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>
This works around, i.e. fixes#5858 for curl versions < 7.77.0, as long
as the servers are only registered via IPv4 **OR** IPv6.
The bug that's being worked around is this:
84d2839740.
The bug makes curl reuse IPv6 connections when it is being requested to
connect via IPv4, making the registering fail. This commit works around
that by letting the server only register after having completely read
the config, so any `sv_register ipv4` should already be in effect.
5856: Fix receiving IPv6 packets after IPv4 ones on Linux r=def- a=heinrich5991
Previously, the socket addresses were truncated as the `msg_namelen` field is both input **and** output: After receiving an IPv4 packet, the socket address field would be too short for an IPv6 address.
## 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: heinrich5991 <heinrich5991@gmail.com>
Previously, the socket addresses were truncated as the `msg_namelen`
field is both input **and** output: After receiving an IPv4 packet, the
socket address field would be too short for an IPv6 address.
5848: Remove cl_http_map_download r=heinrich5991 a=def-
![screenshot-20220918@010406](https://user-images.githubusercontent.com/2335377/190879092-3ca64914-15c5-4835-9fe6-fd9fe75aa57d.png)
Causes problems with GER3
## 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)
5851: Respect reserved slots in old serverinfo r=heinrich5991 a=def-
Noticed in https://github.com/ddnet/ddnet/pull/5850 that reserved slots were not respected
<!-- 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: def <dennis@felsin9.de>
Is was previously possible activate UI elements behind an active color picker when hovering the background of the color picker but not the color picker UI elements.
5756: Editor: added a goto button r=heinrich5991 a=archimede67
<!-- What is the motivation for the changes of this pull request -->
This feature was also suggested by Pulsar. It adds a button to go to a specified coordinate point by inputting x and y coordinates through a popup window:
![image](https://user-images.githubusercontent.com/13364635/185762103-48a9fbaf-282e-45d8-86a4-bf5eedf620b0.png)
The two number inputs are constrained between 0 and the width/height of the map (minus 1). When clicking "Go", it focuses the camera at the center of the tile at these coordinates.
## 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: Corantin H <archi0670@gmail.com>
5835: Update translations via script, new German translations r=heinrich5991 a=def-
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test (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>
5829: Add HTTPS map download URL field for game servers r=def- a=heinrich5991
This allows every game server to provide its own HTTPS server for map
downloads. Since the ingame protocol for downloading map data is very
inefficient, this is desirable. Previously, only servers hosted by DDNet
could benefit from this.
Security concerns:
- Attackers can find out whether a given HTTPS GET request matches a
known answer.
This isn't deemed to be problematic as no cookies for authentication
are sent and only the whole response can be matched.
- Sending requests to honeypot URLs to get people in legal trouble.
This seems to be already possible with HTML image embeds, so it can't
be that bad™.
- Downloading huge files, filling up a player's disk. The players might
cancel when seeing huge files.
There's a generous limit of 1 GiB per map file.
- Downloading huge files transparently compressed with gzip. See above.
Fixes#5812.
## 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>
5639: Add different laser colors for different types r=def- a=VoxelDoesCode
Since we're doing a push to assist newer players, I think it would be a good idea to differentiate the different types of lasers, so that non-moving laser entities aren't confused with doors (I'm aware the blinking is a sign, but it's very subtle). This also includes a new color for Shotgun's laser, which would be a nice touch for both customization and clarity.
![image](https://user-images.githubusercontent.com/95713843/179640279-06bb52a0-9070-48ca-b39f-013034f9c16e.png)
![image](https://user-images.githubusercontent.com/95713843/179640326-bcfad3a9-6209-4514-8850-98c5146e28b8.png)
If this were to be implemented though, it would require a server update, because the server actually needs to send the DDNetLaser to clients with a high enough client version (It's set to 17000 currently). As of right now it's a solid concept.
Huge thanks to Fokkonaut for finalizing this concept!
## 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: heinrich5991 <heinrich5991@gmail.com>
Co-authored-by: VoxelDoesCode <bluheadcat@gmail.com>
Co-authored-by: fokkonaut <35420825+fokkonaut@users.noreply.github.com>
5823: Editor: Added reload button for image and sound popups r=heinrich5991 a=sctt
Automatically reloads the image from mapres folder based on its current name, that's just a quicker "replace" which is convenient while experimenting on image contents, some mappers asked for this.
![Screenshot from 2022-09-10 11-57-58](https://user-images.githubusercontent.com/3328841/189479587-620c812c-0df2-4ba2-94a0-83eca8e42c81.png)
note: image lookup is currently limited to the mapres root folder, no directory recursion has been implemented, this is an improvement that might be added in the future (even though in my understanding, organizing mapres into subfolders is not a very common practice, not even the "search" feature considers that).
## Checklist
- [x] Tested the change ingame
- [x] Provided screenshots if it is a visual change
- [x] Tested in combination with possibly related configuration options
- [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: “sctt” <“sctt@sctt.it”>
This allows every game server to provide its own HTTPS server for map
downloads. Since the ingame protocol for downloading map data is very
inefficient, this is desirable. Previously, only servers hosted by DDNet
could benefit from this.
Security concerns:
- Attackers can find out whether a given HTTPS GET request matches a
known answer.
This isn't deemed to be problematic as no cookies for authentication
are sent and only the whole response can be matched.
- Sending requests to honeypot URLs to get people in legal trouble.
This seems to be already possible with HTML image embeds, so it can't
be that bad™.
- Downloading huge files, filling up a player's disk. The players might
cancel when seeing huge files.
There's a generous limit of 1 GiB per map file.
- Downloading huge files transparently compressed with gzip. See above.
Fixes#5812.
Add a non-saved config variable `http_allow_insecure` to re-enable HTTP
support; this is mostly useful for testing stuff.
Disallowing HTTP by default allows fewer insecure data to be sent and
received by the DDNet client.
Merging of DoLaserPreview and static int fix
Replace if else statement with switch function
Adjusted RenderDropDown header to match
static int cbuttoncontainer fix, potential bugs
Remove square brackets to reduce the amount of space used.
Add log level indicator. The position between timestamp and system was
chosen because it is at a fixed position (unlike after the system) but
the log still remains naively sortable (which wouldn't happen if we were
to place it in front of the timestamp.
Before:
```
[2022-04-29 15:25:37][engine]: running on unix-linux-amd64
[2022-04-29 15:25:37][engine]: arch is little endian
[2022-04-29 15:25:37][storage]: added path '$USERDIR' ('/path/to/home/.teeworlds')
[2022-04-29 15:25:37][storage]: added path '$DATADIR' ('data')
[2022-04-29 15:25:37][storage]: added path '$CURRENTDIR' ('/path/to/ddnet')
[2022-04-29 15:25:37][host_lookup]: host='localhost' port=0 1
[2022-04-29 15:25:37][host_lookup]: host='localhost' port=0 2
[2022-04-29 15:25:37][console]: executing 'autoexec_server.cfg'
```
After:
```
2022-04-29 15:25:37 I engine: running on unix-linux-amd64
2022-04-29 15:25:37 I engine: arch is little endian
2022-04-29 15:25:37 I storage: added path '$USERDIR' ('/path/to/home/.teeworlds')
2022-04-29 15:25:37 I storage: added path '$DATADIR' ('data')
2022-04-29 15:25:37 I storage: added path '$CURRENTDIR' ('/path/to/ddnet')
2022-04-29 15:25:37 I host_lookup: host='localhost' port=0 1
2022-04-29 15:25:37 I host_lookup: host='localhost' port=0 2
2022-04-29 15:25:37 I console: executing 'autoexec_server.cfg'
```
5820: Editor: Added "Order" button in quads popup r=heinrich5991 a=sctt
Main purpose is to control quads z index, but i like how this can be used to reveal how many quads a layer has just by placing a new one.
Furthermore, it provides a way to reference quads, that's needed to make custom cli tools work on user selected quads.
![Screenshot from 2022-09-09 19-04-21](https://user-images.githubusercontent.com/3328841/189411505-558ca601-e753-48b2-a6c3-d9f293795951.png)
## Checklist
- [x] Tested the change ingame
- [x] Provided screenshots if it is a visual change
- [x] Tested in combination with possibly related configuration options
- [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: “sctt” <“sctt@sctt.it”>
5822: Move skin info after the settings (settings can cause reload -> skin … r=heinrich5991 a=Jupeyy
…is invalid)
Also added an assert now, we dont want to render invalid textures ever since its always a logic bug
## 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>
The Order-property maximum value was too large, so it was temporarily (only visually) possible to go beyond the maximum.
The minimum/maximum values for the Color-property were incorrect and redundant, as `PROPTYPE_COLOR` is used for RGBA color properties and not for envelope IDs.
Previously, close messages were entirely ignored during the connection
process, this meant that ban messages weren't shown to players. Instead,
they'd see the standard "no answer from server yet" message.
Fixes#5792.
- Fix the currently selected item not being highlighted after opening the dialog.
- Remove static limit of 255 automapper rules, after which the editor previously caused out-of-bounds accesses, by using the address of the automapper config name as button ID.
5798: Remove all references to memset r=def- a=heinrich5991
`memset` only worked with `CServer::CClient::STATE_EMPTY` by chance
because it is defined as 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: heinrich5991 <heinrich5991@gmail.com>
Move hotkey/input handling from `CMenus` to `CUI`.
Using the `ConsumeHotkey` method ensures that each hotkey is only handled once.
By also handling the mouse scroll wheel as hotkeys, this fixes the scroll keys activating scroll regions while the controls binder is active.
5763: Fix png error handling by setting jmpbuf r=def- a=Jupeyy
else libpng will kill the thread on an error bcs it's a fatal error.
broken skin can be found in discord bugs channel weeb_okayu
## 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>
Add `IConsole::SetUnknownCommandCallback` to set a callback for unknown commands. The callback is used to handle connect links, .demo and .map files when parsing command line arguments.
This will allow paths/links to be passed at any argument position instead of only the first one.
And this fixes the command `play xyz.demo` not working due to `play ` being considered part of the path.
When passing .demo or .map paths as command line arguments, first check if the path can be found in the storage and then try resolving an absolute path.
Also delay execution of the `play` command until the client is ready so the command can be used from the command line. Although it doesn't work if there is only one argument, as this interferes with the .demo file handling.
5784: Suppress more events while skipping in demos, reset specifics components before long skips in demo r=def- a=Robyt3
Closes#5779.
## 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>
5787: Allow spectator mode to be changed while demo is paused r=def- a=Robyt3
By updating and rendering the current tick again when changing the spectator mode while the demo playback is paused. Closes#1843.
Refactoring: Extract `IDemoPlayer::ETickOffset`, `IDemoPlayer::SeekTick` and `CMenus::DemoSeekTick`.
## 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>
By updating and rendering the current tick again when changing the spectator mode while the demo playback is paused.
Refactoring: Extract `IDemoPlayer::ETickOffset`, `IDemoPlayer::SeekTick` and `CMenus::DemoSeekTick`.
Only reset what has to be reset instead of using `CGameClient::OnReset`, which would reset a lot more and cause other issues (client freezing while skipping) that would first need to be solved.
As there is no spectator to follow, the follow mode does not work in global server demos.
Player server demos are unaffected and support the follow mode.
5777: Add period/comma hotkeys to skip one tick forward/backward, various other improvements to demo skipping r=Jupeyy a=Robyt3
Mostly from upstream https://github.com/teeworlds/teeworlds/pull/2904, with some more fixes and refactorings.
## 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: Robert Müller <robytemueller@gmail.com>
5748: Remove the need for sprite icon images; update Icons file r=Jupeyy a=VoxelDoesCode
It felt like that it was very unoptimized to have two images for the demo buttons. Initially, I wanted to merge it into one image, but it was a much better choice to have it so that we use the Icons font file for the sprites instead. Turns out, considering how the typeface is rendered, it looks much smoother and crisper. The contrast between the squares and the symbols is much clearer alongside!
Before the change:
![unknown](https://user-images.githubusercontent.com/95713843/185066728-45b6c5d7-00c5-4e03-9f89-4dfc89df6ec1.png)
After the change:
![unknown](https://user-images.githubusercontent.com/95713843/185066759-bd5f8169-7e9e-488d-9af7-0ab34bff9d54.png)
Note that there is a few compromises that had to be made with the limited symbol choices. As of publishing this there is not a symbol for a crossed out keyboard, but I hope the eye works just fine for now.
## 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>
- Approximate index of wanted keyframe to decrease linear search time.
- Only apply the magic `-5` to the Keyframe calculation, to make seeking with the mouse more accurate.
- After the method returns, the specified tick will be the _next_ tick being played instead of being the current tick.
Previously the playback did not start and no error messages was shown, when the map file cannot be found and no map data is embedded in the demo file.
Minor refactoring: Replace instances of `return pError` with semantically identical `return nullptr` to improve readability.
/home/deen/isos/ddnet/ddnet-source/src/tools/map_create_pixelart.cpp: In function ‘int InsertPixelArtQuads(CQuad*, int&, const CImageInfo&, const int*, const int*, const bool*)’:
/home/deen/isos/ddnet/ddnet-source/src/tools/map_create_pixelart.cpp:110:9: error: ‘memset’ was not declared in this scope
110 | memset(aVisitedPixels, 0, sizeof(bool) * Img.m_Height * Img.m_Width);
| ^~~~~~
/home/deen/isos/ddnet/ddnet-source/src/tools/map_create_pixelart.cpp:8:1: note: ‘memset’ is defined in header ‘<cstring>’; did you forget to ‘#include <cstring>’?
7 | #include <game/mapitems.h>
+++ |+#include <cstring>
8 |
5733: Added map_find_env tool r=def- a=sctt
a simple tool which given an envelope id returns a list of all quads associated with that envelope, screenshot attached below.
![Screenshot from 2022-08-13 18-48-41](https://user-images.githubusercontent.com/3328841/184503762-521ff3c7-2c0f-47df-a0e6-e4b30f2826ec.png)
p.s.
deen told me its not a problem to commit these kind of map tools to ddnet
Co-authored-by: sctt <scottistefano91@gmail.com>
5761: Replace `POPUP_PURE` with generic `PopupMessage` r=def- a=Robyt3
Minor refactoring, as the popup just shows generic text with an Ok-button.
## 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>
5760: Fix variable shadow warnings with MinGW r=def- a=Robyt3
```
ddnet/src/base/system.cpp: In function 'int byteval(const char*, unsigned char*)':
ddnet/src/base/system.cpp:3044:32: warning: declaration of 'byte' shadows a global declaration [-Wshadow]
3044 | static int byteval(const char *byte, unsigned char *dst)
| ~~~~~~~~~~~~^~~~
In file included from msys64/mingw64/include/objbase.h:8,
from ddnet/src/base/system.cpp:68:
msys64/mingw64/include/rpcndr.h:63:25: note: shadowed declaration is here
63 | typedef unsigned char byte;
| ^~~~
ddnet/src/base/system.cpp: In function 'unsigned char str_byte_next(const char**)':
ddnet/src/base/system.cpp:3557:23: warning: declaration of 'byte' shadows a global declaration [-Wshadow]
3557 | unsigned char byte = **ptr;
| ^~~~
msys64/mingw64/include/rpcndr.h:63:25: note: shadowed declaration is here
63 | typedef unsigned char byte;
| ^~~~
ddnet/src/base/system.cpp: In function 'int str_utf8_decode(const char**)':
ddnet/src/base/system.cpp:3577:31: warning: declaration of 'byte' shadows a global declaration [-Wshadow]
3577 | unsigned char byte = str_byte_next(ptr);
| ^~~~
msys64/mingw64/include/rpcndr.h:63:25: note: shadowed declaration is here
63 | typedef unsigned char byte;
| ^~~~
```
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test (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>
5754: Auto refresh skins when changing related settings r=def- a=Jupeyy
motivation: downloaded skins aren't resettet, e.g. if they failed before. config change -> resets everything
## 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)
5757: Make file link absolute, add `fs_is_relative_path` r=def- a=Robyt3
This fixes links not opening for relative paths, as links like `file://temp/skins` cannot be resolved by the shell.
Closes#5746.
## Checklist
- [X] Tested the change ingame (only on Windows)
- [ ] 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>
Co-authored-by: Robert Müller <robytemueller@gmail.com>
On Windows, the check was incorrectly using logical or instead of bitwise or. Checking for the flag `FILE_ATTRIBUTE_REPARSE_POINT` is not necessary, as the `FILE_ATTRIBUTE_DIRECTORY` will correctly be set when the target of a symbolic link is a directory. This otherwise causes symbolic links to files to be incorrectly handled as directories.
On Linux, the minor performance optimization of using `entry->d_type` is reverted and `fs_is_dir` is used instead. This internally uses `stat`, which correctly returns the attributes for the symbolic link targets.
5749: Editor: added the possibility to duplicate layers r=def- a=archimede67
<!-- What is the motivation for the changes of this pull request -->
Suggested by Pulsar a few years ago, I finally had the motivation to do it. We can now duplicate any non-special layer (tiles, quads and sounds) thanks to a button just above the delete button.
![image](https://user-images.githubusercontent.com/13364635/185260070-cd5b4c8f-5827-457c-b505-176751003dbc.png)
For each duplicated layers, all the necessary properties are duplicated, for example name, color, flags, etc.
