Commit graph

334 commits

Author SHA1 Message Date
Robert Müller c9f68901b7 Extract InitNetworkClient method 2023-05-03 20:46:14 +02:00
bors[bot] 02086e4023
Merge #6268
6268: Quit when configured bindaddr cannot be resolved, quit client when failing to open network client for 25 times  r=def- 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>
2023-03-31 15:44:26 +00:00
Robert Müller 7bc17b2bd8 Fix rcon login when disconnecting dummy and when username used
When connecting a dummy and then logging into rcon only the dummy is logged in. When disconnecting the dummy, the main client was not automatically logged in. When logging in with the main client and then connecting the dummy, the dummy was already authenticated automatically. Now the main client is also authenticated automatically when disconnecting an authenticated dummy.

This automatic authentication was also not working correctly if the login used a username, as only the password was stored. Now both username and password are stored to correctly authenticate the main or dummy client.

The stored username and password are completely cleared when disconnecting, so they are not stored in memory longer than necessary.

Closes #5586.
2023-03-26 14:00:50 +02:00
Robert Müller 2c518f2778 Remove redundant return value and rename method
Rename `LoadData` to `LoadDebugFont` so it's clearer what the method does.

The return value that is always `1` and not checked in some cases is removed.
2023-03-23 21:07:22 +01:00
Robert Müller d09393e379 Add reset command to server
Move `reset` command from client to console, so it's also available on the server.
2023-02-18 16:35:12 +01:00
Robert Müller 7eb5966f6f Implement FIFO on Windows using Named Pipes
Reimplement the Linux FIFO file server and client controls on Windows by using Named Pipes.

The DDNet server/client acts as a named pipe server and receives messages.
Messages can be posted to the named pipe server by connecting to it as a client.
The named pipe client can for instance be controlled from the command line with PowerShell.

The PowerShell script `scripts/send_named_pipe.ps1` is added for this purpose.
For example the PowerShell command `./send_named_pipe.ps1 "testpipe" "echo a"` sends the command `echo a` to the pipe named `testpipe`.
Multiple commands can be sent at the same time by separating them with semicolons or newlines.
2023-01-21 11:13:02 +01:00
Robert Müller a61eec8f1e Add DDNet settings button to unregister protocol and file extensions
Add a button to the Miscellaneous DDNet settings to manually unregister the protocol and file extension handlers.
2022-12-29 18:03:08 +01:00
Robert Müller db3d1f19a9 Register protocol and file extensions on client launch on Windows
When launching the client on Windows, associate the protocol `ddnet` and the file extensions `.map` and `.demo` with the client executable.
2022-12-29 18:03:08 +01:00
Robert Müller a0553f2d40 Fix editor smooth zooming when joining/reloading game
Using `IClient::LocalTime` for smooth zooming in the editor causes the zoom to behave incorrectly when joining a game, as the local time is reset when joining a game.
This is fixed by adding a separate `IClient::GlobalTime` which is only set once when the client launches and never resets.
2022-12-15 18:18:06 +01:00
Robert Müller 6d8fad775d Encapsulate m_ResortServerBrowser inside CServerBrowser
The variable `m_ResortServerBrowser` was only used in the client to pass it to the server browser. For better separation of concerns, this variable is moved inside `CServerBrowser` and the function `RequestResort` should be called to set it to `true`.

