Fix leak of pending future logger log messages if the future logger is not set, in particular when the `logfile` config variable is not set or the file could not be opened, by setting a logger that discards all log messages in this case.
Closes#8265.
When changing the screen width, height or refresh rate config variables to 0 or negative values, which are not allowed by the backend, automatically revert the config variables to the actual values again to ensure that the config variables stay in sync with the state of the window. This fixes the client crashing in the graphics settings when setting the screen width and height to 0 via the console, which causes a division by zero when calculating the aspect ratio.
Otherwise the snapshots may incorrectly be invalidated because a change of the `cl_dummy` variable is detected when connecting to another server after disconnecting while the dummy is active.
Send dummy ready and enter game when connection is online based on its state instead of when the security token is not unknown anymore, which should effectively be the same condition but more understandable. This is also how it's already done for the main connection so the `SecurityTokenUnknown` function can be removed as it's unused now.
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.
Fix game times and prediction not being updated when only exactly two snapshots have been received, due to the conditions `m_aReceivedSnapshots[...] >= 3`. These specific condition are not necessary and replaced with simpler checks whether the current snapshot is set. Some duplicate nested conditions are also removed.
Pump the network first in `CClient::Update` before updating anything else, to ensure that snapshots are received from the network client before the game times and prediction are being updated based on the current snapshots.
Fix current and previous game tick always being `0` on the first call of `IGameClient::OnNewSnapshot` when two snapshot have been received. Now, the game ticks are properly initialized from the two initial snapshots.
Fix old inputs sometimes being used in prediction after changing map because inputs with tick `-1` were not being ignored.
Ensure all snapshots and game times are properly cleared when entering the game.
Clear current server info when playing demos to ensure that the score kind (points, time) is detected correctly. Previously, when playing a demo with points score kind and `cl_demo_assume_race 0`, the score was not shown as points when the last server that the client connected to had a race gametype.
Move the implementation for `cl_demo_assume_race` together with the rest of the demo server info initialization in the `CClient::DemoPlayer_Play` function.
These conditions are contained in an `if(State() == IClient::STATE_ONLINE)` branch and the state does not change while inside this branch, so these checks are unnecessary.
Adding the snap to the demo is the last usage of `pTmpBuffer3`
all prior usages of it copy the data if needed.
So we can edit it in place. No need to copy it into a new buffer.
Instead of defining the macro `WIN32_LEAN_AND_MEAN` and sometimes also the macro `_WIN32_WINNT` in each file that directly or indirectly includes `<windows.h>`, only define these macros once consistently in `CMakeLists.txt`.
Also define `NTDDI_VERSION`, which is the new macro to specify the minimum Windows version starting with Windows Vista. This macro needs to be defined in addition to old `_WIN32_WINNT` macro, according to the documentation.
See https://learn.microsoft.com/en-us/windows/win32/winprog/using-the-windows-headers
Add `IJob::Abortable(bool)` function which jobs can call to specify whether they can be aborted. Jobs are not abortable per default. Abortable jobs may have their state set to `IJob::STATE_ABORTED` at any point if the job was aborted. The job state should be checked periodically in the `IJob::Run` function and the job should terminate at the earliest, safe opportunity when aborted. Scheduled jobs which are not abortable are guaranteed to fully complete before the job pool is shut down. However, if the job pool is already shutting down, no additional jobs will be enqueue anymore and abortable jobs will immediately be aborted.
In particular, the sound loading, community icon loading, master chooser and host lookup jobs are specified as being abortable. Conversely, the jobs saving replay demos, editor maps and screenshots are expected to finish before the client is shut down.
When the client is quitting/restarting, it will now disconnect from the current server first, before saving the config, to ensure that any actions that happen on disconnect (demo recorders being stopped etc.) happen first. The shutdown message is rendered before disconnecting and waiting for background jobs to finish.
The HTTP client is now initialized later during server launch, after the network initialization. Error handling is added and the server stops if the HTTP client could not be initialized, same as the client.
The `RunBlocking` functions are removed, as they are not used anymore after curl-multi was added.
The function `IJob::Status` is renamed to `State` and `IJob::STATE_PENDING` is renamed to `STATE_QUEUED` for consistency with naming of the HTTP client.
The member variables of the engine interface are encapsulated and the `jobs.h` include is removed from `engine.h`, which removes transitive includes of `system.h`.
Documentation for all job and job pool API is added.
Matching the requester allows "reliable" and "unreliable" pings.
"Reliable" pings suffer from re-sends, thus might not accurately reflect
the latency, "unreliable" pings might not arrive at all.
Shutdown `CHttp`, i.e. abort all HTTP requests, as early as possible when quitting/restarting the client, after the config has been saved but before shutting down the gameclient. Previously, this was delayed until the engine shutdown, so the requests would often finish entirely instead of being aborted by the callback.
Previously, HTTP requests being aborted due to `CHttp` shutting down were considered `EHttpState::ERROR`, which sometimes causes deadlocks during engine shutdown or destruction of `CHttp`. The state is now set to `ABORTED` by passing `CURLE_ABORTED_BY_CALLBACK` to `OnCompletionInternal`. The otherwise unused handling of internal errors is removed.
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.
Add assertions to ensure that the HTTP request result data and SHA256 are available when getting them instead of returning `nullptr` and `SHA256_ZEROED` when they are not.
Rename `CHttpRequest::Sha256` function to `ResultSha256`.
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.
Initialize the HTTP client (start the HTTP thread) after initializing the network client instead of during the client interface construction. This ensures that config variables have been loaded already and the log output level is set correctly. This also means all library initialization log messages appear together in one block when starting the client.
Show an error message box and stop launching when the HTTP client could not be initialized, instead of launching but not being able to perform any HTTP requests, which causes bug reports about the serverlist being empty.
Both console and chat commands are sent to clients dynamically with respective messages, so the static lists of commands were only used for servers not making use of these messages. Instead of assuming potentially incorrect console and chat commands on those servers, the lists will now be empty for those servers.
Move the command registration from the `ddracecommands.h` and `ddracechat.h` header files to the `CGameContext::RegisterDDRaceCommands` and `CGameContext::RegisterChatCommands` functions and delete the header files. The `CHAT_COMMAND` and `CONSOLE_COMMAND` macros are removed, because they only add unnecessary indirection now. The strings `CHAT_COMMAND` and `CONSOLE_COMMAND` are simply replaced with `Console()->Register` and semicolons are added at the end of the lines.
Closes#7665.