Commit graph

1191 commits

Author SHA1 Message Date
Robert Müller 92b0b90b29 Remove unused CClient::DirectInput function
The function is unused and because the message is not flushed it would also not have worked correctly. The `NETMSG_INPUT` message is already packed and flushed in the `CClient::SendInput` function.

Closes #8408.
2024-07-29 21:43:50 +02:00
Robert Müller 23fb01f9dd Smoother menu checker background scrolling on loading screens
Update global time also while rendering loading screens and shift the menu checker background based on the global time so it's smoother while loading.
2024-07-28 20:38:51 +02:00
Dennis Felsing 6911944c57
Merge pull request #8659 from Robyt3/Client-Dummy-Connecting-Improvement
Improve dummy connecting button and error handling
2024-07-27 22:11:47 +00:00
Robert Müller b61005d3e7 Improve dummy connecting button and error handling
Track whether the dummy is currently connecting separately so the dummy being disconnected due to errors can be detected. Show an error message as echo in the chat when the dummy could not be connected, e.g. when the server is full.

Use the global time for limiting the dummy connecting delay instead of using game ticks, so the delay also works correctly when having connection problems (i.e., when ticks do not advance). Handle the dummy connecting being delayed separately from the dummy currently connecting.

Add tooltips for the "Connect dummy"-button when it's disable due to dummy not being allow on the server or when connecting is delayed.

Add console error messages for `dummy_connect` command.
2024-07-27 22:44:15 +02:00
Robert Müller 8a3929d48c Support IME composition strings of arbitrary length
Previously, IME composition strings were limited to at most 32 bytes, e.g. 10 Hiragana characters. Now, `SDL_TextEditingExtEvent` (`SDL_TEXTEDITING_EXT`) is supported, which uses heap-allocated composition strings of arbitrary length.

On the other hand, the buffer for input event text was larger than necessary, as SDL text events only contain at most 32 bytes (`SDL_TEXTINPUTEVENT_TEXT_SIZE` is not used directly to avoid the include). With the hint for extended IME handling enabled, long composition text will be sent as multiple text events (without breaking UTF-8).
2024-07-27 17:32:41 +02:00
Robert Müller 36f19f491e Support touch input in engine, UI and console
Add support for touch input to the engine, UI and console. Ingame touch controls require more discussion and will be delivered separately based on this engine implementation.

Engine
------

The state of all currently pressed touch fingers is aggregated based on the SDL touch events and can be retrieved with the `IInput::TouchFingerStates` function. This design is less complex than an event-based system where the touch events are delivered to the individual client components, as each system would then have to keep track of the finger states individually. However, this means that only one component can handle touch fingers at any given time, which seems like a reasonable assumption for our use cases.

Obsolete code for relative mouse handling on Android is removed. Connecting a mouse to an Android device should now also work as expected, as more recent SDL/Android versions support relative mouse input natively.

User Interface
--------------

Support absolute mouse positioning and clicking in the user interfaces (menus, editor, demo player) with touch presses.

Support right clicking by pressing and holding one finger at roughly the same position for 0.5 seconds.

Support scrolling scroll regions up and down with a two finger swiping gesture. Fast scrolling via a two finger flinging gesture is not yet supported and would be a useful future extension.

The menus and demo player are fully usable with touch inputs. The editor is only fully usable with an external keyboard and/or mouse, as panning the map is not currently possible with only touch inputs, which is also left as a possible future extension.

Console
-------

The touch input logic for the user interface is reused for the console. Thereby, text selection in the console with touch input works, although the text can only be copied by pressing Ctrl+C with an external keyboard at the moment. In the future, we could add buttons to the console to activate the search and copy functionalities with touch inputs.

Support scrolling the console history up and down with a two finger swiping gesture.

The local/remote consoles can currently only be opened with an external keyboard. The ingame touch controls will also include buttons to open the consoles.
2024-07-19 13:36:04 +02:00
Robert Müller d4f47c2a55 Implement client restarting on Android
Restarting the client previously did not work, as the `shell_execute` function on Android uses `fork` which is not supported.

Now, the client is restarted by using an Android intent to restart the main activity. This is triggered by sending a user-defined message from the native code to the SDL main activity thread.
2024-07-16 12:52:19 +02:00
Robert Müller 2f6c3abc90 Remove unnecessary IClient::SnapItemSize function
The item data size is already returned by the `IClient::SnapGetItem` function and getting only the size is not currently useful, so the additional `IClient::SnapItemSize` function is unnecessary.
2024-07-14 13:18:30 +02:00
Robert Müller e9646ba157 Simplify usage of IClient::SnapGetItem function
Let the `IClient::SnapGetItem` function return an `IClient::CSnapItem` directly instead of passing it as a pointer. Add the item data pointer as a member variable to `IClient::CSnapItem` instead of returning it separately. Therefore, the separate data pointer of the class `CSnapEntities` is also not necessary anymore.

