The `IClient::Disconnect` function is always called at the beginning of the `IClient::Connect` function. The `IClient::Disconnect` function calls `IClient::DisconnectWithReason`, if the client is not already offline, which performs cleanup of temporary commands and demo recorders already, so the same cleanup in the `Connect` function is unnecessary. An assertion is added to ensure that the client was properly disconnected before connecting. Connecting while the client is already quitting or restarting is now prevented, as the client state cannot be changed once set to quitting or restarting.
By adding `CDataFileWriter::ECompressionLevel` to replace usage of zlib internal compression levels in the `CDataFileWriter` API.
Use `std::numeric_limits<int>::max()` instead of `INT_MAX` in one case where the latter was only declared by the transitive zlib include. The `limits` header is already included and its use is more fitting for C++ code.
The server community was only initialized when receiving server info. This caused servers for which no server info is received to be hidden when using the community filter. Now the community filter also works correctly for servers for which no ordinary server info is received, by initializing the community already when adding server entries to the list.
Closes#7776.
Adapt the `CDataFileReader::GetItem` function so it optionally also returns a `CUuid` for UUID-based map items, including for items with unknown UUIDs where the item type will be `-1`. Adapt the `CDataFileWriter::AddItem` function so it optionally also accepts a `CUuid` which will be used if the item type is `-1`.
The additional checks for invalid map item types in the map tools are removed again and instead the new UUID parameters are used so map items with unknown UUIDs are written back to maps correctly.
Closes#7701.
Add separate `IGraphics::LoadTextureRawMove` function with non-`const` `void *pData` argument in addition to existing `LoadTextureRaw` function with `const void *pData` argument. The former function takes ownership of the data and avoids copying the texture data into an additional buffer, if the texture data is already in RGBA format. Non-RGBA texture data always needs to be converted and therefore also copied.
The `LoadTextureRaw` function is split into smaller functions to share common code with the `LoadTextureRawMove` function. Alternatively to this, a flag `TEXLOAD_MOVE_DATA` could have been added to the existing `LoadTextureRaw` function, which would have required the use of `const_cast` to free the texture data.
Unset the assertion handler before shutting down the kernel (including graphics) and client. Otherwise the assertion handler itself crashes when assertion errors happen after the graphics/client have been destroyed.
Replace linear search for free sample index with free list. This brings sound sample index allocation down to constant complexity independent of the number of allocated sounds. On average the time to allocate sound samples is reduced by around 75% (843µs down to 223µs). For perspective, the time to load all default sounds on client launch is reduced by around 15ms (although this does not significantly affect launch time due to threaded loading).
The lock needs to be owned when accessing the sound voices. Calling `IsPlaying` is redundant, as the loops effectively check whether the sample is playing.
Add dropdown menus for changing animation and grid settings (i.e. animation speed and grid size) instead of conditionally showing more buttons for this directly in the menu bar. This frees up space in the menu bar, which is currently full on 5:4 resolutions.
The icons previously used for the default animation/grid buttons are now used for the main buttons that toggle animation/grid instead of using text.
Support setting lower animation speeds with the plus and minus buttons by adjusting the step size when the animation speed is low.
Support setting arbitrary animation speed by text input.
Render one quad for each line of the text selection instead of rendering one quad per selected character.
This increases the average FPS when the console is open and all text is selected by around 10% (from around 849 to around 943 FPS) (on my machine, in release mode).
When normalizing color components in the engine graphics, round the components to the nearest integer instead of rounding down. Otherwise the color that is rendered in color pickers may be off by 1 in any of its RGB components from the color that the color picker displays as text (hex string and individual components). The slightly incorrect color can be confirmed by creating a screenshot or otherwise reading the backbuffer (planned editor pipette feature).
This should not change map rendering, since maps already store quantized RGBA values on which the rounding mode should have no effect. It may however slightly change appearance of colors in all other places (at most +1 in every RGB component).
According to the Vulkan specification, the struct `VkBufferImageCopy` is used only for `vkCmdCopyBufferToImage` and `vkCmdCopyImageToBuffer`. The variable `Region` is only initialized but not passed to either of those functions.
- Use existing functions from `system.h`
- Use sorting from `<algorithm>`
- Don't recall `ListDirectory` for every removal, which caused the client to hang previously with a lot of files.
Consider line spacing to belong to the previous line when calculating and rendering text selection. Instead of handling spacing between entries separately in the console, also include line spacing for the last line in the height calculation. Pixel align the line spacing in addition to the font size, as previously some gaps between the entries were larger than others due to missing pixel alignment. This allows rendering the text selection in the console smoothly without any gaps between the console entries/lines.
Closes#7617.
Reduce duplicate code.
Replace `clampf` function with `NormalizeColorComponent` function that convert color component from `float` to `unsigned char`.
Use `size_t` instead of `int`.
Add a proper kernel interface `INotifications` for the notifications component instead of using a C style interface.
Add parameter for the application name when initializing notifications to avoid hardcoding the application name.
The implementation for macOS is kept in Objective-C and a TODO is added, as the API we are currently using appears to be deprecated.