Commit graph

8608 commits

Author SHA1 Message Date
Dennis Felsing ef9299c88d Also make gameclient aware that snapshots have been purged (fixes #5571)
Recreates SnapEntities internally
2022-07-06 15:42:05 +02:00
c0d3d3v ae80287c1b
Update checkpoint diff display to use time format with hours:minutes:centisecs
Add time diff to finish display.
Increase time the finish time display is displayed to 6 sec.
Allow to trigger time checkpoints out of order
2022-07-06 15:14:29 +02:00
c0d3d3v 498c2dbbcf
Renamed some time checkpoint related variables.
Init some of the time checkpoint variables explicitly
2022-07-06 15:13:55 +02:00
Chairn 32318a7c90 Reworked color system
Removed duplicate structs. Replaced 4 floats array with appropriate
struct where applicable
2022-07-06 11:39:51 +02:00
Chairn 27da8391dc Replace 2 floats array with vec2 where it makes sense 2022-07-06 11:39:43 +02:00
Jupeyy edc79e48cc Fix skindownload by only allowing move assignments 2022-07-04 18:24:34 +02:00
c0d3d3v a961151b32
Show also +0.00 split, and checkpoints close to start (<1sec) 2022-07-03 13:31:54 +02:00
c0d3d3v f5519d1d88
Fix HUD on server we think that they are DDRace, but they are not 2022-07-01 13:13:06 +02:00
Robert Müller f3fbe891a6 Fix player input player flags translation with sixup
The sixup translated player flags were previously applied in `OnDirectInput` directly to the player input data.
However, the input data has already been copied at that point, so predicted inputs were using the incorrect flags.
This is fixed by moving the player flags translation to `OnClientPrepareInput`, which is called first and only once on each new player input before it is copied.
2022-07-01 00:00:17 +02:00
c0d3d3v 6869530314
Rename IsTCheckpoint to IsTeleCheckpoint and IsXCheckpoint to IsFTimeCheckpoint. And reduce code duplication 2022-07-01 00:00:03 +02:00
Robert Müller 6d0806f99d Fix engine client flags not being updated under some conditions
The flags were only being updated based on rather arbitrary conditions, so they could never reset to zero or reduced.
The flags are now always updated. The flags are only used in the output of the `status` command.
2022-06-30 23:55:03 +02:00
c0d3d3v 0bfb854a0e
Rename TILE_CHECKPOINT_XXX to TILE_TIME_CHECKPOINT_XXX 2022-06-30 23:41:40 +02:00
Robert Müller d9b0304adb Use sizeof instead of constant 2022-06-30 19:46:33 +02:00
Robert Müller d5594d8bd6 Fix variable name EntitesAreMasked -> EntitiesAreMasked 2022-06-30 19:45:10 +02:00
Robert Müller 3c7847a8d9 Fix variable name WasUnknwon -> WasUnknown 2022-06-30 19:44:29 +02:00
luk 1c340daeaa fix typo and comment 2022-06-30 17:04:29 +02:00
bors[bot] 5e7ec64292
Merge #5486
5486: Switch to loading screen, when map creation takes too long r=def- a=Jupeyy

Same as #4941 

It doesn't directly fix the issue described in #5478, it does however not trigger it anymore. it's still a bug in our code unrelated  to this. This just triggered the UB from the issue as  `@ardadem` confirmed, SDL received a SDL_QUIT (`[2022-06-23 20:26:31][test]: sdl closed my client, but why xd`)

Now we have a confirmed case that making the window unresponsive can create weird behavior. Similar to the other pr switch to a loading screen after 500ms (this time without menu background map tho, since the menu background map calls the same code).

We really need some fancy loading screen for such situations, even tho they are rare xD

## 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 if it works standalone, system.c especially
- [ ] 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: Jupeyy <jupjopjap@gmail.com>
2022-06-30 14:36:58 +00:00
bors[bot] 5e0eada302
Merge #5517
5517: Add APPEARANCE Settings page r=def- a=C0D3D3V

This could potentially also be added to 16.2

I also renamed  `cl_ddrace_hud` to `cl_showhud_ddrace` and ` cl_show_jumps_indicator` to `cl_showhud_jumps_indicator` I guess that fits better the pattern of the other configs.

![grafik](https://user-images.githubusercontent.com/14315968/175836449-eb74410c-df35-4177-ad42-be13a9593af8.png)

![grafik](https://user-images.githubusercontent.com/14315968/175836467-0e2ff022-8da7-468f-9df5-bb564e0f15f5.png)

![grafik](https://user-images.githubusercontent.com/14315968/176675550-c7adde7b-1c3a-4a0c-bcd6-945c9115c771.png)
![grafik](https://user-images.githubusercontent.com/14315968/176675586-8fb5645e-32a8-4276-ad6a-cac1dfbc3e67.png)

### for the following 3 tabs there is now room to add a preview in future
![grafik](https://user-images.githubusercontent.com/14315968/176675629-5470d864-c13d-492a-9064-3b5a3743253b.png)
![grafik](https://user-images.githubusercontent.com/14315968/176675677-f973bea8-31b4-4a00-85a9-1175b8fdea2f.png)
![grafik](https://user-images.githubusercontent.com/14315968/176675731-04ea48b2-ec18-4a0f-a4b5-48fe7c9dcd34.png)
![grafik](https://user-images.githubusercontent.com/14315968/176675779-70df98df-35da-4018-a81e-e26127492d36.png)

I changed some of the texts ... so please look at them carefully 

## Checklist

- [x] Tested the change ingame
- [x] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [x] Considered possible null pointers and out of bounds array indexing
- [x] Changed no physics that affect existing maps
- [x] 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: c0d3d3v <c0d3d3v@mag-keinen-spam.de>
2022-06-30 13:03:17 +00:00
c0d3d3v cee071e3f1
The appearance settings page has been revised to look more like the general and DDNet settings page 2022-06-30 14:17:07 +02:00
bors[bot] 2bd1273657
Merge #5514
5514: Update menu music state when the config variables change via console, various refactoring r=heinrich5991 a=Robyt3

Also update the background music when `snd_enable` or `snd_enable_music` change via console or bind. Closes #2911.

For this purpose, add `IsPlaying` method to engine sound and client sound component to check whether a specific sound sample is already playing.

Various refactoring in engine sound.

## 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 if it works standalone, system.c especially
- [ ] 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>
2022-06-30 11:07:07 +00:00
Chairn 96e9364fb0 Fix more unsafe define 2022-06-29 23:52:03 +02:00
c0d3d3v a26285c052
Add cl_nameplates_strong to settings page 2022-06-29 16:28:27 +02:00
c0d3d3v 281c766117
Add APPEARANCE Settings page 2022-06-29 16:28:19 +02:00
c0d3d3v 435b7ab489
revert to send server messages for now 2022-06-29 14:46:23 +02:00
bors[bot] 1743b7ce67
Merge #5210
5210: Move ddnet character display info in ddnet character r=def- a=C0D3D3V

- I also added the default value mechanic for Net Objects that have set `validate_size=False`
- I removed the ramp value from the snap, because currently all maps use the default tuning parameters for it
- I renamed `m_FreezeTick` to `m_FreezeStart` 

- Added Extended Net Objects to the debug HUD (Also added a Headline):
![grafik](https://user-images.githubusercontent.com/14315968/175284419-3014bc06-96a0-407d-b170-15e06350caa7.png)
(out of range) is in the screenshot the old DDNetCharacterDisplayInfo

fixes #5455

## 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 if it works standalone, system.c especially
- [x] Considered possible null pointers and out of bounds array indexing
- [x] Changed no physics that affect existing maps
- [x] 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: c0d3d3v <c0d3d3v@mag-keinen-spam.de>
2022-06-29 11:35:37 +00:00
Robert Müller 4534996fbc Fix movement of envelope points with Info (Ctrl+I)
Co-authored-by: oy <tom_adams@web.de>
2022-06-28 22:25:55 +02:00
Robert Müller a765abf8e6 Merge IgnoreGrid variable declarations and definitions 2022-06-28 22:06:24 +02:00
BeaR b25c094daa Envelope preview: make last point editable 2022-06-28 19:29:09 +02:00
Robert Müller ac40efa263 Only apply size and color if changed, when editing multiple layers
To prevent the color of all layers from being reset to zero when changing just the size.
2022-06-27 23:20:09 +02:00
Robert Müller 70866d6d0c Fix names of SCommonPropState member variables 2022-06-27 23:20:09 +02:00
c0d3d3v 2090178c8e
Set default of cl_freezebars_alpha_inside_freeze to 0 2022-06-27 12:20:09 +02:00
c0d3d3v 59436b5e6d
Add default values to extended Net Objects 2022-06-27 01:11:19 +02:00
c0d3d3v 07cfda5593
remove rampvalue from ddnetcharacter 2022-06-27 01:10:37 +02:00
c0d3d3v df52df9d4a
move DDNetCharacterDisplayInfo to DDNetCharacter
- add default value option to NetworkValues
- rename m_FreezeTick to m_FreezeStart
2022-06-27 01:10:25 +02:00
def 4733cdc769 Abort skin downloads too (fixes #5505) 2022-06-27 00:39:00 +02:00
Robert Müller 9390ae99b2 Fix OOB access when stopping a sound that has invalid samples 2022-06-26 22:43:32 +02:00
Robert Müller 9932bd76fb Update menu music state when the config variables change via console 2022-06-26 22:43:32 +02:00
Robert Müller 525527feb7 Add IsPlaying to sounds client component 2022-06-26 22:43:32 +02:00
Robert Müller 8eb1f6888d Refactoring: use CGameWorld::Clear in CGameWorld::CopyWorld 2022-06-26 12:51:17 +02:00
Jupeyy b62894dad4 Switch to loading screen, when map creation takes too long 2022-06-26 11:56:56 +02:00
Robert Müller 2df4c4c668 Fix heap-use-after-free in CGameWorld::RemoveEntity
Entities have a pointer to their parent entity. If the parent entity is freed first, then freeing the child will cause access to the already freed parent.

This is fixed by adding a child pointer and clearing the child and parent pointers when either child or parent is freed.
2022-06-26 11:28:23 +02:00
bors[bot] 1e31db257f
Merge #5420
5420: Improvments for new HUD r=def- a=C0D3D3V

for testing set `#define CLIENT_VERSIONNR 16020`
Some of the changes are only available in the next version

Impressions: https://youtu.be/E770vGp4KKY

Implements a few of the recommendations from https://github.com/ddnet/ddnet/issues/5159 and Discord
- removes all player capability messages send by the server, that are now displayed in the HUD
- ~~remove `cl_ddrace_hud` and cl_show_freeze_bars~~, 
- Added option `cl_freezebars_alpha_inside_freeze` setting to change the opacity if the player is inside a freeze tile (default visible 100%)
- Added option `cl_show_jumps_indicator`
- We send now the real weapon the player is holding if he is frozen
    -> for that we added a new particle "snow flakes" or frozen flakes :D that are spawned over the tees body, to indicate he is frozen.
    -> new extras.png asset (+ corresponding asset tab, that can potentially be used for all sorts of extras for our mod, e.g. material particles, but in the future maybe also for other mods using a similar structure like it is for entities)
- stars are no longer send to new clients, because it is duplication to the freezebar, and we decided to not allow to disable it 
- also ninja stars are no longer send. They are not vanilla, and we now have a ninja bar in the new HUD.
- display target angle from 0 to 360 (looks mirrored on the x-axis to the normal trigonometry circle, but that is just how the world coordinates are) 
- dummy action display is increased in size ( but only the border margin :D not the icons. so the icons are still the same size as the icons on the left side)
- allow the server to also show old HUD elements (see https://github.com/ddnet/ddnet/pull/5427 for screenshots)


fixes #5149
fixes #198
closes #5159

fixes #2252   ~~(But not clear if we should also display the weapon, still investigating)~~
- we do no longer display a weapon inside freeze, instead we have nice freeze particles

## 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 if it works standalone, system.c especially
- [x] Considered possible null pointers and out of bounds array indexing
- [x] Changed no physics that affect existing maps
- [x] 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: c0d3d3v <c0d3d3v@mag-keinen-spam.de>
2022-06-26 07:57:33 +00:00
Dennis Felsing fc2d419050 Version 16.2 2022-06-26 09:48:01 +02:00
bors[bot] 6315af0729
Merge #5504
5504: Remove useless typedef in c++ r=Jupeyy a=Chairn

## 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 if it works standalone, system.c especially
- [ ] 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: Chairn <chairn.nq@hotmail.fr>
2022-06-26 06:49:01 +00:00
bors[bot] 0179dfd5e2
Merge #5499
5499: Use [[fallthrough]] attribute rather than comment r=def- a=Chairn

We could even add implicit fallthrough warning, but it is triggered in external json.c

## 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 if it works standalone, system.c especially
- [ ] 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: Chairn <chairn.nq@hotmail.fr>
2022-06-25 21:49:43 +00:00
Chairn a3a85bee5f Remove useless typedef in c++ 2022-06-25 21:05:54 +02:00
Robert Müller 42532f3149 Use CRenderTools::RenderIcon in editor file dialog 2022-06-25 17:16:20 +02:00
Robert Müller fb91881765 Move CMenus::DoIcon to CRenderTools::RenderIcon
As this method only renders and doesn't provide an interactive element, the naming `Render` as well as the placement in `CRenderTools` fits better.

This also allows the method to be used in the editor.
2022-06-25 17:15:55 +02:00
Robert Müller 25ad47bed2 Use DoIcon for ingame player GUI icons 2022-06-25 16:57:25 +02:00
Robert Müller 87cb948166 Clamp number of demo timeline markers to valid range 2022-06-25 16:57:25 +02:00
Robert Müller 5184cf5523 Add greyed out demo icon for invalid or not loaded demos 2022-06-25 16:57:24 +02:00
Robert Müller f727199060 Render demo file icon in name column, remove DoIcon centering 2022-06-25 16:36:09 +02:00
c0d3d3v 706a06d4d4
clamp m_Armor, to prevent value correction on client side 2022-06-25 16:06:22 +02:00
c0d3d3v 4281df2429
Add new textures by ravie; Also add no gun hit for teleport gun 2022-06-25 16:05:38 +02:00
Chairn a50ddb75ff clang-format 2022-06-25 15:30:39 +02:00
Chairn 5f5b80ae57 Use [[fallthrough]] attribute rather than comment 2022-06-25 15:21:44 +02:00
Robert Müller 97e36fa4be Add optional color parameter to DoIcon 2022-06-25 13:43:40 +02:00
Robert Müller a530ce89d6 Rename DoButton_Icon to DoIcon and remove unused return value
As the function renders an icon and not a button.
2022-06-25 13:38:04 +02:00
c0d3d3v d78b3decd5
Revert to using conditions for the version check for capability chat messages; Remove ExcludeClientVersionAndHigher from CGameContext::SendChatTarget 2022-06-25 12:33:49 +02:00
c0d3d3v 6d098d866a
Remove ExcludeClientVersionAndHigher from CGameTeams::TeamMask; Add CGameContext::ClientsMaskExcludeClientVersionAndHigher 2022-06-25 11:16:59 +02:00
c0d3d3v dd1cdfcf2c
Add to some of the Sprite Arrays the array prefix 2022-06-25 10:39:39 +02:00
Dennis Felsing 83267ed0a7
Update src/game/client/components/console.cpp
Co-authored-by: Robert Müller <robytemueller@gmail.com>
2022-06-25 01:19:40 +02:00
Dennis Felsing 5dd2e5083b
Update src/game/client/components/console.cpp
Co-authored-by: Robert Müller <robytemueller@gmail.com>
2022-06-25 01:19:32 +02:00
Dennis Felsing 8933ae8357 Try to fix dump_local_console (fixes #5488)
Untested, but my hunch is that by not cutting off the last part the text
file will be correctly recognized as valid utf8
2022-06-24 16:47:23 +02:00
bors[bot] b75289df35
Merge #4829 #5343 #5465
4829: Added map_replace_area tool r=def- a=sctt

Motivation:
sometimes mappers need to copy a certain area from a map to another (but also to a different position of the same map).
that's very time consuming on complex maps, as tiles and quads layers have to be manually copied one by one.

map_replace_area is designed to automatically replace all the tiles and quads from a specific area to another.
`Usage: map_replace_area <from_map> <from_x> <from_y> <to_map> <to_x> <to_y> <width> <height> <output_map>`

PoW screenshots attached below.

note: for the moment map_replace_area suppose that you are working on the same map  (that's what i needed), that means source and destination maps must have the same layers structure, or else an error is returned.
but i understand it might be useful to also work on totally different maps, in that case users must be able specify layers they want to consider by associating source map layers to destination map layers (by using a config file maybe).
i'm probably going to make another PR to add this enhancement in the future.

PoW:
![Screenshot from 2022-03-16 18-08-12](https://user-images.githubusercontent.com/3328841/158650515-17c31639-28f7-4e19-954a-b5734ee82703.png)
![Screenshot from 2022-03-16 18-08-43](https://user-images.githubusercontent.com/3328841/158650512-6e21f2b4-538f-4974-aaa2-2983551d24b4.png)
![Screenshot from 2022-03-16 18-11-50](https://user-images.githubusercontent.com/3328841/158650510-d00a05a9-a2e8-4df2-8674-0c80fd894f66.png)

5343: Add rcon and chat to integration test r=def- a=ChillerDragon

Add more action to the integration test script: chat messages, chat commands, rcon commands.
This unlocks more code coverage at runtime to catch asan issues.

It adds a very restrictive regex on the log format. But I am happy to maintain that in case changes to the log output happen.
The current version is already supporting heinrichs refactor https://github.com/ddnet/ddnet/pull/5036

Also ensure chat messages arrive in the correct format. Would have catched the following issues:
https://github.com/ddnet/ddnet/issues/5342
https://github.com/ddnet/ddnet/issues/5340
https://github.com/ddnet/ddnet/issues/5302
https://github.com/ddnet/ddnet/pull/5126

DEPENDS ON:

https://github.com/ddnet/ddnet/issues/5342
https://github.com/ddnet/ddnet/issues/5340

5465: Change from pnglite to libpng for PNG reading r=def- a=heinrich5991

This is desirable mainly because libpng is maintained and pnglite is
not. pnglite was last updated in 2007 (15 years ago) and probably has a
lot of security vulnerabilities.

libpng is an actively maintained library also used by browsers like
Firefox or Chromium, so it's less likely to contain security
vulnerabilities, also it's more likely to be packaged by Linux
distributions.

This also refuses to load images of types not supported by pnglite,
which allows us to think about backward compatibility while also
introducing libpng.

## 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 if it works standalone, system.c especially
- [ ] 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: sctt <scottistefano91@gmail.com>
Co-authored-by: term <term@term.sinervis.pri>
Co-authored-by: f <scottistefano91@gmail.com>
Co-authored-by: heinrich5991 <heinrich5991@gmail.com>
Co-authored-by: ChillerDragon <ChillerDragon@gmail.com>
Co-authored-by: def <dennis@felsin9.de>
Co-authored-by: Jupeyy <jupjopjap@gmail.com>
2022-06-21 16:21:47 +00:00
Robert Müller 81e24ce8e8 Only enable UI editbox hotkeys when UI is enabled
Fixes hotkeys triggering console input and UI editbox input at the same time when the console is open and a UI editbox is selected.
2022-06-21 17:19:03 +02:00
heinrich5991 4625b55ad6 Move PNG handling to src/engine/gfx
This way, it's no longer compiled into the server.
2022-06-21 15:26:23 +02:00
bors[bot] 29be9a79fd
Merge #5461
5461: add penatly to the whole team r=def- a=BloodWod-513

this should fix it #5460

## 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 if it works standalone, system.c especially
- [ ] 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: BloodWod-513 <dayn_2013@mail.ru>
2022-06-20 22:20:32 +00:00
BloodWod-513 d7b5921759 refactoring pPlayer to pPrimaryPlayer 2022-06-20 22:01:10 +05:00
BloodWod-513 d58c5dfc9d add penatly to the whole team 2022-06-20 22:01:10 +05:00
Robert Müller 352734de56 Organize game-server includes 2022-06-17 20:32:56 +02:00
Robert Müller 2add5d5c3c Organize game-client and editor includes 2022-06-17 20:32:56 +02:00
Robert Müller 4949645663 Organize game-shared includes 2022-06-17 17:39:25 +02:00
Robert Müller 0a4b1b9a7b Organize generated protocol includes 2022-06-17 17:39:24 +02:00
bors[bot] d4f0e5cf5e
Merge #5445
5445: Fix editor value scrollers not working and panning being slow r=heinrich5991 a=Robyt3

Accumulate the mouse deltas and reset them at the end of the frame to fix editor panning being slowed down and value scrollers (layer width etc.) not working anymore.

Closes #5441.

And minor cleanup.

