Commit graph

2222 commits

Author SHA1 Message Date
Robert Müller 8ee821c2f0 Remove unused #include <windows.h> in engine client 2022-07-02 14:02:42 +02:00
bors[bot] 5e7ec64292
Merge #5486
5486: Switch to loading screen, when map creation takes too long r=def- a=Jupeyy

Same as #4941 

It doesn't directly fix the issue described in #5478, it does however not trigger it anymore. it's still a bug in our code unrelated  to this. This just triggered the UB from the issue as  `@ardadem` confirmed, SDL received a SDL_QUIT (`[2022-06-23 20:26:31][test]: sdl closed my client, but why xd`)

Now we have a confirmed case that making the window unresponsive can create weird behavior. Similar to the other pr switch to a loading screen after 500ms (this time without menu background map tho, since the menu background map calls the same code).

We really need some fancy loading screen for such situations, even tho they are rare xD

## Checklist

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


Co-authored-by: Jupeyy <jupjopjap@gmail.com>
2022-06-30 14:36:58 +00:00
bors[bot] 2bd1273657
Merge #5514
5514: Update menu music state when the config variables change via console, various refactoring r=heinrich5991 a=Robyt3

Also update the background music when `snd_enable` or `snd_enable_music` change via console or bind. Closes #2911.

For this purpose, add `IsPlaying` method to engine sound and client sound component to check whether a specific sound sample is already playing.

Various refactoring in engine sound.

## Checklist

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


Co-authored-by: Robert Müller <robytemueller@gmail.com>
2022-06-30 11:07:07 +00:00
Chairn 96e9364fb0 Fix more unsafe define 2022-06-29 23:52:03 +02:00
bors[bot] 1743b7ce67
Merge #5210
5210: Move ddnet character display info in ddnet character r=def- a=C0D3D3V

- I also added the default value mechanic for Net Objects that have set `validate_size=False`
- I removed the ramp value from the snap, because currently all maps use the default tuning parameters for it
- I renamed `m_FreezeTick` to `m_FreezeStart` 

- Added Extended Net Objects to the debug HUD (Also added a Headline):
![grafik](https://user-images.githubusercontent.com/14315968/175284419-3014bc06-96a0-407d-b170-15e06350caa7.png)
(out of range) is in the screenshot the old DDNetCharacterDisplayInfo

fixes #5455

## Checklist

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


Co-authored-by: c0d3d3v <c0d3d3v@mag-keinen-spam.de>
2022-06-29 11:35:37 +00:00
Robert Müller 16d9a69dd5 Print font name instead of address in log message, pFont -> font 2022-06-28 17:48:41 +02:00
Robert Müller b8d6298e29 Rename OpusFile to pOpusFile 2022-06-28 17:38:38 +02:00
Robert Müller d8e72ad862 Handle op_read errors and EOF 2022-06-28 17:38:05 +02:00
Chairn a9ee57aeb7 Fix unsafe defines 2022-06-27 18:51:02 +02:00
Robert Müller 2e200c834d Use consistent sizeof expression for Mix calls 2022-06-27 17:55:28 +02:00
c0d3d3v 59436b5e6d
Add default values to extended Net Objects 2022-06-27 01:11:19 +02:00
c0d3d3v f819afed6c
Print also extended NetObj and NetMsg Names
Show External NetObjects in Snapshot stats
2022-06-27 01:10:37 +02:00
c0d3d3v 00f28f2c8e
Unpack all 64 Parts of a splitted Snapshot 2022-06-27 01:10:37 +02:00
Robert Müller b4a82b1b87 Reduce visibility of engine sound members and methods 2022-06-26 22:43:32 +02:00
Robert Müller 757d7d0068 Change m_SoundEnabled from int to bool 2022-06-26 22:43:32 +02:00
Robert Müller 82425f20d7 Handle WavpackUnpackSamples failure 2022-06-26 22:43:31 +02:00
Robert Müller a8949cb96b Fix log message context 2022-06-26 22:43:31 +02:00
Robert Müller d3e4ebf66a Simplify loop body and reduce duplicate code
It's not necessary to handle both channels separately so the loop can be simplified. The function `Int2Short` is replaced with equivalent `clamp`.
2022-06-26 22:43:31 +02:00
Robert Müller 1fb46b760c Code style: rename variable id to NextID 2022-06-26 22:43:31 +02:00
Robert Müller 4bc88712b9 Refactoring: move variable declarations in engine sound 2022-06-26 22:43:30 +02:00
Robert Müller 3db3f0af9c Code style: remove unnecessary indentation 2022-06-26 22:43:30 +02:00
Robert Müller 939c51bae1 Add IsPlaying to engine sound
To check if a specific sample is currently being played back.
2022-06-26 22:43:30 +02:00
Jupeyy b62894dad4 Switch to loading screen, when map creation takes too long 2022-06-26 11:56:56 +02:00
bors[bot] 6315af0729
Merge #5504
5504: Remove useless typedef in c++ r=Jupeyy a=Chairn

