Commit graph

4734 commits

Author SHA1 Message Date
Dennis Felsing 07032ab0d0 Add logappend setting
To append to log file instead of overwriting it. To use you can create a
data/autoexec_client.cfg with:

logfile "client.log"
logappend 1

Enabled by default
2023-06-05 11:52:15 +02:00
Jupeyy 44039c2b39 Revert "make sure it's not modifying memory"
This reverts commit bc006dbf08.
2023-06-03 22:04:28 +02:00
Robert Müller b6cdbfbb2f Remove redundant CImageInfo variable
It's a POD object that is only zeroed and otherwise unused, so it's redundant.
2023-06-03 12:42:02 +02:00
Robert Müller f2d8bad506 Fix potential OOB write in CGraphics_Threaded::GetVideoModes
If `MaxModes` is smaller than `sizeof(g_aFakeModes)` then this caused more video modes to be copied to the output array than it can hold.
2023-06-03 12:41:44 +02:00
heinrich5991 ebacc0fb96 Change to username:password for reserved slots
This is a more common syntax.
2023-06-03 00:25:33 +02:00
Robert Müller 75227ed5ad Remove unused config variables:
- `dbg_focus`
- `gfx_tune_overlay`
- `sv_external_port`
- `dbg_pref`
- `dbg_stress_network`
- `sv_score_folder`
- `sv_rank_cheats`
2023-06-01 20:25:41 +02:00
Robert Müller cde1143528 Regenerate key lists with latest SDL version
Update `SDL_scancode.h` which is used by `gen_keys.py` to generate the list of keys enum (`keys.h`) and the list of key names (`keynames.h`) and regenerate the lists.

This adds support for 6 uncommonly used keys (audiorewind, audiofastforward, softleft, softright, call, endcall).
2023-05-30 23:39:47 +02:00
bors[bot] 8659578798
Merge #6657
6657: Allow rcon users access to reserved slots r=def- a=Learath2

<!-- What is the motivation for the changes of this pull request? -->
The password for the reserved slots keep getting leaked. Hopefully this will fix the issue.

<!-- 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
- [x] Tested in combination with possibly related configuration options
- [ ] Written a unit test (especially base/) or added coverage to integration test
- [x] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)


Co-authored-by: Learath <learath2@gmail.com>
2023-05-30 10:40:20 +00:00
Robert Müller d0333f10b0 Fix flashing window not working with newer SDL versions
Minimum SDL version 2.0.16 is required for `SDL_FlashWindow`. The SDL version schema changes after version 2.0.22 to 2.24.0 etc. (minor version is used instead of patchlevel) which was causing the condition that checks for minimum version 2.0.16 to not work correctly with newer SDL versions.

Closes #6687.
2023-05-29 19:43:45 +02:00
bors[bot] 6c7f6a4494
Merge #6665
6665: Fix ordering of unfinished/unconnected tees r=heinrich5991 a=Learath2

<!-- What is the motivation for the changes of this pull request? -->
I thought there was initially a strict weak ordering issue here but upon further inspection noticed it's fine.
However, people with negative score were getting sorted undeterministically, basically every unfinished tee was treated as equal since `!comp(a, b) && !comp(b, a)`. Sorting them by name was the intention.

I also got rid of the old `INT_MIN` "hack", it was only there to make the code shorter and it's no longer possible with the newly flipped sign without flipping it back on the client which is ugly.

Also made `ScoreKind` `const`, not sure if any compiler optimizes on that but why not? If we ever move to C++20 this could be a generic lambda instead where we can template `ScoreKind` and make sure it gets optimized properly.

Tidbit: I treated score 0 as a normal score, I'm not sure what it implies. 

<!-- 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: Learath <learath2@gmail.com>
2023-05-29 11:02:52 +00:00
bors[bot] d433a2fd1d
Merge #6677
6677: Use icons for refresh and connect buttons, refactor `DoButtonMenu` r=def- a=Robyt3

Use less space for refresh and connect buttons to improve layout with 5:4 and 4:3 resolutions. Closes #5605. Closes #5878.

The "Refreshing..." text is replaced with combined refresh and ellipsis icons.

Alpha and saturation of the green color of the connect button are increased.

Move `CMenus::DoButtonMenu` to `CUI::DoButton_Menu`. Simplify usage by adding `SMenuButtonProperties` parameter object for all optional arguments. Remove unused `ColorHot` parameter.

