Read the entire file into memory immediately when the line reader is initialized instead of using a fixed size buffer of size 32769, which leads to broken line reading for larger files (closes#8431).
Replace the `CLineReader::Init` function with the `CLineReader::OpenFile` function, which additionally checks whether the file contains any null bytes (indicates that the file is likely not a text file).
As the file will be read into memory entirely in the `OpenFile` function, is can also be closed immediately, since using the `io_read_all_str` function should ensure that nothing more can be read from the file. This also simplifies the usage of the `CLineReader` class, as manually closing the file is inconvenient and error-prone. In fact, the file handle for the `ddnet-serverlist-urls.cfg` file was previously not closed properly.
Benchmarking on Windows did not show any noticeable performance impact of this change both for smaller files (config and language files) and larger files (synthetic ~10 MiB files).
Let the `CLineReader::Get` function return `const char *` instead of `char *`, since users of this class should not modify the internal buffer. Also, since the entire file is read into memory now, the returned strings are now valid until the respective line reader object is destructed, instead of only until the `Get` function is called again. This simplifies the usage in some cases where all lines are handled, since additional temporary buffers are now unnecessary.
Remove the `IOFLAG_SKIP_BOM` flag from the `io_open` function, as this flag was only used together with the line reader. This was inconvenient to use, as any use of the `io_open` function specifically for line readers had to be used with `IOFLAG_SKIP_BOM`. Now, the line reader transparently skips the UTF-8 BOM internally. Skipping the UTF-8 BOM never worked with the `IStorage::ReadFileStr` function, because `io_length` is used in the `io_read_all` function, which rewinds the file position to before the UTF-8 BOM that was skipped by using `IOFLAG_SKIP_BOM`. In any case, as the `ReadFileStr` function is currently unused, this has/had no further effect. The respective test cases for `IOFLAG_SKIP_BOM` are removed.
Add more test cases for the `CLineReader` class. All test cases are checked both with and without the UTF-8 BOM. Additional tests with mixed new lines, empty lines with different new lines, and internal null bytes are added.
Consistently use the construct `while(const char *pLine = LineReader.Get())` to iterate over all lines of a line reader. In this case, the assignment inside the `while`-loop seems acceptable over the alternatives, e.g. `while(true)` with `break` or adding a function `CLineReader::ForAll(std::function<const char *> Consumer)`.
Add `sv_dnsbl_ban_reason` config variable with size 128 to specify the ban reason for `sv_dnsbl_ban`.
Increase the maximum size for ban reasons on the server from 64 to 128 to support this new config variable. Adjust buffer sizes for formatting ban messages accordingly.
Additionally, increase the size of the buffer for unpacking the connection closed message from 128 to 256. Due to this limitation, old clients will see truncated disconnect messages if the entire message is longer than 127, which can now happen with long ban reasons as the ban message additionally contains the duration (e.g. `You have been banned for 10 minutes (Reason)`).
Closes#8518.
The assertion of #8262 can be reproduced when sound is disabled or failed to be initialized, as the sample indices where not being initialized properly in these cases. It is still necessary to initialized them so sounds can be loaded in the editor also when sound is disabled.
The potential thread-safety issues of the `CSound::AllocSample` function are not yet resolved so the issue remains open.
Instead of relying on SDL to determine when a click is a double-click, implement double-click handling specifically for the UI, as double-clicks are only supposed to be used there. This allows us to ensure that double-clicks only activate UI elements if both clicks were performed on the same UI element. Previously, only the position of the second click was considered, so UI element would incorrectly activate when double-clicking close to them as long as the second click starts and ends on them.
Implementing double-clicking handling separately is also necessary to support double-clicking in the UI with touch events, as SDL does not provide the double-click information for touch events.
The newly added `CUi::DoDoubleClickLogic` function should be called after a UI element has been clicked. It will return `true` if the current click should be interpreted as a double-click, i.e. if the same UI element was clicked, the click was within 0.5 seconds of the previous click (the default duration for SDL and Windows) and the distance from the previous click is within 32 screen pixels (the default distance for SDL).
Add `IInput::ConsumeEvents` function accepting a consumer `std::function` to replace the duplicate usage of the `IInput::NumEvents`, `IInput::GetEvent` and `IInput::IsEventValid` functions.
Use an `std::vector` to store the current input events to support any number of input events per client update instead of at most 32.