## 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 if it works standalone, system.c especially
- [ ] 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>
2022-06-17 03:01:14 +00:00
effyn 6691d71da7 Gender-neutral language 2022-06-16 15:12:25 -07:00
Robert Müller c318dca703 Remove accidentally added double type 2022-06-16 21:01:51 +02:00
Robert Müller d9f4e1475e Update comment 2022-06-16 21:01:23 +02:00
Robert Müller 405ae97203 Fix editor value scrollers not working and panning being slow 2022-06-16 20:47:59 +02:00
bors[bot] 79de5409a5
Merge #5424
5424: no-goalshud r=heinrich5991 a=luk51

<s>do it using getgameinfo from gameclient introducting a new flag for ddrace</s>
use the same conditions as in the goalshudrender function, so don't render when empty

<!-- What is the motivation for the changes of this pull request -->

## 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 if it works standalone, system.c especially
- [ ] 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: Lukas Kitsche <lukaskitsche@posteo>
2022-06-16 14:33:56 +00:00
Lukas Kitsche 379d93ae7b no goals hud when empty 2022-06-16 16:28:50 +02:00
Robert Müller de2744cb2a Use ReadFile to read opus sounds in editor 2022-06-16 10:19:37 +02:00
c0d3d3v 781f2e7b57
add cl_show_jumps_indicator option 2022-06-15 22:05:44 +02:00
c0d3d3v f28b71d5cc
allow the server to also show old HUD elements (by @fokkonaut) 2022-06-15 22:05:43 +02:00
c0d3d3v 977d7d952c
Increase the size of dummy actions 2022-06-15 22:05:43 +02:00
c0d3d3v 6e8efa9204
Use 0 to 260 degree in Angle display, and do not display decimals of speed in debughd 2022-06-15 22:05:43 +02:00
c0d3d3v 44478b13ba
Add Opacity option for freeze bars inside freeze 2022-06-15 22:05:43 +02:00
c0d3d3v 51133dee2e
Add freezing snow flakes effect and fix 50HZ timer + add 10Hz Timer to particle system 2022-06-15 22:05:40 +02:00
c0d3d3v 2475e844e0
Add extras texture + asset tab 2022-06-15 22:03:52 +02:00
c0d3d3v 5cd0cc6040
send the weapon the player is really holding (except for ninjajetpack)
and render ninja skin in client if player is frozen

Do stll change the emote if a player with normal emote is freezed
2022-06-15 22:01:46 +02:00
c0d3d3v bba5027cea
show freezebar also inside freeze 2022-06-15 22:01:45 +02:00
c0d3d3v 167f2afc11
remove tile info messages and freeze/ninja stars for new clients using version checking 2022-06-15 22:01:35 +02:00
bors[bot] b8a82f71aa
Merge #5429
5429: More vector naming format r=heinrich5991 a=Chairn

Following of https://github.com/ddnet/ddnet/pull/5391

## 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 if it works standalone, system.c especially
- [ ] 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: Chairn <chairn.nq@hotmail.fr>
2022-06-15 17:41:08 +00:00
Chairn c9345e7d32 More vector naming format 2022-06-15 19:37:37 +02:00
Robert Müller eb7e210fc1 Separate editor update and render to fix slow joystick input 2022-06-15 17:37:22 +02:00
ChillerDragon 2cc54c55de '*Char' -> '*pChr' 2022-06-15 14:39:13 +02:00
Dennis Felsing 34d3ddd9c2 Rename joystick to controller (settings, configs) (fixes #5419)
Also added one Localize
2022-06-15 13:05:14 +02:00
Robert Müller 7472e99dcf Add missing CursorType != IInput::CURSOR_NONE check in editor 2022-06-15 12:08:20 +02:00
bors[bot] 9bac36f87c
Merge #5415
5415: Also set mouse settings to defaults r=def- a=Robyt3



## 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 if it works standalone, system.c especially
- [ ] 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>
2022-06-14 22:15:37 +00:00
Robert Müller 518bed35ab Also set mouse settings to defaults 2022-06-14 23:41:21 +02:00
Robert Müller 1a04efe180 Use DoScrollbarOption for mouse sens., name settings consistently 2022-06-14 23:27:42 +02:00
bors[bot] 89e0450359
Merge #5374
5374: Joystick support 🕹️ r=def- a=Robyt3

Port all the joystick support from vanilla:

- Joystick controls
  - support for up to 12 axis (we are using the low level SDL interface so we don't differentiate between X/Y axis, sliders etc.)
  - two axis can be used for X and Y cursor movement
  - cursor input ingame can be relative or absolute
  - support for binding up to 12 joystick buttons
  - support for binding up to 2 hats (each has 8 directions)
  - support for binding axis movement to controls (so you can move with one control stick and aim with the other)
  - multiple joysticks can be connected at the same time, but only one can be actively used, the selected joystick will be remembered based on a GUID
- Joystick UI integration
  - allow moving the UI cursor with the specified joystick axis
  - change `CComponent::OnMouseMove` to `OnCursorMove` to handle joystick separately with its own sensitivity settings
  - remove premultiplied mousesens everywhere
- Joystick settings menu (also: separate mouse and movement settings)
![screenshot_2022-06-08_22-46-08](https://user-images.githubusercontent.com/23437060/172713929-9db75dfe-8408-4d06-827d-cdb162872514.png)
![screenshot_2022-06-08_22-46-10](https://user-images.githubusercontent.com/23437060/172713932-8945feb3-5f41-434c-b555-f92beb22db58.png)
![screenshot_2022-06-08_22-46-11](https://user-images.githubusercontent.com/23437060/172713935-19bb5a47-97dd-4a1e-86e9-a3569bd557ff.png)

Other changes:

- Remove the old unused joystick implementation (with config variable `inp_joystick`).
- Remove an unused parameter.
- Add `CUIEx::DoScrollbarOption` and `IScrollbarScale`
  - renders label, current value and scrollbar
  - with linear and logarithmic scale implementations
  - used for the sensitivity and tolerance settings
  - could eventually be used for most scrollbar settings to reduce duplicate code
  - has flags for:
     - `SCROLLBAR_OPTION_INFINITE`: The scrollbar can be moved all the way to the right for another value that represents ∞. Internally this value is 0.
     - `SCROLLBAR_OPTION_NOCLAMPVALUE`: The scrollbar allows values outside the specified min/max range, e.g. the sensitivity settings can technically be as high as 100000 when set with the console.
- Add `CUIEx::DoScrollbarOptionLabeled`
  - a `DoScrollbarOption` for selecting from a finite number of options with a scrollbar
  - used for switching between relative and absolute input
  - might see more use in the future

Reference: https://github.com/teeworlds/teeworlds/pulls?q=is%3Apr+joystick

## Checklist

- [X] Tested the change ingame
- [X] Provided screenshots if it is a visual change
- [X] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] 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>
2022-06-14 18:01:11 +00:00
bors[bot] caf889d04a
Merge #5406
5406: Remove namespace tw r=Jupeyy a=heinrich5991

It didn't have a clear role, it just acted as a distinguisher between
two functions with the same name.

Rename `tw::time_get` to `time_get_nanoseconds` and delete the old
`time_get_nanoseconds`. Move `CCmdlineFix` and the typed
`net_socket_read_wait` function to the global namespace.

## 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 if it works standalone, system.c especially
- [ ] 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: heinrich5991 <heinrich5991@gmail.com>
2022-06-14 17:46:17 +00:00
bors[bot] 28ce480baa
Merge #5404
5404: Always send all tunings r=def- a=heinrich5991

It doesn't hurt since tunings after the last one are simply ignored.
This also stops future coders from introducing more and more cases in
this `if` chain.

## 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 if it works standalone, system.c especially
- [ ] 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: heinrich5991 <heinrich5991@gmail.com>
2022-06-13 22:10:51 +00:00
Robert Müller ac543deabd Remove cl_nameplates_ha and cl_nameplates_ha_size 2022-06-13 22:05:36 +02:00
Robert Müller e72e276e35 Allow out of range (joystick sens.) values with DoScrollbarOption 2022-06-13 20:41:49 +02:00
Robert Müller 58e1e3981c Add joystick settings to menu, split mouse and movement settings 2022-06-13 20:41:19 +02:00
Robert Müller 8f5dc3fa01 Add CUIEx::DoScrollbarOptionLabeled 2022-06-13 20:41:19 +02:00
Robert Müller 08edc457aa Add CUIEx::DoScrollbarOption and IScrollbarScale 2022-06-13 20:41:17 +02:00
Robert Müller 0cbd2ab4df Remove unused DoSettingsControlsButtons parameter ScopeView 2022-06-13 20:40:37 +02:00
Robert Müller 55d48db711 Integrate joystick with game controls and menus/editor UI 2022-06-13 20:40:37 +02:00
Robert Müller de76fbfb6a Remove existing joystick implementation 2022-06-13 20:40:36 +02:00
ChillerDragon 3667061b68 Use nullptr in generated and editor
-Wzero-as-null-pointer-constant
2022-06-13 18:28:13 +02:00
heinrich5991 b3a3604c36 Remove namespace tw
It didn't have a clear role, it just acted as a distinguisher between
two functions with the same name.

Rename `tw::time_get` to `time_get_nanoseconds` and delete the old
`time_get_nanoseconds`. Move `CCmdlineFix` and the typed
`net_socket_read_wait` function to the global namespace.
2022-06-13 18:07:29 +02:00
heinrich5991 bc1d293e30 Always send all tunings
It doesn't hurt since tunings after the last one are simply ignored.
This also stops future coders from introducing more and more cases in
this `if` chain.
2022-06-13 17:00:09 +02:00
heinrich5991 cedb3a90f9 Only re-send tunings for old versions
Newer clients send their version early in the connection establishment,
so we don't have to re-send tunings after we learn their version number.
2022-06-13 17:00:09 +02:00
bors[bot] 5a7fa108a6
Merge #5393
5393: Remove `ui_scale`: r=def- a=Robyt3

- remove config variable `ui_scale`
- remove `CUI::Scale`
- remove `CUI::SetScale`
- remove `CUI::DoLabelScaled`
- remove `CUIRect::Scale`
- use `CUI::DoLabel` instead of `CUI::DoLabelScaled`
- remove usages of `CUI::Scale()` and `CUIRect::Scale()`, or use 1.0f instead

Closes #5062. Closes #5358. Closes #5390.

## 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 if it works standalone, system.c especially
- [ ] 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>
2022-06-13 13:02:21 +00:00
bors[bot] 5f6e5323da
Merge #5397
5397: Add community skin option to client r=def- a=Jupeyy

I think this was requested in the client too,
rn I dont get any skins, maybe cloudflare caching or smth. Will test the days or if someone can test it go ahead

## 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 if it works standalone, system.c especially
- [ ] 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: Jupeyy <jupjopjap@gmail.com>
2022-06-13 12:42:19 +00:00
Jupeyy 2710fe85be Add community skin option to client 2022-06-12 18:21:29 +02:00
bors[bot] ae1876d141
Merge #5388
5388: Remove obsolete AfkTimer function r=def- a=ardadem

It does the same job with: 425f07c03d/src/game/server/gamecontroller.cpp (L48)

## 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 if it works standalone, system.c especially
- [ ] 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: Arda Demir <ddmirarda@gmail.com>
2022-06-12 11:26:06 +00:00
bors[bot] 40dfc06d50
Merge #5387
5387: Some qol changes for practice r=def- a=kiw-q

Some quality of life changes for practice
- Unfreezes when "rescued"
- Resets speed when teleporting

## 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 if it works standalone, system.c especially
- [ ] 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: kiw-q <kiw-q@fedora.email>
2022-06-12 09:19:53 +00:00
Robert Müller ffff4435c4 Remove ui_scale:
- remove config variable `ui_scale`
- remove `CUI::Scale`
- remove `CUI::SetScale`
- remove `CUI::DoLabelScaled`
- remove `CUIRect::Scale`
- use `CUI::DoLabel` instead of `CUI::DoLabelScaled`
- remove usages of `CUI::Scale()` and `CUIRect::Scale()`, or use 1.0f instead
2022-06-12 10:40:19 +02:00
bors[bot] 47b9bccd38
Merge #5391
5391: Format vector variables names (fixes #5209) r=Jupeyy a=Chairn


## 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 if it works standalone, system.c especially
- [ ] 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: Chairn <chairn.nq@hotmail.fr>
2022-06-12 05:24:56 +00:00
def b8e83674eb /cptime fix 2022-06-12 00:55:11 +02:00
Chairn 14f7f2e041 Remaining formatting and fix github code scanning 2022-06-11 22:03:23 +02:00
kiw-q 6725c367c9 Some qol changes for practice 2022-06-11 21:46:49 +02:00
Chairn 01edaec628 Format vector variables names (fixes #5209) 2022-06-11 21:38:49 +02:00
Arda Demir c4492c27ea Move/rename AfkVoteTimer to AfkTimer 2022-06-11 21:11:28 +03:00
Arda Demir 18ab88d33e Remove obsolete AfkTimer function 2022-06-11 21:11:25 +03:00
c0d3d3v 24e1fa9a73
change m_ZeroEnergyBounceInLastTick to bool 2022-06-10 17:46:32 +02:00
c0d3d3v c579e2637f
let lasers bounce with zero energy for one tick 2022-06-10 15:16:41 +02:00
Dennis Felsing 1e94d1fa79 Remove sv_checkpoint_save 2022-06-08 21:10:40 +02:00
Dennis Felsing 7686dcc921 Add /timecp command to get another players time checkpoints
Useful to compare your performance against another player. Currently can
only be done by renaming yourself to the player's name
2022-06-08 21:10:36 +02:00
Dennis Felsing a2cd441d1c Get best Time Checkpoints back if map has one
Even if you made a better finish without time cps before. Can happen now
that we add Time CPs to existing maps:
https://docs.google.com/spreadsheets/d/1yMMBLSbS2cOSYsbIMkDZpMLaV6k930mXj5yVZF0Uuaw/edit#gid=0
2022-06-08 15:37:50 +02:00
Robert Müller 9a17617a28 Let IInput::MouseRelative return true if mouse was moved 2022-06-06 22:06:56 +02:00
Robert Müller e0e1f49530 Extract BrushFlipXImpl and BrushFlipYImpl 2022-06-06 11:29:52 +02:00
Robert Müller 19e97829ce Extract CLayerTiles::ShiftImpl 2022-06-06 10:59:36 +02:00
bors[bot] 152ee93e16
Merge #5347
5347: Fix deleting envelopes not updating sounds r=def- a=C0D3D3V

Original fix by Ravie... updated to latest code

I do not really know how to trigger the bug, but for me adding and deleting sounds to the map, worked.... Since it is only the updated version from Ravie I think it works
`@HiRavie` maybe you can test it again

## 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 if it works standalone, system.c especially
- [ ] 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: c0d3d3v <c0d3d3v@mag-keinen-spam.de>
2022-06-05 15:20:58 +00:00
c0d3d3v 52b717f848
Fix deleting envelopes not updating sounds 2022-06-05 15:21:00 +02:00
bors[bot] b554039740
Merge #5320
5320: Fix prediction input timing r=def- a=trml

Fixes #5307 by updating the prediction to use the new input handling from #5032, and also removed some now no longer used code.

## 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 if it works standalone, system.c especially
- [ ] 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: trml <trml@users.noreply.github.com>
2022-06-04 22:37:03 +00:00
hus3h db529318ab Unfreeze character after teleporting in practice 2022-06-03 21:31:30 +03:00
bors[bot] 36d0c0dcb4
Merge #5334
5334: fix pixel porridge in freeze and ninja bar r=Jupeyy a=C0D3D3V

fixes #5319

## 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 if it works standalone, system.c especially
- [x] Considered possible null pointers and out of bounds array indexing
- [x] Changed no physics that affect existing maps
- [x] 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: c0d3d3v <c0d3d3v@mag-keinen-spam.de>
2022-06-03 16:31:26 +00:00
c0d3d3v c33e0c124e
fix pixel porridge in freeze and ninja bar 2022-06-03 18:27:30 +02:00
bors[bot] 4ead727692
Merge #5330
5330: Actually fix capital /WHISPER r=Jupeyy a=def-

As reported by kiwq

<!-- What is the motivation for the changes of this pull request -->

## 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 if it works standalone, system.c especially
- [ ] 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: Dennis Felsing <dennis@felsin9.de>
2022-06-03 14:55:30 +00:00
Dennis Felsing 9807625ca4 Actually fix capital /WHISPER
As reported by kiwq
2022-06-03 15:26:35 +02:00
bors[bot] 537be53fc2
Merge #5329
5329: Let the names in the mini score hud overflow to the left r=def- a=C0D3D3V

## 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 if it works standalone, system.c especially
- [x] Considered possible null pointers and out of bounds array indexing
- [x] Changed no physics that affect existing maps
- [x] 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: c0d3d3v <c0d3d3v@mag-keinen-spam.de>
2022-06-03 12:48:50 +00:00
c0d3d3v 090ae5e170
Let the names in the mini score hud overflow to the left 2022-06-03 13:57:39 +02:00
trml 455b17e957 Update prediction to use new input handling 2022-06-02 22:35:10 +02:00
bors[bot] c31d3e5fde
Merge #5301
5301: Avoid unnecessary copy leading to crash r=C0D3D3V a=Learath2

<!-- What is the motivation for the changes of this pull request -->
Reported by kiwq#4737 on Discord.

This issue was revealed by the addition of a `std::set` into `CCharacterCore`, I'm unsure why the copy constructor of `std::set` didn't work. It might be a good idea to check and see if there is a further underlying issue `@C0D3D3V.`