For a tile layer, all the placed tiles are copied. Same goes for a sound layer, all sources are copied. And for the quads layer, all the quads are duplicated.
## 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
- [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: Corantin H <archi0670@gmail.com>
5750: List symlinks in list_dir r=def- a=Patiga
This functionality was lost in 082e26d5b
In my case I have a lot of symlinks in the maps folder (Downloads, ddnet-maps, map_archive)
On windows, I have neither tested this behavior before nor after this patch. Could someone maybe try it out there?
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test (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: Patiga <dev@patiga.eu>
5730: Move `CUIRect` to separate file, move `CRenderTools::DrawUIRect/4` to `CUIRect::Draw/4`, merge `CUIEx` into `CUI` r=def- a=Robyt3
Adopt UI refactorings from upstream:
- move `CUIRect` into a separate file
- this allows some includes of `ui.h` to be removed, most importantly in `render.h`
- move `CRenderTools::DrawUIRect/4` to `CUIRect::Draw/4`
- this object orientied calling style makes it easier to write the code
The `CUIEx` class is merged into the `CUI` class, as there is no need for two different UI classes anymore.
## 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>
5735: Minor refactoring of editor IO r=def- a=Robyt3
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [X] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test (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>
- use `CORNER_*` constants and add missing constants
- fix array variable names
- use `size_t`
- extract duplicate computation into constant
- use `ColorRGBA` instead of `vec4`
Make the member variables private and add `SetMin` to replace a usage of the member variables in `CDebugHud`. For completeness/symmetry, `SetMax` is also added.
The return value of `CGraph::InsertAt` was not checked. All uses of the function pass a correct index, so the return value is replaced with an assertion.
As the methods are always called at the same time, they can be combined. This also improves the performance, as the array only needs to be iterated once.
`PossibleCommands` now passes the item index to the callback and returns the total number of items.
Add `EmptyPossibleCommandCallback` as default parameter.
Extend `tune` so the current value of a given tuning variable is printed if no new value is given, so it works like commands in the console. For example `tune player_collision` will print the current value of the variable, whereas `tune player_collision 0` will change the value like before.
Extend `tune_reset` so a single tuning value can be reset to default. For example `tune_reset player_collision` will reset just the `player_collision` tuning, whereas `tune_reset` will reset all to defaults like before.
5642: Option to remove weak hook & bounce r=def- a=Jupeyy
Fixes#5641
server side only
## 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>
5715: Use djb2 for snapshot item hashlist r=def- a=Robyt3
The previous hash function was heavily biased towards the hash buckets 64-79, making those buckets overflow faster, which results in snapshot CRC errors and lags.
Using the djb2 hash yields an almost even distribution over the entire range of values.
Source for djb2: http://www.cse.yorku.ca/~oz/hash.html
(we incidentally use the same implementation for `str_quickhash`)
Sample which compares the usage of hash buckets in the test map from #5454 with the old and new hash function: [SnapshotHash.csv](https://github.com/ddnet/ddnet/files/9285148/SnapshotHash.csv) (this table also differentiates between the source and target of the snapshot delta)
Closes#4379.
## 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 previous hash function was heavily biased towards the hash buckets 64-79, making those buckets overflow faster, which results in snapshot CRC errors and lags.
Using the djb2 hash yields an almost even distribution over the entire range of values.
http://www.cse.yorku.ca/~oz/hash.html
5706: Fix shift-leftclick-drag with empty selection to delete (fixes#5705) r=C0D3D3V a=def-
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test (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>
How this works: parallax values configure perceived distance from camera
when it's moving along x and y axes. Assume that zoom is moving the
camera away and scale layers accordingly, with background layers
(furtherst away) changing the least.
New per-ItemGroup (LayerGroup) setting allows to set the new parallax
value independently from the other two. This can be used to do tricks
like on Time Shop zoom correctly or make it feel like the camera is
changing the field of view at the same time as moving in space.
1. Open any map, including an empty one.
2. Select a brush, e.g. size 2x2.
3. Shift click to repeat the brush over a larger area, e.g. 10x10.
4. This causes a buffer-overflow / crash with ASAN:
```
=================================================================
==4826==ERROR: AddressSanitizer: heap-buffer-overflow on address 0x6060000f5040 at pc 0x55db7d0aa743 bp 0x7fffe4e191f0 sp 0x7fffe4e191e0
READ of size 4 at 0x6060000f5040 thread T0
0 0x55db7d0aa742 in CLayerTiles::GetTile(int, int) src/game/editor/layer_tiles.cpp:50
1 0x55db7d0d23e1 in CLayerTiles::FillSelection(bool, CLayer*, CUIRect) src/game/editor/layer_tiles.cpp:437
2 0x55db7cf196e9 in CEditor::DoMapEditor(CUIRect) src/game/editor/editor.cpp:2641
3 0x55db7cfa7755 in CEditor::Render() src/game/editor/editor.cpp:5747
4 0x55db7cfd2a56 in CEditor::OnRender() src/game/editor/editor.cpp:6437
5 0x55db7c23e02d in CClient::Run() src/engine/client/client.cpp:3374
6 0x55db7c2a9f7b in main src/engine/client/client.cpp:4762
0x6060000f5040 is located 0 bytes to the right of 64-byte region [0x6060000f5000,0x6060000f5040)
allocated by thread T0 here:
0 0x7f9b21db5787 in operator new[](unsigned long) ../../../../src/libsanitizer/asan/asan_new_delete.cc:107
1 0x55db7d0a9a86 in CLayerTiles::CLayerTiles(int, int) src/game/editor/layer_tiles.cpp:39
2 0x55db7d0cf0ed in CLayerTiles::BrushGrab(CLayerGroup*, CUIRect) src/game/editor/layer_tiles.cpp:387
3 0x55db7cf18191 in CEditor::DoMapEditor(CUIRect) src/game/editor/editor.cpp:2612
4 0x55db7cfa7755 in CEditor::Render() src/game/editor/editor.cpp:5747
5 0x55db7cfd2a56 in CEditor::OnRender() src/game/editor/editor.cpp:6437
6 0x55db7c23e02d in CClient::Run() src/engine/client/client.cpp:3374
SUMMARY: AddressSanitizer: heap-buffer-overflow src/game/editor/layer_tiles.cpp:50 in CLayerTiles::GetTile(int, int)
Shadow bytes around the buggy address:
0x0c0c800169b0: 00 00 00 fa fa fa fa fa 00 00 00 00 00 00 00 fa
0x0c0c800169c0: fa fa fa fa fd fd fd fd fd fd fd fa fa fa fa fa
0x0c0c800169d0: fd fd fd fd fd fd fd fa fa fa fa fa fd fd fd fd
0x0c0c800169e0: fd fd fd fd fa fa fa fa fd fd fd fd fd fd fd fa
0x0c0c800169f0: fa fa fa fa fd fd fd fd fd fd fd fa fa fa fa fa
=>0x0c0c80016a00: 00 00 00 00 00 00 00 00[fa]fa fa fa fd fd fd fd
0x0c0c80016a10: fd fd fd fa fa fa fa fa fd fd fd fd fd fd fd fa
0x0c0c80016a20: fa fa fa fa fd fd fd fd fd fd fd fa fa fa fa fa
0x0c0c80016a30: fd fd fd fd fd fd fd fa fa fa fa fa fd fd fd fd
0x0c0c80016a40: fd fd fd fa fa fa fa fa fd fd fd fd fd fd fd fa
0x0c0c80016a50: fa fa fa fa fd fd fd fd fd fd fd fa fa fa fa fa
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
Shadow gap: cc
==4826==ABORTING
```
5692: Refactor `GetClientVersion`, remove many `version.h` includes, fix potential use of undefined value r=def- a=Robyt3
Some refactoring to reduce duplicate code and to remove includes.
## 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 `CServer::GetClientVersion` method needs the `version.h` include, so it's moved from the header to the source file, so the include can be removed from the header.
The `GetClientVersion` method is often called with the same `Client != SERVER_DEMO_CLIENT ? GetClientVersion(Client) : CLIENT_VERSIONNR` expression, which also needs the `version.h` include. This expression is moved inside the method, so the include can be removed from all the server entities' and player code.
The `CGameContext::GetClientVersion` method is made a delegate to reduce duplicate code.
The includes of the server entities are also organized further.
5686: Fix editor image delete r=def- a=Jupeyy
fixes#5675
## 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: Jupeyy <jupjopjap@gmail.com>
5678: Reset selected quads when switching layers (fixes#5673) r=Jupeyy a=def-
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test (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>
5614: Fix clang-tidy 14 mingw issues (fixes#5612) r=heinrich5991 a=def-
Strangely I didn't get all of the errors.
## 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: def <dennis@felsin9.de>
/media/ddnet/src/engine/server.h:135:3: error: Address of stack memory associated with local variable 'aBuf' is still referred to by the stack variable 'tmp' upon returning to the caller. This will be a dangling reference [clang-analyzer-core.StackAddressEscape,-warnings-as-errors]
return SendPackMsgOne(pMsg, Flags, ClientID);
^
/media/ddnet/src/game/server/gamecontext.cpp:4084:5: note: Assuming the condition is false
if(pFilter[0])
^~~~~~~~~~
/media/ddnet/src/game/server/gamecontext.cpp:4084:2: note: Taking false branch
if(pFilter[0])
^
/media/ddnet/src/game/server/gamecontext.cpp:4088:2: note: Calling 'CGameContext::SendChatTarget'
SendChatTarget(ClientID, aBuf);
^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
/media/ddnet/src/game/server/gamecontext.cpp:401:5: note: Assuming field 'm_SvDemoChat' is not equal to 0
if(g_Config.m_SvDemoChat)
^~~~~~~~~~~~~~~~~~~~~
/media/ddnet/src/game/server/gamecontext.cpp:401:2: note: Taking true branch
if(g_Config.m_SvDemoChat)
^
/media/ddnet/src/game/server/gamecontext.cpp:402:3: note: Calling 'IServer::SendPackMsg'
Server()->SendPackMsg(&Msg, MSGFLAG_VITAL | MSGFLAG_NOSEND, -1);
^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
/media/ddnet/src/engine/server.h:71:3: note: Taking true branch
if(ClientID == -1)
^
/media/ddnet/src/engine/server.h:73:19: note: Assuming the condition is true
for(int i = 0; i < MaxClients(); i++)
^~~~~~~~~~~~~~~~
/media/ddnet/src/engine/server.h:73:4: note: Loop condition is true. Entering loop body
for(int i = 0; i < MaxClients(); i++)
^
/media/ddnet/src/engine/server.h:74:8: note: Assuming the condition is true
if(ClientIngame(i))
^~~~~~~~~~~~~~~
/media/ddnet/src/engine/server.h:74:5: note: Taking true branch
if(ClientIngame(i))
^
/media/ddnet/src/engine/server.h:77:15: note: Calling 'IServer::SendPackMsgTranslate'
Result = SendPackMsgTranslate(&tmp, Flags, i);
^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
/media/ddnet/src/engine/server.h:118:6: note: Assuming field 'm_ClientID' is >= 0
if(pMsg->m_ClientID >= 0 && !Translate(pMsg->m_ClientID, ClientID))
^~~~~~~~~~~~~~~~~~~~~
/media/ddnet/src/engine/server.h:118:6: note: Left side of '&&' is true
/media/ddnet/src/engine/server.h:118:31: note: Assuming the condition is true
if(pMsg->m_ClientID >= 0 && !Translate(pMsg->m_ClientID, ClientID))
^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
/media/ddnet/src/engine/server.h:118:3: note: Taking true branch
if(pMsg->m_ClientID >= 0 && !Translate(pMsg->m_ClientID, ClientID))
^
/media/ddnet/src/engine/server.h:125:6: note: Assuming the condition is false
if(IsSixup(ClientID))
^~~~~~~~~~~~~~~~~
/media/ddnet/src/engine/server.h:125:3: note: Taking false branch
if(IsSixup(ClientID))
^
/media/ddnet/src/engine/server.h:135:3: note: Address of stack memory associated with local variable 'aBuf' is still referred to by the stack variable 'tmp' upon returning to the caller. This will be a dangling reference
return SendPackMsgOne(pMsg, Flags, ClientID);
^
5627: Fix shift + left click in editor (fixes#5626) r=heinrich5991 a=def-
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test (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>
5658: Fix game freezing up on duplicate snapshot r=def- a=Fireball-Teeworlds
If a duplicate snapshot is received (for the same tick), we add both to the SnapshotStorage and end up with the same snapshot as both Cur and Prev. This results in GameInfraTick returning "inf" and results in "NaN" downstream in a few places, getting the CollLine logic stuck.
Some debug info (tcpdump, gdb, perf): https://gist.github.com/Fireball-Teeworlds/ad0016d2551a2e4d4cb5691023493856
Apparently this doesn't really happen in the wild, unless you have a buggy network stack. In which case it happens frequently enough to pinpoint the issue :D
(fixes#5657)
## 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: Fireball <fireball.teeworlds@gmail.com>
If a duplicate snapshot is received (for the same tick), we add both to the SnapshotStorage and end up with the same snapshot as both Cur and Prev. This results in GameInfraTick returning "inf" and results in "NaN" downstream in a few places, getting the CollLine logic stuck.
Apparently this doesn't really happen in the wild, unless you have a buggy network stack. In which case it happens frequently enough to pinpoint the issue :D
Add `CSnapshot::IsValid` to check if a snapshot unpacked from a snapshot delta or demo is valid:
- ensure number of items and data size are not negative
- ensure that the actual size of the snapshot matches the size derived from its member variables
- ensure item offsets are within the valid range
- ensure item sizes are not negative
Add `CSnapshot::TotalSize` and `CSnapshot::OffsetSize` utility functions.
Minor improvements to related error messages.
Fixes buffer overflow:
```
==47744==ERROR: AddressSanitizer: global-buffer-overflow on address 0x558618e3767f at pc 0x558614b9bdfb bp 0x7ffe58a32cd0 sp 0x7ffe58a32cc0
READ of size 4 at 0x558618e3767f thread T0
0x558614b9bdfa in CSnapshotItem::Type() const src/engine/shared/snapshot.h:16
0x558615c3c911 in CSnapshot::GetItemType(int) const src/engine/shared/snapshot.cpp:29
0x558614aebaba in CClient::UnpackAndValidateSnapshot(CSnapshot*, CSnapshot*) src/engine/client/client.cpp:2264
0x558614af87cb in CClient::OnDemoPlayerSnapshot(void*, int) src/engine/client/client.cpp:2598
0x558615b9db1a in CDemoPlayer::DoTick() src/engine/shared/demo.cpp:659
0x558615babd3f in CDemoPlayer::Update(bool) src/engine/shared/demo.cpp:1007
0x558614afb08b in CClient::Update() src/engine/client/client.cpp:2686
0x558614b1d9eb in CClient::Run() src/engine/client/client.cpp:3296
0x558614b8e64f in main src/engine/client/client.cpp:4761
```
And fixes a buffer overflow that manifests itself as an internal ASan error:
```
=================================================================
==4755==AddressSanitizer CHECK failed: ../../../../src/libsanitizer/asan/asan_descriptions.cc:79 "((0 && "Address is not in memory and not in shadow?")) != (0)" (0x0, 0x0)
0x7f0bf5f368be in AsanCheckFailed ../../../../src/libsanitizer/asan/asan_rtl.cc:72
0x7f0bf5f54eee in __sanitizer::CheckFailed(char const*, int, char const*, unsigned long long, unsigned long long) ../../../../src/libsanitizer/sanitizer_common/sanitizer_termination.cc:77
0x7f0bf5e4cb6f in GetShadowKind ../../../../src/libsanitizer/asan/asan_descriptions.cc:79
0x7f0bf5e4cb6f in __asan::GetShadowAddressInformation(unsigned long, __asan::ShadowAddressDescription*) ../../../../src/libsanitizer/asan/asan_descriptions.cc:95
0x7f0bf5e4cb6f in __asan::GetShadowAddressInformation(unsigned long, __asan::ShadowAddressDescription*) ../../../../src/libsanitizer/asan/asan_descriptions.cc:92
0x7f0bf5e4e386 in __asan::AddressDescription::AddressDescription(unsigned long, unsigned long, bool) ../../../../src/libsanitizer/asan/asan_descriptions.cc:440
0x7f0bf5e50e94 in __asan::ErrorGeneric::ErrorGeneric(unsigned int, unsigned long, unsigned long, unsigned long, unsigned long, bool, unsigned long) ../../../../src/libsanitizer/asan/asan_errors.cc:380
0x7f0bf5f35f4d in __asan::ReportGenericError(unsigned long, unsigned long, unsigned long, unsigned long, bool, unsigned long, unsigned int, bool) ../../../../src/libsanitizer/asan/asan_report.cc:460
0x7f0bf5e86f5e in __interceptor_memset ../../../../src/libsanitizer/sanitizer_common/sanitizer_common_interceptors.inc:762
0x558234873f1d in mem_zero src/base/system.cpp:213
0x55823481fc27 in CSnapshotBuilder::NewItem(int, int, int) src/engine/shared/snapshot.cpp:675
0x55823481be65 in CSnapshotDelta::UnpackDelta(CSnapshot*, CSnapshot*, void const*, int) src/engine/shared/snapshot.cpp:380
0x558234776641 in CDemoPlayer::DoTick() src/engine/shared/demo.cpp:631
0x5582347861a9 in CDemoPlayer::Update(bool) src/engine/shared/demo.cpp:1007
0x5582336d4c7d in CClient::Update() src/engine/client/client.cpp:2695
0x5582336f75dd in CClient::Run() src/engine/client/client.cpp:3305
0x558233768241 in main src/engine/client/client.cpp:4770
```
```
src/game/server/teams.cpp:484:35: runtime error: shift exponent -1 is negative
0x55d065b241c4 in CGameTeams::TeamMask(int, int, int) src/game/server/teams.cpp:484
0x55d0657f92ed in CCharacter::TickDefered() src/game/server/entities/character.cpp:821
0x55d065a5d04c in CGameWorld::Tick() src/game/server/gameworld.cpp:283
0x55d0659327e6 in CGameContext::OnTick() src/game/server/gamecontext.cpp:852
0x55d0656e6a88 in CServer::Run() src/engine/server/server.cpp:2807
0x55d0657164f1 in main src/engine/server/server.cpp:3904
```
```
src/game/client/components/chat.cpp:795:89: runtime error: index -1 out of bounds for type 'CClientData [64]'
#0 0x55c133fd047a in CChat::AddLine(int, int, char const*) src/game/client/components/chat.cpp:795
#1 0x55c133fc80b5 in CChat::OnMessage(int, void*) src/game/client/components/chat.cpp:570
#2 0x55c134677688 in CGameClient::OnMessage(int, CUnpacker*, int, bool) src/game/client/gameclient.cpp:770
#3 0x55c133c282d2 in CClient::OnDemoPlayerMessage(void*, int) src/engine/client/client.cpp:2627
#4 0x55c134ccdcba in CDemoPlayer::DoTick() src/engine/shared/demo.cpp:679
#5 0x55c134cdac81 in CDemoPlayer::Update(bool) src/engine/shared/demo.cpp:1007
#6 0x55c133c2a08b in CClient::Update() src/engine/client/client.cpp:2686
#7 0x55c133c4c9eb in CClient::Run() src/engine/client/client.cpp:3296
#8 0x55c133cbd64f in main src/engine/client/client.cpp:4761
```
5634: Fix clang tidy accessing data pointer r=def- a=ChillerDragon
ddnet/src/engine/client/favorites.cpp:229:23: error: 'data' should be
used for accessing the data pointer instead of taking the address of the
0-th element [readability-container-data-pointer,-warnings-as-errors]
int Index = pEntry - &m_aEntries[0];
^~~~~~~~~~~~~~
(m_aEntries).data()
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test (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>
5633: Adapt upstreams CButtonContainer r=def- a=ChillerDragon
Introduce ``CButtonContainer`` which is used for fading text in teeworlds. There is no fading text in ddnet yet.
