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11433 commits

Author SHA1 Message Date
heinrich5991 9da3f5c359 Only show port forward message if there's a problem
Previously, it was always shown.

Fixes #5203.
2022-05-31 16:39:54 +02:00
Dennis Felsing e31fa7051e Fix clamp in CStun::Update (fixes #5282) 2022-05-31 13:31:43 +02:00
c0d3d3v 0914c1260b
add ellipsis again 2022-05-31 12:20:45 +02:00
bors[bot] 4183ad6b47
Merge #5179
5179: Add loglevel config (fixes #5178, fixes #5174) r=heinrich5991 a=def-

<!-- What is the motivation for the changes of this pull request -->

## Checklist

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


Co-authored-by: def <dennis@felsin9.de>
2022-05-31 08:21:03 +00:00
bors[bot] 760cb99574
Merge #5271
5271: Time out for POST requests too (hopefully fixes #5198) r=heinrich5991 a=def-

Untested because the issue is sporadic. But I think it makes sense to have a timeout even if this is not the root cause.

## Checklist

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


Co-authored-by: def <dennis@felsin9.de>
2022-05-31 08:01:38 +00:00
bors[bot] f03d89f206
Merge #5277
5277: penalty tiles can be used to get a time of 00:00:01, this is fixed by letting the tees die, before that happens r=def- a=C0D3D3V

Also map gets reloaded if the server tick overflows. We could add a warning, that the server reloads soon, or save all players and load them after map reload. But I think that is such a rare event, we can just reload the map without these nice things.

fixes #5170

we should check the following maps for cheated times:
- just every fly
- puzzle partners
- time shop

## Checklist

- [x] Tested the change ingame See https://youtu.be/lQPU60XN8Nk
- [ ] 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)


Co-authored-by: c0d3d3v <c0d3d3v@mag-keinen-spam.de>
2022-05-30 21:03:40 +00:00
c0d3d3v 19ae17366d
penalty tiles can be used to get a time of 0:00:01, this is fixed by
letting the tees die, before that happens
2022-05-30 20:53:04 +02:00
c0d3d3v 5065bab8b5
fix swap does not swap no collision and no hook
- remove duplicated variable for no collision and no hook
2022-05-30 19:33:42 +02:00
Robert Müller 91d2ba1865 Organize game-client includes 2022-05-29 21:24:43 +02:00
Robert Müller 06cd4e9ab3 Organize game-server includes 2022-05-29 21:24:43 +02:00
Robert Müller 0101e94a63 Organize engine-server includes 2022-05-29 21:24:43 +02:00
Robert Müller 4b36584ca1 Organize engine-client includes 2022-05-29 21:24:43 +02:00
Robert Müller c2f92c1e13 Organize game-shared includes 2022-05-29 20:02:22 +02:00
Robert Müller 31533d5e2a Organize engine-shared includes 2022-05-29 20:02:22 +02:00
Robert Müller 0af146eb3b Remove unused includes from base 2022-05-29 19:49:38 +02:00
def 3e60cd83d0 Time out for POST requests too (hopefully fixes #5198) 2022-05-29 19:15:36 +02:00
Robert Müller a3a594b2d8 Remove unused include from test 2022-05-29 13:10:49 +02:00
Robert Müller f632758381 Remove unused includes from tools 2022-05-29 13:10:49 +02:00
bors[bot] 1abe73c2ec
Merge #5272
5272: Handle failed socket creation (fixes #5267) r=heinrich5991 a=def-

by returning nullpointer, as the calling functions expect

Broken in 471bb441a1

<!-- What is the motivation for the changes of this pull request -->

## Checklist

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


Co-authored-by: def <dennis@felsin9.de>
2022-05-29 08:50:00 +00:00
def d6c1c7790c Handle failed socket creation (fixes #5267)
by returning nullpointer, as the calling functions expect

Broken in 471bb441a1
2022-05-29 00:43:07 +02:00
bors[bot] 9e6ee21545
Merge #5269
5269: Introduce and use constexpr CCharacterCore::PhysicalSize r=def- a=Kaffeine

Add `Collision()` getter to server CEntity to make it easier to sync the server and prediction implementations (e.g. `IsGrounded()` imps are now identical).

## 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: Alexander Akulich <akulichalexander@gmail.com>
2022-05-28 22:23:20 +00:00
bors[bot] 5fdb94e479
Merge #5268
5268: Execute the dragger_beam tick one tick earlier. And stop it one tick earlier r=def- a=C0D3D3V

fixes #5263

`@bencie`  could you please confirm it fixes the problem?

## Checklist

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


Co-authored-by: c0d3d3v <c0d3d3v@mag-keinen-spam.de>
2022-05-28 21:17:38 +00:00
Alexander Akulich a39bbc702b Introduce and use constexpr CCharacterCore::PhysicalSize 2022-05-28 21:46:44 +03:00
Alexander Akulich deb2e8752f Sync prediction impl with server CCharacter::IsGrounded() 2022-05-28 21:46:07 +03:00
Alexander Akulich f057dd33a2 server/character: Use CEntity::Collision() instead of GameServer() one
Rationalize: make prediction and server code closer to each other.
2022-05-28 21:46:07 +03:00
Alexander Akulich f934882e51 server/entity: Add CCollision() getter
The main idea is to sync prediction and server CEntity APIs.
2022-05-28 21:46:07 +03:00
Alexander Akulich a023671ecd prediction/entity: Sync constructor signature, add GetProximityRadius() 2022-05-28 21:28:47 +03:00
Alexander Akulich a5f4c66fd5 vmath: Make vector2_base() constructors constexpr 2022-05-28 20:58:22 +03:00
bors[bot] 719e3e4385
Merge #5264 #5266
5264: Prevent users from setting port 1-1023 r=Jupeyy a=def-

Following user report that they set cl_port 1 and it didn't work

<!-- What is the motivation for the changes of this pull request -->

## Checklist

- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] 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)