<details>
  <summary>Backtrace</summary>

  ```c++
#0  __gnu_cxx::new_allocator<std::_Rb_tree_node<int> >::construct<int, int const&> (this=0x7fffffff95e8, __p=0x555558935fd0) at /usr/include/c++/10.2/ext/new_allocator.h:150
No locals.
#1  0x0000555555831100 in std::allocator_traits<std::allocator<std::_Rb_tree_node<int> > >::construct<int, int const&> (__a=..., __p=0x555558935fd0)
    at /usr/include/c++/10.2/bits/alloc_traits.h:512
No locals.
#2  0x00005555558306b7 in std::_Rb_tree<int, int, std::_Identity<int>, std::less<int>, std::allocator<int> >::_M_construct_node<int const&> (this=0x7fffffff95e8, __node=0x555558935fb0)
    at /usr/include/c++/10.2/bits/stl_tree.h:618
No locals.
#3  0x0000555555830727 in std::_Rb_tree<int, int, std::_Identity<int>, std::less<int>, std::allocator<int> >::_M_create_node<int const&> (this=0x7fffffff95e8)
    at /usr/include/c++/10.2/bits/stl_tree.h:635
        __tmp = 0x555558935fb0
#4  0x000055555583055c in std::_Rb_tree<int, int, std::_Identity<int>, std::less<int>, std::allocator<int> >::_Alloc_node::operator()<int const&> (this=0x7fffffff92d0, 
    __arg=<error reading variable>) at /usr/include/c++/10.2/bits/stl_tree.h:552
No locals.
#5  0x000055555582fcd1 in std::_Rb_tree<int, int, std::_Identity<int>, std::less<int>, std::allocator<int> >::_M_clone_node<std::_Rb_tree<int, int, std::_Identity<int>, std::less<int>, std::allocator<int> >::_Alloc_node> (this=0x7fffffff95e8, __x=0xffffffc100000000, __node_gen=...) at /usr/include/c++/10.2/bits/stl_tree.h:662
        __tmp = 0x7fffeb7a3a10
#6  0x000055555582f188 in std::_Rb_tree<int, int, std::_Identity<int>, std::less<int>, std::allocator<int> >::_M_copy<std::_Rb_tree<int, int, std::_Identity<int>, std::less<int>, std::allocator<int> >::_Alloc_node> (this=0x7fffffff95e8, __x=0xffffffc100000000, __p=0x7fffffff95f0, __node_gen=...) at /usr/include/c++/10.2/bits/stl_tree.h:1881
        __top = 0x7fffeb7a3a10
#7  0x000055555582e294 in std::_Rb_tree<int, int, std::_Identity<int>, std::less<int>, std::allocator<int> >::_M_copy<std::_Rb_tree<int, int, std::_Identity<int>, std::less<int>, std::allocator<int> >::_Alloc_node> (this=0x7fffffff95e8, __x=..., __gen=...) at /usr/include/c++/10.2/bits/stl_tree.h:897
        __root = 0x7fffffff95e8
#8  0x000055555582d41d in std::_Rb_tree<int, int, std::_Identity<int>, std::less<int>, std::allocator<int> >::_M_copy (this=0x7fffffff95e8, __x=...)
    at /usr/include/c++/10.2/bits/stl_tree.h:908
        __an = {_M_t = `@0x7fffffff95e8}`
#9  0x000055555582c1f2 in std::_Rb_tree<int, int, std::_Identity<int>, std::less<int>, std::allocator<int> >::_Rb_tree (this=0x7fffffff95e8, __x=...)
    at /usr/include/c++/10.2/bits/stl_tree.h:946
No locals.
#10 0x0000555555828912 in std::set<int, std::less<int>, std::allocator<int> >::set (this=0x7fffffff95e8) at /usr/include/c++/10.2/bits/stl_set.h:223
No locals.
#11 0x0000555555828a4b in CCharacterCore::CCharacterCore (this=0x7fffffff9598) at /home/ant/ddnet/src/game/gamecore.h:203
No locals.
#12 0x000055555582b426 in CGameClient::CClientData::CClientData (this=0x7fffffff9500) at /home/ant/ddnet/src/game/client/gameclient.h:338
No locals.
#13 0x000055555581b3f1 in CGameClient::IntersectCharacter (this=0x7fffeb496010, HookPos=..., NewPos=..., NewPos2=..., ownID=-2) at /home/ant/ddnet/src/game/client/gameclient.cpp:2195
        Distance = 0
        ClosestID = -1
        OwnClientData = {m_UseCustomColor = 0, m_ColorBody = 0, m_ColorFeet = 0, m_aName = '\000' <repeats 15 times>, m_aClan = '\000' <repeats 11 times>, m_Country = 0, 
          m_aSkinName = '\000' <repeats 63 times>, m_SkinColor = 1156586, m_Team = 2324, m_Emoticon = 5316, m_EmoticonStartFraction = 1.19110369e-42, m_EmoticonStartTick = -672, 
          m_Solo = 126, m_Jetpack = 4, m_NoCollision = false, m_EndlessHook = false, m_EndlessJump = false, m_NoHammerHit = false, m_NoGrenadeHit = false, m_NoLaserHit = false, 
          m_NoShotgunHit = false, m_NoHookHit = false, m_Super = false, m_HasTelegunGun = false, m_HasTelegunGrenade = 255, m_HasTelegunLaser = 255, m_FreezeEnd = 0, m_DeepFrozen = false, 
          m_LiveFrozen = false, m_Predicted = {m_pWorld = 0x14c700000911, m_pCollision = 0xffffff02ffffffe0, m_pTeleOuts = 0x1, m_Pos = {{x = 0, u = 0}, {y = 0, v = 0}}, m_Vel = {{x = 0, 
                u = 0}, {y = 1.40129846e-45, v = 1.40129846e-45}}, m_HookPos = {{x = 1.62071238e-39, u = 1.62071238e-39}, {y = 6.88766221e-41, v = 6.88766221e-41}}, m_HookDir = {{x = 0, 
                u = 0}, {y = 2.80259693e-45, v = 2.80259693e-45}}, m_HookTeleBase = {{x = 0, u = 0}, {y = 6.44597294e-44, v = 6.44597294e-44}}, m_HookTick = 1, m_HookState = 0, 
            m_HookedPlayer = 0, m_AttachedPlayers = {_M_t = {
                _M_impl = {<std::allocator<std::_Rb_tree_node<int> >> = {<__gnu_cxx::new_allocator<std::_Rb_tree_node<int> >> = {<No data fields>}, <No data fields>}, <std::_Rb_tree_key_compare<std::less<int> >> = {_M_key_compare = {<std::binary_function<int, int, bool>> = {<No data fields>}, <No data fields>}}, <std::_Rb_tree_header> = {_M_header = {_M_color = std::_S_red, 
                      _M_parent = 0x0, _M_left = 0x7fffffff95f0, _M_right = 0x7fffffff95f0}, _M_node_count = 0}, <No data fields>}}}, m_ActiveWeapon = 0, m_aWeapons = {{
                m_AmmoRegenStart = 0, m_Ammo = -1, m_Ammocost = 0, m_Got = 23}, {m_AmmoRegenStart = 1479, m_Ammo = 2865, m_Ammocost = -253, m_Got = 218}, {m_AmmoRegenStart = 1, m_Ammo = 0, 
                m_Ammocost = 0, m_Got = false}, {m_AmmoRegenStart = 5, m_Ammo = 0, m_Ammocost = 0, m_Got = false}, {m_AmmoRegenStart = 0, m_Ammo = 1, m_Ammocost = 12918599, m_Got = 255}, {
                m_AmmoRegenStart = 1702519144, m_Ammo = 84, m_Ammocost = 0, m_Got = false}}, m_Ninja = {m_ActivationDir = {{x = 0, u = 0}, {y = 0, v = 0}}, m_ActivationTick = 0, 
              m_CurrentMoveTime = -1, m_OldVelAmount = 1935961199}, m_NewHook = 99, m_Jumped = 108, m_JumpedTotal = 0, m_Jumps = 0, m_Direction = 0, m_Angle = 0, m_Input = {m_Direction = 0, m_TargetX = 0, m_TargetY = 0, m_Jump = 0, m_Fire = 0, m_Hook = 0, m_PlayerFlags = 0, m_WantedWeapon = 0, m_NextWeapon = 0, m_PrevWeapon = 0}, m_TriggeredEvents = 0, m_Id = 0, m_pReset = false, m_LastVel = {{x = -nan(0x7fffff), u = -nan(0x7fffff)}, {y = 0, v = 0}}, m_Colliding = 0, m_LeftWall = false, m_Solo = false, m_Jetpack = false, m_NoCollision = false, m_EndlessHook = false, m_EndlessJump = false, m_NoHammerHit = false, m_NoGrenadeHit = false, m_NoLaserHit = 103, m_NoShotgunHit = 166, m_NoHookHit = 17, m_Super = false, m_HasTelegunGun = false, m_HasTelegunGrenade = false, m_HasTelegunLaser = false, m_FreezeTick = -343988384, m_FreezeEnd = 32767, m_IsInFreeze = 96, m_DeepFrozen = 10, m_LiveFrozen = 122, m_Tuning = {static ms_apNames = {0x5555559e9dec "ground_control_speed", 0x5555559e9e01 "ground_control_accel", 0x5555559e9e16 "ground_friction", 0x5555559e9e26 "ground_jump_impulse", 0x5555559e9e3a "air_jump_impulse", 0x5555559e9e4b "air_control_speed", 0x5555559e9e5d "air_control_accel", 0x5555559e9e6f "air_friction", 0x5555559e9e7c "hook_length", 0x5555559e9e88 "hook_fire_speed", 0x5555559e9e98 "hook_drag_accel", 0x5555559e9ea8 "hook_drag_speed", 0x5555559e9eb8 "gravity", 0x5555559e9ec0 "velramp_start", 0x5555559e9ece "velramp_range", 0x5555559e9edc "velramp_curvature", 0x5555559e9eee "gun_curvature", 0x5555559e9efc "gun_speed", 0x5555559e9f06 "gun_lifetime", 0x5555559e9f13 "shotgun_curvature", 0x5555559e9f25 "shotgun_speed", 0x5555559e9f33 "shotgun_speeddiff", 0x5555559e9f45 "shotgun_lifetime", 0x5555559e9f56 "grenade_curvature", 0x5555559e9f68 "grenade_speed", 0x5555559e9f76 "grenade_lifetime", 0x5555559e9f87 "laser_reach", 0x5555559e9f93 "laser_bounce_delay", 0x5555559e9fa6 "laser_bounce_num", 0x5555559e9fb7 "laser_bounce_cost", 0x5555559e9fc9 "laser_damage", 0x5555559e9fd6 "player_collision", 0x5555559e9fe7 "player_hooking", 0x5555559e9ff6 "jetpack_strength", 0x5555559ea007 "shotgun_strength", 0x5555559ea018 "explosion_strength", 0x5555559ea02b "hammer_strength", 0x5555559ea03b "hook_duration", 0x5555559ea049 "hammer_fire_delay", 0x5555559ea05b "gun_fire_delay", 0x5555559ea06a "shotgun_fire_delay", 0x5555559ea07d "grenade_fire_delay", 0x5555559ea090 "laser_fire_delay", 0x5555559ea0a1 "ninja_fire_delay", 0x5555559ea0b2 "hammer_hit_fire_delay"}, m_GroundControlSpeed = {m_Value = 32767}, m_GroundControlAccel = {m_Value = 0}, m_GroundFriction = {m_Value = 0}, m_GroundJumpImpulse = {m_Value = 1151303680}, m_AirJumpImpulse = {m_Value = 1160581120}, m_AirControlSpeed = {m_Value = -1149239296}, m_AirControlAccel = {m_Value = 0}, m_AirFriction = {m_Value = 1151303680}, m_HookLength = {m_Value = 1160581120}, m_HookFireSpeed = {m_Value = -1082130432}, m_HookDragAccel = {m_Value = -1130364928}, m_HookDragSpeed = {m_Value = 0}, m_Gravity = {m_Value = 0}, m_VelrampStart = {m_Value = 19}, m_VelrampRange = {m_Value = 0}, m_VelrampCurvature = {m_Value = -1}, m_GunCurvature = {m_Value = 0}, m_GunSpeed = {m_Value = 0}, m_GunLifetime = {m_Value = 0}, m_ShotgunCurvature = {m_Value = 0}, m_ShotgunSpeed = {m_Value = 0}, m_ShotgunSpeeddiff = {m_Value = 0}, m_ShotgunLifetime = {m_Value = 0}, m_GrenadeCurvature = {m_Value = -26800}, m_GrenadeSpeed = {m_Value = 32767}, m_GrenadeLifetime = {m_Value = -26800}, m_LaserReach = {m_Value = 32767}, m_LaserBounceDelay = {m_Value = 0}, m_LaserBounceNum = {m_Value = 0}, m_LaserBounceCost = {m_Value = 0}, m_LaserDamage = {m_Value = 0}, m_PlayerCollision = {m_Value = -1}, m_PlayerHooking = {m_Value = 0}, m_JetpackStrength = {m_Value = 1}, m_ShotgunStrength = {m_Value = 0}, m_ExplosionStrength = {m_Value = -1}, m_HammerStrength = {m_Value = 0}, m_HookDuration = {m_Value = 1}, m_HammerFireDelay = {m_Value = 0}, m_GunFireDelay = {m_Value = -1}, m_ShotgunFireDelay = {m_Value = 0}, m_GrenadeFireDelay = {m_Value = 0}, m_LaserFireDelay = {m_Value = 0}, m_NinjaFireDelay = {m_Value = -1}, m_HammerHitFireDelay = {m_Value = 0}}, m_pTeams = 0x0, m_MoveRestrictions = -1}, m_PrevPredicted = {m_pWorld = 0x0, m_pCollision = 0xffffffff, m_pTeleOuts = 0x0, m_Pos = {{x = 0, u = 0}, {y = 0, v = 0}}, m_Vel = {{x = 0, u = 0}, {y = 0, v = 0}}, m_HookPos = {{x = 0, u = 0}, {y = 0, v = 0}}, m_HookDir = {{x = 0, u = 0}, {y = 2.80259693e-45, v = 2.80259693e-45}}, m_HookTeleBase = {{x = 0, u = 0}, {y = 1.52881662e-42, v = 1.52881662e-42}}, m_HookTick = 0, m_HookState = -111, m_HookedPlayer = -230, m_AttachedPlayers = {_M_t = {_M_impl = {<std::allocator<std::_Rb_tree_node<int> >> = {<__gnu_cxx::new_allocator<std::_Rb_tree_node<int> >> = {<No data fields>}, <No data fields>}, <std::_Rb_tree_key_compare<std::less<int> >> = {_M_key_compare = {<std::binary_function<int, int, bool>> = {<No data fields>}, <No data fields>}}, <std::_Rb_tree_header> = {_M_header = {_M_color = std::_S_red, _M_parent = 0x0, _M_left = 0x3b00000000, _M_right = 0xffff9800}, _M_node_count = 0}, <No data fields>}}}, m_ActiveWeapon = 1, m_aWeapons = {{m_AmmoRegenStart = 0, m_Ammo = 0, m_Ammocost = 0, m_Got = 209}, {m_AmmoRegenStart = 1156711, m_Ammo = 1, m_Ammocost = 1000, m_Got = 200}, {m_AmmoRegenStart = 50, m_Ammo = 1320, m_Ammocost = 1200, m_Got = 244}, {m_AmmoRegenStart = 150, m_Ammo = 95, m_Ammocost = 38000, m_Got = 64}, {m_AmmoRegenStart = 300, m_Ammo = 1500, m_Ammocost = 50, m_Got = 216}, {m_AmmoRegenStart = 200000, m_Ammo = 140, m_Ammocost = 0, m_Got = 224}}, m_Ninja = {m_ActivationDir = {{x = 2.80259693e-43, u = 2.80259693e-43}, {y = 0, v = 0}}, m_ActivationTick = 50000, m_CurrentMoveTime = 0, m_OldVelAmount = 20}, m_NewHook = 188, m_Jumped = 100000, m_JumpedTotal = 200, m_Jumps = 80000, m_Direction = 15000, m_Angle = 100000, m_Input = {m_Direction = 0, m_TargetX = 500, m_TargetY = 100, m_Jump = 100, m_Fire = 0, m_Hook = 1000, m_PlayerFlags = 600, m_WantedWeapon = 100, m_NextWeapon = 125, m_PrevWeapon = 12500}, m_TriggeredEvents = 12500, m_Id = 50000, m_pReset = 80, m_LastVel = {{x = 1.12103877e-40, u = 1.12103877e-40}, {y = 1.12103877e-40, v = 1.12103877e-40}}, m_Colliding = 32000, m_LeftWall = 208, m_Solo = 42, m_Jetpack = 127, m_NoCollision = 235, m_EndlessHook = 255, m_EndlessJump = 127, m_NoHammerHit = false, m_NoGrenadeHit = false, m_NoLaserHit = false, m_NoShotgunHit = false, m_NoHookHit = false, m_Super = false, m_HasTelegunGun = false, m_HasTelegunGrenade = false, m_HasTelegunLaser = false, m_FreezeTick = -343988384, m_FreezeEnd = 32767, m_IsInFreeze = 96, m_DeepFrozen = 10, m_LiveFrozen = 122, m_Tuning = {static ms_apNames = {0x5555559e9dec "ground_control_speed", 0x5555559e9e01 "ground_control_accel", 0x5555559e9e16 "ground_friction", 0x5555559e9e26 "ground_jump_impulse", 0x5555559e9e3a "air_jump_impulse", 0x5555559e9e4b "air_control_speed", 0x5555559e9e5d "air_control_accel", 0x5555559e9e6f "air_friction", 0x5555559e9e7c "hook_length", 0x5555559e9e88 "hook_fire_speed", 0x5555559e9e98 "hook_drag_accel", 0x5555559e9ea8 "hook_drag_speed", 0x5555559e9eb8 "gravity", 0x5555559e9ec0 "velramp_start", 0x5555559e9ece "velramp_range", 0x5555559e9edc "velramp_curvature", 0x5555559e9eee "gun_curvature", 0x5555559e9efc "gun_speed", 0x5555559e9f06 "gun_lifetime", 0x5555559e9f13 "shotgun_curvature", 0x5555559e9f25 "shotgun_speed", 0x5555559e9f33 "shotgun_speeddiff", 0x5555559e9f45 "shotgun_lifetime", 0x5555559e9f56 "grenade_curvature", 0x5555559e9f68 "grenade_speed", 0x5555559e9f76 "grenade_lifetime", 0x5555559e9f87 "laser_reach", 0x5555559e9f93 "laser_bounce_delay", 0x5555559e9fa6 "laser_bounce_num", 0x5555559e9fb7 "laser_bounce_cost", 0x5555559e9fc9 "laser_damage", 0x5555559e9fd6 "player_collision", 0x5555559e9fe7 "player_hooking", 0x5555559e9ff6 "jetpack_strength", 0x5555559ea007 "shotgun_strength", 0x5555559ea018 "explosion_strength", 0x5555559ea02b "hammer_strength", 0x5555559ea03b "hook_duration", 0x5555559ea049 "hammer_fire_delay", 0x5555559ea05b "gun_fire_delay", 0x5555559ea06a "shotgun_fire_delay", 0x5555559ea07d "grenade_fire_delay", 0x5555559ea090 "laser_fire_delay", 0x5555559ea0a1 "ninja_fire_delay", 0x5555559ea0b2 "hammer_hit_fire_delay"}, m_GroundControlSpeed = {m_Value = 32767}, m_GroundControlAccel = {m_Value = 0}, m_GroundFriction = {m_Value = 0}, m_GroundJumpImpulse = {m_Value = 1151303680}, m_AirJumpImpulse = {m_Value = 1160581120}, m_AirControlSpeed = {m_Value = -1149239296}, m_AirControlAccel = {m_Value = 0}, m_AirFriction = {m_Value = 1151303680}, m_HookLength = {m_Value = 1160581120}, m_HookFireSpeed = {m_Value = -1082130432}, m_HookDragAccel = {m_Value = -1130364928}, m_HookDragSpeed = {m_Value = 0}, m_Gravity = {m_Value = 0}, m_VelrampStart = {m_Value = 19}, m_VelrampRange = {m_Value = 0}, m_VelrampCurvature = {m_Value = -1}, m_GunCurvature = {m_Value = 0}, m_GunSpeed = {m_Value = 0}, m_GunLifetime = {m_Value = 0}, m_ShotgunCurvature = {m_Value = 0}, m_ShotgunSpeed = {m_Value = 5}, m_ShotgunSpeeddiff = {m_Value = 0}, m_ShotgunLifetime = {m_Value = 0}, m_GrenadeCurvature = {m_Value = -26240}, m_GrenadeSpeed = {m_Value = 32767}, m_GrenadeLifetime = {m_Value = -26240}, m_LaserReach = {m_Value = 32767}, m_LaserBounceDelay = {m_Value = 0}, m_LaserBounceNum = {m_Value = 0}, m_LaserBounceCost = {m_Value = 0}, m_LaserDamage = {m_Value = 0}, m_PlayerCollision = {m_Value = -1}, m_PlayerHooking = {m_Value = 0}, m_JetpackStrength = {m_Value = 1}, m_ShotgunStrength = {m_Value = 0}, m_ExplosionStrength = {m_Value = -1}, m_HammerStrength = {m_Value = 0}, m_HookDuration = {m_Value = 1}, m_HammerFireDelay = {m_Value = 0}, m_GunFireDelay = {m_Value = -1}, m_ShotgunFireDelay = {m_Value = 0}, m_GrenadeFireDelay = {m_Value = 0}, m_LaserFireDelay = {m_Value = 0}, m_NinjaFireDelay = {m_Value = -1}, m_HammerHitFireDelay = {m_Value = 0}}, m_pTeams = 0x0, m_MoveRestrictions = -1}, m_SkinInfo = {m_OriginalRenderSkin = {m_Body = {m_Id = 0}, m_BodyOutline = {m_Id = 0}, m_Feet = {m_Id = -1}, m_FeetOutline = {m_Id = 0}, m_Hands = {m_Id = 0}, m_HandsOutline = {m_Id = 0}, m_Eyes = {{m_Id = 0}, {m_Id = 0}, {m_Id = 0}, {m_Id = 0}, {m_Id = -256}, {m_Id = 0}}}, m_ColorableRenderSkin = {m_Body = {m_Id = 0}, m_BodyOutline = {m_Id = 2}, m_Feet = {m_Id = 0}, m_FeetOutline = {m_Id = 1091}, m_Hands = {m_Id = 0}, m_HandsOutline = {m_Id = -111}, m_Eyes = {{m_Id = -230}, {m_Id = 0}, {m_Id = 0}, {m_Id = 0}, {m_Id = 0}, {m_Id = 0}}}, m_SkinMetrics = {m_Body = {m_Width = {m_Value = 0}, m_Height = {m_Value = 0}, m_OffsetX = {m_Value = 0}, m_OffsetY = {m_Value = 59}, m_MaxWidth = {m_Value = 0}, m_MaxHeight = {m_Value = 0}}, m_Feet = {m_Width = {m_Value = 0}, m_Height = {m_Value = 0}, m_OffsetX = {m_Value = 1}, m_OffsetY = {m_Value = 0}, m_MaxWidth = {m_Value = 0}, m_MaxHeight = {m_Value = 0}}}, m_CustomColoredSkin = 209, m_BloodColor = {<color4_base<ColorRGBA>> = {{x = 1.62089735e-39, r = 1.62089735e-39, h = 1.62089735e-39}, {y = 1.40129846e-45, g = 1.40129846e-45, s = 1.40129846e-45}, {z = 1.40129846e-42, b = 1.40129846e-42, l = 1.40129846e-42, v = 1.40129846e-42}, {w = 2.80259693e-43, a = 2.80259693e-43}}, <No data fields>}, m_ColorBody = {<color4_base<ColorRGBA>> = {{x = 7.00649232e-44, r = 7.00649232e-44, h = 7.00649232e-44}, {y = 1.84971397e-42, g = 1.84971397e-42, s = 1.84971397e-42}, {z = 1.68155816e-42, b = 1.68155816e-42, l = 1.68155816e-42, v = 1.68155816e-42}, {w = 7.00649232e-43, a = 7.00649232e-43}}, <No data fields>}, m_ColorFeet = {<color4_base<ColorRGBA>> = {{x = 2.1019477e-43, r = 2.1019477e-43, h = 2.1019477e-43}, {y = 1.33123354e-43, g = 1.33123354e-43, s = 1.33123354e-43}, {z = 5.32493416e-41, b = 5.32493416e-41, l = 5.32493416e-41, v = 5.32493416e-41}, {w = 1.12103877e-41, a = 1.12103877e-41}}, <No data fields>}, m_Size = 4.20389539e-43, m_GotAirJump = 1500, m_ShineDecoration = 50}, m_RenderInfo = {m_OriginalRenderSkin = {m_Body = {m_Id = 55000}, m_BodyOutline = {m_Id = 200000}, m_Feet = {m_Id = 140}, m_FeetOutline = {m_Id = 0}, m_Hands = {m_Id = 140000}, m_HandsOutline = {m_Id = 200}, m_Eyes = {{m_Id = 0}, {m_Id = 50000}, {m_Id = 0}, {m_Id = 20}, {m_Id = 700}, {m_Id = 100000}}}, m_ColorableRenderSkin = {m_Body = {m_Id = 200}, m_BodyOutline = {m_Id = 80000}, m_Feet = {m_Id = 15000}, m_FeetOutline = {m_Id = 100000}, m_Hands = {m_Id = 0}, m_HandsOutline = {m_Id = 500}, m_Eyes = {{m_Id = 100}, {m_Id = 100}, {m_Id = 0}, {m_Id = 1000}, {m_Id = 600}, {m_Id = 100}}}, m_SkinMetrics = {m_Body = {m_Width = {m_Value = 125}, m_Height = {m_Value = 12500}, m_OffsetX = {m_Value = 12500}, m_OffsetY = {m_Value = 50000}, m_MaxWidth = {m_Value = 50000}, m_MaxHeight = {m_Value = 80000}}, m_Feet = {m_Width = {m_Value = 80000}, m_Height = {m_Value = 32000}, m_OffsetX = {m_Value = -343987504}, m_OffsetY = {m_Value = 32767}, m_MaxWidth = {m_Value = 0}, m_MaxHeight = {m_Value = 384}}}, m_CustomColoredSkin = 102, m_BloodColor = {<color4_base<ColorRGBA>> = {{x = 4.09039022e-42, r = 4.09039022e-42, h = 4.09039022e-42}, {y = 4.09179152e-42, g = 4.09179152e-42, s = 4.09179152e-42}, {z = 4.09319281e-42, b = 4.09319281e-42, l = 4.09319281e-42, v = 4.09319281e-42}, {w = 4.09459411e-42, a = 4.09459411e-42}}, <No data fields>}, m_ColorBody = {<color4_base<ColorRGBA>> = {{x = 4.09599541e-42, r = 4.09599541e-42, h = 4.09599541e-42}, {y = 4.09739671e-42, g = 4.09739671e-42, s = 4.09739671e-42}, {z = 4.09879801e-42, b = 4.09879801e-42, l = 4.09879801e-42, v = 4.09879801e-42}, {w = 4.10019931e-42, a = 4.10019931e-42}}, <No data fields>}, m_ColorFeet = {<color4_base<ColorRGBA>> = {{x = 4.10160061e-42, r = 4.10160061e-42, h = 4.10160061e-42}, {y = 4.1030019e-42, g = 4.1030019e-42, s = 4.1030019e-42}, {z = 4.1044032e-42, b = 4.1044032e-42, l = 4.1044032e-42, v = 4.1044032e-42}, {w = 4.1058045e-42, a = 4.1058045e-42}}, <No data fields>}, m_Size = 4.1072058e-42, m_GotAirJump = 2932, m_ShineDecoration = 2933}, m_Angle = 4.11140969e-42, m_Active = 119, m_ChatIgnore = 11, m_EmoticonIgnore = false, m_Friend = false, m_Foe = 120, m_AuthLevel = 2937, m_Afk = 122, m_Paused = 11, m_Spec = false, m_SwitchStates = {false, 123, 11, false, false, 124, 11, false, false, 125, 11, false, false, 63, false, false, false, 64, false, false, false, 17, false, false, false, 17, false, false, false, 96, false, false, false, 96, false, false, false, 30, false, false, false, 17, false, false, false, 18, false, false, false, 8, false, false, false, 64, false, false, false, 32, false, false, false, true, false, false, false, 77, 169, 64, 63, 248, 26, 24, 63, 81, 89, 145, 62, false, false, 128, 63, 108, 173, 38, 63, 58, 105, 24, 63, 13, 222, 46, 63, false, false, 128, 63, false, false, 128, 63, false, false, 128, 63, false, false, 128, 63, false, false, 128, 63, false, false, 128, 66, true, false, false, false, false, false, false, false, 102, 11, false, false, 103, 11, false, false, 104, 11, false, false, 105, 11, false, false, 106, 11, false, false, 107, 11, false, false, 108, 11, false, false, 109, 11, false, false, 110, 11, false, false, 111, 11, false, false, 112, 11, false, false, 113, 11, false, false, 114, 11, false, false, 115, 11, false, false, 116, 11, false, false, 117, 11, false, false, 118, 11, false, false, 119, 11, false, false, 120, 11, false...