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path: root/core/io/packet_peer_udp.cpp
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* Multicast support in NetSocket/PacketPeerUDPFabio Alessandrelli2019-06-211-0/+23
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* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Moved member variables to initializer listWilson E. Alvarez2018-12-111-7/+6
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* Unify PacketPeerUDP using NetSocketFabio Alessandrelli2018-09-121-16/+180
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* Make core/ includes absolute, remove subfolders from include pathRémi Verschelde2018-09-121-1/+2
| | | | | | 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.
* Add missing copyright headers and fix formattingRémi Verschelde2018-01-051-0/+1
| | | | | | 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.
* Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Removes type information from method bindsIgnacio Etcheverry2017-08-101-2/+2
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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* Allow non blocking UDP put_packet in C++.Fabio Alessandrelli2017-03-241-0/+7
| | | | | | - Add blocking mode option to PacketPeerUDP. - put_packet returns ERR_UNAVAILABLE when operation would block. - ENet module uses non-blocking UDP.
* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-18/+14
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Rename the _MD macro to D_METHODHein-Pieter van Braam2017-02-131-8/+8
| | | | | | This new name also makes its purpose a little clearer This is a step towards fixing #56
* Remove set_ip_type from network classes (no longer needed)Fabio Alessandrelli2017-01-231-8/+2
| | | | | | | | | | | | | - 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)
* Implement UDP listen bind addressFabio Alessandrelli2017-01-231-1/+1
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* Convert validity checks of IP_Address to is_valid method.Fabio Alessandrelli2017-01-231-1/+1
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* UDP.set_send_address to UDP.set_dest_addressJuan Linietsky2017-01-141-3/+3
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* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-9/+9
| | | | | | | | 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()
* Merge pull request #7271 from Faless/ipv6_cleanupRémi Verschelde2017-01-021-6/+11
|\ | | | | Fixes and improvementes for IPv6 implementation.
| * Allow setting ip_type for TCP/UDP and HTTP classesFabio Alessandrelli2016-12-091-0/+6
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| * Migrate int.IP_TYPE_ constants to IP.TYPE_Fabio Alessandrelli2016-12-091-3/+1
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| * Use an instance variable for ip_type in raw socketsFabio Alessandrelli2016-12-091-4/+5
| | | | | | | | | | | | | | 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.
* | Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-011-1/+1
|/ | | | | | | | 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!
* Set proper ip_type default for listen() and resolve_hostname()Fabio Alessandrelli2016-10-301-1/+1
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* Add optional IP type param in TCP/UDP connect/set_send_addressFabio Alessandrelli2016-10-301-3/+3
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* adding ipv6Ariel Manzur2016-10-181-7/+2
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* Add missing license headers in our source files (#5255)Rémi Verschelde2016-06-181-0/+28
| | | Also removes a couple wrong Godot headers from third-party source files.
* UDP FixesJuan Linietsky2014-11-131-3/+17
| | | | | | | | | | | | | | -=-=-=-=- 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.
* oopsJuan Linietsky2014-11-121-1/+1
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* missing bindJuan Linietsky2014-11-121-0/+1
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* 3D Import Import & UDPJuan Linietsky2014-11-121-0/+48
-=-=-=-=-=-=-=-=-=-=- -Animation Import filter support -Animation Clip import support -Animation Optimizer Fixes, Improvements and Visibile Options -Extremely Experimental UDP support.