This means that digit characters in filenames will be comparsed as numbers instead of being compared as individual digits.
The use of this function was previously (d2f5714042) removed as it did not sort names case insensitively, whereas now it does.
This changes `str_comp_filenames` so it sorts filenames case insensitive while also comparing digits characters as numbers.
This makes filename sorting consistent with the behavior in Windows Explorer.
- Change argument and return value to `const char *`, as the string is not modified by this function.
- Use our own `str_isspace` instead of standard library `isspace`.
- Always trim leading whitespace to correctly handle inputs with leading whitespace.
5889: Fix windows build r=def- a=fokkonaut
Required for std::min
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test (especially base/) or added coverage to integration test
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: fokkonaut <35420825+fokkonaut@users.noreply.github.com>
5875: Move `src/game/bezier.cpp/h` to `src/base/bezier.cpp/h` r=def- a=Robyt3
As those functions are not game specific per se, they can be part of base instead.
Closes#3334.
<!-- What is the motivation for the changes of this pull request? -->
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## Checklist
- [X] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test (especially base/) or added coverage to integration test
- [ ] 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>
5871: Fix skin prefix button container being used for multiple buttons r=heinrich5991 a=Robyt3
This meant that only the first skin prefix button could be activated.
Regression from #5633.
<!-- What is the motivation for the changes of this pull request? -->
<!-- Note that builds and other checks will be run for your change. Don't feel intimidated by failures in some of the checks. If you can't resolve them yourself, experienced devs can also resolve them before merging your 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 (especially base/) or added coverage to integration test
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Robert Müller <robytemueller@gmail.com>
For more consistent usage of the Windows API. `_wgetcwd` seems to be a wrapper around `GetCurrentDirectoryW` anyway, at least in the [Wine API](https://source.winehq.org/ident?_i=_wgetcwd).
Pass the correct size of the wide char buffer instead of passing the size of the output parameter buffer.
Remove a nullptr check. The argument should never be null and we don't check for null arguments anywhere else.
For more consistent usage of the Windows API. `_wchdir` seems to be a wrapper around `SetCurrentDirectoryW` anyway, at least in the [Wine API](https://source.winehq.org/ident?_i=_wchdir).
For more consistent usage of the Windows API. `_wmkdir` seems to be a wrapper around `CreateDirectoryW` anyway, at least in the [Wine API](https://source.winehq.org/ident?_i=_wmkdir).
5867: Use ddnet.org on manpages r=heinrich5991 a=def-
<!-- What is the motivation for the changes of this pull request? -->
<!-- Note that builds and other checks will be run for your change. Don't feel intimidated by failures in some of the checks. If you can't resolve them yourself, experienced devs can also resolve them before merging your 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 (especially base/) or added coverage to integration test
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Dennis Felsing <dennis@felsin9.de>
5864: refresh serverbrowser when disconnecting / abort r=def- a=luk51
This might be not complete, but this adds the functionality to refresh the server browser list after disconnecting from a server, or after aborting joining a server.
This fixes issue #5863.
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test (especially base/) or added coverage to integration test
- [ ] 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: Lukas Kitsche <lukaskitsche@posteo.de>
This works around, i.e. fixes#5858 for curl versions < 7.77.0, as long
as the servers are only registered via IPv4 **OR** IPv6.
The bug that's being worked around is this:
84d2839740.
The bug makes curl reuse IPv6 connections when it is being requested to
connect via IPv4, making the registering fail. This commit works around
that by letting the server only register after having completely read
the config, so any `sv_register ipv4` should already be in effect.
5856: Fix receiving IPv6 packets after IPv4 ones on Linux r=def- a=heinrich5991
Previously, the socket addresses were truncated as the `msg_namelen` field is both input **and** output: After receiving an IPv4 packet, the socket address field would be too short for an IPv6 address.
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [x] Written a unit test (especially base/) or added coverage to integration test
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: heinrich5991 <heinrich5991@gmail.com>
Previously, the socket addresses were truncated as the `msg_namelen`
field is both input **and** output: After receiving an IPv4 packet, the
socket address field would be too short for an IPv6 address.
