Commit graph

3479 commits

Author SHA1 Message Date
BloodWod-513 d58c5dfc9d add penatly to the whole team 2022-06-20 22:01:10 +05:00
Robert Müller 352734de56 Organize game-server includes 2022-06-17 20:32:56 +02:00
Robert Müller 4949645663 Organize game-shared includes 2022-06-17 17:39:25 +02:00
effyn 6691d71da7 Gender-neutral language 2022-06-16 15:12:25 -07:00
c0d3d3v f28b71d5cc
allow the server to also show old HUD elements (by @fokkonaut) 2022-06-15 22:05:43 +02:00
c0d3d3v 5cd0cc6040
send the weapon the player is really holding (except for ninjajetpack)
and render ninja skin in client if player is frozen

Do stll change the emote if a player with normal emote is freezed
2022-06-15 22:01:46 +02:00
c0d3d3v 167f2afc11
remove tile info messages and freeze/ninja stars for new clients using version checking 2022-06-15 22:01:35 +02:00
Chairn c9345e7d32 More vector naming format 2022-06-15 19:37:37 +02:00
ChillerDragon 2cc54c55de '*Char' -> '*pChr' 2022-06-15 14:39:13 +02:00
heinrich5991 bc1d293e30 Always send all tunings
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.
2022-06-13 17:00:09 +02:00
heinrich5991 cedb3a90f9 Only re-send tunings for old versions
Newer clients send their version early in the connection establishment,
so we don't have to re-send tunings after we learn their version number.
2022-06-13 17:00:09 +02:00
bors[bot] ae1876d141
Merge #5388
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>
2022-06-12 11:26:06 +00:00
bors[bot] 40dfc06d50
Merge #5387
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>
2022-06-12 09:19:53 +00:00
bors[bot] 47b9bccd38
Merge #5391
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>
2022-06-12 05:24:56 +00:00
def b8e83674eb /cptime fix 2022-06-12 00:55:11 +02:00
kiw-q 6725c367c9 Some qol changes for practice 2022-06-11 21:46:49 +02:00
Chairn 01edaec628 Format vector variables names (fixes #5209) 2022-06-11 21:38:49 +02:00
Arda Demir c4492c27ea Move/rename AfkVoteTimer to AfkTimer 2022-06-11 21:11:28 +03:00
Arda Demir 18ab88d33e Remove obsolete AfkTimer function 2022-06-11 21:11:25 +03:00
c0d3d3v 24e1fa9a73
change m_ZeroEnergyBounceInLastTick to bool 2022-06-10 17:46:32 +02:00
c0d3d3v c579e2637f
let lasers bounce with zero energy for one tick 2022-06-10 15:16:41 +02:00
Dennis Felsing 1e94d1fa79 Remove sv_checkpoint_save 2022-06-08 21:10:40 +02:00
Dennis Felsing 7686dcc921 Add /timecp command to get another players time checkpoints
Useful to compare your performance against another player. Currently can
only be done by renaming yourself to the player's name
2022-06-08 21:10:36 +02:00
Dennis Felsing a2cd441d1c Get best Time Checkpoints back if map has one
Even if you made a better finish without time cps before. Can happen now
that we add Time CPs to existing maps:
https://docs.google.com/spreadsheets/d/1yMMBLSbS2cOSYsbIMkDZpMLaV6k930mXj5yVZF0Uuaw/edit#gid=0
2022-06-08 15:37:50 +02:00
hus3h db529318ab Unfreeze character after teleporting in practice 2022-06-03 21:31:30 +03:00
Dennis Felsing 9807625ca4 Actually fix capital /WHISPER
As reported by kiwq
