SDL_SetWindowSize's documentation tells that SDL_SetWindowDisplayMode
should be used to set the sizes of fullscreen windows. SDL commit
72d812852023450b7c3850b8e87b63575df041ee changed SDL_SetWindowSize's
behavior so that it can no longer be used to set the screen resolution
with windows that are created in fullscreen mode.
SDL_SetWindowDisplaymode is used instead when the window is fullscreen.
3986: Use consistent case for error messages r=def- a=ChillerDragon
Use the style introduced by `@def-` in
61e47422f6
consistency :)
## 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: ChillerDragon <ChillerDragon@gmail.com>
4099: Use minimum instead of std::min r=Learath2 a=Robyt3
This replaces remaining usages of `std::min` with `minimum`. Fixes build for me on Windows with Visual Studio 2015.
## 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 <robert.mueller@uni-siegen.de>
4003: Use GL_ARRAY_BUFFER r=Learath2 a=Jupeyy
For older OpenGL contexts
`@Learath2` can you check this?
## 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>
Seems to cause problems:
> Hussain wrote
> :last update+ beta
> my dummy stuck ( this second time)
> disconnect and connect again useless still stuck
> and disconnect server too
> have to restart the game
This reverts commit ce2f29b5f1.
The commit message is misleading. DDNet already had the pid.tmp behavior.
This just uses more the teeworlds style of doing it.
(cherry picked from commit 0da0cb8044)
3987: Fix client use-after-free reported by mmmds r=def- a=ChillerDragon
Fix https://github.com/teeworlds/teeworlds/issues/2645
The `Sv_ReadyToEnter` net message is only valid while we're still
loading stuff, it is used to signal that we can send the `ENTERGAME`
system message. Simply ignoring the server message while we're in the
wrong part of the state machine works.
(cherry picked from commit a97f8a22de)
## 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: heinrich5991 <heinrich5991@gmail.com>
Fix https://github.com/teeworlds/teeworlds/issues/2645
The `Sv_ReadyToEnter` net message is only valid while we're still
loading stuff, it is used to signal that we can send the `ENTERGAME`
system message. Simply ignoring the server message while we're in the
wrong part of the state machine works.
(cherry picked from commit a97f8a22de)
3932: Reset relative mouse motion on toggle r=def- a=Jupeyy
<!-- 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: Jupeyy <jupjopjap@gmail.com>
3911: Don't set cached pings for servers without info r=def- a=heinrich5991
Fixes#3899.
<!-- 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: heinrich5991 <heinrich5991@gmail.com>
3888: Send server info request for ping with different token r=Jupeyy a=heinrich5991
Thanks to @Jupeyy for figuring out this bug.
Previously, the client would send the request for server info and the
server info ping packet with the same token, making the answer
indistinguishable from each other. Fix this by generating a token that
won't collide.
Fixes#3862.
<!-- 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: heinrich5991 <heinrich5991@gmail.com>
Thanks to @Jupeyy for figuring out this bug.
Previously, the client would send the request for server info and the
server info ping packet with the same token, making the answer
indistinguishable from each other. Fix this by generating a token that
won't collide.
Fixes#3862.
3881: Use str_length r=def- a=ChillerDragon
Either we should delete str_length or we should use it. Feel free to downvote this pr if u think delete is the way to go.
Co-authored-by: ChillerDragon <ChillerDragon@gmail.com>
3873: Add japanese compressed font r=def- a=TsFreddie
This is a 57kb hiragana/katakana font sits between deja vu sans and source han sans. GlowSansJCompressed is a fork of Source Han Sans so the style and license are the same: https://github.com/welai/glow-sans/blob/master/docs/README-en.md
Was torn between condensed (thiner) font and compressed (thinnest) font, but I figure since we want to fit them better, might as well make more text fit rather than less:
![image](https://user-images.githubusercontent.com/3797859/120436727-e0053f00-c3b1-11eb-8760-4c5afbb4a6da.png)
The font weight is "book" because glow sans has 9 font weights instead of matching source han sans's 7. so the weight name was shifted.
_Japanese translation will come later._
## 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: Freddie Wang <tsfreddiewang@gmail.com>
Change filename `serverlist_urls.cfg` → `ddnet-serverlist-urls.cfg`,
change filename `cache.sqlite3` → `ddnet-cache.sqlite3`, add `const` to
a variable and change pings to just before multiples of 100.
Fixes#3853.
3772: Add client-side HTTP server info r=def- a=heinrich5991
Summary
=======
The idea of this is that clients will not have to ping each server for
server infos which takes long, leaks the client's IP address even to
servers the user does not join and is a DoS vector of the game servers
for attackers.
For the Internet, DDNet and KoG tab, the server list is entirely fetched
from the master server, filtering out servers that don't belong into the
list.
The favorites tab is also supposed to work that way, except for servers
that are marked as "also ping this server if it's not in the master
server list".
The LAN tab continues to broadcast the server info packet to find
servers in the LAN.
How does it work?
=================
The client ships with a list of master server list URLs. On first start,
the client checks which of these work and selects the fastest one.
Querying the server list is a HTTP GET request on that URL. The
response is a JSON document that contains server infos, server addresses
as URLs and an approximate location.
It can also contain a legacy server list which is a list of bare IP
addresses similar to the functionality the old master servers provided
via UDP. This allows us to backtrack on the larger update if it won't
work out.
Lost functionality
==================
(also known as user-visible changes)
Since the client doesn't ping each server in the list anymore, it has no
way of knowing its latency to the servers.
This is alleviated a bit by providing an approximate location for each
server (continent) so the client only has to know its own location for
approximating pings.
## 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: heinrich5991 <heinrich5991@gmail.com>
3804: HiDPI-aware Resolution List r=def- a=TsFreddie
This is a version of https://github.com/teeworlds/teeworlds/pull/2827
Which gives you a resolution list that allows you to select appropriate window size (which is saved in config and used to initialize videos), while showing the canvas size (which is the drawing resolution), at least on MacOS.
