Purely automatic change. In case of conflict with this change, apply the
other change and rerun the formatting to restore it:
$ python scripts/fix_style.py
2465: Sqlite3 support and prepared statements r=heinrich5991 a=Zwelf
This PR changes the abstraction layer of the score backend to thin abstractions over the MySQL and SQLite3 library. It executes all Queries in one worker thread making it easier to use the ddnet thread pool. This doesn't change much, because each the mysql-connection was locked with `m_SqlLock` beforehand, serializing writes and reads respectively.
Behavior change (even though I tried to minimize them):
* `sv_use_sql` is used to determine if mysql server should be added
* `sv_sql_failure_file` is replaced by `sv_sqlite_file`
* `sv_sqlite_file` is either used as a backup server when `sv_use_sql` is enabled or as the primary read+write server when `sv_use_sql` is disabled
* `/load` now escapes the like-string
Since I am not good at designing config file commands, I would appreciate feedback on this part.
WIP:
* [x] rewrite SQL statements to work in both MySQL and SQLite (preferable just ANSI-SQL)
* [x] create tables (`COLLATE BINARY` and encoding info)
* [x] store rank (UPSERT for points)
* [x] load birthday (different function in sqlite for time handling)
* [x] `/mapinfo` (`convert(? using utf8mb4) COLLATE utf8mb4_general_ci`)
* [x] `/map` (`convert(? using utf8mb4) COLLATE utf8mb4_general_ci`)
* [x] store teamrank (`GROUP_CONCAT`)
* [x] `/teamrank` (`GROUP_CONCAT`)
* [x] ~`/top5team` (`GROUP_CONCAT`)~ doesn't contain GROUP_CONCAT
* [x] `/times` (`UNIX_TIMESTAMP`)
* [x] `/load` without any arguments (`UNIX_TIMESTAMP`)
* [x] all commits compiling, making future bisect easier
* [x] write a sqlite_to_mysql script
* [x] write an old_file_server to sqlite script
* [x] gracefully shutdown DbPool
Co-authored-by: Zwelf <zwelf@strct.cc>
2433: Fix votes for sixup r=heinrich5991 a=Learath2
I think this looks sane but I haven't tested it at all for idk how to even test this locally/alone
2505: Fix legacy 64 player serverinfo, don't send duplicate packets (fixes#2495) r=heinrich5991 a=def-
For legacy we sent the first packet once correctly, then the 2nd and 3rd
packet without the marker and token at the start, so they never worked.
For new 64 player serverinfo we sent all packets correctly but the 1st
packet twice.
Introduced in #1955.
2506: Prevent whisper spam from 0.7 (fixes#2504) r=heinrich5991 a=def-
Co-authored-by: Learath <learath2@gmail.com>
Co-authored-by: def <dennis@felsin9.de>
src/game/client/prediction/gameworld.h:62:90: error: ‘int64_t’ has not been declared
62 | void CreateExplosion(vec2 Pos, int Owner, int Weapon, bool NoDamage, int ActivatedTeam, int64_t Mask);
| ^~~~~~~
2321: Use the 0.7 race features better r=def- a=Learath2
Mostly tested, couldn't test the diffs though as I don't have score set up. It looks good to me though.
Co-authored-by: Learath <learath2@gmail.com>
2202: Send DDNet version early in the connection process r=Learath2 a=heinrich5991
This gets rid of the problem that we don't know whether we should send
full snapshots to clients because they haven't told us about them being
DDNet yet.
Co-authored-by: heinrich5991 <heinrich5991@gmail.com>
2212: Use a consistent PRNG on all platforms r=Learath2 a=heinrich5991
I just used glibc's because that is what we use on all the servers. Based on https://www.mscs.dal.ca/~selinger/random/.
Behavior change: The PRNG is actually seeded now.
Co-authored-by: heinrich5991 <heinrich5991@gmail.com>
As discussed on Discord today, can be enabled inside of teams on the fly
during each run on any server. Finishes don't count. I haven't tested
save/load yet, would do that live on the server if this can be merged.
This gets rid of the problem that we don't know whether we should send
full snapshots to clients because they haven't told us about them being
DDNet yet.
This is done by HTTP POSTing to a location specified by
`sv_modhelp_url`. We also provide a `src/modhelp/server.py` which can
use theses POSTs to forward them to Discord servers.
The POST contains a JSON object payload, with the keys `"port"` which
contains the server port, `"player_id"` which contains the calling
player's client ID, `"player_name"` which contains the calling player's
nick and `"message"` which is the user-specified message.
Make JSON-escaping function public, add tests and fix bugs uncovered by
these tests.
Supersedes #1129.
teehistorian records all inputs from the players as well as the player
positions in each tick. It stores this info in a highly compressible
output format (I've achived 5x compression using xz or bz2).
Also annotate `dbg_msg`, `str_format` and `str_timestamp_ex` so that the
compiler can determine whether the format strings are correct.
Fix the compiler warnings generated by these extra warnings -- some of
them were security issues.
This is a new delay that specifies how many seconds you have to wait
before making your first vote. In case the server was only recently
filled (e.g. by a map change or if people start joining an empty
server), this delay is disabled (in the first case, because it's normal
to join after a map change, in the second case because you might have
joined the empty server to vote for a different map).