Use full `uint32_t` range for input counter instead of only using the range 0..0xFFFF. If the range is artificially reduced, then this can result in inputs being handled multiple times with high refresh rates, so the increased range should add future proofing for extremely fast devices.
Split `CInput::AddEvent` function into `CInput::AddKeyEvent` and `CInput::AddTextEvent` functions for readability and to make it easier to add additional input events (i.e. touch events).
Ensure double-click state is cleared at the end of each frame to prevent the double-click from being stored when no UI element consumes it.
Move member variables from `IInput` interface to `CInput` implementation.
Remove separate `CEditor::DispatchInputEvents` function.
Split the user storage location and the data folder in the app specific external storage in the folders `data` and `user` instead of writing the user setting directly to the external storage.
Remove unnecessary storage permissions. The client only accesses files in its own external storage location, hence these permissions are not necessary for Android API 19 and higher, which is always given as we only target API 19 and higher.
Only unpack changed assets when their hash in the integrity index is different instead of unpacking all assets again, so the app starts faster after updates. Avoid unpacking the entire integrity index file unless it changed, by initially reading only the first hash directly from the asset, so the app starts faster when the data is up-to-date.
Add error handling for external storage not being accessible and other I/O errors during unpacking of assets.
Add `android_main.h` header to export the `InitAndroid` function and potentially other functions in the future. The `extern "C"` and `__attribute__((visibility("default")))` attributes seem to be unnecessary, as this function is only called directly from the native code like many other functions without these attributes.
Initialize the Android storage after the loggers, so the log message are printed properly.
Add documentation for the use of `std::exit` on Android, which is used to forcefully terminate the entire process, to ensure that static variables will be initialized correctly when the app is started again after quitting. Returning from the main function is not enough, as this only results in the native thread terminating, but the Java thread will continue. Java does not support unloading libraries once they have been loaded, so all static variables will not have their expected initial values anymore when the app is started again after quitting.
Use `fs_chdir` and `fs_makedir` instead of `chdir` and `mkdir`.
Time score will now always be used for any game with the flag `GAMEINFOFLAG_TIMESCORE` set in the `CNetObj_GameInfoEx` object. If the flag is not set, points score is used instead.
Backwards compatibility for old demos, that were recorded without this net object and flag, is removed. For old demos, points score is always assumed now.
Closes#6700.
This reverts commit caa062c88c.
As this decreased FPS and caused the background quad to be rendered twice when using a map background in entities mode.
Always force landscape orientation to be used for the game on Android.
Hide the title bar so it is not shown when starting the game. There is also a bug with SDL currently that leads to the title bar and status bar being shown permanently after minimizing and reopening the app, which is alleviated by hiding the title bar.
Always use black color to clear the window with all graphics backends, instead of using `cl_background_color` or `cl_background_entities_color`, respectively, as the clear color. The respective map background color is rendered using a quad in `CMapLayers` instead, so this should not affect appearance of maps. This does not have any noticeable effect on FPS. Previously, the unused part of the window (when it is resized smaller than 5:4 aspect ratio), was colored using the map background color, whereas now it will be cleared black consistently.
The color parameters of the `IGraphics::Clear` function and of the `SCommand_Clear` command are removed, as we always expect the screen to be cleared black now.
The parameter `ForceClearNow` of the `IGraphics::Clear` function was already unused previously and is also removed.
Interpret fast repeated presses of the back-button (3 times within 1 second) as a quit-event, so the app can be quit cleanly and quickly without using the UI. The client settings are otherwise not saved if the app is closed by minimizing it using the home button and waiting for the OS to kill it or by discarding it in the recent apps view.
Translate the Android back-button to the escape-key, so it can be used to navigate back in menus, open/close the ingame menu, close the editor etc.
Trap the Android back button by setting the `SDL_ANDROID_TRAP_BACK_BUTTON` hint, so it can be handled in our code reliably instead of letting the system handle it.
The graphics backends only support the RGBA format with the `SCommand_Texture_Create` and `SCommand_Texture_Update` commands, so the `TexFormatToOpenGLFormat`, `TextureFormatToVulkanFormat` and `TexFormatToNewOpenGLFormat` functions and the command member variables for the format are unnecessary. The `TexFormatToNewOpenGLFormat` function was unused.
Add additional checks to ensure that the `CVideo::Stop` function and the functions called by it will correctly stop the current video also if the video was not started successfully, i.e. if `CVideo::Start` returned `false` from any of the error branches.