2022-06-03 15:26:35 +02:00
trml 531107eb48 Fix ConSwitchDoorOpen 2022-06-02 20:52:34 +02:00
c0d3d3v d125c91825
send normal shields to old clients 2022-06-02 15:27:57 +02:00
bors[bot] b666533fff
Merge #4705
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>
2022-06-02 12:42:47 +00:00
heinrich5991 855fe75b63 Log chat by default, put it onto INFO instead of DEBUG level
Fixes #5032.
2022-06-02 09:36:31 +02:00
trml 882ddae201 Send switch timing info in extended switch state netobject 2022-06-02 01:04:34 +02:00
trml 548de3804e Rename NumSwitchers to HighestSwitchNumber and remove most references 2022-06-02 00:57:11 +02:00
trml 66c0c1e692 Send timer info for switchers and predict switch state changes 2022-06-02 00:57:09 +02:00
trml 95c4c2db1c Move switch state to gamecore 2022-06-02 00:51:25 +02:00
trml 940205b3cc Simplify switch state using NetArray 2022-06-02 00:46:17 +02:00
Robert Müller 7474ca201f Remove dead code 2022-05-31 19:32:07 +02:00
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 06cd4e9ab3 Organize game-server includes 2022-05-29 21:24:43 +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
Alexander Akulich a39bbc702b Introduce and use constexpr CCharacterCore::PhysicalSize 2022-05-28 21:46:44 +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
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] 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
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
c0d3d3v 04f1bbf59f
reintroduce shotgun bug 2022-05-28 00:58:33 +02:00
c0d3d3v 55671e483a
fix windows server crash on client spawn 2022-05-27 19:21:43 +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 9dece943e7 Use std::vector<CMapNameItem> instead of sorted_array 2022-05-26 23:42:06 +02:00
c0d3d3v 62c99515d5
disable dragger beams soon, not only every 150ms 2022-05-26 19:49:51 +02:00
Zwelf 93ece6f090 Only record swap in teehistorian if active 2022-05-25 19:35:37 +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
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
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 b751a2e098
Reworked Draggers 2022-05-22 21:59:33 +02:00
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
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
Zwelf 4a39c846c3 Fix comments 2022-05-22 10:39:18 +02:00
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 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
c0d3d3v f5ff227561
fix inputs on vanilla server if chat is open 2022-05-19 23:18:14 +02:00
Chairn 583d6e6c01 Mark virtual function as override using a script:
while IFS= read -r line; do file=${line%%:*}; lineno=$(echo $line | cut
-d':' -f2); echo "Treating $file line $lineno"; sed -i -e
"${lineno}s/virtual //" -e "${lineno}s/);\$/) override;/" -e
"${lineno}s/)\$/) override/" -e "${lineno}s/const\$/const override/" -e
"${lineno}s/) {/) override {/" -e "${lineno}s/) const {/) const override
{/" -e "${lineno}s/const;$/const override;/" "$file"; done < a
2022-05-17 23:47:32 +02:00
bors[bot] 47874fb57f
Merge #5085
5085: New DDRace HUD r=def- a=C0D3D3V

