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* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-6/+6
| | | | | | | | Variant. All usages of "type" to refer to classes were renamed to "class" ClassDB has been exposed to GDScript. OBJ_TYPE() macro is now GDCLASS()
* Merge pull request #7271 from Faless/ipv6_cleanupRémi Verschelde2017-01-021-6/+5
|\ | | | | Fixes and improvementes for IPv6 implementation.
| * IP_Address now handle IPv4 and IPv6 transparentlyFabio Alessandrelli2016-12-091-6/+5
| | | | | | | | | | | | | | | | | | | | IP_Address changes: - Converts to and from String transparently while handling IPv4 as IPv6 mapped (::ffff:[IP]) address internally. - Completely remove AddrType enum. - Setting/Getting of ip array is now only possible through dedicated functions (ie. set_ipv4, get_ipv4, set_ipv6, get_ipv6) - Add function to know if the address is a valid IPv4 (for IP implementation and enet)
* | Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-011-1/+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!
* adding ipv6Ariel Manzur2016-10-181-3/+6
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* enet: Split enet thirdparty files and allow unbundlingRémi Verschelde2016-10-151-0/+28
| | | | | Building against shared libraries only implemented for Linux X11 so far. TODO: Document Godot's modifications of upstream enet.
* Merge pull request #6741 from Faless/network_no_spoofRémi Verschelde2016-10-091-1/+6
|\ | | | | Better checks for Multiplayer API, prevent packet source spoofing.
| * Better checks for Multiplayer API, prevent packet source spoofing.Fabio Alessandrelli2016-10-071-1/+6
| | | | | | | | | | | | | | | | | | | | Fixes the following problems. A malicious client was able to contact another peer faking its identity (even looking like he was the server). A malicious client was able to force other client disconnections by sending bogus system packets to the server.
* | Merge pull request #6657 from Faless/multi_channel_rpcRémi Verschelde2016-10-091-16/+20
|\ \ | |/ |/| Use 2 different ENet channels for reliable/unreliable packets
| * Use 2 different ENet channels for reliable/unreliable packetsFabio Alessandrelli2016-09-301-16/+20
| | | | | | | | | | This avoids stalling other sequenced but unreliable packets (i.e. UNRELIABLE_ORDERED) when sending RELIABLE packets.
* | Fix possible buffer overflow in NetworkedMultiplayerENetFabio Alessandrelli2016-09-301-1/+1
|/ | | | NetworkedMultiplayerENet::get_packet was reporting the wrong size for the packet buffer exposing a potential buffer overflow in case of malformed/malicious packets
* add NetworkedMultiplayerENet::set_bind_ipHubert Jarosz2016-08-271-2/+9
| | | | which allows ENet to bind on custom IP.
* -High Level protocol optimization (should be smaller)Juan Linietsky2016-08-221-0/+120
| | | | | | -Ability to set compression to ENet packets (check API) -Fixed small bug in StringDB that lead to duplicate empty strings -Added a new class, StreamPeerBuffer, useful to create your own tightly packed data
* Changed API to use sequenced packets for UDP (drop old)Juan Linietsky2016-08-191-4/+4
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* ENet windows compilation fixes.Juan Linietsky2016-08-201-1/+1
| | | | | For reference, when you include a Windows header (be it directly windows.h or something that includes it) put it at the end of the includes. it seems I forgot.
* Many fixes to networking, demo should work nowJuan Linietsky2016-08-191-2/+2
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* Brand new networked multiplayerJuan Linietsky2016-08-191-65/+317
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* Added high level networked multiplayer to Godot.Juan Linietsky2016-08-141-2/+10
| | | | | It's complete, but absolutely and completely untested, undocumented and NSFW. Have fun :-)
* Missing some bits, and added connection status.Juan Linietsky2016-08-141-7/+47
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* -Added an ENet implementation for NetworkedMultiplayerPeer for "a bit higher ↵Juan Linietsky2016-08-141-0/+223
level" networking.