Commit graph

1184 commits

Author SHA1 Message Date
trml 717aad2677 Make prediction margin take effect immediately 2023-11-19 19:52:39 +01:00
Chairn 6e629e1deb Type safe mem_zero function (fixes #5228)
Partially replaces #5690.
POD types are just memset. Other types are either destructed if not
trivial and/or constructed if not trivial. Types need to have a default
constructor.
Virtual classes can be mem_zeroed only if they already have been
constructed, otherwise it is UB.
2023-11-18 22:47:22 +01:00
heinrich5991 c7cd281aff Add icon URL, remove servers-key/ranks-key from community JSON
Previously:

```json
{
  "ddnet": {
    "name": "DDraceNetwork",
    "servers-key": "servers",
    "ranks-key": "maps",
    "icon-sha256": "162313eeb954e34495ad03066fee1418ed3c963e76cc83dff993e1c7856c742b"
  }
}
```

Now:
```json
[
  {
    "id": "ddnet",
    "name": "DDraceNetwork",
    "icon": {
      "sha256": "162313eeb954e34495ad03066fee1418ed3c963e76cc83dff993e1c7856c742b",
      "url": "https://info.ddnet.org/icons/ddnet.png"
    },
    "ranks": [
      …
    ],
    "servers": {
      …
    }
  }
]
```

Special case `ddnet` to look for the `servers`, `maps` in the top-level
and `kog` to look for `servers-kog` in the top-level.
2023-11-18 21:52:51 +01:00
Dennis Felsing e74e6770c3
Merge pull request #7325 from Robyt3/Browser-Community-Filter
Add community server filter and icons, remove DDNet and KoG tabs
2023-11-12 00:00:05 +00:00
furo 6599b7e14b Save unknown commands from settings_ddnet.cfg 2023-11-11 19:09:13 +01:00
Robert Müller d39247f726 Add community server filter and icons, remove DDNet and KoG tabs
Remove the DDNet and KoG tabs and replace them with a community filter, which works like the country and type filters. Community information (ID, name, icon SHA256, countries, types, servers, ranked maps) is loaded dynamically from the DDNet info json.

The official checkmark icon is replaced with community icons. The icons are downloaded to the `communityicons` folder in the config directory from a URL specified in the DDNet info json. The icons are only re-downloaded when their SHA256 has changed.

Per default, the Internet tab with all communities is selected. When starting the client for the first time, only the DDNet community is selected. The community, country and type filters can also be used on the Favorites tab now. The LAN tab remains unchanged.

The country and type filters are refactored. Previously, using these filters changed the total number of servers and players that were displayed, as the filter was implemented as a separate step. Now the community, country and type filters work like the other browser filters. This also has the benefit that the server list and DDNet info json are not reloaded each time these filters are changed, as updating the local filtering/sorting is enough now.

The check for finished maps is made more efficient by using an `std::unordered_set` instead of linear search.

Closes #5654.
2023-11-04 15:32:27 +01:00
Robert Müller ebe2ddea9f Add gameclient warnings to queue instead of overriding others
Using `CMenus::PopupWarning` will immediately set the popup and override the current warning, which can hide warnings when multiple are shown at the same time. Now all warnings are added to the queue with `IClient::AddWarning`.
2023-11-01 22:17:01 +01:00
Robert Müller f1e8d4bae3 Remove length limitation when packing server/rcon password
There is no need to limit the length of server password, rcon username, rcon password and rcon commands when packing them into their respective messages. The source buffers for these strings are already limited in length and the message packer ensures that the maximum packet size is not exceeded.
2023-10-24 20:10:42 +02:00
Robert Müller bade6f78fb Reduce duplicate code for sending messages for dummy
Add parameter `int Conn` to `SendInfo` and `SendReady` functions and use existing `SendEnterGame` function to reduce duplicate code for sending the same messages for main and dummy connections.
2023-10-24 20:10:18 +02:00
Robert Müller fec7e89b00
Merge pull request #7356 from dobrykafe/pr-editor-stop-sound-preview
Editor: stop/pause sound previews
2023-10-23 16:52:32 +00:00
Robert Müller 0e4f174f78 Check for all file errors in demo player, show demo error popup
Handle the return values of all uses of the `io_read`, `io_skip` and `io_tell` functions in `CDemoPlayer`, to handle truncated demo files and other unexpected file reading and seeking errors during demo playback.

