6164: Automatically register ddnet:// url handler on macOS r=Robyt3 a=def-
Should work automatically on first time running client.
See https://hublog.hubmed.org/archives/001154
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## 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: Dennis Felsing <dennis@felsin9.de>
6195: Add more debug info to teamrace to figure out how duplicate ranks occur r=def- a=Zwelf
Should help with #6194. I don't have my mysql setup with me right now, so I can't check if I can find out what is going wrong. I'll see if I can do that tomorrow :)
## 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: Zwelf <zwelf@strct.cc>
6179: Ignore connecting players in search terms when "Filter connecting players" is on r=heinrich5991 a=def-
Thanks to bencie for reporting
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## 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: Dennis Felsing <dennis@felsin9.de>
6192: Allow translations to reorder string substitutions r=Robyt3 a=heinrich5991
This is supported on Windows
(https://docs.microsoft.com/en-us/cpp/c-runtime-library/printf-p-positional-parameters) and on POSIX, so basically everywhere.
Add some tests to verify that the target system does indeed support these positional parameters.
(cherry picked from commit ddd2b93190)
## 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>
When using `UiClosePopupMenus` in a popup handler, the number of popups was first set to `0` and then decremented to `-1` due to the popup itself being closed, which causes the next popup to not open correctly and may also cause a crash due to an out-of-bounds access.
The `UiClosePopupMenus` function is adjusted so the number of open popups never goes below `0`.
Another check is added to ensure that `UI()->SetActiveItem(nullptr)` is only called when a popup is open, so the currently active item is not reset if no popup is open.
Duplicate code in `UiDoPopupMenu` is reduced by calling the `UiClosePopupMenus` function to only close the top-most popup.
This also fixes the same issue when a popup is closed by the popup handler and the escape key in the same frame, by only handling the escape key for closing the top-most popup when the popup was not already closed by the handler.
Lastly, the explicit escape key handling is removed from the event popup, as this also caused the above issue and is not necessary, as the escape key is already handled implicitly for all popups.
6177: Deactivate editor hotkeys while dialog or editbox is active, fix other minor issues r=def- a=Robyt3
## 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: Robert Müller <robytemueller@gmail.com>
Store AFK state of players in `CPersistentClientData` and restore it when a client is connected.
In order for this to work, `m_LastPlaytime` must be adjusted as well to ensure that the AFK state is not reset again automatically by the `AfkTimer` function.
The AFK state is encapsulated using `IsAfk` and `GetAfk`.
Closes#1966.
Prevent most global editor hotkeys from being used while the file dialog is open or an editbox is active, to prevent the hotkeys from interfering with the text input.
Closes#6176.
When the GUI is deactivated by pressing Tab, the popup menus were still rendered, which they shouldn't be, because they belong to the GUI.
The mouse needs to be unlocked when deactivating the GUI, because it can otherwise not be moved while the GUI is inactive.
Render a slim bar below the server browser listbox to show the loading progression, instead of showing a percentage on the Refresh button, as suggested in https://github.com/ddnet/ddnet/pull/5878#issuecomment-1257227947.
The margin around the bottom status elements is removed to make more space and improve the alignment of the elements with the rest of the server browser.
6173: Add README.md for the mastersrv, briefly explaining the setup r=def- a=heinrich5991
## 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>
5886: Send laser objects as DDNetLaser with type (fixes#5885) r=heinrich5991 a=fokkonaut
This pull request will make the server send the correct lasertype directly. The type determining based on EntitiyEx for that got removed on the clientside as it is not needed anymore when using DDNetLaser.
Also, I fixed the NetObject to accept -1 (no owner). That is important in order to be able to render the laser at full opacity for everyone.
This does not only make the color determining more consistent as before (compared to entities using EntitiyEx and shotgun/laser using DDNetLaser), but it does also make it entirely more mod-friendly. As an example in my mod I dont use EntitiyEx to save objects in the snapshot, as we still dont have an extended snapshot system, and like this we can still have colors without doubling the amount of objects.
Also, this will color the dragger beam aswell as the plasma bullets being shot by the freeze/unfreeze/explosive laser gun correctly.
This PR should get applied for the next minor update on client & server.
## 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: fokkonaut <35420825+fokkonaut@users.noreply.github.com>
6171: Remove unused variable m_Force in CProjectile r=def- a=Zwelf
Simplifies the code a bit.
## 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: Zwelf <zwelf@strct.cc>
Follow-up to commit a4867d29c6
- `TILEFLAG_FLIP_HORIZONTAL` -> `TILEFLAG_XFLIP`
- `TILEFLAG_FLIP_VERTICAL` -> `TILEFLAG_YFLIP`
In the previous commit, I pretty much just switched `V` and `H` and
changed the naming a little more to break further uses.
The reason was that the two flags were called counter-intuitively.
Since then, I realized that the auto mapper syntax also already faced
this issue and is already using `XFLIP` and `YFLIP`.
For more consistency and to reduce the amount of names for these flips,
these flags should also be called like that.
It also turned out that more things are connected to `V` and `H`.
Those letters are shown in the `Info` mode in the editor, and are used
extensively by the automapper community.
Switching to `X` and `Y` allows keeping backwards compatibility while
introducing more intuitive names.
6163: Add tooltips for the buttons that open directories and files r=Jupeyy a=Robyt3
Closes#5653.
## 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: Robert Müller <robytemueller@gmail.com>
Instead of passing the generic `SDL_Event` to the handler functions and getting the specific structure inside the functions, pass the specific structure directly to the functions.
Handle the appropriate SDL events to open new joysticks when they are connected and remove joysticks when they are disconnected.
If the active joystick gets disconnected, then the first joystick in the list will be activated as a fallback.
If the previously activated joystick gets reconnected, it will be activated again automatically, as it is identified by the GUID stored in the configuration.
The stored joystick GUID is only updated when the user manually selects a new joystick in the controls settings or with the console.
Closes#6152.
Instead of considering diagonal hat inputs (e.g. up-left) as separate keys, consider them as inputs for both cardinal directions (e.g. up and left) at the same time.
This improves input with gamecontrollers that map the D-Pad to a joystick hat, as it was impossible with the previous handling to move with hat-left/right and jump with hat-up at the same time.
This means that diagonal hat buttons can no longer be used in binds, because they are no longer considered distinct buttons. It's unlikely that they would ever be useful in this game, as real joystick POV hats would not be used anyway.
Closes#6120.
Calculate `Pos` in `OnEntity` based on `x` and `y` instead of passing `Pos` and calculating `x` and `y` from that.
This removes duplicate code and makes it easier to understand.
When restarting a round (i.e. with the `restart` command, with the `sv_warmup` option, and after a round ends) some entities where permanently destroyed and others were kept around.
This is changed so all entities are destroyed and then recreated, so rounds can be properly restarted.
Closes#6128.
Using more than 64 spawn points of the same type causes out-of-bounds accesses, as the number of spawn points is not checked before adding a spawn point and the existing check that limits the number of spawn points after adding one contains an off-by-one error.
For neutral and red spawn points this caused the last spawn point to be added for the following team instead. For blue spawn points this caused a server crash.
This is fixed by allowing an arbitrary number of spawn points of all types, by using an `std::vector` instead of an array.
6143: Add separate `ed_limit_max_zoom_level` for editor, fix editor smooth zooming when joining/reloading game r=def- a=Robyt3
## 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: Robert Müller <robytemueller@gmail.com>
6142: Adjust no weak prediction to updated server code r=def- a=Jupeyy
Tho i didnt see a wrong prediction with hook which probably makes sense, it probs only affects weapons, as thats the main part the server code was updated for
## 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>
Using `IClient::LocalTime` for smooth zooming in the editor causes the zoom to behave incorrectly when joining a game, as the local time is reset when joining a game.
This is fixed by adding a separate `IClient::GlobalTime` which is only set once when the client launches and never resets.
6133: Remove spammy log (thanks Skeith) r=Chairn a=def-
<!-- What is the motivation for the changes of this pull request? -->
<!-- Note that builds and other checks will be run for your change. Don't feel intimidated by failures in some of the checks. If you can't resolve them yourself, experienced devs can also resolve them before merging your 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 (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: Dennis Felsing <dennis@felsin9.de>
- `TILEFLAG_VFLIP` -> `TILEFLAG_FLIP_HORIZONTAL`
- `TILEFLAG_HFLIP` -> `TILEFLAG_FLIP_VERTICAL`
According to the native editor, the "Tiled" editor and image search, a
horizontal flip should be associated with switching left and right, modifying
the x coordinate.
I did not just switch the letters `H` and `V` to create compiler errors
where the original constants are used.
Whenever I was working with tileflags, the naming caused me to have no
idea what I was doing. I mostly had to resort to opening the resulting
map in the editor to see what the code does. This change aims to make
the naming intuitive and also consistent with the map editor.
6119: Fix client attempting to delete user directory when stopping replay demo r=Chairn a=Robyt3
When the client stops a replay demo and tries to remove the temporary file when being disconnected, it's not checked whether a recording of a replay demo has ever been started. In this case the filename is empty, which leads to the client trying to delete the user's directory, which will fail with an error message, as it's a folder and cannot be deleted with the function designed for deleting files.
This is fixed by calling the function `DemoRecorder_Stop` to delete the temporary demo file, as this function already makes sure that the filename is not empty.
## 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: Robert Müller <robytemueller@gmail.com>
When the client stops a replay demo and tries to remove the temporary file when being disconnected, it's not checked whether a recording of a replay demo has ever been started.
In this case the filename is empty, which leads to the client trying to delete the user's directory, which will fail with an error message, as it's a folder and cannot be deleted with the function designed for deleting files.
This is fixed by calling the function `DemoRecorder_Stop` to delete the temporary demo file, as this function already makes sure that the filename is not empty.
6118: Copy the demo timeline markers when slicing a demo r=def- a=Robyt3
When slicing a demo, also copy the demo markers that are within the sliced segment to the new demo.
This also fixes timeline markers not being added to replay demos, as the replay demos are always created by slicing.
Closes#6116.
## 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: Robert Müller <robytemueller@gmail.com>
When slicing a demo, also copy the demo markers that are within the sliced segment to the new demo.
This also fixes timeline markers not being added to replay demos, as the replay demos are always created by slicing.
Closes#6116.
Add `ed_smooth_zoom_time` option for smooth zooming in editor separate from the `cl_smooth_zoom_time` that's used for smooth zooming ingame, as some mappers seem to prefer unsmooth zooming in the editor but smooth zooming ingame.
6111: Fix updating teamranks r=def- a=Zwelf
Fixes#6107
## 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
- [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: Zwelf <zwelf@strct.cc>
6110: Remove successful queries from write backup r=def- a=Zwelf
Fixes#6106
Seems like I didn't tested before whether the rank got removed in the successful path.
## 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
- [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: Zwelf <zwelf@strct.cc>
6051: Null-terminate string returned by mysql r=Zwelf a=def-
Found in #6050 that a 16 byte long name would be written, filling up the string entirely, no terminating '\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: Dennis Felsing <dennis@felsin9.de>
6101: Remove check for `pResponseToken`, which isn't used on this code path r=def- a=Robyt3
Closes#6100.
