Commit graph

14771 commits

Author SHA1 Message Date
Dennis Felsing 1a397ad995
Merge pull request #8252 from ChillerDragon/pr_num_skinparts
Use NUM_SKINPARTS instead of magic number
2024-04-23 08:32:22 +00:00
ChillerDragon 38cae7edcf Use NUM_SKINPARTS instead of magic number 2024-04-23 16:09:34 +08:00
Robert Müller 5958e9e4c5 Reset last dummy state when disconnecting
Otherwise the snapshots may incorrectly be invalidated because a change of the `cl_dummy` variable is detected when connecting to another server after disconnecting while the dummy is active.
2024-04-22 19:54:21 +02:00
Robert Müller efdd55613c Avoid using cl_dummy for demo playback
The `cl_dummy` config variable is always `0` during demo playback. Using the config variable makes the code less readable.
2024-04-22 19:54:21 +02:00
Robert Müller c7403ef06d Check CNetClient::State instead of SecurityTokenUnknown
Send dummy ready and enter game when connection is online based on its state instead of when the security token is not unknown anymore, which should effectively be the same condition but more understandable. This is also how it's already done for the main connection so the `SecurityTokenUnknown` function can be removed as it's unused now.
2024-04-22 19:54:21 +02:00
Robert Müller 9ffa9d8e0a Do not unpack map data packet if no map download is progress
There is no need to unpack map data packets if the client receives any without expecting them.
2024-04-22 19:33:20 +02:00
Robert Müller b264570218 Ignore all packets from other servers instead of only snapshots
The client should only ever handle game-related packets from the server that it is currently connecting/connected to.
2024-04-22 19:33:11 +02:00
Robert Müller 87f9ccdb22 Improve readability by renaming variable and changing condition
Rename variable `i` to `Conn`. Check for `CONN_MAIN` and `CONN_DUMMY` explicitly instead of using numeric index.
2024-04-22 19:32:55 +02:00
Robert Müller 9e5369bc9d Mark dummy connecting functions as const 2024-04-22 19:32:46 +02:00
Robert Müller 51a624d95c Use array index 0 explicitly instead of using array as pointer 2024-04-22 19:32:36 +02:00
Robert Müller fbe559ea79 Fix console not keeping scroll position when backlog is full
The console was not keeping its current scoll position if entries from the backlog are removed due to being recycled when new entries are added. For this purpose, a callback function is added to the ringbuffer to handle popped items, so the scrolling position of the console can be updated based on the number of lines of the removed backlog entries.
2024-04-21 12:52:55 +02:00
Robert Müller 151b2854e3 Fix potential client crash when console backlog is full
Fix backlog corruption in `CConsole::PumpBacklogPending` when many backlog entries are allocated at the same time. When allocating many entries from the `m_Backlog` ringbuffer at the same time, the first entries being allocated may already have been recycled again, so the pointers to them being stored in the temporary vector of new backlog entries were pointing arbitrarily into the ringbuffer data, which could cause corruption of the structural and user data of the ringbuffer. Now, we iterate over the entire backlog and only update uninitialized entries instead of storing the new entries separately.

This was sometimes caught as a misaligned access with UBSan:

```
src/engine/shared/ringbuffer.cpp:160:14: runtime error: member access within misaligned address 0x00014126f4df for type 'struct CItem', which requires 8 byte alignment
0x00014126f4df: note: pointer points here
<memory cannot be printed>
    0 0x5825349a6a1c in CRingBufferBase::Prev(void*) src/engine/shared/ringbuffer.cpp:160
    1 0x5825334e8934 in CTypedRingBuffer<CGameConsole::CInstance::CBacklogEntry>::Prev(CGameConsole::CInstance::CBacklogEntry*) src/engine/shared/ringbuffer.h:59
    2 0x5825334d13e6 in CGameConsole::OnRender() src/game/client/components/console.cpp:1259
    3 0x582533bce058 in CGameClient::OnRender() src/game/client/gameclient.cpp:715
    4 0x582532f3cc44 in CClient::Render() src/engine/client/client.cpp:894
    5 0x582532f9d236 in CClient::Run() src/engine/client/client.cpp:2971
    6 0x582533002e5e in main src/engine/client/client.cpp:4523
```
2024-04-21 12:52:54 +02:00
Robert Müller 9be40e1782 Fix OOB accesses rendering ghosts, fix ghost hook collision line
Fix out-of-bounds accesses when rendering ghost players, which use the client ID `-2`. This was causing the hook collision line of ghost players to be affected by real players, which is not correct, as ghosts do not interact with other characters.