Show more detailed error message popups when demos cannot be loaded due to errors and when demo playback is stopped unexpectedly due to errors. Previously, only a generic message "Error loading demo" was shown when loading failed and no error message was shown when demo playback is stopped due to errors.
2023-10-19 21:48:04 +02:00
dobrykafe aafee689ca stop/pause sound previews 2023-10-18 13:27:31 +02:00
Robert Müller d92b7b5c5f Add enum for CSmoothTime adjust direction 2023-10-17 20:24:38 +02:00
Robert Müller dc7fa1fbb2 Use ColorRGBA for CGraph entry color 2023-10-17 20:23:16 +02:00
Robert Müller 912355f9ec Move CSmoothTime class to separate compilation unit 2023-10-17 20:23:07 +02:00
Robert Müller ee51cac9e6 Move CGraph class to separate compilation unit 2023-10-17 20:22:48 +02:00
Robert Müller ed92a9e8c7 Remove redundant checks for missing SHA256 when recording demo
The SHA256 was effectively not optional anymore when recording demos, as it and the SHA256 extension UUID were always written to the demo file without checking for `nullptr`. Therefore the SHA256 is now passed by const reference instead of by pointer and redundant checks for `nullptr` are removed.
2023-10-16 21:53:37 +02:00
Robert Müller ba5a974353 Increase jobpool thread count based on hardware concurrency
The client/server jobpools were previously only using a fixed number of 2 threads. Now the pools use `2 * hardware-concurrency + 2` threads, which should provide better performance overall, as we expect threads to often wait on I/O.
2023-10-15 22:10:49 +02:00
Robert Müller d00283e885 Enable use of video recording for each demo player individually
Previously all demo players checked `IVideo::Current` to render a video, which would cause issues when rendering a demo while a demo slicing background job is running. Now video rendering can be toggled for each demo player individually and is only enabled for the main demo player.
2023-10-14 10:52:24 +02:00
Robert Müller b81fb37f82 Fix clang-tidy modernize-use-emplace 2023-10-06 14:06:20 +02:00
Dennis Felsing e0d906d9e1
Merge pull request #7272 from furo321/afk-optional2
Don't run `GET_INT` on afk attribute in `ProcessServerInfo`
2023-09-30 20:43:37 +00:00
furo a3064ae105 Don't run GET_INT on afk attribute in ProcessServerInfo 2023-09-30 20:51:20 +02:00
Robert Müller 721a55c603 Remove game menus includes in engine
Use config manager to reset `ui_page` to the default, instead of using `CMenus::PAGE_DDNET` directly (which is the default).

Check current type of serverbrowser instead of checking the current `ui_page` against `CMenus::PAGE_DDNET` and `CMenus::PAGE_KOG`.
2023-09-30 13:29:28 +02:00
Robert Müller c64ec0f677 Limit effects of dbg_stress to features useful for debugging
Using `dbg_stress 1` now only does the following (in debug build):

- Randomly send inputs.
- Randomly send chat messages.
- Randomly connect/disconnect to server configured with `dbg_stress_server` (`localhost` by default).

Previously it also did the following, which is not useful for this debugging feature and only complicates the code unnecessarily:

- Cause images and sounds not to be loaded.
- Render only every tenth frame.
- Always use inactive graphics refresh rate.
2023-09-28 20:14:54 +02:00
Robert Müller 247ce38094 Remove unused variables m_RenderFrameTimeLow/High 2023-09-28 20:12:55 +02:00
Robert Müller 74192b9051 Add CSnapshot::EmptySnapshot, mark pointer arguments as const
Instead of keeping track of a permanently empty `CSnapshot` object in client and server separately, add `CSnapshot::EmptySnapshot` to access a singleton empty `CSnapshot`.

Mark pointer parameters of snapshot functions as `const` when possible.
2023-09-26 20:13:27 +02:00
furo 25101d2cb0 Add missing descriptions of commands. 2023-09-24 23:21:10 +02:00
VoxelDoesCode c4d325e09b Show if your friend is AFK through friends list
resolve mege conflict

AFK -> Afk (for consistency)
2023-09-23 00:54:13 +02:00
Robert Müller 07e18ebecb Replace most global variables in engine sound with member variables
Most variables used in the sound engine were static globals, as they are used in the static sound mixing function. The global variables are replaced by member variables, by passing the sound interface as user-data for the SDL mixing callback. The `Mix` function is made a public member function of `ISound` instead of being exposed using `ISoundMixFunc GetSoundMixFunc()`.

This allows to remove the direct dependency of the engine sound on the engine video, by instead passing the sound mixing function as a lambda to the engine video in the engine client.

The old WavPack reader function interface does support passing a user-data pointer to the callback function, so global variables are still used here.
2023-09-21 23:52:13 +02:00
furo 597350010f Add console chain for screen resolution commands. 2023-09-20 11:01:43 +02:00
Dennis Felsing e33b747a4c Increase password size limit from 32 to 128 2023-09-17 14:32:23 +02:00
heinrich5991 d2a12e01c1
Merge pull request #7126 from Robyt3/Graphics-Format-PixelSize
Add `CImageInfo::PixelSize` function, use `enum EImageFormat`
2023-09-06 09:57:59 +00:00
Harri Nieminen 4d9ff1d904 Fix typos
Found by codespell
2023-09-05 22:32:09 +03:00
Robert Müller dde45f7a40 Add CImageInfo::PixelSize function, use enum EImageFormat
Use `enum EImageFormat` type for image format literals and variables.

Add `PixelSize` function to get the number of bytes/color channels per pixel for a specified image format.

Remove unused store format argument of texture loading functions. All textures are automatically being stored as RGBA, so the argument was unused. Also remove the therefore unused `FORMAT_AUTO`.

Rename variables consistently to `PixelSize` and use `size_t`, instead of mixing different names like `BPP` and `ColorChannelCount`.

