5798: Remove all references to memset r=def- a=heinrich5991
`memset` only worked with `CServer::CClient::STATE_EMPTY` by chance
because it is defined as 0.
## 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>
Extend `tune` so the current value of a given tuning variable is printed if no new value is given, so it works like commands in the console. For example `tune player_collision` will print the current value of the variable, whereas `tune player_collision 0` will change the value like before.
Extend `tune_reset` so a single tuning value can be reset to default. For example `tune_reset player_collision` will reset just the `player_collision` tuning, whereas `tune_reset` will reset all to defaults like before.
5642: Option to remove weak hook & bounce r=def- a=Jupeyy
Fixes#5641
server side only
## 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: Jupeyy <jupjopjap@gmail.com>
The `CServer::GetClientVersion` method needs the `version.h` include, so it's moved from the header to the source file, so the include can be removed from the header.
The `GetClientVersion` method is often called with the same `Client != SERVER_DEMO_CLIENT ? GetClientVersion(Client) : CLIENT_VERSIONNR` expression, which also needs the `version.h` include. This expression is moved inside the method, so the include can be removed from all the server entities' and player code.
The `CGameContext::GetClientVersion` method is made a delegate to reduce duplicate code.
The includes of the server entities are also organized further.
```
src/game/server/teams.cpp:484:35: runtime error: shift exponent -1 is negative
0x55d065b241c4 in CGameTeams::TeamMask(int, int, int) src/game/server/teams.cpp:484
0x55d0657f92ed in CCharacter::TickDefered() src/game/server/entities/character.cpp:821
0x55d065a5d04c in CGameWorld::Tick() src/game/server/gameworld.cpp:283
0x55d0659327e6 in CGameContext::OnTick() src/game/server/gamecontext.cpp:852
0x55d0656e6a88 in CServer::Run() src/engine/server/server.cpp:2807
0x55d0657164f1 in main src/engine/server/server.cpp:3904
```
Fix pointer and pointer array variable naming
Huge renaming to match our rules
Used regex: (?!(return|delete)\b)\b\w+ (m_|ms_|g_|gs_|s_)[^a]\w+\[
(?!(return|delete)\b)\b\w+ (?!(m_|ms_|g_|gs_|s_))[^a]\w+\[
Further format static variables
Format almost all pointer names accordingly
Used regex: (?!(return)\b)\b\w+
\*(?!(m_p|p|s_p|m_ap|s_ap|g_p|g_ap|ap|gs_ap|ms_ap|gs_p|ms_p))\w+\b[^:\(p]
clang-format
Fix CI fail
Fix misnamed non pointer as pointer and non array as array
Used regex: (?!(return|delete)\b)\b\w+ (m_|ms_|g_|gs_|s_)p\w+\b
(?!return\b)\b\w+ (ms_|m_|g_|gs_|s_)a\w+\b[^\[]
clang-format
Revert to SCREAMING_SNAKE_CASE and reinstate dead code
5585: Only announce birthday once (fixes#5576) r=heinrich5991 a=def-
No matter if you use /timecp or rename
<!-- 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>
5550: Time checkpoints changes r=def- a=C0D3D3V
Fixes#5348
The checkpoint mechanic was last time updated here af44a79b03 and CNetMsg_Sv_DDRaceTime was introduced here: 86365bedcd
The whole design of `CNetMsg_Sv_DDRaceTime` is basically pretty bad, and it was only tired to copy the old broadcast behaviour (that we still have for vanilla client).
We are basically only sending floats (multiplied by 100) instead of using our integer ticks.
Thats also the reason why checkpoints, close to the start (closer than one second), were not displayed (because it was forgotten to multiply m_time by 100 and so it was rounded to 0).
This PR adds a workaround for the problems, but this Net message is just designed wrong and should maybe in the future get updated to use ticks instead of rounded floats.
This PR allows to trigger Time Checkpoints in arbitrary order.
This PR does not make checkpoints unskippable, because we currently have no way to do this, and we have no effect tile that is not skippable (except probably solid blocks).
## 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>
The sixup translated player flags were previously applied in `OnDirectInput` directly to the player input data.
However, the input data has already been copied at that point, so predicted inputs were using the incorrect flags.
This is fixed by moving the player flags translation to `OnClientPrepareInput`, which is called first and only once on each new player input before it is copied.
The flags were only being updated based on rather arbitrary conditions, so they could never reset to zero or reduced.