5266: Use std::make_unique (fixes #5166) r=Jupeyy a=def-

No idea why clang-tidy's modernize-... didn't work

<!-- What is the motivation for the changes of this pull request -->

## Checklist

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


Co-authored-by: def <dennis@felsin9.de>
2022-05-28 16:01:32 +00:00
c0d3d3v 556b32270d
Execute the dragger_beam tick one tick earlier. And stop it one tick
earlier
2022-05-28 17:27:10 +02:00
bors[bot] ab28267e30
Merge #5265
5265: Cleanup prediction entity handling a little r=def- a=trml

I looked over the remaining code for creating/removing entities in the prediction, and only ended up making some smaller changes:
- More consistent use of InsertEntity/RemoveEntity/Destroy
- Fixed one instance in gameclient.cpp where an entity was removed but not deleted (could potentially have been a memory leak)
- Removed some old code for retaining information about the characters after they left the snapshot (the client should only rely on the snapshot for prediction of players)

## Checklist

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


Co-authored-by: trml <trml@users.noreply.github.com>
2022-05-28 12:48:10 +00:00
def 19dcd44fbe Use std::make_unique (fixes #5166)
No idea why clang-tidy's modernize-... didn't work
2022-05-28 14:46:55 +02:00
def a3c1a4c540 Prevent users from setting port 1-1023
Following user report that they set cl_port 1 and it didn't work
2022-05-28 13:42:28 +02:00
trml c5595209fe Fix and slightly cleanup creation/destruction/insertion of predicted entities 2022-05-28 13:37:59 +02:00
bors[bot] ccf0622984
Merge #5252
5252: Use std::vector instead of array, remove base/tl/array.h, algorithm.h, allocator.h, range.h r=def- a=Robyt3

Replaces all usages of `array` with `std::vector`.

I adjusted variable names of variables I changed to use the `v` prefix. Not so in the editor however, as there are already many changes due to clang-tidy enforcing the use of for-each loops.

This allows us to remove all remaining `base/tl` headers except `threading.h`.

Clang-tidy now finds `clang-analyzer-cplusplus.NewDelete` (Use of memory after it is freed), which is also fixed here, though it appears to be a false-positive.

This last remaining usages of `goto` are also removed.

## 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: Robert Müller <robytemueller@gmail.com>
2022-05-28 10:56:21 +00:00
Robert Müller c60931427a Use std::any_of instead of for-each loops 2022-05-28 10:45:15 +02:00
Jupeyy 23683a701e Remove alpha threshold from map_optmize 2022-05-28 09:15:08 +02:00
Chairn 39e3f52bf3 clang-format 2022-05-28 02:22:43 +02:00
Chairn 4cba284b68 Fix possible misuse of comma 2022-05-28 02:15:42 +02:00
Dennis Felsing 174b855774 Enable -Wthread-safety-negative (as suggested by Chairn) 2022-05-28 02:14:46 +02:00
bors[bot] ce9b16d6f6
Merge #5259
5259: reintroduce shotgun bug r=def- a=C0D3D3V

fixes #5258
bug got fixed by the math changes in 68bcd21eff

This fix introduces a hard coded velocity that the player would get like before. (It could be that this has slightly other behaviour, because before the produced NaN values where converted to ints in CCharacterCore::Quantize (so some other logic may be confronted with the NaN values before), but it should most likely not be noticeable because it is fast enough)

We could now make this bug optional, by adding it to our mapbugs, or adding a server setting for it.

## Checklist

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


Co-authored-by: c0d3d3v <c0d3d3v@mag-keinen-spam.de>
2022-05-27 23:23:37 +00:00
bors[bot] 4b3b0938fd
Merge #5255
5255: fix windows server crash on client spawn r=def- a=C0D3D3V

The continuation  of removing mem_zero over CCharacterCore.

I have tested the server in a Windows VM -> no crash

## 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)


Co-authored-by: c0d3d3v <c0d3d3v@mag-keinen-spam.de>
2022-05-27 23:08:53 +00:00
c0d3d3v 04f1bbf59f
reintroduce shotgun bug 2022-05-28 00:58:33 +02:00
trml 85e86772b2 Don't keep track of characters in the predicted gameworld that are not in the snapshot and require pred characters to be alive 2022-05-28 00:07:31 +02:00
bors[bot] 59acac221c
Merge #5254 #5257
5254: Fix ingame menu button behavior when holding mouse button r=def- a=Robyt3

Fixes the following behavior:

1. Player is ingame and the ingame menu is opened with Esc
2. A mouse button is held down on one of the ingame menu buttons (e.g. the spectate button)
3. The ingame menu is closed without moving the mouse away from the button
4. The mouse button is released while ingame
5. The menu is opened again
    - Current behavior: The hovered button is immediately activated, as soon as the menu opens, due to the released mouse state being handled as a click.
    - Fixed behavior: The button is not activated. Instead another call to `FinishCheck` is added so it's also called when the menu is not active, to clear the active UI item in that case.

As well as the following:

1. The menu is closed while the mouse cursor is hovering over a button.
2. The mouse button is pressed and held while the menu is closed.
3. The menu is opened again.
   - Current behavior: The menu button is already held down and when the player releases the mouse button it will immediately be activated.
   - Fixed behavior: The button is not activated immediately, by clearing the hot item and next hot item variables in `FinishCheck`.

The latter behavior can still occur when entering the editor instead of closing the ingame menu.

Closes #3560. Closes #5229.

The first two commits are identical to upstream https://github.com/teeworlds/teeworlds/pull/3158, where those issues also exist. The last commit adapts upstream behavior so buttons can only become hot when the mouse is not pressed.

## 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)


5257: Refactoring: Move CMenus::UseMouseButtons to CUI::SetEnabled, extract CRenderTools::RenderCursor r=def- a=Robyt3

Adopt changes from upstream.