This also fixes incorrect clips that happens without HiDPI enabled, because `Graphics()->ScreenWidth()` (in canvas size) was reported incorrectly before, which is now fixed.
Also, I noticed that `m_DesktopScreenWidth` and `m_DesktopScreenHeight` (in window size in MacOS) is used incorrectly or differently from what it was used during initialization:
* During initialization, DesktopScreenWidth is the "screen width of your desktop", but it was used as the "game window size on your desktop" when checking whether to resize window. I added a separate window size calculation to use during resize.
Also, god, I hope SDL's different sizes and stuff is reported consistently at least in Wayland or X, so please test. I know in Windows they are always in pixel/canvas size so it might not be a huge issue there.
## Checklist
- [x] Tested the change ~~ingame~~ on MacOS
- [ ] Provided screenshots if it is a visual change
- [x] Tested in combination with possibly related configuration options (again, on MacOS, with both HiDPI and non-HiDPI settings)
- [ ] 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: Freddie Wang <tsfreddiewang@gmail.com>
3815: Remove "Show only supported" switch from graphics tab r=def- a=ardadem
gfx_display_all_modes can be used instead
## 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: Arda Demir <ddmirarda@gmail.com>
Automatically determine the approximate location of the client by
including that info in the already fetched https://info2.ddnet.tw/info.
Can be overridden using the the config variable `br_location`.
The current NETMSG_PING and NETMSG_PING_REPLY messages suffer from the
fact that you cannot know whether a given NETMSG_PING_REPLY is from your
NETMSG_PING.
Summary
=======
The idea of this is that clients will not have to ping each server for
server infos which takes long, leaks the client's IP address even to
servers the user does not join and is a DoS vector of the game servers
for attackers.
For the Internet, DDNet and KoG tab, the server list is entirely fetched
from the master server, filtering out servers that don't belong into the
list.
The favorites tab is also supposed to work that way, except for servers
that are marked as "also ping this server if it's not in the master
server list".
The LAN tab continues to broadcast the server info packet to find
servers in the LAN.
How does it work?
=================
The client ships with a list of master server list URLs. On first start,
the client checks which of these work and selects the fastest one.
Querying the server list is a HTTP GET request on that URL. The
response is a JSON document that contains server infos, server addresses
as URLs and an approximate location.
It can also contain a legacy server list which is a list of bare IP
addresses similar to the functionality the old master servers provided
via UDP. This allows us to backtrack on the larger update if it won't
work out.
Lost functionality
==================
(also known as user-visible changes)
Since the client doesn't ping each server in the list anymore, it has no
way of knowing its latency to the servers.
This is alleviated a bit by providing an approximate location for each
server (continent) so the client only has to know its own location for
approximating pings.
3814: Fix x11 notify by Maiski r=def- a=Jupeyy
This works on KDE without problems, he also tested on i3
## 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: Jupeyy <jupjopjap@gmail.com>
3811: Add Intel as vendor to the block list on windows r=def- a=Jupeyy
I also added, that the warning doesnt require to be displayed, as it currently won't help anyway to update the driver.
Should set all Intel users to OGL 2.0 default, they can ofc still manually change the setting as they want
## 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>
3812: Make init/shutdown when GL processor creation fails safer r=def- a=Jupeyy
Especially with GL 3.3, which has a shutdown command implemented, it should only get called, if it actually created the the backend stuff.
## 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: Jupeyy <jupjopjap@gmail.com>
3798: Add GLES support r=def- a=Jupeyy
I know i *****ed up, that i didnt move the files in a different commit, but when i noticed it was already too late.
Its mostly disabling stuff that GLES doesn't support. Global LOD bias or glOrtho for examlpe.
~***Strong note***:
This will move ALL linux implementation to GLES instead of GL, since GLES is supported by X11 and wayland, we probably want some testing for this.
This also means, that the default for Linux gets GLES 3.0 which is equivalent to OpenGL 3.3, not OpenGL 3.0!!!~
~If you wonder "why":
Gles just works differently to OGL, it knows about all functions that exists, and e.g. doesn't require GLEW at all, but that also means, that GLES does NOT work while we use OGL, because GLEW would kill GLES.~
GLEW in EGL mode works fine with wayland, just requires X11 to use EGL too(SDL_VIDEO_X11_FORCE_EGL)
_Additionally, for GLES only, only 3.0 and 1.0 context are supported._(doesn't matter anymore for linux)
probably fixes:
~not_really_fixes #3797~
fixes#2885
And would also allow android support, if i ever get these build scripts upto date, or smby is interested into fixing them for me :D
## 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: Jupeyy <jupjopjap@gmail.com>
3606: Remove gfx_show_warnings 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
- [ ] 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)
3617: Update translations + update Brazilian Portuguese translation (supersedes #3616) r=heinrich5991 a=def-
Thanks to @rffontenelle for the Brazilian Portuguese translation update.
## 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)
3628: Don't toggle Destructive in editor when pressing ctrl-shift-d r=heinrich5991 a=def-
As reported by texnonik on Discord
<!-- 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)
3631: Prevent editor crash when setting image to None r=heinrich5991 a=def-
As reported by Anoian
<!-- 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>
Co-authored-by: Rafael Fontenelle <rafaelff@gnome.org>
3614: Mac OS X -> macOS r=heinrich5991 a=def-
Changing the filenames of the releases will be a bit more annoying, so
not sure we want to do that
> Apple shortened the name to "OS X" in 2012 and then changed it to "macOS" in 2016
<!-- 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)
Co-authored-by: def <dennis@felsin9.de>
3492: Support F-Client and replace non-extended extension messages r=Learath2 a=heinrich5991
This continues what #3439 started, and also replaces non-extended messages that are DDRace extensions with extended messages. The DDNet server still sends the old message to old clients and the DDNet client still understands the old messages.
Supersedes #3439.