Validate image format loaded from maps using `CImageInfo::ImageFormatFromInt`. Add `FORMAT_ERROR` to represent invalid formats.

Remove redundant `PixelSize` parameter from graphics backends and commands, which can be derived from the texture format.

Fix memory leak when RGB image data is being converted to RGBA format when saving map in editor.
2023-09-03 20:40:28 +02:00
Robert Müller 1028cedee3 Remove dbg_hitch config variable
This config variable was only settable in the server console but only read in the client, so it was effectively unusable. It also has no use case right now.
2023-08-30 20:07:11 +02:00
Robert Müller 95b1c7dc2b Hide client is not online log message except when using record
The log message is otherwise shown multiple times when starting the client.

Now it's only shown when the `record` command is used manually, i.e. not for automatically recorded demos anymore.
2023-08-29 22:05:16 +02:00
dobrykafe cb29ad2b4f dont switch to editor if loading fails 2023-08-26 22:13:13 +02:00
dobrykafe 5e923adcc9 fix map drag and drop 2023-08-26 18:14:13 +02:00
Alexander Akulich 29688fb499 Remove cl_video_pause_on_start; reset the pause option on popup opened 2023-08-19 13:51:38 +03:00
Robert Müller 7168fb15d2 Move OnWindowResize listener to engine, handle editor
Register the `OnWindowResize` listener in the engine client instead of the game client and properly dispatch the event also to the editor, so text containers in the editor are cleared when the window is resized.

Closes #7018.
2023-08-15 20:17:27 +02:00
Robert Müller 5567c56d3a Reorder CClient interface pointers alphabetically 2023-08-15 19:47:52 +02:00
Robert Müller b98d519744 Use textrender for graphs, refactor CGraph::Render
Use textrender for rendering debug graph labels instead of using the debugging font and quad text.
2023-08-08 20:31:47 +02:00
Robert Müller be83d44470 Refactor CClient::DebugRender
Fix names of static variables. Remove dead code.
2023-08-08 20:31:47 +02:00
Edgar 8c49c2ea4b
Merge pull request #6952 from Robyt3/TextRender-Font-Index-File
Add font index, support font family variants depending on language
2023-08-05 15:49:12 +00:00
heinrich5991 8fc5549306
Merge pull request #6876 from ChillerDragon/pr_new_connection_string
Support master server address format in client
2023-08-05 08:49:12 +00:00
ChillerDragon f701e2eb16 Support master server address format in client
This still works

	$ ./DDNet "connect 127.0.0.1"

But now also this works

	$ ./DDNet "connect tw-0.6+udp://ger10.ddnet.org:8303"
	2023-07-16 14:07:50 I engine: running on unix-linux-amd64
	2023-07-16 14:07:50 I client: starting...
	2023-07-16 14:07:50 I client: version 17.1.1 on linux amd64
	2023-07-16 14:07:50 I client: git revision hash: 7f100e2620
	2023-07-16 14:07:50 I client: connecting to 'tw-0.6+udp://ger10.ddnet.org:8303'
	2023-07-16 14:07:50 I host_lookup: host='ger10.ddnet.org' port=8303 3
	2023-07-16 14:07:51 I client: connected, sending info
2023-08-04 12:32:02 +02:00
heinrich5991 26cd03bca1
Merge pull request #6914 from ChillerDragon/pr_redirect
Allow server to redirect clients
2023-08-03 09:19:26 +00:00
Robert Müller d642abd722 Add font index, support font family variants depending on language
Add `fonts/index.json` which specifies:

- List of all font files that should be loaded (filenames).
- Default font (specified by family name or by family and style name).
- Font variants for different languages, using the name of the language file as key.
- Fallback fonts.
- Icon font.

There are characters (e.g. all in `刃直海角骨入`) that look different depending on the language of the content being Japanese, Simplified Chinese, Traditional Chinese and Hangul, because Unicode uses the same codepoint for characters regardless of the language. To render these characters correctly, the active variant font is switched depending on the selected language.

The `ITextRender` interface is changed so the current language variant can be set using `SetFontLanguageVariant` and the default and icon fonts can be toggled using `SetFontPreset`. The class `CFont` is removed entirely.

The text render is restructured: The font faces and font atlas are now managed by a separate class `CGlyphMap` like on upstream. As the text fill and outline textures always have the same size, the texture skyline only needs to be stored once and free positions in the atlas only need to be calculated once for each glyph instead of separately for the fill and outline textures.

The font files and their licenses are also updated:

- Update Source Han Sans to version 2.001.
- Update Glow Sans Japanese Compressed to version 0.93.
- Update Deja Vu Sans to version 2.37.
- Update Font Awesome icons font to March 2023 version.

Closes #6881.
2023-08-01 19:30:25 +02:00
ChillerDragon e3afe0dba4 Allow server to redirect clients
This is a preperation for #6754 (redirect players on map vote)
And an implementation of #5662 (redirect players)
2023-07-27 11:30:11 +02:00
heinrich5991 4f103d5a4c Revert "Allow server to redirect clients"
Discussion wasn't finished:
https://github.com/ddnet/ddnet/pull/6757#issuecomment-1648565562.