## 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: Robert Müller <robytemueller@gmail.com>
2022-05-27 18:37:17 +00:00
bors[bot] 862faa255a
Merge #5256
5256: Use double for traffic calculations r=def- a=Jupeyy

fixes #5207

Not going to rewrite rn since it relies on normilization of the time.
Hope this is enough, floats probs struggle with time_freq and time differences being so huge

## Checklist

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


Co-authored-by: Jupeyy <jupjopjap@gmail.com>
2022-05-27 18:19:38 +00:00
Robert Müller fccfbd5b70 Extract CRenderTools::RenderCursor 2022-05-27 19:43:12 +02:00
Robert Müller caa23bcfdd Move CMenus::UseMouseButtons to CUI::SetEnabled 2022-05-27 19:43:12 +02:00
Jupeyy d4b1bec6fe Use double for traffic calculations 2022-05-27 19:40:27 +02:00
c0d3d3v 55671e483a
fix windows server crash on client spawn 2022-05-27 19:21:43 +02:00
Robert Müller 31930951f0 Only allow buttons to be become hot while the mouse is not pressed 2022-05-27 19:07:56 +02:00
Robert Müller 910f01cbf2 Fix ingame menu buttons when mouse is held ingame and released in menu 2022-05-27 19:07:56 +02:00
Jupeyy d7cdc14819 Don't ever skip any frame 2022-05-27 17:54:58 +02:00
Robert Müller a0a0fa1322 Fix ingame menu buttons when mouse is held and released ingame 2022-05-27 17:45:30 +02:00
Robert Müller 6a72c5c38b Fix clang-analyzer-cplusplus.NewDelete (Use of memory after it is freed) 2022-05-27 16:41:14 +02:00
Robert Müller a2465605df Remove base/tl/range.h 2022-05-27 16:36:40 +02:00
Robert Müller f9d49bd53e Remove base/tl/allocator.h 2022-05-27 16:36:40 +02:00
Robert Müller 47098daa42 Remove base/tl/algorithm.h 2022-05-27 16:36:40 +02:00
Robert Müller ca309d6ef8 Remove base/tl/array.h 2022-05-27 16:36:39 +02:00
Robert Müller 0c69495522 Use std::vector instead of array in editor 2022-05-27 16:36:39 +02:00
Robert Müller 3f8fb732a3 Use std::vector<CKey> instead of array 2022-05-27 16:31:18 +02:00
Robert Müller c6e195a399 Use std::vector<CNameBan> instead of array 2022-05-27 16:31:18 +02:00
Robert Müller 4a023342b7 Use std::vector<CName> instead of array, adjust variable name 2022-05-27 16:31:18 +02:00
Robert Müller ce54a0d075 Use std::vector<CMenuImage> instead of array 2022-05-27 16:31:18 +02:00
Robert Müller 24ad383211 Use std::vector<CSourceQueueEntry> instead of array 2022-05-27 16:31:18 +02:00
Robert Müller d3eb9d6fe7 Use std::vector<std::string> instead of array 2022-05-27 16:31:18 +02:00
Robert Müller 0f097a0490 Use std::vector<char *> instead of array in gamecontext 2022-05-27 12:13:30 +02:00
Robert Müller 80103888ea Use std::vector<char *> instead of array in config_store 2022-05-27 12:13:30 +02:00
Robert Müller b9c52f7e31 Use SetActiveItem(nullptr) instead of SetActiveItem(0) 2022-05-27 11:59:14 +02:00
Robert Müller 2b02bd449b Prevent lock of UI
Co-authored-by: oy <tom_adams@web.de>
2022-05-27 11:53:05 +02:00
bors[bot] 7348bf4d56
Merge #5246
5246: Use std::vector instead of sorted_array, remove base/tl/sorted_array.h r=def- a=heinrich5991

This replaces all usages of `sorted_array` with `std::vector`. This requires the following general changes:

- `add_unsorted` is replaced with `push_back`.
- `add` is replaced with `push_back` and subsequent `sort` or `stable_sort` must be ensured.
  - In some cases, immediately sorting the entire list after adding an item was unavoidable. Previously items were added at the correct position, which was O(N) because all items after the inserted one had to be moved in any case.
- `sort_range` is replaced with `sort` or `stable_sort`.
- `size` returns a `size_t` instead of `int`, so to fix sign comparison warnings, casts are added where necessary or types of loop variables are changed to `size_t` where possible. For-each loops are also used where possible / where required by clang-tidy.
- `find_binary` is replaced with `std::equal_range`. This can only find items of the same type, so some wrappers, that only have the relevant fields set, need to be created for searching.

In terms of behavior, this should not change anything, except maybe `CLocalizationDatabase` for the better. As far as I understand it, at lot of the code there was not doing anything. It assumes that binary search can return a range of multiple entries, but the equality/comparison function is based on hash and context hash. This means that any item in this range will match the given hash and context hash already, so all of the following checks are redundant. I changed this to first do a lookup with the hash and context hash and if that fails do another lookup with the default context hash.

I have also already replaced `base/tl/array.h` with `std::vector`, removing all of `base/tl` except `threading.h`. I'll make a separate PR later because this caused a lot more changes especially in the editor that I first want to test and review myself.

Naming of `array`/`sorted_array`/`std::vector` variables was rather inconsistent (sometimes prefix `a` or `l` is used), so ~~I chose to not use any prefix for all new `std::vector`s~~ heinrich5991 left them as-is.

## 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: Robert Müller <robytemueller@gmail.com>
2022-05-27 08:51:55 +00:00
bors[bot] 61c81fa0f2
Merge #5240
5240: Fix crash when graphics init failed (fixes #5237) r=heinrich5991 a=def-