}, m_Snapped = {<CNetObj_CharacterCore> = {m_Tick = 8, m_X = 64, m_Y = 32, m_VelX = 1, m_VelY = 1061202253, m_Angle = 1058544376, m_Direction = 1049712977, m_Jumped = 1065353216, m_HookedPlayer = 1059499372, m_HookState = 1058564410, m_HookTick = 1060036109, m_HookX = 1065353216, m_HookY = 1065353216, m_HookDx = 1065353216, m_HookDy = 1065353216}, m_PlayerFlags = 1065353216, m_Health = 1115684864, m_Armor = 1, m_AmmoCount = 0, m_Weapon = 0, m_Emote = 1, m_AttackTick = 1699636480}, m_Evolved = {<CNetObj_CharacterCore> = {m_Tick = 0, m_X = 0, m_Y = 0, m_VelX = 0, m_VelY = 0, m_Angle = 0, m_Direction = 0, m_Jumped = 0, m_HookedPlayer = 0, m_HookState = 0, m_HookTick = 0, m_HookX = 0, m_HookY = 0, m_HookDx = 0, m_HookDy = 0}, m_PlayerFlags = 0, m_Health = 0, m_Armor = 0, m_AmmoCount = 0, m_Weapon = 0, m_Emote = 0, m_AttackTick = 0}, m_RenderCur = {<CNetObj_CharacterCore> = {m_Tick = 0, m_X = 0, m_Y = 0, m_VelX = 0, m_VelY = 0, m_Angle = 0, m_Direction = 0, m_Jumped = 0, m_HookedPlayer = 0, m_HookState = 0, m_HookTick = 0, m_HookX = 0, m_HookY = 0, m_HookDx = 0, m_HookDy = 0}, m_PlayerFlags = 0, m_Health = 0, m_Armor = 0, m_AmmoCount = 0, m_Weapon = 0, m_Emote = 0, m_AttackTick = 0}, m_RenderPrev = {<CNetObj_CharacterCore> = {m_Tick = 0, m_X = 0, m_Y = 0, m_VelX = 0, m_VelY = 0, m_Angle = 0, m_Direction = 0, m_Jumped = 0, m_HookedPlayer = 0, m_HookState = 0, m_HookTick = 0, m_HookX = 0, m_HookY = 0, m_HookDx = 0, m_HookDy = 0}, m_PlayerFlags = 0, m_Health = 0, m_Armor = 0, m_AmmoCount = 0, m_Weapon = 0, m_Emote = 0, m_AttackTick = 0}, m_RenderPos = {{x = 1.62072219e-39, u = 1.62072219e-39}, {y = 1.78805684e-42, v = 1.78805684e-42}}, m_IsPredicted = 209, m_IsPredictedLocal = 10, m_SmoothStart = {4294967295, 1091}, m_SmoothLen = {-4294967296, 81604378624}, m_PredPos = {{{x = 1.78805684e-42, u = 1.78805684e-42}, {y = 3.88019545e-42, v = 3.88019545e-42}}, {{x = -nan(0x7fff00), u = -nan(0x7fff00)}, {y = -nan(0x7ffffb), v = -nan(0x7ffffb)}}, {{x = 1.40129846e-45, u = 1.40129846e-45}, {y = 0, v = 0}}, {{x = 0, u = 0}, {y = 0, v = 0}}, {{x = 7.00649232e-45, u = 7.00649232e-45}, {y = 7.00649232e-45, v = 7.00649232e-45}}, {{x = 1.61979873e-39, u = 1.61979873e-39}, {y = 1.62072219e-39, v = 1.62072219e-39}}, {{x = 1.78805684e-42, u = 1.78805684e-42}, {y = 3.88019545e-42, v = 3.88019545e-42}}, {{x = -nan(0x7fffff), u = -nan(0x7fffff)}, {y = 0, v = 0}}, {{x = 1.52881662e-42, u = 1.52881662e-42}, {y = 0, v = 0}}, {{x = 0, u = 0}, {y = -nan(0x7fffff), v = -nan(0x7fffff)}}, {{x = 0, u = 0}, {y = 2.66246708e-44, v = 2.66246708e-44}}, {{x = 1.78805684e-42, u = 1.78805684e-42}, {y = 3.88019545e-42, v = 3.88019545e-42}}, {{x = -nan(0x7fff00), u = -nan(0x7fff00)}, {y = -nan(0x7ffffb), v = -nan(0x7ffffb)}}, {{x = 1.40129846e-45, u = 1.40129846e-45}, {y = 0, v = 0}}, {{x = 0, u = 0}, {y = 0, v = 0}}, {{x = 7.00649232e-45, u = 7.00649232e-45}, {y = 7.00649232e-45, v = 7.00649232e-45}}, {{x = 1.61979873e-39, u = 1.61979873e-39}, {y = 1.62072219e-39, v = 1.62072219e-39}}, {{x = 1.78805684e-42, u = 1.78805684e-42}, {y = 3.88019545e-42, v = 3.88019545e-42}}, {{x = -nan(0x7fffff), u = -nan(0x7fffff)}, {y = 0, v = 0}}, {{x = 1.52881662e-42, u = 1.52881662e-42}, {y = 0, v = 0}}, {{x = 0, u = 0}, {y = -nan(0x7fffff), v = -nan(0x7fffff)}}, {{x = 0, u = 0}, {y = 2.66246708e-44, v = 2.66246708e-44}}, {{x = 1.78805684e-42, u = 1.78805684e-42}, {y = 3.88019545e-42, v = 3.88019545e-42}}, {{x = -nan(0x7fff00), u = -nan(0x7fff00)}, {y = -nan(0x7ffffb), v = -nan(0x7ffffb)}}, {{x = 1.40129846e-45, u = 1.40129846e-45}, {y = 0, v = 0}}, {{x = 0, u = 0}, {y = 0, v = 0}}, {{x = 7.00649232e-45, u = 7.00649232e-45}, {y = 7.00649232e-45, v = 7.00649232e-45}}, {{x = 1.61979873e-39, u = 1.61979873e-39}, {y = 1.62071938e-39, v = 1.62071938e-39}}, {{x = 1.78805684e-42, u = 1.78805684e-42}, {y = 3.88019545e-42, v = 3.88019545e-42}}, {{x = -nan(0x7fffff), u = -nan(0x7fffff)}, {y = 0, v = 0}}, {{x = 1.52881662e-42, u = 1.52881662e-42}, {y = 0, v = 0}}, {{x = 0, u = 0}, {y = -nan(0x7fffff), v = -nan(0x7fffff)}}, {{x = 0, u = 0}, {y = 2.66246708e-44, v = 2.66246708e-44}}, {{x = 1.78805684e-42, u = 1.78805684e-42}, {y = 3.88019545e-42, v = 3.88019545e-42}}, {{x = -nan(0x7fff00), u = -nan(0x7fff00)}, {y = -nan(0x7ffffb), v = -nan(0x7ffffb)}}, {{x = 1.40129846e-45, u = 1.40129846e-45}, {y = 0, v = 0}}, {{x = 0, u = 0}, {y = 0, v = 0}}, {{x = 7.00649232e-45, u = 7.00649232e-45}, {y = 7.00649232e-45, v = 7.00649232e-45}}, {{x = 1.61979873e-39, u = 1.61979873e-39}, {y = 1276, v = 1276}}, {{x = 2769, u = 2769}, {y = 1.40129846e-45, v = 1.40129846e-45}}, {{x = 0, u = 0}, {y = 0, v = 0}}, {{x = 0, u = 0}, {y = 0, v = 0}}, {{x = 0, u = 0}, {y = 0, v = 0}}, {{x = 0, u = 0}, {y = 0, v = 0}}, {{x = 1276, u = 1276}, {y = 2769, v = 2769}} <repeats 156 times>}, m_PredTick = {1151303680, 1160581120, 1151303680, 1160581120, 1151303680, 1160581120, 1151303680, 1160581120, 1151303680, 1160581120, 1151303680, 1160581120, 1151303680, 1160581120, 1151303680, 1160581120, 1151303680, 1160581120, 1151303680, 1160581120, 1151303680, 1160581120, 1151303680, 1160581120, 1151303680, 1160581120, 1151303680, 1160581120, 1151303680, 1160581120, 1151303680, 1160581120, 1151303680, 1160581120, 1151303680, 1160581120, 1151303680, 1160581120, 1151303680, 1160581120, 1151303680, 1160581120, 1151303680, 1160581120, 1151303680, 1160581120, 1151303680, 1160581120, 1151303680, 1160581120, 1151303680, 1160581120, 1151303680, 1160581120, 1151303680, 1160581120, 1151303680, 1160581120, 1151303680, 1160581120, 1151303680, 1160581120, 1151303680, 1160581120, 1151303680, 1160581120, 1151303680, 1160581120, 1151303680, 1160581120, 1151303680, 1160581120, 1151303680, 1160581120, 1151303680, 1160581120, 1151303680, 1160581120, 1151303680, 1160581120, 1151303680, 1160581120, 1151303680, 1160581120, 1151303680, 1160581120, 1151303680, 1160581120, 1156400, 1156401, 1156402, 1156403, 1156404, 1156405, 1156406, 1156407, 1156408, 1156409, 1156410, 1156411, 1156412, 1156413, 1156414, 1156415, 1156416, 1156417, 1156418, 1156419, 1156420, 1156421, 1156422, 1156423, 1156424, 1156425, 1156426, 1156427, 1156428, 1156429, 1156430, 1156431, 1156432, 1156433, 1156434, 1156435, 1156436, 1156437, 1156438, 1156439, 1156440, 1156441, 1156442, 1156443, 1156444, 1156445, 1156446, 1156447, 1156448, 1156449, 1156450, 1156451, 1156452, 1156453, 1156454, 1156455, 1156456, 1156457, 1156458, 1156459, 1156460, 1156461, 1156462, 1156463, 1156464, 1156465, 1156466, 1156467, 1156468, 1156469, 1156470, 1156471, 1156472, 1156473, 1156474, 1156475, 1156476, 1156477, 1156478, 1156479, 1156480, 1156481, 1156482, 1156483, 1156484, 1156485, 1156486, 1156487, 1156488, 1156489, 1156490, 1156491, 1156492, 1156493, 1156494, 1156495, 1156496, 1156497, 1156498, 1156499, 1156500, 1156501, 1156502, 1156503, 1156504, 1156505, 1156506, 1156507, 1156508, 1156509, 1156510, 1156511}, m_SpecCharPresent = 160, m_SpecChar = {{x = 1.62061989e-39, u = 1.62061989e-39}, {y = 1.62062129e-39, v = 1.62062129e-39}}}
#14 0x00005555557e981d in CPlayers::RenderHookCollLine (this=0x7fffeb79a748, pPrevChar=0x7fffffffbd00, pPlayerChar=0x7fffffffbca0, ClientID=-2, Intra=0.36924991) at /home/ant/ddnet/src/game/client/components/players.cpp:216
        TeleNr = 0
        FinishPos = {{x = 1221.93494, u = 1221.93494}, {y = 2458.29639, v = 2458.29639}}
        NewPos = {{x = 1221.93494, u = 1221.93494}, {y = 2458.29639, v = 2458.29639}}
        Hit = 0
        ExDirection = {{x = -0.154127821, u = -0.154127821}, {y = 0.988050938, v = 0.988050938}}
        InitPos = {{x = 1240.73853, u = 1240.73853}, {y = 2337.75415, v = 2337.75415}}
        HookCollColor = {<color4_base<ColorRGBA>> = {{x = 0.996078432, r = 0.996078432, h = 0.996078432}, {y = 0, g = 0, s = 0}, {z = 0, b = 0, l = 0, v = 0}, {w = 1, a = 1}}, <No data fields>}
        OldPos = {{x = 1234.26514, u = 1234.26514}, {y = 2379.2522, v = 2379.2522}}
        DoBreak = false
        AlwaysRenderHookColl = true
        RenderHookCollPlayer = false
        RenderHookCollVideo = true
        Prev = {<CNetObj_CharacterCore> = {m_Tick = 415760, m_X = 1240, m_Y = 2330, m_VelX = 281, m_VelY = 0, m_Angle = 441, m_Direction = 0, m_Jumped = 0, m_HookedPlayer = -1, m_HookState = 0, m_HookTick = 0, m_HookX = 1239, m_HookY = 2321, m_HookDx = 0, m_HookDy = 0}, m_PlayerFlags = 0, m_Health = 0, m_Armor = 0, m_AmmoCount = 0, m_Weapon = 0, m_Emote = 0, m_AttackTick = 415734}
        Player = {<CNetObj_CharacterCore> = {m_Tick = 415762, m_X = 1242, m_Y = 2351, m_VelX = 254, m_VelY = 0, m_Angle = 443, m_Direction = 0, m_Jumped = 0, m_HookedPlayer = -1, m_HookState = 0, m_HookTick = 0, m_HookX = 1241, m_HookY = 2340, m_HookDx = 0, m_HookDy = 0}, m_PlayerFlags = 0, m_Health = 0, m_Armor = 0, m_AmmoCount = 0, m_Weapon = 0, m_Emote = 0, m_AttackTick = 1156559}
        Local = false
        OtherTeam = false
        Alpha = 0.379999995
        IntraTick = 0.36924991
        Angle = 1.725541
        Direction = {{x = -0.154127821, u = -0.154127821}, {y = 0.988050938, v = 0.988050938}}
        Position = {{x = 1240.73853, u = 1240.73853}, {y = 2337.75415, v = 2337.75415}}
#15 0x0000555555731e03 in CGhost::OnRender (this=0x7fffeb79f5b0) at /home/ant/ddnet/src/game/client/components/ghost.cpp:374
        CurPos = 54
        PrevPos = 53
        TickDiff = 2
        IntraTick = 0.36924991
        RenderInfo = 0x7fffeb79f5d0
        GhostTick = 415761
        Player = {<CNetObj_CharacterCore> = {m_Tick = 415762, m_X = 1242, m_Y = 2351, m_VelX = 254, m_VelY = 0, m_Angle = 443, m_Direction = 0, m_Jumped = 0, m_HookedPlayer = -1, m_HookState = 0, m_HookTick = 0, m_HookX = 1241, m_HookY = 2340, m_HookDx = 0, m_HookDy = 0}, m_PlayerFlags = 0, m_Health = 0, m_Armor = 0, m_AmmoCount = 0, m_Weapon = 0, m_Emote = 0, m_AttackTick = 1156559}
        Prev = {<CNetObj_CharacterCore> = {m_Tick = 415760, m_X = 1240, m_Y = 2330, m_VelX = 281, m_VelY = 0, m_Angle = 441, m_Direction = 0, m_Jumped = 0, m_HookedPlayer = -1, m_HookState = 0, m_HookTick = 0, m_HookX = 1239, m_HookY = 2321, m_HookDx = 0, m_HookDy = 0}, m_PlayerFlags = 0, m_Health = 0, m_Armor = 0, m_AmmoCount = 0, m_Weapon = 0, m_Emote = 0, m_AttackTick = 415734}
        GhostNinjaRenderInfo = {m_OriginalRenderSkin = {m_Body = {m_Id = -1}, m_BodyOutline = {m_Id = -1}, m_Feet = {m_Id = -1}, m_FeetOutline = {m_Id = -1}, m_Hands = {m_Id = -1}, m_HandsOutline = {m_Id = -1}, m_Eyes = {{m_Id = -1}, {m_Id = -1}, {m_Id = -1}, {m_Id = -1}, {m_Id = -1}, {m_Id = -1}}}, m_ColorableRenderSkin = {m_Body = {m_Id = -1}, m_BodyOutline = {m_Id = -1}, m_Feet = {m_Id = -1}, m_FeetOutline = {m_Id = -1}, m_Hands = {m_Id = -1}, m_HandsOutline = {m_Id = -1}, m_Eyes = {{m_Id = -1}, {m_Id = -1}, {m_Id = -1}, {m_Id = -1}, {m_Id = -1}, {m_Id = -1}}}, m_SkinMetrics = {m_Body = {m_Width = {m_Value = -2147483648}, m_Height = {m_Value = -2147483648}, m_OffsetX = {m_Value = 2147483647}, m_OffsetY = {m_Value = 2147483647}, m_MaxWidth = {m_Value = -2147483648}, m_MaxHeight = {m_Value = -2147483648}}, m_Feet = {m_Width = {m_Value = -2147483648}, m_Height = {m_Value = -2147483648}, m_OffsetX = {m_Value = 2147483647}, m_OffsetY = {m_Value = 2147483647}, m_MaxWidth = {m_Value = -2147483648}, m_MaxHeight = {m_Value = -2147483648}}}, m_CustomColoredSkin = 248, m_BloodColor = {<color4_base<ColorRGBA>> = {{x = 4.59163468e-41, r = 4.59163468e-41, h = 4.59163468e-41}, {y = -3.02677571e+26, g = -3.02677571e+26, s = -3.02677571e+26}, {z = 4.59163468e-41, b = 4.59163468e-41, l = 4.59163468e-41, v = 4.59163468e-41}, {w = -3.08316077e+26, a = -3.08316077e+26}}, <No data fields>}, m_ColorBody = {<color4_base<ColorRGBA>> = {{x = 1, r = 1, h = 1}, {y = 1, g = 1, s = 1}, {z = 1, b = 1, l = 1, v = 1}, {w = 1, a = 1}}, <No data fields>}, m_ColorFeet = {<color4_base<ColorRGBA>> = {{x = 1, r = 1, h = 1}, {y = 1, g = 1, s = 1}, {z = 1, b = 1, l = 1, v = 1}, {w = 1, a = 1}}, <No data fields>}, m_Size = 1, m_GotAirJump = 1, m_ShineDecoration = 0}
        Ghost = `@0x7fffeb79f5d0:` {m_RenderInfo = {m_OriginalRenderSkin = {m_Body = {m_Id = 2846}, m_BodyOutline = {m_Id = 2847}, m_Feet = {m_Id = 2848}, m_FeetOutline = {m_Id = 2849}, m_Hands = {m_Id = 2850}, m_HandsOutline = {m_Id = 2851}, m_Eyes = {{m_Id = 2852}, {m_Id = 2853}, {m_Id = 2854}, {m_Id = 2855}, {m_Id = 2856}, {m_Id = 2857}}}, m_ColorableRenderSkin = {m_Body = {m_Id = 2858}, m_BodyOutline = {m_Id = 2859}, m_Feet = {m_Id = 2860}, m_FeetOutline = {m_Id = 2861}, m_Hands = {m_Id = 2862}, m_HandsOutline = {m_Id = 2863}, m_Eyes = {{m_Id = 2864}, {m_Id = 2865}, {m_Id = 2866}, {m_Id = 2867}, {m_Id = 2868}, {m_Id = 2869}}}, m_SkinMetrics = {m_Body = {m_Width = {m_Value = 67}, m_Height = {m_Value = 69}, m_OffsetX = {m_Value = 15}, m_OffsetY = {m_Value = 12}, m_MaxWidth = {m_Value = 96}, m_MaxHeight = {m_Value = 96}}, m_Feet = {m_Width = {m_Value = 30}, m_Height = {m_Value = 18}, m_OffsetX = {m_Value = 18}, m_OffsetY = {m_Value = 8}, m_MaxWidth = {m_Value = 64}, m_MaxHeight = {m_Value = 32}}}, m_CustomColoredSkin = true, m_BloodColor = {<color4_base<ColorRGBA>> = {{x = 0.667352855, r = 0.667352855, h = 0.667352855}, {y = 0.470265955, g = 0.470265955, s = 0.470265955}, {z = 0.577485919, b = 0.577485919, l = 0.577485919, v = 0.577485919}, {w = 1, a = 1}}, <No data fields>}, m_ColorBody = {<color4_base<ColorRGBA>> = {{x = 0.958477497, r = 0.958477497, h = 0.958477497}, {y = 0.570934296, g = 0.570934296, s = 0.570934296}, {z = 0.725951612, b = 0.725951612, l = 0.725951612, v = 0.725951612}, {w = 1, a = 1}}, <No data fields>}, m_ColorFeet = {<color4_base<ColorRGBA>> = {{x = 1, r = 1, h = 1}, {y = 1, g = 1, s = 1}, {z = 1, b = 1, l = 1, v = 1}, {w = 1, a = 1}}, <No data fields>}, m_Size = 64, m_GotAirJump = 1, m_ShineDecoration = 0}, m_Skin = {m_Skin0 = -185079314, m_Skin1 = -487591808, m_Skin2 = -2139062144, m_Skin3 = -2139062144, m_Skin4 = -2139062144, m_Skin5 = -2139062272, m_UseCustomColor = 1, m_ColorBody = 15651463, m_ColorFeet = 16777215}, m_Path = {m_ChunkSize = 1500, m_NumItems = 74676, m_lChunks = {<std::_Vector_base<CGhostCharacter*, std::allocator<CGhostCharacter*> >> = {_M_impl = {<std::allocator<CGhostCharacter*>> = {<__gnu_cxx::new_allocator<CGhostCharacter*>> = {<No data fields>}, <No data fields>}, <std::_Vector_base<CGhostCharacter*, std::allocator<CGhostCharacter*> >::_Vector_impl_data> = {_M_start = 0x555556de4110, _M_finish = 0x555556de42a0, _M_end_of_storage = 0x555556de42a0}, <No data fields>}}, <No data fields>}}, m_StartTick = 415652, m_aPlayer = "Yumiko\000\000\000\000\000\000\000\000\000", m_PlaybackPos = 54}