This reverts commit 9d2f4318d5.
2023-07-24 22:51:27 +02:00
heinrich5991 85566fbe92 Add separate log levels for each output
`stdout_output_level` for printing to stdout, `console_output_level` for
printing to local console and remote console and `loglevel` for the log
file.

Keep the old log level filters 0 for info and more severe, 1 for debug
and more severe and 2 for trace and more severe, introducing -1 for
warn, and -2 for error. -3 will show no log messages at all.
2023-07-24 22:43:05 +02:00
heinrich5991 e432dbb750
Merge pull request #6757 from ChillerDragon/pr_redirect
Allow server to redirect clients
2023-07-24 20:21:21 +00:00
Dennis Felsing 265eb69284 Destroy engine before graphics (fixes #6857) 2023-07-15 10:52:04 +00:00
Robert Müller 43109bec3c Show message in editor when player is moved ingame
Show a short message below the existing chat mentions message that is shown in the top left area of the editor above the layers/images/sounds button when the player character is moved ingame while the editor is open. The messages are cleared when the editor is activated and when the client is disconnected.

Closes #1993.
2023-07-11 18:19:27 +02:00
Alexander Akulich 5ba2a21528 Client: Make it possible to start demo rendering pre-paused
The pause can be useful e.g. to adjust the camera position and zoom
right on the first video frame.
2023-07-08 15:43:42 +03:00
Alexander Akulich c172b369b2 Client: Set the speed index on demo rendering (fix later speed changes) 2023-07-08 04:09:48 +03:00
ChillerDragon 9d2f4318d5 Allow server to redirect clients
This is a preperation for #6754 (redirect players on map vote)
And an implementation of #5662 (redirect players)
2023-07-02 14:05:11 +02:00
Robert Müller bc73ea30c7 Use std::vector and std::deque instead of most std::lists
Use `std::vector` in cases where elements are only inserted at the end of the collection.

Use `std::deque` in cases where elements are only inserted/deleted at the beginning/end of the collection.

Use `std::list` in the remaining single case where elements are being removed from arbitrary positions and added at either the beginning or the end of the collection.

Adjust variables names. Don't use separate prefix for `std::deque`s and `std::list`s, as they are only used very rarely. Closes #6779.
2023-07-01 15:44:35 +02:00
Jupeyy 251edfd756 Continue sleeping, with cl_refresh_rate if packet waked client up 2023-06-28 21:02:41 +02:00
Robert Müller 9a57def5a6 Add templated str_append function for arrays with fixed size 2023-06-14 00:04:01 +02:00
Dennis Felsing 07032ab0d0 Add logappend setting
To append to log file instead of overwriting it. To use you can create a
data/autoexec_client.cfg with:

logfile "client.log"
logappend 1

Enabled by default
2023-06-05 11:52:15 +02:00
Jupeyy 70d48140f0 Show GPU info (if available) in assert 2023-05-27 09:51:22 +02:00
Robert Müller 448a39768b Add inp_ime_native_ui to toggle native IME UI on Windows
Add `inp_ime_native_ui` on Windows to use native IME UI instead of rendering the candidate list in the client.

Always set the SDL hint to use native UI on non-Windows, as we cannot determine the list of candidates on those systems.
2023-05-26 15:39:28 +02:00
bors[bot] 2901c19bed
Merge #6602
6602: Revert "Delay disconnecting until after render call" r=def- a=Robyt3

This reverts commit 5c90fd2b83.

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

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

Closes #6595.

## Checklist

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


Co-authored-by: Robert Müller <robytemueller@gmail.com>
2023-05-16 22:43:29 +00:00
Robert Müller 5ecd025d1d Revert "Delay disconnecting until after render call"
This reverts commit 5c90fd2b83.

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

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

Closes #6595.
2023-05-16 19:34:21 +02:00
ChillerDragon c5eb15d9f6 Compare against correct enum in dummy connect 2023-05-16 16:38:55 +02:00
Robert Müller bde876dfe5 Fix check for changed os_version_str return value
Missing from #6429.
2023-05-14 13:38:08 +02:00
bors[bot] 1539bbf2d5
Merge #6565
6565: Delay disconnecting until after render call r=def- a=Robyt3

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

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

Closes #6387. Closes #3179.

## Checklist

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


Co-authored-by: Robert Müller <robytemueller@gmail.com>
2023-05-14 10:02:10 +00:00
Robert Müller 82fb94a236 Shutdown SDL after kernel and client
Register SDL for cleanup before creating the kernel and client, so SDL is shutdown after kernel and client. Otherwise the client may crash when shutting down after SDL is already shutdown.