5848: Remove cl_http_map_download r=heinrich5991 a=def-
![screenshot-20220918@010406](https://user-images.githubusercontent.com/2335377/190879092-3ca64914-15c5-4835-9fe6-fd9fe75aa57d.png)
Causes problems with GER3
## 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 (especially base/) or added coverage to integration test
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
5851: Respect reserved slots in old serverinfo r=heinrich5991 a=def-
Noticed in https://github.com/ddnet/ddnet/pull/5850 that reserved slots were not respected
<!-- What is the motivation for the changes of this pull request? -->
<!-- Note that builds and other checks will be run for your change. Don't feel intimidated by failures in some of the checks. If you can't resolve them yourself, experienced devs can also resolve them before merging your 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 (especially base/) or added coverage to integration test
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: def <dennis@felsin9.de>
Is was previously possible activate UI elements behind an active color picker when hovering the background of the color picker but not the color picker UI elements.
5756: Editor: added a goto button r=heinrich5991 a=archimede67
<!-- What is the motivation for the changes of this pull request -->
This feature was also suggested by Pulsar. It adds a button to go to a specified coordinate point by inputting x and y coordinates through a popup window:
![image](https://user-images.githubusercontent.com/13364635/185762103-48a9fbaf-282e-45d8-86a4-bf5eedf620b0.png)
The two number inputs are constrained between 0 and the width/height of the map (minus 1). When clicking "Go", it focuses the camera at the center of the tile at these coordinates.
## 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 (especially base/) or added coverage to integration test
- [ ] 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: Corantin H <archi0670@gmail.com>
5835: Update translations via script, new German translations r=heinrich5991 a=def-
<!-- 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 (especially base/) or added coverage to integration test
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Dennis Felsing <dennis@felsin9.de>
5829: Add HTTPS map download URL field for game servers r=def- a=heinrich5991
This allows every game server to provide its own HTTPS server for map
downloads. Since the ingame protocol for downloading map data is very
inefficient, this is desirable. Previously, only servers hosted by DDNet
could benefit from this.
Security concerns:
- Attackers can find out whether a given HTTPS GET request matches a
known answer.
This isn't deemed to be problematic as no cookies for authentication
are sent and only the whole response can be matched.
- Sending requests to honeypot URLs to get people in legal trouble.
This seems to be already possible with HTML image embeds, so it can't
be that bad™.
- Downloading huge files, filling up a player's disk. The players might
cancel when seeing huge files.
There's a generous limit of 1 GiB per map file.
- Downloading huge files transparently compressed with gzip. See above.
Fixes#5812.
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test (especially base/) or added coverage to integration test
- [ ] 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>
5639: Add different laser colors for different types r=def- a=VoxelDoesCode
Since we're doing a push to assist newer players, I think it would be a good idea to differentiate the different types of lasers, so that non-moving laser entities aren't confused with doors (I'm aware the blinking is a sign, but it's very subtle). This also includes a new color for Shotgun's laser, which would be a nice touch for both customization and clarity.
![image](https://user-images.githubusercontent.com/95713843/179640279-06bb52a0-9070-48ca-b39f-013034f9c16e.png)
![image](https://user-images.githubusercontent.com/95713843/179640326-bcfad3a9-6209-4514-8850-98c5146e28b8.png)
If this were to be implemented though, it would require a server update, because the server actually needs to send the DDNetLaser to clients with a high enough client version (It's set to 17000 currently). As of right now it's a solid concept.
Huge thanks to Fokkonaut for finalizing this concept!
## 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 (especially base/) or added coverage to integration test
- [ ] 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: heinrich5991 <heinrich5991@gmail.com>
Co-authored-by: VoxelDoesCode <bluheadcat@gmail.com>
Co-authored-by: fokkonaut <35420825+fokkonaut@users.noreply.github.com>
5823: Editor: Added reload button for image and sound popups r=heinrich5991 a=sctt
Automatically reloads the image from mapres folder based on its current name, that's just a quicker "replace" which is convenient while experimenting on image contents, some mappers asked for this.
![Screenshot from 2022-09-10 11-57-58](https://user-images.githubusercontent.com/3328841/189479587-620c812c-0df2-4ba2-94a0-83eca8e42c81.png)
note: image lookup is currently limited to the mapres root folder, no directory recursion has been implemented, this is an improvement that might be added in the future (even though in my understanding, organizing mapres into subfolders is not a very common practice, not even the "search" feature considers that).
