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.
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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-Speedhttps://ddnet.tw/maps/Fall-32-into-32-the-32-Futurehttps://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>
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>
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>
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.
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>
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>
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>
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.
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>
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>
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.
5133: Fix IPO build problems r=heinrich5991 a=def-
`@Kaffeine`
Windows x86-64 with MinGW worked, previously:
```
-rwxr-xr-x 1 deen deen 755K May 15 11:38 config_retrieve.exe*
-rwxr-xr-x 1 deen deen 756K May 15 11:38 config_store.exe*
-rwxr-xr-x 1 deen deen 2.8M May 15 11:38 DDNet.exe*
-rwxr-xr-x 1 deen deen 2.1M May 15 11:38 DDNet-Server.exe*
-rwxr-xr-x 1 deen deen 761K May 15 11:38 dilate.exe*
-rwxr-xr-x 1 deen deen 763K May 15 11:38 map_convert_07.exe*
-rwxr-xr-x 1 deen deen 756K May 15 11:38 map_diff.exe*
-rwxr-xr-x 1 deen deen 761K May 15 11:38 map_extract.exe*
```
Now:
```
-rwxr-xr-x 1 deen deen 256K May 16 00:26 config_retrieve.exe*
-rwxr-xr-x 1 deen deen 282K May 16 00:26 config_store.exe*
-rwxr-xr-x 1 deen deen 2.8M May 16 00:26 DDNet.exe*
-rwxr-xr-x 1 deen deen 2.0M May 16 00:26 DDNet-Server.exe*
-rwxr-xr-x 1 deen deen 271K May 16 00:26 dilate.exe*
-rwxr-xr-x 1 deen deen 289K May 16 00:26 map_convert_07.exe*
-rwxr-xr-x 1 deen deen 261K May 16 00:26 map_diff.exe*
-rwxr-xr-x 1 deen deen 278K May 16 00:26 map_extract.exe*
```
## 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)
5138: No gold preference (fixes#5136) r=heinrich5991 a=def-
`@Kaffeine` lld is used on some systems, we also have instructions for mold in readme, both are faster than gold.
## 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>
Co-authored-by: Dennis Felsing <dennis@felsin9.de>
5085: New DDRace HUD r=def- a=C0D3D3V
If you want to test this PR, you have to test it on a Server that includes this PR too.
Textures are made by Ravie
Here a showcase video with most parts shown: https://youtu.be/gPTVj-s3pgc
Added to the new HUD
- A display of the weapons available to the player
- The weapon the player is carrying is highlighted
- Indicators for the special abilities of the player (Endless Hook, Endless Jumps, Jetpack, Teleport Weapons)
- Indicators for abilities taken away from the player (Deep/Life Freeze, No Hook, No Weapons collision, No Collision)
- Control indicators for dummy controls (dummy hammer, dummy copy) (bottom right)
- Jump indicator (max 10 jumps ar displayed, and greyed out as soon as a jump is used)
- Ninja status bar that indicates how long a player is capable of using ninja (next to the ninja sword)
- Freeze status bar that indicates the thawing time of a player (below player)
- Movement Information can be displayed in a clean way above the mini score HUD (Position, Speed, Target Angle)
- Indicator if you are in practice mode
The complete HUD also works for players you spectate
I Added a new NetObj since the predicted values are not perfect and would make the display of the information a lot less good: DDNetCharacterDisplayInfo that contains the following information
```
NetIntRange("m_JumpedTotal", -2, 255),
NetTick("m_NinjaActivationTick"),
NetTick("m_FreezeTick"),
NetBool("m_IsInFreeze"),
NetBool("m_IsInPracticeMode"),
NetIntAny("m_TargetX"), # used for the Movement Information display
NetIntAny("m_TargetY"),
NetIntAny("m_RampValue"),
```
So if someone has an idea what data we could also need in the client for making the display more nice, now is the right moment to add more data to this network object.