This change allows introducing such fading buttons but the main motivation for this change is easier copy & pasting code from ddnet to teeworlds code base and vice versa.
## 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
- [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: ChillerDragon <ChillerDragon@gmail.com>
ddnet/src/engine/client/favorites.cpp:229:23: error: 'data' should be
used for accessing the data pointer instead of taking the address of the
0-th element [readability-container-data-pointer,-warnings-as-errors]
int Index = pEntry - &m_aEntries[0];
^~~~~~~~~~~~~~
(m_aEntries).data()
5520: Warn about pnglite-incompatible PNGs on load r=def- a=heinrich5991
This allows a larger range of PNGs to be loaded while still maintaining
backward compatibility with older clients by annoying the user.
This warning can be enabled by the `warn-pnglite-incompatible-images`
key in the https://info2.ddnet.tw/info JSON, if the key is not there or
the JSON hasn't been obtained yet, the warning is disabled. Since the
JSON is cached across restarts, it'll be effective for initially loaded
images from the second start.
## 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)
5624: Move message copy inside `SendPackMsgTranslate` r=def- a=Robyt3
Fix clang warning: Address of stack memory associated with local variable 'aBuf' is still referred to by the stack variable 'tmp' upon returning to the caller. This will be a dangling reference [clang-analyzer-core.StackAddressEscape]
Mark the input parameters as const pointers and mark the protocol message `Pack` methods as const.
And remove a null check that only serves to hide programmer errors.
## 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: Robert Müller <robytemueller@gmail.com>
This allows a larger range of PNGs to be loaded while still maintaining
backward compatibility with older clients by annoying the user.
This warning can be enabled by the `warn-pnglite-incompatible-images`
key in the https://info2.ddnet.tw/info JSON, if the key is not there or
the JSON hasn't been obtained yet, the warning is disabled. Since the
JSON is cached across restarts, it'll be effective for initially loaded
images from the second start.
5619: Make UI inputs more secure r=def- a=C0D3D3V
fixes#3560 finally :) what a dream xD
This in addition also fixes an input bug, if you hold a mouse button on an input and then open f1 it no longer presses that button.
## 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: c0d3d3v <c0d3d3v@mag-keinen-spam.de>
5511: Rename cl_show_quads -> cl_showquads r=heinrich5991 a=def-
To reenable quads for everyone who accidentally disabled it or has the
bind to accidentally disable them
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: def <dennis@felsin9.de>
Fix clang warning: Address of stack memory associated with local variable 'aBuf' is still referred to by the stack variable 'tmp' upon returning to the caller. This will be a dangling reference [clang-analyzer-core.StackAddressEscape]
Mark the input parameters as const pointers and mark the protocol message `Pack` methods as const.
5205: Allow multiple addresses per server in the serverbrowser r=def- a=heinrich5991
Support is incomplete for `leak_ip_address_to_all_servers` (will only
ping the first address of each server) and for the `leak_ip` setting
(which will also only ping the first address of each server).
Fixes#5158.
## 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: heinrich5991 <heinrich5991@gmail.com>
5613: Search in $PATH for server executable (fixes#5594) r=heinrich5991 a=def-
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test (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>
So usages of `DrawRoundRect/Ext` can more easily be replaced with `DrawRect/4` and so the basic draw methods can be moved to the engine graphics without depending on the `CUIRect` class.
This allows the client to connect to servers that have both an IPv4 and
an IPv6 address, even if the client is only connected to one of the two.
The one faster to answer will be picked.
Timeout codes are now generated based on *all* of the server's
addresses.
Fixes#5158.
Support is incomplete for `leak_ip_address_to_all_servers` (will only
ping the first address of each server) and for the `leak_ip` setting
(which will also only ping the first address of each server).
5598: Fix the HUD bug I intoduced with #5592 r=def- a=C0D3D3V
The bug was, if you spectate other players, the jump display and weapon display was broken.
Use for weapon and jump display now render information instead of the predicted data, so that these Displays are also correct if you spectate other players.
This is necessary since with https://github.com/ddnet/ddnet/pull/5592 this information is no longer present in the predicted character (if the character is not predicted)
## 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: c0d3d3v <c0d3d3v@mag-keinen-spam.de>
predicted data, so that these display are also correct if you spectate
other players.
This is necessery since with https://github.com/ddnet/ddnet/pull/5592
this information is no longer present in the predicted character (if the
chracter is not predicted)
5591: (A bit) safer interface for text containers r=def- a=Jupeyy
For #5143
Maybe it helps identifying the problem earlier, maybe not^^
## 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>
5545: Format name accordingly r=heinrich5991 a=Chairn
I think i got almost all the misstyped name. I did let some because they made sense to me. I think, only generated code remains to be formatted (and src/base and websockets, but those seems to have an exception).
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [x] Changed no physics that affect existing maps
- [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: Chairn <chairn.nq@hotmail.fr>
Fix pointer and pointer array variable naming
Huge renaming to match our rules
Used regex: (?!(return|delete)\b)\b\w+ (m_|ms_|g_|gs_|s_)[^a]\w+\[
(?!(return|delete)\b)\b\w+ (?!(m_|ms_|g_|gs_|s_))[^a]\w+\[
Further format static variables
Format almost all pointer names accordingly
Used regex: (?!(return)\b)\b\w+
\*(?!(m_p|p|s_p|m_ap|s_ap|g_p|g_ap|ap|gs_ap|ms_ap|gs_p|ms_p))\w+\b[^:\(p]
clang-format
Fix CI fail
Fix misnamed non pointer as pointer and non array as array
Used regex: (?!(return|delete)\b)\b\w+ (m_|ms_|g_|gs_|s_)p\w+\b
(?!return\b)\b\w+ (ms_|m_|g_|gs_|s_)a\w+\b[^\[]
clang-format
Revert to SCREAMING_SNAKE_CASE and reinstate dead code
5544: Replaced float array with appropriate struct (vec or color) r=def- a=Chairn
I mostly touched the code in the graphic part for array of 2 floats into vec2.
For color, i replaced array of 4 floats with ColorRGBA where it made sense.
I had to change the logic order in `src/engine/client/graphics_threaded.cpp:1113` due to operator= from vec2 to vec3. I didn't see any visual change.
## 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: Chairn <chairn.nq@hotmail.fr>
5345: Add Integration test to pr template r=heinrich5991 a=def-
5519: Library updates (2022-06-27) r=heinrich5991 a=def-
Should probably wait until after 16.2 release with them.
Vulkan 1.3.204.1 -> 1.3.216.0
curl 7.81.0 -> 7.84.0
FFmpeg 5.0 -> 5.0.1
freetype 2.11.1 -> 2.12.1
SQLite3 3.37.2 -> 3.39.0
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
5572: Also make gameclient aware that snapshots have been purged (fixes#5571) r=heinrich5991 a=def-
Recreates SnapEntities internally
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: def <dennis@felsin9.de>
Co-authored-by: Dennis Felsing <dennis@felsin9.de>
5574: Only MySQL >= 8.0.1 removed my_bool (fixes#5573) r=heinrich5991 a=def-
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Dennis Felsing <dennis@felsin9.de>
5585: Only announce birthday once (fixes#5576) r=heinrich5991 a=def-
No matter if you use /timecp or rename
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Dennis Felsing <dennis@felsin9.de>
5550: Time checkpoints changes r=def- a=C0D3D3V
Fixes#5348
The checkpoint mechanic was last time updated here af44a79b03 and CNetMsg_Sv_DDRaceTime was introduced here: 86365bedcd
The whole design of `CNetMsg_Sv_DDRaceTime` is basically pretty bad, and it was only tired to copy the old broadcast behaviour (that we still have for vanilla client).
We are basically only sending floats (multiplied by 100) instead of using our integer ticks.
Thats also the reason why checkpoints, close to the start (closer than one second), were not displayed (because it was forgotten to multiply m_time by 100 and so it was rounded to 0).
This PR adds a workaround for the problems, but this Net message is just designed wrong and should maybe in the future get updated to use ticks instead of rounded floats.
This PR allows to trigger Time Checkpoints in arbitrary order.
This PR does not make checkpoints unskippable, because we currently have no way to do this, and we have no effect tile that is not skippable (except probably solid blocks).
## 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>
5547: Minor tweaks to keep ODR across translation units r=def- a=Jupeyy
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Jupeyy <jupjopjap@gmail.com>
The sixup translated player flags were previously applied in `OnDirectInput` directly to the player input data.
However, the input data has already been copied at that point, so predicted inputs were using the incorrect flags.
This is fixed by moving the player flags translation to `OnClientPrepareInput`, which is called first and only once on each new player input before it is copied.
The flags were only being updated based on rather arbitrary conditions, so they could never reset to zero or reduced.
The flags are now always updated. The flags are only used in the output of the `status` command.
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>
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>
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>
Entities have a pointer to their parent entity. If the parent entity is freed first, then freeing the child will cause access to the already freed parent.
This is fixed by adding a child pointer and clearing the child and parent pointers when either child or parent is freed.
5420: Improvments for new HUD r=def- a=C0D3D3V
for testing set `#define CLIENT_VERSIONNR 16020`
Some of the changes are only available in the next version
Impressions: https://youtu.be/E770vGp4KKY
Implements a few of the recommendations from https://github.com/ddnet/ddnet/issues/5159 and Discord
- removes all player capability messages send by the server, that are now displayed in the HUD
- ~~remove `cl_ddrace_hud` and cl_show_freeze_bars~~,
- Added option `cl_freezebars_alpha_inside_freeze` setting to change the opacity if the player is inside a freeze tile (default visible 100%)
- Added option `cl_show_jumps_indicator`
- We send now the real weapon the player is holding if he is frozen
-> for that we added a new particle "snow flakes" or frozen flakes :D that are spawned over the tees body, to indicate he is frozen.
-> new extras.png asset (+ corresponding asset tab, that can potentially be used for all sorts of extras for our mod, e.g. material particles, but in the future maybe also for other mods using a similar structure like it is for entities)
- stars are no longer send to new clients, because it is duplication to the freezebar, and we decided to not allow to disable it
- also ninja stars are no longer send. They are not vanilla, and we now have a ninja bar in the new HUD.
- display target angle from 0 to 360 (looks mirrored on the x-axis to the normal trigonometry circle, but that is just how the world coordinates are)
- dummy action display is increased in size ( but only the border margin :D not the icons. so the icons are still the same size as the icons on the left side)
- allow the server to also show old HUD elements (see https://github.com/ddnet/ddnet/pull/5427 for screenshots)
fixes#5149fixes#198closes#5159fixes#2252 ~~(But not clear if we should also display the weapon, still investigating)~~
- we do no longer display a weapon inside freeze, instead we have nice freeze particles
## 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>
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>
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>
5502: Add missing capability for GLES backend r=def- a=Jupeyy
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Jupeyy <jupjopjap@gmail.com>
As this method only renders and doesn't provide an interactive element, the naming `Render` as well as the placement in `CRenderTools` fits better.
This also allows the method to be used in the editor.
5490: Try to fix dump_local_console (fixes#5488) r=heinrich5991 a=def-
Untested, but my hunch is that by not cutting off the last part the text
file will be correctly recognized as valid utf8
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Dennis Felsing <dennis@felsin9.de>
5495: Fix Android build r=heinrich5991 a=Jupeyy
- Video recorder off
- small fix in logger.cpp
Tested on Java-17
## 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: Jupeyy <jupjopjap@gmail.com>
```
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
```
4829: Added map_replace_area tool r=def- a=sctt
Motivation:
sometimes mappers need to copy a certain area from a map to another (but also to a different position of the same map).
that's very time consuming on complex maps, as tiles and quads layers have to be manually copied one by one.
map_replace_area is designed to automatically replace all the tiles and quads from a specific area to another.
`Usage: map_replace_area <from_map> <from_x> <from_y> <to_map> <to_x> <to_y> <width> <height> <output_map>`
PoW screenshots attached below.
note: for the moment map_replace_area suppose that you are working on the same map (that's what i needed), that means source and destination maps must have the same layers structure, or else an error is returned.
but i understand it might be useful to also work on totally different maps, in that case users must be able specify layers they want to consider by associating source map layers to destination map layers (by using a config file maybe).
i'm probably going to make another PR to add this enhancement in the future.
PoW:
![Screenshot from 2022-03-16 18-08-12](https://user-images.githubusercontent.com/3328841/158650515-17c31639-28f7-4e19-954a-b5734ee82703.png)
![Screenshot from 2022-03-16 18-08-43](https://user-images.githubusercontent.com/3328841/158650512-6e21f2b4-538f-4974-aaa2-2983551d24b4.png)
![Screenshot from 2022-03-16 18-11-50](https://user-images.githubusercontent.com/3328841/158650510-d00a05a9-a2e8-4df2-8674-0c80fd894f66.png)
5343: Add rcon and chat to integration test r=def- a=ChillerDragon
Add more action to the integration test script: chat messages, chat commands, rcon commands.
This unlocks more code coverage at runtime to catch asan issues.
It adds a very restrictive regex on the log format. But I am happy to maintain that in case changes to the log output happen.
The current version is already supporting heinrichs refactor https://github.com/ddnet/ddnet/pull/5036
Also ensure chat messages arrive in the correct format. Would have catched the following issues:
https://github.com/ddnet/ddnet/issues/5342https://github.com/ddnet/ddnet/issues/5340https://github.com/ddnet/ddnet/issues/5302https://github.com/ddnet/ddnet/pull/5126
DEPENDS ON:
https://github.com/ddnet/ddnet/issues/5342https://github.com/ddnet/ddnet/issues/5340
5465: Change from pnglite to libpng for PNG reading r=def- a=heinrich5991
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.
This also refuses to load images of types not supported by pnglite,
which allows us to think about backward compatibility while also
introducing libpng.
## 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: sctt <scottistefano91@gmail.com>
Co-authored-by: term <term@term.sinervis.pri>
Co-authored-by: f <scottistefano91@gmail.com>
Co-authored-by: heinrich5991 <heinrich5991@gmail.com>
Co-authored-by: ChillerDragon <ChillerDragon@gmail.com>
Co-authored-by: def <dennis@felsin9.de>
Co-authored-by: Jupeyy <jupjopjap@gmail.com>
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.
5461: add penatly to the whole team r=def- a=BloodWod-513
this should fix it #5460
## 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: BloodWod-513 <dayn_2013@mail.ru>
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.
5445: Fix editor value scrollers not working and panning being slow r=heinrich5991 a=Robyt3
Accumulate the mouse deltas and reset them at the end of the frame to fix editor panning being slowed down and value scrollers (layer width etc.) not working anymore.
Closes#5441.
And minor cleanup.
