1128: Remove superfluous parameter from `CServer::NewClientNoAuthCallback` r=Learath2 a=heinrich5991
The `Reset` parameter was only ever set to true, at the only call site.
Co-authored-by: heinrich5991 <heinrich5991@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`.
`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.
This uses the Unicode confusable data together with judging how close
two strings are by using the Levenshtein distance.
Adds the commands `name_ban`, `name_unban` and `name_bans`. Kicks
players who join using a banned name and doesn't allow ingame players to
change their names to the banned ones.