## Checklist

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


Co-authored-by: Chairn <chairn.nq@hotmail.fr>
2022-06-26 06:49:01 +00:00
bors[bot] 0179dfd5e2
Merge #5499
5499: Use [[fallthrough]] attribute rather than comment r=def- a=Chairn

We could even add implicit fallthrough warning, but it is triggered in external json.c

## Checklist

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


Co-authored-by: Chairn <chairn.nq@hotmail.fr>
2022-06-25 21:49:43 +00:00
Chairn a3a85bee5f Remove useless typedef in c++ 2022-06-25 21:05:54 +02:00
Jupeyy eb3406c4cf Add missing capability for GLES backend 2022-06-25 16:11:04 +02:00
Chairn a50ddb75ff clang-format 2022-06-25 15:30:39 +02:00
Chairn 5f5b80ae57 Use [[fallthrough]] attribute rather than comment 2022-06-25 15:21:44 +02:00
Dennis Felsing 805f6ac431 Fix win32 discord compilation
/home/deen/isos/ddnet/ddnet-source/src/engine/client/discord.cpp: In function ‘EDiscordResult (* GetDiscordCreate())(DiscordVersion, DiscordCreateParams*, IDiscordCore**)’:
/home/deen/isos/ddnet/ddnet-source/src/engine/client/discord.cpp:25:16: error: invalid conversion from ‘EDiscordResult (__attribute__((stdcall)) *)(DiscordVersion, DiscordCreateParams*, IDiscordCore**)’ {aka ‘EDiscordResult (__attribute__((stdcall)) *)(int, DiscordCreateParams*, IDiscordCore**)’} to ‘FDiscordCreate’ {aka ‘EDiscordResult (*)(int, DiscordCreateParams*, IDiscordCore**)’} [-fpermissive]
   25 |         return DiscordCreate;
      |                ^~~~~~~~~~~~~
      |                |
      |                EDiscordResult (__attribute__((stdcall)) *)(DiscordVersion, DiscordCreateParams*, IDiscordCore**) {aka EDiscordResult (__attribute__((stdcall)) *)(int, DiscordCreateParams*, IDiscordCore**)}
2022-06-24 10:06:04 +02:00
Robert Müller 52a78c45ef Fix memory leak of OpenGL 2 buffer object data
```
Direct leak of 216320 byte(s) in 3 object(s) allocated from:
    #0 0x7f5e05924808 in __interceptor_malloc ../../../../src/libsanitizer/asan/asan_malloc_linux.cc:144
    #1 0x559b8ca66278 in CCommandProcessorFragment_OpenGL2::Cmd_CreateBufferObject(CCommandBuffer::SCommand_CreateBufferObject const*) src/engine/client/backend/opengl/backend_opengl.cpp:1901
    #2 0x559b8ca47fe7 in CCommandProcessorFragment_OpenGL::RunCommand(CCommandBuffer::SCommand const*) src/engine/client/backend/opengl/backend_opengl.cpp:1107
    #3 0x559b8cdf811b in CCommandProcessor_SDL_GL::RunBuffer(CCommandBuffer*) src/engine/client/backend_sdl.cpp:248
    #4 0x559b8cdf4262 in CGraphicsBackend_Threaded::ThreadFunc(void*) src/engine/client/backend_sdl.cpp:77
    #5 0x559b8dfc58a5 in thread_run src/base/system.cpp:721
    #6 0x7f5e03bf6608 in start_thread /build/glibc-SzIz7B/glibc-2.31/nptl/pthread_create.c:477
```
2022-06-23 19:58:39 +02:00
heinrich5991 4625b55ad6 Move PNG handling to src/engine/gfx
This way, it's no longer compiled into the server.
2022-06-21 15:26:23 +02:00
Jupeyy 65ad57a448 Change from pnglite to libpng for PNG reading
This is desirable mainly because libpng is maintained and pnglite is
not. pnglite was last updated in 2007 (15 years ago) and probably has a
lot of security vulnerabilities.

libpng is an actively maintained library also used by browsers like
Firefox or Chromium, so it's less likely to contain security
vulnerabilities, also it's more likely to be packaged by Linux
distributions.
2022-06-21 13:37:14 +02:00
Dennis Felsing af1f0de5fb
Merge pull request #5453 from Robyt3/Joystick-Close-Before-SDL-Quit
Fix segfault in `SDL_JoystickClose` on client quit
2022-06-20 23:47:59 +02:00
Robert Müller 3f1f94c9d8 Fix segfault in SDL_JoystickClose on client quit
Instead of closing the joysticks manually, use `SDL_QuitSubSystem(SDL_INIT_JOYSTICK)` to quit the entire subsystem, which will also close all joysticks correctly.