The existing variable `m_SortOnNextUpdate` is replaced with this, as it served the same purpose already. The variable name from upstream is used to reduce conflicts.
2022-12-05 23:15:35 +01:00
Dennis Felsing 3fcf497850 Remove // in ddnet:// url handler 2022-11-29 18:15:09 +01:00
Robert Müller c988a71d3e Fix aliasing warnings in CClient::DemoPlayer_Play
Fix warnings with `-fstrict-aliasing` and `-Wstrict-aliasing=2` by using char array instead of array of char pointers:

```
src/engine/client/client.cpp: In member function 'virtual const char* CClient::DemoPlayer_Play(const char*, int)':
src/engine/client/client.cpp:3858:123: warning: dereferencing type-punned pointer will break strict-aliasing rules [-Wstrict-aliasing]
 3858 |         m_aapSnapshots[g_Config.m_ClDummy][SNAP_CURRENT]->m_pSnap = (CSnapshot *)m_aaapDemorecSnapshotData[SNAP_CURRENT][0];
      |                                                                                  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~^
src/engine/client/client.cpp:3859:126: warning: dereferencing type-punned pointer will break strict-aliasing rules [-Wstrict-aliasing]
 3859 |         m_aapSnapshots[g_Config.m_ClDummy][SNAP_CURRENT]->m_pAltSnap = (CSnapshot *)m_aaapDemorecSnapshotData[SNAP_CURRENT][1];
      |                                                                                     ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~^
src/engine/client/client.cpp:3864:117: warning: dereferencing type-punned pointer will break strict-aliasing rules [-Wstrict-aliasing]
 3864 |         m_aapSnapshots[g_Config.m_ClDummy][SNAP_PREV]->m_pSnap = (CSnapshot *)m_aaapDemorecSnapshotData[SNAP_PREV][0];
      |                                                                               ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~^
src/engine/client/client.cpp:3865:120: warning: dereferencing type-punned pointer will break strict-aliasing rules [-Wstrict-aliasing]
 3865 |         m_aapSnapshots[g_Config.m_ClDummy][SNAP_PREV]->m_pAltSnap = (CSnapshot *)m_aaapDemorecSnapshotData[SNAP_PREV][1];
      |                                                                                  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~^
```

Snapshot data during demo playback was being stored in an array of `char *` instead of an array of `char`, which caused above aliasing warnings and used 8 times more memory for the snapshot storage than being necessary.
2022-11-12 20:27:45 +01:00
heinrich5991 a595936fb5 Remove chat timeout code fallback heuristic
KoG is now on the newest version, we no longer need this.
2022-10-12 16:12:02 +02:00
ChillerDragon 9982a7bad3 Constify snap more (inspired by upstream)
Incorporate const added in those upstream commits:
d86d576217
e6b8518b49
2022-10-09 15:12:12 +02:00
ChillerDragon b2285855f5 Remove unused SnapInvalidateItem
suggested by @Robyt3 <3
2022-10-09 15:11:58 +02:00
heinrich5991 716e8cd7f4 Add HTTPS map download URL field for game servers
This allows every game server to provide its own HTTPS server for map
downloads. Since the ingame protocol for downloading map data is very
inefficient, this is desirable. Previously, only servers hosted by DDNet
could benefit from this.

Security concerns:
- Attackers can find out whether a given HTTPS GET request matches a
  known answer.

  This isn't deemed to be problematic as no cookies for authentication
  are sent and only the whole response can be matched.

- Sending requests to honeypot URLs to get people in legal trouble.

  This seems to be already possible with HTML image embeds, so it can't
  be that bad™.

- Downloading huge files, filling up a player's disk. The players might
  cancel when seeing huge files.

  There's a generous limit of 1 GiB per map file.

- Downloading huge files transparently compressed with gzip. See above.

Fixes #5812.
2022-09-15 02:08:35 +02:00
Robert Müller 967c92f5d6 Encapsulate CGraph member variables
Make the member variables private and add `SetMin` to replace a usage of the member variables in `CDebugHud`. For completeness/symmetry, `SetMax` is also added.
2022-08-12 16:13:23 +02:00
Robert Müller 44ca1f0d7b Use size_t for indices, replace unused return value with assert
The return value of `CGraph::InsertAt` was not checked. All uses of the function pass a correct index, so the return value is replaced with an assertion.
2022-08-12 16:13:03 +02:00
Robert Müller 3daa177830 Remove restriction for CGraph::MAX_VALUES to be a power of two
By using `% MAX_VALUES` instead of `& (MAX_VALUES - 1)` to wrap the index. Both work the same, but the latter only does for powers of two.
2022-08-12 16:13:03 +02:00
Robert Müller 8e0a935d5c Combine CGraph::ScaleMin and ScaleMax into Scale
As the methods are always called at the same time, they can be combined. This also improves the performance, as the array only needs to be iterated once.
2022-08-12 16:12:55 +02:00
heinrich5991 8996d152ab Allow multiple connect addresses
This allows the client to connect to servers that have both an IPv4 and
an IPv6 address, even if the client is only connected to one of the two.
The one faster to answer will be picked.

