Currently the per tee demos are only stopped when a character dies.
But the Reset() method in the gameworld destroys characters without
killing them.
This allows to do world resets without calling gamecontext shutdown
while sv_player_demo_record is active. Which is nice for round based
game modes.
```C++
void CGameWorld::Reset()
{
// reset all entities
for(auto *pEnt : m_apFirstEntityTypes)
for(; pEnt;)
{
m_pNextTraverseEntity = pEnt->m_pNextTypeEntity;
pEnt->Reset();
pEnt = m_pNextTraverseEntity;
}
RemoveEntities();
GameServer()->m_pController->OnReset();
RemoveEntities();
m_ResetRequested = false;
GameServer()->CreateAllEntities(false);
}
```
With some languages the buffers for the scoreboard recording notification were not large enough when recording all 4 types of demos at the same time.
Reduce duplicate code. Avoid unnecessary, slow `str_format` for concatenation. Use UI functions for drawing the background and text.
Fix crash when reading a translation file that ends unexpectedly after a context line.
Make error messages about malformed translation files more detailed.
Fix incorrect line numbers in the error message because context lines were not counted.
Use `log_error` for error messages.
Ignore language file config variable being set initially in the conchain (i.e. when `GlobalTime` still returns zero) and check whether the value changed before reloading the language.
```
/home/chiller/Desktop/git/ddnet/src/base/system.cpp:1989:10: error: The 1st argument to 'connect' is < 0 but should be >= 0 [clang-analyzer-unix.StdCLibraryFunctions,-warnings-as-errors]
1989 | return connect(sock->ipv4sock, (struct sockaddr *)&addr, sizeof(addr));
| ^
```
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`.
Remove unnecessary `fs_is_dir` check in the `fs_chdir` function. The `SetCurrentDirectoryW` and `chdir` functions would already include such necessary checks anyway.
Assert that `GetCurrentDirectoryW` was successful instead of logging an error message. This function should only potentially fail if the current working directory was changed by another thread between the two calls, which should not happen in our code.
This would make the function `str_from_int` unnecessary, at least
user-facing.
Advantage: User doesn't have to care about `str_from_int`/`str_format`
distinction.
Disadvantage: We're adding some template programming to `system.h`,
potentially slowing all compilation.
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.
Fix edit boxes, scrollbars, value selectors and the editor sound seekbar being activated by holding the left mouse button from outside the UI element and then hovering it, which is inconsistent with the behavior of the `DoButtonLogic` function.
Use the `DoButtonLogic` function directly for the key reader buttons in the controls settings. Now, the key reader will only be activated when the left click is initiated and completed inside the key reader button. Previously, the key reader would be activated immediately when holding the left mouse button from outside and then hovering the key reader, and the key reader was already activated by the press-event, whereas now it will only be activated by the release event of the left mouse button. The active key reader UI ID is now tracked as a member variable of `CMenusKeyBinder` to avoid using static variables for this purpose.
The scrollregion scrollbar was not being deactivated if the handle is continued to be hovered after releasing it, causing the handle to become offset with the position of the click on the next activation of the handle.
The seekbar is immediately activated if the mouse button is held while moving the mouse over the seekbar, which is inconsistent with the general `DoButtonLogic` behavior. This is problematic on Android, where the first mouse button is always pressed while the mouse is being moved, causing the seekbar to steal focus immediately when hovered.
The tooltip was not shown if the seekbar is the active item, i.e. when the first mouse button is held down and the seekbar is currently updating the demo player.
Assume every server that does not have ddnet or race in its gametype to be a pvp server.
This allows spectators to follow multiple players during a fng/ctf/gctf/ictf round.
Related issue #7509
The `-1` in the size calculation for the ringbuffer allocation of chat history entries was incorrect, so the entries potentially didn't fit the zero terminator. Because `mem_copy` was used, the string was also not zero terminated explicitly.
This reverts commit f319ed239a.
Initializing these variables with junk data doesn't seem to be an
improvement over not initializing them. It hides potential Valgrind
warnings about data accesses to uninitialized memory though.
f319ed239a (r1590801501)
Nudge the initial position for explosions' smoke particles slightly towards the edge of the closest non-solid tile, if it would otherwise be inside a solid tile, so the smoke particles do not get stuck inside solid tiles on explosion events happening at the edges of tiles but slightly inside them. The physical position of the explosion event is unchanged, so this does not affect physics. The explosion sprite is still rendered at the physical position of the explosion, to preserve the apprearance.