## 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)
3559: Don't highlight us if we have no name (alternative fix for #3554) 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
- [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)
3561: Fix input message position in teehistorian files r=heinrich5991 a=Zwelf
Previously the message was recorded when incoming. But the time when the input should apply wasn't recorded. Now inputs are recorded right before they get applied in the game world.
And record exact tick where load/save result is returned.
## 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)
3565: Add Arabic language translation by .Yukki r=heinrich5991 a=def-
![screenshot-20210131@093216](https://user-images.githubusercontent.com/2335377/106378755-747d7780-63a7-11eb-9553-6a1898907441.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
- [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: fokkonaut <35420825+fokkonaut@users.noreply.github.com>
Co-authored-by: heinrich5991 <heinrich5991@gmail.com>
Co-authored-by: def <dennis@felsin9.de>
Co-authored-by: Zwelf <zwelf@strct.cc>
The PLAYERFLAG_AIM can now be set directly on DDNet servers via the 0.7
bridge and will be sent to clients identifying themselves as DDNet
clients.
Add a new extended message that mirror the old `Sv_TeamsState`.
3377: Add Thread Safety Analysis r=heinrich5991 a=def-
https://clang.llvm.org/docs/ThreadSafetyAnalysis.html
## 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)
3487: Fix centisecs rounding in str_time_float 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
- [ ] 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>
3410: Color picker r=def- a=Banana090
Kinda lost track of all the updates this PR contains, so... It's just huge.
For in-game changes it changes HUD settings tab and adds Color Picker UI feature with preview, editboxes on RMB and so on...
https://cdn.discordapp.com/attachments/295908390956433410/787843848810135582/unknown.png
(Github does not want to upload my image here...)
## 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
- [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: Дядя Женя <spy090@yandex.ru>
Co-authored-by: def <dennis@felsin9.de>
3402: Move PNG loading in SkinDL to fetch thread (fixes#3398) r=Jupeyy a=def-
Sorry for the trouble, seems to work.
<!-- 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
- [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: def <dennis@felsin9.de>
3255: Add block list for drivers r=def- a=Jupeyy
Only briefly tested,
- the error message is bad
- the impl basically only works for the intel windows string, so its not really a generalized list
fixes#3234
## 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: Jupeyy <jupjopjap@gmail.com>
Co-authored-by: def <dennis@felsin9.de>
3284: play command: Only quit when demo exists (fixes#3283) 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
- [x] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
3289: Fix server browser columns r=heinrich5991 a=Jupeyy
Fixes the wrong text calculation for playercount, ping, etc. as reported in #bugs on discord
## 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>
Co-authored-by: Jupeyy <jupjopjap@gmail.com>
3268: Fix ScaleFontSize with too long strings r=Jupeyy a=def-
Thanks to PopCorn181 for report
![screenshot_2020-11-08_00-03-19](https://user-images.githubusercontent.com/2335377/98453118-d1c1ae00-2155-11eb-97cf-cd5a455c00d3.png)
<!-- What is the motivation for the changes of this pull request -->
## 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: def <dennis@felsin9.de>
3077: UI Elements r=def- a=Jupeyy
Build will fail bcs of clang-format,
i'll update this comment to explain.
Co-authored-by: Jupeyy <jupjopjap@gmail.com>
3107: Log close error to console r=Jupeyy a=def-
3155: Add memcheck/asan/ubsan to readme r=Jupeyy a=def-
To be linked from https://github.com/ddnet/ddnet/pull/3133
Co-authored-by: def <dennis@felsin9.de>
3161: Fix texture create with multi units r=def- a=Jupeyy
~Possibly `fixes` #3104~
Ravie can you test?
Does not fix the issue.
[only affects gl 3.3]
Still is required, bcs that looks wrong
Co-authored-by: Jupeyy <jupjopjap@gmail.com>
3160: Make gfx_quad_as_triangle 0 default r=def- a=Jupeyy
fixes#3097
I added a TrianglesBeing/End() instead for ingame quads
Let me quickly explain why #177 failed.
In the screenshots of #177 you already see the problem
the driver can built a quad like:
![image](https://user-images.githubusercontent.com/6654924/96621122-86f80780-1308-11eb-881a-eb51bdbe558c.png)
or like:
![image](https://user-images.githubusercontent.com/6654924/96621195-a131e580-1308-11eb-91c4-cc4cab96bdfd.png)
or somehow it wants, but it will always do them as triangles
And thats why the ingame quads were basically flipped in the screenshots of #177
But this almost never matters.
Tiles are single colored, text is single colored, ui elements are single colored.
So it only matters for ingame quads probably, which specify the color of each edge
Also even if it would matter, we can simply change the quads to triangles now.
Pro:
- Generally less vertices upload
- Less vertices building on CPU side
Cons:
- nothing
Co-authored-by: Jupeyy <jupjopjap@gmail.com>
3122: Fix arithmentic problems r=def- a=Jupeyy
The first three commits are safe
The ones i'll add later will be inside the gamecore, so might alter behaviour.
I'll see which ones are critical, but takes me some time
i fixed most in #3081
3137: Add gfx debug r=def- a=Jupeyy
If someone wants to try, you have to execute the client with a config that contains dbg_gfx 1
If opengl debug is supported it will show "Enabled OpenGL debug mode" in the console
Co-authored-by: Jupeyy <jupjopjap@gmail.com>
3139: Use NUM_DUMMYS for dummy array length r=def- a=ChillerDragon
Should make code more readable by explaining that the array is used for dummy. Also makes modders life easier if there is a need to scale up dummy count.
I left out two places that do not include client.h
3be8a592e5/src/game/client/prediction/gameworld.h (L92)3be8a592e5/src/game/gamecore.h (L212)
Moving the enum to protocol.h for example is probably not nice.