## 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: Robert Müller <robytemueller@gmail.com>
The variable `m_ResortServerBrowser` was only used in the client to pass it to the server browser. For better separation of concerns, this variable is moved inside `CServerBrowser` and the function `RequestResort` should be called to set it to `true`.
The existing variable `m_SortOnNextUpdate` is replaced with this, as it served the same purpose already. The variable name from upstream is used to reduce conflicts.
6035: Fix various issues reported by cppcheck static analyser r=def- a=Robyt3
After generating `compile_commands.json` with cmake, I ran [cppcheck](https://cppcheck.sourceforge.io/) like this:
```
cppcheck --project=compile_commands.json -DWIN64 --suppressions-list=cppcheck.supp --enable=all 2>cppcheck.log
```
With these suppressions in `cppcheck.supp`:
```
cstyleCast
useStlAlgorithm
unusedFunction
variableScope
noExplicitConstructor
useInitializationList
noConstructor
uninitMemberVar
uninitMemberVarPrivate
uninitDerivedMemberVar
uninitStructMember
uninitvar
shadowFunction
memleakOnRealloc
internalAstError
virtualCallInConstructor
unknownMacro
noOperatorEq
noCopyConstructor
```
Many of these occur too often or are false positives.
Here is a list of all remaining non-suppressed issues reported by cppcheck: [cppcheck.log](https://github.com/ddnet/ddnet/files/9997663/cppcheck.log)
And here is a list of all remaining issues including the suppressed ones: [cppcheck_all.log](https://github.com/ddnet/ddnet/files/9997662/cppcheck_all.log)
I couldn't get cppcheck's command line argument to ignore the external folders to work correctly, so I manually removed those entries from the files.
## 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: Robert Müller <robytemueller@gmail.com>
6094: Check if ghost is really used bcs IntsToStr returns weird stuff for 0… r=def- a=Jupeyy
… integers
--- ignore whitespaces
## 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>
6071: Add logs for moderators (fixes#5433) r=def- a=Vy0x2
<!-- What is the motivation for the changes of this pull request? -->
issue #5433
Moderators can access the last x minutes of the chat activity.
Every entry beside server messages will show the player name, player ip and client who wrote the message / who disconnected so moderators can get the players ip after something happened in case he left already.
The current implementation has a 4 minute time slot, messages older than 4 minutes are not shown.
To limit the memory usage its limited atm to 256 log-entries. In case of more messages than 256 in 4 minutes (unlikely), the oldest messages are overwritten.
I keep this as a draft for a while, because its my first pr and I am sure there is some improvement i did not see (or to improve the wording)
<!-- Note that builds and other checks will be run for your change. Don't feel intimidated by failures in some of the checks. If you can't resolve them yourself, experienced devs can also resolve them before merging your 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 (especially base/) or added coverage to integration test
- [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)
6077: Add "Tools > Remove unused envelopes" to editor r=def- a=Robyt3
Add a new menu "Tools" next to the "File" menu, with a button to "Remove unused envelopes".
Clicking the button opens a confirmation popup to confirm the operation.
![editor-tools-menu](https://user-images.githubusercontent.com/23437060/205157109-62d53601-502a-4401-8c6f-f06c7e57e174.png)
Closes#2576.
## 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 (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)
6085: Fix cmake args in workspace r=def- a=Jupeyy
current is completely wrong, since it overwrites the cmake internal settings. and e.g. prevent `-g`
Now it should in worst case only overwrite custom settings by the user. but dunno how often u actually do that anyway inside a IDE
but if someone knows better I'm glad to hear it
## 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)
6088: Pr fix uninit r=def- a=Jupeyy
<!-- What is the motivation for the changes of this pull request? -->
<!-- Note that builds and other checks will be run for your change. Don't feel intimidated by failures in some of the checks. If you can't resolve them yourself, experienced devs can also resolve them before merging your 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 (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)
6090: FIX: parse & colorify gametype Gores correctly r=heinrich5991 a=Avolicious
`@def-` The correct PR now :) Correct coloring the gamemode "Gores"
![193410660-5e757fd4-449f-4d0a-a719-4a0cc1e5a01e](https://user-images.githubusercontent.com/105295486/205684472-36cc6daa-bda4-4af1-a838-b7fe25a55dec.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 (especially base/) or added coverage to integration test
- [ ] 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: Vy0x2 <denispaul43@gmail.com>
Co-authored-by: Robert Müller <robytemueller@gmail.com>
Co-authored-by: Jupeyy <jupjopjap@gmail.com>
Co-authored-by: Avolicious <avolicious@kog.tw>
When multiple quad points are selected, adjust the points' positions and texture U/V coordinates relatively instead of setting all points to the same value.
Closes#3359.
6060: Add buttons+increased length on demo viewbar r=def- a=l-ouis
Aimed to add some more controls on the demo view bar:
Added tick step buttons and jump to next/prev marker buttons
Increased width of demo controls panel so it wasn't as cluttered
changed export cut icon to a common export icon instead of the camcorder icon
Centered the time multiplier between the buttons it was between
![image](https://user-images.githubusercontent.com/69405348/202874985-9d983959-9188-4d96-9a2d-633621e6f489.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 (especially base/) or added coverage to integration test
- [ ] 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: louis <louisaltgeer@gmail.com>
Found while playing the Exit when doing the part at x:35 y:219.
Verified that with the fix applied the crash doesn't happen anymore.
asan output:
```
=================================================================
==10996==ERROR: AddressSanitizer: heap-buffer-overflow on address 0x62000001de20 at pc 0x5555575208d0 bp 0x7fffffff4710 sp 0x7fffffff4708
READ of size 4 at 0x62000001de20 thread T0
[Detaching after fork from child process 11277]
#0 0x5555575208cf in ExtractLaserInfoDDNet(CNetObj_DDNetLaser const*, CGameWorld*) /home/user/.local/bin/ddnet/src/src/game/client/laser_data.cpp:36:27
#1 0x5555575af9c8 in CGameWorld::NetObjAdd(int, int, void const*, CNetObj_EntityEx const*) /home/user/.local/bin/ddnet/src/src/game/client/prediction/gameworld.cpp:493:11
#2 0x5555574bf201 in CGameClient::UpdatePrediction() /home/user/.local/bin/ddnet/src/src/game/client/gameclient.cpp:2452:15
#3 0x5555574aad89 in CGameClient::OnNewSnapshot() /home/user/.local/bin/ddnet/src/src/game/client/gameclient.cpp:1729:3
#4 0x5555569562c7 in CClient::Update() /home/user/.local/bin/ddnet/src/src/engine/client/client.cpp:2751:22
#5 0x55555696e4bd in CClient::Run() /home/user/.local/bin/ddnet/src/src/engine/client/client.cpp:3260:4
#6 0x5555569caa8b in main /home/user/.local/bin/ddnet/src/src/engine/client/client.cpp:4753:11
#7 0x7ffff4ea9d09 in __libc_start_main csu/../csu/libc-start.c:308:16
#8 0x5555560f55c9 in _start (/home/user/.local/bin/ddnet/build-fast/DDNet+0xba15c9) (BuildId: 6d1b5aed4fc199ba75cdc083de5ada540ca4612b)
0x62000001de20 is located 0 bytes after 3488-byte region [0x62000001d080,0x62000001de20)
allocated by thread T0 here:
#0 0x55555618e36e in __interceptor_malloc (/home/user/.local/bin/ddnet/build-fast/DDNet+0xc3a36e) (BuildId: 6d1b5aed4fc199ba75cdc083de5ada540ca4612b)
#1 0x555556382591 in CSnapshotStorage::Add(int, long, int, void*, int, void*) /home/user/.local/bin/ddnet/src/src/engine/shared/snapshot.cpp:518:32
#2 0x55555693aa6e in CClient::ProcessServerPacket(CNetChunk*, int, bool) /home/user/.local/bin/ddnet/src/src/engine/client/client.cpp:2088:31
#3 0x55555694b48c in CClient::PumpNetwork() /home/user/.local/bin/ddnet/src/src/engine/client/client.cpp:2556:4
#4 0x55555695ca61 in CClient::Update() /home/user/.local/bin/ddnet/src/src/engine/client/client.cpp:2868:2
#5 0x55555696e4bd in CClient::Run() /home/user/.local/bin/ddnet/src/src/engine/client/client.cpp:3260:4
#6 0x5555569caa8b in main /home/user/.local/bin/ddnet/src/src/engine/client/client.cpp:4753:11
#7 0x7ffff4ea9d09 in __libc_start_main csu/../csu/libc-start.c:308:16
SUMMARY: AddressSanitizer: heap-buffer-overflow /home/user/.local/bin/ddnet/src/src/game/client/laser_data.cpp:36:27 in ExtractLaserInfoDDNet(CNetObj_DDNetLaser const*, CGameWorld*)
Shadow bytes around the buggy address:
0x62000001db80: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
0x62000001dc00: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
0x62000001dc80: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
0x62000001dd00: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
0x62000001dd80: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
=>0x62000001de00: 00 00 00 00[fa]fa fa fa fa fa fa fa fa fa fa fa
0x62000001de80: fa fa fa fa fa fa fa fa fa fa fa fa fa fa fa fa
0x62000001df00: fa fa fa fa fa fa fa fa fa fa fa fa fa fa fa fa
0x62000001df80: fa fa fa fa fa fa fa fa fa fa fa fa fa fa fa fa
0x62000001e000: fa fa fa fa fa fa fa fa fa fa fa fa fa fa fa fa
0x62000001e080: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd
Shadow byte legend (one shadow byte represents 8 application bytes):
Addressable: 00
Partially addressable: 01 02 03 04 05 06 07
Heap left redzone: fa
Freed heap region: fd
Stack left redzone: f1
Stack mid redzone: f2
Stack right redzone: f3
Stack after return: f5
Stack use after scope: f8
Global redzone: f9
Global init order: f6
Poisoned by user: f7
Container overflow: fc
Array cookie: ac
Intra object redzone: bb
ASan internal: fe
Left alloca redzone: ca
Right alloca redzone: cb
==10996==ABORTING
```
6082: Fix incorrect cursor position after exiting pause/spec r=def- a=Robyt3
The cursor position was not correctly restored when exiting pause or spec, when the mouse was on the left side of the tee (x being negative).
This is caused by a calculation introduced in #1637 and #1830 that tries to ensure that the mouse can still be moved if it ends up inside the minimum mouse distance (`cl_mouse_min_distance` and `cl_dyncam_min_distance`). However, this did not consider that the x position can become negative, so the x position was also incorrectly changed when exiting pause.
This is fixed by reverting the changes, as this code has become obsolete and has been superseded by #2009 and #3884. The `CControls::ClampMousePos` function, which is called directly after restoring the position, already ensures that mouse is not stuck within the minimum mouse distance.
Closes#2591.
## Checklist
- [X] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [X] 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
- [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: Robert Müller <robytemueller@gmail.com>
The cursor position was not correctly restored when exiting pause or spec, when the mouse was on the left side of the tee (x being negative).
This is caused by a calculation introduced in #1637 and #1830 that tries to ensure that the mouse can still be moved if it ends up inside the minimum mouse distance (`cl_mouse_min_distance` and `cl_dyncam_min_distance`).