Screenshots:
- Before:
![screenshot_2023-05-27_19-52-37](https://github.com/ddnet/ddnet/assets/23437060/3bf27f53-b034-4147-97ee-5c24a5b68457)
- After:
![screenshot_2023-05-27_19-51-07](https://github.com/ddnet/ddnet/assets/23437060/702a9c1c-be07-4cd6-94b5-b4b0fd9b4fa1)
- After (when refreshing):
![screenshot_2023-05-27_19-56-15](https://github.com/ddnet/ddnet/assets/23437060/0a456467-6550-4ce7-b756-56e3bbbc4f43)


## 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)


Co-authored-by: Robert Müller <robytemueller@gmail.com>
2023-05-27 19:53:09 +00:00
Robert Müller 36dd5c5075 Fix undefined behavior in CSnapshotDelta::DiffItem
Cast `int`s to `unsigned` before subtracting to ensure that integer wrapping is being used instead of causing undefined behavior. Same as in `UndiffItem`.

```
SUMMARY: UndefinedBehaviorSanitizer: undefined-behavior src/master/src/base/math.h:16:40 in
src/master/src/engine/shared/snapshot.cpp:206:21: runtime error: signed integer overflow: 256 - -2147483648 cannot be represented in type 'int'
    0 0x7650b7 in CSnapshotDelta::DiffItem(int const*, int const*, int*, int) src/master/src/engine/shared/snapshot.cpp:206:21
    1 0x765cea in CSnapshotDelta::CreateDelta(CSnapshot*, CSnapshot*, void*) src/master/src/engine/shared/snapshot.cpp:323:7
    2 0x51a0e2 in CServer::DoSnapshot() src/master/src/engine/server/server.cpp:964:36
    3 0x537486 in CServer::Run() src/master/src/engine/server/server.cpp:2818:6
    4 0x4feeb7 in main src/master/src/engine/server/main.cpp:190:21
    5 0x7fc51ec27d09 in __libc_start_main csu/../csu/libc-start.c:308:16
    6 0x4c3819 in _start (servers/DDNet-Server-ubsan+0x4c3819)

src/master/src/engine/shared/snapshot.cpp:206:21: runtime error: signed integer overflow: 1645289600 - -2139062144 cannot be represented in type 'int'
    0 0x7650b7 in CSnapshotDelta::DiffItem(int const*, int const*, int*, int) src/master/src/engine/shared/snapshot.cpp:206:21
    1 0x765cea in CSnapshotDelta::CreateDelta(CSnapshot*, CSnapshot*, void*) src/master/src/engine/shared/snapshot.cpp:323:7
    2 0x51a0e2 in CServer::DoSnapshot() src/master/src/engine/server/server.cpp:964:36
    3 0x537486 in CServer::Run() src/master/src/engine/server/server.cpp:2818:6
    4 0x4feeb7 in main src/master/src/engine/server/main.cpp:190:21
    5 0x7efd50c4ed09 in __libc_start_main csu/../csu/libc-start.c:308:16
    6 0x4c3819 in _start (servers/DDNet-Server-ubsan+0x4c3819)
```

See #6650.
2023-05-27 20:57:05 +02:00
Robert Müller 08e0a87ff1 Use icons for refresh and connect buttons, refactor DoButtonMenu
Use less space for refresh and connect buttons to improve layout with 5:4 and 4:3 resolutions. Closes #5605. Closes #5878.

The "Refreshing..." text is replaced with combined refresh and ellipsis icons.

Alpha and saturation of the green color of the connect button are increased.

Move `CMenus::DoButtonMenu` to `CUI::DoButton_Menu`. Simplify usage by adding `SMenuButtonProperties` parameter object for all optional arguments. Remove unused `ColorHot` parameter.
2023-05-27 19:48:32 +02:00
bors[bot] ba7b82258e
Merge #6673 #6676
6673: Clear Victim Team render info on skin changes r=Robyt3 a=Jupeyy

fixes #6662

This should fix the issue, I guess, by simply clearing the render info. I can't find an easy way to restore the original skins of the team members as we don't save their IDs.
I couldn't directly trigger the assert, but I could certainly see the skin getting invalid when killen the team and switch to "vanilla only skins". (Edit: When triggering it a few times I got the assert)

The code generally looks a bit hacky. Maybe the original author can refactor it a bit

