There is no need to limit the length of server password, rcon username, rcon password and rcon commands when packing them into their respective messages. The source buffers for these strings are already limited in length and the message packer ensures that the maximum packet size is not exceeded.
Add parameter `int Conn` to `SendInfo` and `SendReady` functions and use existing `SendEnterGame` function to reduce duplicate code for sending the same messages for main and dummy connections.
Handle the return values of all uses of the `io_read`, `io_skip` and `io_tell` functions in `CDemoPlayer`, to handle truncated demo files and other unexpected file reading and seeking errors during demo playback.
Show more detailed error message popups when demos cannot be loaded due to errors and when demo playback is stopped unexpectedly due to errors. Previously, only a generic message "Error loading demo" was shown when loading failed and no error message was shown when demo playback is stopped due to errors.
The SHA256 was effectively not optional anymore when recording demos, as it and the SHA256 extension UUID were always written to the demo file without checking for `nullptr`. Therefore the SHA256 is now passed by const reference instead of by pointer and redundant checks for `nullptr` are removed.
The client/server jobpools were previously only using a fixed number of 2 threads. Now the pools use `2 * hardware-concurrency + 2` threads, which should provide better performance overall, as we expect threads to often wait on I/O.
Previously all demo players checked `IVideo::Current` to render a video, which would cause issues when rendering a demo while a demo slicing background job is running. Now video rendering can be toggled for each demo player individually and is only enabled for the main demo player.
Use config manager to reset `ui_page` to the default, instead of using `CMenus::PAGE_DDNET` directly (which is the default).
Check current type of serverbrowser instead of checking the current `ui_page` against `CMenus::PAGE_DDNET` and `CMenus::PAGE_KOG`.
Using `dbg_stress 1` now only does the following (in debug build):
- Randomly send inputs.
- Randomly send chat messages.
- Randomly connect/disconnect to server configured with `dbg_stress_server` (`localhost` by default).
Previously it also did the following, which is not useful for this debugging feature and only complicates the code unnecessarily:
- Cause images and sounds not to be loaded.
- Render only every tenth frame.
- Always use inactive graphics refresh rate.
Instead of keeping track of a permanently empty `CSnapshot` object in client and server separately, add `CSnapshot::EmptySnapshot` to access a singleton empty `CSnapshot`.
Mark pointer parameters of snapshot functions as `const` when possible.
Most variables used in the sound engine were static globals, as they are used in the static sound mixing function. The global variables are replaced by member variables, by passing the sound interface as user-data for the SDL mixing callback. The `Mix` function is made a public member function of `ISound` instead of being exposed using `ISoundMixFunc GetSoundMixFunc()`.
This allows to remove the direct dependency of the engine sound on the engine video, by instead passing the sound mixing function as a lambda to the engine video in the engine client.
The old WavPack reader function interface does support passing a user-data pointer to the callback function, so global variables are still used here.
Use `enum EImageFormat` type for image format literals and variables.
Add `PixelSize` function to get the number of bytes/color channels per pixel for a specified image format.
Remove unused store format argument of texture loading functions. All textures are automatically being stored as RGBA, so the argument was unused. Also remove the therefore unused `FORMAT_AUTO`.
Rename variables consistently to `PixelSize` and use `size_t`, instead of mixing different names like `BPP` and `ColorChannelCount`.
Validate image format loaded from maps using `CImageInfo::ImageFormatFromInt`. Add `FORMAT_ERROR` to represent invalid formats.
Remove redundant `PixelSize` parameter from graphics backends and commands, which can be derived from the texture format.
Fix memory leak when RGB image data is being converted to RGBA format when saving map in editor.
This config variable was only settable in the server console but only read in the client, so it was effectively unusable. It also has no use case right now.
The log message is otherwise shown multiple times when starting the client.
Now it's only shown when the `record` command is used manually, i.e. not for automatically recorded demos anymore.
Register the `OnWindowResize` listener in the engine client instead of the game client and properly dispatch the event also to the editor, so text containers in the editor are cleared when the window is resized.
Closes#7018.
This still works
$ ./DDNet "connect 127.0.0.1"
But now also this works
$ ./DDNet "connect tw-0.6+udp://ger10.ddnet.org:8303"
2023-07-16 14:07:50 I engine: running on unix-linux-amd64
2023-07-16 14:07:50 I client: starting...
2023-07-16 14:07:50 I client: version 17.1.1 on linux amd64
2023-07-16 14:07:50 I client: git revision hash: 7f100e2620
2023-07-16 14:07:50 I client: connecting to 'tw-0.6+udp://ger10.ddnet.org:8303'
2023-07-16 14:07:50 I host_lookup: host='ger10.ddnet.org' port=8303 3
2023-07-16 14:07:51 I client: connected, sending info
Add `fonts/index.json` which specifies:
- List of all font files that should be loaded (filenames).
- Default font (specified by family name or by family and style name).
- Font variants for different languages, using the name of the language file as key.
- Fallback fonts.
- Icon font.
There are characters (e.g. all in `刃直海角骨入`) that look different depending on the language of the content being Japanese, Simplified Chinese, Traditional Chinese and Hangul, because Unicode uses the same codepoint for characters regardless of the language. To render these characters correctly, the active variant font is switched depending on the selected language.
The `ITextRender` interface is changed so the current language variant can be set using `SetFontLanguageVariant` and the default and icon fonts can be toggled using `SetFontPreset`. The class `CFont` is removed entirely.
The text render is restructured: The font faces and font atlas are now managed by a separate class `CGlyphMap` like on upstream. As the text fill and outline textures always have the same size, the texture skyline only needs to be stored once and free positions in the atlas only need to be calculated once for each glyph instead of separately for the fill and outline textures.
The font files and their licenses are also updated:
- Update Source Han Sans to version 2.001.
- Update Glow Sans Japanese Compressed to version 0.93.
- Update Deja Vu Sans to version 2.37.
- Update Font Awesome icons font to March 2023 version.
Closes#6881.
`stdout_output_level` for printing to stdout, `console_output_level` for
printing to local console and remote console and `loglevel` for the log
file.
Keep the old log level filters 0 for info and more severe, 1 for debug
and more severe and 2 for trace and more severe, introducing -1 for
warn, and -2 for error. -3 will show no log messages at all.
Show a short message below the existing chat mentions message that is shown in the top left area of the editor above the layers/images/sounds button when the player character is moved ingame while the editor is open. The messages are cleared when the editor is activated and when the client is disconnected.
Closes#1993.