However, this did not consider that the x position can become negative, so the x position was also incorrectly changed when exiting pause.
This is fixed by reverting the changes, as this code has become obsolete and has been superseded by #2009 and #3884. The `CControls::ClampMousePos` function, which is called directly after restoring the position, already ensures that mouse is not stuck within the minimum mouse distance.
Closes#2591.
Add "Cancel" button to country/region picker popup. It's already possible to cancel with the Escape key, so there should also be a button, which keeps the current selection.
Delegate the listbox activation (enter / double click on item) to the popup to confirm it. Enter was previously working but then broken by the logic that ensures that every hotkey is only consumed once. Now both enter and double click confirm the popup.
From teeworlds/teeworlds#2961.
Add a generic popup to confirm an operation to the menu and revise the generic message popup similar to this.
Both popups have a title and a message. The message popup has one button and the confirmation popup has two buttons.
For each button a label, the next popup after clicking the button, and a custom button handler can be set.
From teeworlds/teeworlds#2598.
Add a new menu "Tools" next to the "File" menu, with a button to "Remove unused envelopes".
Clicking the button opens a confirmation popup to confirm the operation.
Closes#2576.
Add `CEditor::ShowPopupConfirm` to show a generic confirmation popup.
This popups shows a message and buttons to confirm or cancel an operation. The result will be available to the caller in the given `SConfirmPopupContext`.
6075: Fix key reader text flashing for one frame, refactoring r=def- a=Robyt3
The key reader was displaying the old key for a frame. It now shows the new key immediately without flashing the old one after changing a bind.
Refactoring:
- The if-branches are restructured to be the same as on upstream.
- The function `GetKeyBindModifiersName` can be called without an additional check, because it returns an empty string when no modifier is pressed.
- The unused parameter `Checked` of the `DoButton_KeySelect` function is removed.
From teeworlds/teeworlds#2877.
## 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)
6076: Fix stored commands using original callback instead of the chain, fix client crash when launching with `screenshot` command r=def- a=Robyt3
## 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: Robert Müller <robytemueller@gmail.com>
According to cppcheck's `constVariable` error:
```
src\engine\client\backend\opengl\opengl_sl.cpp:74:43: style: Variable 'Define' can be declared as reference to const [constVariable]
for(CGLSLCompiler::SGLSLCompilerDefine &Define : pCompiler->m_vDefines)
^
src\engine\client\backend\vulkan\backend_vulkan.cpp:2149:12: style: Variable 'GraphicThreadCommandBuffer' can be declared as reference to const [constVariable]
auto &GraphicThreadCommandBuffer = m_vvThreadDrawCommandBuffers[i + 1][m_CurImageIndex];
^
src\engine\client\backend\vulkan\backend_vulkan.cpp:3192:9: style: Variable 'BufferObject' can be declared as reference to const [constVariable]
auto &BufferObject = m_vBufferObjects[BufferObjectIndex];
^
src\engine\client\backend\vulkan\backend_vulkan.cpp:3200:10: style: Variable 'DescrSet' can be declared as reference to const [constVariable]
auto &DescrSet = m_vTextures[State.m_Texture].m_VKStandard3DTexturedDescrSet;
^
src\engine\client\backend\vulkan\backend_vulkan.cpp:3810:13: style: Variable 'Mode' can be declared as reference to const [constVariable]
for(auto &Mode : vPresentModeList)
^
src\engine\client\backend\vulkan\backend_vulkan.cpp:3818:13: style: Variable 'Mode' can be declared as reference to const [constVariable]
for(auto &Mode : vPresentModeList)
^
src\engine\client\backend\vulkan\backend_vulkan.cpp:6511:10: style: Variable 'DescrSet' can be declared as reference to const [constVariable]
auto &DescrSet = m_vTextures[pCommand->m_State.m_Texture].m_aVKStandardTexturedDescrSets[AddressModeIndex];
^
src\engine\client\backend\vulkan\backend_vulkan.cpp:6555:10: style: Variable 'DescrSet' can be declared as reference to const [constVariable]
auto &DescrSet = m_vTextures[pCommand->m_State.m_Texture].m_VKStandard3DTexturedDescrSet;
^
src\engine\client\backend\vulkan\backend_vulkan.cpp:6660:9: style: Variable 'MemBlock' can be declared as reference to const [constVariable]
auto &MemBlock = m_vBufferObjects[BufferIndex].m_BufferObject.m_Mem;
^
src\engine\client\backend\vulkan\backend_vulkan.cpp:6799:9: style: Variable 'BufferObject' can be declared as reference to const [constVariable]
auto &BufferObject = m_vBufferObjects[BufferObjectIndex];
^
src\engine\client\backend\vulkan\backend_vulkan.cpp:6808:10: style: Variable 'DescrSet' can be declared as reference to const [constVariable]
auto &DescrSet = m_vTextures[pCommand->m_State.m_Texture].m_aVKStandardTexturedDescrSets[AddressModeIndex];
^
src\engine\client\backend\vulkan\backend_vulkan.cpp:6902:9: style: Variable 'BufferObject' can be declared as reference to const [constVariable]
auto &BufferObject = m_vBufferObjects[BufferObjectIndex];
^
src\engine\client\backend\vulkan\backend_vulkan.cpp:6907:9: style: Variable 'TextTextureDescr' can be declared as reference to const [constVariable]
auto &TextTextureDescr = m_vTextures[pCommand->m_TextTextureIndex].m_VKTextDescrSet;
^
src\engine\client\backend\vulkan\backend_vulkan.cpp:6961:9: style: Variable 'BufferObject' can be declared as reference to const [constVariable]
auto &BufferObject = m_vBufferObjects[BufferObjectIndex];
^
src\engine\client\backend\vulkan\backend_vulkan.cpp:6970:10: style: Variable 'DescrSet' can be declared as reference to const [constVariable]
auto &DescrSet = m_vTextures[State.m_Texture].m_aVKStandardTexturedDescrSets[AddressModeIndex];
^
src\game\client\components\hud.cpp:178:8: style: Variable 'aFlagCarrier' can be declared as const array [constVariable]
int aFlagCarrier[2] = {
^
src\game\client\components\hud.cpp:519:16: style: Variable 's_aTextWidth' can be declared as const array [constVariable]
static float s_aTextWidth[5] = {s_TextWidth0, s_TextWidth00, s_TextWidth000, s_TextWidth0000, s_TextWidth00000};
^
src\game\client\components\killmessages.cpp:305:30: style: Variable 'Client' can be declared as reference to const [constVariable]
CGameClient::CClientData &Client = GameClient()->m_aClients[m_aKillmsgs[r].m_KillerID];
^
src\game\client\components\killmessages.cpp:314:30: style: Variable 'Client' can be declared as reference to const [constVariable]
CGameClient::CClientData &Client = GameClient()->m_aClients[m_aKillmsgs[r].m_VictimID];
^
src\game\client\components\menus_ingame.cpp:243:12: style: Variable 'pInfoByName' can be declared as reference to const [constVariable]
for(auto &pInfoByName : m_pClient->m_Snap.m_apInfoByName)
^
src\game\client\components\menus_ingame.cpp:530:12: style: Variable 'pInfoByName' can be declared as reference to const [constVariable]
for(auto &pInfoByName : m_pClient->m_Snap.m_apInfoByName)
^
src\game\client\components\players.cpp:767:44: style: Variable 'CharacterInfo' can be declared as reference to const [constVariable]
CGameClient::CSnapState::CCharacterInfo &CharacterInfo = m_pClient->m_Snap.m_aCharacters[i];
^
src\game\client\components\spectator.cpp:122:27: style: Variable 'Snap' can be declared as reference to const [constVariable]
CGameClient::CSnapState &Snap = pSelf->m_pClient->m_Snap;
^
src\game\client\components\spectator.cpp:221:12: style: Variable 'pInfo' can be declared as reference to const [constVariable]
for(auto &pInfo : m_pClient->m_Snap.m_apInfoByDDTeamName)
^
src\game\client\gameclient.cpp:2220:15: style: Variable 'OwnClientData' can be declared as reference to const [constVariable]
CClientData &OwnClientData = m_aClients[ownID];
^
src\game\client\gameclient.cpp:2227:16: style: Variable 'cData' can be declared as reference to const [constVariable]
CClientData &cData = m_aClients[i];
^
src\game\client\prediction\entities\character.cpp:397:11: style: Variable 'aSpreading' can be declared as const array [constVariable]
float aSpreading[] = {-0.185f, -0.070f, 0, 0.070f, 0.185f};
^
src\game\client\prediction\entities\laser.cpp:53:9: style: Variable 'HitPos' can be declared as reference to const [constVariable]
vec2 &HitPos = pHit->Core()->m_Pos;
^
src\game\editor\auto_map.cpp:507:18: style: Variable 'Index' can be declared as reference to const [constVariable]
for(auto &Index : pRule->m_vIndexList)
^
src\game\editor\auto_map.cpp:518:18: style: Variable 'Index' can be declared as reference to const [constVariable]
for(auto &Index : pRule->m_vIndexList)
^
src\game\editor\editor.cpp:118:12: style: Variable 'Item' can be declared as reference to const [constVariable]
for(auto &Item : vList)
^
src\game\editor\editor.cpp:2983:11: style: Variable 'aAspects' can be declared as const array [constVariable]
float aAspects[] = {4.0f / 3.0f, 16.0f / 10.0f, 5.0f / 4.0f, 16.0f / 9.0f};
^
src\game\editor\editor.cpp:3141:15: style: Variable 's_aShift' can be declared as const array [constVariable]
static int s_aShift[] = {24, 16, 8, 0};
^
src\engine\server\server.cpp:2807:14: style: Variable 'Client' can be declared as reference to const [constVariable]
for(auto &Client : m_aClients)
^
src\engine\server\sql_string_helpers.cpp:51:6: style: Variable 'aTimes' can be declared as const array [constVariable]
int aTimes[7] =
^
src\test\secure_random.cpp:24:6: style: Variable 'BOUNDS' can be declared as const array [constVariable]
int BOUNDS[] = {2, 3, 4, 5, 10, 100, 127, 128, 129};
^
```
According to cppchecker's `arrayIndexThenCheck` error:
```
src\game\client\race.cpp:24:30: style: Array index 'i' is used before limits check. [arrayIndexThenCheck]
for(int i = 0; isdigit(pStr[i]) && i < 3; i++)
^
```
According to cppchecker's `constParameter` error:
```
src\engine\gfx\image_manipulation.cpp:7:58: style: Parameter 'pSrc' can be declared as pointer to const [constParameter]
