- Remove `readability-identifier-naming.StaticVariableIgnoredRegexp`.
- Mark `static` variables as `const` and use `UPPER_CASE` for names when possible.
- Use local variables instead of `static` variables when possible.
- Use member variables with correct name instead of `static` variables.
- Pass output buffer for `static` function `GetKeyBindModifiersName` by argument instead of returning pointer to `static` buffer.
The function is unused and because the message is not flushed it would also not have worked correctly. The `NETMSG_INPUT` message is already packed and flushed in the `CClient::SendInput` function.
Closes#8408.
Track whether the dummy is currently connecting separately so the dummy being disconnected due to errors can be detected. Show an error message as echo in the chat when the dummy could not be connected, e.g. when the server is full.
Use the global time for limiting the dummy connecting delay instead of using game ticks, so the delay also works correctly when having connection problems (i.e., when ticks do not advance). Handle the dummy connecting being delayed separately from the dummy currently connecting.
Add tooltips for the "Connect dummy"-button when it's disable due to dummy not being allow on the server or when connecting is delayed.
Add console error messages for `dummy_connect` command.
The item data size is already returned by the `IClient::SnapGetItem` function and getting only the size is not currently useful, so the additional `IClient::SnapItemSize` function is unnecessary.
Let the `IClient::SnapGetItem` function return an `IClient::CSnapItem` directly instead of passing it as a pointer. Add the item data pointer as a member variable to `IClient::CSnapItem` instead of returning it separately. Therefore, the separate data pointer of the class `CSnapEntities` is also not necessary anymore.
Consistently mark the snapshot items and data as `const`. The C-style cast to `void *` in the `IClient::SnapGetItem` function was previously implicitly casting away the `const` of the snapshot pointers.
Opening links and files with the `open_link` and `open_file` functions does not work on Android, as the `open_link` function uses `fork` which is not supported on Android. This also seems to cause a strange bug where client networking partially breaks. Currently, after trying to open any link, connecting to servers is not possible anymore but the server browser still works, with the connection getting stuck randomly in the connecting/loading state.
SDL implements URL opening, including of file URIs, with the `SDL_OpenURL` function for most systems including Android. However, using `SDL_OpenURL` for all systems has several downsides:
1. The `SDL_OpenURL` function is only available since SDL 2.0.14, in particular not for the Ubuntu 20 CI runner. Hence, we would either have to conditionally compile the link opening function to a null-implementation or fallback to using the existing `open_link` function.
2. We would be undoing some additional fixes in the `open_link` function for Windows, which are not included in the Windows implementation of `SDL_OpenURL`.
3. This would also replace the use of `open` on UNIX with `xdg-open`.
4. This would move the functionality to open links and files from the base to the engine client, so we could not have tools or the server potentially making use of this functionality in the future (e.g. open a folder for convenience).
Implementing link and file opening for Android ourselves is too much effort and potentially made even harder by SDL already managing all the unique JVM resources in the `SDLActivity`.
Therefore, the `SDL_OpenURL` function is only used for Android, which is always based on the latest SDL2 version. The original `open_link` functionality is kept for the other systems. For this purpose, the `IClient::ViewLink` and `ViewFile` functions are added to wrap `open_link` and `open_file` for the client and also reduce some duplicate code for error logging.
Unfortunately, testing also revealed that `SDL_OpenURL` does not currently support opening file URIs, at least not of files the internal storage location, which all the DDNet client's files would be located in. At least opening URLs works and neither breaks networking anymore.
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.
Instead of preventing the client from quitting/restarting while a warning is shown in the menus, add warnings that should be shown after quitting/restarting (i.e. the warning when the config could not be saved) to a separate list and show these warnings using an OS message box after the client has been closed. Otherwise, the client is prevented from closing if a warning is shown without being automatically hidden, which causes the client to hang indefinitely in the CI.
The message boxes for warnings must be shown after the client has already been completely shutdown, otherwise the regular shutdown with the Vulkan backend crashes because showing the message box has already partially deinitialized the backend.
The quitting/restarting client state is now checked after updating the FIFO component, so quitting/restarting initiated via FIFO is effective immediately, although this should have little effect in practice.
For completeness, a log message is added also for the case that the config was saved successfully.
The GitHub CI seems to automatically confirm/disable OS message boxes, so they should not block workflows.
Avoid many writes to disk each time the DDNet info is downloaded, i.e. each time the refresh button is pressed in the server browser, by first loading the DDNet info into memory and only writing it to disk when it differs from the current DDNet info based on the SHA256 hash.