        __for_range = `@0x7fffeb79f5d0:` {{m_RenderInfo = {m_OriginalRenderSkin = {m_Body = {m_Id = 2846}, m_BodyOutline = {m_Id = 2847}, m_Feet = {m_Id = 2848}, m_FeetOutline = {m_Id = 2849}, m_Hands = {m_Id = 2850}, m_HandsOutline = {m_Id = 2851}, m_Eyes = {{m_Id = 2852}, {m_Id = 2853}, {m_Id = 2854}, {m_Id = 2855}, {m_Id = 2856}, {m_Id = 2857}}}, m_ColorableRenderSkin = {m_Body = {m_Id = 2858}, m_BodyOutline = {m_Id = 2859}, m_Feet = {m_Id = 2860}, m_FeetOutline = {m_Id = 2861}, m_Hands = {m_Id = 2862}, m_HandsOutline = {m_Id = 2863}, m_Eyes = {{m_Id = 2864}, {m_Id = 2865}, {m_Id = 2866}, {m_Id = 2867}, {m_Id = 2868}, {m_Id = 2869}}}, m_SkinMetrics = {m_Body = {m_Width = {m_Value = 67}, m_Height = {m_Value = 69}, m_OffsetX = {m_Value = 15}, m_OffsetY = {m_Value = 12}, m_MaxWidth = {m_Value = 96}, m_MaxHeight = {m_Value = 96}}, m_Feet = {m_Width = {m_Value = 30}, m_Height = {m_Value = 18}, m_OffsetX = {m_Value = 18}, m_OffsetY = {m_Value = 8}, m_MaxWidth = {m_Value = 64}, m_MaxHeight = {m_Value = 32}}}, m_CustomColoredSkin = true, m_BloodColor = {<color4_base<ColorRGBA>> = {{x = 0.667352855, r = 0.667352855, h = 0.667352855}, {y = 0.470265955, g = 0.470265955, s = 0.470265955}, {z = 0.577485919, b = 0.577485919, l = 0.577485919, v = 0.577485919}, {w = 1, a = 1}}, <No data fields>}, m_ColorBody = {<color4_base<ColorRGBA>> = {{x = 0.958477497, r = 0.958477497, h = 0.958477497}, {y = 0.570934296, g = 0.570934296, s = 0.570934296}, {z = 0.725951612, b = 0.725951612, l = 0.725951612, v = 0.725951612}, {w = 1, a = 1}}, <No data fields>}, m_ColorFeet = {<color4_base<ColorRGBA>> = {{x = 1, r = 1, h = 1}, {y = 1, g = 1, s = 1}, {z = 1, b = 1, l = 1, v = 1}, {w = 1, a = 1}}, <No data fields>}, m_Size = 64, m_GotAirJump = 1, m_ShineDecoration = 0}, m_Skin = {m_Skin0 = -185079314, m_Skin1 = -487591808, m_Skin2 = -2139062144, m_Skin3 = -2139062144, m_Skin4 = -2139062144, m_Skin5 = -2139062272, m_UseCustomColor = 1, m_ColorBody = 15651463, m_ColorFeet = 16777215}, m_Path = {m_ChunkSize = 1500, m_NumItems = 74676, m_lChunks = {<std::_Vector_base<CGhostCharacter*, std::allocator<CGhostCharacter*> >> = {_M_impl = {<std::allocator<CGhostCharacter*>> = {<__gnu_cxx::new_allocator<CGhostCharacter*>> = {<No data fields>}, <No data fields>}, <std::_Vector_base<CGhostCharacter*, std::allocator<CGhostCharacter*> >::_Vector_impl_data> = {_M_start = 0x555556de4110, _M_finish = 0x555556de42a0, _M_end_of_storage = 0x555556de42a0}, <No data fields>}}, <No data fields>}}, m_StartTick = 415652, m_aPlayer = "Yumiko\000\000\000\000\000\000\000\000\000", m_PlaybackPos = 54}, {m_RenderInfo = {m_OriginalRenderSkin = {m_Body = {m_Id = -1}, m_BodyOutline = {m_Id = -1}, m_Feet = {m_Id = -1}, m_FeetOutline = {m_Id = -1}, m_Hands = {m_Id = -1}, m_HandsOutline = {m_Id = -1}, m_Eyes = {{m_Id = -1}, {m_Id = -1}, {m_Id = -1}, {m_Id = -1}, {m_Id = -1}, {m_Id = -1}}}, m_ColorableRenderSkin = {m_Body = {m_Id = -1}, m_BodyOutline = {m_Id = -1}, m_Feet = {m_Id = -1}, m_FeetOutline = {m_Id = -1}, m_Hands = {m_Id = -1}, m_HandsOutline = {m_Id = -1}, m_Eyes = {{m_Id = -1}, {m_Id = -1}, {m_Id = -1}, {m_Id = -1}, {m_Id = -1}, {m_Id = -1}}}, m_SkinMetrics = {m_Body = {m_Width = {m_Value = -2147483648}, m_Height = {m_Value = -2147483648}, m_OffsetX = {m_Value = 2147483647}, m_OffsetY = {m_Value = 2147483647}, m_MaxWidth = {m_Value = -2147483648}, m_MaxHeight = {m_Value = -2147483648}}, m_Feet = {m_Width = {m_Value = -2147483648}, m_Height = {m_Value = -2147483648}, m_OffsetX = {m_Value = 2147483647}, m_OffsetY = {m_Value = 2147483647}, m_MaxWidth = {m_Value = -2147483648}, m_MaxHeight = {m_Value = -2147483648}}}, m_CustomColoredSkin = false, m_BloodColor = {<color4_base<ColorRGBA>> = {{x = 0, r = 0, h = 0}, {y = 0, g = 0, s = 0}, {z = 0, b = 0, l = 0, v = 0}, {w = 0, a = 0}}, <No data fields>}, m_ColorBody = {<color4_base<ColorRGBA>> = {{x = 1, r = 1, h = 1}, {y = 1, g = 1, s = 1}, {z = 1, b = 1, l = 1, v = 1}, {w = 1, a = 1}}, <No data fields>}, m_ColorFeet = {<color4_base<ColorRGBA>> = {{x = 1, r = 1, h = 1}, {y = 1, g = 1, s = 1}, {z = 1, b = 1, l = 1, v = 1}, {w = 1, a = 1}}, <No data fields>}, m_Size = 1, m_GotAirJump = 1, m_ShineDecoration = 0}, m_Skin = {m_Skin0 = 0, m_Skin1 = 0, m_Skin2 = 0, m_Skin3 = 0, m_Skin4 = 0, m_Skin5 = 0, m_UseCustomColor = 0, m_ColorBody = 0, m_ColorFeet = 0}, m_Path = {m_ChunkSize = 1500, m_NumItems = 0, m_lChunks = {<std::_Vector_base<CGhostCharacter*, std::allocator<CGhostCharacter*> >> = {_M_impl = {<std::allocator<CGhostCharacter*>> = {<__gnu_cxx::new_allocator<CGhostCharacter*>> = {<No data fields>}, <No data fields>}, <std::_Vector_base<CGhostCharacter*, std::allocator<CGhostCharacter*> >::_Vector_impl_data> = {_M_start = 0x0, _M_finish = 0x0, _M_end_of_storage = 0x0}, <No data fields>}}, <No data fields>}}, m_StartTick = -1, m_aPlayer = '\000' <repeats 15 times>, m_PlaybackPos = 0}, {m_RenderInfo = {m_OriginalRenderSkin = {m_Body = {m_Id = -1}, m_BodyOutline = {m_Id = -1}, m_Feet = {m_Id = -1}, m_FeetOutline = {m_Id = -1}, m_Hands = {m_Id = -1}, m_HandsOutline = {m_Id = -1}, m_Eyes = {{m_Id = -1}, {m_Id = -1}, {m_Id = -1}, {m_Id = -1}, {m_Id = -1}, {m_Id = -1}}}, m_ColorableRenderSkin = {m_Body = {m_Id = -1}, m_BodyOutline = {m_Id = -1}, m_Feet = {m_Id = -1}, m_FeetOutline = {m_Id = -1}, m_Hands = {m_Id = -1}, m_HandsOutline = {m_Id = -1}, m_Eyes = {{m_Id = -1}, {m_Id = -1}, {m_Id = -1}, {m_Id = -1}, {m_Id = -1}, {m_Id = -1}}}, m_SkinMetrics = {m_Body = {m_Width = {m_Value = -2147483648}, m_Height = {m_Value = -2147483648}, m_OffsetX = {m_Value = 2147483647}, m_OffsetY = {m_Value = 2147483647}, m_MaxWidth = {m_Value = -2147483648}, m_MaxHeight = {m_Value = -2147483648}}, m_Feet = {m_Width = {m_Value = -2147483648}, m_Height = {m_Value = -2147483648}, m_OffsetX = {m_Value = 2147483647}, m_OffsetY = {m_Value = 2147483647}, m_MaxWidth = {m_Value = -2147483648}, m_MaxHeight = {m_Value = -2147483648}}}, m_CustomColoredSkin = false, m_BloodColor = {<color4_base<ColorRGBA>> = {{x = 0, r = 0, h = 0}, {y = 0, g = 0, s = 0}, {z = 0, b = 0, l = 0, v = 0}, {w = 0, a = 0}}, <No data fields>}, m_ColorBody = {<color4_base<ColorRGBA>> = {{x = 1, r = 1, h = 1}, {y = 1, g = 1, s = 1}, {z = 1, b = 1, l = 1, v = 1}, {w = 1, a = 1}}, <No data fields>}, m_ColorFeet = {<color4_base<ColorRGBA>> = {{x = 1, r = 1, h = 1}, {y = 1, g = 1, s = 1}, {z = 1, b = 1, l = 1, v = 1}, {w = 1, a = 1}}, <No data fields>}, m_Size = 1, m_GotAirJump = 1, m_ShineDecoration = 0}, m_Skin = {m_Skin0 = 0, m_Skin1 = 0, m_Skin2 = 0, m_Skin3 = 0, m_Skin4 = 0, m_Skin5 = 0, m_UseCustomColor = 0, m_ColorBody = 0, m_ColorFeet = 0}, m_Path = {m_ChunkSize = 1500, m_NumItems = 0, m_lChunks = {<std::_Vector_base<CGhostCharacter*, std::allocator<CGhostCharacter*> >> = {_M_impl = {<std::allocator<CGhostCharacter*>> = {<__gnu_cxx::new_allocator<CGhostCharacter*>> = {<No data fields>}, <No data fields>}, <std::_Vector_base<CGhostCharacter*, std::allocator<CGhostCharacter*> >::_Vector_impl_data> = {_M_start = 0x0, _M_finish = 0x0, _M_end_of_storage = 0x0}, <No data fields>}}, <No data fields>}}, m_StartTick = -1, m_aPlayer = '\000' <repeats 15 times>, m_PlaybackPos = 0}, {m_RenderInfo = {m_OriginalRenderSkin = {m_Body = {m_Id = -1}, m_BodyOutline = {m_Id = -1}, m_Feet = {m_Id = -1}, m_FeetOutline = {m_Id = -1}, m_Hands = {m_Id = -1}, m_HandsOutline = {m_Id = -1}, m_Eyes = {{m_Id = -1}, {m_Id = -1}, {m_Id = -1}, {m_Id = -1}, {m_Id = -1}, {m_Id = -1}}}, m_ColorableRenderSkin = {m_Body = {m_Id = -1}, m_BodyOutline = {m_Id = -1}, m_Feet = {m_Id = -1}, m_FeetOutline = {m_Id = -1}, m_Hands = {m_Id = -1}, m_HandsOutline = {m_Id = -1}, m_Eyes = {{m_Id = -1}, {m_Id = -1}, {m_Id = -1}, {m_Id = -1}, {m_Id = -1}, {m_Id = -1}}}, m_SkinMetrics = {m_Body = {m_Width = {m_Value = -2147483648}, m_Height = {m_Value = -2147483648}, m_OffsetX = {m_Value = 2147483647}, m_OffsetY = {m_Value = 2147483647}, m_MaxWidth = {m_Value = -2147483648}, m_MaxHeight = {m_Value = -2147483648}}, m_Feet = {m_Width = {m_Value = -2147483648}, m_Height = {m_Value = -2147483648}, m_OffsetX = {m_Value = 2147483647}, m_OffsetY = {m_Value = 2147483647}, m_MaxWidth = {m_Value = -2147483648}, m_MaxHeight = {m_Value = -2147483648}}}, m_CustomColoredSkin = false, m_BloodColor = {<color4_base<ColorRGBA>> = {{x = 0, r = 0, h = 0}, {y = 0, g = 0, s = 0}, {z = 0, b = 0, l = 0, v = 0}, {w = 0, a = 0}}, <No data fields>}, m_ColorBody = {<color4_base<ColorRGBA>> = {{x = 1, r = 1, h = 1}, {y = 1, g = 1, s = 1}, {z = 1, b = 1, l = 1, v = 1}, {w = 1, a = 1}}, <No data fields>}, m_ColorFeet = {<color4_base<ColorRGBA>> = {{x = 1, r = 1, h = 1}, {y = 1, g = 1, s = 1}, {z = 1, b = 1, l = 1, v = 1}, {w = 1, a = 1}}, <No data fields>}, m_Size = 1, m_GotAirJump = 1, m_ShineDecoration = 0}, m_Skin = {m_Skin0 = 0, m_Skin1 = 0, m_Skin2 = 0, m_Skin3 = 0, m_Skin4 = 0, m_Skin5 = 0, m_UseCustomColor = 0, m_ColorBody = 0, m_ColorFeet = 0}, m_Path = {m_ChunkSize = 1500, m_NumItems = 0, m_lChunks = {<std::_Vector_base<CGhostCharacter*, std::allocator<CGhostCharacter*> >> = {_M_impl = {<std::allocator<CGhostCharacter*>> = {<__gnu_cxx::new_allocator<CGhostCharacter*>> = {<No data fields>}, <No data fields>}, <std::_Vector_base<CGhostCharacter*, std::allocator<CGhostCharacter*> >::_Vector_impl_data> = {_M_start = 0x0, _M_finish = 0x0, _M_end_of_storage = 0x0}, <No data fields>}}, <No data fields>}}, m_StartTick = -1, m_aPlayer = '\000' <repeats 15 times>, m_PlaybackPos = 0}, {m_RenderInfo = {m_OriginalRenderSkin = {m_Body = {m_Id = -1}, m_BodyOutline = {m_Id = -1}, m_Feet = {m_Id = -1}, m_FeetOutline = {m_Id = -1}, m_Hands = {m_Id = -1}, m_HandsOutline = {m_Id = -1}, m_Eyes = {{m_Id = -1}, {m_Id = -1}, {m_Id = -1}, {m_Id = -1}, {m_Id = -1}, {m_Id = -1}}}, m_ColorableRenderSkin = {m_Body = {m_Id = -1}, m_BodyOutline = {m_Id = -1}, m_Feet = {m_Id = -1}, m_FeetOutline = {m_Id = -1}, m_Hands = {m_Id = -1}, m_HandsOutline = {m_Id = -1}, m_Eyes = {{m_Id = -1}, {m_Id = -1}, {m_Id = -1}, {m_Id = -1}, {m_Id = -1}, {m_Id = -1}}}, m_SkinMetrics = {m_Body = {m_Width = {m_Value = -2147483648}, m_Height = {m_Value = -2147483648}, m_OffsetX = {m_Value = 2147483647}, m_OffsetY = {m_Value = 2147483647}, m_MaxWidth = {m_Value = -2147483648}, m_MaxHeight = {m_Value = -2147483648}}, m_Feet = {m_Width = {m_Value = -2147483648}, m_Height = {m_Value = -2147483648}, m_OffsetX = {m_Value = 2147483647}, m_OffsetY = {m_Value = 2147483647}, m_MaxWidth = {m_Value = -2147483648}, m_MaxHeight = {m_Value = -2147483648}}}, m_CustomColoredSkin = false, m_BloodColor = {<color4_base<ColorRGBA>> = {{x = 0, r = 0, h = 0}, {y = 0, g = 0, s = 0}, {z = 0, b = 0, l = 0, v = 0}, {w = 0, a = 0}}, <No data fields>}, m_ColorBody = {<color4_base<ColorRGBA>> = {{x = 1, r = 1, h = 1}, {y = 1, g = 1, s = 1}, {z = 1, b = 1, l = 1, v = 1}, {w = 1, a = 1}}, <No data fields>}, m_ColorFeet = {<color4_base<ColorRGBA>> = {{x = 1, r = 1, h = 1}, {y = 1, g = 1, s = 1}, {z = 1, b = 1, l = 1, v = 1}, {w = 1, a = 1}}, <No data fields>}, m_Size = 1, m_GotAirJump = 1, m_ShineDecoration = 0}, m_Skin = {m_Skin0 = 0, m_Skin1 = 0, m_Skin2 = 0, m_Skin3 = 0, m_Skin4 = 0, m_Skin5 = 0, m_UseCustomColor = 0, m_ColorBody = 0, m_ColorFeet = 0}, m_Path = {m_ChunkSize = 1500, m_NumItems = 0, m_lChunks = {<std::_Vector_base<CGhostCharacter*, std::allocator<CGhostCharacter*> >> = {_M_impl = {<std::allocator<CGhostCharacter*>> = {<__gnu_cxx::new_allocator<CGhostCharacter*>> = {<No data fields>}, <No data fields>}, <std::_Vector_base<CGhostCharacter*, std::allocator<CGhostCharacter*> >::_Vector_impl_data> = {_M_start = 0x0, _M_finish = 0x0, _M_end_of_storage = 0x0}, <No data fields>}}, <No data fields>}}, m_StartTick = -1, m_aPlayer = '\000' <repeats 15 times>, m_PlaybackPos = 0}, {m_RenderInfo = {m_OriginalRenderSkin = {m_Body = {m_Id = -1}, m_BodyOutline = {m_Id = -1}, m_Feet = {m_Id = -1}, m_FeetOutline = {m_Id = -1}, m_Hands = {m_Id = -1}, m_HandsOutline = {m_Id = -1}, m_Eyes = {{m_Id = -1}, {m_Id = -1}, {m_Id = -1}, {m_Id = -1}, {m_Id = -1}, {m_Id = -1}}}, m_ColorableRenderSkin = {m_Body = {m_Id = -1}, m_BodyOutline = {m_Id = -1}, m_Feet = {m_Id = -1}, m_FeetOutline = {m_Id = -1}, m_Hands = {m_Id = -1}, m_HandsOutline = {m_Id = -1}, m_Eyes = {{m_Id = -1}, {m_Id = -1}, {m_Id = -1}, {m_Id = -1}, {m_Id = -1}, {m_Id = -1}}}, m_SkinMetrics = {m_Body = {m_Width = {m_Value = -2147483648}, m_Height = {m_Value = -2147483648}, m_OffsetX = {m_Value = 2147483647}, m_OffsetY = {m_Value = 2147483647}, m_MaxWidth = {m_Value = -2147483648}, m_MaxHeight = {m_Value = -2147483648}}, m_Feet = {m_Width = {m_Value = -2147483648}, m_Height = {m_Value = -2147483648}, m_OffsetX = {m_Value = 2147483647}, m_OffsetY = {m_Value = 2147483647}, m_MaxWidth = {m_Value = -2147483648}, m_MaxHeight = {m_Value = -2147483648}}}, m_CustomColoredSkin = false, m_BloodColor = {<color4_base<ColorRGBA>> = {{x = 0, r = 0, h = 0}, {y = 0, g = 0, s = 0}, {z = 0, b = 0, l = 0, v = 0}, {w = 0, a = 0}}, <No data fields>}, m_ColorBody = {<color4_base<ColorRGBA>> = {{x = 1, r = 1, h = 1}, {y = 1, g = 1, s = 1}, {z = 1, b = 1, l = 1, v = 1}, {w = 1, a = 1}}, <No data fields>}, m_ColorFeet = {<color4_base<ColorRGBA>> = {{x = 1, r = 1, h = 1}, {y = 1, g = 1, s = 1}, {z = 1, b = 1, l = 1, v = 1}, {w = 1, a = 1}}, <No data fields>}, m_Size = 1, m_GotAirJump = 1, m_ShineDecoration = 0}, m_Skin = {m_Skin0 = 0, m_Skin1 = 0, m_Skin2 = 0, m_Skin3 = 0, m_Skin4 = 0, m_Skin5 = 0, m_UseCustomColor = 0, m_ColorBody = 0, m_ColorFeet = 0}, m_Path = {m_ChunkSize = 1500, m_NumItems = 0, m_lChunks = {<std::_Vector_base<CGhostCharacter*, std::allocator<CGhostCharacter*> >> = {_M_impl = {<std::allocator<CGhostCharacter*>> = {<__gnu_cxx::new_allocator<CGhostCharacter*>> = {<No data fields>}, <No data fields>}, <std::_Vector_base<CGhostCharacter*, std::allocator<CGhostCharacter*> >::_Vector_impl_data> = {_M_start = 0x0, _M_finish = 0x0, _M_end_of_storage = 0x0}, <No data fields>}}, <No data fields>}}, m_StartTick = -1, m_aPlayer = '\000' <repeats 15 times>, m_PlaybackPos = 0}, {m_RenderInfo = {m_OriginalRenderSkin = {m_Body = {m_Id = -1}, m_BodyOutline = {m_Id = -1}, m_Feet = {m_Id = -1}, m_FeetOutline = {m_Id = -1}, m_Hands = {m_Id = -1}, m_HandsOutline = {m_Id = -1}, m_Eyes = {{m_Id = -1}, {m_Id = -1}, {m_Id = -1}, {m_Id = -1}, {m_Id = -1}, {m_Id = -1}}}, m_ColorableRenderSkin = {m_Body = {m_Id = -1}, m_BodyOutline = {m_Id = -1}, m_Feet = {m_Id = -1}, m_FeetOutline = {m_Id = -1}, m_Hands = {m_Id = -1}, m_HandsOutline = {m_Id = -1}, m_Eyes = {{m_Id = -1}, {m_Id = -1}, {m_Id = -1}, {m_Id = -1}, {m_Id = -1}, {m_Id = -1}}}, m_SkinMetrics = {m_Body = {m_Width = {m_Value = -2147483648}, m_Height = {m_Value = -2147483648}, m_OffsetX = {m_Value = 2147483647}, m_OffsetY = {m_Value = 2147483647}, m_MaxWidth = {m_Value = -2147483648}, m_MaxHeight = {m_Value = -2147483648}}, m_Feet = {m_Width = {m_Value = -2147483648}, m_Height = {m_Value = -2147483648}, m_OffsetX = {m_Value = 2147483647}, m_OffsetY = {m_Value = 2147483647}, m_MaxWidth = {m_Value = -2147483648}, m_MaxHeight = {m_Value = -2147483648}}}, m_CustomColoredSkin = false, m_BloodColor = {<color4_base<ColorRGBA>> = {{x = 0, r = 0, h = 0}, {y = 0, g = 0, s = 0}, {z = 0, b = 0, l = 0, v = 0}, {w = 0, a = 0}}, <No data fields>}, m_ColorBody = {<color4_base<ColorRGBA>> = {{x = 1, r = 1, h = 1}, {y = 1, g = 1, s = 1}, {z = 1, b = 1, l = 1, v = 1}, {w = 1, a = 1}}, <No data fields>}, m_ColorFeet = {<color4_base<ColorRGBA>> = {{x = 1, r = 1, h = 1}, {y = 1, g = 1, s = 1}, {z = 1, b = 1, l = 1, v = 1}, {w = 1, a = 1}}, <No data fields>}, m_Size = 1, m_GotAirJump = 1, m_ShineDecoration = 0}, m_Skin = {m_Skin0 = 0, m_Skin1 = 0, m_Skin2 = 0, m_Skin3 = 0, m_Skin4 = 0, m_Skin5 = 0, m_UseCustomColor = 0, m_ColorBody = 0, m_ColorFeet = 0}, m_Path = {m_ChunkSize = 1500, m_NumItems = 0, m_lChunks = {<std::_Vector_base<CGhostCharacter*, std::allocator<CGhostCharacter*> >> = {_M_impl = {<std::allocator<CGhostCharacter*>> = {<__gnu_cxx::new_allocator<CGhostCharacter*>> = {<No data fields>}, <No data fields>}, <std::_Vector_base<CGhostCharacter*, std::allocator<CGhostCharacter*> >::_Vector_impl_data> = {_M_start = 0x0, _M_finish = 0x0, _M_end_of_storage = 0x0}, <No data fields>}}, <No data fields>}}, m_StartTick = -1, m_aPlayer = '\000' <repeats 15 times>, m_PlaybackPos = 0}, {m_RenderInfo = {m_OriginalRenderSkin = {m_Body = {m_Id = -1}, m_BodyOutline = {m_Id = -1}, m_Feet = {m_Id = -1}, m_FeetOutline = {m_Id = -1}, m_Hands = {m_Id = -1}, m_HandsOutline = {m_Id = -1}, m_Eyes = {{m_Id = -1}, {m_Id = -1}, {m_Id = -1}, {m_Id = -1}, {m_Id = -1}, {m_Id = -1}}}, m_ColorableRenderSkin = {m_Body = {m_Id = -1}, m_BodyOutline = {m_Id = -1}, m_Feet = {m_Id = -1}, m_FeetOutline = {m_Id = -1}, m_Hands = {m_Id = -1}, m_HandsOutline = {m_Id = -1}, m_Eyes = {{m_Id = -1}, {m_Id = -1}, {m_Id = -1}, {m_Id = -1}, {m_Id = -1}, {m_Id = -1}}}, m_SkinMetrics = {m_Body = {m_Width = {m_Value = -2147483648}, m_Height = {m_Value = -2147483648}, m_OffsetX = {m_Value = 2147483647}, m_OffsetY = {m_Value = 2147483647}, m_MaxWidth = {m_Value = -2147483648}, m_MaxHeight = {m_Value = -2147483648}}, m_Feet = {m_Width = {m_Value = -2147483648}, m_Height = {m_Value = -2147483648}, m_OffsetX = {m_Value = 2147483647}, m_OffsetY = {m_Value = 2147483647}, m_MaxWidth = {m_Value = -2147483648}, m_MaxHeight = {m_Value = -2147483648}}}, m_CustomColoredSkin = false, m_BloodColor = {<color4_base<ColorRGBA>> = {{x = 0, r = 0, h = 0}, {y = 0, g = 0, s = 0}, {z = 0, b = 0, l = 0, v = 0}, {w = 0, a = 0}}, <No data fields>}, m_ColorBody = {<color4_base<ColorRGBA>> = {{x = 1, r = 1, h = 1}, {y = 1, g = 1, s = 1}, {z = 1, b = 1, l = 1, v = 1}, {w = 1, a = 1}}, <No data fields>}, m_ColorFeet = {<color4_base<ColorRGBA>> = {{x = 1, r = 1, h = 1}, {y = 1, g = 1, s = 1}, {z = 1, b = 1, l = 1, v = 1}, {w = 1, a = 1}}, <No data fields>}, m_Size = 1, m_GotAirJump = 1, m_ShineDecoration = 0}, m_Skin = {m_Skin0 = 0, m_Skin1 = 0, m_Skin2 = 0, m_Skin3 = 0, m_Skin4 = 0, m_Skin5 = 0, m_UseCustomColor = 0, m_ColorBody = 0, m_ColorFeet = 0}, m_Path = {m_ChunkSize = 1500, m_NumItems = 0, m_lChunks = {<std::_Vector_base<CGhostCharacter*, std::allocator<CGhostCharacter*> >> = {_M_impl = {<std::allocator<CGhostCharacter*>> = {<__gnu_cxx::new_allocator<CGhostCharacter*>> = {<No data fields>}, <No data fields>}, <std::_Vector_base<CGhostCharacter*, std::allocator<CGhostCharacter*> >::_Vector_impl_data> = {_M_start = 0x0, _M_finish = 0x0, _M_end_of_storage = 0x0}, <No data fields>}}, <No data fields>}}, m_StartTick = -1, m_aPlayer = '\000' <repeats 15 times>, m_PlaybackPos = 0}}
        __for_begin = 0x7fffeb79f5d0
        __for_end = 0x7fffeb79ff50
        PlaybackTick = 109
#16 0x0000555555812833 in CGameClient::OnRender (this=0x7fffeb496010) at /home/ant/ddnet/src/game/client/gameclient.cpp:611
        i = 18
#17 0x00005555556735a1 in CClient::Render (this=0x7ffff0893010) at /home/ant/ddnet/src/engine/client/client.cpp:1191
No locals.
#18 0x000055555567c013 in CClient::Run (this=0x7ffff0893010) at /home/ant/ddnet/src/engine/client/client.cpp:3246
        AdditionalTime = 0
        Now = 28182967481
        IsRenderActive = true
        AsyncRenderOld = true
        GfxRefreshRate = 0
        Now = {__r = 28182951522}
        SleepTimeInNanoSeconds = {__r = 0}
        Slept = false
        Seed = 500091216
        LastD = false
        LastE = false
        LastG = false
        LastTime = {__r = 28182951522}
        LastRenderTime = 28182967481
#19 0x000055555568492e in main (argc=1, argv=0x7fffffffe518) at /home/ant/ddnet/src/engine/client/client.cpp:4555
        Silent = false
        RandInitFailed = false
        apLoggers = {<std::_Vector_base<std::shared_ptr<ILogger>, std::allocator<std::shared_ptr<ILogger> > >> = {_M_impl = {<std::allocator<std::shared_ptr<ILogger> >> = {<__gnu_cxx::new_allocator<std::shared_ptr<ILogger> >> = {<No data fields>}, <No data fields>}, <std::_Vector_base<std::shared_ptr<ILogger>, std::allocator<std::shared_ptr<ILogger> > >::_Vector_impl_data> = {_M_start = 0x0, _M_finish = 0x0, _M_end_of_storage = 0x0}, <No data fields>}}, <No data fields>}
        pFutureFileLogger = {<std::__shared_ptr<CFutureLogger, (__gnu_cxx::_Lock_policy)2>> = {<std::__shared_ptr_access<CFutureLogger, (__gnu_cxx::_Lock_policy)2, false, false>> = {<No data fields>}, _M_ptr = 0x555555bd0af0, _M_refcount = {_M_pi = 0x555555bd0ae0}}, <No data fields>}
        pFutureConsoleLogger = {<std::__shared_ptr<CFutureLogger, (__gnu_cxx::_Lock_policy)2>> = {<std::__shared_ptr_access<CFutureLogger, (__gnu_cxx::_Lock_policy)2, false, false>> = {<No data fields>}, _M_ptr = 0x555555be66d0, _M_refcount = {_M_pi = 0x555555be66c0}}, <No data fields>}
        pFutureAssertionLogger = {<std::__shared_ptr<CFutureLogger, (__gnu_cxx::_Lock_policy)2>> = {<std::__shared_ptr_access<CFutureLogger, (__gnu_cxx::_Lock_policy)2, false, false>> = {<No data fields>}, _M_ptr = 0x555555be6740, _M_refcount = {_M_pi = 0x555555be6730}}, <No data fields>}
        pClient = 0x7ffff0893010
        pKernel = 0x555555bf7a30
        pEngine = 0x555555bf8450
        pConsole = 0x555555bd1260
        pStorage = 0x555555c1fde0
        pConfigManager = 0x555555bff450
        pEngineSound = 0x555555bff900
        pEngineInput = 0x555555c22600
        pEngineTextRender = 0x7ffff0071010
        pEngineMap = 0x555555bb6790
        pDiscord = 0x555555bb61f0
        pSteam = 0x555555bb5cb0
        File = 0x0
        Restarting = false
```
</details>

