4321: Improve performance of `SnapFindItem` for extended item types r=Jupeyy a=heinrich5991
Look up the internal type of the searched-for UUID type once, and then
just do integer comparisons to find the item.
CC #4300
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## Checklist
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Co-authored-by: heinrich5991 <heinrich5991@gmail.com>
4312: Don't access out of bounds in linereader (fixes#4308) r=heinrich5991 a=def-
If someone wants to look more closely, maybe there is a better fix
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Co-authored-by: def <dennis@felsin9.de>
4313: Use uint64_t for network stats (fixes#4309) r=heinrich5991 a=def-
Doesn't overflow so quickly, if it overflows has deterministic behavior
at least.
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## Checklist
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Co-authored-by: def <dennis@felsin9.de>
4311: Fix crash in CDragger (fixes#4307) r=Jupeyy a=def-
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Co-authored-by: def <dennis@felsin9.de>
4300: Don't call uuid lookup, if the expected type isn't an uuid extended type anyway r=heinrich5991 a=Jupeyy
Most performance loss currently comes from the simple fact that lookupuuid is slow.
This addresses the problem by making sure its only called for net messages, that are extended anyway
`@trml` or `@heinrich5991` can you check if that makes sense without breaking something?
## Checklist
- [ ] Tested the change ingame
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- [ ] 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>
4304: Support unicode filenames on windows with pnglite (fixes#4301) r=Jupeyy a=def-
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Co-authored-by: def <dennis@felsin9.de>
4295: Remove upper resolution bound r=edg-l a=Jupeyy
fixes#4291
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Co-authored-by: Jupeyy <jupjopjap@gmail.com>
4287: sv_plasma_per_sec 0 => disable firing r=Jupeyy a=def-
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Co-authored-by: def <dennis@felsin9.de>
4286: Don't divide by 0 with sv_plasma_per_sec r=edg-l a=def-
Thread 1 "DDNet-Server" received signal SIGFPE, Arithmetic exception.
0x000055555560d65f in CGun::Tick (this=0x55555583b440) at /media/ddnet/src/game/server/entities/gun.cpp:109
109 if(m_LastFire + Server()->TickSpeed() / g_Config.m_SvPlasmaPerSec <= Server()->Tick())
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Co-authored-by: def <dennis@felsin9.de>
4284: Reset selection, if gui element was changed outside of DoEditBox r=def- a=Jupeyy
Changing ui element by hot keys was not visible to DoEditBox, and thus didn't act like selection params were resetted
## Checklist
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Co-authored-by: Jupeyy <jupjopjap@gmail.com>
4282: Fix heap-use-after-free in OnMessage (fixes#4279) r=heinrich5991 a=def-
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Co-authored-by: def <dennis@felsin9.de>
4281: CVariableInt: Limit to 31 bits to fit into int (fixes#4280) r=heinrich5991 a=def-
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Co-authored-by: def <dennis@felsin9.de>
4270: Try to catch #4240 in action r=def- a=Learath2
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This allocates characters dynamically so hopefully asan will point out the use-after-free.
## Checklist
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- [x] Considered possible null pointers and out of bounds array indexing
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Co-authored-by: Learath <learath2@gmail.com>
4258: Fix data race in backend_sdl r=def- a=Jupeyy
## Checklist
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- [ ] 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>
4251: Add inp_translated_keys (fixyes #4241) r=Jupeyy a=def-
fixes#4241
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Co-authored-by: Dennis Felsing <dennis@felsin9.de>
4245: Further fixes for cpu/zoom on large maps with entityex r=def- a=trml
Attempt to fix#4244
Added network clipping to entity ex for projectiles and pickups, and made snapping of gamecontroller happen before gameworld (as suggested in #4236), which should help when zooming out on large maps in general (where the number of entities exceeds the maximum number of snap items).
Also added bounds checks for switchers in the client.
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Co-authored-by: trml <trml@users.noreply.github.com>
4250: Fix mouse select position in console when using different page r=def- a=Jupeyy
fixes#4246
Also noticed if you enter so much text that console input goes into the second line, it will move the whole console up, but i disabled selection in this case for now, because don't want to redesign the whole console rn and is a real edge case anyway.
## Checklist
- [x] Tested the change ingame
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Co-authored-by: Jupeyy <jupjopjap@gmail.com>
4238: Make downstream merges easier r=def- a=ChillerDragon
Untested
4249: Using unsuper does not give an advantage r=def- a=ChillerDragon
Count runs that used "unsuper" as legal finishes.
Co-authored-by: Chiller Dragon <chillerdragon@gmail.com>
4232: Still clear pending mouse motion r=def- a=Jupeyy
Same as #3932 ... again :/
## Checklist
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- [ ] 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>
4225: Fix segfault when joining team (fixes#4224) r=Zwelf a=def-
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## Checklist
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Co-authored-by: def <dennis@felsin9.de>
4218: Set VERSION_DDNET_SWITCH for upcoming release r=Jupeyy a=def-
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## Checklist
- [ ] Tested the change ingame
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Co-authored-by: def <dennis@felsin9.de>
4095: [Concept] Add new mouse state (ingame mouse) r=def- a=Jupeyy
This would remove ui_mousesense and use the desktop cursor position instead for menus and editor
This would also fix the editor cursor to not move faster than in menus.
That's probably how most games would handle menus, instead of using relative mouse mode
And this would work for touch inputs.
The normal gameplay relative mouse is ofc NOT affected by any kind
Opinions?
Missing:
- [x] m_MouseSlow in menus
- [x] Make desktop cursor invisible
- [x] Some components that use ui mouse
- [x] Remove focus in/out relative mouse state changes, fixed with next SDL version
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4176: Entity switch prediction r=def- a=trml
Adds the prediction for pickups and projectiles (based on #4108)
For blinking entities (deactivated by switch) I also used the extended info to make the blinking effect happen client-side. So instead of the server omitting the projectile/pickup from the snapshot every N ticks (which prevented some things like explosive bullets from being predicted correctly), the server will keep sending the item and let the client decide how to show it.
Added doors as well, and changed how they are sent (and rendered) in a similar way (by always sending both endpoints and using a fixed m_StartTick instead of updating it every tick).
An idea was that this could potentially reduce network traffic a bit (in addition to helping with prediction), especially for stationary items that are rarely/never have to be updated (doors and pickups).
This makes CItems::OnRender a bit more complex, and it could perhaps be cleaned up some way (either using something like CProjectileData, or by moving more of the logic into RenderProjectile/Laser/Pickup).
Some things missing:
- Add more entities (draggers, light, gun)
- Entities are not correctly shown when in super (e.g. doors are shown as closed, and should be open)
## Checklist
- [x] Tested the change ingame
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- [ ] 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: Jupeyy <jupjopjap@gmail.com>
Co-authored-by: trml <trml@users.noreply.github.com>