Timeout codes are now generated based on *all* of the server's
addresses.

Fixes #5158.
2022-07-10 16:57:10 +02:00
heinrich5991 6600024f24 Allow multiple addresses per server in the serverbrowser
Support is incomplete for `leak_ip_address_to_all_servers` (will only
ping the first address of each server) and for the `leak_ip` setting
(which will also only ping the first address of each server).
2022-07-10 16:52:07 +02:00
Chairn a69dc599a9 Huge variable naming format
Fix pointer and pointer array variable naming

Huge renaming to match our rules

Used regex: (?!(return|delete)\b)\b\w+ (m_|ms_|g_|gs_|s_)[^a]\w+\[
            (?!(return|delete)\b)\b\w+ (?!(m_|ms_|g_|gs_|s_))[^a]\w+\[

Further format static variables

Format almost all pointer names accordingly

Used regex: (?!(return)\b)\b\w+
\*(?!(m_p|p|s_p|m_ap|s_ap|g_p|g_ap|ap|gs_ap|ms_ap|gs_p|ms_p))\w+\b[^:\(p]

clang-format

Fix CI fail

Fix misnamed non pointer as pointer and non array as array

Used regex: (?!(return|delete)\b)\b\w+ (m_|ms_|g_|gs_|s_)p\w+\b
            (?!return\b)\b\w+ (ms_|m_|g_|gs_|s_)a\w+\b[^\[]

clang-format

Revert to SCREAMING_SNAKE_CASE and reinstate dead code
2022-07-08 18:01:29 +02:00
bors[bot] 5e7ec64292
Merge #5486
5486: Switch to loading screen, when map creation takes too long r=def- a=Jupeyy

Same as #4941 

It doesn't directly fix the issue described in #5478, it does however not trigger it anymore. it's still a bug in our code unrelated  to this. This just triggered the UB from the issue as  `@ardadem` confirmed, SDL received a SDL_QUIT (`[2022-06-23 20:26:31][test]: sdl closed my client, but why xd`)

Now we have a confirmed case that making the window unresponsive can create weird behavior. Similar to the other pr switch to a loading screen after 500ms (this time without menu background map tho, since the menu background map calls the same code).

We really need some fancy loading screen for such situations, even tho they are rare xD

## 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>
2022-06-30 14:36:58 +00:00
c0d3d3v 59436b5e6d
Add default values to extended Net Objects 2022-06-27 01:11:19 +02:00
c0d3d3v 00f28f2c8e
Unpack all 64 Parts of a splitted Snapshot 2022-06-27 01:10:37 +02:00
Jupeyy b62894dad4 Switch to loading screen, when map creation takes too long 2022-06-26 11:56:56 +02:00
Robert Müller 23cce5415e Organize engine-client includes 2022-06-17 17:46:43 +02:00
Robert Müller 92699de86c Add log_set_loglevel instead of depending on engine config 2022-06-13 23:21:41 +02:00
ChillerDragon 3667061b68 Use nullptr in generated and editor
-Wzero-as-null-pointer-constant
2022-06-13 18:28:13 +02:00
Chairn 01edaec628 Format vector variables names (fixes #5209) 2022-06-11 21:38:49 +02:00
trml 455b17e957 Update prediction to use new input handling 2022-06-02 22:35:10 +02:00
heinrich5991 6b65ccb945 Add HTTP masterserver registering and HTTP masterserver
Registering
-----------

The idea is that game servers push their server info to the
masterservers every 15 seconds or when the server info changes, but not
more than once per second.

The game servers do not support the old registering protocol anymore,
the backward compatibility is handled by the masterserver.

The register call is a HTTP POST to a URL like
`https://master1.ddnet.tw/ddnet/15/register` and looks like this:
```json
POST /ddnet/15/register HTTP/1.1
Address: tw-0.6+udp://connecting-address.invalid:8303
Secret: 81fa3955-6f83-4290-818d-31c0906b1118
Challenge-Secret: 81fa3955-6f83-4290-818d-31c0906b1118:tw0.6/ipv6
Info-Serial: 0

{
	"max_clients": 64,
	"max_players": 64,
	"passworded": false,
	"game_type": "TestDDraceNetwork",
	"name": "My DDNet server",
	"map": {
		"name": "dm1",
		"sha256": "0b0c481d77519c32fbe85624ef16ec0fa9991aec7367ad538bd280f28d8c26cf",
		"size": 5805
	},
	"version": "0.6.4, 16.0.3",
	"clients": []
}
```

The `Address` header declares that the server wants to register itself as
a `tw-0.6+udp` server, i.e. a server speaking a Teeworlds-0.6-compatible
protocol.

