Gets rid of more CGameControllerDDRace casts.
Those did not show up during compile time only during runtime
of another active controller when asan is active.
Also update server browser filtering/sorting when changing the community/country/type filter config variables with the console.
Clean the filter config variables when they are changed instead of only when the community filter is rendered.
Ensure that community/country/type filters do not exclude all allowed elements, which can happen when a previously selected community is not available anymore or when arbitrary community filter values are set with the console.
Allows to do this
```C++
for(const CPlayer *pPlayer : GameServer()->m_apPlayers)
{
if(!pPlayer)
continue;
if(!pPlayer->GetCharacter())
continue;
// your code that does not change the character state
}
```
[2023-01-12T17:25:29.471Z] ['error'] There was an error running the uploader: No gcov files found
Broken in https://github.com/ddnet/ddnet/pull/5599 because the
cmake-init-env overwrites outside env variables
Initialize nontrivial types with a constructor instead. Make the
compiler aware that some of our constructors are indeed trivial.
This allows `mem_zero` calls to actually always zero the memory.
Partially replaces #5690.
POD types are just memset. Other types are either destructed if not
trivial and/or constructed if not trivial. Types need to have a default
constructor.
Virtual classes can be mem_zeroed only if they already have been
constructed, otherwise it is UB.
Zeroing the entire ringbuffer memory is unnecessary and inefficient. Only the first item in the ringbuffer has to be initialized properly.
It's unlikely that existing code depends on allocated memory being zeroed, as recycled ringbuffer items where never zeroed.
Previously, the client would hang due to recursive usage of the console backlog lock when a log line is printed via the logger functions while already owning the backlog lock. This could happen when the text render causes log messages to be printed while the console backlog is rendered.
This is fixed by introducing a separate pending backlog to which new log lines are initially added and which is protected by a lock. The pending backlog entries are pumped into the normal backlog before the normal backlog is used, so accesses to the normal backlog do not need to be locked anymore. This means the console backlog lock is not owned when calling any functions that could print log messages, which should prevent the dead lock.