static void Dilate(int w, int h, int BPP, unsigned char *pSrc, unsigned char *pDest, unsigned char AlphaThreshold = TW_DILATE_ALPHA_THRESHOLD)
^
src\engine\gfx\image_manipulation.cpp:58:67: style: Parameter 'pSrc' can be declared as pointer to const [constParameter]
static void CopyColorValues(int w, int h, int BPP, unsigned char *pSrc, unsigned char *pDest)
^
src\engine\shared\network_conn.cpp:241:42: style: Parameter 'Addr' can be declared as reference to const [constParameter]
void CNetConnection::DirectInit(NETADDR &Addr, SECURITY_TOKEN SecurityToken, SECURITY_TOKEN Token, bool Sixup)
^
src\base\system.cpp:4060:71: style: Parameter 'random' can be declared as pointer to const [constParameter]
void generate_password(char *buffer, unsigned length, unsigned short *random, unsigned random_length)
^
src\engine\client\backend\vulkan\backend_vulkan.cpp:263:38: style: Parameter 'AllocatedMemory' can be declared as reference to const [constParameter]
void Free(SMemoryHeapQueueElement &AllocatedMemory)
^
src\engine\client\backend\vulkan\backend_vulkan.cpp:1708:47: style: Parameter 'ImgExtent' can be declared as reference to const [constParameter]
static size_t ImageMipLevelCount(VkExtent3D &ImgExtent)
^
src\engine\client\backend\vulkan\backend_vulkan.cpp:2801:29: style: Parameter 'Image' can be declared as reference to const [constParameter]
void ImageBarrier(VkImage &Image, size_t MipMapBase, size_t MipMapCount, size_t LayerBase, size_t LayerCount, VkFormat Format, VkImageLayout OldLayout, VkImageLayout NewLayout)
^
src\engine\client\backend\vulkan\backend_vulkan.cpp:6495:46: style: Parameter 'ExecBuffer' can be declared as reference to const [constParameter]
void Cmd_Clear(SRenderCommandExecuteBuffer &ExecBuffer, const CCommandBuffer::SCommand_Clear *pCommand)
^
src\game\client\components\skins.cpp:83:72: style: Parameter 'pImg' can be declared as pointer to const [constParameter]
static void CheckMetrics(CSkin::SSkinMetricVariable &Metrics, uint8_t *pImg, int ImgWidth, int ImgX, int ImgY, int CheckWidth, int CheckHeight)
^
src\game\client\prediction\entities\character.h:106:37: style: Parameter 'pNewInput' can be declared as pointer to const [constParameter]
void SetInput(CNetObj_PlayerInput *pNewInput)
^
src\game\client\prediction\gameworld.cpp:245:106: style: Parameter 'pNotThis' can be declared as pointer to const [constParameter]
CCharacter *CGameWorld::IntersectCharacter(vec2 Pos0, vec2 Pos1, float Radius, vec2 &NewPos, CCharacter *pNotThis, int CollideWith, class CCharacter *pThisOnly)
^
src\game\client\prediction\gameworld.cpp:245:151: style: Parameter 'pThisOnly' can be declared as pointer to const [constParameter]
CCharacter *CGameWorld::IntersectCharacter(vec2 Pos0, vec2 Pos1, float Radius, vec2 &NewPos, CCharacter *pNotThis, int CollideWith, class CCharacter *pThisOnly)
^
src\game\client\prediction\gameworld.cpp:283:116: style: Parameter 'pNotThis' can be declared as pointer to const [constParameter]
std::list<class CCharacter *> CGameWorld::IntersectedCharacters(vec2 Pos0, vec2 Pos1, float Radius, class CEntity *pNotThis)
^
src\game\client\ui.cpp:522:180: style: Parameter 'pReadCursor' can be declared as pointer to const [constParameter]
void CUI::DoLabel(CUIElement::SUIElementRect &RectEl, const CUIRect *pRect, const char *pText, float Size, int Align, const SLabelProperties &LabelProps, int StrLen, CTextCursor *pReadCursor)
^
src\game\client\ui_scrollregion.cpp:23:86: style: Parameter 'pParams' can be declared as pointer to const [constParameter]
void CScrollRegion::Begin(CUIRect *pClipRect, vec2 *pOutOffset, CScrollRegionParams *pParams)
^
src\game\server\scoreworker.h:239:29: style: Parameter 'aTimeCp' can be declared as const array [constParameter]
void Set(float Time, float aTimeCp[NUM_CHECKPOINTS])
^
src\game\server\score.cpp:135:80: style: Parameter 'aTimeCp' can be declared as const array [constParameter]
void CScore::SaveScore(int ClientID, float Time, const char *pTimestamp, float aTimeCp[NUM_CHECKPOINTS], bool NotEligible)
^
src\game\server\teeinfo.cpp:40:57: style: Parameter 'pUseCustomColors' can be declared as pointer to const [constParameter]
CTeeInfo::CTeeInfo(const char *apSkinPartNames[6], int *pUseCustomColors, int *pSkinPartColors)
^
src\game\server\teeinfo.cpp:40:80: style: Parameter 'pSkinPartColors' can be declared as pointer to const [constParameter]
CTeeInfo::CTeeInfo(const char *apSkinPartNames[6], int *pUseCustomColors, int *pSkinPartColors)
^
```
According to cppchecker's `arrayIndexOutOfBoundsCond` error:
```
src\engine\server\server.cpp:117:19: warning: Either the condition 'ID<0' is redundant or the array 'm_aIDs[32768]' is accessed at index 32768, which is out of bounds. [arrayIndexOutOfBoundsCond]
dbg_assert(m_aIDs[ID].m_State == ID_ALLOCATED, "id is not allocated");
^
src\engine\server\server.cpp:115:8: note: Assuming that condition 'ID<0' is not redundant
if(ID < 0)
^
src\engine\server\server.cpp:117:19: note: Array index out of bounds
dbg_assert(m_aIDs[ID].m_State == ID_ALLOCATED, "id is not allocated");
^
src\engine\server\server.cpp:120:8: warning: Either the condition 'ID<0' is redundant or the array 'm_aIDs[32768]' is accessed at index 32768, which is out of bounds. [arrayIndexOutOfBoundsCond]
m_aIDs[ID].m_State = ID_TIMED;
^
src\engine\server\server.cpp:115:8: note: Assuming that condition 'ID<0' is not redundant
if(ID < 0)
^
src\engine\server\server.cpp:120:8: note: Array index out of bounds
m_aIDs[ID].m_State = ID_TIMED;
^
src\engine\server\server.cpp:121:8: warning: Either the condition 'ID<0' is redundant or the array 'm_aIDs[32768]' is accessed at index 32768, which is out of bounds. [arrayIndexOutOfBoundsCond]
m_aIDs[ID].m_Timeout = time_get() + time_freq() * 5;
^
src\engine\server\server.cpp:115:8: note: Assuming that condition 'ID<0' is not redundant
if(ID < 0)
^
src\engine\server\server.cpp:121:8: note: Array index out of bounds
m_aIDs[ID].m_Timeout = time_get() + time_freq() * 5;
^
src\engine\server\server.cpp:122:8: warning: Either the condition 'ID<0' is redundant or the array 'm_aIDs[32768]' is accessed at index 32768, which is out of bounds. [arrayIndexOutOfBoundsCond]
m_aIDs[ID].m_Next = -1;
^
src\engine\server\server.cpp:115:8: note: Assuming that condition 'ID<0' is not redundant
if(ID < 0)
^
src\engine\server\server.cpp:122:8: note: Array index out of bounds
m_aIDs[ID].m_Next = -1;
^
```
According to cppchecker's `nullPointerRedundantCheck` error:
```
src\engine\server\server_logger.cpp:29:3: warning: Either the condition 'm_pServer' is redundant or there is possible null pointer dereference: m_pServer. [nullPointerRedundantCheck]
m_pServer->SendLogLine(pMessage);
^
src\engine\server\server_logger.cpp:19:7: note: Assuming that condition 'm_pServer' is not redundant
if(m_pServer)
^
src\engine\server\server_logger.cpp:29:3: note: Null pointer dereference
m_pServer->SendLogLine(pMessage);
^
```
According to cppcheck's `redundantInitialization` and `redundantAssignment` errors:
```
src\game\client\ui.cpp:456:5: style: Redundant initialization for 'tw'. The initialized value is overwritten before it is read. [redundantInitialization]
tw = TextRender()->TextWidth(0, Size, pText, -1, LabelProps.m_MaxWidth, &AlignedSize, &MaxCharacterHeightInLine);
^
src\game\client\ui.cpp:454:11: note: tw is initialized
float tw = std::numeric_limits<float>::max();
^
src\game\client\ui.cpp:456:5: note: tw is overwritten
tw = TextRender()->TextWidth(0, Size, pText, -1, LabelProps.m_MaxWidth, &AlignedSize, &MaxCharacterHeightInLine);
^
src\game\client\ui.cpp:529:5: style: Redundant initialization for 'tw'. The initialized value is overwritten before it is read. [redundantInitialization]
tw = TextRender()->TextWidth(0, Size, pText, -1, LabelProps.m_MaxWidth, &AlignedSize, &MaxCharacterHeightInLine);
^
src\game\client\ui.cpp:527:11: note: tw is initialized
float tw = std::numeric_limits<float>::max();
^
src\game\client\ui.cpp:529:5: note: tw is overwritten
tw = TextRender()->TextWidth(0, Size, pText, -1, LabelProps.m_MaxWidth, &AlignedSize, &MaxCharacterHeightInLine);
^
src\game\editor\editor.cpp:6051:19: style: Variable 'm_Map.m_Modified' is reassigned a value before the old one has been used. [redundantAssignment]
m_Map.m_Modified = false;
^
src\game\editor\editor.cpp:6046:19: note: m_Map.m_Modified is assigned
m_Map.m_Modified = false;
^
src\game\editor\editor.cpp:6051:19: note: m_Map.m_Modified is overwritten
m_Map.m_Modified = false;
^
src\game\client\prediction\entities\character.cpp:1148:36: style: Variable 'm_LatestInput' is reassigned a value before the old one has been used. [redundantAssignment]
m_LatestPrevInput = m_LatestInput = m_PrevInput = m_SavedInput = m_Input;
^
src\game\client\prediction\entities\character.cpp:1134:16: note: m_LatestInput is assigned
m_LatestInput = m_LatestPrevInput = m_PrevInput = m_Input = m_SavedInput;
^
src\game\client\prediction\entities\character.cpp:1148:36: note: m_LatestInput is overwritten
m_LatestPrevInput = m_LatestInput = m_PrevInput = m_SavedInput = m_Input;
^
src\game\client\prediction\entities\character.cpp:1148:20: style: Variable 'm_LatestPrevInput' is reassigned a value before the old one has been used. [redundantAssignment]
m_LatestPrevInput = m_LatestInput = m_PrevInput = m_SavedInput = m_Input;
^
src\game\client\prediction\entities\character.cpp:1134:36: note: m_LatestPrevInput is assigned
m_LatestInput = m_LatestPrevInput = m_PrevInput = m_Input = m_SavedInput;
^
src\game\client\prediction\entities\character.cpp:1148:20: note: m_LatestPrevInput is overwritten
m_LatestPrevInput = m_LatestInput = m_PrevInput = m_SavedInput = m_Input;
^
src\game\client\prediction\entities\character.cpp:1148:50: style: Variable 'm_PrevInput' is reassigned a value before the old one has been used. [redundantAssignment]
m_LatestPrevInput = m_LatestInput = m_PrevInput = m_SavedInput = m_Input;
^
src\game\client\prediction\entities\character.cpp:1134:50: note: m_PrevInput is assigned
m_LatestInput = m_LatestPrevInput = m_PrevInput = m_Input = m_SavedInput;
^