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

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

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

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

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

Fixes a issue where ddnet freezes on resize on macos

## Checklist

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


Co-authored-by: Edgar <git@edgarluque.com>
2023-05-09 12:52:23 +00:00
Edgar 3104e669bf set SDL_MAC_OPENGL_ASYNC_DISPATCH sdl hint to fix macos resizing 2023-05-09 14:46:14 +02:00
Robert Müller c841c7ad05 Destroy window before showing popup if graphics initialized
Work around SDL bug that prevents message popup from being closed.
2023-05-07 21:20:47 +02:00
Robert Müller 817d96a73d Only show assertion popup for assertions on main thread
The SDL function may only be called from the main thread, so we can't show a popup for failed assertions on other threads.
2023-05-07 21:20:47 +02:00
Robert Müller 3e810b9814 Also print platform, game and OS version in assertion popup 2023-05-07 15:50:46 +02:00
Robert Müller 5c90fd2b83 Delay disconnecting until after render call
When a client component (e.g. the menu or the console) disconnects the client, this immediately unloads the map data but the render call continues as normal. This causes all components rendered after this component to access invalid memory in place of the map, layers and collision data.

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

Closes #6387. Closes #3179.
2023-05-06 21:10:38 +02:00
Robert Müller 3981f7ffe0 Show error message popup when client fails to launch 2023-05-04 20:03:28 +02:00
Robert Müller ccfca141d4 Show error message popup on assertion error in client
Add assertion handler function to base system. Set handler in client to show a message box on assertion errors.
2023-05-04 20:03:27 +02:00
Robert Müller 00b7bc5bfd Add IClient::ShowMessageBox
To show an error/warning/information message popup with variable title and message.

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

This function can be used without SDL being initialized.
2023-05-04 19:47:50 +02:00
Robert Müller c9f68901b7 Extract InitNetworkClient method 2023-05-03 20:46:14 +02:00
bors[bot] 2eb7ca3dea
Merge #6541
6541: Add the DDNet git hash and "is steam" to the crash file r=Robyt3 a=Jupeyy

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

## Checklist

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


Co-authored-by: Jupeyy <jupjopjap@gmail.com>
2023-04-29 09:27:59 +00:00
Jupeyy 40838bf473 Add the DDNet git hash and "is steam" to the crash file
Also put the date before pid for assert logs
2023-04-29 10:26:30 +02:00
Robert Müller aa95f61f11 Fix inconsistent client state after disconnecting with network error
The `Disconnect` function did not fully clear all server data, because the client state was already set to offline manually before the function is called. This was causing inconsistent behavior when connecting to another server after being disconnected. For example, the client could get stuck at "getting game info" when connecting the next time.
2023-04-28 17:57:58 +02:00
Robert Müller ebb2e4253d Port line input and IME support from 0.7
Port the line input (UI edit boxes, chat, console) and Input Method Editor (IME) support from upstream. Closes #4397.

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

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

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

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

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

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

Support smooth left and right scrolling.

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

Support keyboard-based text selection of the chat input.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Closes #1030. Closes #1008.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

- 2.26.5, 2.24.2, 2.0.22: IME candidates work. But there are minor bugs when moving the composition cursor.
- 2.0.18, 2.0.20: IME candidates work.
- 2.0.16 (our current version): IME candidates cannot be determined with Windows API. Windows tries to draw the composition window like before, so this does not work in fullscreen mode.
- 2.0.8 (upstream 0.7): IME candidates work. But this SDL version is too old for us.
2023-04-23 15:00:29 +02:00
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 156a1e9d14 Quit client when failing to open network client for 25 times
Prevent endless loop when client fails to open network client forever, by quitting the client after 25 failed attempts.

As described in #5555, although it doesn't fix the actual issue.
2023-03-23 21:36:04 +01:00
Robert Müller 85f5e9c5f9 Quit when configured bindaddr cannot be resolved
Quit client and server if the configured bindaddr cannot be resolved.

Disable econ if configured bindaddr cannot be resolved.

To ensure that the configured bindaddr is not silently ignored.
2023-03-23 21:34:07 +01:00
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
ChillerDragon 97ac4e791e Flush NETMSG_PING and NETMSG_PING_REPLY
The client measures the time difference between
ping send and ping reply receive.
Without MSGFLAG_FLUSH the server keeps the chunk
until the next flush which makes the ping dependend
on when the next flush happens.
2023-03-05 17:29:14 +01:00
heinrich5991 1a2c82c0b1 Mark absolute #includes as absolute 2023-02-23 10:53:16 +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
bors[bot] 3fcabec30b
Merge #6328
6328: Remove `bytes_be_to_int` and `int_to_bytes_be`, static assert size of `int` and `unsigned`, refactoring r=heinrich5991 a=Robyt3

Supersedes #6263.

## 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>
2023-02-14 22:11:05 +00:00
Robert Müller be6862e997 Use sizeof(int32_t) instead of 4 2023-02-11 13:59:08 +01:00
Alexander Akulich 2ad5c020e0 Add a simpler IServer::SnapNewItem() API based on some more generated data 2023-02-10 23:12:24 +03:00
Robert Müller 218e6f7985 Remove bytes_be_to_int and int_to_bytes_be
Use `bytes_be_to_uint` and `uint_to_bytes_be` instead.