A few screenshots:
Assets Tab:
![grafik](https://user-images.githubusercontent.com/14315968/167703792-f0fa86be-159d-4e11-baf4-9539cee38aae.png)
HUD Settings:
![grafik](https://user-images.githubusercontent.com/14315968/167704336-dc7a314e-5603-40a2-98b4-9c03377906dd.png)
Mini Debug HUD:
![grafik](https://user-images.githubusercontent.com/14315968/168302791-c377d93e-33a2-4eb2-9d8d-b78f0808a009.png)
Speed.X is calculated using the players ramp vaule
## 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>
Co-authored-by: Jupeyy <jupjopjap@gmail.com>
/usr/lib/gcc/i686-w64-mingw32/11.2.0/../../../../i686-w64-mingw32/bin/ld: /usr/lib/gcc/i686-w64-mingw32/11.2.0/../../../../i686-w64-mingw32/bin/ld: DWARF error: could not find variable specification at offset 378
/usr/lib/gcc/i686-w64-mingw32/11.2.0/../../../../i686-w64-mingw32/lib/../lib/libstdc++.a(string-inst.o): in function `ZNSt7__cxx1112basic_stringIcSt11char_traitsIcESaIcEE12_M_constructIPcEEvT_S7_St20forward_iterator_tag':
/build/mingw-w64-gcc/src/build-i686-w64-mingw32/i686-w64-mingw32/libstdc++-v3/include/bits/basic_string.tcc:206: multiple definition of `void std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> >::_M_construct<char*>(char*, char*, std::forward_iterator_tag)';
glsl_shader_compiler.cpp.obj (symbol from plugin):(.gnu.linkonce.t._ZNSt7__cxx1112basic_stringIcSt11char_traitsIcESaIcEE12_M_constructIPcEEvT_S7_St20forward_iterator_tag+0x0): first defined here
...
Fails on Linux x86 with IPO:
In member function '_ZN10CMapLayers17STileLayerVisuals4InitEjj.part.18',
inlined from 'OnMapLoad' at /ddnet-source-steam/src/game/client/components/maplayers.cpp:301:6:
/ddnet-source-steam/src/game/client/components/maplayers.cpp:312:74: warning: argument 1 value '4294967295'
exceeds maximum object size 2147483647 [-Walloc-size-larger-than=]
m_pBorderTop = new CMapLayers::STileLayerVisuals::STileVisual[Width - 2];
^
5131: Remove base/tl/base.h r=heinrich5991 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>
And fix stringop-overflow warning:
In function 'str_copy',
inlined from 'FormatStats' at src\game\client\components\statboard.cpp:541:10:
src\base\system.cpp:2524:16: warning: 'strncat' specified bound depends on the length of the source argument [-Wstringop-overflow=]
2524 | strncat(dst, src, dst_size - 1);
| ^
src\game\client\components\statboard.cpp: In member function 'FormatStats':
src\base\system.cpp:2557:27: note: length computed here
2557 | return (int)strlen(str);
| ^
5122: Cleanup CRenderTools r=heinrich5991 a=Robyt3
## 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>
4959: Revert "CGameClient::LoadMapSettings: Load the default tuning params … r=heinrich5991 a=def-
…by default"
This reverts commit 754562ce0b.
This breaks rendering for ddnet mode, thanks to cheeser0613 for report
`@Kaffeine` I'd prefer to have it working with DDNet instead of vanilla. A fix that doesn't break DDNet demos would be welcome.
## 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: Dennis Felsing <dennis@felsin9.de>
* master: (87 commits)
Remove base/tl/string.h
Replace remaining usage of base/tl/string with std::string
Remove unused includes of base/tl/string.h
Store localized strings in a CHeap instead of using tl/string.h
Mark methods as const
Add CHeap::StoreString method
Rules are chat responses too
Add margins to demo slice popup, decrease error font size, UI scaling
Remove redundant parameters which are overridden later
Use Margin instead of both VMargin and HMargin
Move variable declaration
Only output messages intended for chat to the user of a chat command
Remove unused chat response variables
Don't print the first "Waiting for score threads to complete"
fix usage of undefined behavior for default eyes
remove duplicate HOOK_RETRACTED assignment
do not send swap request notification to complete team 0
make swap messages more personal
Move ninja shield to other position (fixes#5047)
do not release the hooks if you swap
...
5049: do not release the hooks if you swap r=C0D3D3V a=C0D3D3V
Needs more testing, but first test looks good
https://streamable.com/ypra11
## 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
- [ ] 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>
5013: Unify logging infrastructure between `IConsole` and `dbg_msg` r=def- a=heinrich5991
This makes the "black console window" less important on Windows (or
anywhere else, for that matter), lets you see logs from other threads in
the f1 console, and removes the distinction between `IConsole::Print`
and `dbg_msg`.
Co-authored-by: heinrich5991 <heinrich5991@gmail.com>
This makes the "black console window" less important on Windows (or
anywhere else, for that matter), lets you see logs from other threads in
the f1 console, and removes the distinction between `IConsole::Print`
and `dbg_msg`.
