Gets rid of more CGameControllerDDRace casts.
Those did not show up during compile time only during runtime
of another active controller when asan is active.
Also update server browser filtering/sorting when changing the community/country/type filter config variables with the console.
Clean the filter config variables when they are changed instead of only when the community filter is rendered.
Allows to do this
```C++
for(const CPlayer *pPlayer : GameServer()->m_apPlayers)
{
if(!pPlayer)
continue;
if(!pPlayer->GetCharacter())
continue;
// your code that does not change the character state
}
```
Previously, the client would hang due to recursive usage of the console backlog lock when a log line is printed via the logger functions while already owning the backlog lock. This could happen when the text render causes log messages to be printed while the console backlog is rendered.
This is fixed by introducing a separate pending backlog to which new log lines are initially added and which is protected by a lock. The pending backlog entries are pumped into the normal backlog before the normal backlog is used, so accesses to the normal backlog do not need to be locked anymore. This means the console backlog lock is not owned when calling any functions that could print log messages, which should prevent the dead lock.
When creating a non ddrace controller and it uses `IGameController::GetMaskForPlayerWorldEvent`
it will crash:
#0 0x00007ffff72ac83c in ?? () from /usr/lib/libc.so.6
#1 0x00007ffff725c668 in raise () from /usr/lib/libc.so.6
#2 0x00007ffff72444b8 in abort () from /usr/lib/libc.so.6
#3 0x00007ffff749ca6f in __gnu_cxx::__verbose_terminate_handler () at /usr/src/debug/gcc/gcc/libstdc++-v3/libsupc++/vterminate.cc:95
#4 0x00007ffff74b011c in __cxxabiv1::__terminate (handler=<optimized out>) at /usr/src/debug/gcc/gcc/libstdc++-v3/libsupc++/eh_terminate.cc:48
#5 0x00007ffff74b0189 in std::terminate () at /usr/src/debug/gcc/gcc/libstdc++-v3/libsupc++/eh_terminate.cc:58
#6 0x00007ffff74b03ed in __cxxabiv1::__cxa_throw (obj=<optimized out>, tinfo=0x7ffff766c0e8 <typeinfo for std::out_of_range>, dest=0x7ffff74c85c0 <std::out_of_range::~out_of_range()>) at /usr/src/debug/gcc/gcc/libstdc++-v3/libsupc++/eh_throw.cc:98
#7 0x00007ffff74a025f in std::__throw_out_of_range_fmt (__fmt=<optimized out>) at /usr/src/debug/gcc/gcc/libstdc++-v3/src/c++11/functexcept.cc:101
#8 0x00005555555bd4a3 in std::bitset<64ul>::_M_check (this=0x7fffffffbb90, __position=0xffffffffffffffff, __s=0x5555557a9881 "bitset::reset") at /usr/include/c++/13.2.1/bitset:823
#9 0x00005555555f83e0 in std::bitset<64ul>::reset (this=0x7fffffffbb90, __position=0xffffffffffffffff) at /usr/include/c++/13.2.1/bitset:1196
#10 0x000055555560262a in IGameController::GetMaskForPlayerWorldEvent (this=0x555555b113d0, Asker=0x0, ExceptID=0xffffffff) at /home/chiller/Desktop/git/ddnet/src/game/server/gamecontroller.cpp:728
#11 0x000055555560be0f in CPlayer::TryRespawn (this=0x55555592e500 <gs_PoolDataCPlayer>) at /home/chiller/Desktop/git/ddnet/src/game/server/player.cpp:695
#12 0x000055555560a1a6 in CPlayer::Tick (this=0x55555592e500 <gs_PoolDataCPlayer>) at /home/chiller/Desktop/git/ddnet/src/game/server/player.cpp:249
#13 0x00005555555e174b in CGameContext::OnTick (this=0x7ffff477d010) at /home/chiller/Desktop/git/ddnet/src/game/server/gamecontext.cpp:964
#14 0x00005555555a7e34 in CServer::Run (this=0x7ffff57d5010) at /home/chiller/Desktop/git/ddnet/src/engine/server/server.cpp:2893
#15 0x0000555555592a2b in main (argc=0x1, argv=0x7fffffffd178) at /home/chiller/Desktop/git/ddnet/src/engine/server/main.cpp:197
Also increase usage of the `GetDDRaceTeam()` method.
Instead of reimplementing it in place everywhere.
move `m_Teams` from the ddrace controller to `IGameController`
so the ddrace controller casts can go away
This will enable creating another controller instead of the ddrace
controller. Which is useful for community forks.
Also make `m_Teams` private and define a getter for it.
This makes future refactors smoother.
The check for multiple storage locations was using the base path from the previous invocation of the file dialog instead of using the new base path.
Closes#7463.