## 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)


6676: Show GPU info (if available) in assert r=Robyt3 a=Jupeyy

first part of #6672

![image](https://github.com/ddnet/ddnet/assets/6654924/0e9aec5a-528a-4e7a-a3fa-93108e55597e)



## 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>
2023-05-27 09:01:26 +00:00
Jupeyy 70d48140f0 Show GPU info (if available) in assert 2023-05-27 09:51:22 +02:00
Jupeyy ad40156a3b Wait for graphics thread's current execution to end before triggering the assert dialog 2023-05-27 09:34:21 +02:00
Jupeyy 52d61244cd Remove inp_mouseold config
Because it causes trouble with newer SDL2 versions
`https://github.com/libsdl-org/SDL/issues/7159`
2023-05-26 22:44:32 +02:00
Robert Müller 448a39768b Add inp_ime_native_ui to toggle native IME UI on Windows
Add `inp_ime_native_ui` on Windows to use native IME UI instead of rendering the candidate list in the client.

Always set the SDL hint to use native UI on non-Windows, as we cannot determine the list of candidates on those systems.
2023-05-26 15:39:28 +02:00
Learath a63404409b Fix ordering of unfinished/unconnected tees 2023-05-26 01:43:42 +02:00
Robert Müller 460cda85d7 Set minimum/maximum values for snd_rate
Hopefully prevent crashes that some users are experiencing when using very unreasonable `snd_rate` values.
2023-05-24 21:12:43 +02:00
Robert Müller fd0e9b18b4 Remove unused snd_device config variable 2023-05-24 21:12:43 +02:00
Learath 6f9c387e95 Add config option. Make it untidy per clang-tidy 2023-05-24 16:01:21 +02:00
Learath f1cee7475b Allow rcon users access to reserved slots 2023-05-24 15:19:09 +02:00
Edgar a4abc1fdd9
factor out scorekind backwards compat gametype check 2023-05-22 17:22:52 +02:00
Edgar 1d30462e50
clean time score handling, with positive time values 2023-05-22 16:36:46 +02:00
Edgar 8a3d8fc53f
fix time score info on server detail 2023-05-22 13:53:23 +02:00
Robert Müller ed554368ec Remove unused sv_sql_bindaddr config variable
Closes #6456.
2023-05-19 21:02:39 +02:00
bors[bot] 2d5321d8b7
Merge #6615
6615: Fix logging (fixes #6611) r=Robyt3 a=def-

`@heinrich5991` Was the atomic important? Could we have a lock instead if so?

Seems a bit annoying since atomic can't have a shared_ptr inside

![Screenshot 2023-05-18 at 18 02 32](https://github.com/ddnet/ddnet/assets/2335377/2f8bcc57-2301-4a65-ada2-0e51f2b8c200)

## 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)


Co-authored-by: Dennis Felsing <dennis@felsin9.de>
2023-05-18 20:43:30 +00:00
Dennis Felsing bf1954b389 Fix logging (fixes #6611)
@heinrich5991 Was the atomic important? Could we have a lock instead if so?

Seems a bit annoying since atomic can't have a shared_ptr inside
2023-05-18 21:54:30 +02:00
Robert Müller 15f839960a Port friends list UI from 0.7
Separate friends list into three groups, which can be expanded and collapsed: online players, online clanmates and offline friends.

Friends with the same name/clan are no longer grouped together. Instead, each individual player that is online and has name/clan matching a friend is shown in either the online players or online clanmates group. Friends for which no matching players are found are shown in the offline group.

Friends in the friend list can no longer be selected. Instead, left-clicking a friend selects the server that the friend is on. Double-clicking a friend joins the server that they are playing on.

Render small X button in top-right corner of every friend list entry to remove the respective friend instead of using one button that removes the selected friend.

Change "Add Friend" button to "Add Clan" when only clan is entered.

Remove excess empty space from layout.

Closes #6326.
2023-05-18 16:46:26 +02:00
bors[bot] 6525e9e5dd
Merge #6604
6604: Clean up CServerLogger (fixes #6598) r=edg-l 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

- [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: Dennis Felsing <dennis@felsin9.de>
2023-05-18 11:46:59 +00:00
Dennis Felsing caa76249d8 Clean up CServerLogger (fixes #6598) 2023-05-17 01:04:06 +02:00
bors[bot] 2901c19bed
Merge #6602
6602: Revert "Delay disconnecting until after render call" r=def- a=Robyt3

This reverts commit 5c90fd2b83.