Closes #8239.
2024-04-20 23:28:37 +02:00
Dennis Felsing b35503273c
Merge pull request #8234 from ChillerDragon/pr_typo_reckoning
Fix reckoning typo in comment
2024-04-20 02:18:52 +00:00
ChillerDragon db627976e5 Fix reckoning typo in comment 2024-04-20 09:53:58 +08:00
Dennis Felsing 173e675ec1
Merge pull request #8203 from Robyt3/Graphics-LoadPng-Cleanup
Change `PNG` in function names to `Png`, pass `CImageInfo` by reference to `IGraphics::LoadPng`
2024-04-20 00:55:02 +00:00
Robert Müller d2c8132fb6 Add optional name argument to start_video command, refactoring
Add optional filename argument to `start_video` command, to start recording to a video file with a specific filename, instead of always using the current timestamp.

Add log messages to `start_video` and `stop_video` commands to indicate success and errors.

Make the `CClient::StartVideo` function non-`static` and reduce duplicate code in the `Con_StartVideo` function.

Determine the video filename outside of the `CVideo` constructor, same as for demos.
2024-04-19 20:09:20 +02:00
Robert Müller 93d5a8be32 Improve descriptions of demo-related console commands 2024-04-19 20:08:41 +02:00
Robert Müller 12d3c8245d Fix prediction errors and incorrect rendering after changing map
Fix game times and prediction not being updated when only exactly two snapshots have been received, due to the conditions `m_aReceivedSnapshots[...] >= 3`. These specific condition are not necessary and replaced with simpler checks whether the current snapshot is set. Some duplicate nested conditions are also removed.

Pump the network first in `CClient::Update` before updating anything else, to ensure that snapshots are received from the network client before the game times and prediction are being updated based on the current snapshots.

Fix current and previous game tick always being `0` on the first call of `IGameClient::OnNewSnapshot` when two snapshot have been received. Now, the game ticks are properly initialized from the two initial snapshots.

Fix old inputs sometimes being used in prediction after changing map because inputs with tick `-1` were not being ignored.