Co-authored-by: ChillerDrgon <ChillerDragon@gmail.com>
3129: Editor: Fix selection of None value in auto rules (fixes#3013) r=Jupeyy a=def-
by starting the indexing at 0
3138: Fix out of bounds access in GetSolo r=Jupeyy a=def-
As discovered in #3135
3143: Ignore ddnet-info.json dl failure again r=Jupeyy a=def-
too aggressive, might just be bad internet at the moment
Co-authored-by: def <dennis@felsin9.de>
3108: Make GL 1.5 default r=def- a=Jupeyy
If ppl see white textures its related to
#2125
and you need to revert it, bcs thats not fixable, there is no extension for GL_GENERATE_MIPMAP or smth
Co-authored-by: Jupeyy <jupjopjap@gmail.com>
To be friendly to other implementors of the format, the CRC field is now
zeroed out instead of completely gone.
Drop support for v2 and v3 of the ghost format, the ghost files should
have been automatically converted by the client already.
/media/ddnet/src/game/editor/auto_map.cpp:94:17: warning: Called C++ object pointer is null [clang-analyzer-core.CallAndMessage]
int RunID = pCurrentConf->m_aRuns.add(NewRun);
^
and mark some false positives
/media/ddnet/src/engine/client/backend_sdl.cpp:329:30: warning: Call to 'malloc' has an allocation size of 0 bytes [clang-analyzer-optin.portability.UnixAPI]
3086: Fix 2 leaks in CServerBrowser r=def- a=Learath2
The only leaks reported by ASan that are allocated by us. There is one other by SDL and one by X11.
Co-authored-by: Learath2 <learath2@gmail.com>
3078: Make initial borderless work again r=heinrich5991 a=def-
Mistakenly disabled in https://github.com/ddnet/ddnet/pull/1418
Co-authored-by: def <dennis@felsin9.de>
3068: Fix alignment issues in CCommandBuffer r=def- a=Learath2
Though I prefer this version I also made one keeping the old ugly pointer arithmetic cb61356105
Feel free to take whichever. Supersedes #3061
Co-authored-by: Learath2 <learath2@gmail.com>
src/engine/client/serverbrowser.cpp:295:88: runtime error: index 64 out of bounds for type 'CServerInfo::CClient [64]'
#0 0x565020e035bd in CServerBrowser::Filter() /media/ddnet/src/engine/client/serverbrowser.cpp:295:128
#1 0x565020e053b3 in CServerBrowser::Sort() /media/ddnet/src/engine/client/serverbrowser.cpp:352:2
#2 0x565020e0c364 in CServerBrowser::Set(NETADDR const&, int, int, CServerInfo const*) /media/ddnet/src/engine/client/serverbrowser.cpp:620:2
#3 0x565020cf9854 in CClient::ProcessServerInfo(int, NETADDR*, void const*, int) /media/ddnet/src/engine/client/client.cpp:1524:20
#4 0x565020cf8132 in CClient::ProcessConnlessPacket(CNetChunk*) /media/ddnet/src/engine/client/client.cpp:1357:4
#5 0x565020d11656 in CClient::PumpNetwork() /media/ddnet/src/engine/client/client.cpp:2575:5
#6 0x565020d1ba21 in CClient::Update() /media/ddnet/src/engine/client/client.cpp:2856:2
#7 0x565020d26efe in CClient::Run() /media/ddnet/src/engine/client/client.cpp:3237:4
#8 0x565020d48b2e in main /media/ddnet/src/engine/client/client.cpp:4341:11
#9 0x7f4311524151 in __libc_start_main (/usr/lib/libc.so.6+0x28151)
#10 0x565020a95e0d in _start (/media/ddnet/DDNet+0x705e0d)
src/engine/shared/snapshot.cpp:72:8: runtime error: signed integer overflow: -1297193910 + -1824658838 cannot be represented in type 'int'
#0 0x565165b0687d in CSnapshot::Crc() /media/ddnet/src/engine/shared/snapshot.cpp:72:8
#1 0x565165c4d20b in CClient::ProcessServerPacket(CNetChunk*) /media/ddnet/src/engine/client/client.cpp:1981:49
#2 0x565165c5d960 in CClient::PumpNetwork() /media/ddnet/src/engine/client/client.cpp:2589:6
#3 0x565165c67a71 in CClient::Update() /media/ddnet/src/engine/client/client.cpp:2856:2
#4 0x565165c72f4e in CClient::Run() /media/ddnet/src/engine/client/client.cpp:3237:4
#5 0x565165c94b7e in main /media/ddnet/src/engine/client/client.cpp:4341:11
#6 0x7fba5af2c151 in __libc_start_main (/usr/lib/libc.so.6+0x28151)
#7 0x5651659e1e0d in _start (/media/ddnet/DDNet+0x705e0d)
src/base/system.c:261:15: runtime error: null pointer passed as argument 2, which is declared to never be null
/usr/include/string.h:44:28: note: nonnull attribute specified here
#0 0x5651235308dc in mem_copy /media/ddnet/src/base/system.c:261:2
#1 0x56512375218d in CServerBrowser::Add(NETADDR const&) /media/ddnet/src/engine/client/serverbrowser.cpp:503:3
#2 0x565123752f6a in CServerBrowser::Set(NETADDR const&, int, int, CServerInfo const*) /media/ddnet/src/engine/client/serverbrowser.cpp:548:13
#3 0x5651237564cb in CServerBrowser::Refresh(int) /media/ddnet/src/engine/client/serverbrowser.cpp:705:6
#4 0x5651239a32f8 in CMenus::Render() /media/ddnet/src/game/client/components/menus.cpp:1164:21
#5 0x5651239bd331 in CMenus::OnRender() /media/ddnet/src/game/client/components/menus.cpp:2338:2
#6 0x565123b878f6 in CGameClient::OnRender() /media/ddnet/src/game/client/gameclient.cpp:676:28
#7 0x56512363b5ee in CClient::Render() /media/ddnet/src/engine/client/client.cpp:1134:16
#8 0x56512367095f in CClient::Run() /media/ddnet/src/engine/client/client.cpp:3285:7
#9 0x565123690b7e in main /media/ddnet/src/engine/client/client.cpp:4341:11
#10 0x7fa8487e8151 in __libc_start_main (/usr/lib/libc.so.6+0x28151)
#11 0x5651233dde0d in _start (/media/ddnet/DDNet+0x705e0d)
2987: Modulize skins, particles, emoticons and game r=def- a=Jupeyy
fixes#2203
Puh, something i always wanted todo.