The free-form `Secret` header is used as a server identity, the server
list will be deduplicated via this secret.

The free-form `Challenge-Secret` is sent back via UDP for a port forward
check.  This might have security implications as the masterserver can be
asked to send a UDP packet containing some user-controlled bytes. This
is somewhat mitigated by the fact that it can only go to an
attacker-controlled IP address.

The `Info-Serial` header is an integer field that should increase each
time the server info (in the body) changes. The masterserver uses that
field to ensure that it doesn't use old server infos.

The body is a free-form JSON object set by the game server. It should
contain certain keys in the correct form to be accepted by clients. The
body is optional if the masterserver already confirmed the reception of
the info with the given `Info-Serial`.

Not shown in this payload is the `Connless-Token` header that is used
for Teeworlds 0.7 style communication.

Also not shown is the `Challenge-Token` that should be included once the
server receives the challenge token via UDP.

The masterserver responds with a `200 OK` with a body like this:

```
{"status":"success"}
```

The `status` field can be `success` if the server was successfully
registered on the masterserver, `need_challenge` if the masterserver
wants the correct `Challenge-Token` header before the register process
is successful, `need_info` if the server sent an empty body but the
masterserver doesn't actually know the server info.

It can also be `error` if the request was malformed, only in this case
an HTTP status code except `200 OK` is sent.

Synchronization
---------------

The masterserver keeps state and outputs JSON files every second.

```json
{
	"servers": [
		{
			"addresses": [
				"tw-0.6+udp://127.0.0.1:8303",
				"tw-0.6+udp://[::1]:8303"
			],
			"info_serial": 0,
			"info": {
				"max_clients": 64,
				"max_players": 64,
				"passworded": false,
				"game_type": "TestDDraceNetwork",
				"name": "My DDNet server",
				"map": {
					"name": "dm1",
					"sha256": "0b0c481d77519c32fbe85624ef16ec0fa9991aec7367ad538bd280f28d8c26cf",
					"size": 5805
				},
				"version": "0.6.4, 16.0.3",
				"clients": []
			}
		}
	]
}
```

`servers.json` (or configured by `--out`) is a server list that is
compatible with DDNet 15.5+ clients. It is a JSON object containing a
single key `servers` with a list of game servers. Each game server is
represented by a JSON object with an `addresses` key containing a list
of all known addresses of the server and an `info` key containing the
free-form server info sent by the game server. The free-form `info` JSON
object re-encoded by the master server and thus canonicalized and
stripped of any whitespace characters outside strings.

```json
{
	"kind": "mastersrv",
	"now": 1816002,
	"secrets": {
		"tw-0.6+udp://127.0.0.1:8303": {
			"ping_time": 1811999,
			"secret": "42d8f991-f2fa-46e5-a9ae-ebcc93846feb"
		},
		"tw-0.6+udp://[::1]:8303": {
			"ping_time": 1811999,
			"secret": "42d8f991-f2fa-46e5-a9ae-ebcc93846feb"
		}
	},
	"servers": {
		"42d8f991-f2fa-46e5-a9ae-ebcc93846feb": {
			"info_serial": 0,
			"info": {
				"max_clients": 64,
				"max_players": 64,
				"passworded": false,
				"game_type": "TestDDraceNetwork",
				"name": "My DDNet server",
				"map": {
					"name": "dm1",
					"sha256": "0b0c481d77519c32fbe85624ef16ec0fa9991aec7367ad538bd280f28d8c26cf",
					"size": 5805
				},
				"version": "0.6.4, 16.0.3",
				"clients": []
			}
		}
	}
}
```

`--write-dump` outputs a JSON file compatible with `--read-dump-dir`,
this can be used to synchronize servers across different masterservers.
`--read-dump-dir` is also used to ingest servers from the backward
compatibility layer that pings each server for their server info using
the old protocol.