## 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: Dennis Felsing <dennis@felsin9.de>
2022-05-26 22:17:15 +00:00
Robert Müller de1de5e7bd Use emplace_back for CFriendItem 2022-05-27 00:14:07 +02:00
Robert Müller 476af1286d Use emplace_back for CCommand, fix member variable names 2022-05-27 00:13:26 +02:00
Robert Müller d0b5d096f5 Use emplace_back for CString 2022-05-27 00:03:13 +02:00
Robert Müller bea74f3d4f Remove base/tl/sorted_array.h 2022-05-27 00:03:13 +02:00
Robert Müller a76cdb254e Use std::vector<CDownloadSkin> instead of sorted_array 2022-05-27 00:03:13 +02:00
Robert Müller 0859da7e6a Use std::vector<CSkin> instead of sorted_array 2022-05-27 00:03:13 +02:00
Robert Müller ae8f5e87c7 Use std::vector<CNameIndexed> instead of sorted_array 2022-05-27 00:03:13 +02:00
Robert Müller 5cc76d286f Use std::vector<CGhostItem> instead of sorted_array 2022-05-27 00:03:13 +02:00
Robert Müller b24f318450 Use std::vector<CFriendItem> instead of sorted_array 2022-05-27 00:03:13 +02:00
Robert Müller de23bf912d Use std::vector<CString> instead of sorted_array, improve string search 2022-05-27 00:03:13 +02:00
Robert Müller 359093cab8 Use std::vector<CDemoItem> instead of sorted_array 2022-05-27 00:03:13 +02:00
Robert Müller 96c97d5bb7 Use std::vector for assets menu list items instead of sorted_array 2022-05-26 23:49:30 +02:00
Robert Müller 2ea0c49f8b Use std::vector<CCommand> instead of sorted_array 2022-05-26 23:49:30 +02:00
Robert Müller 662cb58132 Use std::vector<CFilelistItem> instead of sorted_array 2022-05-26 23:49:30 +02:00
Robert Müller 0032f6f2c2 Use std::vector<CCountryFlag> instead of sorted_array 2022-05-26 23:49:27 +02:00
Robert Müller 295c395c8c Use std::vector<CUISkin> instead of sorted_array 2022-05-26 23:47:37 +02:00
Robert Müller 97dd8105fd Use std::vector<CLanguage> instead of sorted_array 2022-05-26 23:42:06 +02:00
Robert Müller 9dece943e7 Use std::vector<CMapNameItem> instead of sorted_array 2022-05-26 23:42:06 +02:00
Robert Müller 9b2f0fe3c4 Remove unused includes of base/tl/array.h and sorted_array.h 2022-05-26 23:42:06 +02:00
bors[bot] 0648f22d7a
Merge #5236
5236: Don't enable colors when stdout is redirected to a file (fixes #5233) r=heinrich5991 a=def-

<!-- What is the motivation for the changes of this pull request -->

## Checklist

- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] 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>
2022-05-26 21:24:38 +00:00
bors[bot] e63b8e2bb5
Merge #5183
5183: render allways the nameplate of a specchar (or the real player) r=def- a=C0D3D3V

fokkonaut uses spec chars in addition to normal players in his mod, so the names should also be displayed in addition to the player name

## 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)


Co-authored-by: c0d3d3v <c0d3d3v@mag-keinen-spam.de>
2022-05-26 21:06:19 +00:00
bors[bot] 74b94b3e71
Merge #5245
5245: disable dragger beams soon, not only every 150ms r=def- a=C0D3D3V

The check whether a dragger is active, I somehow forgot in the dragger beams. Sorry! Actually, I should have noticed this during testing. But when I tested Fall into the Future today, it seemed strange to me (already at the first part). I should have noticed it when I tested it. I have compared that in any case with 15.9.1 and looked at the code again and saw that there the check is made every tick.


## Checklist

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


Co-authored-by: c0d3d3v <c0d3d3v@mag-keinen-spam.de>
2022-05-26 20:47:48 +00:00
c0d3d3v 62c99515d5
disable dragger beams soon, not only every 150ms 2022-05-26 19:49:51 +02:00
trml 2402edcb8a Remove predicted character from gameworld before calling base class destructor 2022-05-26 19:08:46 +02:00
Dennis Felsing ac2657bfce Fix crash when graphics init failed (fixes #5237) 2022-05-26 13:04:39 +02:00
Dennis Felsing d2e9a78483 Don't enable colors when stdout is redirected to a file (fixes #5233) 2022-05-26 12:32:24 +02:00
bors[bot] 3b81157013
Merge #5231
5231: Fix windows crash r=def- a=C0D3D3V

Fixes #5226

I tested it in a Windows VM.
`@sjrc6` is it correct that `TempCore` is this way zero initialized, can you check that maybe in the debugger? I do not want to change the behaviour, even tho the core is read in two lines later with `TempCore.ReadCharacter(pCharacter);`

## 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)


Co-authored-by: c0d3d3v <c0d3d3v@mag-keinen-spam.de>
2022-05-26 08:57:22 +00:00
c0d3d3v 62cad6ba51
use value initialization in Evolve lambda 2022-05-26 08:26:27 +02:00
c0d3d3v cf03ada052
revert to SetHookedPlayer in ReadCharacterCore 2022-05-26 07:45:34 +02:00
Dennis Felsing 68bcd21eff asan+ubsan clean 2022-05-26 01:22:14 +02:00
Dennis Felsing 604142da3a Try other fix for tautological 2022-05-26 00:37:33 +02:00
Dennis Felsing 3a231b07e1 Fix new Obj-C deprecation warnings
src/macos/server.mm:74:29: warning: 'NSOKButton' is deprecated: first deprecated in macOS 10.10 [-Wdeprecated-declarations]
                        if([openDlg runModal] != NSOKButton)
                                                 ^~~~~~~~~~
                                                 NSModalResponseOK
/Library/Developer/CommandLineTools/SDKs/MacOSX12.3.sdk/System/Library/Frameworks/AppKit.framework/Headers/NSPanel.h:51:5: note: 'NSOKButton' has been explicitly marked deprecated here
    NSOKButton API_DEPRECATED_WITH_REPLACEMENT("NSModalResponseOK", macos(10.0,10.10)) = NSModalResponseOK,
    ^
src/macos/server.mm:90:14: warning: 'NSTitledWindowMask' is deprecated: first deprecated in macOS 10.12 [-Wdeprecated-declarations]
                styleMask: NSTitledWindowMask
                           ^~~~~~~~~~~~~~~~~~
                           NSWindowStyleMaskTitled
/Library/Developer/CommandLineTools/SDKs/MacOSX12.3.sdk/System/Library/Frameworks/AppKit.framework/Headers/NSWindow.h:885:32: note: 'NSTitledWindowMask' has been explicitly marked deprecated here
static const NSWindowStyleMask NSTitledWindowMask API_DEPRECATED_WITH_REPLACEMENT("NSWindowStyleMaskTitled", macos(10.0,10.12)) = NSWindowStyleMaskTitled;
                               ^
src/macos/server.mm:91:5: warning: 'NSClosableWindowMask' is deprecated: first deprecated in macOS 10.12 [-Wdeprecated-declarations]
                | NSClosableWindowMask
                  ^~~~~~~~~~~~~~~~~~~~
                  NSWindowStyleMaskClosable
/Library/Developer/CommandLineTools/SDKs/MacOSX12.3.sdk/System/Library/Frameworks/AppKit.framework/Headers/NSWindow.h:886:32: note: 'NSClosableWindowMask' has been explicitly marked deprecated here
static const NSWindowStyleMask NSClosableWindowMask API_DEPRECATED_WITH_REPLACEMENT("NSWindowStyleMaskClosable", macos(10.0,10.12)) = NSWindowStyleMaskClosable;
                               ^
src/macos/server.mm:92:5: warning: 'NSMiniaturizableWindowMask' is deprecated: first deprecated in macOS 10.12 [-Wdeprecated-declarations]
                | NSMiniaturizableWindowMask
                  ^~~~~~~~~~~~~~~~~~~~~~~~~~
                  NSWindowStyleMaskMiniaturizable
/Library/Developer/CommandLineTools/SDKs/MacOSX12.3.sdk/System/Library/Frameworks/AppKit.framework/Headers/NSWindow.h:887:32: note: 'NSMiniaturizableWindowMask' has been explicitly marked deprecated here
static const NSWindowStyleMask NSMiniaturizableWindowMask API_DEPRECATED_WITH_REPLACEMENT("NSWindowStyleMaskMiniaturizable", macos(10.0,10.12)) = NSWindowStyleMaskMiniaturizable;
                               ^
4 warnings generated.
2022-05-26 00:37:33 +02:00
Zwelf 93ece6f090 Only record swap in teehistorian if active 2022-05-25 19:35:37 +02:00
bors[bot] 1ca4220adf
Merge #5222
5222: Fix crash because of hooks on non ddnet server r=def- a=C0D3D3V