## 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 if it works standalone, system.c especially
- [ ] 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: Learath <learath2@gmail.com>
2022-06-02 20:04:33 +00:00
bors[bot] ba05169b7e
Merge #5317
5317: Fix ConSwitchDoorOpen r=C0D3D3V a=trml

Just figured out that my pr introduced a bug in switches set from map configs (not opening the correct switches). Sorry about that!
Thanks to Faulty for finding it!

## 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 if it works standalone, system.c especially
- [x] 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: trml <trml@users.noreply.github.com>
2022-06-02 19:44:37 +00:00
Robert Müller 23c0b6a4e4 Fix wrong iterator being used for inserting into vector 2022-06-02 21:11:02 +02:00
trml 531107eb48 Fix ConSwitchDoorOpen 2022-06-02 20:52:34 +02:00
bors[bot] c6095816ff
Merge #5311
5311: drop small NETOBJTYPE_SWITCHSTATE r=def- a=C0D3D3V

I'm too lazy right now to write code to test this, but I think this should work. 
What do you think, is it sufficient? `@heinrich5991` 

## 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 if it works standalone, system.c especially
- [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: c0d3d3v <c0d3d3v@mag-keinen-spam.de>
2022-06-02 14:00:38 +00:00
c0d3d3v 809309cd09
drop small NETOBJTYPE_SWITCHSTATE 2022-06-02 15:40:55 +02:00
c0d3d3v d125c91825
send normal shields to old clients 2022-06-02 15:27:57 +02:00
bors[bot] b666533fff
Merge #4705
4705: Refactor switch state, add prediction of switch state toggles r=def- a=trml

This is an attempt to fix #4702, and also ended up being a more general attempt at predicting switch on/off tiles as well as timed switchers (with delay). A few things:

- Refactored the switch state array from CCollision to CGameCore (second commit)

The idea here was that CCollision holds information about the map that is immutable and there only exists one copy of it, while the switch state is mutable and would have both a predicted and non-predicted state in the client. While strictly not necessary, having it in the gamecore seems to represent the mutable state better and would be useful to avoid having to put the snapshot switch state back into the gameworld on each new prediction as well as to more easily keep track of the two copies.

A concern here is whether this could in any way change server behavior (time of initialization and/or destruction of switch states), so this change would require quite a bit of testing and/or review. However, from what I could tell from the code, CCollision is only initialized once and at that time where the gamecore already exists.

- Added a new extended netobject containing the end tick of switches (third commit)

This would be needed for adding general prediction for timed switchers. The idea is to only send it for a limited number of switchers (those with the lowest time left before they toggle back), since there will most likely be a limited number of timed switchers active at any point, and I randomly selected 4 as a number here. Ideally, this netobject should be merged with the previous one for simpler parsing of the information, but that would sacrifice compatibility with older servers (and/or clients). (Another possibility here would have been to treat timed switchers as regular on/off tiles and make the addition of the netobject a separate pr)

- Used NetArray from datasrc/seven/datatypes.py to simplify both the new and old switch state netobjects (first commit)

(Haven't checked if there might be reasons not to use it? But it did seem to be backwards compatible with older ddnet clients when keeping the memory layout the same)

## 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 if it works standalone, system.c especially
- [ ] 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: trml <trml@users.noreply.github.com>
2022-06-02 12:42:47 +00:00
heinrich5991 855fe75b63 Log chat by default, put it onto INFO instead of DEBUG level
Fixes #5032.
2022-06-02 09:36:31 +02:00
trml 882ddae201 Send switch timing info in extended switch state netobject 2022-06-02 01:04:34 +02:00
trml 548de3804e Rename NumSwitchers to HighestSwitchNumber and remove most references 2022-06-02 00:57:11 +02:00
trml 66c0c1e692 Send timer info for switchers and predict switch state changes 2022-06-02 00:57:09 +02:00
trml 95c4c2db1c Move switch state to gamecore 2022-06-02 00:51:25 +02:00
trml 940205b3cc Simplify switch state using NetArray 2022-06-02 00:46:17 +02:00
Robert Müller 70907f422a Use insert with initializer-list instead of reserving space 2022-06-01 21:29:44 +02:00
Learath 210b19042d Avoid unnecessary copy leading to crash 2022-06-01 19:52:34 +02:00
Robert Müller 7c17051a3a Replace CGameClient::CStack with std::vector<class CComponent *> 2022-06-01 14:16:09 +02:00
bors[bot] b623c3c124
Merge #5284
5284: add ellipsis again r=heinrich5991 a=C0D3D3V

![grafik](https://user-images.githubusercontent.com/14315968/171151688-a5fdb2a8-d070-4485-a187-ac768a32e854.png)
![grafik](https://user-images.githubusercontent.com/14315968/171151717-d36312d4-5e2e-4b50-af9a-7a202a1564a4.png)

`@Jupeyy`  can you please test if this also decreases the fps significant more than without this PR?


without ellipsis (and name in mini score hud flows over the left border):
![grafik](https://user-images.githubusercontent.com/14315968/171153136-af385267-af7a-4913-844e-4e95d60bf799.png)

with ellipsis:
![grafik](https://user-images.githubusercontent.com/14315968/171153237-0996600e-92aa-4b0c-b8f5-fdde05c2751b.png)


## 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 if it works standalone, system.c especially
- [x] Considered possible null pointers and out of bounds array indexing
- [x] Changed no physics that affect existing maps
- [x] 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: c0d3d3v <c0d3d3v@mag-keinen-spam.de>
2022-06-01 10:05:57 +00:00
Robert Müller 019c2fa429 Remove static CUIRect used as UI element ID 2022-05-31 19:41:00 +02:00
Robert Müller 7474ca201f Remove dead code 2022-05-31 19:32:07 +02:00
c0d3d3v 0914c1260b
add ellipsis again 2022-05-31 12:20:45 +02:00
bors[bot] 760cb99574
Merge #5271
5271: Time out for POST requests too (hopefully fixes #5198) r=heinrich5991 a=def-

Untested because the issue is sporadic. But I think it makes sense to have a timeout even if this is not the root cause.

## 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 if it works standalone, system.c especially
- [ ] 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: def <dennis@felsin9.de>
2022-05-31 08:01:38 +00:00
bors[bot] f03d89f206
Merge #5277
5277: penalty tiles can be used to get a time of 00:00:01, this is fixed by letting the tees die, before that happens r=def- a=C0D3D3V

Also map gets reloaded if the server tick overflows. We could add a warning, that the server reloads soon, or save all players and load them after map reload. But I think that is such a rare event, we can just reload the map without these nice things.

fixes #5170

we should check the following maps for cheated times:
- just every fly
- puzzle partners
- time shop

## Checklist

- [x] Tested the change ingame See https://youtu.be/lQPU60XN8Nk
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [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: c0d3d3v <c0d3d3v@mag-keinen-spam.de>
2022-05-30 21:03:40 +00:00
c0d3d3v 19ae17366d
penalty tiles can be used to get a time of 0:00:01, this is fixed by
letting the tees die, before that happens
2022-05-30 20:53:04 +02:00
c0d3d3v 5065bab8b5
fix swap does not swap no collision and no hook
- remove duplicated variable for no collision and no hook
2022-05-30 19:33:42 +02:00
Robert Müller 91d2ba1865 Organize game-client includes 2022-05-29 21:24:43 +02:00
Robert Müller 06cd4e9ab3 Organize game-server includes 2022-05-29 21:24:43 +02:00
Robert Müller c2f92c1e13 Organize game-shared includes 2022-05-29 20:02:22 +02:00
def 3e60cd83d0 Time out for POST requests too (hopefully fixes #5198) 2022-05-29 19:15:36 +02:00
bors[bot] 9e6ee21545
Merge #5269
5269: Introduce and use constexpr CCharacterCore::PhysicalSize r=def- a=Kaffeine

Add `Collision()` getter to server CEntity to make it easier to sync the server and prediction implementations (e.g. `IsGrounded()` imps are now identical).

