SHA256 was chosen because it is reasonably standard, the file names
don't explode in length (this rules out SHA512) and it is supported by
basically all versions of OpenSSL (this rules out SHA512/256 and SHA3).
The protocol is changed in a backward compatible way: The supporting
server sends the SHA256 corresponding to the map in the `MAP_DETAILS`
message prior to sending the `MAP_CHANGE` message. The client saves the
SHA256 obtained from the `MAP_DETAILS` message until the next
`MAP_CHANGE` message.
For servers not supporting this protocol, the client falls back to
simply opening maps like in the previous scheme.
Remove the `map_version` tool, it is not being used and would have been
a little bit effort to update.
Use the OpenSSL implementation of SHA256 if it is supported, otherwise
fall back to a public domain one.
Fix#1127.
1157: Add a way to call for external moderator help r=Learath2 a=heinrich5991
This is done by HTTP POSTing to a location specified by
`sv_modhelp_url`. We also provide a `src/modhelp/server.py` which can
use theses POSTs to forward them to Discord servers.
The POST contains a JSON object payload, with the keys `"port"` which
contains the server port, `"player_id"` which contains the calling
player's client ID, `"player_name"` which contains the calling player's
nick and `"message"` which is the user-specified message.
Make JSON-escaping function public, add tests and fix bugs uncovered by
these tests.
Supersedes #1129.
1160: Fix warning about incompatible function pointers r=Learath2 a=heinrich5991
This comes at the cost of one allocation per started thread. This should
be okay because we're about to invoke a syscall anyway.
Co-authored-by: heinrich5991 <heinrich5991@gmail.com>
This is done by HTTP POSTing to a location specified by
`sv_modhelp_url`. We also provide a `src/modhelp/server.py` which can
use theses POSTs to forward them to Discord servers.
The POST contains a JSON object payload, with the keys `"port"` which
contains the server port, `"player_id"` which contains the calling
player's client ID, `"player_name"` which contains the calling player's
nick and `"message"` which is the user-specified message.
Make JSON-escaping function public, add tests and fix bugs uncovered by
these tests.
Supersedes #1129.
1154: Rename 'credit' -> 'credits' r=Learath2 a=ChillerDragon
It's named ConCredits and there are many people credited so i guess the plural is fitting better c;
Co-authored-by: ChillerDragon <chillerdragon@gmail.com>
1151: fix veto r=heinrich5991 a=ZombieToad
before if a player entered the game and stayed before start on a server with a clock over 20 mins he would get veto
Co-authored-by: ZombieToad <25847476+zombietoad@users.noreply.github.com>
If the latest fire input and the current differ in any way it causes firing.
So if you switch dummy after hammerfly was used it causes a weaponfire.
This unwanted fireing caused many unlucky fails for me already.
So i swap the fire status on dummyswapping so the server doesn't see any difference even if hamemrfly was used.
1120: Allows low mousesens r=heinrich5991 a=ChillerDragon
Lower minimum mousesens value to avoid confusion. Responing to GG Kid's request:
https://forum.ddnet.tw/viewtopic.php?f=45&t=5807&p=58207&hilit=mousesens#p58207
I did some testing and found no bugs... but i wonder why it was set to 5. So maybe it had some reason i don't understand so please only merge if you know what you are doing ;p
Co-authored-by: ChillerDragon <chillerdragon@gmail.com>
1118: Add vote_ban rcon command r=heinrich5991 a=ChillerDragon
Works the same as muteid.
Vote banned players aren't allowed to start or participate in votes.
Co-authored-by: ChillerDragon <chillerdragon@gmail.com>
1114: Some text positioning r=def- a=Jupeyy
To be clear, the entity text was meant to be a bit higher, so the text of the overlay is not overwritten("FROM", "CFROM")?
Because there was -4.f added to the y coordinate. Atleast it looks pretty much the same as the old renderer now.
Co-authored-by: Jupeyy <jupjopjap@gmail.com>
1112: Fix default dyncam values r=def- a=Jupeyy
Since dyncam is disabled by default:
these are default static values.
Co-authored-by: Jupeyy <jupjopjap@gmail.com>
Replace `mem_free` by `free`, and `mem_alloc` by `malloc` or `calloc`
(the latter one being used to allocate a zeroed array of elements,
sometimes, this makes a call to `mem_zero` superfluous).
This results in having to remove `mem_stats` which previously recorded
the number of allocations and their size that the Teeworlds code did
directly.
Remove OOM handling in `src/game/client/components/binds.cpp`.
Remove needless copying in the CSV code in
`src/game/client/components/statboard.cpp`.
Which is cl_control_dummy, cl_dummy_jump, cl_dummy_fire and cl_dummy_fire.
if i want to contol my dummy to jump,
first, press f1 in game, and use "cl_control_dummy 0",
second, use "bind mouse1 +toggle cl_dummy_jump 1 0".
finally, i can contol my dummy to jump by pressing left mouse button.
`str_utf8_isspace` now returns true if the passed code point renders as
a space, instead of when not.
Add `str_utf8_trim_right`, use this function and
`str_utf8_skip_whitespaces` in the server.
Add tests for the three functions
1055: Keep track of lost frames and update time r=heinrich5991 a=Jupeyy
The problem a friend was occuring was, that on a fresh Windows install settings like cl_refresh_rate are set to 480.
Since the render calls take longer time than no render calls, it happened that client was sleeping on one update cycle and then took to long in another, where it called the render functions, leeding to less FPS than the cl_refresh_rate. this caused mouse lags and rarely frame drops.
another thing is, that select on Windows is non microsecond accurate, or just often returns too early, which caused that the refresh rate is much too high, or even ignored, (probably windows can only sleep on milliseconds, or again, is extremly inaccurate).
Another things on windows is that time_freq might be a "very odd" number ^^
i mean like on unix it's one microsecond (1,000,000 = 1s), but on windows the time_freq depends on the CPU leading to inaccurate calculation of the sleep time and render time.
This wasn't insanly huge issue, but probably skipped a few microseconds here and there.
This fix should stabilize the frames. I'd like to hear your opinion on this tho.
For speedrunning alone in a team this "Everyone in your locked team was killed because '%s' %s."
is very annoying. So better only print it if more than 1 tee is in the team.
1058: Add /pausevoted and /specvoted r=heinrich5991 a=def-
- Also fix /pause and /spec with name parameter a bit
- Move out common code between pause/spec
1025: Add Teehistorian UUIDs to every record r=heinrich5991 a=Learath2
For statistic collecting purposes, don't merge before updating the SQL Schema.
ALTER TABLE record_race ADD COLUMN GameID VARCHAR(64) AFTER cp25;
ALTER TABLE record_teamrace ADD COLUMN GameID VARCHAR(64) AFTER ID;