Reported by `@Ясно` Понятно 
on non ddnet server, this code gets run to detect strong-weak ids:
6a5673aa04/src/game/client/gameclient.cpp (L2540-L2541)
which causes a crash because this CCharacterCore is not bound to a gameworld 
the check for m_pWorld failed because m_pWorld is fill of random data
ac15943e85/src/game/gamecore.cpp (L625)
So I would also like to initialize it with a nullpointer 

## Checklist

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


Co-authored-by: c0d3d3v <c0d3d3v@mag-keinen-spam.de>
2022-05-25 15:51:43 +00:00
c0d3d3v a5cf35576d
init m_pWorld with nullptr 2022-05-25 17:42:44 +02:00
c0d3d3v 6a5673aa04
fix crash on non ddnet server if hook is in view 2022-05-25 17:33:59 +02:00
bors[bot] ac15943e85
Merge #5218
5218: do not snap dragger beam, if the target is out of reach r=def- a=C0D3D3V

fixes #5216

## Checklist

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


Co-authored-by: c0d3d3v <c0d3d3v@mag-keinen-spam.de>
2022-05-25 15:08:27 +00:00
bors[bot] 00c167148d
Merge #5194
5194: Revert Ellipsis (alternative to #5193) r=heinrich5991 a=def-

<!-- What is the motivation for the changes of this pull request -->

## Checklist

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


Co-authored-by: def <dennis@felsin9.de>
2022-05-25 14:46:16 +00:00
c0d3d3v 82a0354f97
do not dragger beam snap, if the target is out of reach 2022-05-25 16:43:05 +02:00
Dennis Felsing 049a249944 Crash fix (fixes #5217) 2022-05-25 16:28:00 +02:00
Chairn 0076edf499 Remove useless setting 2022-05-25 00:12:38 +02:00
bors[bot] 03f95108b4
Merge #5063
5063: Reworked Draggers and Turrets AND show always hooks if they are in the field of view  r=def- a=C0D3D3V

Fixes #3622, #4723 #4798 and #5054

Here you can find a comparison video with 16.0.3: https://youtu.be/bYwLB1cEMI8

This now also includes the changes from https://github.com/ddnet/ddnet/pull/4980 
So please also see my monologue here: https://github.com/ddnet/ddnet/pull/4980

Physic that got changed by this PR:
- Solo players are not included in the calculation of the next team players to the dragger/turrets. This does not affect any map.
- Turrets get switched correctly if players are solo
- Plasma bullets fired by turrets on solo player only explode for solo players and the other way around (except if they unsolo)
- Plasma bullets can no longer be intercepted by other teams 
- Turrets can shot now independently at the speed of sv_plasma_per_sec for  every team and every solo player


This should be tested by some more players before it get merged!

This reduces the use of snap id's tested here: https://youtu.be/G3nVtdH0--Q 
from 16000 to 69
test with the new dragger: https://youtu.be/mzNrDHP7HQs
I did not add the terminal of the server because you basically see no change in the used snap ids 
The videos are with cl_predict off

Comparison of the new turrets: https://streamable.com/8us8lk
left old turrets, right the new ones

We should delete ranks on (that where made after 13 Jun 2019):
https://ddnet.tw/maps/Increase-32-Your-32-Speed
https://ddnet.tw/maps/Fall-32-into-32-the-32-Future
https://ddnet.tw/maps/turboSeks

## 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
- [only on 3 maps] 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>
2022-05-24 18:26:08 +00:00
bors[bot] c929ef44e9
Merge #5204
5204: Fix pos1 only scrolling up one page in console r=heinrich5991 a=Robyt3

Holding down the pos1 key will still make the console text flash though.

Fixing that would require to first calculate the total number of pages in a separate pass before rendering the current page.

## 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: Robert Müller <robytemueller@gmail.com>
2022-05-23 18:13:43 +00:00
Robert Müller 0c518baef4 Fix pos1 only scrolling up one page in console 2022-05-23 19:24:56 +02:00
heinrich5991 c93658f929 Make sure we don't accidentally initialize libcurl in a thread 2022-05-23 17:21:27 +02:00
heinrich5991 76ed324b66 Call HttpInit in server
Otherwise `curl_global_init` would be called from the first
`curl_easy_init`, but `curl_global_init` isn't threadsafe.

