mirror of https://github.com/godotengine/godot
Due to the async nature of WebRTC implementations, the multiplayer peer
could end up having queued packets from a given connection before it is
able to emit the "peer_added" signal.
This commit ensures that packets from peers which are not notified yet
are skipped by `get_packet` and `get_available_packet_count`.
(cherry picked from commit
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| .. | ||
| doc_classes | ||
| SCsub | ||
| config.py | ||
| library_godot_webrtc.js | ||
| register_types.cpp | ||
| register_types.h | ||
| webrtc_data_channel.cpp | ||
| webrtc_data_channel.h | ||
| webrtc_data_channel_gdnative.cpp | ||
| webrtc_data_channel_gdnative.h | ||
| webrtc_data_channel_js.cpp | ||
| webrtc_data_channel_js.h | ||
| webrtc_multiplayer.cpp | ||
| webrtc_multiplayer.h | ||
| webrtc_peer_connection.cpp | ||
| webrtc_peer_connection.h | ||
| webrtc_peer_connection_gdnative.cpp | ||
| webrtc_peer_connection_gdnative.h | ||
| webrtc_peer_connection_js.cpp | ||
| webrtc_peer_connection_js.h | ||