## 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>
5424: no-goalshud r=heinrich5991 a=luk51
<s>do it using getgameinfo from gameclient introducting a new flag for ddrace</s>
use the same conditions as in the goalshudrender function, so don't render when empty
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Lukas Kitsche <lukaskitsche@posteo>
- `io_read_all` reads all bytes from a file handle into a new buffer. It should only need one allocation per file in cases where the actual file size matches the expected file size. Otherwise it falls back to doubling the buffer size if the actual file size is larger than expected to avoid TOCTOU problems.
- `io_read_all_str` reads all bytes from a file handle into a new buffer and also ensures that the buffer is null-terminated and contains no other null-characters.
- `mem_has_null` is a utility used by `io_read_all_str` to ensure that no null-characters exist in the bytes read from the file.
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>
5415: Also set mouse settings to defaults r=def- a=Robyt3
## 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: Robert Müller <robytemueller@gmail.com>
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>
5406: Remove namespace tw r=Jupeyy a=heinrich5991
It didn't have a clear role, it just acted as a distinguisher between
two functions with the same name.
Rename `tw::time_get` to `time_get_nanoseconds` and delete the old
`time_get_nanoseconds`. Move `CCmdlineFix` and the typed
`net_socket_read_wait` function to the global namespace.
## 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: heinrich5991 <heinrich5991@gmail.com>
5405: mastersrv: Small convenience function 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 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: heinrich5991 <heinrich5991@gmail.com>
5404: Always send all tunings r=def- a=heinrich5991
It doesn't hurt since tunings after the last one are simply ignored.
This also stops future coders from introducing more and more cases in
this `if` chain.
## 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: heinrich5991 <heinrich5991@gmail.com>
5410: Add `log_set_loglevel` instead of depending on engine config r=heinrich5991 a=Robyt3
Lets the logger have its own loglevel, which is set by the server and client initially after loading the config and when the `loglevel` config variable changes.
The default logger loglevel is `LEVEL_INFO`, so this fixes the log output not working when the config is not initialized (in tools). Closes#5349. Supersedes #5350.
## 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>
It didn't have a clear role, it just acted as a distinguisher between
two functions with the same name.
Rename `tw::time_get` to `time_get_nanoseconds` and delete the old
`time_get_nanoseconds`. Move `CCmdlineFix` and the typed
`net_socket_read_wait` function to the global namespace.
It doesn't hurt since tunings after the last one are simply ignored.
This also stops future coders from introducing more and more cases in
this `if` chain.
5393: Remove `ui_scale`: r=def- a=Robyt3
- remove config variable `ui_scale`
- remove `CUI::Scale`
- remove `CUI::SetScale`
- remove `CUI::DoLabelScaled`
- remove `CUIRect::Scale`
- use `CUI::DoLabel` instead of `CUI::DoLabelScaled`
- remove usages of `CUI::Scale()` and `CUIRect::Scale()`, or use 1.0f instead
Closes#5062. Closes#5358. Closes#5390.
## 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>
5397: Add community skin option to client r=def- a=Jupeyy
I think this was requested in the client too,
rn I dont get any skins, maybe cloudflare caching or smth. Will test the days or if someone can test it go ahead
## 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: Jupeyy <jupjopjap@gmail.com>
5388: Remove obsolete AfkTimer function r=def- a=ardadem
It does the same job with: 425f07c03d/src/game/server/gamecontroller.cpp (L48)
## Checklist
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- [ ] Provided screenshots if it is a visual change
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- [ ] Considered possible null pointers and out of bounds array indexing
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- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Arda Demir <ddmirarda@gmail.com>
5387: Some qol changes for practice r=def- a=kiw-q
Some quality of life changes for practice
- Unfreezes when "rescued"
- Resets speed when teleporting
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
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- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
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- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: kiw-q <kiw-q@fedora.email>
5391: Format vector variables names (fixes#5209) r=Jupeyy a=Chairn
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
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- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [x] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Chairn <chairn.nq@hotmail.fr>
5106: Fix dummy intended tick sent to server r=def- a=sjrc6
fixes https://github.com/ddnet/ddnet/issues/5044
Currently the dummy gives the server the wrong IntendedTick aka PredTick which (I think) makes it impossible for the server to correctly order inputs if they come early (i.e. if you're playing with high prediction margin).
Currently with dummy copy if you switch dummy with high prediction margin it will almost always desync, with this change it doesn't desync.
The only reason dummy works at all is because it relies on this code in the server to change the tick that was sent to be the current game tick, if you remove it then dummy hammer and dummy copy breaks but normal players are unaffected.
e9b59e72ff/src/engine/server/server.cpp (L1632-L1633)
I marked this PR as draft because it seems to cause some unexpected side effects:
with this change if you use dummy copy in solo part your dummy will be visually delayed, this doesn't change anything but it's different from how it was before and I don't understand why.
the sound effects from hooking with dummy copy are also not as synced as they are with the wrong tick being sent (not sure why)
I also didn't test all dummy mechanics or any advanced dummy binds which might somehow rely on the broken behavior.
With wrong tick sent to server:
https://user-images.githubusercontent.com/22122579/168413464-92a3a44b-3b75-4894-8fb0-54e64ff421fa.mp4
With correct tick:
https://user-images.githubusercontent.com/22122579/168413459-eb6f299c-260a-4ddb-9972-3dea504aef41.mp4
## 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
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- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Tater <Mr.Potatooh@gmail.com>
5375: Paginate bans (partially fixes#3691) r=Learath2 a=def-
20 elements per page, we have too many bot bans
![Screenshot 2022-06-08 at 23 53 16](https://user-images.githubusercontent.com/2335377/172724048-70d99f57-4e3c-451a-ada3-96affdf7cd6c.png)
## Checklist
- [x] Tested the change ingame
- [x] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Dennis Felsing <dennis@felsin9.de>
5361: Refactoring: Extract CLayerTiles::ShiftImpl, BrushFlipXImpl and BrushFlipYImpl to reduce duplicate code r=heinrich5991 a=Robyt3
There is still more duplicate code but it's tricky to extract.
## 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>
5351: Refactoring: Use MultiByteToWideChar instead of str_utf16le_encode r=heinrich5991 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 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>
5360: Don't write null byte r=heinrich5991 a=def-
Thanks to heinrich5991 for noticing: https://github.com/ddnet/ddnet/pull/5341#pullrequestreview-996061345
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: def <dennis@felsin9.de>
5332: Pass output parameter to WriteFile that is required on Windows 7 r=heinrich5991 a=Robyt3
Maybe closes#5322. I can't reproduce the crash. Can you try if this fixes it, `@Chairn?`
Looks like Windows 7 needs this parameter.
Alternative to #5331.
## 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: Robert Müller <robytemueller@gmail.com>
5344: Log rcon messages (fixes#5342) r=heinrich5991 a=def-
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: def <dennis@felsin9.de>
Conditional jump or move depends on uninitialised value(s)
at 0x2158DA: int IServer::SendPackMsg<CNetMsg_Sv_Motd, 0>(CNetMsg_Sv_Motd*, int, int) (server.h:73)
by 0x1FE02F: CGameContext::SendMotd(int) (gamecontext.cpp:538)
by 0x20A874: CGameContext::ConchainSpecialMotdupdate(IConsole::IResult*, void*, void (*)(IConsole::IResult*, void*), void*) (gamecontext.cpp:3124)
by 0x145A23: CConsole::Con_Chain(IConsole::IResult*, void*) (console.cpp:1202)
by 0x132086: CConsole::ExecuteLineStroked(int, char const*, int, bool) (console.cpp:528)
by 0x1323A7: CConsole::ExecuteLine(char const*, int, bool) (console.cpp:582)
by 0x1326B1: CConsole::ExecuteFile(char const*, int, bool, int) (console.cpp:625)
by 0x1C60E9: main (server.cpp:3874)
Uninitialised value was created by a heap allocation
at 0x483BE63: operator new(unsigned long) (in /usr/lib/x86_64-linux-gnu/valgrind/vgpreload_memcheck-amd64-linux.so)
by 0x1C5900: CreateServer() (server.cpp:3755)
by 0x1C5C4C: main (server.cpp:3818)
5347: Fix deleting envelopes not updating sounds r=def- a=C0D3D3V
Original fix by Ravie... updated to latest code
I do not really know how to trigger the bug, but for me adding and deleting sounds to the map, worked.... Since it is only the updated version from Ravie I think it works
`@HiRavie` maybe you can test it again
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [x] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: c0d3d3v <c0d3d3v@mag-keinen-spam.de>
5320: Fix prediction input timing r=def- a=trml
Fixes#5307 by updating the prediction to use the new input handling from #5032, and also removed some now no longer used code.
## 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: trml <trml@users.noreply.github.com>
5334: fix pixel porridge in freeze and ninja bar r=Jupeyy a=C0D3D3V
fixes#5319
## Checklist
- [x] Tested the change ingame
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- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [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>
5330: Actually fix capital /WHISPER r=Jupeyy a=def-
As reported by kiwq
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Dennis Felsing <dennis@felsin9.de>
5329: Let the names in the mini score hud overflow to the left r=def- a=C0D3D3V
## 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>
5327: Add CLockScope r=heinrich5991 a=def-
Remove unused lock and scope in threading.h
Not sure if this is preferred
We could also try switching to std::mutex and lock_guard
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Dennis Felsing <dennis@felsin9.de>
5325: Reset colors at end of line (fixes#5324) r=heinrich5991 a=def-
`@ChillerDragon` Can you test this?
## Checklist
- [x] Tested the change ingame
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- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] 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>
5326: Explicitly delete game server from list on shutdown r=def- a=heinrich5991
Also delete it explicitly when `sv_register` is set to register via less
protocols.
On shutdown, wait at most 1 second for the masterserver to respond,
otherwise allow up to 15 seconds.
Fixes https://github.com/ddnet/ddnet/issues/5157.
## 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: heinrich5991 <heinrich5991@gmail.com>
Also delete it explicitly when `sv_register` is set to register via less
protocols.
On shutdown, wait at most 1 second for the masterserver to respond,
otherwise allow up to 15 seconds.
Fixes#5157.
This will delete a server from the server list without a timeout,
allowing servers that want to stop registering or servers that shut down
gracefully to no longer appear in the server list.
5317: Fix ConSwitchDoorOpen r=C0D3D3V a=trml
Just figured out that my pr introduced a bug in switches set from map configs (not opening the correct switches). Sorry about that!
Thanks to Faulty for finding it!
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [x] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: trml <trml@users.noreply.github.com>
5311: drop small NETOBJTYPE_SWITCHSTATE r=def- a=C0D3D3V
I'm too lazy right now to write code to test this, but I think this should work.
What do you think, is it sufficient? `@heinrich5991`
## Checklist
- [ ] Tested the change ingame
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- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [x] Considered possible null pointers and out of bounds array indexing
- [x] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: c0d3d3v <c0d3d3v@mag-keinen-spam.de>
4705: Refactor switch state, add prediction of switch state toggles r=def- a=trml
This is an attempt to fix#4702, and also ended up being a more general attempt at predicting switch on/off tiles as well as timed switchers (with delay). A few things:
- Refactored the switch state array from CCollision to CGameCore (second commit)
The idea here was that CCollision holds information about the map that is immutable and there only exists one copy of it, while the switch state is mutable and would have both a predicted and non-predicted state in the client. While strictly not necessary, having it in the gamecore seems to represent the mutable state better and would be useful to avoid having to put the snapshot switch state back into the gameworld on each new prediction as well as to more easily keep track of the two copies.
A concern here is whether this could in any way change server behavior (time of initialization and/or destruction of switch states), so this change would require quite a bit of testing and/or review. However, from what I could tell from the code, CCollision is only initialized once and at that time where the gamecore already exists.
- Added a new extended netobject containing the end tick of switches (third commit)
This would be needed for adding general prediction for timed switchers. The idea is to only send it for a limited number of switchers (those with the lowest time left before they toggle back), since there will most likely be a limited number of timed switchers active at any point, and I randomly selected 4 as a number here. Ideally, this netobject should be merged with the previous one for simpler parsing of the information, but that would sacrifice compatibility with older servers (and/or clients). (Another possibility here would have been to treat timed switchers as regular on/off tiles and make the addition of the netobject a separate pr)
- Used NetArray from datasrc/seven/datatypes.py to simplify both the new and old switch state netobjects (first commit)
(Haven't checked if there might be reasons not to use it? But it did seem to be backwards compatible with older ddnet clients when keeping the memory layout the same)
## Checklist
- [ ] Tested the change ingame
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- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
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- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: trml <trml@users.noreply.github.com>
5260: Pr thread safety negative r=heinrich5991 a=def-
WorkerThread is hard because `REQUIRES(!((CJobPool *)pUser)->m_Lock)` would require alias analysis or the function using that everywhere.
https://clang.llvm.org/docs/ThreadSafetyAnalysis.html#negative
## Checklist
- [ ] Tested the change ingame
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- [ ] 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>
5291: Windows: Use current console background color, restore original color on exit, refactoring r=heinrich5991 a=Robyt3
- Remember initial console foreground and background color.
- Use the original background color with the message specific foreground color, so it looks better when the console background color isn't black.
- Restore the initial console foreground and background color on exit instead of leaving the color be whatever was last used.
- Add locks to ensure `Log`-calls from different threads don't overlap their output/color.
- Refactoring: Replace numbers with color constants defined in `wincon.h` (4312d20923/include/wincon.h (L51-L67)).
- Refactoring: Slightly reorder the `if`s and remove redundant checks which are ensured by the `else-if` structure.
## 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>
5290: Don't output as much in normal STUN behavior r=def- a=heinrich5991
Log send errors with debug instead of error severity. They're normal in case a protocol stack isn't initialized supported by the host or if there's no route.
Don't periodically retry STUN if successful. Trying again for each connection establishment is enough. Previously, it
was re-requested every 10 minutes.
Fixes#5273.
## 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)
5293: Cleanup: Remove dead code, don't print datafile debug per default, remove misused static CUIRect r=def- a=Robyt3
- Remove dead (commented out) code.
- Don't print detailed datafile log messages, unless the datafile specific `DEBUG` flag is set.
- Use `static int` instead of `static CUIRect` as UI element ID.
## Checklist
- [X] Tested the change ingame
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- [ ] Tested in combination with possibly related configuration options
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- [ ] 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: Robert Müller <robytemueller@gmail.com>
5287: Work around Windows's definition of `min`/`max` r=Jupeyy a=heinrich5991
This allows us to use `std::min`/`std::max`.
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
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- [ ] 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)
5288: Remove outdated comment r=Jupeyy a=heinrich5991
The string comparison isn't actually done anymore, it's now done via a
boolean flag.
## 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: heinrich5991 <heinrich5991@gmail.com>
5179: Add loglevel config (fixes#5178, fixes#5174) r=heinrich5991 a=def-
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: def <dennis@felsin9.de>
5271: Time out for POST requests too (hopefully fixes#5198) r=heinrich5991 a=def-
Untested because the issue is sporadic. But I think it makes sense to have a timeout even if this is not the root cause.
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: def <dennis@felsin9.de>
5277: penalty tiles can be used to get a time of 00:00:01, this is fixed by letting the tees die, before that happens r=def- a=C0D3D3V
Also map gets reloaded if the server tick overflows. We could add a warning, that the server reloads soon, or save all players and load them after map reload. But I think that is such a rare event, we can just reload the map without these nice things.
fixes#5170
we should check the following maps for cheated times:
- just every fly
- puzzle partners
- time shop
## Checklist
- [x] Tested the change ingame See https://youtu.be/lQPU60XN8Nk
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [x] Considered possible null pointers and out of bounds array indexing
- [x] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: c0d3d3v <c0d3d3v@mag-keinen-spam.de>
5272: Handle failed socket creation (fixes#5267) r=heinrich5991 a=def-
by returning nullpointer, as the calling functions expect
Broken in 471bb441a1
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: def <dennis@felsin9.de>
5269: Introduce and use constexpr CCharacterCore::PhysicalSize r=def- a=Kaffeine
Add `Collision()` getter to server CEntity to make it easier to sync the server and prediction implementations (e.g. `IsGrounded()` imps are now identical).
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Alexander Akulich <akulichalexander@gmail.com>
5268: Execute the dragger_beam tick one tick earlier. And stop it one tick earlier r=def- a=C0D3D3V
fixes#5263
`@bencie` could you please confirm it fixes the problem?
## 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>
5264: Prevent users from setting port 1-1023 r=Jupeyy a=def-
Following user report that they set cl_port 1 and it didn't work
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
5266: Use std::make_unique (fixes#5166) r=Jupeyy a=def-
No idea why clang-tidy's modernize-... didn't work
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: def <dennis@felsin9.de>
5265: Cleanup prediction entity handling a little r=def- a=trml
I looked over the remaining code for creating/removing entities in the prediction, and only ended up making some smaller changes:
- More consistent use of InsertEntity/RemoveEntity/Destroy
- Fixed one instance in gameclient.cpp where an entity was removed but not deleted (could potentially have been a memory leak)
- Removed some old code for retaining information about the characters after they left the snapshot (the client should only rely on the snapshot for prediction of players)
## 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: trml <trml@users.noreply.github.com>
5252: Use std::vector instead of array, remove base/tl/array.h, algorithm.h, allocator.h, range.h r=def- a=Robyt3
Replaces all usages of `array` with `std::vector`.