Need to error read, bcs alot of copy paste.
Modulizes all images, so that all images are mipmap indepedent, without texeloffset problems
I also added the ninja bar analyzer for #2921
Co-authored-by: Jupeyy <jupjopjap@gmail.com>
3020: Fix all Multiplication type alerts by CodeQL r=heinrich5991 a=def-
> Multiplication result converted to larger type
> A multiplication result that is converted to a larger type can be a
> sign that the result can overflow the type converted from.
Example: https://github.com/ddnet/ddnet/security/code-scanning/17?query=ref%3Arefs%2Fheads%2Fmaster
Co-authored-by: def <dennis@felsin9.de>
2948: Show File button in demo player r=heinrich5991 a=def-
to easily get the file instead of having to search for it in the file browser again. Complements #2946
2956: Add Background music volume slider r=heinrich5991 a=def-
as requested by hussainx3
2965: Clean up some data r=heinrich5991 a=def-
Co-authored-by: def <dennis@felsin9.de>
and print a more telling error message
I'll check all our existing maps for failures now:
$ find . -iname '*.map' | while read i; do echo $i; map_extract $i > /dev/null; find . -iname '*.png' | while read j; do dilate $j; rm -- $j; done; done
For skins Soreu and the skin DB team is already taking care.
2933: Handle rcon cmd completion properly with dummy r=heinrich5991 a=def-
Only active player received them, reconnecting dummy a few times lead to
duplicate entries in tab completion. Now only main player is considered
for the completion.
as reported by Betz@lel-$h@l0m on Discord
Co-authored-by: def <dennis@felsin9.de>
Only active player received them, reconnecting dummy a few times lead to
duplicate entries in tab completion. Now only main player is considered
for the completion.
as reported by Betz@lel-$h@l0m on Discord
Not planning to do this automatically, but at least cleaning it up once
provides some benefit. Every header should include what it uses.
$ for i in src/**/*.h; do j=${i#"src/"}; echo $j; echo "#include <$j>\nint main() { return 0; }" | /usr/bin/c++ -DCONF_OPENSSL -DCONF_SQL -DCONF_VIDEORECORDER -DCONF_WAVPACK_CLOSE_FILE -DCONF_WAVPACK_OPEN_FILE_INPUT_EX -DGAME_RELEASE_VERSION=\"15.0.5\" -DGLEW_STATIC -D_FORTIFY_SOURCE=2 -I/usr/include/freetype2 -I/usr/include/opus -I/usr/include/SDL2 -I/usr/include/wavpack -I/usr/include/gdk-pixbuf-2.0 -I/usr/include/glib-2.0 -I/usr/lib/glib-2.0/include -I/usr/include/libmount -I/usr/include/blkid -Isrc -I/usr/include/mysql -I/home/deen/sys/include/ -O2 -g -DNDEBUG -fdiagnostics-color=always -fstack-protector-all -Wall -Wextra -Wno-unused-parameter -Wno-missing-field-initializers -Wformat=2 -Wno-nullability-completeness -Wduplicated-cond -Wduplicated-branches -Wlogical-op -Wrestrict -std=gnu++11 -o /dev/null -x c++ -; done
Ignored: tuning.h, variables.h, config_common.h, mapitems_ex_types.h, mapbugs_list.h, protocol7.h, teehistorian_ex_chunks.h, protocol_ex_msgs.h, config.h, config_variables.h, external, keynames.h
Purely automatic change. In case of conflict with this change, apply the
other change and rerun the formatting to restore it:
$ python scripts/fix_style.py
when reconnecting after server was full:
[2020-09-25 15:39:34][client]: offline error='This server is full'
Source and destination overlap in strncpy(0xd3328e2, 0xd3328e2, 255)
at 0x483DFDC: strncpy (vg_replace_strmem.c:550)
by 0x249180: str_copy (system.c:2328)
by 0x27E1F5: CClient::Connect(char const*, char const*) (client.cpp:707)
by 0x287864: CClient::Update() (client.cpp:2914)
by 0x28891B: CClient::Run() (client.cpp:3216)
by 0x28EDEC: main (client.cpp:4309)
2915: HTTP: Set final m_State after running completion function r=Jupeyy a=def-
Ensures that we don't delete a file that is being used by ingame map downloader already.
As reported by Jupeyy in #2901
Co-authored-by: def <dennis@felsin9.de>
2894: Add new renderer(as streamed vertices) for editor r=def- a=Jupeyy
Does not improve performance in editor!
Co-authored-by: Jupeyy <jupjopjap@gmail.com>
2909: Set IME Window Position & Prevent Input from fighting with IME r=def- a=TsFreddie
Mainly solves the backspace problem where you were able to delete from chat and ime comps at the same time.
Also set the position of composition window
Need some testing from other languages' users.
Need https://github.com/ddnet/ddnet-libs/pull/14 to work on windows
Co-authored-by: TsFreddie <tsfreddiewang@gmail.com>
2898: Inform players that they are in team already r=heinrich5991 a=def-
2901: Remove failed downloaded files immediately r=heinrich5991 a=def-
Especially skins were only deleted after they were requested again
2908: Don't log skin downloading progress r=heinrich5991 a=def-
since it's not really interesting for most players, as long as things work fine
Co-authored-by: def <dennis@felsin9.de>
As suggested by BannZay on Discord. We scale down when we notice that
no responses arrive. The idea is that player's internet has become
faster than when DDNet started, so increasing the default is ok.
2837: Don't allow zero/empty images(bcs malloc(0) and other things) r=def- a=Jupeyy
Would be nicer, if the map loader would check the map for such things, but since the backend works with the image data and assumes its valid, this prevents crashes.
