godot/modules/enet
Fabio Alessandrelli fc255bde29 [Net] ENet non-relaying server now process broadcasts.
Setting `server_relay = false` prevents the server from letting clients
communicate with each other, but without this fix, the server would also
ignore broadcast packets.
With this change, the server still does not relay messages to other
clients, but will correctly process broadcast messages (and "exclusive"
messages) as if they were directed to just the server.
2021-04-30 16:29:56 +02:00
..
doc_classes Implement NetworkedMultiplayerENet.get_local_port 2021-04-28 16:53:13 +02:00
config.py SCons: Format buildsystem files with psf/black 2020-03-30 09:05:53 +02:00
networked_multiplayer_enet.cpp [Net] ENet non-relaying server now process broadcasts. 2021-04-30 16:29:56 +02:00
networked_multiplayer_enet.h Implement NetworkedMultiplayerENet.get_local_port 2021-04-28 16:53:13 +02:00
register_types.cpp Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
register_types.h Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
SCsub SCons: Add explicit dependencies on thirdparty code in cloned env 2020-12-18 10:29:34 +01:00