This can have unexpected consequences as some code may rely on it being
a simple variable. Instead to what we do in Socket, which is to define a
unique name for getting socket error numbers.
Major restructuring of how streams work. Neither input nor output
streams are now blocking. This avoids stalling the rest of the client or
server when a peer is slow or unresponsive.
Note that this puts an extra burden on users of streams to make sure
they are allowed to do their work once the underlying transports are
ready (e.g. monitoring fds).
Now measures over an entire update, which should hopefully give us more
stable values. They are still small values for fast networks though so
increase precision in the values we keep.
We use a lot of lengths given to us over the network, so be more
paranoid about them causing an overflow as otherwise an attacker
might trick us in to overwriting other memory.
This primarily affects the client which often gets lengths from the
server, but there are also some scenarios where the server might
theoretically be vulnerable.
Issue found by Pavel Cheremushkin from Kaspersky Lab.
Provides safety against them accidentally becoming negative because
of bugs in the calculations.
Also does the same to CharArray and friends as they were strongly
connection to the stream objects.
In earlier Visual Studio and MinGW editions, BSD socket errno:s were
left undefined. This is no longer the case. This may cause build or
runtime errors. To avoid this, we are using a common header file which
corrects all definitions. This header will also be used with other
projects such as sercd, unfs3, PulseAudio etc.
min and max changed to vncmin and vncmax. This solves many problems: Some platforms predefines or redefines these symbols. Some platforms have header files which chokes if min or max are defined.