Co-authored-by: Jupeyy <jupjopjap@gmail.com>
2814: Remove saving to other servers r=Learath2 a=def-
sv_sql_valid_servernames is no longer required
2818: Load fonts from memory (fixes#2810) r=Learath2 a=def-
Missing: Freeing the memory again. But not so important since we keep
the same fonts until end of process anyway in our case.
@QingGo Could you give this a try from the Github build artifacts? If not, I can provide you a nightly build.
Co-authored-by: def <dennis@felsin9.de>
Missing: Freeing the memory again. But not so important since we keep
the same fonts until end of process anyway in our case.
@QingGo Could you give this a try from the Github build artifacts?
At the moment it only happens the next time you press refresh.
Before we had it so that it always reloaded once the ddnet info arrived,
causing a quick flickering and lots of packets having to be resent every
time someone pressed refresh, even if nothing changed.
The new approach combines the advantages of both without the
disadvantages. An even nicer way would be to compare the json objects,
so that news and version updates don't matter, but our json library
doesn't seem to support that.
2742: Add str_utf8_copy that trim broken utf8 sequence at the end. r=heinrich5991 a=TsFreddie
Currently this replaces `str_copy` text input and clipboard paste in chat. Many places may need the same treatments, like steam names.
![image](https://user-images.githubusercontent.com/3797859/92263741-08b8e080-eed5-11ea-84a5-b7f070ded260.png)
Test string:
abcd今天是个好日子心想的事儿都能成今天是个好日子打开了家门咱迎春风今天是个好日子心想的事儿都能成今天是个好日子打开了家门咱迎春风今天是个好日子心想的事儿都能成今天是个好日子打
2745: Update mapres by mind r=heinrich5991 a=def-
Adapted from 0.7 for new renderer. Not sure if this makes sense :D
Co-authored-by: TsFreddie <tsfreddiewang@gmail.com>
Co-authored-by: def <dennis@felsin9.de>
2751: More aggressive analysis & check 2.0 gl Functions that were used r=def- a=Jupeyy
If even that fails, I'm out of ideas
Checks all texture shaders, checks all functions used.
2752: Can't detect if paused on KoG, so don't show button r=def- a=def-
Since they're running an old version of DDNet server
2756: Don't deactivate menu when a popup is active r=def- a=Learath2
Deactivating menu while a popup is active causes the menu to never open again.
Reported by Anxton on discord.
Co-authored-by: Jupeyy <jupjopjap@gmail.com>
Co-authored-by: def <dennis@felsin9.de>
Co-authored-by: Learath <learath2@gmail.com>
2722: Increase default font texture size r=heinrich5991 a=Jupeyy
Now that we have fallback fonts this makes sense.
Co-authored-by: Jupeyy <jupjopjap@gmail.com>
2715: Fix server responses handling in game browser r=heinrich5991 a=BannZay
Fixes all problems for #2620
Explanations of existed problems:
Lan has non expected servers because we were creating browser entry regardless token check
DDNet tab has ping 0 for servers as we weren`t rejecting previous refresh responses
Co-authored-by: Andrii <bannzay3@gmail.com>
Currently, this just shows the current map in the status. Might need
localization data in Steamworks to be available to work in languages
other than English.
CC #2642
One from each country and so on instead of doing one country fully first
before moving to the next. This makes loading servers like Japan and AUS
much faster since they're at the back of the list. This also reduces the
peak number of packets sent to each IP at once.
2648: Support Linux shared libs in autoupdater r=Learath2 a=def-
Since we now ship our first shared lib on Linux, libsteam_api.so
Co-authored-by: def <dennis@felsin9.de>
2647: No sampler calls in old OpenGL API r=def- a=Jupeyy
Sadly didn't see it earlier, old API still binds its samplers to textures directly.
Need this before steam release @def-
Co-authored-by: Jupeyy <jupjopjap@gmail.com>
2598: Allow specifying an OpenGL version manually r=def- a=Jupeyy
Ofc don't merge, we'll test it first, and if we want merge it, i'd need to enable shader compability for OpenGL 4+, and general support for OpenGL 3.1 and 3.2(bcs i think they already don't allow some older GL commands).
Also i never really read in the OpenGL 1.x specification, i remember that older OpenGL versions required glBegin and stuff like that
Co-authored-by: Jupeyy <jupjopjap@gmail.com>
- Fix a use-after-free when there are no new snapshots for the cl_dummy tee after the switch.
- When one of the tees is hooked, cycling through them will no longer show phantom hook for the other tee.
- Dummy switch might happen a bit quicker since it doesn't depend on receiving new snapshots.
- Simplified code: m_LastDummy2 is no more.
2478: Use (u)int64 from system.h instead of (u)int64_t from cstdint r=heinrich5991 a=def-
src/game/client/prediction/gameworld.h:62:90: error: ‘int64_t’ has not been declared
62 | void CreateExplosion(vec2 Pos, int Owner, int Weapon, bool NoDamage, int ActivatedTeam, int64_t Mask);
| ^~~~~~~
2480: Send zoom status for dummy too r=heinrich5991 a=def-
Co-authored-by: def <dennis@felsin9.de>
src/game/client/prediction/gameworld.h:62:90: error: ‘int64_t’ has not been declared
62 | void CreateExplosion(vec2 Pos, int Owner, int Weapon, bool NoDamage, int ActivatedTeam, int64_t Mask);
| ^~~~~~~
just grew over 16 KB and thus updates failed. I still need to setup
update5 server and will need to release a last release on update4 to
have a seemless upgrade-path.
2279: Only forbid resizing when videorecorder is recording r=heinrich5991 a=def-
2327: List data files in `CMakeLists.txt` r=def- a=heinrich5991
This fixes missing files for people recompiling when we add new data
files.
Co-authored-by: def <dennis@felsin9.de>
Co-authored-by: heinrich5991 <heinrich5991@gmail.com>
This gets rid of the problem that we don't know whether we should send
full snapshots to clients because they haven't told us about them being
DDNet yet.