Consistently mark the snapshot items and data as `const`. The C-style cast to `void *` in the `IClient::SnapGetItem` function was previously implicitly casting away the `const` of the snapshot pointers.
2024-07-14 13:15:44 +02:00
Robert Müller b05ca91a15 Use SDL_OpenURL to open links and files on Android
Opening links and files with the `open_link` and `open_file` functions does not work on Android, as the `open_link` function uses `fork` which is not supported on Android. This also seems to cause a strange bug where client networking partially breaks. Currently, after trying to open any link, connecting to servers is not possible anymore but the server browser still works, with the connection getting stuck randomly in the connecting/loading state.

SDL implements URL opening, including of file URIs, with the `SDL_OpenURL` function for most systems including Android. However, using `SDL_OpenURL` for all systems has several downsides:

1. The `SDL_OpenURL` function is only available since SDL 2.0.14, in particular not for the Ubuntu 20 CI runner. Hence, we would either have to conditionally compile the link opening function to a null-implementation or fallback to using the existing `open_link` function.
2. We would be undoing some additional fixes in the `open_link` function for Windows, which are not included in the Windows implementation of `SDL_OpenURL`.
3. This would also replace the use of `open` on UNIX with `xdg-open`.
4. This would move the functionality to open links and files from the base to the engine client, so we could not have tools or the server potentially making use of this functionality in the future (e.g. open a folder for convenience).

Implementing link and file opening for Android ourselves is too much effort and potentially made even harder by SDL already managing all the unique JVM resources in the `SDLActivity`.

Therefore, the `SDL_OpenURL` function is only used for Android, which is always based on the latest SDL2 version. The original `open_link` functionality is kept for the other systems. For this purpose, the `IClient::ViewLink` and `ViewFile` functions are added to wrap `open_link` and `open_file` for the client and also reduce some duplicate code for error logging.

Unfortunately, testing also revealed that `SDL_OpenURL` does not currently support opening file URIs, at least not of files the internal storage location, which all the DDNet client's files would be located in. At least opening URLs works and neither breaks networking anymore.
2024-07-05 17:53:11 +02:00
ChillerDragon 64505273a9 Remove redundant casts 2024-05-26 19:31:54 +08:00
Robert Müller 986508e091 Improve Android storage usage, faster launch, remove permissions
Split the user storage location and the data folder in the app specific external storage in the folders `data` and `user` instead of writing the user setting directly to the external storage.

Remove unnecessary storage permissions. The client only accesses files in its own external storage location, hence these permissions are not necessary for Android API 19 and higher, which is always given as we only target API 19 and higher.

Only unpack changed assets when their hash in the integrity index is different instead of unpacking all assets again, so the app starts faster after updates. Avoid unpacking the entire integrity index file unless it changed, by initially reading only the first hash directly from the asset, so the app starts faster when the data is up-to-date.

Add error handling for external storage not being accessible and other I/O errors during unpacking of assets.

Add `android_main.h` header to export the `InitAndroid` function and potentially other functions in the future. The `extern "C"` and `__attribute__((visibility("default")))` attributes seem to be unnecessary, as this function is only called directly from the native code like many other functions without these attributes.

Initialize the Android storage after the loggers, so the log message are printed properly.

Add documentation for the use of `std::exit` on Android, which is used to forcefully terminate the entire process, to ensure that static variables will be initialized correctly when the app is started again after quitting. Returning from the main function is not enough, as this only results in the native thread terminating, but the Java thread will continue. Java does not support unloading libraries once they have been loaded, so all static variables will not have their expected initial values anymore when the app is started again after quitting.

Use `fs_chdir` and `fs_makedir` instead of `chdir` and `mkdir`.
2024-05-25 21:09:42 +02:00
heinrich5991 848f4a846b
Merge pull request #8334 from Robyt3/Android-Building-Fix
Fix the Android build and improve the Android building `README.md`
2024-05-22 21:19:40 +00:00
heinrich5991 612a71f874
Merge pull request #8351 from ChillerDragon/pr_rcon_percentage
Show percentage of loaded rcon commands (closed #7769)
2024-05-22 08:39:40 +00:00
Robert Müller dfae99da76 Fix unused variable Silent in client.cpp on Android 2024-05-21 17:36:46 +02:00
Robert Müller 7da8308c3f Remove cl_ddrace_scoreboard and cl_demo_assume_race settings
Time score will now always be used for any game with the flag `GAMEINFOFLAG_TIMESCORE` set in the `CNetObj_GameInfoEx` object. If the flag is not set, points score is used instead.

