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* Fix copyright headers referring to GodotSpartan3222024-10-271-2/+2
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* Rebrand preambles to RedotSpartan3222024-10-131-0/+2
| | | | | | | | | | | | | | | | | | | | | | | | (cherry picked from commit e8542b06acca3c1bdeee4b528411771f0819f084) Credits: Co-authored-by: Skogi <skogi.b@gmail.com> Co-authored-by: Spartan322 <Megacake1234@gmail.com> Co-authored-by: swashberry <swashdev@pm.me> Co-authored-by: Christoffer Sundbom <christoffer_karlsson@live.se> Co-authored-by: Dubhghlas McLaughlin <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: McDubh <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: Dubhghlas McLaughlin <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: radenthefolf <radenthefolf@gmail.com> Co-authored-by: John Knight <80524176+Tekisasu-JohnK@users.noreply.github.com> Co-authored-by: Adam Vondersaar <adam.vondersaar@uphold.com> Co-authored-by: decryptedchaos <nixgod@gmail.com> Co-authored-by: zaftnotameni <122100803+zaftnotameni@users.noreply.github.com> Co-authored-by: Aaron Benjamin <lifeartstudios@gmail.com> Co-authored-by: wesam <108880473+wesamdev@users.noreply.github.com> Co-authored-by: Mister Puma <MisterPuma80@gmail.com> Co-authored-by: Aaron Benjamin <lifeartstudios@gmail.com> Co-authored-by: SingleError <isaaconeoneone@gmail.com> Co-authored-by: Bioblaze Payne <BioblazePayne@gmail.com>
* [MP] Avoid unnecessary internal ref/unrefsFabio Alessandrelli2023-10-101-8/+7
| | | | | Access the various internal components (cache/replicator) via pointer, to avoid unnecessary overhead.
* [MP] Optimize internal authority checksFabio Alessandrelli2023-10-101-17/+13
| | | | | We already know which MultiplayerAPI a certain Node uses, so we don't need to retrieve it via SceneTree every time.
* [MP] Optimize multiplayer NodePath cachingFabio Alessandrelli2023-10-101-3/+2
| | | | | | Only use paths during network transfer. Use ObjectID instead of NodePaths for storing the Node <-> NetID relations locally.
* [Modules] Replace `ERR_FAIL_COND` with `ERR_FAIL_NULL` where applicableA Thousand Ships2023-09-261-3/+3
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* Style: Harmonize header includes in modulesRémi Verschelde2023-06-151-2/+2
| | | | | | | | | | | | | | | | | | | | This applies our existing style guide, and adds a new rule to that style guide for modular components such as platform ports and modules: Includes from the platform port or module ("local" includes) should be listed first in their own block using relative paths, before Godot's "core" includes which use "absolute" (project folder relative) paths, and finally thirdparty includes. Includes in `#ifdef`s come after their relevant section, i.e. the overall structure is: - Local includes * Conditional local includes - Core includes * Conditional core includes - Thirdparty includes * Conditional thirdparty includes
* One Copyright Update to rule them allRémi Verschelde2023-01-051-29/+29
| | | | | | | | | | | | | | | | | | | | As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
* Unify String and StringNamerune-scape2022-12-051-1/+1
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* [MP] RPC visibility.Fabio Alessandrelli2022-11-201-19/+35
| | | | | | | | | | | | | | Implemented using MultiplayerSynchronizers. If you didn't use the synchronizer visibility features, nothing changes. If you were using visibility, RPCs to broadcast should now behave as expected in most configurations (i.e. by sending the RPC to _visible_ peers). If you want to limit the visibility of RPCs for a node, add a synchronizer for it, and configure the visibility via "set_visibility_for" or by adding a visibility filter.
* [MP] Initial replication profiler.Fabio Alessandrelli2022-11-191-2/+2
| | | | | | Part of the current network profiler stack. Tracks synchronizers, incoming/outgoing state sizes, and their bandwidth usage.
* [MP] Improve network profiler.Fabio Alessandrelli2022-11-171-13/+8
| | | | | | | Fix RPC profiler and add average RPC size. Improve bandwidth debugger to account for all multiplayer traffic (excluding the lower level peer transformations).
* [MP] Let MultiplayerAPI handle packet relaying and peer signaling.Fabio Alessandrelli2022-10-271-6/+3
| | | | | | | | | | | | | | | | | | | | | | | | | | | | MultiplayerPeer changes: - Adds is_server_relay_supported virtual method Informs the upper MultiplayerAPI layer if it can signal peers connected to the server to other clients, and perform packet relaying among them. - Adds get_packet_channel and get_packet_mode virtual methods Allows the MultiplayerAPI to retrieve the channel and transfer modes to use when relaying the last received packet. SceneMultiplayerPeer changes: - Implement peer signaling and packet relaying when the MultiplayerPeer advertise they are supported. ENet, WebRTC, WebSocket changes: - Removed custom code for relaying from WebSocket and ENet, and let it be handled by the upper layer. - Update WebRTC to split create_client, create_server, and create_mesh, with the latter behaving like the old initialize with "server_compatibility = false", and the first two supporting the upper layer relaying protocol.
* [Net] Modularize multiplayer, expose MultiplayerAPI to extensions.Fabio Alessandrelli2022-07-261-0/+521
- RPC configurations are now dictionaries. - Script.get_rpc_methods renamed to Script.get_rpc_config. - Node.rpc[_id] and Callable.rpc now return an Error. - Refactor MultiplayerAPI to allow extension. - New MultiplayerAPI.rpc method with Array argument (for scripts). - Move the default MultiplayerAPI implementation to a module.