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https://github.com/godotengine/godot
synced 2024-09-05 07:08:32 +00:00
Lower WebSocket latency, fixes.
WSLPeer now tries to flush packet queue after put_packet call. WSLServer::listen correctly returns TCP_Server::listen return value.
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@ -114,7 +114,7 @@ NetworkedMultiplayerPeer::ConnectionStatus WebSocketServer::get_connection_statu
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return CONNECTION_CONNECTED;
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return CONNECTION_DISCONNECTED;
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};
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}
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bool WebSocketServer::is_server() const {
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@ -243,6 +243,10 @@ Error WSLPeer::put_packet(const uint8_t *p_buffer, int p_buffer_size) {
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msg.msg_length = p_buffer_size;
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wslay_event_queue_msg(_data->ctx, &msg);
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if (wslay_event_send(_data->ctx) < 0) {
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close_now();
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return FAILED;
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}
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return OK;
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}
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@ -165,9 +165,7 @@ Error WSLServer::listen(int p_port, const Vector<String> p_protocols, bool gd_mp
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for (int i = 0; i < p_protocols.size(); i++) {
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pw[i] = p_protocols[i].strip_edges();
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}
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_server->listen(p_port, bind_ip);
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return OK;
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return _server->listen(p_port, bind_ip);
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}
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void WSLServer::poll() {
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