mirror of https://github.com/godotengine/godot
Windows socket implementation is, as usual, broken in many ways. This includes `setsockopt` failing to set `TCP_NODELAY` if the socket is still in a connecting state. This also means we need to keep polling the IP resolver until the socket reaches the CONNECTED state (so it can set the TCP_NODELAY after the connection is successful). |
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| .. | ||
| doc_classes | ||
| editor | ||
| SCsub | ||
| config.py | ||
| emws_peer.cpp | ||
| emws_peer.h | ||
| library_godot_websocket.js | ||
| packet_buffer.h | ||
| register_types.cpp | ||
| register_types.h | ||
| remote_debugger_peer_websocket.cpp | ||
| remote_debugger_peer_websocket.h | ||
| websocket_multiplayer_peer.cpp | ||
| websocket_multiplayer_peer.h | ||
| websocket_peer.cpp | ||
| websocket_peer.h | ||
| wsl_peer.cpp | ||
| wsl_peer.h | ||