Add libnotify support for linux client
Also unify notification management
Make libnotify mandatory for the client. It is installed on 100% of Arch
Linux systems and on 70% of Debian systems. I'd guess the remaining
Debian systems are servers.
Detect dependent libraries of `libnotify` using `pkg-config`. Remove
library-specific code from the game module. Decrement refcount for
libnotify notification object before leaving the function.
2069: Move global configuration out of client interface r=heinrich5991 a=ChillerDragon
2076: Allow editing multiple tile layer props r=heinrich5991 a=Learath2
Requested by Ravie on discord
2095: Fix `AntibotDestroy` being called twice r=def- a=heinrich5991
The resource deallocation needs to happen in symmetry with the
allocation, otherwise we get unmatched dealloctions leading to crashes.
Allocations happened in `CAntibot::Init`, but it was not guaranteed that
this was called before the destructor.
Co-authored-by: ChillerDragon <ChillerDragon@gmail.com>
Co-authored-by: Learath <learath2@gmail.com>
Co-authored-by: heinrich5991 <heinrich5991@gmail.com>
2061: use pid in file names of temporary files r=heinrich5991 a=def-
to prevent race conditions with multiple clients running when saving maps, config on quit, during upgrade
Co-authored-by: def <dennis@felsin9.de>
2050: Fix race condition. Closes#2004 r=def- a=Learath2
I guess a new state is better then a global variable
Co-authored-by: Learath <learath2@gmail.com>
Fix by @heinrich5991
from the documentation of objc_msgSend in <objc/message.h>
```
/* Basic Messaging Primitives
*
* On some architectures, use objc_msgSend_stret for some struct return types.
* On some architectures, use objc_msgSend_fpret for some float return types.
* On some architectures, use objc_msgSend_fp2ret for some float return types.
*
* These functions must be cast to an appropriate function pointer type
* before being called.
*/
OBJC_EXPORT void
objc_msgSend(void /* id self, SEL op, ... */ )
OBJC_AVAILABLE(10.0, 2.0, 9.0, 1.0, 2.0);
OBJC_EXPORT void
objc_msgSendSuper(void /* struct objc_super *super, SEL op, ... */ )
OBJC_AVAILABLE(10.0, 2.0, 9.0, 1.0, 2.0);
```
- videorecorder only works for recording demos now
- demoplayer was modified to allow controll over the time that passed
in order to get perfect fps, IVideo controlls how much time passed,
basically every rendercall sets the time to record the next frame
1878: Add paused and spec to explayerflags r=Learath2 a=Ryozuki
I think client should know about this, maybe we can do something with it in the future.
It also may help with https://github.com/ddnet/ddnet/issues/259 but i didn't figure out yet a way to fix it.
1903: Consistent spacing for getters and setters r=Learath2 a=ChillerDragon
Co-authored-by: Ryozuki <ryo@ryozuki.xyz>
Co-authored-by: ChillerDragon <chillerdragon@gmail.com>
OK, maybe not actually remove because it is kept for fallback when the
new method isn't available.
The whole gametype parsing business had the same downsides as user agent
parsing on the web, hence I removed it while keeping behavior the same.
This allows servers to explicitly opt in or out of certain bug
workarounds and other client behavior. This increases the complexity of
different configurations that are available in the client (which is a
bad thing).
1732: Implement ISDDNET and Time Score cleanly r=def- a=Learath2
This is an attempt at implementing the two things in a cleaner way.
Deprecated #1320
Willfix #1622 soon(tm)
Co-authored-by: Learath <learath2@gmail.com>
Co-authored-by: Learath2 <learath2@gmail.com>
Instead show □ (white square, 0x25a1) as replacement character
The old behaviour was to continue when a glyph was missing, not load
the glyph and then instead fill the bitmap with random garbage that was
still in the buffer. Introduced by https://github.com/ddnet/ddnet/pull/1081
Number of minutes of active racing time before being asked to confirm
disconnecting, disconnecting dummy or quitting through GUI. Defaults to
20 minutes, -1 to disable, 0 to always enable.
Also removed confirmation to quit when in main menu, except when having
an unsaved map in editor.
Spectate and kill should already be safe thanks to server-side kill
protection.
- As requested by qshar and KoG players
- Similar to DDNet tab
- Info fetched from servers-kog entry from https://info.ddnet.tw/info
- Also supports countries and types
- Doesn't inform whether map has been finished
- Generalized the code a bit but it's still ugly
- Depends on #1533, also shows KoG servers as official/verified
1200: Share libcurl resources across requests r=def- a=heinrich5991
Use the libcurl-share interface to share DNS cache and connections
between different requests.
If compiled with OpenSSL, libcurl can only be safely used from multiple
threads for OpenSSL >= 1.1.0, but this problem is not newly introduced
by this commit: According to libcurl-thread(3):
>OpenSSL <= 1.0.2 the user must set callbacks.
>
>https://www.openssl.org/docs/man1.0.2/crypto/threads.html#DESCRIPTION
>
>https://curl.haxx.se/libcurl/c/opensslthreadlock.html
Co-authored-by: heinrich5991 <heinrich5991@gmail.com>
SHA256 was chosen because it is reasonably standard, the file names
don't explode in length (this rules out SHA512) and it is supported by
basically all versions of OpenSSL (this rules out SHA512/256 and SHA3).
The protocol is changed in a backward compatible way: The supporting
server sends the SHA256 corresponding to the map in the `MAP_DETAILS`
message prior to sending the `MAP_CHANGE` message. The client saves the
SHA256 obtained from the `MAP_DETAILS` message until the next
`MAP_CHANGE` message.
For servers not supporting this protocol, the client falls back to
simply opening maps like in the previous scheme.
Remove the `map_version` tool, it is not being used and would have been
a little bit effort to update.
Use the OpenSSL implementation of SHA256 if it is supported, otherwise
fall back to a public domain one.