As casting between `int` and `unsigned` preserves the bit representation of the value, it's not necessary to apply additional tricks to convert between `char` arrays and `int`.
2023-02-04 01:24:03 +01:00
Robert Müller bd5c39f528 Fix wrong system name being used for logging client git revision 2023-02-01 23:54:43 +01:00
Robert Müller 854dc47cf7 Replace unnecessary char buffers with pointers 2023-01-28 16:35:29 +01:00
Robert Müller f25ffd9669 Remove unused IInput::VideoRestartNeeded
The variable is never set to `true` so the function always returns `false` and any code depend on this variable was never executed.
2023-01-26 23:35:00 +01:00
bors[bot] b8e7160555
Merge #6299
6299: Show error message when downloaded map cannot be saved r=def- a=Robyt3

Check if deleting the old map file or renaming the temporary downloaded map fails. If so, show an error message which indicates that the user should delete the map file manually.

Sometimes downloaded map files seem to end up with wrong permissions, ownership or with read-only flag set, which makes the client unable to delete them.

![screenshot_2023-01-22_17-19-12](https://user-images.githubusercontent.com/23437060/213927019-ff49cb72-f60a-4c1a-b48b-d34e40d1420e.png)

Closes #5825.

## 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>
2023-01-23 11:41:51 +00:00
Dennis Felsing 1af3c2274a More minimal clang-tidy 15 run
Alternative to #6294

The only remaining problems are:
/home/deen/git/ddnet/src/engine/client/backend/glsl_shader_compiler.cpp:22:26: warning: unnecessary temporary object created while calling emplace_back [modernize-use-emplace]
        m_vDefines.emplace_back(SGLSLCompilerDefine(DefineName, DefineValue));
                                ^~~~~~~~~~~~~~~~~~~~                       ~
2023-01-23 11:20:05 +01:00
Robert Müller e29a6e2f0a Show error message when downloaded map cannot be saved
Check if deleting the old map file or renaming the temporary downloaded map fails. If so, show an error message which indicates that the user should delete the map file manually.

Sometimes downloaded map files seem to end up with wrong permissions, ownership or with read-only flag set, which makes the client unable to delete them.
2023-01-22 17:22:11 +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
bors[bot] dd09c59710
Merge #6269
6269: Fix ddnet.org change in UUIDs r=def- a=heinrich5991

One case was a ddnet.tw UUID's string being changed (but the UUID was not), and the other case is a ddnet.tw UUID's string being changed in one place but not in another in documentation.

Fixes the commit c479230d71.

CC #5312

## Checklist

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


Co-authored-by: heinrich5991 <heinrich5991@gmail.com>
2023-01-12 16:45:27 +00:00
heinrich5991 f2530cfbf2 Add forgotten call 2023-01-12 16:18:03 +01:00
heinrich5991 a0221c3038 Fix ddnet.org change in UUIDs
One case was a ddnet.tw UUID's string being changed (but the UUID was
not), and the other case is a ddnet.tw UUID's string being changed in
one place but not in another in documentation.

Fixes the commit c479230d71.

CC #5312
2023-01-12 15:38:17 +01:00
Robert Müller 179e3b1c4c Register application separately to specify its displayed name
The application itself must also be registered in a separate registry key, so its displayed name can be set.

See: https://learn.microsoft.com/en-us/windows/win32/shell/app-registration
2023-01-02 17:35:16 +01:00
Robert Müller 6e28ca6fe4 Extract method IStorage::GetBinaryPathAbsolute 2023-01-02 15:29:43 +01:00
bors[bot] b252f2e344
Merge #6199
6199: Register protocol and file extensions on client launch on Windows r=def- a=Robyt3

When launching the client on Windows, associate the protocol `ddnet` and the file extensions `.map` and `.demo` with the client executable.

See #6072.

## 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>
2023-01-02 12:58:15 +00:00
Robert Müller a3e48bef27 Prevent temporary demo file from being deleted multiple times
Each time the client disconnected or stopped a demo, it tried to delete the previous temporary replay file, which causes an error message "could not delete file" to be shown in the console.

This is prevented by clearing the current filename of the demo recorder after deleting the file.
2022-12-30 14:20:42 +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
bors[bot] f230ad0bdc
Merge #6191
6191: Use own defines of format specifiers for MinGW (fixes #6187) r=Jupeyy a=Chairn

Counter proposition to #6188. Redefines our own specifiers

## Checklist

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


Co-authored-by: Chairn <chairn.nq@hotmail.fr>
2022-12-28 20:59:17 +00:00
Chairn 3132c96a80 Use own defines of format specifiers for MinGW (fixes #6187) 2022-12-25 21:18:05 +01:00
Dennis Felsing 779b44fde5 Support .demo and .map files being dragged into client
Only tested on macOS, but should work everywhere
2022-12-24 01:06:06 +01:00
Dennis Felsing bfe4ced662 Automatically register ddnet:// url handler on macOS
Works automatically on first time running client. Whenever you click on
a URL it is automatically opened in the current client, same as writing
"connect ip:port" into F1.

See https://hublog.hubmed.org/archives/001154 and
https://wiki.libsdl.org/SDL2/SDL_DropEvent
2022-12-24 00:26:35 +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 144a69266c Fix client attempting to delete user directory when stopping replay demo
When the client stops a replay demo and tries to remove the temporary file when being disconnected, it's not checked whether a recording of a replay demo has ever been started.
In this case the filename is empty, which leads to the client trying to delete the user's directory, which will fail with an error message, as it's a folder and cannot be deleted with the function designed for deleting files.