Fixes #5195.
2022-05-23 17:20:45 +02:00
c0d3d3v bf2d3d59ff
do not render freezebar if you are not freezed 2022-05-23 12:12:46 +02:00
bors[bot] 064dc2c0c5
Merge #5196
5196: Break early out of loop r=heinrich5991 a=ChillerDragon



Co-authored-by: ChillerDragon <ChillerDragon@gmail.com>
2022-05-23 07:31:34 +00:00
bors[bot] 847454f3be
Merge #5189
5189: Fix 0 byte malloc in register.cpp (fixes #5187) r=heinrich5991 a=def-

<!-- What is the motivation for the changes of this pull request -->

## Checklist

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


Co-authored-by: def <dennis@felsin9.de>
2022-05-23 07:15:54 +00:00
ChillerDragon e54f0ee97b Break early out of loop 2022-05-23 08:32:00 +02:00
def 76efcc616b Fix 0 byte malloc in register.cpp (fixes #5187) 2022-05-23 00:24:22 +02:00
def 0c8bf5c3aa Revert "Ellipsis at end in scoreboard and hud"
This reverts commit f278399bd1.
2022-05-22 23:04:32 +02:00
def 590eb2c5d1 Revert "Render full text when it still fits"
This reverts commit c4bcf3d628.
2022-05-22 23:01:00 +02:00
c0d3d3v 60a95c6e4e
mark virtual methods in dragger_beam as overwritten 2022-05-22 22:01:07 +02:00
c0d3d3v 5175734432
Iterate over m_AttachedPlayers instead of MAX_CLIENTS 2022-05-22 21:59:52 +02:00
c0d3d3v f07d773492
Add a set of Players that are attached to a Tee 2022-05-22 21:59:51 +02:00
c0d3d3v 71c9a49776
revert to double explotion plasma bullets if the bullet hits obstacle
and player at the same time
2022-05-22 21:59:51 +02:00
c0d3d3v 9180fa70e4
revert change of dragger range 2022-05-22 21:59:50 +02:00
c0d3d3v 8d644d0638
Snap characters also when a hook is attached to them that is in the field of view 2022-05-22 21:59:49 +02:00
c0d3d3v c251b3d37c
fix server options in comments 2022-05-22 21:59:49 +02:00
c0d3d3v 8fc34ae7b9
Add Comments with Specifications to Turrets and Dragger
- Make Plasma Bullets explode only once if they hit a character and a
  obstacle
- Make turrets fire speed independend from teams and solo players
- Make draggers keep dragging the same tee, also if a closer tee exist
2022-05-22 21:59:48 +02:00
c0d3d3v ab37f95bb4
Do not clip players with hook in the field of view 2022-05-22 21:59:48 +02:00
c0d3d3v d64445d983
Rework Turrets
- Make the code look similar to the code of the draggers
- Make correct switching for solo players, as described here: https://github.com/ddnet/ddnet/pull/4980
- Remove NetworkClipping Bug
- Added intentionally the "Feature" to only explode at one tee
- Make plasma bullets only explode for solo tees if they are solo, not
  for the rest of the team
2022-05-22 21:59:47 +02:00
c0d3d3v 917d12e26c
use TeamMask() instead of Teams()->TeamMask(...) in projectile.cpp and laser.cpp 2022-05-22 21:59:47 +02:00
c0d3d3v 459a845373
use TeamMask() instead of Teams()->TeamMask(...) 2022-05-22 21:59:46 +02:00
c0d3d3v b8cbd8120c
Add ProximityRadius of a tee to the dragger range 2022-05-22 21:59:46 +02:00
c0d3d3v b5166f4048
Simplification of NetworkClippedLine 2022-05-22 21:59:45 +02:00
c0d3d3v 0a6902acae
Optimization of the closest_point_on_line function 2022-05-22 21:59:44 +02:00
c0d3d3v 87893ceca7
Move MapScreenToGroup from 3 classes to render.cpp; Rename MapscreenToWorld to MapScreenToWorld 2022-05-22 21:59:43 +02:00
c0d3d3v b751a2e098
Reworked Draggers 2022-05-22 21:59:33 +02:00
bors[bot] 344eeaf8aa
Merge #5192
5192: Add missing nanosecond conversions r=def- a=Jupeyy

fixes #5191

## Checklist

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


Co-authored-by: Jupeyy <jupjopjap@gmail.com>
2022-05-22 18:27:57 +00:00
bors[bot] 85ce4fc0a8
Merge #5185
5185:  Fix pickups moving on their own (fixes #5137) r=C0D3D3V a=def-

Supersedes #5181 

Objects should be initialized fully, otherwise they are super easy to misuse and get weird undefined behavior that happens rarely.

## Checklist

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


Co-authored-by: def <dennis@felsin9.de>
2022-05-22 14:32:21 +00:00
Jupeyy 2677949e58 Add missing nanosecond conversions 2022-05-22 16:08:11 +02:00
Jupeyy 1e6df0c7a9 Lower max allowed FSAA on OpenGL 2022-05-22 14:42:21 +02:00
def 3116494f6e Fix some uninitialized variables, found with valgrind 2022-05-22 12:18:49 +02:00
def c4377bb7d9 Always initialize vec2/3/4
Because no tools can detect it uninitialized well, tried Memory
Sanitizer (needs all libs including libc++ compiled with it), valgrind
(only detects in LTO build), compiler warnings. Might be related to
unions.
2022-05-22 12:18:32 +02:00
bors[bot] 1738b0d51b
Merge #5032
5032: Make input handling teehistorian friendly r=def- a=Zwelf

Makes input handling more reproducible during respawn. Still WIP, because I haven't tested this particular patch (only a different one with the same effect).