I adjusted variable names of variables I changed to use the `v` prefix. Not so in the editor however, as there are already many changes due to clang-tidy enforcing the use of for-each loops.
This allows us to remove all remaining `base/tl` headers except `threading.h`.
Clang-tidy now finds `clang-analyzer-cplusplus.NewDelete` (Use of memory after it is freed), which is also fixed here, though it appears to be a false-positive.
This last remaining usages of `goto` are also removed.
## Checklist
- [X] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Robert Müller <robytemueller@gmail.com>
5259: reintroduce shotgun bug r=def- a=C0D3D3V
fixes#5258
bug got fixed by the math changes in 68bcd21eff
This fix introduces a hard coded velocity that the player would get like before. (It could be that this has slightly other behaviour, because before the produced NaN values where converted to ints in CCharacterCore::Quantize (so some other logic may be confronted with the NaN values before), but it should most likely not be noticeable because it is fast enough)
We could now make this bug optional, by adding it to our mapbugs, or adding a server setting for it.
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [x] Considered possible null pointers and out of bounds array indexing
- [x] Changed no physics that affect existing maps
- [x] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: c0d3d3v <c0d3d3v@mag-keinen-spam.de>
5255: fix windows server crash on client spawn r=def- a=C0D3D3V
The continuation of removing mem_zero over CCharacterCore.
I have tested the server in a Windows VM -> no crash
## 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
- [ ] 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>
5254: Fix ingame menu button behavior when holding mouse button r=def- a=Robyt3
Fixes the following behavior:
1. Player is ingame and the ingame menu is opened with Esc
2. A mouse button is held down on one of the ingame menu buttons (e.g. the spectate button)
3. The ingame menu is closed without moving the mouse away from the button
4. The mouse button is released while ingame
5. The menu is opened again
- Current behavior: The hovered button is immediately activated, as soon as the menu opens, due to the released mouse state being handled as a click.
- Fixed behavior: The button is not activated. Instead another call to `FinishCheck` is added so it's also called when the menu is not active, to clear the active UI item in that case.
As well as the following:
1. The menu is closed while the mouse cursor is hovering over a button.
2. The mouse button is pressed and held while the menu is closed.
3. The menu is opened again.
- Current behavior: The menu button is already held down and when the player releases the mouse button it will immediately be activated.
- Fixed behavior: The button is not activated immediately, by clearing the hot item and next hot item variables in `FinishCheck`.
The latter behavior can still occur when entering the editor instead of closing the ingame menu.
Closes#3560. Closes#5229.
The first two commits are identical to upstream https://github.com/teeworlds/teeworlds/pull/3158, where those issues also exist. The last commit adapts upstream behavior so buttons can only become hot when the mouse is not pressed.
## 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)
5257: Refactoring: Move CMenus::UseMouseButtons to CUI::SetEnabled, extract CRenderTools::RenderCursor r=def- a=Robyt3
Adopt changes from upstream.
## 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>
5256: Use double for traffic calculations r=def- a=Jupeyy
fixes#5207
Not going to rewrite rn since it relies on normilization of the time.
Hope this is enough, floats probs struggle with time_freq and time differences being so huge
## 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: Jupeyy <jupjopjap@gmail.com>
5246: Use std::vector instead of sorted_array, remove base/tl/sorted_array.h r=def- a=heinrich5991
This replaces all usages of `sorted_array` with `std::vector`. This requires the following general changes:
- `add_unsorted` is replaced with `push_back`.
- `add` is replaced with `push_back` and subsequent `sort` or `stable_sort` must be ensured.
- In some cases, immediately sorting the entire list after adding an item was unavoidable. Previously items were added at the correct position, which was O(N) because all items after the inserted one had to be moved in any case.
- `sort_range` is replaced with `sort` or `stable_sort`.
- `size` returns a `size_t` instead of `int`, so to fix sign comparison warnings, casts are added where necessary or types of loop variables are changed to `size_t` where possible. For-each loops are also used where possible / where required by clang-tidy.
- `find_binary` is replaced with `std::equal_range`. This can only find items of the same type, so some wrappers, that only have the relevant fields set, need to be created for searching.
In terms of behavior, this should not change anything, except maybe `CLocalizationDatabase` for the better. As far as I understand it, at lot of the code there was not doing anything. It assumes that binary search can return a range of multiple entries, but the equality/comparison function is based on hash and context hash. This means that any item in this range will match the given hash and context hash already, so all of the following checks are redundant. I changed this to first do a lookup with the hash and context hash and if that fails do another lookup with the default context hash.
I have also already replaced `base/tl/array.h` with `std::vector`, removing all of `base/tl` except `threading.h`. I'll make a separate PR later because this caused a lot more changes especially in the editor that I first want to test and review myself.
Naming of `array`/`sorted_array`/`std::vector` variables was rather inconsistent (sometimes prefix `a` or `l` is used), so ~~I chose to not use any prefix for all new `std::vector`s~~ heinrich5991 left them as-is.
## 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>
5240: Fix crash when graphics init failed (fixes#5237) r=heinrich5991 a=def-
## 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: Dennis Felsing <dennis@felsin9.de>
5236: Don't enable colors when stdout is redirected to a file (fixes#5233) r=heinrich5991 a=def-
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Dennis Felsing <dennis@felsin9.de>
5183: render allways the nameplate of a specchar (or the real player) r=def- a=C0D3D3V
fokkonaut uses spec chars in addition to normal players in his mod, so the names should also be displayed in addition to the player name
## 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
- [ ] 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>
5245: disable dragger beams soon, not only every 150ms r=def- a=C0D3D3V
The check whether a dragger is active, I somehow forgot in the dragger beams. Sorry! Actually, I should have noticed this during testing. But when I tested Fall into the Future today, it seemed strange to me (already at the first part). I should have noticed it when I tested it. I have compared that in any case with 15.9.1 and looked at the code again and saw that there the check is made every tick.
## 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>
5231: Fix windows crash r=def- a=C0D3D3V
Fixes#5226
I tested it in a Windows VM.
`@sjrc6` is it correct that `TempCore` is this way zero initialized, can you check that maybe in the debugger? I do not want to change the behaviour, even tho the core is read in two lines later with `TempCore.ReadCharacter(pCharacter);`
## 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
- [ ] 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>
5222: Fix crash because of hooks on non ddnet server r=def- a=C0D3D3V
Reported by `@Ясно` Понятно
on non ddnet server, this code gets run to detect strong-weak ids:
6a5673aa04/src/game/client/gameclient.cpp (L2540-L2541)
which causes a crash because this CCharacterCore is not bound to a gameworld
the check for m_pWorld failed because m_pWorld is fill of random data
ac15943e85/src/game/gamecore.cpp (L625)
So I would also like to initialize it with a nullpointer
## 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>
5218: do not snap dragger beam, if the target is out of reach r=def- a=C0D3D3V
fixes#5216
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [x] Considered possible null pointers and out of bounds array indexing
- [x] Changed no physics that affect existing maps
- [x] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: c0d3d3v <c0d3d3v@mag-keinen-spam.de>
5194: Revert Ellipsis (alternative to #5193) r=heinrich5991 a=def-
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: def <dennis@felsin9.de>
5063: Reworked Draggers and Turrets AND show always hooks if they are in the field of view r=def- a=C0D3D3V
Fixes#3622, #4723#4798 and #5054
Here you can find a comparison video with 16.0.3: https://youtu.be/bYwLB1cEMI8
This now also includes the changes from https://github.com/ddnet/ddnet/pull/4980
So please also see my monologue here: https://github.com/ddnet/ddnet/pull/4980
Physic that got changed by this PR:
- Solo players are not included in the calculation of the next team players to the dragger/turrets. This does not affect any map.
- Turrets get switched correctly if players are solo
- Plasma bullets fired by turrets on solo player only explode for solo players and the other way around (except if they unsolo)
- Plasma bullets can no longer be intercepted by other teams
- Turrets can shot now independently at the speed of sv_plasma_per_sec for every team and every solo player
This should be tested by some more players before it get merged!
This reduces the use of snap id's tested here: https://youtu.be/G3nVtdH0--Q
from 16000 to 69
test with the new dragger: https://youtu.be/mzNrDHP7HQs
I did not add the terminal of the server because you basically see no change in the used snap ids
The videos are with cl_predict off
Comparison of the new turrets: https://streamable.com/8us8lk
left old turrets, right the new ones
We should delete ranks on (that where made after 13 Jun 2019):
https://ddnet.tw/maps/Increase-32-Your-32-Speedhttps://ddnet.tw/maps/Fall-32-into-32-the-32-Futurehttps://ddnet.tw/maps/turboSeks
## Checklist
- [x] Tested the change ingame
- [x] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [x] Considered possible null pointers and out of bounds array indexing
- [only on 3 maps] 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>
5204: Fix pos1 only scrolling up one page in console r=heinrich5991 a=Robyt3
Holding down the pos1 key will still make the console text flash though.
Fixing that would require to first calculate the total number of pages in a separate pass before rendering the current page.
## 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>
5189: Fix 0 byte malloc in register.cpp (fixes#5187) r=heinrich5991 a=def-
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: def <dennis@felsin9.de>
- Make Plasma Bullets explode only once if they hit a character and a
obstacle
- Make turrets fire speed independend from teams and solo players
- Make draggers keep dragging the same tee, also if a closer tee exist
- Make the code look similar to the code of the draggers
- Make correct switching for solo players, as described here: https://github.com/ddnet/ddnet/pull/4980
- Remove NetworkClipping Bug
- Added intentionally the "Feature" to only explode at one tee
- Make plasma bullets only explode for solo tees if they are solo, not
for the rest of the team
5192: Add missing nanosecond conversions r=def- a=Jupeyy
fixes#5191
## 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: Jupeyy <jupjopjap@gmail.com>
5185: Fix pickups moving on their own (fixes#5137) r=C0D3D3V a=def-
Supersedes #5181
Objects should be initialized fully, otherwise they are super easy to misuse and get weird undefined behavior that happens rarely.
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: def <dennis@felsin9.de>
Because no tools can detect it uninitialized well, tried Memory
Sanitizer (needs all libs including libc++ compiled with it), valgrind
(only detects in LTO build), compiler warnings. Might be related to
unions.
5032: Make input handling teehistorian friendly r=def- a=Zwelf
Makes input handling more reproducible during respawn. Still WIP, because I haven't tested this particular patch (only a different one with the same effect).
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [x] Tested in combination with possibly related configuration options
- [x] swap
- [x] using timeout protection
- [x] reconnecting
- [x] respawning
- [x] chat keeps movement
- [x] pause keeps movement
- [x] 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: Zwelf <zwelf@strct.cc>
5182: Fix chat prediction r=def- a=C0D3D3V
reported by nori
https://cdn.discordapp.com/attachments/293493549758939136/977531792389177364/recording.mp4
I have somehow made the condition wrong xD although I had written correctly in the PR what it should do.
also i noticed that teeworlds does not allow you to hold the hook while chatting, but we have allowed this since 2014....
## 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>
Makes teehistorian during spawn more reproduceable.
Currently during respawn the first applied input doesn't get recorded.
Always appliying the last sent input fixes this.
5173: revert to ground jump at the same tick r=def- a=C0D3D3V
Sorry I did make a mistake in #5172 I tricked myself, the code block I moved back down below the jumping physic (where it original was):
79f377b133/src/game/gamecore.cpp (L216-L221)
did not prevent instant ground jump, i somehow thought wrong and maybe combined it wrong with my new condition.
i tested everything again with 15.9.1 (and 16.0.3) and looked at the old code and noticed that it was allowed to make a ground jump directly in the same tick as you have contact with the ground. Therefore I revert this herewith (by fixing the condition)
xD is really a tricky thing to make changes at the gamecore, and keeping everything as it should be
Sorry!!
## 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>
5171: Extract CConsole::TraverseChain, fix toggle with multiple chains r=def- a=Robyt3
Extract `CConsole::TraverseChain` (https://github.com/teeworlds/teeworlds/pull/2933).
Fix `toggle`/`+toggle` commands with commands which are chained multiple times.
## 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>
5064: Add HTTP masterserver registering and HTTP masterserver r=def- a=heinrich5991
Registering
-----------
The idea is that game servers push their server info to the
masterservers every 15 seconds or when the server info changes, but not
more than once per second.
The game servers do not support the old registering protocol anymore,
the backward compatibility is handled by the masterserver.
The register call is a HTTP POST to a URL like
`https://master1.ddnet.tw/ddnet/15/register` and looks like this:
```http
POST /ddnet/15/register HTTP/1.1
Address: tw-0.6+udp://connecting-address.invalid:8303
Secret: 81fa3955-6f83-4290-818d-31c0906b1118
Challenge-Secret: 81fa3955-6f83-4290-818d-31c0906b1118:tw0.6/ipv6
Info-Serial: 0
{
"max_clients": 64,
"max_players": 64,
"passworded": false,
"game_type": "TestDDraceNetwork",
"name": "My DDNet server",
"map": {
"name": "dm1",
"sha256": "0b0c481d77519c32fbe85624ef16ec0fa9991aec7367ad538bd280f28d8c26cf",
"size": 5805
},
"version": "0.6.4, 16.0.3",
"clients": []
}
```
The `Address` header declares that the server wants to register itself as
a `tw-0.6+udp` server, i.e. a server speaking a Teeworlds-0.6-compatible
protocol.
The free-form `Secret` header is used as a server identity, the server
list will be deduplicated via this secret.
The free-form `Challenge-Secret` is sent back via UDP for a port forward
check. This might have security implications as the masterserver can be
asked to send a UDP packet containing some user-controlled bytes. This
is somewhat mitigated by the fact that it can only go to an
attacker-controlled IP address.
The `Info-Serial` header is an integer field that should increase each
time the server info (in the body) changes. The masterserver uses that
field to ensure that it doesn't use old server infos.
The body is a free-form JSON object set by the game server. It should
contain certain keys in the correct form to be accepted by clients. The
body is optional if the masterserver already confirmed the reception of
the info with the given `Info-Serial`.
Not shown in this payload is the `Connless-Token` header that is used
for Teeworlds 0.7 style communication.
Also not shown is the `Challenge-Token` that should be included once the
server receives the challenge token via UDP.
The masterserver responds with a `200 OK` with a body like this:
```
{"status":"success"}
```
The `status` field can be `success` if the server was successfully
registered on the masterserver, `need_challenge` if the masterserver
wants the correct `Challenge-Token` header before the register process
is successful, `need_info` if the server sent an empty body but the
masterserver doesn't actually know the server info.
It can also be `error` if the request was malformed, only in this case
an HTTP status code except `200 OK` is sent.
Synchronization
---------------
The masterserver keeps state and outputs JSON files every second.
```json
{
"servers": [
{
"addresses": [
"tw-0.6+udp://127.0.0.1:8303",
"tw-0.6+udp://[::1]:8303"
],
"info_serial": 0,
"info": {
"max_clients": 64,
"max_players": 64,
"passworded": false,
"game_type": "TestDDraceNetwork",
"name": "My DDNet server",
"map": {
"name": "dm1",
"sha256": "0b0c481d77519c32fbe85624ef16ec0fa9991aec7367ad538bd280f28d8c26cf",
"size": 5805
},
"version": "0.6.4, 16.0.3",
"clients": []
}
}
]
}
```
`servers.json` (or configured by `--out`) is a server list that is
compatible with DDNet 15.5+ clients. It is a JSON object containing a
single key `servers` with a list of game servers. Each game server is
represented by a JSON object with an `addresses` key containing a list
of all known addresses of the server and an `info` key containing the
free-form server info sent by the game server. The free-form `info` JSON
object re-encoded by the master server and thus canonicalized and
stripped of any whitespace characters outside strings.
```json
{
"kind": "mastersrv",
"now": 1816002,
"secrets": {
"tw-0.6+udp://127.0.0.1:8303": {
"ping_time": 1811999,
"secret": "42d8f991-f2fa-46e5-a9ae-ebcc93846feb"
},
"tw-0.6+udp://[::1]:8303": {
"ping_time": 1811999,
"secret": "42d8f991-f2fa-46e5-a9ae-ebcc93846feb"
}
},
"servers": {
"42d8f991-f2fa-46e5-a9ae-ebcc93846feb": {
"info_serial": 0,
"info": {
"max_clients": 64,
"max_players": 64,
"passworded": false,
"game_type": "TestDDraceNetwork",
"name": "My DDNet server",
"map": {
"name": "dm1",
"sha256": "0b0c481d77519c32fbe85624ef16ec0fa9991aec7367ad538bd280f28d8c26cf",
"size": 5805
},
"version": "0.6.4, 16.0.3",
"clients": []
}
}
}
}
```
`--write-dump` outputs a JSON file compatible with `--read-dump-dir`,
this can be used to synchronize servers across different masterservers.
`--read-dump-dir` is also used to ingest servers from the backward
compatibility layer that pings each server for their server info using
the old protocol.
The `kind` field describe that this is `mastersrv` output and not from a
`backcompat`. This is used for prioritizing `mastersrv` information over
`backcompat` information.
The `now` field contains an integer describing the current time in
milliseconds relative an unspecified epoch that is fixed for each JSON
file. This is done instead of using the current time as the epoch for
better compression of non-changing data.
