Use an `std::map` to sparsely store only the used `CItemTypeInfo`s on the heap instead of using an `std::array` to store all 65536 entries (`MAX_ITEM_TYPES`) on the stack. This reduces the (stack) memory usage of `CDataFileWriter`s from 786512 to 128 bytes.
Save/Load code are up to 65536 bytes long. However, Packer only has a
buffer of 2048 bytes. Writing SAVE_SUCCESS and LOAD_SUCCESS chunks
likely for saves with 3 or more tees.
This increases the buffer size for all packing including networking
packets and is therefore probably not the optimal solution. An
alternative would be to create an additional packer CLargePacker or make
the size a template argument.
The suggested change is the simplest fix adding not much complexity, but
increases the chance of overrunning the stack size. I'm open to take
another approach.
Load the map images for the menu and entities background maps before the respective map layers. Otherwise, the total number of images is `0` when loading the layers, which causes the images of tiles and quads layers to be considered invalid during the initialization, which results in the wrong tile/quad memory layout being used.
Regression from #9213.
- Add check for map image data being loaded from map to avoid null pointer access.
- Add check for size of map image data to avoid out-of-bounds reads.
- Add check for map layer item not being found to avoid null pointer access.
- Fix inconsistent handling of layers with invalid images. In some cases only `-1` was considered non-textured whereas all invalid values should be.
- Ensure correct texture is always used for game layers instead of considering the image property of game layers which cannot be set via the map editor.
- Skip loading images which are not used by any quads or tiles layers.
- Replace member variable `m_aTextureUsedByTileOrQuadLayerFlag` with local variable.
- Mark pointers as `const` when possible.
- Avoid C-style casts.
- Add check for map sound data being loaded from map to avoid null pointer access.
- Add check for size of sound source data to avoid out-of-bounds reads.
- Avoid iterating over all groups and layers and then performing a linear search on the sound queue entries every frame to update the sounds. Instead, store a pointer to the respective `CMapItemGroup` for every queue entry, so iterating over the queue once is enough to update all sound queue entries.
- Move check for sound layer index outside of loop as the value does not change.
- Avoid creating source queue entries for sounds that could not be loaded.
- Mark pointers as `const` when possible.
- Combine `CSkins7::FindSkinPart` and `CSkins7::GetSkinPart` functions into `CSkins7::FindSkinPart` function to simplify the usage.
- Replace `CSkins7::Num` and `CSkins7::Get` functions with `CSkins7::GetSkins` function to return all skins to improve readability using for-each loops.
- Replace `CSkins7::NumSkinPart` and `CSkins7::GetSkinPart` functions with `CSkins7::GetSkinParts` function to return all skin parts to improve readability using for-each loops.
- Add `CSkins7::FindSkinPartOrNullptr` function to find a skin by name or return `nullptr` if it's not found. Let the `CSkins7::FindSkinPart` function return the desired part, then the default part, and lastly the placeholder part.
- Add `CSkins7::FindDefaultSkinPart` function to find the default skin part or placeholder skin part (never `nullptr`).
- Remove redundant check for duplicate skin parts. This is already prevented by the `IStorage::ListDirectory` function.
- Remove separate placeholder skin that was being used to initialized every loaded and created skin.
- Remove unused `CSkins7::GetInitAmount` function.
- Add `CSkins7::InitPlaceholderSkinParts` function to initialize the placeholder skin parts. Keep placeholder skin parts separate from normal skin parts, i.e. not in the vectors of parts.
- Rename `CSkins7::AddSkin` function to `AddSkinFromConfigVariables` for clarity about its behavior.
- Fix `CSkins7::RandomizeSkin` function not terminating if there exist only special skin parts for any part type.
- Add `CSkins7::XmasHatTexture` and `CSkins7::BotDecorationTexture` getter functions instead of exposing the respective member variables.
- Improve validation when parsing 0.7 skin json format. Fail loading and log error messages on invalid skin json files instead of silently loading incorrect/incomplete skins.