In the `CVideo::Stop` function, iterate over the vectors of video and audio threads directly instead of using `m_VideoThreads` and `m_AudioThreads`, which do not reflect the actual count if the initialization failed before the threads were created.
In the `CVideo::Stop` function, only call `av_write_trailer` if the video recording was stated successfully, i.e. only if `avformat_write_header` was called successfully, as this will otherwise cause the client to crash. Closes#6375.
In the `CVideo::Stop` function, only call `avio_closep` if the format context was allocated.
In the `CVideo::FinishFrames` function, ensure that the codec has been allocated and opened, otherwise using it is not allowed.
Add assertions to the `CVideo::Start` and `Stop` functions to ensure that the same video is not started/stopped multiple times.
Crash with assertion when the size of the graphics is different from the video currently being rendered, instead of causing weirder bugs and a corrupted video file.
The wrong sampling rate was being used for video recording if the client is not restarted after changing the `snd_rate` config variable.
Ensure that the correct bit rate is used if the sample rate was adjusted because the selected value is not supposed.
Use `log_error` for all errors and consistently format all error messages.
Handle all ffmpeg errors and output the formatted ffmpeg error message when possible.
Register a log callback for ffmpeg log messages to delegate them to our logging system, to fix the log messages being interleaved with our log messages and not using the correct line breaks on Windows.
Stop video and demo immediately and show an error message popup if the video could not be started successfully.
Remove unnecessary debug output from ffmpeg.
Removed member prefix m_ used for local variables.
Removed all b, c, i hungarian notation prefixes for boolean, const and integers.
Fixed local variables using lower_snake_case instead of UpperCamelCase.
Renamed all ``float wSearch = TextRender()->TextWidth..`` to ``float SearchWidth = ..``.
Fix leak of pending future logger log messages if the future logger is not set, in particular when the `logfile` config variable is not set or the file could not be opened, by setting a logger that discards all log messages in this case.
Closes#8265.
When changing the screen width, height or refresh rate config variables to 0 or negative values, which are not allowed by the backend, automatically revert the config variables to the actual values again to ensure that the config variables stay in sync with the state of the window. This fixes the client crashing in the graphics settings when setting the screen width and height to 0 via the console, which causes a division by zero when calculating the aspect ratio.
According to the documentation, this function returns `0` on success and a negative number (error code) otherwise, which would cause an allocation of an invalid size.
The third parameter of the `op_read` function specifies the remaining size of the buffer, but we always passed the total size of the buffer without respecting the position at which the data is written into the buffer.
Set the data pointer of the sample only when the sample has been loaded successfully, so the invalid sample data is not freed again when decoding fails.
Otherwise the snapshots may incorrectly be invalidated because a change of the `cl_dummy` variable is detected when connecting to another server after disconnecting while the dummy is active.
Send dummy ready and enter game when connection is online based on its state instead of when the security token is not unknown anymore, which should effectively be the same condition but more understandable. This is also how it's already done for the main connection so the `SecurityTokenUnknown` function can be removed as it's unused now.
The console was not keeping its current scoll position if entries from the backlog are removed due to being recycled when new entries are added. For this purpose, a callback function is added to the ringbuffer to handle popped items, so the scrolling position of the console can be updated based on the number of lines of the removed backlog entries.
Add optional filename argument to `start_video` command, to start recording to a video file with a specific filename, instead of always using the current timestamp.
Add log messages to `start_video` and `stop_video` commands to indicate success and errors.
Make the `CClient::StartVideo` function non-`static` and reduce duplicate code in the `Con_StartVideo` function.
Determine the video filename outside of the `CVideo` constructor, same as for demos.
Fix game times and prediction not being updated when only exactly two snapshots have been received, due to the conditions `m_aReceivedSnapshots[...] >= 3`. These specific condition are not necessary and replaced with simpler checks whether the current snapshot is set. Some duplicate nested conditions are also removed.
Pump the network first in `CClient::Update` before updating anything else, to ensure that snapshots are received from the network client before the game times and prediction are being updated based on the current snapshots.
Fix current and previous game tick always being `0` on the first call of `IGameClient::OnNewSnapshot` when two snapshot have been received. Now, the game ticks are properly initialized from the two initial snapshots.
Fix old inputs sometimes being used in prediction after changing map because inputs with tick `-1` were not being ignored.
Ensure all snapshots and game times are properly cleared when entering the game.