## Checklist
- [x] Tested the change ingame
- [x] Provided screenshots if it is a visual change
- [x] Tested in combination with possibly related configuration options
- [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: “sctt” <“sctt@sctt.it”>
This allows every game server to provide its own HTTPS server for map
downloads. Since the ingame protocol for downloading map data is very
inefficient, this is desirable. Previously, only servers hosted by DDNet
could benefit from this.
Security concerns:
- Attackers can find out whether a given HTTPS GET request matches a
known answer.
This isn't deemed to be problematic as no cookies for authentication
are sent and only the whole response can be matched.
- Sending requests to honeypot URLs to get people in legal trouble.
This seems to be already possible with HTML image embeds, so it can't
be that bad™.
- Downloading huge files, filling up a player's disk. The players might
cancel when seeing huge files.
There's a generous limit of 1 GiB per map file.
- Downloading huge files transparently compressed with gzip. See above.
Fixes#5812.
Add a non-saved config variable `http_allow_insecure` to re-enable HTTP
support; this is mostly useful for testing stuff.
Disallowing HTTP by default allows fewer insecure data to be sent and
received by the DDNet client.
Merging of DoLaserPreview and static int fix
Replace if else statement with switch function
Adjusted RenderDropDown header to match
static int cbuttoncontainer fix, potential bugs
Remove square brackets to reduce the amount of space used.
Add log level indicator. The position between timestamp and system was
chosen because it is at a fixed position (unlike after the system) but
the log still remains naively sortable (which wouldn't happen if we were
to place it in front of the timestamp.
Before:
```
[2022-04-29 15:25:37][engine]: running on unix-linux-amd64
[2022-04-29 15:25:37][engine]: arch is little endian
[2022-04-29 15:25:37][storage]: added path '$USERDIR' ('/path/to/home/.teeworlds')
[2022-04-29 15:25:37][storage]: added path '$DATADIR' ('data')
[2022-04-29 15:25:37][storage]: added path '$CURRENTDIR' ('/path/to/ddnet')
[2022-04-29 15:25:37][host_lookup]: host='localhost' port=0 1
[2022-04-29 15:25:37][host_lookup]: host='localhost' port=0 2
[2022-04-29 15:25:37][console]: executing 'autoexec_server.cfg'
```
After:
```
2022-04-29 15:25:37 I engine: running on unix-linux-amd64
2022-04-29 15:25:37 I engine: arch is little endian
2022-04-29 15:25:37 I storage: added path '$USERDIR' ('/path/to/home/.teeworlds')
2022-04-29 15:25:37 I storage: added path '$DATADIR' ('data')
2022-04-29 15:25:37 I storage: added path '$CURRENTDIR' ('/path/to/ddnet')
2022-04-29 15:25:37 I host_lookup: host='localhost' port=0 1
2022-04-29 15:25:37 I host_lookup: host='localhost' port=0 2
2022-04-29 15:25:37 I console: executing 'autoexec_server.cfg'
```
5820: Editor: Added "Order" button in quads popup r=heinrich5991 a=sctt
Main purpose is to control quads z index, but i like how this can be used to reveal how many quads a layer has just by placing a new one.
Furthermore, it provides a way to reference quads, that's needed to make custom cli tools work on user selected quads.
![Screenshot from 2022-09-09 19-04-21](https://user-images.githubusercontent.com/3328841/189411505-558ca601-e753-48b2-a6c3-d9f293795951.png)
## Checklist
- [x] Tested the change ingame
- [x] Provided screenshots if it is a visual change
- [x] Tested in combination with possibly related configuration options
- [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: “sctt” <“sctt@sctt.it”>
5822: Move skin info after the settings (settings can cause reload -> skin … r=heinrich5991 a=Jupeyy
…is invalid)
Also added an assert now, we dont want to render invalid textures ever since its always a logic bug
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test (especially base/) or added coverage to integration test
- [ ] 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>
The Order-property maximum value was too large, so it was temporarily (only visually) possible to go beyond the maximum.
The minimum/maximum values for the Color-property were incorrect and redundant, as `PROPTYPE_COLOR` is used for RGBA color properties and not for envelope IDs.
Previously, close messages were entirely ignored during the connection
process, this meant that ban messages weren't shown to players. Instead,
they'd see the standard "no answer from server yet" message.
Fixes#5792.