The SHA256 is now also used to track whether the DDNet info was modified for the community filters and icons instead of using the current time for this purpose.
Closes#3941.
Support adding up to three communities as favorites in the server browser. Favorites can be changed with favorite buttons which are shown in the community filter on the Internet and Favorites tabs. The commands `add_favorite_community` and `remove_favorite_community` are added to change the favorite communities via the console and for saving the favorite communities to the config file. For the favorite communities, additional tabs using the communities' icons are shown in the server browser next to the Internet, LAN and Favorites tabs. Each community tab shows only the servers from the respective community, hence the community filters UI is not shown on the community tabs but only on the Internet and Favorites tabs. The country and type filters on community tabs cover only the countries and types from the respective community. Favorite communities are added from left to right. When more than three favorite communities are added, the oldest (leftmost) favorite community will be removed from the list.
When starting the client for the first time, i.e. with `cl_show_welcome 1`, the DDNet tab will be created as the only favorite community and selected initially. The community, country and type filters are unset when starting for the first time, so the Internet tab now shows all servers per default.
When starting with a `ui_page` for a favorite community that is not configured, the page is reset to the Internet tab. This also affects those who upgrade from versions with the old DDNet and KoG tabs. The server browser is now also correctly updated when changing `ui_page` via the console.
Track country and type filters for every community separately, to avoid filters resetting when switching between community tabs or changing the community filter. The commands `add_excluded_community`, `remove_excluded_community`, `add_excluded_country`, `remove_excluded_country`, `add_excluded_type` and `remove_excluded_type` are added to change the exclusion filters via the console and for saving the exclusion filters to the config file.
Render community filters above the toolbox (filter, info and friends) tabs when on the Internet and Favorites tab, so this setting is more visible and can be changed also when the other toolbox tabs are selected.
Add icon for the none community, based on the tee country flag color. This icon is hard-coded in the client, as the none community also is, so fetching the icon from the server would be inconvenient. Load community icons already when rendering the menu instead of only when rendering the server browser, so the icons are immediately available when using the start menu.
Find tutorial server by searching for community type "Tutorial" instead of searching for "(Tutorial)" in the server name.
Avoid cleaning favorite communities and filters when there are no communities, i.e. when the DDNet info failed to be loaded or does not contain any communities, to avoid losing all favorite communities and filters in this case.
Closes#7774.
The `bool AllowResizing` parameter is only passed to other `SetWindowParams` functions but never used in the end, as whether or not resizing is allowed is separately determined based on the value of the `int FullscreenMode` parameter.
To simplify the usage of the demo recorder, parameters are added to the `IDemoRecorder::Stop` function to control whether the demo file is removed or renamed when stopping the recording.
Ensure demo files of the replay recorder are always removed (except on crashes). The temporary replay demos were previously not removed when being disconnected from a server.
Fix auto demos being stopped and restarted when enabling replays in the settings menu. Now only the replay recorder is stopped/started when necessary.
Fix replay recorder being restarted when setting `cl_replay` variable with console without changing the value.
Remove unnecessary `CClient::m_ButtonRender` variable. Demo rendering is already stopped correctly when reaching the end of the demo without this additional variable.
Remove unused `CDemoRecorder::m_pMapData` variable.
Add a proper kernel interface `INotifications` for the notifications component instead of using a C style interface.
Add parameter for the application name when initializing notifications to avoid hardcoding the application name.
The implementation for macOS is kept in Objective-C and a TODO is added, as the API we are currently using appears to be deprecated.
Additionally, ensure snapshots are cleared and dummy is disconnected when disconnecting programatically with `DisconnectWithReason`.
Add `NETADDR_ZEROED` and `UUID_ZEROED` for more convenient initialization without using `mem_zero`.
Using `CMenus::PopupWarning` will immediately set the popup and override the current warning, which can hide warnings when multiple are shown at the same time. Now all warnings are added to the queue with `IClient::AddWarning`.
Ensure server password can fit username and password separated by colon, so there is no discrepancy where some passwords work in rcon but not for reserved slots.
Add parameter `int Conn` to `SendInfo` and `SendReady` functions and use existing `SendEnterGame` function to reduce duplicate code for sending the same messages for main and dummy connections.
The host lookup job and the engine interface are independent so they are moved to separate files.
The include of `engine.h` in `client.h` is therefore unnecessary and other includes also had to be adjusted because of this.
The variable `m_VersionServeraddr` is unused and therefore removed. The host lookup job is currently not used on the client-side.
Using `dbg_stress 1` now only does the following (in debug build):
- Randomly send inputs.