Delaying the disconnecting causes issues when the client automatically disconnects immediately before connecting to another server or starting demo playback.

It's not necessary to delay the disconnecting to deal with #6387, as #6589 is already enough. It's easier to revert this instead of rewriting the client so connecting and starting demo playback are also delayed.

Closes #6595.

## 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>
2023-05-16 22:43:29 +00:00
Robert Müller 5ecd025d1d Revert "Delay disconnecting until after render call"
This reverts commit 5c90fd2b83.

Delaying the disconnecting causes issues when the client automatically disconnects immediately before connecting to another server or starting demo playback.

It's not necessary to delay the disconnecting to deal with #6387, as #6589 is already enough. It's easier to revert this instead of rewriting the client so connecting and starting demo playback are also delayed.

Closes #6595.
2023-05-16 19:34:21 +02:00
ChillerDragon c5eb15d9f6 Compare against correct enum in dummy connect 2023-05-16 16:38:55 +02:00
Robert Müller 2f2c86ced3 Move variable declarations closer to usages 2023-05-15 20:56:17 +02:00
Robert Müller cbde0bb7c6 Use nullptr instead of 0 2023-05-15 20:48:02 +02:00
Robert Müller cd9d0e5e16 Add default parameter values to CMap::GetItem 2023-05-15 20:48:01 +02:00
Robert Müller 7273574d68 Add missing CMap::NumData delegate function 2023-05-15 20:47:59 +02:00
Robert Müller 5e215f6ee3 Mark map and datafile functions as const when possible 2023-05-15 20:47:38 +02:00
Robert Müller 6b37c3dbf4 Reorder map and datafile functions 2023-05-15 20:46:50 +02:00
Robert Müller 52e1494347 Remove unused CDataFileReader::Unload function declaration 2023-05-15 20:28:39 +02:00
bors[bot] a38dea4454
Merge #6590
6590: Make text containers bit safer r=Robyt3 a=Jupeyy

From reading the code I couldn't understand how https://github.com/ddnet/ddnet/issues/5143#issuecomment-1546735484 could happen

either (checked = not the case):
 - [x] teini used an outdated client
 - [ ] i am blind
 - [ ] it was a name/clan -plate, scoreboard entry
 - [ ] it leaked somewhere in text.cpp or similar impl
 - [ ] it happened because of an outside write.

We don't really come further with this, so we should probably at least try it out?
`@Robyt3` your opinion? We can still always remove it again

## 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: Jupeyy <jupjopjap@gmail.com>
2023-05-14 19:16:16 +00:00
Jupeyy 370d37b8fd Add shared ptr to track usage 2023-05-14 20:21:59 +02:00
Jupeyy bc006dbf08 make sure it's not modifying memory 2023-05-14 19:26:48 +02:00
Robert Müller d08626cf69 Add default argument to CDataFileReader/IMap::GetItem
Add default value `nullptr` for `int *pType` and `int *pID` output parameters of `GetItem` functions.

Use `nullptr` instead of `0`.
2023-05-14 16:39:46 +02:00
bors[bot] 03d17a98ed
Merge #6585
6585: Add client_score_kind field to serverinfo (followup) r=Robyt3 a=edg-l

followup on #5960 (fixes conflicts)

It specifies whether the scores are to be interpreted as times (string value starting with "time") or as points (string value starting with "points").

## 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>
Co-authored-by: Edgar Luque <git@edgarluque.com>
2023-05-14 12:17:55 +00:00
Robert Müller bde876dfe5 Fix check for changed os_version_str return value
Missing from #6429.
2023-05-14 13:38:08 +02:00
bors[bot] 1539bbf2d5
Merge #6565
6565: Delay disconnecting until after render call r=def- a=Robyt3

When a client component (e.g. the menu or the console) disconnects the client, this immediately unloads the map data but the render call continues as normal. This causes all components rendered after this component to access invalid memory in place of the map, layers and collision data.

This is fixed by delaying the actual disconnecting until after the render call, to ensure that the map data can be safely unloaded.

Closes #6387. Closes #3179.

## 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
- [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: Robert Müller <robytemueller@gmail.com>
2023-05-14 10:02:10 +00:00
bors[bot] ada7c4d597
Merge #6497
6497: Fix client crash/hang when launching without data directory r=edg-l a=Robyt3

Closes #4638.