src\game\client\prediction\entities\character.cpp:1148:50: note: m_PrevInput is overwritten
m_LatestPrevInput = m_LatestInput = m_PrevInput = m_SavedInput = m_Input;
^
```
According to cppcheck's `badBitmaskCheck` error:
```
src\engine\client\client.cpp:422:26: style: Operator '|' with one operand equal to zero is redundant. [badBitmaskCheck]
Packer.AddInt((0 << 1) | (pMsg->m_System ? 1 : 0)); // NETMSG_EX, NETMSGTYPE_EX
^
src\engine\shared\snapshot.cpp:40:45: style: Operator '|' with one operand equal to zero is redundant. [badBitmaskCheck]
int TypeItemIndex = GetItemIndex((0 << 16) | InternalType); // NETOBJTYPE_EX
^
src\engine\server\server.cpp:777:26: style: Operator '|' with one operand equal to zero is redundant. [badBitmaskCheck]
Packer.AddInt((0 << 1) | (pMsg->m_System ? 1 : 0)); // NETMSG_EX, NETMSGTYPE_EX
^
```
According to cppcheck's `selfAssignment` error:
```
src\engine\client\backend\vulkan\backend_vulkan.cpp:5784:23: warning: Redundant assignment of 'DescrSetTextOutline' to itself. [selfAssignment]
DescrSetTextOutline = DescrSetText;
^
```
According to cppcheck's `unsignedLessThanZero` error:
```
src\engine\shared\datafile.cpp:129:13: style: Checking if unsigned expression 'Bytes' is less than zero. [unsignedLessThanZero]
if(Bytes <= 0)
^
```
According to cppcheck's `nullPointerRedundantCheck` check:
```
src\game\client\components\menus_settings.cpp:729:8: warning: Either the condition 'pSkinToBeSelected==0' is redundant or there is possible null pointer dereference: pSkinToBeSelected. [nullPointerRedundantCheck]
if((pSkinToBeSelected->GetName()[0] == 'x' && pSkinToBeSelected->GetName()[1] == '_'))
^
src\game\client\components\menus_settings.cpp:732:25: note: Assuming that condition 'pSkinToBeSelected==0' is not redundant
if(pSkinToBeSelected == 0)
^
src\game\client\components\menus_settings.cpp:729:8: note: Null pointer dereference
if((pSkinToBeSelected->GetName()[0] == 'x' && pSkinToBeSelected->GetName()[1] == '_'))
^
src\game\editor\editor.cpp:5034:19: warning: Either the condition 'pEnvelope' is redundant or there is possible null pointer dereference: pEnvelope. [nullPointerRedundantCheck]
float EndTime = pEnvelope->EndTime();
^
src\game\editor\editor.cpp:5056:7: note: Assuming that condition 'pEnvelope' is not redundant
if(pEnvelope)
^
src\game\editor\editor.cpp:5034:19: note: Null pointer dereference
float EndTime = pEnvelope->EndTime();
^
src\game\editor\editor.cpp:5038:3: warning: Either the condition 'pEnvelope' is redundant or there is possible null pointer dereference: pEnvelope. [nullPointerRedundantCheck]
pEnvelope->FindTopBottom(s_ActiveChannels);
^
src\game\editor\editor.cpp:5056:7: note: Assuming that condition 'pEnvelope' is not redundant
if(pEnvelope)
^
src\game\editor\editor.cpp:5038:3: note: Null pointer dereference
pEnvelope->FindTopBottom(s_ActiveChannels);
^
src\game\editor\editor.cpp:5039:15: warning: Either the condition 'pEnvelope' is redundant or there is possible null pointer dereference: pEnvelope. [nullPointerRedundantCheck]
float Top = pEnvelope->m_Top;
^
src\game\editor\editor.cpp:5056:7: note: Assuming that condition 'pEnvelope' is not redundant
if(pEnvelope)
^
src\game\editor\editor.cpp:5039:15: note: Null pointer dereference
float Top = pEnvelope->m_Top;
^
src\game\editor\editor.cpp:5040:18: warning: Either the condition 'pEnvelope' is redundant or there is possible null pointer dereference: pEnvelope. [nullPointerRedundantCheck]
float Bottom = pEnvelope->m_Bottom;
^
src\game\editor\editor.cpp:5056:7: note: Assuming that condition 'pEnvelope' is not redundant
if(pEnvelope)
^
src\game\editor\editor.cpp:5040:18: note: Null pointer dereference
float Bottom = pEnvelope->m_Bottom;
^
src\game\editor\editor.cpp:5081:23: warning: Either the condition 'pEnvelope' is redundant or there is possible null pointer dereference: pEnvelope. [nullPointerRedundantCheck]
for(int c = 0; c < pEnvelope->m_Channels; c++)
^
src\game\editor\editor.cpp:5056:7: note: Assuming that condition 'pEnvelope' is not redundant
if(pEnvelope)
^
src\game\editor\editor.cpp:5081:23: note: Null pointer dereference
for(int c = 0; c < pEnvelope->m_Channels; c++)
^
```
The assigned values are never used, so the assignments can be removed or variable scopes can be reduced.
According to cppcheck's `unreadVariable` error.
The client crashes when launching with `screenshot` in the command line, as the graphics are not available when the command is executed.
This is fixed by storing the command, so it's executed when everything is ready.
When stored commands (`CFGFLAG_STORE`) were executed with `CConsole::StoreCommands(false)`, the associated chained commands were not properly executed, if they were chained after the command has been stored (e.g. in `CMenus::OnInit`).
Storing the command saves the current callback and userdata, which were overridden by the chain callback and userdata, but the stored callback and userdata were not updated.
This is fixed by storing a pointer to the command itself, which will be updated when it is chained.
From teeworlds/teeworlds#2572.
The key reader was displaying the old key for a frame. It now shows the new key immediately without flashing the old one after changing a bind.
Refactoring:
- The if-branches are restructured to be the same as on upstream.
- The function `GetKeyBindModifiersName` can be called without an additional check, because it returns an empty string when no modifier is pressed.
- The unused parameter `Checked` of the `DoButton_KeySelect` function is removed.
From teeworlds/teeworlds#2877.
The state of teams was not reset when restarting a round with `restart`, which led to various issues (#5144):
- Switchers kept their previous state instead of being reset to the initial state after restarting.
- Teams that started racing sometimes could not be joined after restarting.
- Sometimes teams cannot finish a race after restarting. I cannot reproduce this issue, so I don't know if it's fixed by these changes.
The client crashes when trying to unpack a packet that has the sixup flag set, as `CNetClient` does not pass pointers for the output parameters `pSecurityToken` and `pResponseToken` to `CNetBase::UnpackPacket`.
Since the client does not handle sixup packets, checks are added to return an error and ignore the packet instead of crashing due to a null pointer access.
This was found by fuzzing the data returned by `net_udp_recv` with radamsa.
```
==6200==ERROR: AddressSanitizer: SEGV on unknown address 0x000000000000 (pc 0x7f8d0fb8ba56 bp 0x7ffcbf67c7f0 sp 0x7ffcbf67c7a8 T0)
==6200==The signal is caused by a WRITE memory access.
==6200==Hint: address points to the zero page.
0 0x7f8d0fb8ba56 (/lib/x86_64-linux-gnu/libc.so.6+0xc4a56)
1 0x563a7e250fbe in mem_copy src/base/system.cpp:208
2 0x563a7e1bc6b6 in CNetBase::UnpackPacket(unsigned char*, int, CNetPacketConstruct*, bool&, int*, int*) src/engine/shared/network.cpp:263
3 0x563a7e1bf57e in CNetClient::Recv(CNetChunk*) src/engine/shared/network_client.cpp:100
4 0x563a7cfa76a2 in CClient::PumpNetwork() src/engine/client/client.cpp:2546
5 0x563a7cfb7cf6 in CClient::Update() src/engine/client/client.cpp:2838
6 0x563a7cfcfe47 in CClient::Run() src/engine/client/client.cpp:3214
7 0x563a7d04c631 in main src/engine/client/client.cpp:4702
8 0x7f8d0faf0d8f in __libc_start_call_main ../sysdeps/nptl/libc_start_call_main.h:58
9 0x7f8d0faf0e3f in __libc_start_main_impl ../csu/libc-start.c:392
10 0x563a7cb28754 in _start (build-asan/DDNet+0x2472754)
==8315==ERROR: AddressSanitizer: SEGV on unknown address 0x000000000000 (pc 0x7f4accfe5a56 bp 0x7ffcf1318530 sp 0x7ffcf13184e8 T0)
==8315==The signal is caused by a WRITE memory access.
==8315==Hint: address points to the zero page.
0 0x7f4accfe5a56 (/lib/x86_64-linux-gnu/libc.so.6+0xc4a56)
1 0x560413603200 in mem_copy src/base/system.cpp:208
2 0x56041356d9c7 in CNetBase::UnpackPacket(unsigned char*, int, CNetPacketConstruct*, bool&, int*, int*) src/engine/shared/network.cpp:224
3 0x5604135717c0 in CNetClient::Recv(CNetChunk*) src/engine/shared/network_client.cpp:104
4 0x5604123597e2 in CClient::PumpNetwork() src/engine/client/client.cpp:2546
5 0x560412369e36 in CClient::Update() src/engine/client/client.cpp:2838
6 0x560412381f87 in CClient::Run() src/engine/client/client.cpp:3214
7 0x5604123fe771 in main src/engine/client/client.cpp:4702
8 0x7f4accf4ad8f in __libc_start_call_main ../sysdeps/nptl/libc_start_call_main.h:58
9 0x7f4accf4ae3f in __libc_start_main_impl ../csu/libc-start.c:392
10 0x560411eda894 in _start (build-asan/DDNet+0x2472894)
```
Port the smooth zoom code from the ingame camera to the editor with some minor adjustments.
The smooth zoom animation time can be adjusted with the existing `cl_smooth_zoom_time` config variable.
Closes#2525.
6058: Fix invalid demo cutting, Add slice highlighting r=Chairn a=VoxelDoesCode
Before, you could place an end slice before the beginning, creating a "zero second" demo, which doesn't play in client, and renders a corrupt file. I implemented a check where if the playhead is before the beginning slice, it won't place an end slice, and vice versa.
I also added highlighting in between the slices, so that it's easier to see.
![image](https://user-images.githubusercontent.com/95713843/202870840-216df4d7-975e-496d-b122-c819ce7ae6ee.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 (especially base/) or added coverage to integration test
- [ ] 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: VoxelDoesCode <bluheadcat@gmail.com>
Demo seeking for percent positions and relative time was choppy, when the first and last ticks of the demo are very large but close together (e.g. with 1308908156 to 1308905658, which are close to integer limit).
During the calculation of `WantedTick` both operands were promoted to `float`s, which caused the information of the smaller operand, i.e. the seeked percentage or relative time, to be mostly lost, so seeking was very inaccurate.
This is fixed by rounding the `float` operand to `int` before adding it to another `int`.