This is fixed by calling the function `DemoRecorder_Stop` to delete the temporary demo file, as this function already makes sure that the filename is not empty.
2022-12-11 15:05:31 +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
bors[bot] cf6e89c319
Merge #6035
6035: Fix various issues reported by cppcheck static analyser r=def- a=Robyt3

After generating `compile_commands.json` with cmake, I ran [cppcheck](https://cppcheck.sourceforge.io/) like this:

```
cppcheck --project=compile_commands.json -DWIN64 --suppressions-list=cppcheck.supp --enable=all 2>cppcheck.log
```

With these suppressions in `cppcheck.supp`:

```
cstyleCast
useStlAlgorithm
unusedFunction
variableScope
noExplicitConstructor
useInitializationList
noConstructor
uninitMemberVar
uninitMemberVarPrivate
uninitDerivedMemberVar
uninitStructMember
uninitvar
shadowFunction
memleakOnRealloc
internalAstError
virtualCallInConstructor
unknownMacro
noOperatorEq
noCopyConstructor
```

Many of these occur too often or are false positives. 

Here is a list of all remaining non-suppressed issues reported by cppcheck: [cppcheck.log](https://github.com/ddnet/ddnet/files/9997663/cppcheck.log)

And here is a list of all remaining issues including the suppressed ones: [cppcheck_all.log](https://github.com/ddnet/ddnet/files/9997662/cppcheck_all.log)

I couldn't get cppcheck's command line argument to ignore the external folders to work correctly, so I manually removed those entries from the files.

## Checklist

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


Co-authored-by: Robert Müller <robytemueller@gmail.com>
2022-12-05 20:00:07 +00:00
Robert Müller ca58bba82f Remove redundant bitwise operand
According to cppcheck's `badBitmaskCheck` error:

```
src\engine\client\client.cpp:422:26: style: Operator '|' with one operand equal to zero is redundant. [badBitmaskCheck]
  Packer.AddInt((0 << 1) | (pMsg->m_System ? 1 : 0)); // NETMSG_EX, NETMSGTYPE_EX
                         ^

src\engine\shared\snapshot.cpp:40:45: style: Operator '|' with one operand equal to zero is redundant. [badBitmaskCheck]
 int TypeItemIndex = GetItemIndex((0 << 16) | InternalType); // NETOBJTYPE_EX
                                            ^

src\engine\server\server.cpp:777:26: style: Operator '|' with one operand equal to zero is redundant. [badBitmaskCheck]
  Packer.AddInt((0 << 1) | (pMsg->m_System ? 1 : 0)); // NETMSG_EX, NETMSGTYPE_EX
                         ^
```
2022-11-29 23:32:28 +01:00
Robert Müller 2e2cb47674 Fix client crash when launching with screenshot command
The client crashes when launching with `screenshot` in the command line, as the graphics are not available when the command is executed.
This is fixed by storing the command, so it's executed when everything is ready.
2022-11-29 23:08:52 +01:00
Dennis Felsing 9912e44a9a Also remove appended / 2022-11-29 18:18:12 +01:00
Dennis Felsing 3fcf497850 Remove // in ddnet:// url handler 2022-11-29 18:15:09 +01:00
Robert Müller 7ae5b1474a Add TYPE_ALL_OR_ABSOLUTE and TYPE_SAVE_OR_ABSOLUTE storage types
The types are translated to `TYPE_ALL`/`TYPE_SAVE` respectively if a given path is relative and to `TYPE_ABSOLUTE` if a path is absolute.

These types are only supported with the `OpenFile`, `ReadFile`, `ReadFileStr` and `GetCompletePath` methods.

This reduces duplicate code when calling the methods.
2022-11-20 16:07:40 +01:00
Robert Müller 04be9d6e72 Add IInput::ShiftIsPressed and IInput::AltIsPressed
To avoid duplicate code when checking for both right and left shift or alt keys.
2022-11-15 21:17:55 +01:00
Robert Müller 7185f028f1 Reduce duplicate code by using loop for snapshot types 2022-11-12 20:31:44 +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
bors[bot] 06e3eb5641
Merge #6017
6017: Minor refactoring of demo related code r=def- a=Robyt3

Extracted from #6016.

## 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>
2022-11-06 22:00:54 +00:00
bors[bot] b21ba35225
Merge #5599
5599: Add support for Rust code in DDNet r=def- a=heinrich5991

The glue is done using the [cxx crate](https://cxx.rs/) on the Rust side.

As a proof-of-concept, only a small console command (`rust_version`) printing the currently used Rust version was added.

You can generate and open the Rust documentation using `DDNET_TEST_NO_LINK=1 cargo doc --open`.

You can run the Rust tests using `cmake --build <build dir> --target run_rust_tests`, they're automatically included in the `run_tests` target as well.

Rust tests don't work on Windows in debug mode on Windows because Rust cannot currently link with the debug version of the C stdlib on Windows: https://github.com/rust-lang/rust/issues/39016.