## Checklist

- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [x] Tested in combination with possibly related configuration options
  - [x] swap
  - [x] using timeout protection
  - [x] reconnecting
  - [x] respawning
  - [x] chat keeps movement
  - [x] pause keeps movement
- [x] 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: Zwelf <zwelf@strct.cc>
2022-05-22 09:57:44 +00:00
Zwelf 4a39c846c3 Fix comments 2022-05-22 10:39:18 +02:00
bors[bot] 38c8b5b019
Merge #5182
5182: Fix chat prediction r=def- a=C0D3D3V

reported by nori 
https://cdn.discordapp.com/attachments/293493549758939136/977531792389177364/recording.mp4

I have somehow made the condition wrong xD although I had written correctly in the PR what it should do.

also i noticed that teeworlds does not allow you to hold the hook while chatting, but we have allowed this since 2014....

## Checklist

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


Co-authored-by: c0d3d3v <c0d3d3v@mag-keinen-spam.de>
2022-05-21 20:50:20 +00:00
Zwelf bc17b29100 Simplify chat check after rearranging player input 2022-05-21 21:40:11 +02:00
Zwelf 44e94ee75a Keep last input on respawn when chatting or pausing 2022-05-21 21:37:17 +02:00
Zwelf 86f57289c6 Record player switch in teehistorian 2022-05-21 21:37:17 +02:00
Zwelf 416af01e0a Sync chat/pause input with weapon and movement input 2022-05-21 21:37:15 +02:00
Zwelf 38c7a921d5 Already use second input 2022-05-21 21:34:30 +02:00
Zwelf b99d8dc259 Always apply last sent input
Makes teehistorian during spawn more reproduceable.
Currently during respawn the first applied input doesn't get recorded.
Always appliying the last sent input fixes this.
2022-05-21 21:34:30 +02:00
Zwelf 5e4722e8ba Bump teehistorian minor version due to different input handling 2022-05-21 21:34:30 +02:00
c0d3d3v ad06a05d7b
render allways the nameplate of a specchar 2022-05-21 19:22:50 +02:00
c0d3d3v 71669e3427
release hook in mods that do not allow inputs while chatting 2022-05-21 18:52:14 +02:00
c0d3d3v 2cb47583b8
fix condition of BugDDRaceInput, do only reset innputs on non ddnet mods 2022-05-21 18:17:10 +02:00
def c4bcf3d628 Render full text when it still fits 2022-05-21 12:12:00 +02:00
def 38b2a8d592 Add loglevel config (fixes #5178, fixes #5174) 2022-05-21 12:06:54 +02:00
def 2818c6e17c Fix HUD rebase (thanks to bencie for report) 2022-05-21 11:37:46 +02:00
bors[bot] a04079324d
Merge #5173
5173: revert to ground jump at the same tick r=def- a=C0D3D3V

Sorry I did make a mistake in #5172  I tricked myself, the code block I moved back down below the jumping physic (where it original was):
79f377b133/src/game/gamecore.cpp (L216-L221)
did not prevent instant ground jump, i somehow thought wrong and maybe combined it wrong with my new condition.

i tested everything again with 15.9.1 (and 16.0.3) and looked at the old code and noticed that it was allowed to make a ground jump directly in the same tick as you have contact with the ground. Therefore I revert this herewith (by fixing the condition)

xD is really a tricky thing to make changes at the gamecore, and keeping everything as it should be
Sorry!!

## Checklist

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


Co-authored-by: c0d3d3v <c0d3d3v@mag-keinen-spam.de>
2022-05-20 21:57:26 +00:00
c0d3d3v 82ef97f549
revert to ground jump at the same tick 2022-05-20 23:05:16 +02:00
bors[bot] 79f377b133
Merge #5171
5171: Extract CConsole::TraverseChain, fix toggle with multiple chains r=def- a=Robyt3

Extract `CConsole::TraverseChain` (https://github.com/teeworlds/teeworlds/pull/2933).

Fix `toggle`/`+toggle` commands with commands which are chained multiple times.

## 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: Robert Müller <robytemueller@gmail.com>
2022-05-20 20:25:09 +00:00
c0d3d3v 9c97995679
Fix Spezial Jumps for players with 0, 1 and -1 Jumps
- Add some more documentation to the code
- reverted early ground jump to keep physics
2022-05-20 21:37:05 +02:00
Robert Müller fade4d2984 Extract CConsole::TraverseChain, fix toggle with multiple chains 2022-05-20 19:41:31 +02:00
bors[bot] e7140caf8b
Merge #5064
5064: Add HTTP masterserver registering and HTTP masterserver r=def- a=heinrich5991

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:
```http
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.

Co-authored-by: heinrich5991 <heinrich5991@gmail.com>
2022-05-20 17:01:20 +00:00
c0d3d3v bd9a04b1d2
fix HUD assets Tab 2022-05-20 17:35:22 +02:00
heinrich5991 ee8896d014 Make mastersrv compile with Rust 1.48.0 2022-05-20 16:29:01 +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
bors[bot] 8b31dbb108
Merge #5155
5155: Remove cl_show_console and -c / --console command line options, attach to existing console r=heinrich5991 a=Robyt3

Alternative to #5154. 

Closes #5150.

If you want to open the client with a console window, instead create a new shortcut with the following target:

```
cmd /c "C:\path\to\your\DDNet.exe"
```

You can change the icon of the shortcut to the DDNet icon in the properties of the shortcut file.

## 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: Robert Müller <robytemueller@gmail.com>
2022-05-20 06:49:41 +00:00
bors[bot] 0fbfcad242
Merge #5153
5153: keep input if chat is closed r=heinrich5991 a=C0D3D3V

fixes #4653

## 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
- [?] 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>
2022-05-20 06:32:44 +00:00
Dennis Felsing 7e5049e656 Version 16.1 2022-05-20 01:26:17 +02:00
c0d3d3v f5ff227561
fix inputs on vanilla server if chat is open 2022-05-19 23:18:14 +02:00
Robert Müller d1acb3644d Try attaching to existing console 2022-05-19 21:24:46 +02:00
Robert Müller 2ebaa76194 Remove cl_show_console and -c / --console cmdline options 2022-05-19 21:24:19 +02:00
heinrich5991 96f1fbcc70 Make dbg_curl 1 use the normal logging 2022-05-19 21:06:05 +02:00
heinrich5991 177cdfdde9 Fix memleak of multiply chained console commands 2022-05-19 21:06:05 +02:00
c0d3d3v 789d7d81fc
keep input if chat is closed 2022-05-19 19:50:51 +02:00
Dennis Felsing 4b72f7d95c Minor clang-tidy fix with -DWEBSOCKETS=ON -DUPNP=ON 2022-05-19 18:57:49 +02:00
bors[bot] cd16459e9b
Merge #5147
5147: Use `check_cxx_compiler_flag` instead of `check_c_compiler_flag` r=def- a=heinrich5991

We only have C++ source files left, take advantage of this and check
whether the C++ compiler supports the flags, not the C compiler. GCC for
example warns about `-Wsuggest-override` in C mode, but supports it in
C++ mode.

## 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>
2022-05-19 12:34:27 +00:00
bors[bot] 8ff87f6e6f
Merge #5001
5001: Ellipsis at end in scoreboard and hud r=heinrich5991 a=def-

Looks nicer to have consistent length in HUD, more clear that something is cut off with the ellipsis.
![screenshot_2022-04-18_12-57-22](https://user-images.githubusercontent.com/2335377/163799128-89788d67-cf3e-4215-b716-7ee0a348f1b2.png)
Thoughts on kill message?
## 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
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)


Co-authored-by: def <dennis@felsin9.de>
2022-05-19 09:18:11 +00:00
heinrich5991 2b7e1c629e Make Objective-C file Objective-C++
This removes the last C file we have, allows us to set C++ options
unilaterally.
2022-05-19 11:16:03 +02:00
Dennis Felsing d1eba47cf8 Add override in mysql code too (fixes #5139) 2022-05-19 10:35:24 +02:00
def f278399bd1 Ellipsis at end in scoreboard and hud 2022-05-18 23:46:11 +02:00
bors[bot] 609987730c
Merge #5075
5075: Switch to nanoseconds r=def- a=Jupeyy

Modern hardware is too fast, updates sometimes take less than a few microseconds.
It's easier in the long run if we use a bigger range to avoid calculation problems.

possibly f i x e s #5051 (needs testing from bencie for the main bug, but fixes what `@sjrc6` found)

Also took the moment to use more chrono so we can at some point switch to a typesafe time.

Hopefully I didnt miss any value ^^

## Checklist

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


Co-authored-by: Jupeyy <jupjopjap@gmail.com>
Co-authored-by: Dennis Felsing <dennis@felsin9.de>
2022-05-18 16:59:36 +00:00
Dennis Felsing a1fc561434 No more system.h include in client.m 2022-05-18 18:58:31 +02:00
Jupeyy a7bc8781a9 Put assert for text containers after printing all non empty text containers 2022-05-18 18:25:48 +02:00
Jupeyy 3c597aff95 Switch to nanoseconds 2022-05-18 18:05:41 +02:00
bors[bot] 53d77e86b2
Merge #5119
5119: Use STUN to determine UDP connectivity and show diagnostics r=def- a=heinrich5991

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.

## 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
- [ ] 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>
2022-05-18 07:43:55 +00:00
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 ec45a7338a Add bare-bones STUN protocol support
Implemented according to RFC 5389.
2022-05-18 09:20:54 +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
heinrich5991 6977bdc782 Make NETADDR forward-declarable 2022-05-18 09:16:08 +02:00
bors[bot] 3d6e683fdd
Merge #5133 #5138
5133: Fix IPO build problems r=heinrich5991 a=def-

`@Kaffeine` 

Windows x86-64 with MinGW worked, previously:
```
-rwxr-xr-x 1 deen deen 755K May 15 11:38 config_retrieve.exe*
-rwxr-xr-x 1 deen deen 756K May 15 11:38 config_store.exe*
-rwxr-xr-x 1 deen deen 2.8M May 15 11:38 DDNet.exe*
-rwxr-xr-x 1 deen deen 2.1M May 15 11:38 DDNet-Server.exe*
-rwxr-xr-x 1 deen deen 761K May 15 11:38 dilate.exe*
-rwxr-xr-x 1 deen deen 763K May 15 11:38 map_convert_07.exe*
-rwxr-xr-x 1 deen deen 756K May 15 11:38 map_diff.exe*
-rwxr-xr-x 1 deen deen 761K May 15 11:38 map_extract.exe*
```
Now:
```
-rwxr-xr-x 1 deen deen 256K May 16 00:26 config_retrieve.exe*
-rwxr-xr-x 1 deen deen 282K May 16 00:26 config_store.exe*
-rwxr-xr-x 1 deen deen 2.8M May 16 00:26 DDNet.exe*
-rwxr-xr-x 1 deen deen 2.0M May 16 00:26 DDNet-Server.exe*
-rwxr-xr-x 1 deen deen 271K May 16 00:26 dilate.exe*
-rwxr-xr-x 1 deen deen 289K May 16 00:26 map_convert_07.exe*
-rwxr-xr-x 1 deen deen 261K May 16 00:26 map_diff.exe*
-rwxr-xr-x 1 deen deen 278K May 16 00:26 map_extract.exe*
```

## 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)


5138: No gold preference (fixes #5136) r=heinrich5991 a=def-

`@Kaffeine` lld is used on some systems, we also have instructions for mold in readme, both are faster than gold.

## Checklist

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


Co-authored-by: def <dennis@felsin9.de>
Co-authored-by: Dennis Felsing <dennis@felsin9.de>
2022-05-18 07:12:29 +00:00
bors[bot] bae4324ea1
Merge #5140
5140: Enable clang-tidy's modernize-use-override (fixes #5139) r=heinrich5991 a=def-

<!-- What is the motivation for the changes of this pull request -->

## Checklist

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


Co-authored-by: Dennis Felsing <dennis@felsin9.de>
Co-authored-by: Chairn <chairn.nq@hotmail.fr>
2022-05-18 06:50:23 +00:00
Dennis Felsing 402cccf8f2 Add override in code behind CONF_DISCORD, disable clang-tidy check 2022-05-18 01:19:35 +02:00