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

Textures are made by Ravie 

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

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

The complete HUD also works for players you spectate

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

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

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


## Checklist

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


Co-authored-by: c0d3d3v <c0d3d3v@mag-keinen-spam.de>
Co-authored-by: Jupeyy <jupjopjap@gmail.com>
2022-05-16 22:23:08 +00:00
c0d3d3v d6833b6fd6
fix jump display 2022-05-16 23:17:19 +02:00
Robert Müller 52100dbbe7 Use qualified std::swap only 2022-05-15 19:25:36 +02:00
bors[bot] 1110e1592a
Merge #5123
5123: Add Cellegen, srdante, Nouaa to credits 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>
2022-05-14 18:47:39 +00:00
def 17fe0ec8e3 Add Cellegen, srdante, Nouaa to credits 2022-05-14 19:56:08 +02:00
def b557e25650 Only print zone messages when there is one
src/game/server/entities/character.cpp: In member function ‘void CCharacter::SendZoneMsgs()’:
src/game/server/entities/character.cpp:2013:78: warning: the address of ‘CGameContext::m_aaZoneLeaveMsg’ will never be NULL [-Waddress]
 2013 |         if(m_TuneZoneOld >= 0 && GameServer()->m_aaZoneLeaveMsg[m_TuneZoneOld])
      |                                  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~^
In file included from src/game/server/entities/character.cpp:7:
src/game/server/gamecontext.h:179:14: note: ‘CGameContext::m_aaZoneLeaveMsg’ declared here
  179 |         char m_aaZoneLeaveMsg[NUM_TUNEZONES][256];
      |              ^~~~~~~~~~~~~~~~
src/game/server/entities/character.cpp:2028:53: warning: the address of ‘CGameContext::m_aaZoneEnterMsg’ will never be NULL [-Waddress]
 2028 |         if(GameServer()->m_aaZoneEnterMsg[m_TuneZone])
      |            ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~^
src/game/server/gamecontext.h:178:14: note: ‘CGameContext::m_aaZoneEnterMsg’ declared here
  178 |         char m_aaZoneEnterMsg[NUM_TUNEZONES][256]; // 0 is used for switching from or to area without tunings
      |              ^~~~~~~~~~~~~~~~
2022-05-14 11:18:08 +02:00
heinrich5991 0c2bb5a549 Fix /practice chat responses and a few others
Fixes #5087.
2022-05-13 09:14:05 +02:00
c0d3d3v fa2ac1bb64
Merge branch 'master' into New_HUD
* master: (87 commits)
  Remove base/tl/string.h
  Replace remaining usage of base/tl/string with std::string
  Remove unused includes of base/tl/string.h
  Store localized strings in a CHeap instead of using tl/string.h
  Mark methods as const
  Add CHeap::StoreString method
  Rules are chat responses too
  Add margins to demo slice popup, decrease error font size, UI scaling
  Remove redundant parameters which are overridden later
  Use Margin instead of both VMargin and HMargin
  Move variable declaration
  Only output messages intended for chat to the user of a chat command
  Remove unused chat response variables
  Don't print the first "Waiting for score threads to complete"
  fix usage of undefined behavior for default eyes
  remove duplicate HOOK_RETRACTED assignment
  do not send swap request notification to complete team 0
  make swap messages more personal
  Move ninja shield to other position (fixes #5047)
  do not release the hooks if you swap
  ...
2022-05-10 19:03:09 +02:00
Robert Müller a1d092be27 Replace remaining usage of base/tl/string with std::string 2022-05-07 00:17:29 +02:00
Dennis Felsing b42fad604e Rules are chat responses too
Thanks to bencie for report
2022-05-06 00:12:03 +02:00
heinrich5991 d5f8bc2783 Only output messages intended for chat to the user of a chat command
Fixes #5052.

The problem seems to be that there are two different concepts tangled up
in console/logging. One is actual logging as in other programs. The
other is "responses to the user of the command that was just entered",
like for rcon or chat commands. This issue isn't fixed by this commit.
2022-05-01 11:18:22 +02:00
heinrich5991 4061069b73 Remove unused chat response variables 2022-05-01 11:18:22 +02:00
c0d3d3v a289503411
remove duplicate HOOK_RETRACTED assignment 2022-04-30 21:41:13 +02:00
c0d3d3v eae74fe91e
do not send swap request notification to complete team 0 2022-04-30 21:24:25 +02:00
c0d3d3v 808526bdd8
make swap messages more personal 2022-04-30 12:16:38 +02:00
c0d3d3v 0ea811f70e
do not release the hooks if you swap 2022-04-30 10:21:38 +02:00
heinrich5991 fa4bcd5ec0 Unify logging infrastructure between IConsole and dbg_msg
This makes the "black console window" less important on Windows (or
anywhere else, for that matter), lets you see logs from other threads in
the f1 console, and removes the distinction between `IConsole::Print`
and `dbg_msg`.
2022-04-29 15:21:26 +02:00
bors[bot] 98bf721587
Merge #4726 #4727 #4728 #4880 #5022
4726: Display super with "super" string in scoreboard (fixes #4724) r=heinrich5991 a=def-

instead of showing the number 64

Alternative to https://github.com/ddnet/ddnet/pull/4725

<!-- 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)


4727: Increase MAX_IDS to 32k (fixes #4723) r=heinrich5991 a=def-

Not sure I like it, otherwise we have to edit Game City.