6061: Add friend counter + Change alignment of player count text r=def- a=l-ouis
Added friend counter, changed the alignment of player count indicator to better accommodate friend counter + line up with the "Players" text at the top of the tab
![image](https://user-images.githubusercontent.com/69405348/202891241-b76899cf-e65a-4085-804b-0a6877468fbc.png)
Fixes#5911
## 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 (especially base/) or added coverage to integration test
- [ ] 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: louis <louisaltgeer@gmail.com>
The types are translated to `TYPE_ALL`/`TYPE_SAVE` respectively if a given path is relative and to `TYPE_ABSOLUTE` if a path is absolute.
These types are only supported with the `OpenFile`, `ReadFile`, `ReadFileStr` and `GetCompletePath` methods.
This reduces duplicate code when calling the methods.
6054: Fix editor crash when shifting left/right, fix wrong up/down shifting r=heinrich5991 a=Robyt3
Shifting left/right with a shift value greater than the layer's width crashed the game due to a heap-buffer-overflow.
Shifting up/down with a shift value greater or equal to half the layer's height did not correctly shift the entire layer.
The values of the enum constants `DIRECTION_*` are changed to consecutive numbers instead of exponents of two, as the directions cannot be combined together as flags.
Closes#6036.
## 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
- [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: Robert Müller <robytemueller@gmail.com>
Shifting left/right with a shift value greater than the layer's width crashed the game due to a heap-buffer-overflow.
Shifting up/down with a shift value greater or equal to half the layer's height did not correctly shift the entire layer.
The values of the enum constants `DIRECTION_*` are changed to consecutive numbers instead of exponents of two, as the directions cannot be combined together as flags.
Closes#6036.
Handle both shift keys in some cases where only the left shift key was previously supported.
The `CChat::m_ReverseTAB` variable is removed because it's unnecessary.
This condition cannot be true, as `pGroup` is a `CLayerGroup *` but the layers are `CLayer *`/`CLayerTiles *`/`CLayerGame *` etc., which are not part of the same inheritance hierarchy.
The method `CLayerGroup::Render` already ensures that game layers are not rendered below other layers.
5917: report extra player info to master http r=def- a=edg-l
couldn't test yet
this doesnt show extra info on the client server list yet, just makes the server report it
<!-- What is the motivation for the changes of this pull request? -->
<!-- Note that builds and other checks will be run for your change. Don't feel intimidated by failures in some of the checks. If you can't resolve them yourself, experienced devs can also resolve them before merging your 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 (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: Edgar Luque <git@edgarluque.com>
6033: Add more tests for hashing, `CSemaphore` and utf8 confusables r=heinrich5991 a=Robyt3
## Checklist
- [ ] 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 (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: Robert Müller <robytemueller@gmail.com>
The functions `str_utf8_skeleton_begin` and `str_utf8_skeleton_next` and the `struct SKELETON` are only used internally, so they don't need to be exported.
Fix warnings with `-fstrict-aliasing` and `-Wstrict-aliasing=2` by using char array instead of array of char pointers:
```
src/engine/client/client.cpp: In member function 'virtual const char* CClient::DemoPlayer_Play(const char*, int)':
src/engine/client/client.cpp:3858:123: warning: dereferencing type-punned pointer will break strict-aliasing rules [-Wstrict-aliasing]
3858 | m_aapSnapshots[g_Config.m_ClDummy][SNAP_CURRENT]->m_pSnap = (CSnapshot *)m_aaapDemorecSnapshotData[SNAP_CURRENT][0];
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~^
src/engine/client/client.cpp:3859:126: warning: dereferencing type-punned pointer will break strict-aliasing rules [-Wstrict-aliasing]
3859 | m_aapSnapshots[g_Config.m_ClDummy][SNAP_CURRENT]->m_pAltSnap = (CSnapshot *)m_aaapDemorecSnapshotData[SNAP_CURRENT][1];
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~^
src/engine/client/client.cpp:3864:117: warning: dereferencing type-punned pointer will break strict-aliasing rules [-Wstrict-aliasing]
3864 | m_aapSnapshots[g_Config.m_ClDummy][SNAP_PREV]->m_pSnap = (CSnapshot *)m_aaapDemorecSnapshotData[SNAP_PREV][0];
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~^
src/engine/client/client.cpp:3865:120: warning: dereferencing type-punned pointer will break strict-aliasing rules [-Wstrict-aliasing]
3865 | m_aapSnapshots[g_Config.m_ClDummy][SNAP_PREV]->m_pAltSnap = (CSnapshot *)m_aaapDemorecSnapshotData[SNAP_PREV][1];
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~^
```
Snapshot data during demo playback was being stored in an array of `char *` instead of an array of `char`, which caused above aliasing warnings and used 8 times more memory for the snapshot storage than being necessary.
Fix warnings with `-fstrict-aliasing` and `-Wstrict-aliasing=2` by not casting the map reader data to `int *`:
```
src/game/server/gamecontext.cpp: In member function 'virtual void CGameContext::OnMapChange(char*, int)':
src/game/server/gamecontext.cpp:3623:56: warning: dereferencing type-punned pointer might break strict-aliasing rules [-Wstrict-aliasing]
3623 | pData = (int *)&MapInfo;
| ^~~~~~~~
src/game/server/gamecontext.cpp:3631:48: warning: dereferencing type-punned pointer might break strict-aliasing rules [-Wstrict-aliasing]
3631 | pData = (int *)&MapInfo;
| ^~~~~~~~
```
As the map reader data is return as `void *` and never used as `int *`, the redundant cast is removed to fix the warnings.
Also improve readability by moving `pInfo` variable declaration.
6024: Fix CGun::Fire server crash (fixes#6023) r=Learath2 a=def-
<!-- What is the motivation for the changes of this pull request? -->
<!-- Note that builds and other checks will be run for your change. Don't feel intimidated by failures in some of the checks. If you can't resolve them yourself, experienced devs can also resolve them before merging your 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 (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: Dennis Felsing <dennis@felsin9.de>
I think at the point where you use (CEntity **) apPlayersInRange the
compiler says this is a totally different value than apPlayersInRange
since they have a different type. And then it reorders the inlined
FindEntities code to be run afterwards, thus leading to undefined
behavior and crashes.
6017: Minor refactoring of demo related code r=def- a=Robyt3
Extracted from #6016.
## 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: Robert Müller <robytemueller@gmail.com>
5599: Add support for Rust code in DDNet r=def- a=heinrich5991
The glue is done using the [cxx crate](https://cxx.rs/) on the Rust side.
As a proof-of-concept, only a small console command (`rust_version`) printing the currently used Rust version was added.
You can generate and open the Rust documentation using `DDNET_TEST_NO_LINK=1 cargo doc --open`.
You can run the Rust tests using `cmake --build <build dir> --target run_rust_tests`, they're automatically included in the `run_tests` target as well.
Rust tests don't work on Windows in debug mode on Windows because Rust cannot currently link with the debug version of the C stdlib on Windows: https://github.com/rust-lang/rust/issues/39016.
---
The stuff in `src/rust-bridge` is generated using
```
cxxbridge src/engine/shared/rust_version.rs --output src/rust-bridge/engine/shared/rust_version.cpp --output src/rust-bridge/engine/shared/rust_version.h
cxxbridge src/engine/console.rs --output src/rust-bridge/cpp/console.cpp --output src/rust-bridge/cpp/console.h
```
Co-authored-by: heinrich5991 <heinrich5991@gmail.com>
When readding a sound/image and multiple files with the name exist, a popup is shown that allows the user to choose the wanted file.
If exactly one file is found, it is used without showing a dialog.
As before, if no file is found, an error message popup is shown.
Add `CEditor::ShowPopupSelection` to show a generic selection popup.
This popups shows a message and buttons for all entries in a `std::set`. Exactly one entry can be selected and the selection will be available to the caller in the given `SSelectionPopupContext`.
This function searches in all subfolder of the given folder and fills the given `std::vector` with all files with the given filename.
A `std::set` is used to prevent duplicate entries when a file with the same path is present in multiple storage locations. In that case we only need the path once, as we only use it against the highest priority storage location anyway.
Use `FindFile` to search for the image/sound file in all subfolders of the mapres folder when using the "Readd" button in the editor.
Show an error message popup when readding fails, i.e. when the file could not be found.
Add `CEditor::ShowPopupMessage` function to show a generic message in a popup.
The message text and color are configurable with the `SMessagePopupContext` argument object.
Instances of this class must have a static memory location, as the message needs to be available after the `ShowPopupMessage` function returns, and the address of this object is used to uniquely identify it in the UI.
6002: Explain -DANTIBOT=ON a bit better (fixes#6001) r=heinrich5991 a=def-
<!-- What is the motivation for the changes of this pull request? -->
<!-- Note that builds and other checks will be run for your change. Don't feel intimidated by failures in some of the checks. If you can't resolve them yourself, experienced devs can also resolve them before merging your 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 (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)
6003: Fix height and margin of sound and image popups r=def- a=Robyt3
## 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: Dennis Felsing <dennis@felsin9.de>
Co-authored-by: Robert Müller <robytemueller@gmail.com>
The `Append` method was returning `0` on success while `Load` and `Save` were returning `1`.
Now all three methods use a `bool` as return value and return `true` on success.
The call `SortImages()` is moved inside the `Append` method, as it should always be called when appending succeeded.
The height of the sound popup was too small, as it was not updated when the "Readd" button was added.
The additional `2.0f` margin at the top of the popups is removed, as all popup menus already have default `5.0f` margins on all sides.
The height of the image popup for external images was not including this margin to begin with, so it was slightly too small but is correct now.
The height of the image popup for embedded images is adjusted to no longer include this margin.
Pass `nullptr` instead of calculating unused `CUIRect` values.
Since the vulkan loader drops support for useful extensions (or the extension loading process changed between 1.0 & 1.1, not sure)
Which causes OBS not to work
5998: Fix Ctrl+F hotkey not checking for Ctrl key, minor improvement to tile details popup layout r=def- a=Robyt3
## 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: Robert Müller <robytemueller@gmail.com>
The hotkey for the "Find empty slot" button was not correctly checking for a pressed modifier, so it was already being trigger by just the key F instead of the desired Ctrl+F.
The height is calculated based on the number of rows and the row height instead of being entirely hardcoded, which makes maintenance easier.
The total height of the speedup popup was slightly too large, which is also fixed by this.
Variable names and their declaration positions are also refactored.
Some of the CUIRects were calculated but never used.
The height of the "Find empty slot" button is made consistent with the height of the properties shifters.
This reverts part of #5993 to allow switch number 0 to be selected again.
Switch number 0 is permanently enabled, so it useful for tiles that should always be switched on.
Eventually tiles that don't work with switch 0 (e.g. switch open/close tiles) should be made unplaceable and the switch number should be hidden for tiles where it doesn't have any effect (e.g. jump tiles). See #5995.
5994: Change editor hotkey Ctrl+A to Ctrl+T for layer/tile details r=def- a=Robyt3
The hotkey Ctrl+A is already active universally in the editor to open and append a map to the current one. This collides with the hotkeys for opening the layer/tile details popup for tune, tele, speedup and switch layers, which is only active when a layer of said type is select. Pressing the hotkey in this context opens the popup and the append dialog at the same time, which is undesirable. Therefore the hotkey to open the layer/tile details is changed to Ctrl+T instead. This combination is currently unused and seems approriate, as the T could stand for "Tile details".
