The TODO in the `Dilate` function is removed, as the code already appears to be safe without additional checks. The variable `k` is at most `(w * h - 1) * BPP`, as `ix` and `iy` are clamped to maximum `w - 1` and `h - 1` respectively. Because `p < BPP - 1` the index `k + p` is therefore always valid for the buffers. (The caller must ensure that the source and destination buffers are of size `w * h * BPP`.)
Use config manager to reset `ui_page` to the default, instead of using `CMenus::PAGE_DDNET` directly (which is the default).
Check current type of serverbrowser instead of checking the current `ui_page` against `CMenus::PAGE_DDNET` and `CMenus::PAGE_KOG`.
Using `dbg_stress 1` now only does the following (in debug build):
- Randomly send inputs.
- Randomly send chat messages.
- Randomly connect/disconnect to server configured with `dbg_stress_server` (`localhost` by default).
Previously it also did the following, which is not useful for this debugging feature and only complicates the code unnecessarily:
- Cause images and sounds not to be loaded.
- Render only every tenth frame.
- Always use inactive graphics refresh rate.
Instead of keeping track of a permanently empty `CSnapshot` object in client and server separately, add `CSnapshot::EmptySnapshot` to access a singleton empty `CSnapshot`.
Mark pointer parameters of snapshot functions as `const` when possible.
Simplify the handling of free texture indices by using `-1` only for indices which are currently in use, whereas the size of the vector is now used to indicate the last free index. Otherwise the assertions incorrectly detect the last texture index always being in use because `-1` was used for both states.
Most variables used in the sound engine were static globals, as they are used in the static sound mixing function. The global variables are replaced by member variables, by passing the sound interface as user-data for the SDL mixing callback. The `Mix` function is made a public member function of `ISound` instead of being exposed using `ISoundMixFunc GetSoundMixFunc()`.
This allows to remove the direct dependency of the engine sound on the engine video, by instead passing the sound mixing function as a lambda to the engine video in the engine client.
The old WavPack reader function interface does support passing a user-data pointer to the callback function, so global variables are still used here.
Replace existing hard-coded support for two "networks" with support for a dynamic list of "communities" which are indexed by a string-ID, though right now the DDNet and KoG communities are still hard-coded. The communities now also support an arbitrary number of associated countries, types and servers. This is a refactoring to prepare for getting the list of communities dynamically from the server and removing the DDNet and KoG tabs from the serverbrowser.
Check if maximum number of lines has been reached before starting a new line, to prevent the text cursor from reporting the wrong number of lines and text height in that case.
Use `enum EImageFormat` type for image format literals and variables.
Add `PixelSize` function to get the number of bytes/color channels per pixel for a specified image format.
Remove unused store format argument of texture loading functions. All textures are automatically being stored as RGBA, so the argument was unused. Also remove the therefore unused `FORMAT_AUTO`.
Rename variables consistently to `PixelSize` and use `size_t`, instead of mixing different names like `BPP` and `ColorChannelCount`.
Validate image format loaded from maps using `CImageInfo::ImageFormatFromInt`. Add `FORMAT_ERROR` to represent invalid formats.
Remove redundant `PixelSize` parameter from graphics backends and commands, which can be derived from the texture format.
Fix memory leak when RGB image data is being converted to RGBA format when saving map in editor.
This config variable was only settable in the server console but only read in the client, so it was effectively unusable. It also has no use case right now.
The log message is otherwise shown multiple times when starting the client.
Now it's only shown when the `record` command is used manually, i.e. not for automatically recorded demos anymore.
Add `str_utf8_offset_bytes_to_chars` and `str_utf8_offset_chars_to_bytes` functions to base system to convert between byte and UTF-8 character offsets in UTF-8 strings.
Previously, this was separately implemented in the textrender and in the lineinput helper.
These textrender functions are entirely replaced by the new functions:
- `ITextRender::SelectionToUTF8OffSets` (by `str_utf8_offset_chars_to_bytes`)
- `ITextRender::UTF8OffToDecodedOff` (by `str_utf8_offset_bytes_to_chars`)
- `ITextRender::DecodedOffToUTF8Off` (by `str_utf8_offset_chars_to_bytes`)
These lineinput helper functions are reimplemented using the new functions:
- `CLineInput::OffsetFromActualToDisplay` (uses `str_utf8_offset_bytes_to_chars`)
- `CLineInput::OffsetFromDisplayToActual` (uses `str_utf8_offset_chars_to_bytes`)
Register the `OnWindowResize` listener in the engine client instead of the game client and properly dispatch the event also to the editor, so text containers in the editor are cleared when the window is resized.