The flags are now always updated. The flags are only used in the output of the `status` command.
5420: Improvments for new HUD r=def- a=C0D3D3V
for testing set `#define CLIENT_VERSIONNR 16020`
Some of the changes are only available in the next version
Impressions: https://youtu.be/E770vGp4KKY
Implements a few of the recommendations from https://github.com/ddnet/ddnet/issues/5159 and Discord
- removes all player capability messages send by the server, that are now displayed in the HUD
- ~~remove `cl_ddrace_hud` and cl_show_freeze_bars~~,
- Added option `cl_freezebars_alpha_inside_freeze` setting to change the opacity if the player is inside a freeze tile (default visible 100%)
- Added option `cl_show_jumps_indicator`
- We send now the real weapon the player is holding if he is frozen
-> for that we added a new particle "snow flakes" or frozen flakes :D that are spawned over the tees body, to indicate he is frozen.
-> new extras.png asset (+ corresponding asset tab, that can potentially be used for all sorts of extras for our mod, e.g. material particles, but in the future maybe also for other mods using a similar structure like it is for entities)
- stars are no longer send to new clients, because it is duplication to the freezebar, and we decided to not allow to disable it
- also ninja stars are no longer send. They are not vanilla, and we now have a ninja bar in the new HUD.
- display target angle from 0 to 360 (looks mirrored on the x-axis to the normal trigonometry circle, but that is just how the world coordinates are)
- dummy action display is increased in size ( but only the border margin :D not the icons. so the icons are still the same size as the icons on the left side)
- allow the server to also show old HUD elements (see https://github.com/ddnet/ddnet/pull/5427 for screenshots)
fixes#5149fixes#198closes#5159fixes#2252 ~~(But not clear if we should also display the weapon, still investigating)~~
- we do no longer display a weapon inside freeze, instead we have nice freeze particles
## 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>
5461: add penatly to the whole team r=def- a=BloodWod-513
this should fix it #5460
## 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: BloodWod-513 <dayn_2013@mail.ru>
It doesn't hurt since tunings after the last one are simply ignored.
This also stops future coders from introducing more and more cases in
this `if` chain.
5388: Remove obsolete AfkTimer function r=def- a=ardadem
It does the same job with: 425f07c03d/src/game/server/gamecontroller.cpp (L48)
## Checklist
- [X] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Arda Demir <ddmirarda@gmail.com>
5387: Some qol changes for practice r=def- a=kiw-q
Some quality of life changes for practice
- Unfreezes when "rescued"
- Resets speed when teleporting
## 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: kiw-q <kiw-q@fedora.email>
5391: Format vector variables names (fixes#5209) r=Jupeyy a=Chairn
## 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
- [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: Chairn <chairn.nq@hotmail.fr>
4705: Refactor switch state, add prediction of switch state toggles r=def- a=trml
This is an attempt to fix#4702, and also ended up being a more general attempt at predicting switch on/off tiles as well as timed switchers (with delay). A few things:
- Refactored the switch state array from CCollision to CGameCore (second commit)
The idea here was that CCollision holds information about the map that is immutable and there only exists one copy of it, while the switch state is mutable and would have both a predicted and non-predicted state in the client. While strictly not necessary, having it in the gamecore seems to represent the mutable state better and would be useful to avoid having to put the snapshot switch state back into the gameworld on each new prediction as well as to more easily keep track of the two copies.
A concern here is whether this could in any way change server behavior (time of initialization and/or destruction of switch states), so this change would require quite a bit of testing and/or review. However, from what I could tell from the code, CCollision is only initialized once and at that time where the gamecore already exists.
- Added a new extended netobject containing the end tick of switches (third commit)
This would be needed for adding general prediction for timed switchers. The idea is to only send it for a limited number of switchers (those with the lowest time left before they toggle back), since there will most likely be a limited number of timed switchers active at any point, and I randomly selected 4 as a number here. Ideally, this netobject should be merged with the previous one for simpler parsing of the information, but that would sacrifice compatibility with older servers (and/or clients). (Another possibility here would have been to treat timed switchers as regular on/off tiles and make the addition of the netobject a separate pr)
- Used NetArray from datasrc/seven/datatypes.py to simplify both the new and old switch state netobjects (first commit)
(Haven't checked if there might be reasons not to use it? But it did seem to be backwards compatible with older ddnet clients when keeping the memory layout the same)
## 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: trml <trml@users.noreply.github.com>
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>
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>
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>
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>