## 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
- [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: Robert Müller <robytemueller@gmail.com>
2023-05-14 09:43:06 +00:00
bors[bot] 648dc9e032
Merge #6429
6429: Minor refactoring of `os_version_str` r=edg-l 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 (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>
2023-05-14 09:24:54 +00:00
Edgar 1ca7870bf2
fix conflicts 2023-05-14 11:22:06 +02:00
bors[bot] e9d08a15fd
Merge #6560
6560: Replace EntityEx with new netobjs r=edg-l a=trml

This is a proposal for replacing EntityEx with new netobjects, like suggested in #5860.
- Adds a new DDNetPickup that includes switch number
- a new DDNetProjectile that replaces the old one (which is renamed to DDRaceProjectile)
  - includes switch number, tunezone and velocity/speed (plus a flag that can be used to send velocitiy of player projectiles with full precision)
- switch number and subtype is added to DDNetLaser (to distinguish e.g. draggers with different strength)

The pr removes EntityEx from the server, but keeps compatibility in the client.

<!-- 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: trml <trml@users.noreply.github.com>
2023-05-14 08:43:02 +00:00
Robert Müller 82fb94a236 Shutdown SDL after kernel and client
Register SDL for cleanup before creating the kernel and client, so SDL is shutdown after kernel and client. Otherwise the client may crash when shutting down after SDL is already shutdown.

Closes #6581.
2023-05-12 16:11:05 +02:00
Robert Müller c8b69dd815 Properly uninitialize all client components
Track stack of cleaner functions that destruct client components so exactly the correct cleanup is performed in the reverse order of initialization.

This allows performing the cleanup also in the early-return cases without introducing duplicate code.
2023-05-10 21:13:28 +02:00
Robert Müller 95b0f8c1e4 Add restart command to client 2023-05-10 21:13:28 +02:00
Robert Müller aced53c6fe Uninitialize entire client before restarting 2023-05-10 21:13:21 +02:00
Robert Müller cda3575d10 Quit client when existing config file cannot be loaded
When the configuration file exists but cannot be loaded, the client continues to launch. When closing, the client then saves the default config and overwrites the existing config that could not be loaded.

This is prevented by quitting the client with an error message popup when the config exists but cannot be loaded.

Closes #3843.
2023-05-10 21:04:02 +02:00
Robert Müller d9307ca756 Use FileExists/fs_is_file instead of opening file
This is more concise and works more reliable e.g. on Windows.

See: https://devblogs.microsoft.com/oldnewthing/20071023-00/?p=24713
2023-05-10 21:04:02 +02:00
bors[bot] e95fb14612
Merge #6573
6573: set SDL_MAC_OPENGL_ASYNC_DISPATCH sdl hint to fix macos resizing r=heinrich5991 a=edg-l

Fixes a issue where ddnet freezes on resize on macos

## 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: Edgar <git@edgarluque.com>
2023-05-09 12:52:23 +00:00
Edgar 3104e669bf set SDL_MAC_OPENGL_ASYNC_DISPATCH sdl hint to fix macos resizing 2023-05-09 14:46:14 +02:00
Jupeyy 0b1960c532 Fix Y Alignment by respecting cursor height independent of character height 2023-05-08 17:49:05 +02:00
Robert Müller d203f38f01 Fix client crash when starting without font file
Add checks to text render functions to prevent crashes when no default font is set.
2023-05-08 14:04:22 +02:00
Robert Müller c841c7ad05 Destroy window before showing popup if graphics initialized
Work around SDL bug that prevents message popup from being closed.
2023-05-07 21:20:47 +02:00
Robert Müller 817d96a73d Only show assertion popup for assertions on main thread
The SDL function may only be called from the main thread, so we can't show a popup for failed assertions on other threads.
2023-05-07 21:20:47 +02:00
Robert Müller 3e810b9814 Also print platform, game and OS version in assertion popup 2023-05-07 15:50:46 +02:00
Robert Müller 5c90fd2b83 Delay disconnecting until after render call
When a client component (e.g. the menu or the console) disconnects the client, this immediately unloads the map data but the render call continues as normal. This causes all components rendered after this component to access invalid memory in place of the map, layers and collision data.

This is fixed by delaying the actual disconnecting until after the render call, to ensure that the map data can be safely unloaded.