When the `CGameContext::SendChatTeam` function is used to send a chat message to all members of a DDTeam (e.g. on completed /swap chat command), it was not checked whether the target players are online but only whether they belong to the specified team according to the teams core. However, the default team for unconnected/cleared players is 0 in the teams core, which is the same for players in team 0, so chat messages were being sent to client IDs not corresponding to connected clients when chat messages where supposed to be sent to players in team 0. This was causing the server to crash with the assertion error "erroneous client id" specifically when the server is started with `sv_max_clients` being less than the default, maximum 64.
Closes#7450.
Simplify selecting envelope point colors by showing a color picker button that opens a color picker popup to change the color of the selected envelope point. The existing editbox to change only the selected channel's value is kept, as the color picker popup does not support the same precision to specify the individual color channel values.
Closes#7317.
When using ctrl+s to test the current envelope it should not activate
the scale mode. This causes unexpected envelope changes on ctrl+s based
envelope fine tuning testing.
Use `CLock` and `CLockScope` instead of `std::mutex` and add clang thread-safety analysis annotations everywhere except for usages in engine graphics and video, as those usages also involve `std::condition_variable`.
Fix lock not being unlocked on all code paths in `CFutureLogger::Log`, which is caught by the static analysis.
Add buttons for selecting the color mode (RGBA, HSVA, HSLA) in color picker popups in menu and editor. Previously, the color picker popups always showed the color components in HSVA. Now the mode can be switched so the components are shown in either RGBA or HSLA. The hex color code is always RGBA, same as before.
In the editor, the RGBA mode is used per default, to prevent any loss of information due to color conversions, as the map format stores RGBA values. In the menus, the HSVA mode is the default, same as before, although the config actually stores HSLA values.
The HSVA color picker controls (1D slider for hue, 2D picker for saturation and value) are still shown for all modes.
As many color conversions as possible are avoided by only converting between color formats when necessary. Switching between color modes should not change the selected color. Changing the RGBA hex value in the editor will set the exact value also when another color mode is selected. However, changing the color with the other controls in HSVA/HSLA mode will cause a conversion and possible loss of information. The conversion directly from RGBA to HSVA and vice versa is also explicitly avoided, as this internally converts to HSLA first, which is done separately already.
Closes#7409.
Remove the DDNet and KoG tabs and replace them with a community filter, which works like the country and type filters. Community information (ID, name, icon SHA256, countries, types, servers, ranked maps) is loaded dynamically from the DDNet info json.
The official checkmark icon is replaced with community icons. The icons are downloaded to the `communityicons` folder in the config directory from a URL specified in the DDNet info json. The icons are only re-downloaded when their SHA256 has changed.
Per default, the Internet tab with all communities is selected. When starting the client for the first time, only the DDNet community is selected. The community, country and type filters can also be used on the Favorites tab now. The LAN tab remains unchanged.
The country and type filters are refactored. Previously, using these filters changed the total number of servers and players that were displayed, as the filter was implemented as a separate step. Now the community, country and type filters work like the other browser filters. This also has the benefit that the server list and DDNet info json are not reloaded each time these filters are changed, as updating the local filtering/sorting is enough now.
The check for finished maps is made more efficient by using an `std::unordered_set` instead of linear search.
Closes#5654.
Some calls to `LoadTextureRaw` where passing the image format also in place of the texture load flags. Since the image format would be RGBA most of the time, this was interpreted as the flag `IGraphics::TEXLOAD_NOMIPMAPS` causing various textures (all sprites textures, assets when shown in menus, menu images, menu theme icons) to be loaded without mipmaps.
This is fixed by passing `0` as the texture load flags and by replacing uses of `LoadPNG` and `LoadTextureRaw` with `LoadTexture`.
Rename `InvalidTexture` to `NullTexture` to avoid confusion because the null texture is not invalid. The function `CTextureHandle::IsNullTexture` is added to make it easier to check the result of using `IGraphics::LoadTexture`, which returns the null texture on error instead of an invalid texture handle. An assertion is added to ensure that `IsNullTexture` works correctly.
Load theme icons individually for all themes that have been loaded instead of doing a separate scan of the `themes` folder for the icons.
Fix screen occasionally flashing black when opening the general settings. This was caused by `UpdateAndSwap` randomly being called when theme loading takes longer than 1/60 seconds, which sometimes happens on the first start of the client after rebooting the machine. Now the loading popup is correctly rendered when theme loading takes longer than 500ms, which is consistent with the behavior when loading other files.
Minor improvements to log messages.
Using `CMenus::PopupWarning` will immediately set the popup and override the current warning, which can hide warnings when multiple are shown at the same time. Now all warnings are added to the queue with `IClient::AddWarning`.
Show a warning popup when a map image or sound cannot be loaded for any reason. Only one generic warning popup is shown for images and sounds individually.
The image name is only required for external images. For embedded images it was only used in log messages. This fixes rendering with various maps that have embedded images with invalid names.