The `kind` field describe that this is `mastersrv` output and not from a
`backcompat`. This is used for prioritizing `mastersrv` information over
`backcompat` information.

The `now` field contains an integer describing the current time in
milliseconds relative an unspecified epoch that is fixed for each JSON
file. This is done instead of using the current time as the epoch for
better compression of non-changing data.

`secrets` is a map from each server address and to a JSON object
containing the last ping time (`ping_time`) in milliseconds relative to
the same epoch as before, and the server secret (`secret`) that is used
to unify server infos from different addresses of the same logical
server.

`servers` is a map from the aforementioned `secret`s to the
corresponding `info_serial` and `info`.

```json
[
	"tw-0.6+udp://127.0.0.1:8303",
	"tw-0.6+udp://[::1]:8303"
]
```

`--write-addresses` outputs a JSON file containing all addresses
corresponding to servers that are registered to HTTP masterservers. It
does not contain the servers that are obtained via backward
compatibility measures.

This file can be used by an old-style masterserver to also list
new-style servers without the game servers having to register there.

An implementation of this can be found at
https://github.com/heinrich5991/teeworlds/tree/mastersrv_6_backcompat
for Teeworlds 0.5/0.6 masterservers and at
https://github.com/heinrich5991/teeworlds/tree/mastersrv_7_backcompat
for Teeworlds 0.7 masterservers.

All these JSON files can be sent over the network in an efficient way
using https://github.com/heinrich5991/twmaster-collect. It establishes a
zstd-compressed TCP connection authenticated by a string token that is
sent in plain-text. It watches the specified file and transmits it every
time it changes. Due to the zstd-compression, the data sent over the
network is similar to the size of a diff.

Implementation
--------------

The masterserver implementation was done in Rust.

The current gameserver register implementation doesn't support more than
one masterserver for registering.
2022-05-20 08:58:32 +02:00
heinrich5991 4fb050ccb7 Use STUN to determine UDP connectivity and show diagnostics
These diagnostics are supposed to guide the user to problem resolution.
They're displayed if no packet is received from the server within one
second of connecting.

No message if we don't have STUN servers.

"Trying to determine UDP connectivity..." if no answer has been received
from the STUN server yet and it hasn't timed out yet.

"UDP seems to be filtered." if the STUN request has timed out.

"UDP and TCP IP addresses seem to be different. Try disabling VPN,
proxy or network accelerators." if the STUN request has returned an IP
address different from the one obtained via HTTP from info2.ddnet.tw.

"No answer from server yet." otherwise, if the STUN request has returned
no interesting data, indicating that it's likely the game server's
fault.
2022-05-18 09:21:31 +02:00
heinrich5991 407644deef Change IClient::ServerAddress to give the actual server address
Previously, it'd take the string entered by the user, before applying
its transformations. Add `IClient::ConnectAddressString` for the old
behavior.
2022-05-18 09:20:53 +02:00
Chairn 583d6e6c01 Mark virtual function as override using a script:
while IFS= read -r line; do file=${line%%:*}; lineno=$(echo $line | cut
-d':' -f2); echo "Treating $file line $lineno"; sed -i -e
"${lineno}s/virtual //" -e "${lineno}s/);\$/) override;/" -e
"${lineno}s/)\$/) override/" -e "${lineno}s/const\$/const override/" -e
"${lineno}s/) {/) override {/" -e "${lineno}s/) const {/) const override
{/" -e "${lineno}s/const;$/const override;/" "$file"; done < a
2022-05-17 23:47:32 +02:00
bors[bot] 47874fb57f
Merge #5085
5085: New DDRace HUD r=def- a=C0D3D3V

If you want to test this PR, you have to test it on a Server that includes this PR too.

