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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 🎆
* ENetGodot: Apply clang-format and style guideRémi Verschelde2020-07-211-56/+35
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* Funnel refuse_new_connections to Godot ENet.Fabio Alessandrelli2020-07-141-0/+11
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* Merge pull request #36296 from Faless/dtls/enet_vulkanRémi Verschelde2020-02-181-56/+319
|\ | | | | DTLS support + optional ENet encryption
| * Custom godot sockets for ENet now support DTLS.Fabio Alessandrelli2020-02-171-56/+319
| | | | | | | | Non-DTLS implementation uses plain NetSocket for performance as before.
* | PoolVector is gone, replaced by VectorJuan Linietsky2020-02-181-3/+3
|/ | | | | Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`.
* 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.
* Removed a call to `set_blocking_enabled` from function `enet_socket_create` ↵Tarik022019-04-261-1/+0
| | | | since it is already called from https://github.com/godotengine/godot/blob/master/thirdparty/enet/host.c#L63
* Implement function enet_socket_set_option using ENetSocket class's methods.Tarik022019-04-261-0/+40
| | | | | | | | | | | | | Implemented options: - ENET_SOCKOPT_NONBLOCK - ENET_SOCKOPT_BROADCAST - ENET_SOCKOPT_REUSEADDR - ENET_SOCKOPT_NODELAY Not implemented options: - ENET_SOCKOPT_RCVBUF - ENET_SOCKOPT_SNDBUF - ENET_SOCKOPT_RCVTIMEO - ENET_SOCKOPT_SNDTIMEO
* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Use NetSocket directly for ENet.Fabio Alessandrelli2018-11-021-29/+35
| | | | Avoid PacketPeerUDP buffering.
* Unify PacketPeerUDP using NetSocketFabio Alessandrelli2018-09-121-2/+2
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* ENet wrapper properly detect disconnect on pollFabio Alessandrelli2018-09-121-2/+3
| | | | | Now PacketPeerUDP.get_available_packet_count() return -1 if the socket is in error state.
* Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* ENet code cleanup and changes from review.Fabio Alessandrelli2017-03-241-1/+29
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* Allow non blocking UDP put_packet in C++.Fabio Alessandrelli2017-03-241-1/+9
| | | | | | - Add blocking mode option to PacketPeerUDP. - put_packet returns ERR_UNAVAILABLE when operation would block. - ENet module uses non-blocking UDP.
* Add godot socket implementationFabio Alessandrelli2017-03-081-0/+196