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* Rename OS::get_data_dir to OS::get_user_data_dirRémi Verschelde2017-11-171-1/+1
| | | | | Will be needed to avoid confusion with system data path (XDG_DATA_HOME) and editor data dir in upcoming refactoring.
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* ClassDB: Provide the enum name of integer constantsIgnacio Etcheverry2017-08-201-5/+5
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* Makes all Godot API's methods Lower CaseIndah Sylvia2017-08-071-1/+1
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* Add zstd compression support.Ferenc Arn2017-06-081-1/+10
| | | | | zstd has much better compression speed and ratio, and better decompression speed than currently available methods. Also set zstd as the default compression method for Compression as well as FileAccessCompressed functions.
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* ENet code cleanup and changes from review.Fabio Alessandrelli2017-03-241-7/+0
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* Update ENet module to support custom ENet libFabio Alessandrelli2017-03-241-6/+28
| | | | Keep compatibility with upstream enet libraries
* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-232/+214
| | | | | | | | | | | | | | | | | | | | | | | | 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 Braam2017-02-131-6/+6
| | | | | | This new name also makes its purpose a little clearer This is a step towards fixing #56
* Style: Fix whole-line commented codeRémi Verschelde2017-01-141-2/+4
| | | | | They do not play well with clang-format which aligns the `//` part with the rest of the code block, thus producing badly indented commented code.
* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-6/+6
| | | | | | | | 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/+5
|\ | | | | Fixes and improvementes for IPv6 implementation.
| * IP_Address now handle IPv4 and IPv6 transparentlyFabio Alessandrelli2016-12-091-6/+5
| | | | | | | | | | | | | | | | | | | | IP_Address changes: - Converts to and from String transparently while handling IPv4 as IPv6 mapped (::ffff:[IP]) address internally. - Completely remove AddrType enum. - Setting/Getting of ip array is now only possible through dedicated functions (ie. set_ipv4, get_ipv4, set_ipv6, get_ipv6) - Add function to know if the address is a valid IPv4 (for IP implementation and enet)
* | 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!
* adding ipv6Ariel Manzur2016-10-181-3/+6
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* enet: Split enet thirdparty files and allow unbundlingRémi Verschelde2016-10-151-0/+28
| | | | | Building against shared libraries only implemented for Linux X11 so far. TODO: Document Godot's modifications of upstream enet.
* Merge pull request #6741 from Faless/network_no_spoofRémi Verschelde2016-10-091-1/+6
|\ | | | | Better checks for Multiplayer API, prevent packet source spoofing.
| * Better checks for Multiplayer API, prevent packet source spoofing.Fabio Alessandrelli2016-10-071-1/+6
| | | | | | | | | | | | | | | | | | | | Fixes the following problems. A malicious client was able to contact another peer faking its identity (even looking like he was the server). A malicious client was able to force other client disconnections by sending bogus system packets to the server.
* | Merge pull request #6657 from Faless/multi_channel_rpcRémi Verschelde2016-10-091-16/+20
|\ \ | |/ |/| Use 2 different ENet channels for reliable/unreliable packets
| * Use 2 different ENet channels for reliable/unreliable packetsFabio Alessandrelli2016-09-301-16/+20
| | | | | | | | | | This avoids stalling other sequenced but unreliable packets (i.e. UNRELIABLE_ORDERED) when sending RELIABLE packets.
* | Fix possible buffer overflow in NetworkedMultiplayerENetFabio Alessandrelli2016-09-301-1/+1
|/ | | | NetworkedMultiplayerENet::get_packet was reporting the wrong size for the packet buffer exposing a potential buffer overflow in case of malformed/malicious packets
* add NetworkedMultiplayerENet::set_bind_ipHubert Jarosz2016-08-271-2/+9
| | | | which allows ENet to bind on custom IP.
* -High Level protocol optimization (should be smaller)Juan Linietsky2016-08-221-0/+120
| | | | | | -Ability to set compression to ENet packets (check API) -Fixed small bug in StringDB that lead to duplicate empty strings -Added a new class, StreamPeerBuffer, useful to create your own tightly packed data
* Changed API to use sequenced packets for UDP (drop old)Juan Linietsky2016-08-191-4/+4
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* ENet windows compilation fixes.Juan Linietsky2016-08-201-1/+1
| | | | | For reference, when you include a Windows header (be it directly windows.h or something that includes it) put it at the end of the includes. it seems I forgot.
* Many fixes to networking, demo should work nowJuan Linietsky2016-08-191-2/+2
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* Brand new networked multiplayerJuan Linietsky2016-08-191-65/+317
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* Added high level networked multiplayer to Godot.Juan Linietsky2016-08-141-2/+10
| | | | | It's complete, but absolutely and completely untested, undocumented and NSFW. Have fun :-)
* Missing some bits, and added connection status.Juan Linietsky2016-08-141-7/+47
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* -Added an ENet implementation for NetworkedMultiplayerPeer for "a bit higher ↵Juan Linietsky2016-08-141-0/+223
level" networking.