## 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 if it works standalone, system.c especially
- [ ] 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: Alexander Akulich <akulichalexander@gmail.com>
2022-05-28 22:23:20 +00:00
Alexander Akulich a39bbc702b Introduce and use constexpr CCharacterCore::PhysicalSize 2022-05-28 21:46:44 +03:00
Alexander Akulich deb2e8752f Sync prediction impl with server CCharacter::IsGrounded() 2022-05-28 21:46:07 +03:00
Alexander Akulich f057dd33a2 server/character: Use CEntity::Collision() instead of GameServer() one
Rationalize: make prediction and server code closer to each other.
2022-05-28 21:46:07 +03:00
Alexander Akulich f934882e51 server/entity: Add CCollision() getter
The main idea is to sync prediction and server CEntity APIs.
2022-05-28 21:46:07 +03:00
Alexander Akulich a023671ecd prediction/entity: Sync constructor signature, add GetProximityRadius() 2022-05-28 21:28:47 +03:00
c0d3d3v 556b32270d
Execute the dragger_beam tick one tick earlier. And stop it one tick
earlier
2022-05-28 17:27:10 +02:00
bors[bot] ab28267e30
Merge #5265
5265: Cleanup prediction entity handling a little r=def- a=trml

I looked over the remaining code for creating/removing entities in the prediction, and only ended up making some smaller changes:
- More consistent use of InsertEntity/RemoveEntity/Destroy
- Fixed one instance in gameclient.cpp where an entity was removed but not deleted (could potentially have been a memory leak)
- Removed some old code for retaining information about the characters after they left the snapshot (the client should only rely on the snapshot for prediction of players)

## 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 if it works standalone, system.c especially
- [x] Considered possible null pointers and out of bounds array indexing
- [x] Changed no physics that affect existing maps
- [x] 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: trml <trml@users.noreply.github.com>
2022-05-28 12:48:10 +00:00
trml c5595209fe Fix and slightly cleanup creation/destruction/insertion of predicted entities 2022-05-28 13:37:59 +02:00
bors[bot] ccf0622984
Merge #5252
5252: Use std::vector instead of array, remove base/tl/array.h, algorithm.h, allocator.h, range.h r=def- a=Robyt3

Replaces all usages of `array` with `std::vector`.

I adjusted variable names of variables I changed to use the `v` prefix. Not so in the editor however, as there are already many changes due to clang-tidy enforcing the use of for-each loops.

This allows us to remove all remaining `base/tl` headers except `threading.h`.

Clang-tidy now finds `clang-analyzer-cplusplus.NewDelete` (Use of memory after it is freed), which is also fixed here, though it appears to be a false-positive.

This last remaining usages of `goto` are also removed.

## 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 if it works standalone, system.c especially
- [ ] 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>
2022-05-28 10:56:21 +00:00
Robert Müller c60931427a Use std::any_of instead of for-each loops 2022-05-28 10:45:15 +02:00
Chairn 4cba284b68 Fix possible misuse of comma 2022-05-28 02:15:42 +02:00
bors[bot] ce9b16d6f6
Merge #5259
5259: reintroduce shotgun bug r=def- a=C0D3D3V

fixes #5258
bug got fixed by the math changes in 68bcd21eff

This fix introduces a hard coded velocity that the player would get like before. (It could be that this has slightly other behaviour, because before the produced NaN values where converted to ints in CCharacterCore::Quantize (so some other logic may be confronted with the NaN values before), but it should most likely not be noticeable because it is fast enough)

We could now make this bug optional, by adding it to our mapbugs, or adding a server setting for it.

## 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 if it works standalone, system.c especially
- [x] Considered possible null pointers and out of bounds array indexing
- [x] Changed no physics that affect existing maps
- [x] 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: c0d3d3v <c0d3d3v@mag-keinen-spam.de>
2022-05-27 23:23:37 +00:00
bors[bot] 4b3b0938fd
Merge #5255
5255: fix windows server crash on client spawn r=def- a=C0D3D3V

The continuation  of removing mem_zero over CCharacterCore.

I have tested the server in a Windows VM -> no crash

## 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 if it works standalone, system.c especially
- [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: c0d3d3v <c0d3d3v@mag-keinen-spam.de>
2022-05-27 23:08:53 +00:00
c0d3d3v 04f1bbf59f
reintroduce shotgun bug 2022-05-28 00:58:33 +02:00
trml 85e86772b2 Don't keep track of characters in the predicted gameworld that are not in the snapshot and require pred characters to be alive 2022-05-28 00:07:31 +02:00
bors[bot] 59acac221c
Merge #5254 #5257
5254: Fix ingame menu button behavior when holding mouse button r=def- a=Robyt3

Fixes the following behavior:

1. Player is ingame and the ingame menu is opened with Esc
2. A mouse button is held down on one of the ingame menu buttons (e.g. the spectate button)
3. The ingame menu is closed without moving the mouse away from the button
4. The mouse button is released while ingame
5. The menu is opened again
    - Current behavior: The hovered button is immediately activated, as soon as the menu opens, due to the released mouse state being handled as a click.
    - Fixed behavior: The button is not activated. Instead another call to `FinishCheck` is added so it's also called when the menu is not active, to clear the active UI item in that case.

As well as the following:

1. The menu is closed while the mouse cursor is hovering over a button.
2. The mouse button is pressed and held while the menu is closed.
3. The menu is opened again.
   - Current behavior: The menu button is already held down and when the player releases the mouse button it will immediately be activated.
   - Fixed behavior: The button is not activated immediately, by clearing the hot item and next hot item variables in `FinishCheck`.

The latter behavior can still occur when entering the editor instead of closing the ingame menu.

Closes #3560. Closes #5229.

The first two commits are identical to upstream https://github.com/teeworlds/teeworlds/pull/3158, where those issues also exist. The last commit adapts upstream behavior so buttons can only become hot when the mouse is not pressed.

## 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 if it works standalone, system.c especially
- [ ] 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)


5257: Refactoring: Move CMenus::UseMouseButtons to CUI::SetEnabled, extract CRenderTools::RenderCursor r=def- a=Robyt3

Adopt changes from upstream.

## 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 if it works standalone, system.c especially
- [ ] 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>
2022-05-27 18:37:17 +00:00
Robert Müller fccfbd5b70 Extract CRenderTools::RenderCursor 2022-05-27 19:43:12 +02:00
Robert Müller caa23bcfdd Move CMenus::UseMouseButtons to CUI::SetEnabled 2022-05-27 19:43:12 +02:00
c0d3d3v 55671e483a
fix windows server crash on client spawn 2022-05-27 19:21:43 +02:00
Robert Müller 31930951f0 Only allow buttons to be become hot while the mouse is not pressed 2022-05-27 19:07:56 +02:00
Robert Müller 910f01cbf2 Fix ingame menu buttons when mouse is held ingame and released in menu 2022-05-27 19:07:56 +02:00
Robert Müller a0a0fa1322 Fix ingame menu buttons when mouse is held and released ingame 2022-05-27 17:45:30 +02:00
Robert Müller 6a72c5c38b Fix clang-analyzer-cplusplus.NewDelete (Use of memory after it is freed) 2022-05-27 16:41:14 +02:00
Robert Müller 0c69495522 Use std::vector instead of array in editor 2022-05-27 16:36:39 +02:00
Robert Müller ce54a0d075 Use std::vector<CMenuImage> instead of array 2022-05-27 16:31:18 +02:00
Robert Müller 24ad383211 Use std::vector<CSourceQueueEntry> instead of array 2022-05-27 16:31:18 +02:00
Robert Müller d3eb9d6fe7 Use std::vector<std::string> instead of array 2022-05-27 16:31:18 +02:00
Robert Müller 0f097a0490 Use std::vector<char *> instead of array in gamecontext 2022-05-27 12:13:30 +02:00
Robert Müller b9c52f7e31 Use SetActiveItem(nullptr) instead of SetActiveItem(0) 2022-05-27 11:59:14 +02:00
Robert Müller 2b02bd449b Prevent lock of UI
Co-authored-by: oy <tom_adams@web.de>
2022-05-27 11:53:05 +02:00
bors[bot] 7348bf4d56
Merge #5246
5246: Use std::vector instead of sorted_array, remove base/tl/sorted_array.h r=def- a=heinrich5991

This replaces all usages of `sorted_array` with `std::vector`. This requires the following general changes:

- `add_unsorted` is replaced with `push_back`.
- `add` is replaced with `push_back` and subsequent `sort` or `stable_sort` must be ensured.
  - In some cases, immediately sorting the entire list after adding an item was unavoidable. Previously items were added at the correct position, which was O(N) because all items after the inserted one had to be moved in any case.
- `sort_range` is replaced with `sort` or `stable_sort`.
- `size` returns a `size_t` instead of `int`, so to fix sign comparison warnings, casts are added where necessary or types of loop variables are changed to `size_t` where possible. For-each loops are also used where possible / where required by clang-tidy.
- `find_binary` is replaced with `std::equal_range`. This can only find items of the same type, so some wrappers, that only have the relevant fields set, need to be created for searching.

In terms of behavior, this should not change anything, except maybe `CLocalizationDatabase` for the better. As far as I understand it, at lot of the code there was not doing anything. It assumes that binary search can return a range of multiple entries, but the equality/comparison function is based on hash and context hash. This means that any item in this range will match the given hash and context hash already, so all of the following checks are redundant. I changed this to first do a lookup with the hash and context hash and if that fails do another lookup with the default context hash.

I have also already replaced `base/tl/array.h` with `std::vector`, removing all of `base/tl` except `threading.h`. I'll make a separate PR later because this caused a lot more changes especially in the editor that I first want to test and review myself.

Naming of `array`/`sorted_array`/`std::vector` variables was rather inconsistent (sometimes prefix `a` or `l` is used), so ~~I chose to not use any prefix for all new `std::vector`s~~ heinrich5991 left them as-is.

## 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 if it works standalone, system.c especially
- [ ] 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>
2022-05-27 08:51:55 +00:00
bors[bot] 61c81fa0f2
Merge #5240
5240: Fix crash when graphics init failed (fixes #5237) r=heinrich5991 a=def-

## 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 if it works standalone, system.c especially
- [ ] 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: Dennis Felsing <dennis@felsin9.de>
2022-05-26 22:17:15 +00:00
Robert Müller de1de5e7bd Use emplace_back for CFriendItem 2022-05-27 00:14:07 +02:00
Robert Müller 476af1286d Use emplace_back for CCommand, fix member variable names 2022-05-27 00:13:26 +02:00
Robert Müller d0b5d096f5 Use emplace_back for CString 2022-05-27 00:03:13 +02:00
Robert Müller a76cdb254e Use std::vector<CDownloadSkin> instead of sorted_array 2022-05-27 00:03:13 +02:00
Robert Müller 0859da7e6a Use std::vector<CSkin> instead of sorted_array 2022-05-27 00:03:13 +02:00
Robert Müller 5cc76d286f Use std::vector<CGhostItem> instead of sorted_array 2022-05-27 00:03:13 +02:00
Robert Müller b24f318450 Use std::vector<CFriendItem> instead of sorted_array 2022-05-27 00:03:13 +02:00
Robert Müller de23bf912d Use std::vector<CString> instead of sorted_array, improve string search 2022-05-27 00:03:13 +02:00
Robert Müller 359093cab8 Use std::vector<CDemoItem> instead of sorted_array 2022-05-27 00:03:13 +02:00
Robert Müller 96c97d5bb7 Use std::vector for assets menu list items instead of sorted_array 2022-05-26 23:49:30 +02:00
Robert Müller 2ea0c49f8b Use std::vector<CCommand> instead of sorted_array 2022-05-26 23:49:30 +02:00
Robert Müller 662cb58132 Use std::vector<CFilelistItem> instead of sorted_array 2022-05-26 23:49:30 +02:00
Robert Müller 0032f6f2c2 Use std::vector<CCountryFlag> instead of sorted_array 2022-05-26 23:49:27 +02:00
Robert Müller 295c395c8c Use std::vector<CUISkin> instead of sorted_array 2022-05-26 23:47:37 +02:00
Robert Müller 97dd8105fd Use std::vector<CLanguage> instead of sorted_array 2022-05-26 23:42:06 +02:00
Robert Müller 9dece943e7 Use std::vector<CMapNameItem> instead of sorted_array 2022-05-26 23:42:06 +02:00
Robert Müller 9b2f0fe3c4 Remove unused includes of base/tl/array.h and sorted_array.h 2022-05-26 23:42:06 +02:00
bors[bot] e63b8e2bb5
Merge #5183
5183: render allways the nameplate of a specchar (or the real player) r=def- a=C0D3D3V

fokkonaut uses spec chars in addition to normal players in his mod, so the names should also be displayed in addition to the player name

## 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 if it works standalone, system.c especially
- [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: c0d3d3v <c0d3d3v@mag-keinen-spam.de>
2022-05-26 21:06:19 +00:00
bors[bot] 74b94b3e71
Merge #5245
5245: disable dragger beams soon, not only every 150ms r=def- a=C0D3D3V

The check whether a dragger is active, I somehow forgot in the dragger beams. Sorry! Actually, I should have noticed this during testing. But when I tested Fall into the Future today, it seemed strange to me (already at the first part). I should have noticed it when I tested it. I have compared that in any case with 15.9.1 and looked at the code again and saw that there the check is made every tick.


## 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 if it works standalone, system.c especially
- [x] Considered possible null pointers and out of bounds array indexing
- [x] Changed no physics that affect existing maps
- [x] 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: c0d3d3v <c0d3d3v@mag-keinen-spam.de>
2022-05-26 20:47:48 +00:00
c0d3d3v 62c99515d5
disable dragger beams soon, not only every 150ms 2022-05-26 19:49:51 +02:00
trml 2402edcb8a Remove predicted character from gameworld before calling base class destructor 2022-05-26 19:08:46 +02:00
Dennis Felsing ac2657bfce Fix crash when graphics init failed (fixes #5237) 2022-05-26 13:04:39 +02:00
bors[bot] 3b81157013
Merge #5231
5231: Fix windows crash r=def- a=C0D3D3V

Fixes #5226

I tested it in a Windows VM.
`@sjrc6` is it correct that `TempCore` is this way zero initialized, can you check that maybe in the debugger? I do not want to change the behaviour, even tho the core is read in two lines later with `TempCore.ReadCharacter(pCharacter);`

## 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 if it works standalone, system.c especially
- [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: c0d3d3v <c0d3d3v@mag-keinen-spam.de>
2022-05-26 08:57:22 +00:00
c0d3d3v 62cad6ba51
use value initialization in Evolve lambda 2022-05-26 08:26:27 +02:00
c0d3d3v cf03ada052
revert to SetHookedPlayer in ReadCharacterCore 2022-05-26 07:45:34 +02:00
Dennis Felsing 68bcd21eff asan+ubsan clean 2022-05-26 01:22:14 +02:00
Dennis Felsing 604142da3a Try other fix for tautological 2022-05-26 00:37:33 +02:00
Zwelf 93ece6f090 Only record swap in teehistorian if active 2022-05-25 19:35:37 +02:00
bors[bot] 1ca4220adf
Merge #5222
5222: Fix crash because of hooks on non ddnet server r=def- a=C0D3D3V

Reported by `@Ясно` Понятно 
on non ddnet server, this code gets run to detect strong-weak ids:
6a5673aa04/src/game/client/gameclient.cpp (L2540-L2541)
which causes a crash because this CCharacterCore is not bound to a gameworld 
the check for m_pWorld failed because m_pWorld is fill of random data
ac15943e85/src/game/gamecore.cpp (L625)
So I would also like to initialize it with a nullpointer 

## 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 if it works standalone, system.c especially
- [x] Considered possible null pointers and out of bounds array indexing
- [x] Changed no physics that affect existing maps
- [x] 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: c0d3d3v <c0d3d3v@mag-keinen-spam.de>
2022-05-25 15:51:43 +00:00
c0d3d3v a5cf35576d
init m_pWorld with nullptr 2022-05-25 17:42:44 +02:00
c0d3d3v 6a5673aa04
fix crash on non ddnet server if hook is in view 2022-05-25 17:33:59 +02:00
bors[bot] ac15943e85
Merge #5218
5218: do not snap dragger beam, if the target is out of reach r=def- a=C0D3D3V

fixes #5216

## 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 if it works standalone, system.c especially
- [x] Considered possible null pointers and out of bounds array indexing
- [x] Changed no physics that affect existing maps
- [x] 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: c0d3d3v <c0d3d3v@mag-keinen-spam.de>
2022-05-25 15:08:27 +00:00
bors[bot] 00c167148d
Merge #5194
5194: Revert Ellipsis (alternative to #5193) r=heinrich5991 a=def-

<!-- What is the motivation for the changes of this pull request -->

## 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 if it works standalone, system.c especially
- [ ] 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: def <dennis@felsin9.de>
2022-05-25 14:46:16 +00:00
c0d3d3v 82a0354f97
do not dragger beam snap, if the target is out of reach 2022-05-25 16:43:05 +02:00
Dennis Felsing 049a249944 Crash fix (fixes #5217) 2022-05-25 16:28:00 +02:00
Chairn 0076edf499 Remove useless setting 2022-05-25 00:12:38 +02:00
bors[bot] 03f95108b4
Merge #5063
5063: Reworked Draggers and Turrets AND show always hooks if they are in the field of view  r=def- a=C0D3D3V

Fixes #3622, #4723 #4798 and #5054

Here you can find a comparison video with 16.0.3: https://youtu.be/bYwLB1cEMI8

This now also includes the changes from https://github.com/ddnet/ddnet/pull/4980 
So please also see my monologue here: https://github.com/ddnet/ddnet/pull/4980

Physic that got changed by this PR:
- Solo players are not included in the calculation of the next team players to the dragger/turrets. This does not affect any map.
- Turrets get switched correctly if players are solo
- Plasma bullets fired by turrets on solo player only explode for solo players and the other way around (except if they unsolo)
- Plasma bullets can no longer be intercepted by other teams 
- Turrets can shot now independently at the speed of sv_plasma_per_sec for  every team and every solo player


This should be tested by some more players before it get merged!

This reduces the use of snap id's tested here: https://youtu.be/G3nVtdH0--Q 
from 16000 to 69
test with the new dragger: https://youtu.be/mzNrDHP7HQs
I did not add the terminal of the server because you basically see no change in the used snap ids 
The videos are with cl_predict off

Comparison of the new turrets: https://streamable.com/8us8lk
left old turrets, right the new ones

We should delete ranks on (that where made after 13 Jun 2019):
https://ddnet.tw/maps/Increase-32-Your-32-Speed
https://ddnet.tw/maps/Fall-32-into-32-the-32-Future
https://ddnet.tw/maps/turboSeks

## Checklist

- [x] Tested the change ingame
- [x] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [x] Considered possible null pointers and out of bounds array indexing
- [only on 3 maps] Changed no physics that affect existing maps
- [x] 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: c0d3d3v <c0d3d3v@mag-keinen-spam.de>
2022-05-24 18:26:08 +00:00
Robert Müller 0c518baef4 Fix pos1 only scrolling up one page in console 2022-05-23 19:24:56 +02:00
c0d3d3v bf2d3d59ff
do not render freezebar if you are not freezed 2022-05-23 12:12:46 +02:00
def 0c8bf5c3aa Revert "Ellipsis at end in scoreboard and hud"
This reverts commit f278399bd1.
2022-05-22 23:04:32 +02:00
c0d3d3v 60a95c6e4e
mark virtual methods in dragger_beam as overwritten 2022-05-22 22:01:07 +02:00
c0d3d3v 5175734432
Iterate over m_AttachedPlayers instead of MAX_CLIENTS 2022-05-22 21:59:52 +02:00
c0d3d3v f07d773492
Add a set of Players that are attached to a Tee 2022-05-22 21:59:51 +02:00
c0d3d3v 71c9a49776
revert to double explotion plasma bullets if the bullet hits obstacle
and player at the same time
2022-05-22 21:59:51 +02:00
c0d3d3v 9180fa70e4
revert change of dragger range 2022-05-22 21:59:50 +02:00
c0d3d3v 8d644d0638
Snap characters also when a hook is attached to them that is in the field of view 2022-05-22 21:59:49 +02:00
c0d3d3v c251b3d37c
fix server options in comments 2022-05-22 21:59:49 +02:00
c0d3d3v 8fc34ae7b9
Add Comments with Specifications to Turrets and Dragger
- Make Plasma Bullets explode only once if they hit a character and a
  obstacle
- Make turrets fire speed independend from teams and solo players
- Make draggers keep dragging the same tee, also if a closer tee exist
2022-05-22 21:59:48 +02:00
c0d3d3v ab37f95bb4
Do not clip players with hook in the field of view 2022-05-22 21:59:48 +02:00
c0d3d3v d64445d983
Rework Turrets
- Make the code look similar to the code of the draggers
- Make correct switching for solo players, as described here: https://github.com/ddnet/ddnet/pull/4980
- Remove NetworkClipping Bug
- Added intentionally the "Feature" to only explode at one tee
- Make plasma bullets only explode for solo tees if they are solo, not
  for the rest of the team
2022-05-22 21:59:47 +02:00
c0d3d3v 917d12e26c
use TeamMask() instead of Teams()->TeamMask(...) in projectile.cpp and laser.cpp 2022-05-22 21:59:47 +02:00
c0d3d3v 459a845373
use TeamMask() instead of Teams()->TeamMask(...) 2022-05-22 21:59:46 +02:00
c0d3d3v b8cbd8120c
Add ProximityRadius of a tee to the dragger range 2022-05-22 21:59:46 +02:00
c0d3d3v b5166f4048
Simplification of NetworkClippedLine 2022-05-22 21:59:45 +02:00
c0d3d3v 87893ceca7
Move MapScreenToGroup from 3 classes to render.cpp; Rename MapscreenToWorld to MapScreenToWorld 2022-05-22 21:59:43 +02:00
c0d3d3v b751a2e098
Reworked Draggers 2022-05-22 21:59:33 +02:00
bors[bot] 344eeaf8aa
Merge #5192
5192: Add missing nanosecond conversions r=def- a=Jupeyy

fixes #5191

## 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 if it works standalone, system.c especially
- [ ] 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: Jupeyy <jupjopjap@gmail.com>
2022-05-22 18:27:57 +00:00
bors[bot] 85ce4fc0a8
Merge #5185
5185:  Fix pickups moving on their own (fixes #5137) r=C0D3D3V a=def-

Supersedes #5181 

Objects should be initialized fully, otherwise they are super easy to misuse and get weird undefined behavior that happens rarely.

