godot/modules/websocket
Fabio Alessandrelli d65e7aab76 [WebSocket] Ensure TCP_NODELAY is always set
Almost all WebSocket implementations (including all major browsers)
disable Nagle's algorithm to favor low latency over packet overhead.

This was also the case in Godot 3.x, while in Godot 4.0 this was only
being done for clients and wasn't even always working due to a bug.

This commit fixes the aforementioned bug, and forces TCP_NODELAY when
accepting a stream as a server.
2024-07-22 14:40:19 +02:00
..
doc_classes [WebSocket] Ensure TCP_NODELAY is always set 2024-07-22 14:40:19 +02:00
editor
SCsub UWP: Remove platform port, needs to be redone from scratch for 4.x 2023-09-07 15:01:59 +02:00
config.py
emws_peer.cpp
emws_peer.h
library_godot_websocket.js Merge pull request #79407 from zaevi/fix_web_websocket-close-reason 2023-10-13 11:42:41 +02:00
packet_buffer.h Enforce template syntax `typename` over `class` 2024-03-07 22:39:09 -06:00
register_types.cpp
register_types.h
remote_debugger_peer_websocket.cpp Reduce and prevent unnecessary random-access to `List` 2024-05-04 16:08:55 +02:00
remote_debugger_peer_websocket.h
websocket_multiplayer_peer.cpp Replace error checks against `size` with `is_empty` 2024-02-09 12:50:15 +01:00
websocket_multiplayer_peer.h
websocket_peer.cpp
websocket_peer.h
wsl_peer.cpp [WebSocket] Ensure TCP_NODELAY is always set 2024-07-22 14:40:19 +02:00
wsl_peer.h