Textures are made by Ravie 

Here a showcase video with most parts shown: https://youtu.be/gPTVj-s3pgc 

Added to the new HUD
- A display of the weapons available to the player
- The weapon the player is carrying is highlighted
- Indicators for the special abilities of the player (Endless Hook, Endless Jumps, Jetpack, Teleport Weapons)
- Indicators for abilities taken away from the player (Deep/Life Freeze, No Hook, No Weapons collision, No Collision)
- Control indicators for dummy controls (dummy hammer, dummy copy) (bottom right)
- Jump indicator (max 10 jumps ar displayed, and greyed out as soon as a jump is used) 
- Ninja status bar that indicates how long a player is capable of using ninja (next to the ninja sword)
- Freeze status bar that indicates the thawing time of a player (below player)
- Movement Information can be displayed in a clean way above the mini score HUD (Position, Speed, Target Angle)
- Indicator if you are in practice mode

The complete HUD also works for players you spectate

I Added a new NetObj since the predicted values are not perfect and would make the display of the information a lot less good: DDNetCharacterDisplayInfo that contains the following information
```
NetIntRange("m_JumpedTotal", -2, 255),
NetTick("m_NinjaActivationTick"),
NetTick("m_FreezeTick"),
NetBool("m_IsInFreeze"),
NetBool("m_IsInPracticeMode"),

NetIntAny("m_TargetX"),  # used for the Movement Information display
NetIntAny("m_TargetY"),
NetIntAny("m_RampValue"),
```
So if someone has an idea what data we could also need in the client for making the display more nice, now is the right moment to add more data to this network object.

A few screenshots:
Assets Tab:
![grafik](https://user-images.githubusercontent.com/14315968/167703792-f0fa86be-159d-4e11-baf4-9539cee38aae.png)
HUD Settings:
![grafik](https://user-images.githubusercontent.com/14315968/167704336-dc7a314e-5603-40a2-98b4-9c03377906dd.png)
Mini Debug HUD:
![grafik](https://user-images.githubusercontent.com/14315968/168302791-c377d93e-33a2-4eb2-9d8d-b78f0808a009.png)
Speed.X is calculated using the players ramp vaule


## Checklist

- [x] Tested the change ingame
- [x] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [x] Considered possible null pointers and out of bounds array indexing
- [x] Changed no physics that affect existing maps
- [x] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)


Co-authored-by: c0d3d3v <c0d3d3v@mag-keinen-spam.de>
Co-authored-by: Jupeyy <jupjopjap@gmail.com>
2022-05-16 22:23:08 +00:00
heinrich5991 40bd85b552 Refactor HTTP code to no longer use inheritance
This gives us the same API interface for all different request types
(HEAD, GET, POST).
2022-05-13 09:16:15 +02:00
heinrich5991 1b233ab95c Add the HTTP client methods to the server 2022-05-13 09:04:39 +02:00
c0d3d3v a9c8b344a2
Player position, speed and angle can now be displayed in the HUD.
- Added RenderMovementInformation() to the HUD
- Use m_Width instead of recalculating the display width each time in hud.cpp
- Reworked Debug HUD:
    - Display velspeed.x*ramp and velspeed.y instead of velspeed*ramp
    - Show unit of speed
    - The graph for the velspeed.x*ramp behavior (if dbg_tuning is active) is now nicer and usable. A second graph zooming in on the turning point has been added.
    - The velspeed.x*ramp graph will be redrawn only when new tuning parameters are added
- The target angle used to draw the tees is now calculated using the m_TargetX, m_TargetY in DDNetCharacterDisplayInfo if available.
- Added m_TargetX, m_TargetY and m_RampValue to DDNetCharacterDisplayInfo Snap (m_RampValue has a precision of one thousandth)
- Added CGraph::InsertAt() to create static Graphs
- Added "assets/hud" to initial created Directories
- Added Settings to hide Dummy Action HUD and Player Movement HUD cl_showhud_dummy_actions, cl_showhud_player_position, cl_showhud_player_speed, cl_showhud_player_angle
- Added Pointer to m_PrevExtendedDisplayInfo, for calculation of interpolated Angle in Player Rendering
- Added GetDigitsIndex(int Value, float Max); to hud.cpp
2022-04-14 13:42:19 +02:00
Jupeyy f7e3662cd7 Keep DDNet window responsive for loading tasks 2022-04-02 17:03:23 +02:00
def 3d47274f28 Add tutorial joining code and tutorial map 2022-03-19 23:35:27 +01:00
simpygirl 18386e135f Use pFilename instead of Filename 2022-03-14 05:56:44 +01:00
simpygirl 5e6283a807 Add optional save_replay parameter, filename 2022-03-13 15:17:44 +01:00
bors[bot] e215aeb232
Merge #4768
4768: Videorecorder on by default (also for github builds) r=Jupeyy 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: Dennis Felsing <dennis@felsin9.de>
2022-03-02 08:02:32 +00:00
Dennis Felsing 42907990ac Fix wrong param name 2022-03-01 23:52:46 +01:00
Dennis Felsing 3cd7058fe6 Show correct server address when connecting 2022-02-28 19:38:59 +01:00
Jupeyy 338b6b2238 Add windowed fullscreen ( a special case for Windows ) 2022-02-04 11:14:10 +01:00
heinrich5991 1820a0e168 Add some checksum functions to the client
Let's see if it works out, if not, we can revert it.
2022-01-31 21:31:26 +01:00
def 653c7715a5 Add readability-avoid-const-params-in-decls 2022-01-22 13:44:22 +01:00
heinrich5991 d2bf8d6513 Rename Client to Conn (suggestion by deen) 2022-01-21 22:13:35 +01:00
heinrich5991 49bc150afd Refactor: Distinguish between two concepts previously called "Dummy"
On the one hand variables called "Dummy" would tell us whether the
current action refers to the currently inactive tee ("dummy"). On the
other hand, these variables could tell us whether the current action
refers to the main connection to the server, or the secondary one. The
latter use case is now renamed to "Client", with the choices
`CLIENT_MAIN`, `CLIENT_DUMMY` (and `CLIENT_CONTACT`).

