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* Update copyright statements to 2021Rémi Verschelde2021-01-011-2/+2
| | | | | | | | | | | | | | 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 🎆
* Remove empty lines around braces with the formatting scriptAaron Franke2020-11-161-1/+0
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* Add override keywords.Marcel Admiraal2020-07-101-5/+5
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* Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde2020-05-141-1/+0
| | | | | | | | | | | | | | 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.
* Port member initialization from constructor to declaration (C++11)Rémi Verschelde2020-05-141-3/+3
| | | | | | | | | | Using `clang-tidy`'s `modernize-use-default-member-init` check and manual review of the changes, and some extra manual changes that `clang-tidy` failed to do. Also went manually through all of `core` to find occurrences that `clang-tidy` couldn't handle, especially all initializations done in a constructor without using initializer lists.
* Style: Harmonize header guards to style guide [Core]Rémi Verschelde2020-03-251-1/+1
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* Add TCP poll function (not exposed).Fabio Alessandrelli2020-03-081-0/+3
| | | | Used to know if we can read or write without blocking.
* Update copyright statements to 2020Rémi Verschelde2020-01-011-2/+2
| | | | | | | | | | | 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.
* Add TCP connect timeout.Fabio Alessandrelli2019-07-081-0/+1
| | | | | | | | | Default timeout is 30 seconds (i.e. after 30 seconds of calling connect_to_host if the TCP peer is not connected the connection will error out). This value can be configured in project settings: `network/limits/tcp/connect_timeout_seconds`
* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Unify StreamPeerTCP/TCP_Server with NetSocket APIFabio Alessandrelli2018-09-121-12/+26
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* Make core/ includes absolute, remove subfolders from include pathRémi Verschelde2018-09-121-4/+3
| | | | | | 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.
* Display set_nodelay to GDScriptMarlon Henry Schweigert2018-01-301-1/+1
| | | | | | | | | | | Pass enabled arg Rename set_nodelay to set_no_delay Add description to the method Change description
* 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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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-16/+13
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Remove set_ip_type from network classes (no longer needed)Fabio Alessandrelli2017-01-231-3/+0
| | | | | | | | | | | | | - 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)
* removed duplicated functions in class hierarchy that were bound more than onceJuan Linietsky2017-01-141-3/+3
| | | | added a check to detect this case in the future
* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-1/+1
| | | | | | | | 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 Verschelde2017-01-021-1/+4
|\ | | | | Fixes and improvementes for IPv6 implementation.
| * Allow setting ip_type for TCP/UDP and HTTP classesFabio Alessandrelli2016-12-091-0/+1
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| * Migrate int.IP_TYPE_ constants to IP.TYPE_Fabio Alessandrelli2016-12-091-1/+1
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| * Use an instance variable for ip_type in raw socketsFabio Alessandrelli2016-12-091-1/+3
| | | | | | | | | | | | | | 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!
* Add optional IP type param in TCP/UDP connect/set_send_addressFabio Alessandrelli2016-10-301-0/+2
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* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* -Added OpenSSL and HTTPS supportJuan Linietsky2014-04-281-0/+2
| | | | | -Built-in version of the library for Windows, Android and iOS (other OSs use system one) -Small fixes all around
* -fixed export templates not loading/exporting on WindowsJuan Linietsky2014-02-131-47/+48
| | | | | | | | | | | | -fixed TouchScreenButton with stretch2d -fixed(?) OSX crash on startup (test!!) -compilation fixes on windows -CollisionPolygon editor works again -find buttons en find dialog -TileMap editor cleanup (removed "error", made nicer) -viewport flicker fixed -make .scn default extension for saving scenes -export the rest of the network classes to gdscript
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+75