Maybe we should fail this in map editor already instead of allowing to
create a map which requires > MAX_IDS

<!-- 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)


4728: Implement shields that remove specific weapon (fixes #4572) r=heinrich5991 a=def-

Thanks to Cellegen for graphics.

Functionality works, still a bit buggy sprite display (see screenshot), maybe someone can
quickly spot what I'm doing wrong

<img width="898" alt="Screenshot 2022-02-18 at 00 50 14" src="https://user-images.githubusercontent.com/2335377/154591108-d89cb475-daaf-4a6a-9748-17160a1e71a2.png">

## 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)


4880: Add mysql to github workflow in ubuntu 20.04 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)


5022: Use std::clamp r=heinrich5991 a=def-

Not sure if we want to, there are some easy functions like this we could
take from stdlib now

<!-- 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: Jupeyy <jupjopjap@gmail.com>
2022-04-29 00:30:17 +00:00
Dennis Felsing 298287fb4e Implement shields that remove specific weapon (fixes #4572)
Thanks to Cellegen for graphics.

Functionality works, still a bit buggy sprite display, maybe someone can
quickly spot what I'm doing wrong
2022-04-28 16:49:32 +02:00
def 487abbe1b7 Enable swapping in team 0 2022-04-28 16:35:46 +02:00
bors[bot] 6cce22d056
Merge #4813 #4905
4813: Don't allow infinite shotgun bounce (fixes #4809) r=heinrich5991 a=def-

I hope this kind of physic isn't used anywhere, I couldn't trigger it without being stuck in wall.

## 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)


4905: Fix move_sqlite (fixes #4902) 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>
2022-04-28 12:11:05 +00:00
heinrich5991 103b663662 Rename ActCur, some "actual" → "current"
Seems like it got introduced by means of the false friend "actual" ≠
"aktuell" = "current".
2022-04-23 00:42:37 +02:00
bors[bot] 08f856d741
Merge #5004
5004: add livefreeze commands to rcon r=def- a=edg-l