---

The stuff in `src/rust-bridge` is generated using
```
cxxbridge src/engine/shared/rust_version.rs --output src/rust-bridge/engine/shared/rust_version.cpp --output src/rust-bridge/engine/shared/rust_version.h
cxxbridge src/engine/console.rs --output src/rust-bridge/cpp/console.cpp --output src/rust-bridge/cpp/console.h
```

Co-authored-by: heinrich5991 <heinrich5991@gmail.com>
2022-11-06 21:40:48 +00:00
Robert Müller bbf36a226c Remove dead code 2022-11-06 16:25:25 +01:00
Robert Müller c2d2093c89 Use . for object access instead of getting a pointer first 2022-11-06 16:25:25 +01:00
Robert Müller 84c9506d3c Use loop for demo recorders to reduce duplicate code 2022-11-06 16:25:24 +01:00
Robert Müller a62bf7c334 Write log files to storage unless given as absolute path 2022-11-05 16:30:24 +01:00
Robert Müller c0da3b93e4 Fix IME not being deactivated when editor is closed
Previously the IME was not deactivated when the editor is closed, so `SDL_TEXTINPUT` events where still being reported ingame after exiting the editor.
2022-10-21 21:31:21 +02:00
Robert Müller 75326e8393 Fix text input not working when entering editor with bind
When entering the editor with a custom bind (e.g. `bind e "cl_editor 1"`) or when opening it from the console while also immediately closing the console (e.g. with `cl_editor 1; toggle_local_console`), the IME state was not properly set to active, so SDL did not report any `SDL_TEXTINPUT` events, leading to editboxes in the editor not receiving any text.

The is fixed by always enabling the IME state when entering the editor, which was previously only done when using the Ctrl+Shift+E hotkey or coincidentally when the editor is activated while the IME is already active, i.e. when the menu or console is open.

Closes #5095.
2022-10-21 21:20:10 +02:00
heinrich5991 dcd76fd3e1 Add support for Rust code in DDNet
The glue is done using the [cxx crate](https://cxx.rs/) on the Rust
side.

As a proof-of-concept, only a small console command (`rust_version`)
printing the currently used Rust version was added.

You can generate and open the Rust documentation using
`DDNET_TEST_NO_LINK=1 cargo doc --open`.

You can run the Rust tests using `cmake --build <build dir> --target
run_rust_tests`, they're automatically included in the `run_tests`
target as well.

Rust tests don't work on Windows in debug mode on Windows because Rust
cannot currently link with the debug version of the C stdlib on Windows:
https://github.com/rust-lang/rust/issues/39016.

---

The stuff in `src/rust-bridge` is generated using
```
cxxbridge src/engine/shared/rust_version.rs --output src/rust-bridge/engine/shared/rust_version.cpp --output src/rust-bridge/engine/shared/rust_version.h
cxxbridge src/engine/console.rs --output src/rust-bridge/cpp/console.cpp --output src/rust-bridge/cpp/console.h
```
2022-10-19 23:46:06 +02:00
bors[bot] 6c3d0e999b
Merge #5933 #5941
5933: Inline `Is(GameType)` functions and remove support for legacy 64 player info protocol r=def- a=heinrich5991

## Checklist

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


5941: Get away from vector for skins r=def- a=Jupeyy

most of the time it uses the index just to get the skin, downloaded skins change the index. Now its simply a heap object and downloaded skins load directly. Also the loading might be a bit faster bcs it had a loop lookup .Also O(1) lookup

not 100% tested. also fixes a bug with favorite skins hopefully
## Checklist

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


Co-authored-by: heinrich5991 <heinrich5991@gmail.com>
Co-authored-by: Jupeyy <jupjopjap@gmail.com>
2022-10-12 22:08:17 +00:00
Robert Müller 4bb549b68e Initialize the Windows COM library on all threads
Use threading model `COINIT_APARTMENTTHREADED` on threads that own a window (the main client thread) and `COINIT_MULTITHREADED` on all other threads.

Add assertions to ensure that the COM library is initialized successfully and only once per thread.

References:

- https://learn.microsoft.com/en-us/windows/win32/learnwin32/initializing-the-com-library
- https://learn.microsoft.com/en-us/windows/win32/com/single-threaded-apartments
- https://learn.microsoft.com/en-us/windows/win32/com/multithreaded-apartments

Yet another attempt at solving #5744.
2022-10-12 17:18:57 +02:00
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
heinrich5991 150485e3b0 Remove support for legacy 64 player info protocol
It was only being used for "Leak IP" favorites and LAN servers. Since
KoG has upgraded to latest DDNet, there aren't much servers left that
don't understand the new 64 player info protocol.

Keywords: fstd, dtsf
2022-10-12 16:12:02 +02:00
heinrich5991 a97a597592 Inline Is(GameType) functions
They are used for two purposes, coloring gametypes in the serverbrowser
and enabling backward compatibility. These are independent, we shouldn't
add more stuff to the backward compatibility, hence I split them up and
inlined them.
2022-10-11 16:05:46 +02:00
def c2d1118c90 Only announce servers using Steam/Discord integration which are registered 2022-10-09 16:16:54 +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
Robert Müller 5825d5eb7f Fix map file argument not opening editor with absolute paths 2022-09-23 19:54:12 +02:00