Perhaps better names could be found, especially since `Client` also
refers to the engine client class in the game code.

I tried to not fix bugs unless it would complicate the code.
2022-01-21 01:54:14 +01:00
trml e7f13bc5da Only use configured prediction margin on servers with predictable/synced weapon input 2022-01-11 01:30:05 +01:00
trml f3b0a1e331 Add ClPredictionMargin 2022-01-09 13:08:11 +01:00
def d787a4832b Implement "reset" command
to reset specific config to default value
2021-12-27 01:13:11 +01:00
def 2963c30755 Fix run_on_join being run on normal player again (fixes #4494) 2021-12-20 23:19:43 +01:00
def 594b4e3d24 Add cl_run_on_join to set command to execute when joining a server 2021-12-20 00:43:49 +01:00
fokkonaut 3d2df7cfc9 Disallow dummy option (closes #4305, #4316) 2021-11-17 20:35:39 +01:00
Edgar 8810531065
remove missused volatile 2021-10-15 12:15:39 +02:00
bors[bot] 18eabe0038
Merge #4158
4158: Make emoticons smoother r=heinrich5991 a=Jupeyy

It's still not 100% the same as with high bandwidth, but atleast animation wise it should look the same.
The client doesn't predict if an emote actually is triggered, so it still only triggeres them every second tick without high bandwidth.

~Since this changes demo playing quite a bit, it should defs be tested~(not really xd)

fixes #4156

## 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>
2021-09-13 15:51:04 +00:00
heinrich5991 91b60e6981 Make emoticons smoother 2021-09-13 16:26:48 +02:00
ChillerDragon 1e7dea54d6 Merge branch 'master' into pr_rm_incomplete_download 2021-09-13 13:57:09 +02:00
ChillerDragon 3eb3dcd48b Make use of IO_MAX_PATH_LENGTH
Inspired by
0a7d0fee7c
2021-09-13 12:14:50 +02:00
Robert Müller f974117ce0 download to .%pid%.tmp, rename to .map when done
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)
2021-08-04 14:09:29 +02:00
oy deea648bcd improved the debug graphs.
Closes https://github.com/teeworlds/teeworlds/issues/1058