<!-- 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: Edgar Luque <git@edgarluque.com>
Co-authored-by: Edgar <git@edgarluque.com>
2022-04-19 07:35:42 +00:00
Edgar b9fc6bc8a4
add livefreeze commands to rcon 2022-04-18 16:37:35 +02:00
Edgar 646162eb09
make super ignore livefreeze, fix #4973 2022-04-18 15:40:39 +02:00
Zwelf 887e6673fe Initialize CCharacter::m_NumInputs of game server 2022-04-17 23:06:35 +02:00
c0d3d3v a9c8b344a2
Player position, speed and angle can now be displayed in the HUD.
- Added RenderMovementInformation() to the HUD
- Use m_Width instead of recalculating the display width each time in hud.cpp
- Reworked Debug HUD:
    - Display velspeed.x*ramp and velspeed.y instead of velspeed*ramp
    - Show unit of speed
    - The graph for the velspeed.x*ramp behavior (if dbg_tuning is active) is now nicer and usable. A second graph zooming in on the turning point has been added.
    - The velspeed.x*ramp graph will be redrawn only when new tuning parameters are added
- The target angle used to draw the tees is now calculated using the m_TargetX, m_TargetY in DDNetCharacterDisplayInfo if available.
- Added m_TargetX, m_TargetY and m_RampValue to DDNetCharacterDisplayInfo Snap (m_RampValue has a precision of one thousandth)
- Added CGraph::InsertAt() to create static Graphs
- Added "assets/hud" to initial created Directories
- Added Settings to hide Dummy Action HUD and Player Movement HUD cl_showhud_dummy_actions, cl_showhud_player_position, cl_showhud_player_speed, cl_showhud_player_angle
- Added Pointer to m_PrevExtendedDisplayInfo, for calculation of interpolated Angle in Player Rendering
- Added GetDigitsIndex(int Value, float Max); to hud.cpp
2022-04-14 13:42:19 +02:00
c0d3d3v 940047fb8e
Add Practice Mode Symbol next to the timer
- Add new hud.png
- expand DDNetCharacterDisplayInfo with m_IsInPracticeMode
2022-04-14 13:40:45 +02:00
c0d3d3v 670da66ec1
add vertical ninja bar 2022-04-14 13:40:44 +02:00
c0d3d3v e71578e468
Add DDNetCharacterDisplayInfo NetObj
- Show all components of new HUD also in Spectator (Ninja Bar, Freeze
  Bar and Jumps)
- hide freeze bar if you sit in freeze
2022-04-14 13:40:40 +02:00
c0d3d3v b403f474a0
Add Freeze Bar 2022-04-14 13:40:05 +02:00
c0d3d3v 3957a7404e
move m_Ninja in Character Core 2022-04-14 13:38:55 +02:00
c0d3d3v 7abeaf0cd7
Preparations for the new HUD
- add pickup sprites to 0.6 data source
- New Enum for the 4 pickup categories
- Remove the unnecessary access to client_data7 for the pickup sprites
- Use the correct sprite set for the HUD sprites
- Read existing weapons into m_Predicted so that this information matches the last snap if the CCharacter is not predicted
- Move m_aWeapons from CCharacter to CCharacterCore for a more consistent data model since it was previously defined twice in the server and client (further so that it can be accessed with m_Predicted)
- Read CNetObj_Character into m_Predicted so that this information matches the last snap if the CCharacter is not predicted.
2022-04-14 13:38:55 +02:00
c0d3d3v 5ba4ddd6dc
fix calculation of m_Angle of CCharacterCore 2022-04-10 19:12:56 +02:00
Dennis Felsing 2eb403be93
Merge pull request #4895 from def-/pr-practice-load
Reset practice when loading team (fixes #4894)
2022-04-08 01:37:17 +02:00
bors[bot] 4c1f60acfd
Merge #4854
4854: Replace static const in header with extern r=def- a=Chairn

This should prevent symbols from being demultiplied in different translation unit even if they are not used. Difference in size is as follow using a release build and no option set with cmake. With clang, difference is inferior to 1kB for any executable. With gcc, client size is reduced by 3.5kB.

I couldn't run the test suite (see https://github.com/ddnet/ddnet/issues/4853)

## 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: Chairn <chairn.nq@hotmail.fr>
2022-04-03 08:34:48 +00:00
Chairn 1f7b3159af ms_Pool* --> gs_Pool* 2022-04-03 01:30:00 +02:00
Chairn 21e64cbdcb Added external linkage instead of static const 2022-04-03 01:12:27 +02:00
Dennis Felsing 843acf6a5a Use std::size instead of sizeof(a) / sizeof(a[0]) 2022-03-30 18:55:04 +02:00
srdante b98a137064 Always show /top local records 2022-03-28 20:20:23 -03:00
srdante 3ee8070a46 Fix SQL duplicated top and PlayerTeamTop5 2022-03-28 16:53:35 -03:00
srdante dba7889399 Differentiate team top 5 from player team top 5 2022-03-28 16:51:50 -03:00
bors[bot] 404d9ecb7f
Merge #4900
4900: Super: Don't send sounds to self r=heinrich5991 a=def-

As reported by louis on Discord

<!-- 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>
2022-03-28 18:17:40 +00:00
Dennis Felsing 751a828109 Fix team not started message (fixes #4884)
Thanks to c0d3d3v for noticing
2022-03-28 16:29:23 +02:00
def 46f20754d5 Super: Don't send sounds to self
As reported by louis on Discord
2022-03-26 16:49:46 +01:00
bors[bot] ea852d8f1c
Merge #4852
4852: Fixed some useless double promotion r=def- a=Chairn

Double promotion occurs quite often when an operator is an hidden double, like constants written without the 'f' at the end. We might get a tiny micro improvement. Unfortunately, we can't do anything for all the double promotion occurring in printf like functions as it is the default for both C and C++.