`secrets` is a map from each server address and to a JSON object
containing the last ping time (`ping_time`) in milliseconds relative to
the same epoch as before, and the server secret (`secret`) that is used
to unify server infos from different addresses of the same logical
server.
`servers` is a map from the aforementioned `secret`s to the
corresponding `info_serial` and `info`.
```json
[
"tw-0.6+udp://127.0.0.1:8303",
"tw-0.6+udp://[::1]:8303"
]
```
`--write-addresses` outputs a JSON file containing all addresses
corresponding to servers that are registered to HTTP masterservers. It
does not contain the servers that are obtained via backward
compatibility measures.
This file can be used by an old-style masterserver to also list
new-style servers without the game servers having to register there.
An implementation of this can be found at
https://github.com/heinrich5991/teeworlds/tree/mastersrv_6_backcompat
for Teeworlds 0.5/0.6 masterservers and at
https://github.com/heinrich5991/teeworlds/tree/mastersrv_7_backcompat
for Teeworlds 0.7 masterservers.
All these JSON files can be sent over the network in an efficient way
using https://github.com/heinrich5991/twmaster-collect. It establishes a
zstd-compressed TCP connection authenticated by a string token that is
sent in plain-text. It watches the specified file and transmits it every
time it changes. Due to the zstd-compression, the data sent over the
network is similar to the size of a diff.
Implementation
--------------
The masterserver implementation was done in Rust.
The current gameserver register implementation doesn't support more than
one masterserver for registering.
Co-authored-by: heinrich5991 <heinrich5991@gmail.com>
Registering
-----------
The idea is that game servers push their server info to the
masterservers every 15 seconds or when the server info changes, but not
more than once per second.
The game servers do not support the old registering protocol anymore,
the backward compatibility is handled by the masterserver.
The register call is a HTTP POST to a URL like
`https://master1.ddnet.tw/ddnet/15/register` and looks like this:
```json
POST /ddnet/15/register HTTP/1.1
Address: tw-0.6+udp://connecting-address.invalid:8303
Secret: 81fa3955-6f83-4290-818d-31c0906b1118
Challenge-Secret: 81fa3955-6f83-4290-818d-31c0906b1118:tw0.6/ipv6
Info-Serial: 0
{
"max_clients": 64,
"max_players": 64,
"passworded": false,
"game_type": "TestDDraceNetwork",
"name": "My DDNet server",
"map": {
"name": "dm1",
"sha256": "0b0c481d77519c32fbe85624ef16ec0fa9991aec7367ad538bd280f28d8c26cf",
"size": 5805
},
"version": "0.6.4, 16.0.3",
"clients": []
}
```
The `Address` header declares that the server wants to register itself as
a `tw-0.6+udp` server, i.e. a server speaking a Teeworlds-0.6-compatible
protocol.
The free-form `Secret` header is used as a server identity, the server
list will be deduplicated via this secret.
The free-form `Challenge-Secret` is sent back via UDP for a port forward
check. This might have security implications as the masterserver can be
asked to send a UDP packet containing some user-controlled bytes. This
is somewhat mitigated by the fact that it can only go to an
attacker-controlled IP address.
The `Info-Serial` header is an integer field that should increase each
time the server info (in the body) changes. The masterserver uses that
field to ensure that it doesn't use old server infos.
The body is a free-form JSON object set by the game server. It should
contain certain keys in the correct form to be accepted by clients. The
body is optional if the masterserver already confirmed the reception of
the info with the given `Info-Serial`.
Not shown in this payload is the `Connless-Token` header that is used
for Teeworlds 0.7 style communication.
Also not shown is the `Challenge-Token` that should be included once the
server receives the challenge token via UDP.
The masterserver responds with a `200 OK` with a body like this:
```
{"status":"success"}
```
The `status` field can be `success` if the server was successfully
registered on the masterserver, `need_challenge` if the masterserver
wants the correct `Challenge-Token` header before the register process
is successful, `need_info` if the server sent an empty body but the
masterserver doesn't actually know the server info.
It can also be `error` if the request was malformed, only in this case
an HTTP status code except `200 OK` is sent.
Synchronization
---------------
The masterserver keeps state and outputs JSON files every second.
```json
{
"servers": [
{
"addresses": [
"tw-0.6+udp://127.0.0.1:8303",
"tw-0.6+udp://[::1]:8303"
],
"info_serial": 0,
"info": {
"max_clients": 64,
"max_players": 64,
"passworded": false,
"game_type": "TestDDraceNetwork",
"name": "My DDNet server",
"map": {
"name": "dm1",
"sha256": "0b0c481d77519c32fbe85624ef16ec0fa9991aec7367ad538bd280f28d8c26cf",
"size": 5805
},
"version": "0.6.4, 16.0.3",
"clients": []
}
}
]
}
```
`servers.json` (or configured by `--out`) is a server list that is
compatible with DDNet 15.5+ clients. It is a JSON object containing a
single key `servers` with a list of game servers. Each game server is
represented by a JSON object with an `addresses` key containing a list
of all known addresses of the server and an `info` key containing the
free-form server info sent by the game server. The free-form `info` JSON
object re-encoded by the master server and thus canonicalized and
stripped of any whitespace characters outside strings.
```json
{
"kind": "mastersrv",
"now": 1816002,
"secrets": {
"tw-0.6+udp://127.0.0.1:8303": {
"ping_time": 1811999,
"secret": "42d8f991-f2fa-46e5-a9ae-ebcc93846feb"
},
"tw-0.6+udp://[::1]:8303": {
"ping_time": 1811999,
"secret": "42d8f991-f2fa-46e5-a9ae-ebcc93846feb"
}
},
"servers": {
"42d8f991-f2fa-46e5-a9ae-ebcc93846feb": {
"info_serial": 0,
"info": {
"max_clients": 64,
"max_players": 64,
"passworded": false,
"game_type": "TestDDraceNetwork",
"name": "My DDNet server",
"map": {
"name": "dm1",
"sha256": "0b0c481d77519c32fbe85624ef16ec0fa9991aec7367ad538bd280f28d8c26cf",
"size": 5805
},
"version": "0.6.4, 16.0.3",
"clients": []
}
}
}
}
```
`--write-dump` outputs a JSON file compatible with `--read-dump-dir`,
this can be used to synchronize servers across different masterservers.
`--read-dump-dir` is also used to ingest servers from the backward
compatibility layer that pings each server for their server info using
the old protocol.
The `kind` field describe that this is `mastersrv` output and not from a
`backcompat`. This is used for prioritizing `mastersrv` information over
`backcompat` information.
The `now` field contains an integer describing the current time in
milliseconds relative an unspecified epoch that is fixed for each JSON
file. This is done instead of using the current time as the epoch for
better compression of non-changing data.
`secrets` is a map from each server address and to a JSON object
containing the last ping time (`ping_time`) in milliseconds relative to
the same epoch as before, and the server secret (`secret`) that is used
to unify server infos from different addresses of the same logical
server.
`servers` is a map from the aforementioned `secret`s to the
corresponding `info_serial` and `info`.
```json
[
"tw-0.6+udp://127.0.0.1:8303",
"tw-0.6+udp://[::1]:8303"
]
```
`--write-addresses` outputs a JSON file containing all addresses
corresponding to servers that are registered to HTTP masterservers. It
does not contain the servers that are obtained via backward
compatibility measures.
This file can be used by an old-style masterserver to also list
new-style servers without the game servers having to register there.
An implementation of this can be found at
https://github.com/heinrich5991/teeworlds/tree/mastersrv_6_backcompat
for Teeworlds 0.5/0.6 masterservers and at
https://github.com/heinrich5991/teeworlds/tree/mastersrv_7_backcompat
for Teeworlds 0.7 masterservers.
All these JSON files can be sent over the network in an efficient way
using https://github.com/heinrich5991/twmaster-collect. It establishes a
zstd-compressed TCP connection authenticated by a string token that is
sent in plain-text. It watches the specified file and transmits it every
time it changes. Due to the zstd-compression, the data sent over the
network is similar to the size of a diff.
Implementation
--------------
The masterserver implementation was done in Rust.
The current gameserver register implementation doesn't support more than
one masterserver for registering.
5155: Remove cl_show_console and -c / --console command line options, attach to existing console r=heinrich5991 a=Robyt3
Alternative to #5154.
Closes#5150.
If you want to open the client with a console window, instead create a new shortcut with the following target:
```
cmd /c "C:\path\to\your\DDNet.exe"
```
You can change the icon of the shortcut to the DDNet icon in the properties of the shortcut file.
## 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>
5153: keep input if chat is closed r=heinrich5991 a=C0D3D3V
fixes#4653
## 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
- [?] 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>
5147: Use `check_cxx_compiler_flag` instead of `check_c_compiler_flag` r=def- a=heinrich5991
We only have C++ source files left, take advantage of this and check
whether the C++ compiler supports the flags, not the C compiler. GCC for
example warns about `-Wsuggest-override` in C mode, but supports it in
C++ mode.
## 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: heinrich5991 <heinrich5991@gmail.com>
5001: Ellipsis at end in scoreboard and hud r=heinrich5991 a=def-
Looks nicer to have consistent length in HUD, more clear that something is cut off with the ellipsis.
![screenshot_2022-04-18_12-57-22](https://user-images.githubusercontent.com/2335377/163799128-89788d67-cf3e-4215-b716-7ee0a348f1b2.png)
Thoughts on kill message?
## Checklist
- [x] Tested the change ingame
- [x] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: def <dennis@felsin9.de>
5075: Switch to nanoseconds r=def- a=Jupeyy
Modern hardware is too fast, updates sometimes take less than a few microseconds.
It's easier in the long run if we use a bigger range to avoid calculation problems.
possibly f i x e s #5051 (needs testing from bencie for the main bug, but fixes what `@sjrc6` found)
Also took the moment to use more chrono so we can at some point switch to a typesafe time.
Hopefully I didnt miss any value ^^
## 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>
Co-authored-by: Dennis Felsing <dennis@felsin9.de>
5119: Use STUN to determine UDP connectivity and show diagnostics r=def- a=heinrich5991
These diagnostics are supposed to guide the user to problem resolution.
They're displayed if no packet is received from the server within one
second of connecting.
No message if we don't have STUN servers.
"Trying to determine UDP connectivity..." if no answer has been received
from the STUN server yet and it hasn't timed out yet.
"UDP seems to be filtered." if the STUN request has timed out.
"UDP and TCP IP addresses seem to be different. Try disabling VPN,
proxy or network accelerators." if the STUN request has returned an IP
address different from the one obtained via HTTP from info2.ddnet.tw.
"No answer from server yet." otherwise, if the STUN request has returned
no interesting data, indicating that it's likely the game server's
fault.
## Checklist
- [x] Tested the change ingame
- [x] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: heinrich5991 <heinrich5991@gmail.com>
These diagnostics are supposed to guide the user to problem resolution.
They're displayed if no packet is received from the server within one
second of connecting.
No message if we don't have STUN servers.
"Trying to determine UDP connectivity..." if no answer has been received
from the STUN server yet and it hasn't timed out yet.
"UDP seems to be filtered." if the STUN request has timed out.
"UDP and TCP IP addresses seem to be different. Try disabling VPN,
proxy or network accelerators." if the STUN request has returned an IP
address different from the one obtained via HTTP from info2.ddnet.tw.
"No answer from server yet." otherwise, if the STUN request has returned
no interesting data, indicating that it's likely the game server's
fault.
5133: Fix IPO build problems r=heinrich5991 a=def-
`@Kaffeine`
Windows x86-64 with MinGW worked, previously:
```
-rwxr-xr-x 1 deen deen 755K May 15 11:38 config_retrieve.exe*
-rwxr-xr-x 1 deen deen 756K May 15 11:38 config_store.exe*
-rwxr-xr-x 1 deen deen 2.8M May 15 11:38 DDNet.exe*
-rwxr-xr-x 1 deen deen 2.1M May 15 11:38 DDNet-Server.exe*
-rwxr-xr-x 1 deen deen 761K May 15 11:38 dilate.exe*
-rwxr-xr-x 1 deen deen 763K May 15 11:38 map_convert_07.exe*
-rwxr-xr-x 1 deen deen 756K May 15 11:38 map_diff.exe*
-rwxr-xr-x 1 deen deen 761K May 15 11:38 map_extract.exe*
```
Now:
```
-rwxr-xr-x 1 deen deen 256K May 16 00:26 config_retrieve.exe*
-rwxr-xr-x 1 deen deen 282K May 16 00:26 config_store.exe*
-rwxr-xr-x 1 deen deen 2.8M May 16 00:26 DDNet.exe*
-rwxr-xr-x 1 deen deen 2.0M May 16 00:26 DDNet-Server.exe*
-rwxr-xr-x 1 deen deen 271K May 16 00:26 dilate.exe*
-rwxr-xr-x 1 deen deen 289K May 16 00:26 map_convert_07.exe*
-rwxr-xr-x 1 deen deen 261K May 16 00:26 map_diff.exe*
-rwxr-xr-x 1 deen deen 278K May 16 00:26 map_extract.exe*
```
## 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)
5138: No gold preference (fixes#5136) r=heinrich5991 a=def-
`@Kaffeine` lld is used on some systems, we also have instructions for mold in readme, both are faster than gold.
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: def <dennis@felsin9.de>
Co-authored-by: Dennis Felsing <dennis@felsin9.de>
5140: Enable clang-tidy's modernize-use-override (fixes#5139) r=heinrich5991 a=def-
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Dennis Felsing <dennis@felsin9.de>
Co-authored-by: Chairn <chairn.nq@hotmail.fr>
src/engine/client/backend_sdl.cpp:580:3: warning: Value stored to 'RetBackendType' is never read [clang-analyzer-deadcode.DeadStores]
RetBackendType = BACKEND_TYPE_OPENGL_ES;
^ ~~~~
5085: New DDRace HUD r=def- a=C0D3D3V
If you want to test this PR, you have to test it on a Server that includes this PR too.
Textures are made by Ravie
Here a showcase video with most parts shown: https://youtu.be/gPTVj-s3pgc
Added to the new HUD
- A display of the weapons available to the player
- The weapon the player is carrying is highlighted
- Indicators for the special abilities of the player (Endless Hook, Endless Jumps, Jetpack, Teleport Weapons)
- Indicators for abilities taken away from the player (Deep/Life Freeze, No Hook, No Weapons collision, No Collision)
- Control indicators for dummy controls (dummy hammer, dummy copy) (bottom right)
- Jump indicator (max 10 jumps ar displayed, and greyed out as soon as a jump is used)
- Ninja status bar that indicates how long a player is capable of using ninja (next to the ninja sword)
- Freeze status bar that indicates the thawing time of a player (below player)
- Movement Information can be displayed in a clean way above the mini score HUD (Position, Speed, Target Angle)
- Indicator if you are in practice mode
The complete HUD also works for players you spectate
I Added a new NetObj since the predicted values are not perfect and would make the display of the information a lot less good: DDNetCharacterDisplayInfo that contains the following information
```
NetIntRange("m_JumpedTotal", -2, 255),
NetTick("m_NinjaActivationTick"),
NetTick("m_FreezeTick"),
NetBool("m_IsInFreeze"),
NetBool("m_IsInPracticeMode"),
NetIntAny("m_TargetX"), # used for the Movement Information display
NetIntAny("m_TargetY"),
NetIntAny("m_RampValue"),
```
So if someone has an idea what data we could also need in the client for making the display more nice, now is the right moment to add more data to this network object.
A few screenshots:
Assets Tab:
![grafik](https://user-images.githubusercontent.com/14315968/167703792-f0fa86be-159d-4e11-baf4-9539cee38aae.png)
HUD Settings:
![grafik](https://user-images.githubusercontent.com/14315968/167704336-dc7a314e-5603-40a2-98b4-9c03377906dd.png)
Mini Debug HUD:
![grafik](https://user-images.githubusercontent.com/14315968/168302791-c377d93e-33a2-4eb2-9d8d-b78f0808a009.png)
Speed.X is calculated using the players ramp vaule
## Checklist
- [x] Tested the change ingame
- [x] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [x] Considered possible null pointers and out of bounds array indexing
- [x] Changed no physics that affect existing maps
- [x] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: c0d3d3v <c0d3d3v@mag-keinen-spam.de>
Co-authored-by: Jupeyy <jupjopjap@gmail.com>
/usr/lib/gcc/i686-w64-mingw32/11.2.0/../../../../i686-w64-mingw32/bin/ld: /usr/lib/gcc/i686-w64-mingw32/11.2.0/../../../../i686-w64-mingw32/bin/ld: DWARF error: could not find variable specification at offset 378
/usr/lib/gcc/i686-w64-mingw32/11.2.0/../../../../i686-w64-mingw32/lib/../lib/libstdc++.a(string-inst.o): in function `ZNSt7__cxx1112basic_stringIcSt11char_traitsIcESaIcEE12_M_constructIPcEEvT_S7_St20forward_iterator_tag':
/build/mingw-w64-gcc/src/build-i686-w64-mingw32/i686-w64-mingw32/libstdc++-v3/include/bits/basic_string.tcc:206: multiple definition of `void std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> >::_M_construct<char*>(char*, char*, std::forward_iterator_tag)';
glsl_shader_compiler.cpp.obj (symbol from plugin):(.gnu.linkonce.t._ZNSt7__cxx1112basic_stringIcSt11char_traitsIcESaIcEE12_M_constructIPcEEvT_S7_St20forward_iterator_tag+0x0): first defined here
...