- Randomly send chat messages.
- Randomly connect/disconnect to server configured with `dbg_stress_server` (`localhost` by default).
Previously it also did the following, which is not useful for this debugging feature and only complicates the code unnecessarily:
- Cause images and sounds not to be loaded.
- Render only every tenth frame.
- Always use inactive graphics refresh rate.
The log message is otherwise shown multiple times when starting the client.
Now it's only shown when the `record` command is used manually, i.e. not for automatically recorded demos anymore.
Register the `OnWindowResize` listener in the engine client instead of the game client and properly dispatch the event also to the editor, so text containers in the editor are cleared when the window is resized.
Closes#7018.
Add `fonts/index.json` which specifies:
- List of all font files that should be loaded (filenames).
- Default font (specified by family name or by family and style name).
- Font variants for different languages, using the name of the language file as key.
- Fallback fonts.
- Icon font.
There are characters (e.g. all in `刃直海角骨入`) that look different depending on the language of the content being Japanese, Simplified Chinese, Traditional Chinese and Hangul, because Unicode uses the same codepoint for characters regardless of the language. To render these characters correctly, the active variant font is switched depending on the selected language.
The `ITextRender` interface is changed so the current language variant can be set using `SetFontLanguageVariant` and the default and icon fonts can be toggled using `SetFontPreset`. The class `CFont` is removed entirely.
The text render is restructured: The font faces and font atlas are now managed by a separate class `CGlyphMap` like on upstream. As the text fill and outline textures always have the same size, the texture skyline only needs to be stored once and free positions in the atlas only need to be calculated once for each glyph instead of separately for the fill and outline textures.
The font files and their licenses are also updated:
- Update Source Han Sans to version 2.001.
- Update Glow Sans Japanese Compressed to version 0.93.
- Update Deja Vu Sans to version 2.37.
- Update Font Awesome icons font to March 2023 version.
Closes#6881.
`stdout_output_level` for printing to stdout, `console_output_level` for
printing to local console and remote console and `loglevel` for the log
file.
Keep the old log level filters 0 for info and more severe, 1 for debug
and more severe and 2 for trace and more severe, introducing -1 for
warn, and -2 for error. -3 will show no log messages at all.
6790: Prevent /swap with paused players r=def- a=Robyt3
Prevent swapping if either of the players is paused (i.e. their character is not in the gameworld), as this can cause them to be stuck in midair after swapping, which can be exploited to skip parts.
## Checklist
- [X] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [X] Tested in combination with possibly related configuration options (servers with `sv_pauseable 0` were and are unaffected)
- [ ] Written a unit test (especially base/) or added coverage to integration test
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
6793: Use `std::vector` and `std::deque` instead of most `std::list`s r=def- a=Robyt3
Use `std::vector` in cases where elements are only inserted at the end of the collection.
Use `std::deque` in cases where elements are only inserted/deleted at the beginning/end of the collection.
Use `std::list` in the remaining single case where elements are being removed from arbitrary positions and added at either the beginning or the end of the collection.
Adjust variables names. Don't use separate prefix for `std::deque`s and `std::list`s, as they are only used very rarely. Closes#6779.
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test (especially base/) or added coverage to integration test
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Robert Müller <robytemueller@gmail.com>
Use `std::vector` in cases where elements are only inserted at the end of the collection.
Use `std::deque` in cases where elements are only inserted/deleted at the beginning/end of the collection.
Use `std::list` in the remaining single case where elements are being removed from arbitrary positions and added at either the beginning or the end of the collection.
Adjust variables names. Don't use separate prefix for `std::deque`s and `std::list`s, as they are only used very rarely. Closes#6779.
This reverts commit 5c90fd2b83.
Delaying the disconnecting causes issues when the client automatically disconnects immediately before connecting to another server or starting demo playback.
It's not necessary to delay the disconnecting to deal with #6387, as #6589 is already enough. It's easier to revert this instead of rewriting the client so connecting and starting demo playback are also delayed.
Closes#6595.
6565: Delay disconnecting until after render call r=def- a=Robyt3
When a client component (e.g. the menu or the console) disconnects the client, this immediately unloads the map data but the render call continues as normal. This causes all components rendered after this component to access invalid memory in place of the map, layers and collision data.
This is fixed by delaying the actual disconnecting until after the render call, to ensure that the map data can be safely unloaded.
Closes#6387. Closes#3179.
## Checklist
- [X] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test (especially base/) or added coverage to integration test
- [X] Considered possible null pointers and out of bounds array indexing
- [X] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Robert Müller <robytemueller@gmail.com>