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path: root/core/io/tcp_server.cpp
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* 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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* Remove set_ip_type from network classes (no longer needed)Fabio Alessandrelli2017-03-221-7/+0
| | | | | | | | | | | | | | | - TCP: - `listen` bind to wildcard "*" -> dual stack socket - `listen` bind to address -> socket from address type - `connect` -> resolve using best protocol (UNSPEC), socket from address type - UDP: - `listen` bind to wildcard "*" -> dual stack socket - `listen` bind to address -> socket from address type - `put_packet`/`put_var` -> resolve using TYPE_ANY (UNSPEC), socket from address type (to change socket type you must first call `close` it) (cherry picked from commit 88a56ba783d36d52a1023759e69f026b1ae255b4)
* Implement TCP Server bind addressFabio Alessandrelli2017-03-221-10/+1
| | | | (cherry picked from commit b2839343cab66880f647c77da7b2e1826761776a)
* Bring that Whole New World to the Old Continent tooRémi Verschelde2017-03-191-14/+10
| | | | | Applies the clang-format style to the 2.1 branch as done for master in 5dbf1809c6e3e905b94b8764e99491e608122261.
* Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-121-1/+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! (cherry picked from commit c7bc44d5ad9aae4902280012f7654e2318cd910e)
* Allow setting ip_type for TCP/UDP and HTTP classesFabio Alessandrelli2017-01-041-0/+6
| | | | (cherry picked from commit a77a0118f6b0d0878a53e2c963d91763b311163d)
* Migrate int.IP_TYPE_ constants to IP.TYPE_Fabio Alessandrelli2017-01-041-3/+1
| | | | (cherry picked from commit c18c5013f837ea7d4de2f022d36f84e0abce6439)
* Use an instance variable for ip_type in raw socketsFabio Alessandrelli2017-01-041-3/+4
| | | | | | | | | PacketPeerUDP/StreamPeerTCP/TCP_Server now uses an instance variable to store the selected ip_type (IPv4/IPv6/ANY, where ANY = dual stack). All calls to resolve addresses, sending/receving data, connecting/listening will use that socket type. (cherry picked from commit 95bdd977686005d3d813eb09aca625384f1774c1)
* Set proper ip_type default for listen() and resolve_hostname()Fabio Alessandrelli2016-12-111-1/+1
| | | | (cherry picked from commit 7eef15b73460062e4558857969919313e461f1e4)
* adding ipv6Ariel Manzur2016-12-111-3/+5
| | | | (cherry picked from commit 887a897c02144f2d01896d3112bdae5ce7d6df5c)
* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* -fixed export templates not loading/exporting on WindowsJuan Linietsky2014-02-131-1/+8
| | | | | | | | | | | | -fixed TouchScreenButton with stretch2d -fixed(?) OSX crash on startup (test!!) -compilation fixes on windows -CollisionPolygon editor works again -find buttons en find dialog -TileMap editor cleanup (removed "error", made nicer) -viewport flicker fixed -make .scn default extension for saving scenes -export the rest of the network classes to gdscript
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+62