Backwards compatibility for old demos, that were recorded without this net object and flag, is removed. For old demos, points score is always assumed now.

Closes #6700.
2024-05-20 11:07:01 +02:00
Robert Müller c0a6f5a927 Revert "Always clear window with black color instead of background color"
This reverts commit caa062c88c.

As this decreased FPS and caused the background quad to be rendered twice when using a map background in entities mode.
2024-05-19 20:01:56 +02:00
Robert Müller 05c825947a Force landscape orientation and hide title bar on Android
Always force landscape orientation to be used for the game on Android.

Hide the title bar so it is not shown when starting the game. There is also a bug with SDL currently that leads to the title bar and status bar being shown permanently after minimizing and reopening the app, which is alleviated by hiding the title bar.
2024-05-19 12:58:33 +02:00
Robert Müller caa062c88c Always clear window with black color instead of background color
Always use black color to clear the window with all graphics backends, instead of using `cl_background_color` or `cl_background_entities_color`, respectively, as the clear color. The respective map background color is rendered using a quad in `CMapLayers` instead, so this should not affect appearance of maps. This does not have any noticeable effect on FPS. Previously, the unused part of the window (when it is resized smaller than 5:4 aspect ratio), was colored using the map background color, whereas now it will be cleared black consistently.

The color parameters of the `IGraphics::Clear` function and of the `SCommand_Clear` command are removed, as we always expect the screen to be cleared black now.

The parameter `ForceClearNow` of the `IGraphics::Clear` function was already unused previously and is also removed.
2024-05-18 15:20:17 +02:00
Robert Müller bba606feae Translate back-button to escape-key on Android
Translate the Android back-button to the escape-key, so it can be used to navigate back in menus, open/close the ingame menu, close the editor etc.

Trap the Android back button by setting the `SDL_ANDROID_TRAP_BACK_BUTTON` hint, so it can be handled in our code reliably instead of letting the system handle it.
2024-05-17 19:36:35 +02:00
ChillerDragon f3a686bc62 Show percentage of loaded rcon commands
closed #7769
2024-05-14 08:46:17 +08:00
Robert Müller 9d2c11d7ee Improve error handling and logging of video recorder
Use `log_error` for all errors and consistently format all error messages.

Handle all ffmpeg errors and output the formatted ffmpeg error message when possible.

Register a log callback for ffmpeg log messages to delegate them to our logging system, to fix the log messages being interleaved with our log messages and not using the correct line breaks on Windows.

Stop video and demo immediately and show an error message popup if the video could not be started successfully.

Remove unnecessary debug output from ffmpeg.
2024-05-04 13:15:54 +02:00
Robert Müller 15bebb8fb6 Remove unnecessary downcast to CGraphics_Threaded 2024-05-04 13:04:58 +02:00
Robert Müller 20c28f78ce Remove unnecessary check excluding packets from wrong server
This is already checked for all connection-oriented packets when feeding the connection in

952d3f6631/src/engine/shared/network_conn.cpp (L260-L266)

Closes #8285.
2024-05-01 13:34:19 +02:00
Dennis Felsing 7e857ce37e
Merge pull request #8280 from Robyt3/Client-Redirect-Password-Fix
Fix wrong server address used in password popup when redirected, minor refactoring
2024-04-29 04:23:57 +00:00
Dennis Felsing d265057591
Merge pull request #8278 from Robyt3/Client-Move-Resize-Fixes
Revert screen mode config variables when change not accepted, update screen index config variable after moving window
2024-04-28 15:18:16 +00:00
Robert Müller d2139e4bec Use net_addr_str directly to format address including port 2024-04-28 16:45:56 +02:00
Robert Müller b3bcfd39bc Add no-op logger to fix leak of CFutureLogger pending messages
Fix leak of pending future logger log messages if the future logger is not set, in particular when the `logfile` config variable is not set or the file could not be opened, by setting a logger that discards all log messages in this case.

