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path: root/modules/webrtc/webrtc_peer_connection_js.cpp
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* Optimize StringName usagereduz2021-07-181-3/+3
| | | | | | | | | | | * Added a new macro SNAME() that constructs and caches a local stringname. * Subsequent usages use the cached version. * Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time. * Replaced all theme usages by this new macro. * Replace all signal emission usages by this new macro. * Replace all call_deferred usages by this new macro. This is part of ongoing work to optimize GUI and the editor.
* [HTML5] Fix build (with module_webxr_enabled=no).Fabio Alessandrelli2021-07-151-3/+2
| | | | | The XR API changed a bit, and it's not just a rename, though probably an easy update for someone who is qualified :).
* 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 🎆
* [HTML5] Port JavaScript inline code to libraries.Fabio Alessandrelli2020-11-101-209/+35
| | | | | | | | | The API is implemented in javascript, and generates C functions that can be called from godot. This allows much cleaner code replacing all `EM_ASM` calls in our C++ code with plain C function calls. This also gets rid of few hacks and comes with few optimizations (e.g. custom cursor shapes should be much faster now).
* Replace NULL with nullptrlupoDharkael2020-04-021-1/+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.
* WebRTC refactor. Data channels, STUN/TURN support.Fabio Alessandrelli2019-05-161-0/+314
A big refactor to the WebRTC module. API is now considered quite stable. Highlights: - Renamed `WebRTCPeer` to `WebRTCPeerConnection`. - `WebRTCPeerConnection` no longer act as `PacketPeer`, it only handle the connection itself (a bit like `TCP_Server`) - Added new `WebRTCDataChannel` class which inherits from `PacketPeer` to handle data transfer. - Add `WebRTCPeerConnection.initialize` method to create a new connection with the desired configuration provided as dictionary ([see MDN docs](https://developer.mozilla.org/en-US/docs/Web/API/RTCPeerConnection/RTCPeerConnection#RTCConfiguration_dictionary)). - Add `WebRTCPeerConnection.create_data_channel` method to create a data channel for the given connection. The connection must be in `STATE_NEW` as specified by the standard ([see MDN docs for options](https://developer.mozilla.org/en-US/docs/Web/API/RTCPeerConnection/createDataChannel#RTCDataChannelInit_dictionary)). - Add a `data_channel_received` signal to `WebRTCPeerConnection` for in-band (not negotiated) channels. - Renamed `WebRTCPeerConnection` `offer_created` signal to `session_description_created`. - Renamed `WebRTCPeerConnection` `new_ice_candidate` signal to `ice_candidate_created`