Fabio Alessandrelli e05a7a4a4b
[Net] ENet non-relaying server now process broadcasts.
Setting `server_relay = false` prevents the server from letting clients
communicate with each other, but without this fix, the server would also
ignore broadcast packets.
With this change, the server still does not relay messages to other
clients, but will correctly process broadcast messages (and "exclusive"
messages) as if they were directed to just the server.

(cherry picked from commit fc255bde29)
2021-06-17 12:47:55 +02:00
..
doc_classes Fix typos with codespell 2021-05-20 12:56:56 +02:00
SCsub SCons: Add explicit dependencies on thirdparty code in cloned env 2021-04-29 16:57:00 +02:00
config.py SCons: Format buildsystem files with psf/black 2020-06-10 15:30:52 +02:00
networked_multiplayer_enet.cpp [Net] ENet non-relaying server now process broadcasts. 2021-06-17 12:47:55 +02:00
networked_multiplayer_enet.h Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks 2021-05-04 14:45:16 +02:00
register_types.cpp Style: Enforce braces around if blocks and loops 2021-05-05 15:02:01 +02:00
register_types.h Update copyright statements to 2021 2021-01-13 16:17:06 +01:00