Closes #6387. Closes #3179.
2023-05-06 21:10:38 +02:00
bors[bot] cfd003d9c5
Merge #6559
6559: Show error message popup on assertion error in client and when client fails to launch r=def- a=Robyt3

Alternative to #6493. Closes #6482.

## 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>
2023-05-06 15:28:27 +00:00
Robert Müller 0c32eacbab Make text container index type-safe
Use `STextContainerIndex` wrapper instead of `int` for text container index for type-safety.

Add missing checks to ensure valid text container index before rendering FPS and finish time text containers.
2023-05-05 15:58:17 +02:00
Robert Müller 493f47515c Add debug output of text container text on assertion
To get more information on #5143.
2023-05-05 00:03:15 +02:00
trml e10f528215 Add net netobjs for projectile and pickup, extend ddnetlaser, remove EntityEx server-side 2023-05-04 23:43:05 +02:00
Robert Müller 3981f7ffe0 Show error message popup when client fails to launch 2023-05-04 20:03:28 +02:00
Robert Müller ccfca141d4 Show error message popup on assertion error in client
Add assertion handler function to base system. Set handler in client to show a message box on assertion errors.
2023-05-04 20:03:27 +02:00
Robert Müller 00b7bc5bfd Add IClient::ShowMessageBox
To show an error/warning/information message popup with variable title and message.

This uses the SDL function `SDL_ShowSimpleMessageBox` to show the message box, because it is simpler than implementing this ourself in the base system, especially because we would have to add an additional explicit dependency on GTK3 to show a message dialog on Linux.

This function can be used without SDL being initialized.
2023-05-04 19:47:50 +02:00
Robert Müller c9f68901b7 Extract InitNetworkClient method 2023-05-03 20:46:14 +02:00
bors[bot] b3f384f312
Merge #6557
6557: Add tests for `CPacker` error handling, fix minor bug, minor refactoring r=def- a=Robyt3

Closes #6525.

## Checklist

- [X] 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: Robert Müller <robytemueller@gmail.com>
2023-05-03 18:17:49 +00:00
Robert Müller c5e336f5e2 Fix off-by-one error when adding raw data to buffer
One byte too few could be added to packers as raw data. Detected by the new test cases.
2023-05-03 19:13:39 +02:00
Robert Müller f6015be263 Add default parameter for CPacker::AddString 2023-05-03 18:17:27 +02:00
Robert Müller fd4491b307 Use bool instead of int 2023-05-03 18:02:38 +02:00
Robert Müller ef48a2fde4 Use sizeof(int) instead of 4 2023-05-03 17:59:36 +02:00
Robert Müller d34ed69c22 Use windows_utf8_to_wide and windows_wide_to_utf8
To reduce duplicate code and simplify usage of the Windows API.
2023-05-02 19:58:28 +02:00
Robert Müller bc7c347ad4 Use std::string for windows_format_system_message
To make the function easier to use.
2023-05-02 19:58:28 +02:00
bors[bot] 2eb7ca3dea
Merge #6541
6541: Add the DDNet git hash and "is steam" to the crash file r=Robyt3 a=Jupeyy

`@def-` what do you think, how hard would it be for the symbols uploaded to the website contain the same git hash in the name, so we could write a script that automatically finds the correct binary and creates a stack trace?

## 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: Jupeyy <jupjopjap@gmail.com>
2023-04-29 09:27:59 +00:00
Jupeyy 40838bf473 Add the DDNet git hash and "is steam" to the crash file
Also put the date before pid for assert logs
2023-04-29 10:26:30 +02:00
Robert Müller aa95f61f11 Fix inconsistent client state after disconnecting with network error
The `Disconnect` function did not fully clear all server data, because the client state was already set to offline manually before the function is called. This was causing inconsistent behavior when connecting to another server after being disconnected. For example, the client could get stuck at "getting game info" when connecting the next time.
2023-04-28 17:57:58 +02:00
Jupeyy 7fa14139d8 Fix input as the comments suggest for the next SDL version
SDL fixed the bug on Windows that releasing the mouse while tabbing out directly refocuses the window, which broke desktop fullscreen (and maybe windowed fullscreen)
2023-04-25 18:45:03 +02:00
Robert Müller ebb2e4253d Port line input and IME support from 0.7
Port the line input (UI edit boxes, chat, console) and Input Method Editor (IME) support from upstream. Closes #4397.