Avoid using the `m_aaGlyphData` temporary buffer for uploading glyphs. Instead, allocate the required memory for the glyphs directly and allow the graphics backend to take ownership of the buffer when updating text textures. This avoids copying the glyph data into the temporary buffer when uploading individual glyphs.
This also avoids crashes when rendering very large glyphs with large font sizes, due to the buffer `m_aaGlyphData` having a fixed size of `64 * 1024` while the maximum glyph size is not checked. This fixed size could be exceeded with glyphs larger than 256² in rendered dimensions. There should currently be no glyph in our fonts which is that large and also no font size so large that this could happen.
The change info message was being resent too fast/slow because `m_aCheckInfo` was decremented every frame whereas it was intended to be decremented every tick. As `m_aCheckInfo` is set to `Client()->GameTickSpeed()` after sending the info, it's likely that this was intended as one second delay. With debug messages is can be confirmed that the change info message was previously resent more than 10 times per second with high FPS on a local server.
Also fix the info resending delay not being reset when reconnecting a dummy on 0.7 servers.
Log more detailed error messages when fonts could not be loaded and when the font index is malformed. Show warning popup on client launch if any font failed to load, although this warning won't be readable if all fonts failed to be loaded.
Add a command to clear all lines of chat messages, same as the `clear_local_console`/`clear_remote_console` commands for the consoles. This is useful for example when taking screenshots or recording videos with initially empty chat.
Fix out-of-bounds reads in ghost loader when current chunk does not contain enough data for expected number of items.
Improve validation of ghost header information. Ensure strings (owner and map name) are null-terminated and valid UTF-8 to avoid crashes. Avoid duplicate code for validating header.
Remove `static` buffers for compression and decompression of ghost data, which would prevent parallelizing ghost recording and loading. Switch between the main buffer and only one temporary buffer instead of using two temporary buffers.
Automatically delete the ghost file when the recording is stopped with the number of ticks or time being invalid, i.e. when ghost recording will be restarted. This should ensure that invalid ghost files are not left behind if recording is not immediately restarted after being stopped, e.g. due to edge cases like standing inside a start-tile.
Use `int32_t` for `DiffItem` and `UndiffItem` data pointers as these functions are expected to operate on 32-bit integers. Ensure chunk and item data is aligned with `int32_t` to avoid potential unaligned accesses. Use `size_t` for size arguments.
Add assertions to ghost loader and recorder functions to ensure their correct usage. Ensure a file is not already open when opening another one and ensure that a file is open when reading/writing. Ensure that the ghost data type is valid, i.e. between `0` and `0xFF` because it is packed into an `unsigned char`. Ensure data size is valid and aligned with `int32_t`, otherwise data would be packed incorrectly by the `DiffItem` function. Improve error messages, consistent with the error messages of the demo player and recorder. Use the `log_*` functions for logging. Use the same color for all ghost-related log messages.
Avoid `system.h` include in `ghost.h` by moving `CGhostHeader` function definitions to `ghost.cpp`.
Closes#7413.
The confirmation popup was not shown for the Save As dialog anymore, due to the label being changed to `Save As` for the respective quick action. This check based on string comparison is rather brittle and can be replaced with comparison of the storage type with `IStorage::TYPE_SAVE`.
When the file dialog is used to open files, prevent opening files with an empty filename if enter is pressed while no file is selected (i.e. when the filter excludes all entries).
Simplify the code by replacing the usage of a linked list and heap with an `std::vector`.
The assignment operators are replaced with copy constructors to use `std::vector`.
Use the flag `MOVEFILE_WRITE_THROUGH` with the `MoveFileExW` function on Windows to ensure that the file is renamed/moved on the disk before the function returns. Otherwise, if the function returns before the file is moved, subsequent loading of the file with this name may fail sporadically.
See https://learn.microsoft.com/en-us/windows/win32/api/winbase/nf-winbase-movefileexw