Fix#1127.
1157: Add a way to call for external moderator help r=Learath2 a=heinrich5991
This is done by HTTP POSTing to a location specified by
`sv_modhelp_url`. We also provide a `src/modhelp/server.py` which can
use theses POSTs to forward them to Discord servers.
The POST contains a JSON object payload, with the keys `"port"` which
contains the server port, `"player_id"` which contains the calling
player's client ID, `"player_name"` which contains the calling player's
nick and `"message"` which is the user-specified message.
Make JSON-escaping function public, add tests and fix bugs uncovered by
these tests.
Supersedes #1129.
1160: Fix warning about incompatible function pointers r=Learath2 a=heinrich5991
This comes at the cost of one allocation per started thread. This should
be okay because we're about to invoke a syscall anyway.
Co-authored-by: heinrich5991 <heinrich5991@gmail.com>
1152: send password to first connected server r=heinrich5991 a=ZombieToad
https://github.com/ddnet/ddnet/pull/1149#issuecomment-397538132
fixes issues with connecting to servers with reserved slots
Co-authored-by: ZombieToad <25847476+zombietoad@users.noreply.github.com>
This is done by HTTP POSTing to a location specified by
`sv_modhelp_url`. We also provide a `src/modhelp/server.py` which can
use theses POSTs to forward them to Discord servers.
The POST contains a JSON object payload, with the keys `"port"` which
contains the server port, `"player_id"` which contains the calling
player's client ID, `"player_name"` which contains the calling player's
nick and `"message"` which is the user-specified message.
Make JSON-escaping function public, add tests and fix bugs uncovered by
these tests.
Supersedes #1129.
Replace `mem_free` by `free`, and `mem_alloc` by `malloc` or `calloc`
(the latter one being used to allocate a zeroed array of elements,
sometimes, this makes a call to `mem_zero` superfluous).
This results in having to remove `mem_stats` which previously recorded
the number of allocations and their size that the Teeworlds code did
directly.
Remove OOM handling in `src/game/client/components/binds.cpp`.
Remove needless copying in the CSV code in
`src/game/client/components/statboard.cpp`.
Of course `WavpackOpenFileInputEx` is subtly incompatible to
`WavpackOpenFileInputEx64` in that it requires the userdata for the main
steam to be nonnull.
Fixes#1041.
976: fixed rand init error message r=heinrich5991 a=ChillerDragon
the ``dbg_msg()`` func doesn't work until the
``IEngine *pEngine = CreateEngine("DDNet", Silent);`` line gets executed.
I used a bool to leave the code order untouched c:
953: Overhauled job system r=Learath2 a=heinrich5991
The engine now takes `std::shared_ptr<IJob>`, this will ensure the
appropriate lifetime of the given parameters, it also allows for proper
destruction. Remove the now obsolete `IFetcher` interface and `CFetcher`
class.
Also adds some locks to `CUpdater`, previously it didn't have any locks
at all.
931: Add Speedup tiles correctly at the border creation & remove tile layer extension restriction & fix the LastIndex buffer initlialization & setup non mipmap textures up correctly(texture completness) r=heinrich5991 a=Jupeyy
Allows speedups to be drawn on extended range(out of map range) too.
The engine now takes `std::shared_ptr<IJob>`, this will ensure the
appropriate lifetime of the given parameters, it also allows for proper
destruction. Remove the now obsolete `IFetcher` interface and `CFetcher`
class.
Also adds some locks to `CUpdater`, previously it didn't have any locks
at all.
869: Complete rework of the ghost and race recorder r=Learath2 a=Redix
This PR fixes a lot of issues with the ghost and race recorder, introduces a new ghost file format and implements some pretty useful features.
**A quick overview:**
- When you cross the start line multiple times, both (ghost and recorder) will only restart if it is a non-solo server
- If available, both will use the race timer to recognize the start instead of searching for the start line
- Fastcap support for both
- The recorder immediately starts when the Tee spawns, so the preparation steps (which are quite important for speedruns) will be included in the demo. If you do not cross the start-line within 20 seconds, it will stop the demo until you really start.
- Better ghost menu (colors, reloading, deleting and saving ghosts)
- The ghosts are more resistant against lags (old ones were sometimes completely useless due to small lags)
- New ghosts files are significantly smaller
- Cleanup, bugfixes..
**About the new ghost format (version 4/5):**
This format is used by Teerace for over a year now. The code for handling the binary files was moved to the engine. It includes an auto updater which creates a backup of all ghosts and converts them to the new format afterwards. The major differences from the format used by DDNet right now (version 2), are the ability to store multiple types of data, the usage of delta-encoding and a more portable header.
For whatever reason, the ghost stores values for every predicted tick, but without tick information, so lost snapshots can make them unusable. The new code uses the original values from the snapshots including ticks but it can also handle the old ones without. Since hardly any server uses the high bandwidth option this practically reduces the file size.
Like the demo recorder the ghost recorder directly stores the data to a file (every 50 snapshots) instead of writing the whole file at the end of the race. Indeed this can be changed with only a few lines if the old behavior is preferred.
The updater can handle version 2 (DDNet) and 3 (old teerace format, only slightly different from version 2) files. The updating already happens when the files are scanned for generating the list in the menu and not only when you activate them. The change from version 4 to 5 was only needed due to a bug in the implementation, the ghost loader can read both.
Some numbers about the file size: (map: hotrun, both about 30 seconds)
- Old ghost: 30.4 kB (converted: 10.7 kB)
- New ghost: 5.4 kB
**One thing about the race recorder:**
The old implementation compared the new file only with the first file it found for the particular map. The new one compares with all related demos and deletes them possibly, so that only the best demo is left. Since DDNet can also store the demos without name, this might also delete demos from other players, that you might have in your directory.
To prevent this I at least check whether the demo contains the player name if `cl_demo_name` is on.
In my opinion the better solution would be to remove `cl_demo_name` and always use the player name.