## 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 if it works standalone, system.c especially
- [ ] 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: def <dennis@felsin9.de>
2022-05-22 14:32:21 +00:00
Jupeyy 2677949e58 Add missing nanosecond conversions 2022-05-22 16:08:11 +02:00
def 3116494f6e Fix some uninitialized variables, found with valgrind 2022-05-22 12:18:49 +02:00
def c4377bb7d9 Always initialize vec2/3/4
Because no tools can detect it uninitialized well, tried Memory
Sanitizer (needs all libs including libc++ compiled with it), valgrind
(only detects in LTO build), compiler warnings. Might be related to
unions.
2022-05-22 12:18:32 +02:00
bors[bot] 1738b0d51b
Merge #5032
5032: Make input handling teehistorian friendly r=def- a=Zwelf

Makes input handling more reproducible during respawn. Still WIP, because I haven't tested this particular patch (only a different one with the same effect).

## Checklist

- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [x] Tested in combination with possibly related configuration options
  - [x] swap
  - [x] using timeout protection
  - [x] reconnecting
  - [x] respawning
  - [x] chat keeps movement
  - [x] pause keeps movement
- [x] Written a unit test if it works standalone, system.c especially
- [x] Considered possible null pointers and out of bounds array indexing
- [x] Changed no physics that affect existing maps
- [x] 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: Zwelf <zwelf@strct.cc>
2022-05-22 09:57:44 +00:00
Zwelf 4a39c846c3 Fix comments 2022-05-22 10:39:18 +02:00
bors[bot] 38c8b5b019
Merge #5182
5182: Fix chat prediction r=def- a=C0D3D3V

reported by nori 
https://cdn.discordapp.com/attachments/293493549758939136/977531792389177364/recording.mp4

I have somehow made the condition wrong xD although I had written correctly in the PR what it should do.

also i noticed that teeworlds does not allow you to hold the hook while chatting, but we have allowed this since 2014....

## 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 if it works standalone, system.c especially
- [x] Considered possible null pointers and out of bounds array indexing
- [x] Changed no physics that affect existing maps
- [x] 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: c0d3d3v <c0d3d3v@mag-keinen-spam.de>
2022-05-21 20:50:20 +00:00
Zwelf bc17b29100 Simplify chat check after rearranging player input 2022-05-21 21:40:11 +02:00
Zwelf 44e94ee75a Keep last input on respawn when chatting or pausing 2022-05-21 21:37:17 +02:00
Zwelf 86f57289c6 Record player switch in teehistorian 2022-05-21 21:37:17 +02:00
Zwelf 416af01e0a Sync chat/pause input with weapon and movement input 2022-05-21 21:37:15 +02:00
Zwelf 38c7a921d5 Already use second input 2022-05-21 21:34:30 +02:00
Zwelf b99d8dc259 Always apply last sent input
Makes teehistorian during spawn more reproduceable.
Currently during respawn the first applied input doesn't get recorded.
Always appliying the last sent input fixes this.
2022-05-21 21:34:30 +02:00
Zwelf 5e4722e8ba Bump teehistorian minor version due to different input handling 2022-05-21 21:34:30 +02:00
c0d3d3v ad06a05d7b
render allways the nameplate of a specchar 2022-05-21 19:22:50 +02:00
c0d3d3v 71669e3427
release hook in mods that do not allow inputs while chatting 2022-05-21 18:52:14 +02:00
c0d3d3v 2cb47583b8
fix condition of BugDDRaceInput, do only reset innputs on non ddnet mods 2022-05-21 18:17:10 +02:00
def 2818c6e17c Fix HUD rebase (thanks to bencie for report) 2022-05-21 11:37:46 +02:00
c0d3d3v 82ef97f549
revert to ground jump at the same tick 2022-05-20 23:05:16 +02:00
c0d3d3v 9c97995679
Fix Spezial Jumps for players with 0, 1 and -1 Jumps
- Add some more documentation to the code
- reverted early ground jump to keep physics
2022-05-20 21:37:05 +02:00
bors[bot] e7140caf8b
Merge #5064
5064: Add HTTP masterserver registering and HTTP masterserver r=def- a=heinrich5991

Registering
-----------

The idea is that game servers push their server info to the
masterservers every 15 seconds or when the server info changes, but not
more than once per second.

The game servers do not support the old registering protocol anymore,
the backward compatibility is handled by the masterserver.

The register call is a HTTP POST to a URL like
`https://master1.ddnet.tw/ddnet/15/register` and looks like this:
```http
POST /ddnet/15/register HTTP/1.1
Address: tw-0.6+udp://connecting-address.invalid:8303
Secret: 81fa3955-6f83-4290-818d-31c0906b1118
Challenge-Secret: 81fa3955-6f83-4290-818d-31c0906b1118:tw0.6/ipv6
Info-Serial: 0

{
	"max_clients": 64,
	"max_players": 64,
	"passworded": false,
	"game_type": "TestDDraceNetwork",
	"name": "My DDNet server",
	"map": {
		"name": "dm1",
		"sha256": "0b0c481d77519c32fbe85624ef16ec0fa9991aec7367ad538bd280f28d8c26cf",
		"size": 5805
	},
	"version": "0.6.4, 16.0.3",
	"clients": []
}
```

The `Address` header declares that the server wants to register itself as
a `tw-0.6+udp` server, i.e. a server speaking a Teeworlds-0.6-compatible
protocol.

The free-form `Secret` header is used as a server identity, the server
list will be deduplicated via this secret.

The free-form `Challenge-Secret` is sent back via UDP for a port forward
check.  This might have security implications as the masterserver can be
asked to send a UDP packet containing some user-controlled bytes. This
is somewhat mitigated by the fact that it can only go to an
attacker-controlled IP address.

The `Info-Serial` header is an integer field that should increase each
time the server info (in the body) changes. The masterserver uses that
field to ensure that it doesn't use old server infos.

The body is a free-form JSON object set by the game server. It should
contain certain keys in the correct form to be accepted by clients. The
body is optional if the masterserver already confirmed the reception of
the info with the given `Info-Serial`.

Not shown in this payload is the `Connless-Token` header that is used
for Teeworlds 0.7 style communication.

Also not shown is the `Challenge-Token` that should be included once the
server receives the challenge token via UDP.

The masterserver responds with a `200 OK` with a body like this:

```
{"status":"success"}
```

The `status` field can be `success` if the server was successfully
registered on the masterserver, `need_challenge` if the masterserver
wants the correct `Challenge-Token` header before the register process
is successful, `need_info` if the server sent an empty body but the
masterserver doesn't actually know the server info.

It can also be `error` if the request was malformed, only in this case
an HTTP status code except `200 OK` is sent.

Synchronization
---------------

The masterserver keeps state and outputs JSON files every second.

```json
{
	"servers": [
		{
			"addresses": [
				"tw-0.6+udp://127.0.0.1:8303",
				"tw-0.6+udp://[::1]:8303"
			],
			"info_serial": 0,
			"info": {
				"max_clients": 64,
				"max_players": 64,
				"passworded": false,
				"game_type": "TestDDraceNetwork",
				"name": "My DDNet server",
				"map": {
					"name": "dm1",
					"sha256": "0b0c481d77519c32fbe85624ef16ec0fa9991aec7367ad538bd280f28d8c26cf",
					"size": 5805
				},
				"version": "0.6.4, 16.0.3",
				"clients": []
			}
		}
	]
}
```

`servers.json` (or configured by `--out`) is a server list that is
compatible with DDNet 15.5+ clients. It is a JSON object containing a
single key `servers` with a list of game servers. Each game server is
represented by a JSON object with an `addresses` key containing a list
of all known addresses of the server and an `info` key containing the
free-form server info sent by the game server. The free-form `info` JSON
object re-encoded by the master server and thus canonicalized and
stripped of any whitespace characters outside strings.

```json
{
	"kind": "mastersrv",
	"now": 1816002,
	"secrets": {
		"tw-0.6+udp://127.0.0.1:8303": {
			"ping_time": 1811999,
			"secret": "42d8f991-f2fa-46e5-a9ae-ebcc93846feb"
		},
		"tw-0.6+udp://[::1]:8303": {
			"ping_time": 1811999,
			"secret": "42d8f991-f2fa-46e5-a9ae-ebcc93846feb"
		}
	},
	"servers": {
		"42d8f991-f2fa-46e5-a9ae-ebcc93846feb": {
			"info_serial": 0,
			"info": {
				"max_clients": 64,
				"max_players": 64,
				"passworded": false,
				"game_type": "TestDDraceNetwork",
				"name": "My DDNet server",
				"map": {
					"name": "dm1",
					"sha256": "0b0c481d77519c32fbe85624ef16ec0fa9991aec7367ad538bd280f28d8c26cf",
					"size": 5805
				},
				"version": "0.6.4, 16.0.3",
				"clients": []
			}
		}
	}
}
```

`--write-dump` outputs a JSON file compatible with `--read-dump-dir`,
this can be used to synchronize servers across different masterservers.
`--read-dump-dir` is also used to ingest servers from the backward
compatibility layer that pings each server for their server info using
the old protocol.

The `kind` field describe that this is `mastersrv` output and not from a
`backcompat`. This is used for prioritizing `mastersrv` information over
`backcompat` information.

The `now` field contains an integer describing the current time in
milliseconds relative an unspecified epoch that is fixed for each JSON
file. This is done instead of using the current time as the epoch for
better compression of non-changing data.

`secrets` is a map from each server address and to a JSON object
containing the last ping time (`ping_time`) in milliseconds relative to
the same epoch as before, and the server secret (`secret`) that is used
to unify server infos from different addresses of the same logical
server.

`servers` is a map from the aforementioned `secret`s to the
corresponding `info_serial` and `info`.

```json
[
	"tw-0.6+udp://127.0.0.1:8303",
	"tw-0.6+udp://[::1]:8303"
]
```

`--write-addresses` outputs a JSON file containing all addresses
corresponding to servers that are registered to HTTP masterservers. It
does not contain the servers that are obtained via backward
compatibility measures.

This file can be used by an old-style masterserver to also list
new-style servers without the game servers having to register there.

An implementation of this can be found at
https://github.com/heinrich5991/teeworlds/tree/mastersrv_6_backcompat
for Teeworlds 0.5/0.6 masterservers and at
https://github.com/heinrich5991/teeworlds/tree/mastersrv_7_backcompat
for Teeworlds 0.7 masterservers.

All these JSON files can be sent over the network in an efficient way
using https://github.com/heinrich5991/twmaster-collect. It establishes a
zstd-compressed TCP connection authenticated by a string token that is
sent in plain-text. It watches the specified file and transmits it every
time it changes. Due to the zstd-compression, the data sent over the
network is similar to the size of a diff.

Implementation
--------------

The masterserver implementation was done in Rust.

The current gameserver register implementation doesn't support more than
one masterserver for registering.

Co-authored-by: heinrich5991 <heinrich5991@gmail.com>
2022-05-20 17:01:20 +00:00
c0d3d3v bd9a04b1d2
fix HUD assets Tab 2022-05-20 17:35:22 +02:00
heinrich5991 6b65ccb945 Add HTTP masterserver registering and HTTP masterserver
Registering
-----------

The idea is that game servers push their server info to the
masterservers every 15 seconds or when the server info changes, but not
more than once per second.

The game servers do not support the old registering protocol anymore,
the backward compatibility is handled by the masterserver.

The register call is a HTTP POST to a URL like
`https://master1.ddnet.tw/ddnet/15/register` and looks like this:
```json
POST /ddnet/15/register HTTP/1.1
Address: tw-0.6+udp://connecting-address.invalid:8303
Secret: 81fa3955-6f83-4290-818d-31c0906b1118
Challenge-Secret: 81fa3955-6f83-4290-818d-31c0906b1118:tw0.6/ipv6
Info-Serial: 0

{
	"max_clients": 64,
	"max_players": 64,
	"passworded": false,
	"game_type": "TestDDraceNetwork",
	"name": "My DDNet server",
	"map": {
		"name": "dm1",
		"sha256": "0b0c481d77519c32fbe85624ef16ec0fa9991aec7367ad538bd280f28d8c26cf",
		"size": 5805
	},
	"version": "0.6.4, 16.0.3",
	"clients": []
}
```

The `Address` header declares that the server wants to register itself as
a `tw-0.6+udp` server, i.e. a server speaking a Teeworlds-0.6-compatible
protocol.

The free-form `Secret` header is used as a server identity, the server
list will be deduplicated via this secret.

The free-form `Challenge-Secret` is sent back via UDP for a port forward
check.  This might have security implications as the masterserver can be
asked to send a UDP packet containing some user-controlled bytes. This
is somewhat mitigated by the fact that it can only go to an
attacker-controlled IP address.

The `Info-Serial` header is an integer field that should increase each
time the server info (in the body) changes. The masterserver uses that
field to ensure that it doesn't use old server infos.

The body is a free-form JSON object set by the game server. It should
contain certain keys in the correct form to be accepted by clients. The
body is optional if the masterserver already confirmed the reception of
the info with the given `Info-Serial`.

Not shown in this payload is the `Connless-Token` header that is used
for Teeworlds 0.7 style communication.

Also not shown is the `Challenge-Token` that should be included once the
server receives the challenge token via UDP.

The masterserver responds with a `200 OK` with a body like this:

```
{"status":"success"}
```

The `status` field can be `success` if the server was successfully
registered on the masterserver, `need_challenge` if the masterserver
wants the correct `Challenge-Token` header before the register process
is successful, `need_info` if the server sent an empty body but the
masterserver doesn't actually know the server info.

It can also be `error` if the request was malformed, only in this case
an HTTP status code except `200 OK` is sent.

Synchronization
---------------

The masterserver keeps state and outputs JSON files every second.

```json
{
	"servers": [
		{
			"addresses": [
				"tw-0.6+udp://127.0.0.1:8303",
				"tw-0.6+udp://[::1]:8303"
			],
			"info_serial": 0,
			"info": {
				"max_clients": 64,
				"max_players": 64,
				"passworded": false,
				"game_type": "TestDDraceNetwork",
				"name": "My DDNet server",
				"map": {
					"name": "dm1",
					"sha256": "0b0c481d77519c32fbe85624ef16ec0fa9991aec7367ad538bd280f28d8c26cf",
					"size": 5805
				},
				"version": "0.6.4, 16.0.3",
				"clients": []
			}
		}
	]
}
```

`servers.json` (or configured by `--out`) is a server list that is
compatible with DDNet 15.5+ clients. It is a JSON object containing a
single key `servers` with a list of game servers. Each game server is
represented by a JSON object with an `addresses` key containing a list
of all known addresses of the server and an `info` key containing the
free-form server info sent by the game server. The free-form `info` JSON
object re-encoded by the master server and thus canonicalized and
stripped of any whitespace characters outside strings.

```json
{
	"kind": "mastersrv",
	"now": 1816002,
	"secrets": {
		"tw-0.6+udp://127.0.0.1:8303": {
			"ping_time": 1811999,
			"secret": "42d8f991-f2fa-46e5-a9ae-ebcc93846feb"
		},
		"tw-0.6+udp://[::1]:8303": {
			"ping_time": 1811999,
			"secret": "42d8f991-f2fa-46e5-a9ae-ebcc93846feb"
		}
	},
	"servers": {
		"42d8f991-f2fa-46e5-a9ae-ebcc93846feb": {
			"info_serial": 0,
			"info": {
				"max_clients": 64,
				"max_players": 64,
				"passworded": false,
				"game_type": "TestDDraceNetwork",
				"name": "My DDNet server",
				"map": {
					"name": "dm1",
					"sha256": "0b0c481d77519c32fbe85624ef16ec0fa9991aec7367ad538bd280f28d8c26cf",
					"size": 5805
				},
				"version": "0.6.4, 16.0.3",
				"clients": []
			}
		}
	}
}
```

`--write-dump` outputs a JSON file compatible with `--read-dump-dir`,
this can be used to synchronize servers across different masterservers.
`--read-dump-dir` is also used to ingest servers from the backward
compatibility layer that pings each server for their server info using
the old protocol.

The `kind` field describe that this is `mastersrv` output and not from a
`backcompat`. This is used for prioritizing `mastersrv` information over
`backcompat` information.

The `now` field contains an integer describing the current time in
milliseconds relative an unspecified epoch that is fixed for each JSON
file. This is done instead of using the current time as the epoch for
better compression of non-changing data.

`secrets` is a map from each server address and to a JSON object
containing the last ping time (`ping_time`) in milliseconds relative to
the same epoch as before, and the server secret (`secret`) that is used
to unify server infos from different addresses of the same logical
server.

`servers` is a map from the aforementioned `secret`s to the
corresponding `info_serial` and `info`.

```json
[
	"tw-0.6+udp://127.0.0.1:8303",
	"tw-0.6+udp://[::1]:8303"
]
```

`--write-addresses` outputs a JSON file containing all addresses
corresponding to servers that are registered to HTTP masterservers. It
does not contain the servers that are obtained via backward
compatibility measures.

This file can be used by an old-style masterserver to also list
new-style servers without the game servers having to register there.

An implementation of this can be found at
https://github.com/heinrich5991/teeworlds/tree/mastersrv_6_backcompat
for Teeworlds 0.5/0.6 masterservers and at
https://github.com/heinrich5991/teeworlds/tree/mastersrv_7_backcompat
for Teeworlds 0.7 masterservers.

All these JSON files can be sent over the network in an efficient way
using https://github.com/heinrich5991/twmaster-collect. It establishes a
zstd-compressed TCP connection authenticated by a string token that is
sent in plain-text. It watches the specified file and transmits it every
time it changes. Due to the zstd-compression, the data sent over the
network is similar to the size of a diff.

Implementation
--------------

The masterserver implementation was done in Rust.

The current gameserver register implementation doesn't support more than
one masterserver for registering.
2022-05-20 08:58:32 +02:00
bors[bot] 8b31dbb108
Merge #5155
5155: Remove cl_show_console and -c / --console command line options, attach to existing console r=heinrich5991 a=Robyt3

Alternative to #5154. 

Closes #5150.

If you want to open the client with a console window, instead create a new shortcut with the following target:

```
cmd /c "C:\path\to\your\DDNet.exe"
```

You can change the icon of the shortcut to the DDNet icon in the properties of the shortcut file.

## 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 if it works standalone, system.c especially
- [ ] 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>
2022-05-20 06:49:41 +00:00
bors[bot] 0fbfcad242
Merge #5153
5153: keep input if chat is closed r=heinrich5991 a=C0D3D3V

fixes #4653

## 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 if it works standalone, system.c especially
- [x] Considered possible null pointers and out of bounds array indexing
- [?] Changed no physics that affect existing maps
- [x] 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: c0d3d3v <c0d3d3v@mag-keinen-spam.de>
2022-05-20 06:32:44 +00:00
Dennis Felsing 7e5049e656 Version 16.1 2022-05-20 01:26:17 +02:00
c0d3d3v f5ff227561
fix inputs on vanilla server if chat is open 2022-05-19 23:18:14 +02:00
Robert Müller 2ebaa76194 Remove cl_show_console and -c / --console cmdline options 2022-05-19 21:24:19 +02:00
c0d3d3v 789d7d81fc
keep input if chat is closed 2022-05-19 19:50:51 +02:00
def f278399bd1 Ellipsis at end in scoreboard and hud 2022-05-18 23:46:11 +02:00
Jupeyy 3c597aff95 Switch to nanoseconds 2022-05-18 18:05:41 +02:00
bors[bot] 53d77e86b2
Merge #5119
5119: Use STUN to determine UDP connectivity and show diagnostics r=def- a=heinrich5991

These diagnostics are supposed to guide the user to problem resolution.
They're displayed if no packet is received from the server within one
second of connecting.

No message if we don't have STUN servers.

"Trying to determine UDP connectivity..." if no answer has been received
from the STUN server yet and it hasn't timed out yet.

"UDP seems to be filtered." if the STUN request has timed out.

"UDP and TCP IP addresses seem to be different. Try disabling VPN,
proxy or network accelerators." if the STUN request has returned an IP
address different from the one obtained via HTTP from info2.ddnet.tw.

"No answer from server yet." otherwise, if the STUN request has returned
no interesting data, indicating that it's likely the game server's
fault.

## Checklist

- [x] Tested the change ingame
- [x] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] 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: heinrich5991 <heinrich5991@gmail.com>
2022-05-18 07:43:55 +00:00
heinrich5991 4fb050ccb7 Use STUN to determine UDP connectivity and show diagnostics
These diagnostics are supposed to guide the user to problem resolution.
They're displayed if no packet is received from the server within one
second of connecting.

No message if we don't have STUN servers.

"Trying to determine UDP connectivity..." if no answer has been received
from the STUN server yet and it hasn't timed out yet.

"UDP seems to be filtered." if the STUN request has timed out.

"UDP and TCP IP addresses seem to be different. Try disabling VPN,
proxy or network accelerators." if the STUN request has returned an IP
address different from the one obtained via HTTP from info2.ddnet.tw.

"No answer from server yet." otherwise, if the STUN request has returned
no interesting data, indicating that it's likely the game server's
fault.
2022-05-18 09:21:31 +02:00