## 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: Robert Müller <robytemueller@gmail.com>
The hotkey Ctrl+A is already active universally in the editor to open and append a map to the current one.
This collides with the hotkeys for opening the layer/tile details popup for tune, tele, speedup and switch layers, which is only active when a layer of said type is select.
Pressing the hotkey in this context opens the popup and the append dialog at the same time, which is undesirable.
Therefore the hotkey to open the layer/tile details is changed to Ctrl+T instead. This combination is currently unused and seems approriate, as the T could stand for "Tile details".
It was possible to select tele number 0, speedup force 0 and switch number 0 in the layer details in the editor, because some of the bounds checks or calculations were not excluding the value 0.
As placing those tiles with the value 0 in the editor is not possible and the tiles with this value are ignored by server and client, it also shouldn't be possible to select those values in the first place.
5770: Fix physics change by weak hook fix (fixes#5769) r=def- a=fokkonaut
<!-- What is the motivation for the changes of this pull request -->
fixes#5769
## 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: fokkonaut <35420825+fokkonaut@users.noreply.github.com>
Co-authored-by: Jupeyy <jupjopjap@gmail.com>
5991: Handle all `MultiByteToWideChar` and `WideCharToMultiByte` return values r=def- a=Robyt3
Closes#5970.
## 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
- [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: Robert Müller <robytemueller@gmail.com>
Converting wide-char (UTF-16) to multi-byte (UTF-8) takes 1-2 wide-chars from the input and transforms them to 1-4 bytes, so having `char` and `WCHAR` buffers with equal static lengths means that this function can fail due to insufficient buffer sizes when the user has folder or files with very long names (many unicode codepoints).
Therefore checks are added that allow only the error `ERROR_INSUFFICIENT_BUFFER` when `WideCharToMultiByte` fails, which is expected on very long paths, as these would also lead to further errors later in the code. The respective functions will now fail with a return and ignore files that have too long names.
This could only completely be fixed using dynamically sized buffers for all paths, which seems like too much work and overhead.
Other errors are not expected and hence caught by the assertions, as those would indicate programming errors like wrong arguments being passed.
Reference: https://learn.microsoft.com/en-us/windows/win32/api/stringapiset/nf-stringapiset-widechartomultibyte
The second buffer was previously used when calling `fs_is_dir` explicity, but it has become from obsolete from #4657 by using the flag `FILE_ATTRIBUTE_DIRECTORY` instead.
Extract `windows_format_system_message` and allocate appropriate buffer for the formatted system error messages, so messages of any length can be displayed.
The flag `FORMAT_MESSAGE_ALLOCATE_BUFFER` is used so `FormatMessageW` allocates the buffer which must later be freed with `LocalFree`.
The flag `FORMAT_MESSAGE_MAX_WIDTH_MASK` is also added so the formatted message will not contain any line breaks at the end, which would make log messages less readable.
Reference: https://learn.microsoft.com/en-us/windows/win32/api/winbase/nf-winbase-formatmessagew
Converting multi-byte (UTF-8) to wide-char (UTF-16) take 1-4 bytes from the input and transforms them to 1-2 wide-chars, so having `char` and `WCHAR` buffers with equal lengths should mean that this function can't fail due to insufficient buffer sizes, unless a path that's already too long for Windows is being used internally.
Other errors are also not expected, as those would indicate programming errors like wrong arguments being passed.
The maximum length for paths in the Win32 API is 260 characters. This limitation can be lifted in Windows 10, but it must be done explicitly (opt-in) both in the Windows Registry by the user and in the application's manifest by us.
References:
- https://learn.microsoft.com/en-us/windows/win32/api/stringapiset/nf-stringapiset-multibytetowidechar
- https://learn.microsoft.com/en-us/windows/win32/fileio/maximum-file-path-limitation?tabs=registry
Make sure the Windows debugger logger does not fail when log messages are too long.
The first call to `MultiByteToWideChar` gets the required size of the wide-char buffer, which should be at least one for the null termination. The second call is expected to produce exactly the same number of characters.
The function `MultiByteToWideChar` can't fail unless wrong arguments are passed, when the buffer size is set correctly by calling the function twice. The returned buffer size on the second call should always match the buffer size determined with the first call.
Using `str_format(aBuf, sizeof(aBuf), "%s", pStr)` is equivalent to `str_copy(aBuf, pStr, sizeof(aBuf))`. Using `str_copy` is more readable and also more efficient as there is no overhead from parsing the format string and from passing varargs.
5985: Fix large editor popups being outside of screen, add margin r=def- a=Robyt3
Large editor popups could be positioned outside of the screen area, when they could not be positioned below or to the right of the cursor without overflowing. This is fixed by making sure the popup does not overflow the top or left side of the screen after adjusting its position.
A small margin is also added so popups don't start or end immediately at the screen border.
Closes#5982.
## 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: Robert Müller <robytemueller@gmail.com>
Large editor popups could be positioned outside of the screen area, when they could not be positioned below or to the right of the cursor without overflowing. This is fixed by making sure the popup does not overflow the top or left side of the screen after adjusting its position.
A small margin is also added so popups don't start or end immediately at the screen border.
Closes#5982.
Use `IO_MAX_PATH_LENGTH` for all demo filenames and paths, so long demo names and demo names containing many unicode characters are not so easily truncated in the cut, rename and render dialogs.
Use combination of `str_endswith` and `str_append` to append file extensions, instead of using `str_comp_nocase` and `str_format`. Thereby only support creating demos and video files with lower case file extension, as only demo files with lower case file extension are shown in the client anyway.
Slicing a demo opened from command line with an absolute path did not work, as the game only tried to load the source demo from storage instead of using the given absolute path.
When playing a demo without opening the demo menu first, i.e. from command line argument or with `play` command from the main menu, clicking the demo slice button crashes the game, as the code tries to use the filename of the currently selected demo while there is no demo selected, i.e. `m_DemolistSelectedIndex == -1`.
Also, when using the play command after opening the demo menu, the initial filename selected for cutting was incorrectly set to the currently selected demo.
This is fixed by getting the name of the current demo file from the demo player instead, when cutting a demo.
Though the cut demo will be saved to the last demo folder selected (or the demos directory) instead of being saved to the same directory as the original demo.
The file extension needs to be appended to the cut demo name before checking whether the name matches the currently playing file, otherwise the "Please use a different name" error message is not shown and instead the "File already exists" question is shown.
When entering the name of an existing demo file into the Slice demo dialog and pressing the Ok button twice, the file handle that's used for checking for the demo file's existence is not closed, hence the cut demo file cannot be deleted until the client is closed.
Previously the IME was not deactivated when the editor is closed, so `SDL_TEXTINPUT` events where still being reported ingame after exiting the editor.
When entering the editor with a custom bind (e.g. `bind e "cl_editor 1"`) or when opening it from the console while also immediately closing the console (e.g. with `cl_editor 1; toggle_local_console`), the IME state was not properly set to active, so SDL did not report any `SDL_TEXTINPUT` events, leading to editboxes in the editor not receiving any text.
The is fixed by always enabling the IME state when entering the editor, which was previously only done when using the Ctrl+Shift+E hotkey or coincidentally when the editor is activated while the IME is already active, i.e. when the menu or console is open.
Closes#5095.
5966: Fix duplicate description of cl_default_zoom_level r=heinrich5991 a=def-
Since #5894 is not landing
<!-- What is the motivation for the changes of this pull request? -->
<!-- Note that builds and other checks will be run for your change. Don't feel intimidated by failures in some of the checks. If you can't resolve them yourself, experienced devs can also resolve them before merging your 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 (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: Dennis Felsing <dennis@felsin9.de>
5965: Don't print max value when there is none (fixes#5953) r=edg-l a=def-
<!-- What is the motivation for the changes of this pull request? -->
<!-- Note that builds and other checks will be run for your change. Don't feel intimidated by failures in some of the checks. If you can't resolve them yourself, experienced devs can also resolve them before merging your 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 (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: Dennis Felsing <dennis@felsin9.de>
5938: Hex Values in the editor's info feature r=heinrich5991 a=VoxelDoesCode
Add an option when the info button is selected, you can show the hexadecimal values for a tile rather than 1-255. This has some benefits, as it aligns in a perfect grid. Can help with making and test automappers.
![image](https://user-images.githubusercontent.com/95713843/195209286-82dd04d5-f469-4932-bbd7-93ec3fd32f99.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 (especially base/) or added coverage to integration test
- [ ] 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: VoxelDoesCode <bluheadcat@gmail.com>
The glue is done using the [cxx crate](https://cxx.rs/) on the Rust
side.
As a proof-of-concept, only a small console command (`rust_version`)
printing the currently used Rust version was added.
You can generate and open the Rust documentation using
`DDNET_TEST_NO_LINK=1 cargo doc --open`.
You can run the Rust tests using `cmake --build <build dir> --target
run_rust_tests`, they're automatically included in the `run_tests`
target as well.
Rust tests don't work on Windows in debug mode on Windows because Rust
cannot currently link with the debug version of the C stdlib on Windows:
https://github.com/rust-lang/rust/issues/39016.
---
The stuff in `src/rust-bridge` is generated using
```
cxxbridge src/engine/shared/rust_version.rs --output src/rust-bridge/engine/shared/rust_version.cpp --output src/rust-bridge/engine/shared/rust_version.h
cxxbridge src/engine/console.rs --output src/rust-bridge/cpp/console.cpp --output src/rust-bridge/cpp/console.h
```
By moving the calling convention `APIENTRY`, which expands to `__stdcall`, inside the parenthesis.
```
Severity Code Description Project File Line Suppression State
Error C2143 syntax error: missing ')' before '(' engine-shared src\base\system.cpp 4242
Warning C4229 anachronism used: modifiers on data are ignored engine-shared src\base\system.cpp 4242
Error C2059 syntax error: ')' engine-shared src\base\system.cpp 4242
Error C2059 syntax error: ')' engine-shared src\base\system.cpp 4242
Error C3536 'exception_log_file_path_func': cannot be used before it is initialized engine-shared src\base\system.cpp 4246
Error C2446 '==': no conversion from 'nullptr' to 'int' engine-shared src\base\system.cpp 4246
Error C2064 term does not evaluate to a function taking 1 arguments engine-shared src\base\system.cpp 4249
```
5947: Fix client crash when server does not send gameinfo r=def- a=Robyt3
As reported by `@ChillerDragon` on Discord.
## 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
- [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: Robert Müller <robytemueller@gmail.com>
Rename `Expect` to `ExpectSha256` and `Expect2` to `ExpectMd5` for better readability.
Pass buffer size by template parameter to reduce duplicate source code.