Only this line might change physics:
4d47fcda09 (diff-d76009083687ba43c59dc7bb2c7357457c999c2eb9d913967d598e913c6fd01fR406)

## 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
- [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>
2022-03-25 18:29:02 +00:00
Dennis Felsing b96b23d9cb Reset practice when loading team (fixes #4894)
I hope this doesn't give a chance to cheat. We also reset practice when
killing a team, so loading can be considered as similar to killing?
2022-03-25 10:09:47 +01:00
Chairn d4aac67929 Fixed some useless double promotion 2022-03-23 18:22:08 +01:00
Dennis Felsing 252110a66b Support uppercase commands for /r and /w 2022-03-22 23:39:58 +01:00
srdante 402387095d Fix ShowRank() ranking order by 2022-03-21 20:05:28 -03:00
srdante 2edeb21d34 Change scaped Rank name to Ranking 2022-03-21 20:04:05 -03:00
srdante 22f2f8b396 Fix Top command showing multiple ranks for the same player 2022-03-21 00:15:29 -03:00
srdante 29726dc0cb Fix queries for MySQL 8.0 2022-03-20 23:48:59 -03:00
bors[bot] 564a59d603
Merge #4845
4845: Enable -Wshadow=local r=Jupeyy a=def-

> Warn when a local variable shadows another local variable or parameter.

Found one actual bug in graphics_threaded.cpp

Should reduce confusion in the future when reading source code

<!-- 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>
2022-03-20 16:45:22 +00:00
ChillerDragon b34302238f Do not mute if spamprotection is off (closed #4816) 2022-03-20 14:12:19 +01:00
def 8134f9fa55 Enable -Wshadow=local
> Warn when a local variable shadows another local variable or parameter.

Found one actual bug in graphics_threaded.cpp

Should reduce confusion in the future when reading source code
2022-03-20 13:24:34 +01:00
bors[bot] f49afca3dc
Merge #4818
4818: Add str_startswith_nocase and str_endswith_nocase r=def- a=ChillerDragon

Gets rid of the more complex str_comp_nocase_num usage

## Checklist

- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [x] 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: ChillerDragon <ChillerDragon@gmail.com>
2022-03-20 10:27:18 +00:00
Dennis Felsing 748fb0ea5f Add contributor 2022-03-18 14:41:48 +01:00
Dennis Felsing 1501c28c1d Add further contributors, thanks to all! 2022-03-17 18:09:36 +01:00
bors[bot] d172a7fd2a
Merge #4802
4802: make the vanilla teams independent from the ddrace teams r=def- a=C0D3D3V

Fixes #259
Because my changes have some effects on the display and thus people who like it as it was could bother, I have described my changes in detail here.

Until now it was the case that players who are in /spec (while sv_pausable is activated) or the own active player who is in /pause or /spec are in the Spectators team.

With this change this is no longer the case. I took the opportunity to make a few adjustments in the display logic. 

On the server side nothing had to be adjusted, because there was already a separation of the normal and the ddnet teams. 


1. Regarding the specators component:

I intentionally did not adjust the conditions in the OnRender function (lines 224, 306, 325 and 338) so that you can manually select players who are in /spec to watch as well.
I find this helpful, because it has often annoyed me not to be able to quickly find players who are in /spec on the map.