Closes #8265.
2024-04-28 16:32:24 +02:00
Robert Müller e4dddb95ce Update screen index config variable after moving window
The wrong screen was shown in the settings when moving the window to another screen while in windowed mode.
2024-04-28 15:29:05 +02:00
Robert Müller 86bf5424e3 Revert screen mode config variables when change not accepted
When changing the screen width, height or refresh rate config variables to 0 or negative values, which are not allowed by the backend, automatically revert the config variables to the actual values again to ensure that the config variables stay in sync with the state of the window. This fixes the client crashing in the graphics settings when setting the screen width and height to 0 via the console, which causes a division by zero when calculating the aspect ratio.
2024-04-28 15:25:31 +02:00
Robert Müller 5958e9e4c5 Reset last dummy state when disconnecting
Otherwise the snapshots may incorrectly be invalidated because a change of the `cl_dummy` variable is detected when connecting to another server after disconnecting while the dummy is active.
2024-04-22 19:54:21 +02:00
Robert Müller efdd55613c Avoid using cl_dummy for demo playback
The `cl_dummy` config variable is always `0` during demo playback. Using the config variable makes the code less readable.
2024-04-22 19:54:21 +02:00
Robert Müller c7403ef06d Check CNetClient::State instead of SecurityTokenUnknown
Send dummy ready and enter game when connection is online based on its state instead of when the security token is not unknown anymore, which should effectively be the same condition but more understandable. This is also how it's already done for the main connection so the `SecurityTokenUnknown` function can be removed as it's unused now.
2024-04-22 19:54:21 +02:00
Robert Müller 9ffa9d8e0a Do not unpack map data packet if no map download is progress
There is no need to unpack map data packets if the client receives any without expecting them.
2024-04-22 19:33:20 +02:00
Robert Müller b264570218 Ignore all packets from other servers instead of only snapshots
The client should only ever handle game-related packets from the server that it is currently connecting/connected to.
2024-04-22 19:33:11 +02:00
Robert Müller 87f9ccdb22 Improve readability by renaming variable and changing condition
Rename variable `i` to `Conn`. Check for `CONN_MAIN` and `CONN_DUMMY` explicitly instead of using numeric index.
2024-04-22 19:32:55 +02:00
Robert Müller 9e5369bc9d Mark dummy connecting functions as const 2024-04-22 19:32:46 +02:00
Robert Müller 51a624d95c Use array index 0 explicitly instead of using array as pointer 2024-04-22 19:32:36 +02:00
Robert Müller d2c8132fb6 Add optional name argument to start_video command, refactoring
Add optional filename argument to `start_video` command, to start recording to a video file with a specific filename, instead of always using the current timestamp.

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

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

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

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

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

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

Ensure all snapshots and game times are properly cleared when entering the game.
2024-04-18 20:40:31 +02:00
Robert Müller 2423e35fd2 Fix incorrect score kind in demos depending on last server
Clear current server info when playing demos to ensure that the score kind (points, time) is detected correctly. Previously, when playing a demo with points score kind and `cl_demo_assume_race 0`, the score was not shown as points when the last server that the client connected to had a race gametype.

Move the implementation for `cl_demo_assume_race` together with the rest of the demo server info initialization in the `CClient::DemoPlayer_Play` function.
2024-04-14 22:18:49 +02:00
Robert Müller 5295ba3ded Improve readability by breaking early and reducing indentation
Remove unnecessary temporary variables and parenthesis.
2024-04-13 11:10:47 +02:00
Robert Müller 9cd51576d4 Rename static variable ActionTaken to s_ActionTaken 2024-04-13 11:10:45 +02:00
Robert Müller fd7a1600f6 Remove redundant checks of client state
These conditions are contained in an `if(State() == IClient::STATE_ONLINE)` branch and the state does not change while inside this branch, so these checks are unnecessary.
2024-04-13 11:10:25 +02:00
Robert Müller 507b097ad8 Remove unnecessary cleanup in CClient::LoadMap function
The number of received snapshots is already correctly reset in the `CClient::OnEnterGame` function for the main and dummy connections.
2024-04-13 11:07:19 +02:00
ChillerDragon c5fb857893 Remove demo snap buffer and mem copy
Adding the snap to the demo is the last usage of `pTmpBuffer3`
all prior usages of it copy the data if needed.
So we can edit it in place. No need to copy it into a new buffer.
2024-04-04 07:38:52 +08:00
Robert Müller 1a9f15d11b Render loading popup also while loading demo files
As this can take a few seconds for large demos.
2024-04-01 16:44:10 +02:00
heinrich5991 8108cb04fd Inform HTTP map download of the map size 2024-03-11 17:50:51 +01:00
heinrich5991 dd5ddf07a4 Disconnect when we get map change with invalid parameters
This is the only sane thing we can do, the server will have changed its
map and we can't pretend to still be on the old one.
2024-03-11 17:50:12 +01:00