General
------------------------------

Fix issues with the text input. Closes #4346. Closes #4524.

Word skipping (when holding Ctrl) is overhauled to be consistent with the Windows / Firefox experience that I took as reference.

Improve usability by not blinking (i.e. always rendering) the caret shortly after is has been moved.

UI text input
------------------------------

Fix inconsistent mouse-based left and right scrolling (closes #4347).

Support smooth left and right scrolling.

Chat
------------------------------

Support keyboard-based text selection of the chat input.

Mouse-based selection could be support in the future when we decide to add something like an ingame UI cursor.

Support smooth up and down scrolling of the chat input, removing the old hack that offsets the input string to simulate scrolling.

Console
------------------------------

Also support mouse-based text selection of the command input.

Only text from either the command input or the console log can be selected at the same time. This ensures that Ctrl+C will always copy the text that is currently visually selected in the console.

Check for Ctrl+C input event in event handler instead of in render function, to hopefully fix the issue that copying does not work sometimes (closes #5974 until further notice).

When Ctrl+C is used to copy text from the console log, the selection is cleared. This should make it more clear when text was copied from the log.

Fix an issue that was preventing the console log selection from being cleared, when all log lines are selected.

Remove Ctrl+A/E hotkeys that move cursor to beginning/end respectively. Ctrl+A now selectes all text like for all other inputs. Home and End keys can still be used to go the beginning and end.

Remove Ctrl+U/K hotkeys that clear everything before/after the cursor respectively. Hold shift and use Home/End to select everything instead.

IME support
------------------------------

Render list of IME candidates in the client on Windows, so the candidate list can also be viewed in fullscreen mode. There is no API available to retrieve a candidate list on the other operating systems.

Improve composition rendering by underlining the composition text instead of putting it in square brackets.

Track active input globally to properly activate and deactivate IME through the SDL functions.

Closes #1030. Closes #1008.

Password rendering
------------------------------

Fix rendering of passwords containing unicode. Instead of rendering one star character for each UTF-8 `char`, render on star for every unicode codepoint.

Show the composition text also for passwords. Without seeing the composition text it's hard to type a password containing those characters. The candidate window exposes the composition anyway. If you don't want to expose your password this way, e.g. while streaming, you could:

1. Use a latin password and switch off the IME for the password input with the IME hotkey.
2. Blank your screen with an external program while you are streaming and entering passwords.
3. Use binds to authenticate in rcon or to set the server browser password.

Refactoring
------------------------------

Move all text input logic and general rendering to `CLineInput`.

A `CLineInput` is associated with a particular `char` buffer given as a pointer either in the constructor or with `SetBuffer`. The maximum byte size of the buffer must also be specified. The maximum length in unicode codepoints can also be specified separately (e.g. on upstream, name are limited by the number of unicode codepoints instead).

Add `CLineInputBuffered`, which is a `CLineInput` that own a `char` buffer of a fixed size, which is specified as a template argument. As `CLineInput` does not own a buffer anymore, this reduces duplicate code for line inputs that need their own buffer.

Add `CLineInputNumber` which has additional convenience functions to consider the text as an `int` or `float`, to reduce duplicate code in those cases. In the future we could also add an input filter function so that only numbers can be entered in the number input.

Add `CLineInput::SetClipboardLineCallback` to handle the case that multiple lines of text are pasted into a lineinput. This reduces duplicate code, as this behavior was previously implemented separately for chat and console. The behavior is also fixed to be consistent with the console on Windows, so the first line being pasted edits the current input text and then sends it instead of being sent on its own without the existing input text.

Add `CalcFontSizeAndBoundingBox` to UI to reduce duplicate code. Expose `CalcAlignedCursorPos` as static member function to reuse it for line input.

Dispatch input events to UI inputs through the event handler instead of storing them in a duplicate buffer.

Use `size_t` for line input cursor position, length etc. and for `str_utf8_stats`.

Add `IButtonColorFunction` to UI to describe a functions that defines colors for the Default, Active and Hovered states of UI elements. Add some default button color functions. Use button color function to reduce duplicate code in scrollbar rendering.

Use `vec2` instead of two `floats` to represent the mouse positions in the text renderer.

Remove `CaretPosition` again, as it does not calculate the correct Y position near line breaks due to the wrapping being different when not rendering the entire string. Instead, calculate the exact caret position when rending a text container and store the caret position in the text cursor for later use.