(cherry picked from commit bf61d41c49)
2021-08-04 09:58:50 +02:00
Jupeyy a663799188 uint64 -> uint64_t, int64 -> int64_t 2021-06-24 17:19:17 +02:00
heinrich5991 afe6ab87e2 Also sort HTTP server info by score/name 2021-05-14 01:01:08 +02:00
heinrich5991 acbaa87835 Use in-band ping for determining latency, if supported
Still fall back to server info requests for pinging.
2021-05-14 01:01:08 +02:00
heinrich5991 6567743546 Add PINGEX and PONGEX messages that are correlatable
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.
2021-05-14 01:01:08 +02:00
heinrich5991 a0df2bdf9c Measure the ping to the current server occasionally
This is done using the serverbrowser extended GETINFO packet. It's done
when the client enters the game and every ten minutes afterwards.
2021-05-14 01:01:08 +02:00
heinrich5991 436e202cbd Add client-side HTTP server info
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.
2021-05-14 01:00:39 +02:00
Jupeyy f0160b5313 Differenciate better between window modes 2021-03-30 10:07:41 +02:00
Arda Demir 2aefdf2a5e Add dummy_reset and remove +resetdummy 2021-03-17 18:09:39 +03:00
Alexander Akulich 2790270abf Adopt upstream refactoring: Mark several functions as 'const' 2021-02-23 18:26:16 +03:00
bors[bot] 2b5723cdef
Merge #3492 #3559 #3561 #3565
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>
2021-01-31 14:37:48 +00:00
heinrich5991 c2b28f124b Put the Discord stuff into its own file 2021-01-31 10:17:21 +01:00
heinrich5991 0d916e2ef6 Remove F-Client-specific messages
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`.
2021-01-12 01:38:23 +01:00
Alexander Akulich c2f276cee1 Port CConfig API from the upstream (0.7.5)
The old (g_Config) API is kept to not break the stuff.

See commits:
    de5859b371
    78076761eb
2021-01-10 17:10:19 +03:00
def b70a59d112 Add benchmark command for pts 2020-11-19 16:46:21 +01:00
ChillerDrgon f1bb5b5bd9 Use NUM_DUMMIES for dummy array length 2020-10-18 23:15:25 +02:00
heinrich5991 a604d913ce Move ghost code to client
It's not used by the server, so there's no reason to put it into the
shared codebase.
2020-10-14 17:08:58 +02:00
heinrich5991 070504b5c8 Update ghost format to v6: Replace CRC with SHA256
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.
2020-10-14 17:08:58 +02:00
Learath2 d8c9a71e18 Remove usages of qsort 2020-10-10 01:18:42 +02:00
Dennis Felsing 2ba9535529 Use warnings popups for some io failures 2020-10-02 16:06:16 +02:00
def b178c7c74a Make sure headers compile standalone
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
2020-09-26 21:50:27 +02:00
def 3be8a592e5 Run clang-format
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
2020-09-26 21:50:15 +02:00
heinrich5991 ffab6292ad
Merge branch 'master' into pr-start 2020-09-11 14:25:50 +02:00
def f7b37eaf6a clang-format fixes 2020-09-10 20:16:09 +02:00
def 2cdc7d0faf Adapt 0.7 start menu
- Working Local Server button (needs fixing for Windows)
- Highlight buttons if server is running, new news is out and editor has
  unsaved changes
2020-09-10 20:13:01 +02:00
def 279deffa86 Refresh server browser immediately when updated ddnet info arrived
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.
2020-09-09 17:51:32 +02:00
heinrich5991 f682a79d5f Make it possible to join via the Steam friend list 2020-09-06 13:37:48 +02:00
heinrich5991 bfe7b3cbeb Use player name prefixed with "[D] " for the dummy name 2020-08-25 16:22:03 +02:00
heinrich5991 5d83e9177f Use player name from the Steam API as fallback
Fixes #2605.
2020-08-25 16:21:58 +02:00
heinrich5991 3c6f05887f Add SteamAPI + stub 2020-08-25 13:03:20 +02:00
def 07f18d4ac4 Client: Support .map file drag-and-drop to open map in editor
As suggested by Lady Saavik
2020-08-02 13:00:01 +02:00
Fireball 918f321dfb Improved dummy switching
- 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.
2020-07-12 19:14:18 +01:00
heinrich5991 0d7872c79e Send DDNet version early in the connection process
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.
2020-05-22 17:58:41 +02:00
trml 99baf219d0 Revert "Remove the dummy prediction"
This reverts commit 681f30950c.
2020-04-18 22:16:25 +02:00
Arda Demir b7d452d2a0
Libnotify support for linux client (#2099)
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.
2020-04-14 17:53:53 +02:00
def 31ae4c4d5a use pid in file names of temporary files
to prevent race conditions with multiple clients running when saving
maps, config on quit, during upgrade
2020-02-12 23:14:30 +01:00