4726: Display super with "super" string in scoreboard (fixes#4724) r=heinrich5991 a=def-
instead of showing the number 64
Alternative to https://github.com/ddnet/ddnet/pull/4725
<!-- 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)
4727: Increase MAX_IDS to 32k (fixes#4723) r=heinrich5991 a=def-
Not sure I like it, otherwise we have to edit Game City.
Maybe we should fail this in map editor already instead of allowing to
create a map which requires > MAX_IDS
<!-- 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)
4728: Implement shields that remove specific weapon (fixes#4572) r=heinrich5991 a=def-
Thanks to Cellegen for graphics.
Functionality works, still a bit buggy sprite display (see screenshot), maybe someone can
quickly spot what I'm doing wrong
<img width="898" alt="Screenshot 2022-02-18 at 00 50 14" src="https://user-images.githubusercontent.com/2335377/154591108-d89cb475-daaf-4a6a-9748-17160a1e71a2.png">
## 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)
4880: Add mysql to github workflow in ubuntu 20.04 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
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- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
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5022: Use std::clamp r=heinrich5991 a=def-
Not sure if we want to, there are some easy functions like this we could
take from stdlib now
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [ ] Tested the change ingame
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Co-authored-by: Dennis Felsing <dennis@felsin9.de>
Co-authored-by: Jupeyy <jupjopjap@gmail.com>
5019: remove cl_predict_ddrace r=heinrich5991 a=C0D3D3V
Since most of the predict code is only ddrace relevant anyway, I would suggest removing the cl_predict_ddrace option instead of checking if m_WorldConfig.m_PredictDDRace is set everywhere ddrace stuff is predicted.
in case of conflicts with physics from other mods, the check on m_WorldConfig.m_PredictDDRace must however be implemented in the appropriate places (for example for the freeze and unfreeze functions). But since there are currently no conflicts apparently, this is sufficient for now.
fixes the bug I reported here: https://discord.com/channels/252358080522747904/293493549758939136/968114944878989363
`@trml` what do you think about this?
## Checklist
- [x] Tested the change ingame
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- [ ] 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>
4813: Don't allow infinite shotgun bounce (fixes#4809) r=heinrich5991 a=def-
I hope this kind of physic isn't used anywhere, I couldn't trigger it without being stuck in wall.
## Checklist
- [x] Tested the change ingame
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4905: Fix move_sqlite (fixes#4902) r=heinrich5991 a=def-
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [ ] Tested the change ingame
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Co-authored-by: def <dennis@felsin9.de>
4997: Add option to change default eyes when joining server r=def- a=sjrc6
Risky Feat suggested this idea to me, I also thought it was good so I implemented it.
If you press one of the eyes in the settings it will change which eyes you get when you join a server.
It saves a separate variable for dummy/player.
It will also change your eyes anytime you press one of them, but only if you are playing as the same Tee whose eyes you are trying to change. If someone could figure out the best way to make it change the opposite Tees eyes as well that would be nice but I don't think it's necessary.
It also changes the "Your Skin:" Tee eyes on the left if you have one selected.
I had to change the cl_run_on_join code a bit, I tested and I don't think it should ever break anything but it might be good for someone to double check.
![image](https://user-images.githubusercontent.com/22122579/163762410-ec7aa67d-6417-433d-8707-e21cda2bcd5f.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
- [ ] 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: Tater <Mr.Potatooh@gmail.com>
5027: Fix tooltip locations after window resize (fixes#5026) r=edg-l 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 if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
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- [ ] 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>
5018: fix dummy hammer interval, this became incorrect after a few days r=def- a=C0D3D3V
Reported by Konsti here: https://discord.com/channels/252358080522747904/293493549758939136/967073772836376586
I have tested the change on Justfly with my dummy :D since it is exactly the same interval as before it should not change any Physics.
## Checklist
- [x] Tested the change ingame
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- [ ] Tested in combination with possibly related configuration options
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- [x] Considered possible null pointers and out of bounds array indexing
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- [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>
4678: Ignore F5 key press when ingame menu is open r=heinrich5991 a=def-
Since ghost menu and browser use F5 already to refresh, and having a
bind on it, would cause both actions at once.
I believe it makes sense to have this special handling only for F5,
other F-keys don't have this problem since we don't use them in any
menus.