This also allows the selection of players that are in spec in demos. The only problem is that in demos the information about sepc players is missing (The same as in Game, only in Game the information is provided as soon as you spectate). However, until now this was also the case for players who are not in their own team. I find it handy to also have Spec players selectable, so that when they become active, the camera follows them directly.

In addition, you can spectate yourself in demos as well as in the game.
In demos this was already possible, as long as the own player in the demo is not currently in pause, at that moment you could only follow the recorded spectating camera. 

However, I have kept that in SpectateNext, SpectatePrevious and SpectateClosest the own player is not included. However, it is also possible to jump here in spectating to players in /spec.  


2.  Regarding the scoreboard component:

Now only real spectators are displayed under the scoreboard in the spectators team. No longer players who are in /spec or the own player who is currently paused.
So I did not adjust line 125, 341, 354, 367.

Line 724 would not need to be adjusted anyway since it only affects vanilla team games. If the function GetClanName is used for DDnet, this has the effect that paused players are also included.

I have adjusted the active condition of the scoreboard so that it is not automatically displayed when the player is spectating (that's the way it used to be).

Since now the own player is shown in the scoreboard even if he is paused, I have removed the marking of the own player when following another player (line 416).


3.  Regarding the menus_ingame component:
I left the behavior as it was, since we are talking about dangerous commands here (join spectator team and commit suicide) I think it is quite good that these are hidden when the player is paused.

To maintain this behavior, when creating the kill button, we must also check if we are not in pause or spec.
Actually we could check here m_pClient->m_Snap.m_SpecInfo.m_Active just like I did in the scoreboard, but since the code was already created I kept it.


4.  Regarding the IsOtherTeam function in gameclient:
This function is used to determine if the transparency m_ClShowOthersAlpha should be applied to players and nameplates of other teams and if entities of other teams should be predicted.

So I left the behavior as it was, i.e. if you pause via /pause or /spec the transparency is not applied, because then False is returned.

5. Regarding the HUD component:
I have not adjusted any condition here (line 310, 319 and 323). So far the behavior was that when the player went on pause (/pause /spec), in the small time display at the bottom right the top2 players were displayed and otherwise the best and the own player.
Now it is so that the own player is also displayed when he is paused, but not when he is a real spectator.
I personally find it strange why the display should change just because you pause. 

6. Regarding the chat component:

If the dummy paused is in the same team as the player and then a team message arrives, it will no longer be double logged.
Until now, when a player is in the same team in /spec and sends a message, his name was displayed in the Spectators team color and not in the team color. Since I have not adjusted the condition in line 803, the player names are also displayed in the team color for such messages.


7. Regarding the items component:

Here it is determined whether the local player is in the game and depending on that other GameTicks are used and ReconstructSmokeTrail is not canceled. 
Here I could not work in so exactly, no idea what consequences this has that I have not adjusted the conditions in line 47 and 560.  
I noticed at least when testing no difference, maybe someone who knows about it can explain to me what that has for effects.


About all changes I made we can discuss I am ready to undo them or restore the behavior as it was before.  But please justify with arguments.


Independently:
I added a -1 check for the m_LocalClientID to the Strong Week indicators in the Nameplates. So that with server demos the array is not accessed outside of the array range. For demos there are currently no predicted characters and therefore no strong week indicators, so it doesn't change anything.


## Checklist

- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change  
I can provide screenshots to compare before after, but it's best to test it yourself.

- [ ] 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>
2022-03-14 13:06:42 +00:00
c0d3d3v 4619e825f3
make spectators team independent 2022-03-14 13:25:47 +01:00
ChillerDragon 99b0eb2819 Add str_startswith_nocase and str_endswith_nocase 2022-03-13 11:42:45 +01:00
def eab52b3378 Don't mute for 0 seconds (fixes #4816) 2022-03-13 11:09:06 +01:00
def 6b497afba4 Don't allow infinite shotgun bounce (fixes #4809) 2022-03-13 00:02:42 +01:00