Closes#7018.
Fix text containers rendering broken text after the language is changed, as this cleared the glyph atlas without clearing the references to the glyph positions in the text containers. Now `OnWindowResize` is also called on language change to reset all text containers.
However, the glyph atlas is not cleared on normal window resize anymore, because this seems to be unnecessary.
Replace skyline-based texture atlas algorithm with a rectangle packing algorithm that tracks empty atlas sections using `std::vector`s. The algorithm is very loosely inspired by https://github.com/TeamHypersomnia/rectpack2D.
Increases texture atlas utilization from ~70% to ~90-94%, i.e. less space in the atlas is unused.
Decreases the computational time to find suitable free regions in the atlas by factor 40x-164x (depending on atlas dimension and utilization). In absolute numbers, the computational time necessary for a glyph being added to the atlas is decreased from 0.0556ms-0.4679ms to 0.0013ms-0.0051ms (depending on atlas dimension and utilization).
The memory usage for the texture atlas algorithm increases from a maximum of ~128 KB to a maximum of ~3 MB.
This still works
$ ./DDNet "connect 127.0.0.1"
But now also this works
$ ./DDNet "connect tw-0.6+udp://ger10.ddnet.org:8303"
2023-07-16 14:07:50 I engine: running on unix-linux-amd64
2023-07-16 14:07:50 I client: starting...
2023-07-16 14:07:50 I client: version 17.1.1 on linux amd64
2023-07-16 14:07:50 I client: git revision hash: 7f100e2620
2023-07-16 14:07:50 I client: connecting to 'tw-0.6+udp://ger10.ddnet.org:8303'
2023-07-16 14:07:50 I host_lookup: host='ger10.ddnet.org' port=8303 3
2023-07-16 14:07:51 I client: connected, sending info
Add `fonts/index.json` which specifies:
- List of all font files that should be loaded (filenames).
- Default font (specified by family name or by family and style name).
- Font variants for different languages, using the name of the language file as key.
- Fallback fonts.
- Icon font.
There are characters (e.g. all in `刃直海角骨入`) that look different depending on the language of the content being Japanese, Simplified Chinese, Traditional Chinese and Hangul, because Unicode uses the same codepoint for characters regardless of the language. To render these characters correctly, the active variant font is switched depending on the selected language.
The `ITextRender` interface is changed so the current language variant can be set using `SetFontLanguageVariant` and the default and icon fonts can be toggled using `SetFontPreset`. The class `CFont` is removed entirely.
The text render is restructured: The font faces and font atlas are now managed by a separate class `CGlyphMap` like on upstream. As the text fill and outline textures always have the same size, the texture skyline only needs to be stored once and free positions in the atlas only need to be calculated once for each glyph instead of separately for the fill and outline textures.
The font files and their licenses are also updated:
- Update Source Han Sans to version 2.001.
- Update Glow Sans Japanese Compressed to version 0.93.
- Update Deja Vu Sans to version 2.37.
- Update Font Awesome icons font to March 2023 version.
Closes#6881.
Rectangles with inverted round corners (`IGraphics::CORNER_I*`) are currently not used anywhere and also only supported when using `Draw4`.
They also feel clunky to use due to the inverted corners being drawn outside of the specified rectangle area.
`stdout_output_level` for printing to stdout, `console_output_level` for
printing to local console and remote console and `loglevel` for the log
file.
Keep the old log level filters 0 for info and more severe, 1 for debug
and more severe and 2 for trace and more severe, introducing -1 for
warn, and -2 for error. -3 will show no log messages at all.
When memory for a command or data in the command buffer cannot be allocated in `CGraphics_Threaded::AddCmd` and `CGraphics_Threaded::AllocCommandBufferData` the command buffer is cleared so it should always be possible to allocated memory successfully on the second try. Therefore assertions are added and the return values and inconsistent checks of the functions are removed.
The usage of `AddCmd` is simplified by automatically deriving an error message based on the type of the template parameter.
Only add assertion to prevent empty filename, as this causes Valgrind to crash.
Handle empty filename used for special null-image separately in gameclient.
When starting with `dbg_stress 1` the invalid texture was never actually getting loaded, which was causing the client to crash when using the Vulkan backend and starting with `dbg_stress 1`.
Additionally ensure that the invalid texture is 16x16 pixels large and loaded with the texture flags to support usage for tile rendering.