The engine input destructor is replaced with a `Shutdown` method so we can control when it is called, i.e. before calling `SDL_Quit`, which forcefully quits all subsystems.

`CJoystick::Close` is removed as we don't need to close joysticks manually anymore.
2022-06-18 11:57:57 +02:00
Robert Müller 23cce5415e Organize engine-client includes 2022-06-17 17:46:43 +02:00
Robert Müller 32707f6354 Remove unused CVideo constructor argument, organize includes 2022-06-17 17:39:26 +02:00
Robert Müller 82e8ab5236 Fix shader code vector size not being updated after copy 2022-06-16 19:54:27 +02:00
Robert Müller dc52377fc5 Use ReadFile to read shader 2022-06-16 10:19:38 +02:00
Robert Müller 5d49ee3684 Use ReadFile to load updater index json 2022-06-16 10:19:37 +02:00
Robert Müller ceca44ea23 Use io_read_all to load icon font 2022-06-16 10:19:37 +02:00
Robert Müller 74d7d4fe78 Use ReadFile to load wv/opus sound files 2022-06-16 10:19:37 +02:00
Robert Müller 7050022b08 Use ReadFile in CServerBrowser::LoadDDNetInfoJson 2022-06-16 10:19:36 +02:00
Robert Müller 93536b8977 Use io_read_all to load font files 2022-06-16 10:19:36 +02:00
Chairn b80af9beb3 Fix wrongly corrected naming introduced in #5391 2022-06-15 21:09:57 +02:00
bors[bot] b8a82f71aa
Merge #5429
5429: More vector naming format r=heinrich5991 a=Chairn

Following of https://github.com/ddnet/ddnet/pull/5391

## Checklist

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


Co-authored-by: Chairn <chairn.nq@hotmail.fr>
2022-06-15 17:41:08 +00:00
Chairn c9345e7d32 More vector naming format 2022-06-15 19:37:37 +02:00
Robert Müller eb7e210fc1 Separate editor update and render to fix slow joystick input 2022-06-15 17:37:22 +02:00
Dennis Felsing 34d3ddd9c2 Rename joystick to controller (settings, configs) (fixes #5419)
Also added one Localize
2022-06-15 13:05:14 +02:00
bors[bot] 89e0450359
Merge #5374
5374: Joystick support 🕹️ r=def- a=Robyt3

Port all the joystick support from vanilla:

- Joystick controls
  - support for up to 12 axis (we are using the low level SDL interface so we don't differentiate between X/Y axis, sliders etc.)
  - two axis can be used for X and Y cursor movement
  - cursor input ingame can be relative or absolute
  - support for binding up to 12 joystick buttons
  - support for binding up to 2 hats (each has 8 directions)
  - support for binding axis movement to controls (so you can move with one control stick and aim with the other)
  - multiple joysticks can be connected at the same time, but only one can be actively used, the selected joystick will be remembered based on a GUID
- Joystick UI integration
  - allow moving the UI cursor with the specified joystick axis
  - change `CComponent::OnMouseMove` to `OnCursorMove` to handle joystick separately with its own sensitivity settings
  - remove premultiplied mousesens everywhere
- Joystick settings menu (also: separate mouse and movement settings)
![screenshot_2022-06-08_22-46-08](https://user-images.githubusercontent.com/23437060/172713929-9db75dfe-8408-4d06-827d-cdb162872514.png)
![screenshot_2022-06-08_22-46-10](https://user-images.githubusercontent.com/23437060/172713932-8945feb3-5f41-434c-b555-f92beb22db58.png)
![screenshot_2022-06-08_22-46-11](https://user-images.githubusercontent.com/23437060/172713935-19bb5a47-97dd-4a1e-86e9-a3569bd557ff.png)

Other changes:

- Remove the old unused joystick implementation (with config variable `inp_joystick`).
- Remove an unused parameter.
- Add `CUIEx::DoScrollbarOption` and `IScrollbarScale`
  - renders label, current value and scrollbar
  - with linear and logarithmic scale implementations
  - used for the sensitivity and tolerance settings
  - could eventually be used for most scrollbar settings to reduce duplicate code
  - has flags for:
     - `SCROLLBAR_OPTION_INFINITE`: The scrollbar can be moved all the way to the right for another value that represents ∞. Internally this value is 0.
     - `SCROLLBAR_OPTION_NOCLAMPVALUE`: The scrollbar allows values outside the specified min/max range, e.g. the sensitivity settings can technically be as high as 100000 when set with the console.
- Add `CUIEx::DoScrollbarOptionLabeled`
  - a `DoScrollbarOption` for selecting from a finite number of options with a scrollbar
  - used for switching between relative and absolute input
  - might see more use in the future

Reference: https://github.com/teeworlds/teeworlds/pulls?q=is%3Apr+joystick

## Checklist

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


Co-authored-by: Robert Müller <robytemueller@gmail.com>
2022-06-14 18:01:11 +00:00