<!-- 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>
5000: Inform about client restart when changing GPU r=Jupeyy a=def-
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [x] Tested the change ingame
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- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
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- [ ] 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>
4946: Better forced viewport handling r=def- a=Jupeyy
For #4939
For the performance warnings refering `vkCmdClearAttachments` ignore them, because this function is only called when:
- clear color is changed(open/close editor, switch between entities) to directly flush a clear with the new color
- ~~a viewport is used that is "worse" than 5:4 (I don't really want to switch to non renderpass clear completly, since it *can* improve performance -- https://community.arm.com/arm-community-blogs/b/graphics-gaming-and-vr-blog/posts/vulkan-samples "Therefore, avoid using LOAD_OP_LOAD and vkCmdClearAttachments and use LOAD_OP_CLEAR or LOAD_OP_DONT_CARE whenever possible.")~~
thinking about it, maybe i can also drop this call now, since its dynamic viewport anyway
## Checklist
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- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
4993: Unselect text after ctrl-u r=Jupeyy 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
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- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
4998: Refactor tooltips and add some more r=def- a=edg-l
Refactored tooltips so they render last, otherwise stuff rendered after the call is overlapped.
Also renamed "Alpha" to "Opacity" which is more clear to non-devs.
## 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)
4999: Respect GPU type better r=def- a=Jupeyy
fixes#4994
## 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>
Co-authored-by: def <dennis@felsin9.de>
Co-authored-by: Edgar Luque <git@edgarluque.com>
4964: allow freecam to center on world border r=def- a=C0D3D3V
fixes#4953
I think the 200 units or 6.25 blocks more should not bother anyone.
![fix 2022-04-09_15-14](https://user-images.githubusercontent.com/14315968/162576159-7d73eb8c-b9c9-471b-bed0-7477568376d6.png)
under some circumstances, it will only move to x=1 (or in blocks 0.03) but this should be negligible.
## 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
- [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)
4984: Don't read from backend if Init failed r=def- a=Jupeyy
fixes#4981
This `bug` should not create any uninitended behavior, since these values get reinitialized after the backend creation worked
## 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
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- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
4985: Close sockets r=def- a=ChillerDragon
https://github.com/ddnet/ddnet/pull/4970
Fixes
```
Direct leak of 205848 byte(s) in 1 object(s) allocated from:
#0 0x4a200d in malloc (/home/runner/work/ddnet/ddnet/san/DDNet-Server+0x4a200d)
#1 0xc7fe3f in net_udp_create /home/runner/work/ddnet/ddnet/src/base/system.cpp:1640:41
#2 0xbf2d0b in CNetServer::Open(NETADDR, CNetBan*, int, int) /home/runner/work/ddnet/ddnet/src/engine/shared/network_server.cpp:55:13
#3 0x568cdc in CServer::Run() /home/runner/work/ddnet/ddnet/src/engine/server/server.cpp:2448:60
#4 0x5a922b in main /home/runner/work/ddnet/ddnet/src/engine/server/server.cpp:3718:21
#5 0x7ff75f52c0b2 in __libc_start_main (/lib/x86_64-linux-gnu/libc.so.6+0x240b2)
```
## Checklist
- [ ] Tested the change ingame
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- [ ] Written a unit test if it works standalone, system.c especially
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- [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>
Co-authored-by: Jupeyy <jupjopjap@gmail.com>
Co-authored-by: ChillerDrgon <ChillerDragon@gmail.com>
- Added RenderMovementInformation() to the HUD
- Use m_Width instead of recalculating the display width each time in hud.cpp
- Reworked Debug HUD:
- Display velspeed.x*ramp and velspeed.y instead of velspeed*ramp
- Show unit of speed
- The graph for the velspeed.x*ramp behavior (if dbg_tuning is active) is now nicer and usable. A second graph zooming in on the turning point has been added.
- The velspeed.x*ramp graph will be redrawn only when new tuning parameters are added
- The target angle used to draw the tees is now calculated using the m_TargetX, m_TargetY in DDNetCharacterDisplayInfo if available.
- Added m_TargetX, m_TargetY and m_RampValue to DDNetCharacterDisplayInfo Snap (m_RampValue has a precision of one thousandth)
- Added CGraph::InsertAt() to create static Graphs
- Added "assets/hud" to initial created Directories
- Added Settings to hide Dummy Action HUD and Player Movement HUD cl_showhud_dummy_actions, cl_showhud_player_position, cl_showhud_player_speed, cl_showhud_player_angle
- Added Pointer to m_PrevExtendedDisplayInfo, for calculation of interpolated Angle in Player Rendering
- Added GetDigitsIndex(int Value, float Max); to hud.cpp