Fails on Linux x86 with IPO:
In member function '_ZN10CMapLayers17STileLayerVisuals4InitEjj.part.18',
inlined from 'OnMapLoad' at /ddnet-source-steam/src/game/client/components/maplayers.cpp:301:6:
/ddnet-source-steam/src/game/client/components/maplayers.cpp:312:74: warning: argument 1 value '4294967295'
exceeds maximum object size 2147483647 [-Walloc-size-larger-than=]
m_pBorderTop = new CMapLayers::STileLayerVisuals::STileVisual[Width - 2];
^
5132: Refactoring: Use std::swap in editor r=heinrich5991 a=Robyt3
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Robert Müller <robytemueller@gmail.com>
5131: Remove base/tl/base.h 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
- [ ] 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>
And fix stringop-overflow warning:
In function 'str_copy',
inlined from 'FormatStats' at src\game\client\components\statboard.cpp:541:10:
src\base\system.cpp:2524:16: warning: 'strncat' specified bound depends on the length of the source argument [-Wstringop-overflow=]
2524 | strncat(dst, src, dst_size - 1);
| ^
src\game\client\components\statboard.cpp: In member function 'FormatStats':
src\base\system.cpp:2557:27: note: length computed here
2557 | return (int)strlen(str);
| ^
5126: Fix /cmdlist output not being shown in chat r=def- a=ChillerDragon
## 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: ChillerDragon <ChillerDragon@gmail.com>
5072: Updated unicode script generation (fixes https://github.com/ddnet/ddnet/issues/5017) r=def- a=Chairn
I also updated the version to 15.0.0. However, confusables are still from version 14 as https://www.unicode.org/Public/security/15.0.0/ is empty.
CC `@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 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>
5125: Fix server loading map twice on startup r=def- a=Zwelf
Fixes creating two teehistorian files. And probably increases performance :). Fixes#5121
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [x] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Zwelf <zwelf@strct.cc>
5123: Add Cellegen, srdante, Nouaa to credits r=heinrich5991 a=def-
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: def <dennis@felsin9.de>
5122: Cleanup CRenderTools r=heinrich5991 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 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>
4959: Revert "CGameClient::LoadMapSettings: Load the default tuning params … r=heinrich5991 a=def-
…by default"
This reverts commit 754562ce0b.
This breaks rendering for ddnet mode, thanks to cheeser0613 for report
`@Kaffeine` I'd prefer to have it working with DDNet instead of vanilla. A fix that doesn't break DDNet demos would be welcome.
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Dennis Felsing <dennis@felsin9.de>
5120: Add basic driver version parsing for Vulkan r=def- a=Jupeyy
From 5c3986798a/includes/functions.php (L364)
I dunno how reliable that is, but https://gpuinfo.org is quite good, so probs reliable enough for our needs :D
Similar to how OpenGL also prints the driver version in the GL_VERSION string. Can be quite useful and is easier for the end user
## 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>
5109: Only print zone messages when there is one r=heinrich5991 a=def-
```
src/game/server/entities/character.cpp: In member function ‘void CCharacter::SendZoneMsgs()’:
src/game/server/entities/character.cpp:2013:78: warning: the address of ‘CGameContext::m_aaZoneLeaveMsg’ will never be NULL [-Waddress]
2013 | if(m_TuneZoneOld >= 0 && GameServer()->m_aaZoneLeaveMsg[m_TuneZoneOld])
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~^
In file included from src/game/server/entities/character.cpp:7:
src/game/server/gamecontext.h:179:14: note: ‘CGameContext::m_aaZoneLeaveMsg’ declared here
179 | char m_aaZoneLeaveMsg[NUM_TUNEZONES][256];
| ^~~~~~~~~~~~~~~~
src/game/server/entities/character.cpp:2028:53: warning: the address of ‘CGameContext::m_aaZoneEnterMsg’ will never be NULL [-Waddress]
2028 | if(GameServer()->m_aaZoneEnterMsg[m_TuneZone])
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~^
src/game/server/gamecontext.h:178:14: note: ‘CGameContext::m_aaZoneEnterMsg’ declared here
178 | char m_aaZoneEnterMsg[NUM_TUNEZONES][256]; // 0 is used for switching from or to area without tunings
| ^~~~~~~~~~~~~~~~
```
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
5110: Assert client id in SetSolo r=heinrich5991 a=def-
I could not find a way that an invalid client ID is used here, but
compiler warns anyway:
```
In member function ‘void CTeamsCore::SetSolo(int, bool)’,
inlined from ‘void CCharacter::SetSolo(bool)’ at src/game/client/prediction/entities/character.cpp:29:22,
inlined from ‘void CCharacter::HandleTiles(int)’ at src/game/client/prediction/entities/character.cpp:882:10:
src/game/teamscore.h:45:34: warning: array subscript [0, 63] is outside array bounds of ‘bool [64]’ [-Warray-bounds]
45 | m_IsSolo[ClientID] = Value;
| ~~~~~~~~~~~~~~~~~^
src/game/teamscore.h: In member function ‘void CCharacter::HandleTiles(int)’:
src/game/teamscore.h:27:14: note: while referencing ‘CTeamsCore::m_IsSolo’
27 | bool m_IsSolo[MAX_CLIENTS];
| ^~~~~~~~
```
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
5112: Update traditional_chinese.txt r=def- a=Cheeser0613
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
5115: Update simplified_chinese.txt r=def- a=Cheeser0613
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
5117: Update tooltip text after changing language r=Jupeyy a=def-
Thanks to cheeser0613 for report
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: def <dennis@felsin9.de>
Co-authored-by: Cheeser0613 <54943099+Cheeser0613@users.noreply.github.com>
5116: Move create/destroy window ntf dbg_msg to log_debug r=def- a=Jupeyy
Most messages in the backend are warnings.
At least these two are send every time you minimize/maximize the window, so kinda annoying
## 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>
I could not find a way that an invalid client ID is used here, but
compiler warns anyway:
In member function ‘void CTeamsCore::SetSolo(int, bool)’,
inlined from ‘void CCharacter::SetSolo(bool)’ at src/game/client/prediction/entities/character.cpp:29:22,
inlined from ‘void CCharacter::HandleTiles(int)’ at src/game/client/prediction/entities/character.cpp:882:10:
src/game/teamscore.h:45:34: warning: array subscript [0, 63] is outside array bounds of ‘bool [64]’ [-Warray-bounds]
45 | m_IsSolo[ClientID] = Value;
| ~~~~~~~~~~~~~~~~~^
src/game/teamscore.h: In member function ‘void CCharacter::HandleTiles(int)’:
src/game/teamscore.h:27:14: note: while referencing ‘CTeamsCore::m_IsSolo’
27 | bool m_IsSolo[MAX_CLIENTS];
| ^~~~~~~~
src/game/server/entities/character.cpp: In member function ‘void CCharacter::SendZoneMsgs()’:
src/game/server/entities/character.cpp:2013:78: warning: the address of ‘CGameContext::m_aaZoneLeaveMsg’ will never be NULL [-Waddress]
2013 | if(m_TuneZoneOld >= 0 && GameServer()->m_aaZoneLeaveMsg[m_TuneZoneOld])
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~^
In file included from src/game/server/entities/character.cpp:7:
src/game/server/gamecontext.h:179:14: note: ‘CGameContext::m_aaZoneLeaveMsg’ declared here
179 | char m_aaZoneLeaveMsg[NUM_TUNEZONES][256];
| ^~~~~~~~~~~~~~~~
src/game/server/entities/character.cpp:2028:53: warning: the address of ‘CGameContext::m_aaZoneEnterMsg’ will never be NULL [-Waddress]
2028 | if(GameServer()->m_aaZoneEnterMsg[m_TuneZone])
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~^
src/game/server/gamecontext.h:178:14: note: ‘CGameContext::m_aaZoneEnterMsg’ declared here
178 | char m_aaZoneEnterMsg[NUM_TUNEZONES][256]; // 0 is used for switching from or to area without tunings
| ^~~~~~~~~~~~~~~~
5103: Remove unused DoButtonLogic pText argument r=def- a=Robyt3
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Robert Müller <robytemueller@gmail.com>
5088: do not assert on entities without snap id r=heinrich5991 a=C0D3D3V
fixes#5054
## 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: c0d3d3v <c0d3d3v@mag-keinen-spam.de>
* master: (87 commits)
Remove base/tl/string.h
Replace remaining usage of base/tl/string with std::string
Remove unused includes of base/tl/string.h
Store localized strings in a CHeap instead of using tl/string.h
Mark methods as const
Add CHeap::StoreString method
Rules are chat responses too
Add margins to demo slice popup, decrease error font size, UI scaling
Remove redundant parameters which are overridden later
Use Margin instead of both VMargin and HMargin
Move variable declaration
Only output messages intended for chat to the user of a chat command
Remove unused chat response variables
Don't print the first "Waiting for score threads to complete"
fix usage of undefined behavior for default eyes
remove duplicate HOOK_RETRACTED assignment
do not send swap request notification to complete team 0
make swap messages more personal
Move ninja shield to other position (fixes#5047)
do not release the hooks if you swap
...
5060: Only output messages intended for chat to the user of a chat command r=def- a=heinrich5991
Fixes#5052.
The problem seems to be that there are two different concepts tangled up
in console/logging. One is actual logging as in other programs. The
other is "responses to the user of the command that was just entered",
like for rcon or chat commands. This issue isn't fixed by this commit.
## 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: heinrich5991 <heinrich5991@gmail.com>
5061: Improve demo slice popup, minor refactoring of UI/menus r=def- a=Robyt3
Improve demo slice popup:
- add more margins
- decrease font size of error message slightly
- correct handling of all allowed UI scale values:
- fix overlapping elements on some UI scales by laying out all CUIRects (except the buttons) from top to bottom
- make `New name:` label scaled
Refactoring:
- Use `CUI::Margin` instead of both `HMargin` and `VMargin`, when the margin value is identical.
- Pass 0 instead of CUIRect pointer in some cases where the value is never used, i.e. never read and overridden in the next line.
Before:
![screenshot_2022-05-01_00-18-26](https://user-images.githubusercontent.com/23437060/166140703-1050b122-bb8f-49a4-b398-f7b0b6e677a7.png)
After:
![screenshot_2022-05-01_12-05-00](https://user-images.githubusercontent.com/23437060/166141455-50876142-13f9-4563-af0f-9f78a519ed60.png)
Tested with `ui_scale 50/90/100/110/150`.
## 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
- [ ] 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>
5037: Add logging macros `log_{error,warn,info,debug,trace}` r=def- a=heinrich5991
This makes it almost as short to log as with `dbg_msg` (one to two more
characters), and much shorter than
`Console()->Print(IConsole::OUTPUT_LEVEL_{STANDARD,ADDINFO,DEBUG})`.
Co-authored-by: heinrich5991 <heinrich5991@gmail.com>
Fixes#5052.
The problem seems to be that there are two different concepts tangled up
in console/logging. One is actual logging as in other programs. The
other is "responses to the user of the command that was just entered",
like for rcon or chat commands. This issue isn't fixed by this commit.
5049: do not release the hooks if you swap r=C0D3D3V a=C0D3D3V
Needs more testing, but first test looks good
https://streamable.com/ypra11
## Checklist
- [x] Tested the change ingame
- [x] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [x] Considered possible null pointers and out of bounds array indexing
- [ ] 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>
5013: Unify logging infrastructure between `IConsole` and `dbg_msg` r=def- a=heinrich5991
This makes the "black console window" less important on Windows (or
anywhere else, for that matter), lets you see logs from other threads in
the f1 console, and removes the distinction between `IConsole::Print`
and `dbg_msg`.
Co-authored-by: heinrich5991 <heinrich5991@gmail.com>
This makes it almost as short to log as with `dbg_msg` (one to two more
characters), and much shorter than
`Console()->Print(IConsole::OUTPUT_LEVEL_{STANDARD,ADDINFO,DEBUG})`.
This makes the "black console window" less important on Windows (or
anywhere else, for that matter), lets you see logs from other threads in
the f1 console, and removes the distinction between `IConsole::Print`
and `dbg_msg`.
4726: Display super with "super" string in scoreboard (fixes#4724) r=heinrich5991 a=def-
instead of showing the number 64
Alternative to https://github.com/ddnet/ddnet/pull/4725
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
4727: Increase MAX_IDS to 32k (fixes#4723) r=heinrich5991 a=def-
Not sure I like it, otherwise we have to edit Game City.
Maybe we should fail this in map editor already instead of allowing to
create a map which requires > MAX_IDS
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
4728: Implement shields that remove specific weapon (fixes#4572) r=heinrich5991 a=def-
Thanks to Cellegen for graphics.
Functionality works, still a bit buggy sprite display (see screenshot), maybe someone can
quickly spot what I'm doing wrong
<img width="898" alt="Screenshot 2022-02-18 at 00 50 14" src="https://user-images.githubusercontent.com/2335377/154591108-d89cb475-daaf-4a6a-9748-17160a1e71a2.png">
## Checklist
- [x] Tested the change ingame
- [x] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
4880: Add mysql to github workflow in ubuntu 20.04 r=heinrich5991 a=def-
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
5022: Use std::clamp r=heinrich5991 a=def-
Not sure if we want to, there are some easy functions like this we could
take from stdlib now
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Dennis Felsing <dennis@felsin9.de>
Co-authored-by: Jupeyy <jupjopjap@gmail.com>
4692: Allow sv_show_others_default in map settings r=heinrich5991 a=def-
for tutorial map
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Dennis Felsing <dennis@felsin9.de>
5019: remove cl_predict_ddrace r=heinrich5991 a=C0D3D3V
Since most of the predict code is only ddrace relevant anyway, I would suggest removing the cl_predict_ddrace option instead of checking if m_WorldConfig.m_PredictDDRace is set everywhere ddrace stuff is predicted.
in case of conflicts with physics from other mods, the check on m_WorldConfig.m_PredictDDRace must however be implemented in the appropriate places (for example for the freeze and unfreeze functions). But since there are currently no conflicts apparently, this is sufficient for now.
fixes the bug I reported here: https://discord.com/channels/252358080522747904/293493549758939136/968114944878989363
`@trml` what do you think about this?
## 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>
4813: Don't allow infinite shotgun bounce (fixes#4809) r=heinrich5991 a=def-
I hope this kind of physic isn't used anywhere, I couldn't trigger it without being stuck in wall.
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
4905: Fix move_sqlite (fixes#4902) r=heinrich5991 a=def-
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: def <dennis@felsin9.de>
4509: Switch new players to DDNet config dir, support Teeworlds as fallback r=heinrich5991 a=def-
This way new players will get DDNet directory, old ones can switch
directory if they want, or keep using the old one.
If we ever enforce a switch in a future version, this will make it
easier since older DDNet versions will also support the DDNet directory
already.
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: def <dennis@felsin9.de>
Co-authored-by: Dennis Felsing <dennis@felsin9.de>
4997: Add option to change default eyes when joining server r=def- a=sjrc6
Risky Feat suggested this idea to me, I also thought it was good so I implemented it.
If you press one of the eyes in the settings it will change which eyes you get when you join a server.
It saves a separate variable for dummy/player.
It will also change your eyes anytime you press one of them, but only if you are playing as the same Tee whose eyes you are trying to change. If someone could figure out the best way to make it change the opposite Tees eyes as well that would be nice but I don't think it's necessary.
It also changes the "Your Skin:" Tee eyes on the left if you have one selected.
I had to change the cl_run_on_join code a bit, I tested and I don't think it should ever break anything but it might be good for someone to double check.
![image](https://user-images.githubusercontent.com/22122579/163762410-ec7aa67d-6417-433d-8707-e21cda2bcd5f.png)
## 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
- [ ] 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: Tater <Mr.Potatooh@gmail.com>
5027: Fix tooltip locations after window resize (fixes#5026) r=edg-l a=def-
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Dennis Felsing <dennis@felsin9.de>
5023: fix WalkTime for negativ positions r=def- a=C0D3D3V
I am not sure if there is a more elegant solution, the problem is that fmod in cpp does not return a positive value. maybe we can just use a mod function that always returns positive values.