Ensure all snapshots and game times are properly cleared when entering the game.
2024-04-18 20:40:31 +02:00
Dennis Felsing da09087416
Merge pull request #8227 from Zwelf/pr-disable-practice-while-saving
Disallow activating /practice while save is in progress and improve messaging for when `/save`/`/load` command does nothing
2024-04-18 01:53:19 +00:00
Zwelf e1355dc891 Improve messaging to players why /load command does nothing 2024-04-17 22:10:40 +02:00
Zwelf f6f5629fd0 Disallow /load when practice mode is enabled 2024-04-17 22:10:40 +02:00
Zwelf 25f85afef5 Improve messaging to players why /save command does nothing 2024-04-17 22:10:40 +02:00
Zwelf da5a466ac3 Disallow enabling practice while save and load is in progress 2024-04-17 22:10:40 +02:00
Robert Müller 3ef00d465e Fix assertion on Windows when redirecting console output to nul
`GetConsoleMode` can fail with `ERROR_INVALID_HANDLE` when redirecting output to `nul`, which is considered a character file but cannot be used as a console.
2024-04-17 20:00:32 +02:00
Robert Müller 36db1e604f Fix freeze not working during first 50 server ticks
The purpose of this condition is to only update the freeze time every 50 ticks so the freeze bar keeps being refilled after one second when standing in freeze, but it incorrectly prevented freeze from being applied during the first 50 ticks after the map has been loaded. Now, freeze is also applied if not currently frozen, so the behavior directly after changing the map is identical to subsequent respawns.
2024-04-16 20:55:31 +02:00
Dennis Felsing d028756bbb Revert "Record player name in Teehistorian files"
This reverts commit 783f4e3093.
2024-04-16 12:41:14 +08:00
Dennis Felsing 6c9af4d2cc Revert "Record Player and Team finishes in Teehistorian"
This reverts commit ece1ec07f5.
2024-04-16 12:41:10 +08:00
Dennis Felsing 68a64b4ae1
Merge pull request #8219 from Robyt3/Client-Component-Setter-Cleanup
Remove unnecessary client component variables and setters
2024-04-16 01:40:12 +00:00
Dennis Felsing 5f45e218ef
Merge pull request #8221 from Zwelf/pr-teehistorian-finish
Store player names in teehistorian and Finish/TeamFinish
2024-04-16 01:11:16 +00:00
Dennis Felsing 88ff8204db
Merge pull request #8220 from Zwelf/pr-practice-disallow-save
Disallow `/save` on teams with practice enabled
2024-04-16 01:11:13 +00:00
Dennis Felsing 17110ace66
Merge pull request #8171 from Zwelf/pr-simplify-base-hook
Simplify and fix HookBase calculation
2024-04-16 01:11:11 +00:00
Zwelf ece1ec07f5 Record Player and Team finishes in Teehistorian 2024-04-16 00:50:05 +02:00
Zwelf 783f4e3093 Record player name in Teehistorian files 2024-04-16 00:50:05 +02:00
Zwelf 868e6e0975 Disallow /save on teams with practice enabled 2024-04-16 00:34:23 +02:00
Robert Müller 8817a69269 Remove unnecessary client component variables and setters
Use the gameclient to access other components instead.
2024-04-15 20:26:26 +02:00
Dennis Felsing 2e211c9a31
Merge pull request #8218 from dobrykafe/pr-align-friendslist
Fix alignment of labels in friends list
2024-04-15 01:31:55 +00:00
Dennis Felsing fe41f58197
Merge pull request #8164 from murpii/pr_teleport_reset_jumps
Refresh air jumps after teleporting
2024-04-15 01:31:50 +00:00
Dennis Felsing aca25cc802
Merge pull request #8216 from Robyt3/Demo-ServerInfo-Fix
Fix incorrect score kind in demos depending on last server
2024-04-15 01:31:38 +00:00
dobrykafe 19b19262a4 fix alignment of labels in friends list 2024-04-15 00:29:46 +02:00
Robert Müller 8a378da89b
Merge pull request #8217 from dobrykafe/pr-remove-conmode
Remove unused `ConMode` function
2024-04-14 21:07:58 +00:00
dobrykafe 3b7019d3f7 remove unused ConMode function 2024-04-14 22:48:20 +02:00
Robert Müller 47e4505193
Merge pull request #8215 from furo321/fix-timecp-mysql
Fix `/timecp` not working with MySQL
2024-04-14 20:23:18 +00:00
Robert Müller 2423e35fd2 Fix incorrect score kind in demos depending on last server
Clear current server info when playing demos to ensure that the score kind (points, time) is detected correctly. Previously, when playing a demo with points score kind and `cl_demo_assume_race 0`, the score was not shown as points when the last server that the client connected to had a race gametype.

Move the implementation for `cl_demo_assume_race` together with the rest of the demo server info initialization in the `CClient::DemoPlayer_Play` function.
2024-04-14 22:18:49 +02:00
furo cf6569029f Fix /timecp not working with MySQL 2024-04-14 19:51:09 +02:00
Dennis Felsing 06f1db98e6
Merge pull request #8213 from furo321/fix-gametiles-button
Fix bug where certain tiles would not work in `Game tiles` menu
2024-04-14 13:28:22 +00:00
furo 2545c14a5d Fix bug where certain tiles would not work in Game tiles menu 2024-04-14 15:05:10 +02:00
Robert Müller 9abe501f77 Fix duplicated rendering of popup menus in demo player
The popup menus are already rendered in the `CMenus::Render` function, also for the demo player since #8156.
2024-04-14 11:30:47 +02:00
Robert Müller 717cbef375 Fix demo player hotkeys not working when menu is inactive
The demo player needs to be rendered also when the menu is inactive, to handle the hotkeys for controlling the demo player and to render the play/pause and speed indicators.

Closes #8208.
2024-04-14 11:30:42 +02:00
Dennis Felsing 1b77cbc821
Merge pull request #8209 from dobrykafe/pr-votes
Allow the vote creator to cancel the vote + sixup vote fix
2024-04-14 03:58:29 +00:00