Closes#6504.
Show a short message below the existing chat mentions message that is shown in the top left area of the editor above the layers/images/sounds button when the player character is moved ingame while the editor is open. The messages are cleared when the editor is activated and when the client is disconnected.
Closes#1993.
6796: CSound: Initialize all members (fixes#6795) r=Robyt3 a=def-
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test (especially base/) or added coverage to integration test
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Dennis Felsing <dennis@felsin9.de>
6790: Prevent /swap with paused players r=def- a=Robyt3
Prevent swapping if either of the players is paused (i.e. their character is not in the gameworld), as this can cause them to be stuck in midair after swapping, which can be exploited to skip parts.
## Checklist
- [X] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [X] Tested in combination with possibly related configuration options (servers with `sv_pauseable 0` were and are unaffected)
- [ ] Written a unit test (especially base/) or added coverage to integration test
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
6793: Use `std::vector` and `std::deque` instead of most `std::list`s r=def- a=Robyt3
Use `std::vector` in cases where elements are only inserted at the end of the collection.
Use `std::deque` in cases where elements are only inserted/deleted at the beginning/end of the collection.
Use `std::list` in the remaining single case where elements are being removed from arbitrary positions and added at either the beginning or the end of the collection.
Adjust variables names. Don't use separate prefix for `std::deque`s and `std::list`s, as they are only used very rarely. Closes#6779.
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test (especially base/) or added coverage to integration test
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Robert Müller <robytemueller@gmail.com>
Use `std::vector` in cases where elements are only inserted at the end of the collection.
Use `std::deque` in cases where elements are only inserted/deleted at the beginning/end of the collection.
Use `std::list` in the remaining single case where elements are being removed from arbitrary positions and added at either the beginning or the end of the collection.
Adjust variables names. Don't use separate prefix for `std::deque`s and `std::list`s, as they are only used very rarely. Closes#6779.
To append to log file instead of overwriting it. To use you can create a
data/autoexec_client.cfg with:
logfile "client.log"
logappend 1
Enabled by default
Update `SDL_scancode.h` which is used by `gen_keys.py` to generate the list of keys enum (`keys.h`) and the list of key names (`keynames.h`) and regenerate the lists.
This adds support for 6 uncommonly used keys (audiorewind, audiofastforward, softleft, softright, call, endcall).
Minimum SDL version 2.0.16 is required for `SDL_FlashWindow`. The SDL version schema changes after version 2.0.22 to 2.24.0 etc. (minor version is used instead of patchlevel) which was causing the condition that checks for minimum version 2.0.16 to not work correctly with newer SDL versions.
Closes#6687.
6665: Fix ordering of unfinished/unconnected tees r=heinrich5991 a=Learath2
<!-- What is the motivation for the changes of this pull request? -->
I thought there was initially a strict weak ordering issue here but upon further inspection noticed it's fine.
However, people with negative score were getting sorted undeterministically, basically every unfinished tee was treated as equal since `!comp(a, b) && !comp(b, a)`. Sorting them by name was the intention.
I also got rid of the old `INT_MIN` "hack", it was only there to make the code shorter and it's no longer possible with the newly flipped sign without flipping it back on the client which is ugly.
Also made `ScoreKind` `const`, not sure if any compiler optimizes on that but why not? If we ever move to C++20 this could be a generic lambda instead where we can template `ScoreKind` and make sure it gets optimized properly.
Tidbit: I treated score 0 as a normal score, I'm not sure what it implies.
<!-- Note that builds and other checks will be run for your change. Don't feel intimidated by failures in some of the checks. If you can't resolve them yourself, experienced devs can also resolve them before merging your pull request. -->
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test (especially base/) or added coverage to integration test
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Learath <learath2@gmail.com>
6673: Clear Victim Team render info on skin changes r=Robyt3 a=Jupeyy
fixes#6662
This should fix the issue, I guess, by simply clearing the render info. I can't find an easy way to restore the original skins of the team members as we don't save their IDs.
I couldn't directly trigger the assert, but I could certainly see the skin getting invalid when killen the team and switch to "vanilla only skins". (Edit: When triggering it a few times I got the assert)
The code generally looks a bit hacky. Maybe the original author can refactor it a bit
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test (especially base/) or added coverage to integration test
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
6676: Show GPU info (if available) in assert r=Robyt3 a=Jupeyy
first part of #6672
![image](https://github.com/ddnet/ddnet/assets/6654924/0e9aec5a-528a-4e7a-a3fa-93108e55597e)
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test (especially base/) or added coverage to integration test
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Jupeyy <jupjopjap@gmail.com>
Add `inp_ime_native_ui` on Windows to use native IME UI instead of rendering the candidate list in the client.
