Call expected server callback functions to simulate clients dynamically connecting and disconnecting when changing the `dbg_dummies` variable. This makes the debug dummies more useful for debugging. Previously, the debug dummies were considered invalid clients, whereas they are now considered to be ingame, so they should behave mostly like real clients being connected to the server. The debug dummies also have correct client names now, e.g. "Debug dummy 42".
The game server code is cleaned up by moving all special handling for debug dummies to the engine server function `CServer::UpdateDebugDummies`.
The left/right direction inputs for debug dummies are now properly added to the client input array, so their input handling should be consistent with normal clients, which fixes some inconsistent prediction with debug dummies.
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.
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
}
```
When creating a non ddrace controller and it uses `IGameController::GetMaskForPlayerWorldEvent`
it will crash:
#0 0x00007ffff72ac83c in ?? () from /usr/lib/libc.so.6
#1 0x00007ffff725c668 in raise () from /usr/lib/libc.so.6
#2 0x00007ffff72444b8 in abort () from /usr/lib/libc.so.6
#3 0x00007ffff749ca6f in __gnu_cxx::__verbose_terminate_handler () at /usr/src/debug/gcc/gcc/libstdc++-v3/libsupc++/vterminate.cc:95
#4 0x00007ffff74b011c in __cxxabiv1::__terminate (handler=<optimized out>) at /usr/src/debug/gcc/gcc/libstdc++-v3/libsupc++/eh_terminate.cc:48
#5 0x00007ffff74b0189 in std::terminate () at /usr/src/debug/gcc/gcc/libstdc++-v3/libsupc++/eh_terminate.cc:58
#6 0x00007ffff74b03ed in __cxxabiv1::__cxa_throw (obj=<optimized out>, tinfo=0x7ffff766c0e8 <typeinfo for std::out_of_range>, dest=0x7ffff74c85c0 <std::out_of_range::~out_of_range()>) at /usr/src/debug/gcc/gcc/libstdc++-v3/libsupc++/eh_throw.cc:98
#7 0x00007ffff74a025f in std::__throw_out_of_range_fmt (__fmt=<optimized out>) at /usr/src/debug/gcc/gcc/libstdc++-v3/src/c++11/functexcept.cc:101
#8 0x00005555555bd4a3 in std::bitset<64ul>::_M_check (this=0x7fffffffbb90, __position=0xffffffffffffffff, __s=0x5555557a9881 "bitset::reset") at /usr/include/c++/13.2.1/bitset:823
#9 0x00005555555f83e0 in std::bitset<64ul>::reset (this=0x7fffffffbb90, __position=0xffffffffffffffff) at /usr/include/c++/13.2.1/bitset:1196
#10 0x000055555560262a in IGameController::GetMaskForPlayerWorldEvent (this=0x555555b113d0, Asker=0x0, ExceptID=0xffffffff) at /home/chiller/Desktop/git/ddnet/src/game/server/gamecontroller.cpp:728
#11 0x000055555560be0f in CPlayer::TryRespawn (this=0x55555592e500 <gs_PoolDataCPlayer>) at /home/chiller/Desktop/git/ddnet/src/game/server/player.cpp:695
#12 0x000055555560a1a6 in CPlayer::Tick (this=0x55555592e500 <gs_PoolDataCPlayer>) at /home/chiller/Desktop/git/ddnet/src/game/server/player.cpp:249
#13 0x00005555555e174b in CGameContext::OnTick (this=0x7ffff477d010) at /home/chiller/Desktop/git/ddnet/src/game/server/gamecontext.cpp:964
#14 0x00005555555a7e34 in CServer::Run (this=0x7ffff57d5010) at /home/chiller/Desktop/git/ddnet/src/engine/server/server.cpp:2893
#15 0x0000555555592a2b in main (argc=0x1, argv=0x7fffffffd178) at /home/chiller/Desktop/git/ddnet/src/engine/server/main.cpp:197
Also increase usage of the `GetDDRaceTeam()` method.
Instead of reimplementing it in place everywhere.
move `m_Teams` from the ddrace controller to `IGameController`
so the ddrace controller casts can go away
This will enable creating another controller instead of the ddrace
controller. Which is useful for community forks.
Also make `m_Teams` private and define a getter for it.
This makes future refactors smoother.
When the `CGameContext::SendChatTeam` function is used to send a chat message to all members of a DDTeam (e.g. on completed /swap chat command), it was not checked whether the target players are online but only whether they belong to the specified team according to the teams core. However, the default team for unconnected/cleared players is 0 in the teams core, which is the same for players in team 0, so chat messages were being sent to client IDs not corresponding to connected clients when chat messages where supposed to be sent to players in team 0. This was causing the server to crash with the assertion error "erroneous client id" specifically when the server is started with `sv_max_clients` being less than the default, maximum 64.
Closes#7450.
Add easter, halloween and xmas to `enum ETimeSeason` and `time_season` function. This unifies the logic for detecting these events and seasons in one function. This allows adding support for special easter, halloween and xmas theme maps in the future. The `localtime` function is not used outside `system.c` anymore. The code for detecting easter is taken from upstream.
The world tuning is a part of the world. This way the entities implementation
use the same API as available on the client side.
This change is a step toward unified/shared world logic for client and server.
1. Regardless of the pause the message is CL_SETTEAM and there is no
reason to match it against other messages.
2. Another implementation can save the wanted team and apply it later.
If the player slots update the 0.7 clients have to be informed
about it. Otherwise the client can block the join button
if the outdated playerslots are filled already.