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path: root/modules/websocket/websocket_server.cpp
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* Added set_extra_headers() to WebSocketServerOğuzhan Eroğlu2022-04-121-0/+1
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* Fixed incorrect property typesArnav Vijaywargiya2022-01-111-1/+1
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* Update copyright statements to 2022Rémi Verschelde2022-01-031-2/+2
| | | | Happy new year to the wonderful Godot community!
* Fix missing argument names in bindingsRémi Verschelde2021-10-091-4/+4
| | | | | | While at it, tweak some boolean setters to use `p_enabled` for the bool. Also renames `draw_minimap()` to `set_draw_minimap()`.
* Optimize StringName usagereduz2021-07-181-6/+6
| | | | | | | | | | | * 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.
* Expose the resource name the client used to the websocket serverMeriipu2021-07-171-3/+3
| | | | | | | This information is exposed to the websocket server through the client_connected-signal. example.com/chat?id=10 gives the resource name "/chat?id=10"
* [Net] Rename NetworkedMultiplayerPeer to MultiplayerPeer.Fabio Alessandrelli2021-07-121-1/+1
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* [Net] Add WebSocketServer handshake_timeout property.Fabio Alessandrelli2021-06-281-0/+13
| | | | | | | Allows customization of the maximum time a client is allowed to stay in the the "pending" state (i.e. awaiting HTTP handshake). This used to be 1 second by before, the new default is 3 seconds.
* Add PROPERTY_USAGE_NONE and use itAaron Franke2021-06-171-3/+3
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* Rename `IP_Unix`, `IP_Address` and `TCP_Server` to remove underscoresHugo Locurcio2021-05-061-3/+3
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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 🎆
* Style: Enforce braces around if blocks and loopsRémi Verschelde2020-05-141-1/+2
| | | | | Using clang-tidy's `readability-braces-around-statements`. https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
* Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde2020-05-141-6/+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.
* Lower WebSocket latency, fixes.Fabio Alessandrelli2020-01-241-1/+1
| | | | | WSLPeer now tries to flush packet queue after put_packet call. WSLServer::listen correctly returns TCP_Server::listen return value.
* Prevent GDScript language server from listening to external hosts by defaultHoukime2020-01-151-0/+15
| | | | | | | | | | * Add bind_ip property to WebSocketServer defaulting to "*" (listen to everyone) * Set default for GDscript Language Server to listen only to localhost Fixes potential security issue with GDScript language server being exposed to the broad net by default. Since it is the server which primary usage is to provide utility to the local editor there is no need to expose it.
* 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.
* Custom headers support in WebSocketClient.Fabio Alessandrelli2019-10-091-1/+1
| | | | | This commit also converts all PoolVector<String> parameters to `const Vector<String>` in both WebSocketServer and WebSocketClient.
* Implement WebSocketServer SSL support.Fabio Alessandrelli2019-10-091-0/+39
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* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Fix missing/malformed license headersRémi Verschelde2019-01-011-0/+1
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* Implement WebSocket clean close detection.Fabio Alessandrelli2018-09-241-3/+3
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* Implement WebSocket close notify.Fabio Alessandrelli2018-09-241-1/+7
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* Document websocket module, further document enetFabio Alessandrelli2018-05-081-3/+3
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* Implement get_peer_[address|port] in ENet/WSServerFabio Alessandrelli2018-04-121-0/+3
| | | | | | | Also implement get_connected_host and get_connected_port in WebSocketPeer (not supported in HTML5 due to browser limitation). Add shorthand disconnect_peer(id) for get_peer(id)->close() like in ENet to WebSocketServer.
* s/2017/2018/g for gles2, websocket, linux appdataPoommetee Ketson2018-03-211-2/+2
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* Relicense module to the wondeful Godot community!Fabio Alessandrelli2018-02-061-3/+4
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* Add websocket module.Fabio Alessandrelli2018-02-061-0/+93
Webassembly is client-only for obvious reasons. Other platforms support both client and server using libwebsockets.