IME usage guide (Windows)
------------------------------

1. Install the respective language and the Microsoft-IME keyboard (e.g. for Chinese, Japanese or Korean).
2. Launch the game (or a text editor to first try out the IME). Note that Windows may track the input language separately for every application. You can change this in the Windows input settings so the input language is changed globally.
2. Switch the input language using the hotkey Windows+Space or another hotkey that you configured in the Windows input settings (Alt+Shift is the default, but you should consider disabling it, to avoid accidentally changing the input language while playing).
3. Switch from Latin/English input mode to the respective asian input mode.
   - Chinese: Use Ctrl+Space to switch between English and Chinese input mode. You can change this hotkey in the IME's settings.
   - Japanese: Use Ctrl+Space to switch between Alphanumeric and Hiragana/Katakana input mode. You can change this hotkey in the IME's settings.
   - Korean: Use Right Alt to switch between English and Hangul input mode. You cannot change this hotkey as of yet.
   - Note that the input mode is also tracked per application, but there is no setting to change this behavior as far as I know, so you'll need to switch for every application separately.
4. Start typing. The underlined text is the current composition text. While a composition is active, you can only edit the composition text. Confirm the composition with Space or by selecting a candidate from the candidate list with the arrow keys. Cancel the composition with Escape or by using Backspace to delete the composition text. Note that not all languages offer a candidate list.

SDL version-specific issues
------------------------------

- 2.26.5, 2.24.2, 2.0.22: IME candidates work. But there are minor bugs when moving the composition cursor.
- 2.0.18, 2.0.20: IME candidates work.
- 2.0.16 (our current version): IME candidates cannot be determined with Windows API. Windows tries to draw the composition window like before, so this does not work in fullscreen mode.
- 2.0.8 (upstream 0.7): IME candidates work. But this SDL version is too old for us.
2023-04-23 15:00:29 +02:00
Robert Müller f77af29094 Add text cursor setting to always render caret (disable blinking)
Add flag to temporarily cause the caret to not blink, so the caret can be rendered without blinking after it has been moved, which greatly improves usability.
2023-04-23 15:00:26 +02:00
Robert Müller 08b0a03ca4 Render selection in front of text instead of behind it
Makes the text selection easier to see, especially when the text selection height is lower than normal.

Change text selection color to light grey instead of blue.
2023-04-23 15:00:25 +02:00
Robert Müller ca90d83c10 Allow adjusting height factor of text selection rectangle
Add `CTextCursor::m_SelectionHeightFactor` setting to adjust the height of the text selection rectangle. For example a value of `0.5f` means that the selection rectangle has half its normal height while still being aligned at the same bottom position.
2023-04-23 15:00:25 +02:00
ChillerDragon ae41ff3fb3 Fix NET_MAX_CHUNKHEADERSIZE 5 -> 3
Probably has no big impact but 5 is just wrong.
Was also casually fixed in upstream.

c2e5771a15 (diff-706d36dc3648350992fd7fb372d2461cbddcec7ac79f1f905f329ada2bcda814L49)
2023-04-23 11:51:34 +02:00
Robert Müller c9baa5f0d6 Remove dead code 2023-04-21 18:47:44 +02:00
Robert Müller 6f033e41ba Use '\0' instead of 0 for chars 2023-04-21 18:47:44 +02:00
Robert Müller 09462cff67 Use KEY_FIRST and KEY_UNKNOWN instead of 0 2023-04-21 18:47:44 +02:00
Robert Müller c959665226 Use nullptr instead of 0, 0x0 and NULL 2023-04-21 18:44:49 +02:00
Robert Müller adc813493a Remove unused FLAG_REPEAT 2023-04-21 18:44:49 +02:00
Robert Müller ecc49a699f Use size_t for number of input events 2023-04-21 18:44:49 +02:00
Robert Müller 2b7f054590 Use const reference to pass CEvent objects
The size of the `CEvent` class is 140 bytes, so it's more efficient to pass objects by reference.
2023-04-21 18:44:48 +02:00
Robert Müller 8b26fa0bc3 Assert instead of returning empty event on invalid index 2023-04-21 18:44:48 +02:00
Robert Müller 928d278d0c Rename DefaultSelectionColor for consistency
The other methods also start with `Text`.
2023-04-15 16:58:33 +02:00