Always set the SDL hint to use native UI on non-Windows, as we cannot determine the list of candidates on those systems.
6602: Revert "Delay disconnecting until after render call" r=def- a=Robyt3
This reverts commit 5c90fd2b83.
Delaying the disconnecting causes issues when the client automatically disconnects immediately before connecting to another server or starting demo playback.
It's not necessary to delay the disconnecting to deal with #6387, as #6589 is already enough. It's easier to revert this instead of rewriting the client so connecting and starting demo playback are also delayed.
Closes#6595.
## Checklist
- [X] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test (especially base/) or added coverage to integration test
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Robert Müller <robytemueller@gmail.com>
This reverts commit 5c90fd2b83.
Delaying the disconnecting causes issues when the client automatically disconnects immediately before connecting to another server or starting demo playback.
It's not necessary to delay the disconnecting to deal with #6387, as #6589 is already enough. It's easier to revert this instead of rewriting the client so connecting and starting demo playback are also delayed.
Closes#6595.
6590: Make text containers bit safer r=Robyt3 a=Jupeyy
From reading the code I couldn't understand how https://github.com/ddnet/ddnet/issues/5143#issuecomment-1546735484 could happen
either (checked = not the case):
- [x] teini used an outdated client
- [ ] i am blind
- [ ] it was a name/clan -plate, scoreboard entry
- [ ] it leaked somewhere in text.cpp or similar impl
- [ ] it happened because of an outside write.
We don't really come further with this, so we should probably at least try it out?
`@Robyt3` your opinion? We can still always remove it again
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test (especially base/) or added coverage to integration test
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Jupeyy <jupjopjap@gmail.com>
6565: Delay disconnecting until after render call r=def- a=Robyt3
When a client component (e.g. the menu or the console) disconnects the client, this immediately unloads the map data but the render call continues as normal. This causes all components rendered after this component to access invalid memory in place of the map, layers and collision data.
This is fixed by delaying the actual disconnecting until after the render call, to ensure that the map data can be safely unloaded.
Closes#6387. Closes#3179.
## Checklist
- [X] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test (especially base/) or added coverage to integration test
- [X] Considered possible null pointers and out of bounds array indexing
- [X] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Robert Müller <robytemueller@gmail.com>
6497: Fix client crash/hang when launching without data directory r=edg-l a=Robyt3
Closes#4638.
## Checklist
- [X] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test (especially base/) or added coverage to integration test
- [X] Considered possible null pointers and out of bounds array indexing
- [X] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Robert Müller <robytemueller@gmail.com>
Register SDL for cleanup before creating the kernel and client, so SDL is shutdown after kernel and client. Otherwise the client may crash when shutting down after SDL is already shutdown.
Closes#6581.
Track stack of cleaner functions that destruct client components so exactly the correct cleanup is performed in the reverse order of initialization.
This allows performing the cleanup also in the early-return cases without introducing duplicate code.
When the configuration file exists but cannot be loaded, the client continues to launch. When closing, the client then saves the default config and overwrites the existing config that could not be loaded.
This is prevented by quitting the client with an error message popup when the config exists but cannot be loaded.
Closes#3843.
6573: set SDL_MAC_OPENGL_ASYNC_DISPATCH sdl hint to fix macos resizing r=heinrich5991 a=edg-l
Fixes a issue where ddnet freezes on resize on macos
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test (especially base/) or added coverage to integration test
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Edgar <git@edgarluque.com>
When a client component (e.g. the menu or the console) disconnects the client, this immediately unloads the map data but the render call continues as normal. This causes all components rendered after this component to access invalid memory in place of the map, layers and collision data.
This is fixed by delaying the actual disconnecting until after the render call, to ensure that the map data can be safely unloaded.
Closes#6387. Closes#3179.
6559: Show error message popup on assertion error in client and when client fails to launch r=def- a=Robyt3
Alternative to #6493. Closes#6482.
## Checklist
- [X] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test (especially base/) or added coverage to integration test
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Robert Müller <robytemueller@gmail.com>
Use `STextContainerIndex` wrapper instead of `int` for text container index for type-safety.
Add missing checks to ensure valid text container index before rendering FPS and finish time text containers.