5944: Fix example name in mapbug description r=heinrich5991 a=Zwelf
Fix typo: 6c3d0e999b/src/game/mapbugs_list.h (L3)
## 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: Zwelf <zwelf@strct.cc>
5933: Inline `Is(GameType)` functions and remove support for legacy 64 player info protocol r=def- a=heinrich5991
## 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)
5941: Get away from vector for skins r=def- a=Jupeyy
most of the time it uses the index just to get the skin, downloaded skins change the index. Now its simply a heap object and downloaded skins load directly. Also the loading might be a bit faster bcs it had a loop lookup .Also O(1) lookup
not 100% tested. also fixes a bug with favorite skins hopefully
## 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: heinrich5991 <heinrich5991@gmail.com>
Co-authored-by: Jupeyy <jupjopjap@gmail.com>
5942: Support unicode with ExcHndl, use upstream module offsets, handle errors r=def- a=Robyt3
Update Dr. Mingw (ExcHndl) to 0.9.8.
Use the new `ExcHndlSetLogFileNameW` function to set the exception log file name using wide characters, to support paths containing unicode.
It's not necessary to call `ExcHndlInit` explicitly after loading `exchndl.dll`, as the `DllMain` will already initialize the exception handler when the DLL is loaded. Module offsets are supported by upstream ExcHndl now, so we don't need to provide our own version that supplies the module offset to `ExcHndlInit` anymore. Upstream ExcHndl will also resolve the source code lines for addresses automatically, when the executable is build with debug information.
Handle the cases that the exception handling module cannot be loaded and that the `ExcHndlSetLogFileNameW` function cannot be found in the module.
Update `scripts/parse_drmingw.sh`:
- Parse both old and new module offsets.
- Use tabs instead of spaces consistently.
- Reset the ANSI color after printing colored messages.
Closes#5877.
Needs https://github.com/ddnet/ddnet-libs/pull/34.
Example crash logs:
- [crash_debug_old.RTP.txt](https://github.com/ddnet/ddnet/files/9768008/crash_debug_old.RTP.txt)
- [crash_debug_new.RTP.txt](https://github.com/ddnet/ddnet/files/9768011/crash_debug_new.RTP.txt)
- [crash_release_old.RTP.txt](https://github.com/ddnet/ddnet/files/9768010/crash_release_old.RTP.txt)
- [crash_release_new.RTP.txt](https://github.com/ddnet/ddnet/files/9768009/crash_release_new.RTP.txt)
## 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: Robert Müller <robytemueller@gmail.com>
most of the time it uses the index just to get the skin, downloaded skins change the index.
Now its simply a heap object and downloaded skins load directly. Also the loading might be a bit faster bcs it had a loop lookup
Also O(1) lookup
Update Dr. Mingw (ExcHndl) to 0.9.8.
Use the new `ExcHndlSetLogFileNameW` function to set the exception log file name using wide characters, to support paths containing unicode.
It's not necessary to call `ExcHndlInit` explicitly after loading `exchndl.dll`, as the `DllMain` will already initialize the exception handler when the DLL is loaded.
Module offsets are supported by upstream ExcHndl now, so we don't need to provide our own version that supplies the module offset to `ExcHndlInit` anymore.
Upstream ExcHndl will also resolve the source code lines for addresses automatically, when the executable is build with debug information.
Handle the cases that the exception handling module cannot be loaded and that the `ExcHndlSetLogFileNameW` function cannot be found in the module.
Update `scripts/parse_drmingw.sh`:
- Parse both old and new module offsets.
- Use tabs instead of spaces consistently.
- Reset the ANSI color after printing colored messages.
It was only being used for "Leak IP" favorites and LAN servers. Since
KoG has upgraded to latest DDNet, there aren't much servers left that
don't understand the new 64 player info protocol.
Keywords: fstd, dtsf
They are used for two purposes, coloring gametypes in the serverbrowser
and enabling backward compatibility. These are independent, we shouldn't
add more stuff to the backward compatibility, hence I split them up and
inlined them.
5909: Add favorite skins r=def- a=Jupeyy
Advantages:
- my friend fokkonaut can mark his favorite vanilla skins
- u can mark skin db skins which auto download if not loaded
untested, bad code, maybe buggy.
but still want feedback :)
![image](https://user-images.githubusercontent.com/6654924/193877801-6880a4f6-3f42-4e16-ad00-f44583aa2a87.png)
## 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>
5918: Constify snap more (inspired by upstream) r=Robyt3 a=ChillerDragon
Incorporate const added in those upstream commits:
d86d576217e6b8518b49
## 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
- [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>
5924: Grammer fix in snapshot doc "haven't" -> "hasn't" r=def- a=ChillerDragon
<!-- What is the motivation for the changes of this pull request? -->
<!-- Note that builds and other checks will be run for your change. Don't feel intimidated by failures in some of the checks. If you can't resolve them yourself, experienced devs can also resolve them before merging your 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 (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: ChillerDragon <ChillerDragon@gmail.com>
5919: Tweak the running visuals r=def- a=VoxelDoesCode
Sorry for putting this off for so long. Turns out animating with raw code is harder than you'd think.
https://user-images.githubusercontent.com/95713843/194726134-40925aea-6ec4-40ae-9597-b80a28d1b6a2.mp4
## 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 (especially base/) or added coverage to integration test
- [ ] 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: VoxelDoesCode <bluheadcat@gmail.com>
5916: fix import on mastersrv r=heinrich5991 a=edg-l
<!-- What is the motivation for the changes of this pull request? -->
<!-- Note that builds and other checks will be run for your change. Don't feel intimidated by failures in some of the checks. If you can't resolve them yourself, experienced devs can also resolve them before merging your 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 (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: Edgar Luque <git@edgarluque.com>
5906: Revert ingame menu close button, Add help text at bottom left when menu is open r=heinrich5991 a=def-
Even I got confused by it and accidentally hit power off button. Left side seems not popular for close either (#5888)
Since opening the menu requires Escape, players can probably figure out Escape to close it again.
Add help text at bottom left when menu is open
![screenshot-20221003@000950](https://user-images.githubusercontent.com/2335377/193478531-58ade8e6-074f-4710-8543-66c6bddfc963.png)
> Revert "Don't show home button ingame"
>
> This reverts commit d3ff903d44.
>
> Revert "Move home button to very right so it is consistent with close button ingame (fixes#5881)"
>
> This reverts commit 9cc08cc9d3.
>
> Revert "Add close button to close ingame menu"
>
> This reverts commit cfcfb7b3f0.
<!-- What is the motivation for the changes of this pull request? -->
<!-- Note that builds and other checks will be run for your change. Don't feel intimidated by failures in some of the checks. If you can't resolve them yourself, experienced devs can also resolve them before merging your pull request. -->
## 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 (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: def <dennis@felsin9.de>
- Retrieve version information of `kernel32.dll` without providing a fixed path to the Windows directory, to handle the case that Windows is not installed in the default location `C:\Windows`. This works because `GetFileVersionInfoSizeW` and `GetFileVersionInfoW` use the search sequence defined by `LoadLibrary`, so they will find the DLL without the path explicitly being specified. The version is retrieved from `kernel32.dll` instead of `user32.dll`, as the former is more commonly used for this purpose.
- Use the unicode (wide character) functions consistently instead of the ANSI functions.
- Use the correct format specifier `%hu` for `unsigned short` (i.e. `WORD` in the Windows API).
References:
- https://learn.microsoft.com/en-us/windows/win32/api/winver/nf-winver-getfileversioninfosizew
- https://learn.microsoft.com/en-us/windows/win32/api/winver/nf-winver-getfileversioninfow
- https://stackoverflow.com/a/44672263/1708371
Even I got confused by it and accidentally hit power off button. Left
side seems not popular for close either (#5888)
Since opening the menu requires Escape, players can probably figure out
Escape to close it again.
> Revert "Don't show home button ingame"
>
> This reverts commit d3ff903d44.
>
> Revert "Move home button to very right so it is consistent with close button ingame (fixes#5881)"
>
> This reverts commit 9cc08cc9d3.
>
> Revert "Add close button to close ingame menu"
>
> This reverts commit cfcfb7b3f0.
Pass the original string to the unknown command callback instead of the parsed command, as the latter ends at the first whitespace, which breaks for unknown commands (filenames) containing spaces.
Closes#5902.
Update the `str_skip_to_whitespace(_const)` functions according to their documentation, which already stated that `\r` was also considered as whitespace.
This means that digit characters in filenames will be comparsed as numbers instead of being compared as individual digits.
The use of this function was previously (d2f5714042) removed as it did not sort names case insensitively, whereas now it does.
This changes `str_comp_filenames` so it sorts filenames case insensitive while also comparing digits characters as numbers.
This makes filename sorting consistent with the behavior in Windows Explorer.
- Change argument and return value to `const char *`, as the string is not modified by this function.
- Use our own `str_isspace` instead of standard library `isspace`.
- Always trim leading whitespace to correctly handle inputs with leading whitespace.
5889: Fix windows build r=def- a=fokkonaut
Required for std::min
## 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: fokkonaut <35420825+fokkonaut@users.noreply.github.com>
5875: Move `src/game/bezier.cpp/h` to `src/base/bezier.cpp/h` r=def- a=Robyt3
As those functions are not game specific per se, they can be part of base instead.
Closes#3334.
<!-- What is the motivation for the changes of this pull request? -->
<!-- Note that builds and other checks will be run for your change. Don't feel intimidated by failures in some of the checks. If you can't resolve them yourself, experienced devs can also resolve them before merging your 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 (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: Robert Müller <robytemueller@gmail.com>
5871: Fix skin prefix button container being used for multiple buttons r=heinrich5991 a=Robyt3
This meant that only the first skin prefix button could be activated.
Regression from #5633.
<!-- What is the motivation for the changes of this pull request? -->
<!-- Note that builds and other checks will be run for your change. Don't feel intimidated by failures in some of the checks. If you can't resolve them yourself, experienced devs can also resolve them before merging your 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 (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: Robert Müller <robytemueller@gmail.com>
For more consistent usage of the Windows API. `_wgetcwd` seems to be a wrapper around `GetCurrentDirectoryW` anyway, at least in the [Wine API](https://source.winehq.org/ident?_i=_wgetcwd).
Pass the correct size of the wide char buffer instead of passing the size of the output parameter buffer.
Remove a nullptr check. The argument should never be null and we don't check for null arguments anywhere else.
For more consistent usage of the Windows API. `_wchdir` seems to be a wrapper around `SetCurrentDirectoryW` anyway, at least in the [Wine API](https://source.winehq.org/ident?_i=_wchdir).
For more consistent usage of the Windows API. `_wmkdir` seems to be a wrapper around `CreateDirectoryW` anyway, at least in the [Wine API](https://source.winehq.org/ident?_i=_wmkdir).
5867: Use ddnet.org on manpages r=heinrich5991 a=def-
<!-- What is the motivation for the changes of this pull request? -->
<!-- Note that builds and other checks will be run for your change. Don't feel intimidated by failures in some of the checks. If you can't resolve them yourself, experienced devs can also resolve them before merging your 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 (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: Dennis Felsing <dennis@felsin9.de>
5864: refresh serverbrowser when disconnecting / abort r=def- a=luk51
This might be not complete, but this adds the functionality to refresh the server browser list after disconnecting from a server, or after aborting joining a server.
This fixes issue #5863.
## 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
- [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: Lukas Kitsche <lukaskitsche@posteo.de>