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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.
* Enforce use of bool literals instead of integersRémi Verschelde2020-05-141-1/+1
| | | | | Using clang-tidy's `modernize-use-bool-literals`. https://clang.llvm.org/extra/clang-tidy/checks/modernize-use-bool-literals.html
* Port member initialization from constructor to declaration (C++11)Rémi Verschelde2020-05-141-2/+2
| | | | | | | | | | 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.
* Add peek option to NetSocket recv_from.Fabio Alessandrelli2020-02-161-1/+1
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* 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.
* Make NetSockets quiter.Fabio Alessandrelli2019-12-171-1/+1
| | | | Use print_verbose instead of ERR_* for network errors.
* NetSocket set_broadcast_enabled returns Error enumFabio Alessandrelli2019-12-101-1/+1
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* Disable socket descriptor sharing with subprocs.Fabio Alessandrelli2019-10-071-0/+1
| | | | | | | | | On Unix systems, sockets are like file descriptors, and file descriptors are usually shared among child processes. This means, that if we spawn a subprocess (or we fork) like we do in the editor, open file descriptors will leak to the new process. This causes issue with sockets as they might remain open and bound (listening) when the original process closes.
* Use reference to constant in functionsqarmin2019-07-101-1/+1
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* Merge pull request #29941 from qarmin/redundant_code_and_othersRémi Verschelde2019-06-271-1/+1
|\ | | | | Remove redundant code, possible NULL pointers and others
| * Some code changed with Clang-Tidyqarmin2019-06-261-1/+1
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* | Multicast support in NetSocket/PacketPeerUDPFabio Alessandrelli2019-06-211-0/+3
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* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Remove socket_helper.h after NetSocket refactorFabio Alessandrelli2018-09-281-0/+3
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* Properly initialize Winsock on startupFabio Alessandrelli2018-09-131-0/+1
| | | | Also fix typo in _get_last_error which caused Winsock connect to fail.
* New NetSocket interface, BSD/Win implementationFabio Alessandrelli2018-09-121-0/+97
Unified BSD and Winsock sockets into a single implementation of a generic NetSocket interface. This is some ground work for few network improvements: - Reuse as much code as possible between Posix and Windows. - Provide a single point of implementation for exotic sdks (consoles). - Provide platform agnostic StreamPeerTCP and PacketPeerUDP in core. - Implement connect for UDP allowing for DTLS implementation.