Age | Commit message (Collapse) | Author |
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Windows again
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since they will need them to push auth for multicast stuff, (2) added a bunch of rate limit circuit breakers for anti-DOS, (3) cleanup.
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do not handle OK packets we did not expect. This hardens up a few potential edge cases around security, since such messages might be used to e.g. pollute a cache and DOS under certain conditions.
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(will be replaced with federation stuff).
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network controller easier to refactor.
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std::map() overhead.
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an active bridge.
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and replacing it with a simple non-crypto PRNG that just uses Salsa20.
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full identity of peers instead of just address.
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replace txQueue list by vector for faster memory access and less allo…
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behind me.
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is now good enough given the small number of legacy nodes left.
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toggled.
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This should not affect most users, but on large networks it should cause service
announcements to work a lot better. This is the result of a prolonged discussion
with a user about the visibility of game servers on a large network. The old
multicast algorithm was de-facto randomized due to its distributed nature, while
the new algorithm is more deterministic. This will restore some randomization
beyond limit-overflow conditions.
It won't affect small networks at all.
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ahead and keep track of total known peers.
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refactoring, and a few other things related to multicast.
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command in testnet.
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only one peer.
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