## 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>
5021: fix clamp of m_ThreadCount r=def- a=Jupeyy
fixes#5020
## 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: Jupeyy <jupjopjap@gmail.com>
4986: Free some opengl2 pointers r=Jupeyy a=ChillerDragon
Fixes these memory leaks on my system (default opengl 3.0.3 renderer debian 11)
```
Direct leak of 72 byte(s) in 1 object(s) allocated from:
#0 0x4eac0d in operator new(unsigned long) (/home/chiller/Desktop/git/ddnet/asan/DDNet+0x4eac0d)
#1 0x537ebc in CCommandProcessorFragment_OpenGL2::Cmd_Init(CCommandProcessorFragment_GLBase::SCommand_Init const*) /home/chiller/Desktop/git/ddnet/src/engine/client/backend/opengl/backend_opengl.cpp:1672:21
#2 0x51f4ed in CCommandProcessorFragment_OpenGL::RunCommand(CCommandBuffer::SCommand const*) /home/chiller/Desktop/git/ddnet/src/engine/client/backend/opengl/backend_opengl.cpp:1061:3
#3 0x9e9d5e in CCommandProcessor_SDL_GL::RunBuffer(CCommandBuffer*) /home/chiller/Desktop/git/ddnet/src/engine/client/backend_sdl.cpp:250:20
#4 0x9e57ab in CGraphicsBackend_Threaded::ThreadFunc(void*) /home/chiller/Desktop/git/ddnet/src/engine/client/backend_sdl.cpp:80:25
#5 0x1d49c45 in thread_run(void*) /home/chiller/Desktop/git/ddnet/src/base/system.cpp:867:2
#6 0x7fe2a3b8fea6 in start_thread nptl/pthread_create.c:477:8
Direct leak of 72 byte(s) in 1 object(s) allocated from:
#0 0x4eac0d in operator new(unsigned long) (/home/chiller/Desktop/git/ddnet/asan/DDNet+0x4eac0d)
#1 0x537ff6 in CCommandProcessorFragment_OpenGL2::Cmd_Init(CCommandProcessorFragment_GLBase::SCommand_Init const*) /home/chiller/Desktop/git/ddnet/src/engine/client/backend/opengl/backend_opengl.cpp:1673:29
#2 0x51f4ed in CCommandProcessorFragment_OpenGL::RunCommand(CCommandBuffer::SCommand const*) /home/chiller/Desktop/git/ddnet/src/engine/client/backend/opengl/backend_opengl.cpp:1061:3
#3 0x9e9d5e in CCommandProcessor_SDL_GL::RunBuffer(CCommandBuffer*) /home/chiller/Desktop/git/ddnet/src/engine/client/backend_sdl.cpp:250:20
#4 0x9e57ab in CGraphicsBackend_Threaded::ThreadFunc(void*) /home/chiller/Desktop/git/ddnet/src/engine/client/backend_sdl.cpp:80:25
#5 0x1d49c45 in thread_run(void*) /home/chiller/Desktop/git/ddnet/src/base/system.cpp:867:2
#6 0x7fe2a3b8fea6 in start_thread nptl/pthread_create.c:477:8
Direct leak of 48 byte(s) in 1 object(s) allocated from:
#0 0x4eac0d in operator new(unsigned long) (/home/chiller/Desktop/git/ddnet/asan/DDNet+0x4eac0d)
#1 0x53826a in CCommandProcessorFragment_OpenGL2::Cmd_Init(CCommandProcessorFragment_GLBase::SCommand_Init const*) /home/chiller/Desktop/git/ddnet/src/engine/client/backend/opengl/backend_opengl.cpp:1675:36
#2 0x51f4ed in CCommandProcessorFragment_OpenGL::RunCommand(CCommandBuffer::SCommand const*) /home/chiller/Desktop/git/ddnet/src/engine/client/backend/opengl/backend_opengl.cpp:1061:3
#3 0x9e9d5e in CCommandProcessor_SDL_GL::RunBuffer(CCommandBuffer*) /home/chiller/Desktop/git/ddnet/src/engine/client/backend_sdl.cpp:250:20
#4 0x9e57ab in CGraphicsBackend_Threaded::ThreadFunc(void*) /home/chiller/Desktop/git/ddnet/src/engine/client/backend_sdl.cpp:80:25
#5 0x1d49c45 in thread_run(void*) /home/chiller/Desktop/git/ddnet/src/base/system.cpp:867:2
#6 0x7fe2a3b8fea6 in start_thread nptl/pthread_create.c:477:8
Direct leak of 48 byte(s) in 1 object(s) allocated from:
#0 0x4eac0d in operator new(unsigned long) (/home/chiller/Desktop/git/ddnet/asan/DDNet+0x4eac0d)
#1 0x538130 in CCommandProcessorFragment_OpenGL2::Cmd_Init(CCommandProcessorFragment_GLBase::SCommand_Init const*) /home/chiller/Desktop/git/ddnet/src/engine/client/backend/opengl/backend_opengl.cpp:1674:28
#2 0x51f4ed in CCommandProcessorFragment_OpenGL::RunCommand(CCommandBuffer::SCommand const*) /home/chiller/Desktop/git/ddnet/src/engine/client/backend/opengl/backend_opengl.cpp:1061:3
#3 0x9e9d5e in CCommandProcessor_SDL_GL::RunBuffer(CCommandBuffer*) /home/chiller/Desktop/git/ddnet/src/engine/client/backend_sdl.cpp:250:20
#4 0x9e57ab in CGraphicsBackend_Threaded::ThreadFunc(void*) /home/chiller/Desktop/git/ddnet/src/engine/client/backend_sdl.cpp:80:25
#5 0x1d49c45 in thread_run(void*) /home/chiller/Desktop/git/ddnet/src/base/system.cpp:867:2
#6 0x7fe2a3b8fea6 in start_thread nptl/pthread_create.c:477:8
```
## 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
- [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: ChillerDrgon <ChillerDragon@gmail.com>
5018: fix dummy hammer interval, this became incorrect after a few days r=def- a=C0D3D3V
Reported by Konsti here: https://discord.com/channels/252358080522747904/293493549758939136/967073772836376586
I have tested the change on Justfly with my dummy :D since it is exactly the same interval as before it should not change any Physics.
## 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>
This way new players will get DDNet directory, old ones can switch
directory if they want, or keep using the old one.
If we ever enforce a switch in a future version, this will make it
easier since older DDNet versions will also support the DDNet directory
already.
4678: Ignore F5 key press when ingame menu is open r=heinrich5991 a=def-
Since ghost menu and browser use F5 already to refresh, and having a
bind on it, would cause both actions at once.
I believe it makes sense to have this special handling only for F5,
other F-keys don't have this problem since we don't use them in any
menus.
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Dennis Felsing <dennis@felsin9.de>
5007: Get rid of optional, not available on Debian9 build r=edg-l a=def-
Since we don't have full C++17 support with the GCC version there.
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Dennis Felsing <dennis@felsin9.de>
5004: add livefreeze commands to rcon r=def- a=edg-l
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Edgar Luque <git@edgarluque.com>
Co-authored-by: Edgar <git@edgarluque.com>
5000: Inform about client restart when changing GPU r=Jupeyy a=def-
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: def <dennis@felsin9.de>
4946: Better forced viewport handling r=def- a=Jupeyy
For #4939
For the performance warnings refering `vkCmdClearAttachments` ignore them, because this function is only called when:
- clear color is changed(open/close editor, switch between entities) to directly flush a clear with the new color
- ~~a viewport is used that is "worse" than 5:4 (I don't really want to switch to non renderpass clear completly, since it *can* improve performance -- https://community.arm.com/arm-community-blogs/b/graphics-gaming-and-vr-blog/posts/vulkan-samples "Therefore, avoid using LOAD_OP_LOAD and vkCmdClearAttachments and use LOAD_OP_CLEAR or LOAD_OP_DONT_CARE whenever possible.")~~
thinking about it, maybe i can also drop this call now, since its dynamic viewport anyway
## 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)
4993: Unselect text after ctrl-u r=Jupeyy a=def-
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
4998: Refactor tooltips and add some more r=def- a=edg-l
Refactored tooltips so they render last, otherwise stuff rendered after the call is overlapped.
Also renamed "Alpha" to "Opacity" which is more clear to non-devs.
## 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)
4999: Respect GPU type better r=def- a=Jupeyy
fixes#4994
## 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: Jupeyy <jupjopjap@gmail.com>
Co-authored-by: def <dennis@felsin9.de>
Co-authored-by: Edgar Luque <git@edgarluque.com>
4989: Add null backend r=def- a=ChillerDragon
Thanks to `@Jupeyy` for the idea.
Replacing graphics_threaded_null.h with a null backend
makes code maintenance and memory cleanup easier.
Fixes these memory leaks in headless client (https://github.com/ddnet/ddnet/pull/4970)
```
Direct leak of 1048576 byte(s) in 1 object(s) allocated from:
#0 0x4b6f6d in malloc (/home/runner/work/ddnet/ddnet/san/DDNet+0x4b6f6d)
#1 0xd92ffb in CTextRender::InitTextures(int, int, IGraphics::CTextureHandle (&) [2], unsigned char* (&) [2]) /home/runner/work/ddnet/ddnet/src/engine/client/text.cpp:325:24
#2 0xd53795 in CTextRender::LoadFont(char const*, unsigned char const*, unsigned long) /home/runner/work/ddnet/ddnet/src/engine/client/text.cpp:729:3
#3 0xade5cd in CClient::LoadFont() /home/runner/work/ddnet/ddnet/src/engine/client/client.cpp:4070:32
#4 0x155b3de in CGameClient::OnInit() /home/runner/work/ddnet/ddnet/src/game/client/gameclient.cpp:246:12
#5 0xa8ecfe in CClient::Run() /home/runner/work/ddnet/ddnet/src/engine/client/client.cpp:2933:16
#6 0xaf6726 in main /home/runner/work/ddnet/ddnet/src/engine/client/client.cpp:4458:11
#7 0x7fadd9e610b2 in __libc_start_main (/lib/x86_64-linux-gnu/libc.so.6+0x240b2)
```
## 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
- [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: ChillerDrgon <ChillerDragon@gmail.com>
4964: allow freecam to center on world border r=def- a=C0D3D3V
fixes#4953
I think the 200 units or 6.25 blocks more should not bother anyone.
![fix 2022-04-09_15-14](https://user-images.githubusercontent.com/14315968/162576159-7d73eb8c-b9c9-471b-bed0-7477568376d6.png)
under some circumstances, it will only move to x=1 (or in blocks 0.03) but this should be negligible.
## Checklist
- [x] Tested the change ingame
- [x] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [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)
4984: Don't read from backend if Init failed r=def- a=Jupeyy
fixes#4981
This `bug` should not create any uninitended behavior, since these values get reinitialized after the backend creation worked
## 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)
4985: Close sockets r=def- a=ChillerDragon
https://github.com/ddnet/ddnet/pull/4970
Fixes
```
Direct leak of 205848 byte(s) in 1 object(s) allocated from:
#0 0x4a200d in malloc (/home/runner/work/ddnet/ddnet/san/DDNet-Server+0x4a200d)
#1 0xc7fe3f in net_udp_create /home/runner/work/ddnet/ddnet/src/base/system.cpp:1640:41
#2 0xbf2d0b in CNetServer::Open(NETADDR, CNetBan*, int, int) /home/runner/work/ddnet/ddnet/src/engine/shared/network_server.cpp:55:13
#3 0x568cdc in CServer::Run() /home/runner/work/ddnet/ddnet/src/engine/server/server.cpp:2448:60
#4 0x5a922b in main /home/runner/work/ddnet/ddnet/src/engine/server/server.cpp:3718:21
#5 0x7ff75f52c0b2 in __libc_start_main (/lib/x86_64-linux-gnu/libc.so.6+0x240b2)
```
## 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
- [x] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: c0d3d3v <c0d3d3v@mag-keinen-spam.de>
Co-authored-by: Jupeyy <jupjopjap@gmail.com>
Co-authored-by: ChillerDrgon <ChillerDragon@gmail.com>
4988: Update voting.cpp r=def- a=bencie
fix console help text for callvote parameters
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: bencie <78111412+bencie@users.noreply.github.com>
- Added RenderMovementInformation() to the HUD
- Use m_Width instead of recalculating the display width each time in hud.cpp
- Reworked Debug HUD:
- Display velspeed.x*ramp and velspeed.y instead of velspeed*ramp
- Show unit of speed
- The graph for the velspeed.x*ramp behavior (if dbg_tuning is active) is now nicer and usable. A second graph zooming in on the turning point has been added.
- The velspeed.x*ramp graph will be redrawn only when new tuning parameters are added
- The target angle used to draw the tees is now calculated using the m_TargetX, m_TargetY in DDNetCharacterDisplayInfo if available.
- Added m_TargetX, m_TargetY and m_RampValue to DDNetCharacterDisplayInfo Snap (m_RampValue has a precision of one thousandth)
- Added CGraph::InsertAt() to create static Graphs
- Added "assets/hud" to initial created Directories
- Added Settings to hide Dummy Action HUD and Player Movement HUD cl_showhud_dummy_actions, cl_showhud_player_position, cl_showhud_player_speed, cl_showhud_player_angle
- Added Pointer to m_PrevExtendedDisplayInfo, for calculation of interpolated Angle in Player Rendering
- Added GetDigitsIndex(int Value, float Max); to hud.cpp
- set the proportions of the used area of the end pieces for the progress indicator as constants.
- do not manipulate the position and length within the render function
- A display of the weapons available to the player
- The weapon the player is carrying is highlighted
- Indicators for the special abilities of the player
- Indicators for abilities taken away from the player
- Control indicators for dummy controls
- The jump indicator has been slightly adjusted
- add pickup sprites to 0.6 data source
- New Enum for the 4 pickup categories
- Remove the unnecessary access to client_data7 for the pickup sprites
- Use the correct sprite set for the HUD sprites
- Read existing weapons into m_Predicted so that this information matches the last snap if the CCharacter is not predicted
- Move m_aWeapons from CCharacter to CCharacterCore for a more consistent data model since it was previously defined twice in the server and client (further so that it can be accessed with m_Predicted)
- Read CNetObj_Character into m_Predicted so that this information matches the last snap if the CCharacter is not predicted.
4976: fix rendering of nameplates for spectating tees r=def- a=C0D3D3V
bug was introduced by #4870
## 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>
4974: Its is not ctrl+leftclick but ctrl+rightclick r=def- a=ChillerDragon
Thanks to `@c0d3d3v` for debugging my left right weakness lmao.
I initially intended left click but that was conflicting with navigation already so I switched it. But not the description.
Co-authored-by: ChillerDrgon <ChillerDragon@gmail.com>
4971: Fix undefined behavior in fixed point number conversion r=def- a=Robyt3
See #4970:
```
/home/runner/work/ddnet/ddnet/src/base/math.h:50:11: runtime error: left shift of negative value -32
#0 0x198d955 in i2fx(int) /home/runner/work/ddnet/ddnet/src/base/math.h:50:11
#1 0x197ebdf in CLayerQuads::NewQuad(int, int, int, int) /home/runner/work/ddnet/ddnet/src/game/editor/layer_quads.cpp:47:22
#2 0x18ef8d3 in CEditor::Init() /home/runner/work/ddnet/ddnet/src/game/editor/editor.cpp:6360:18
#3 0xa8e5be in CClient::Run() /home/runner/work/ddnet/ddnet/src/engine/client/client.cpp:2917:13
#4 0xaf6726 in main /home/runner/work/ddnet/ddnet/src/engine/client/client.cpp:4458:11
#5 0x7fadd9e610b2 in __libc_start_main (/lib/x86_64-linux-gnu/libc.so.6+0x240b2)
#6 0x43cefd in _start (/home/runner/work/ddnet/ddnet/san/DDNet+0x43cefd)
```
Upstream https://github.com/teeworlds/teeworlds/pull/3143.
## Checklist
- [X] Tested the change ingame (on upstream)
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [X] Changed no physics that affect existing maps
- [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>
4960: fix#4956 r=def- a=C0D3D3V
if the snapshots are in a different order than predicted SPEC_FREEVIEW was forced although a different ID is desired in NETOBJTYPE_SPECTATORINFO.
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [x] Considered possible null pointers and out of bounds array indexing
- [ ] Written a unit test if it works standalone, system.c especially
- [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>
4854: Replace static const in header with extern r=def- a=Chairn
This should prevent symbols from being demultiplied in different translation unit even if they are not used. Difference in size is as follow using a release build and no option set with cmake. With clang, difference is inferior to 1kB for any executable. With gcc, client size is reduced by 3.5kB.
I couldn't run the test suite (see https://github.com/ddnet/ddnet/issues/4853)
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Chairn <chairn.nq@hotmail.fr>
4942: Fix linux x86 compilation r=Jupeyy a=def-
```
src/engine/client/backend/vulkan/backend_vulkan.cpp:1422:108: error: no matching function for call to 'maximum(size_t&, VkDeviceSize)'
```
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: def <dennis@felsin9.de>
4941: Keep DDNet window responsive for loading tasks r=def- a=Jupeyy
This will keep the DDNet window responsive, especially when loading the client the first time this is important, so that SDL2 events aren't lost.
Menu's RenderLoading allows up to 60 frames per second, so calling it too often cannot really happen.
For reloading (skins&assets) / demo loading etc. it only swaps to the render screen after half a second passed. Even if this might not be the nicest, it's still better than just freezing the window.
I hope this addresses issues from #4936
## 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>
4934: Use fewer threads on 32-bit to save memory r=def- a=Jupeyy
Guess we should still let eeetadam test this
## 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: Jupeyy <jupjopjap@gmail.com>
4937: Respect row pitch of temporary image r=def- a=Jupeyy
This fixes screenshots & demo->video rendering on some resolutions
`@Chairn` probs also for you since you probs interested ^^
## 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>
4931: Fix IME issue (fixes#4888) r=Jupeyy a=def-
by terminating string instead of assuming that rest of chars are \0, which was just luckily true before.
## 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: Dennis Felsing <dennis@felsin9.de>
4927: Revert "Revert "Update players.cpp"" (fixes#4926) r=Jupeyy a=def-
This reverts commit 36bfe24522.
Tested and couldn't reproduce the original problem with this.
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Dennis Felsing <dennis@felsin9.de>
4924: fix gohst transparency of hook hand and ninja skin r=def- a=C0D3D3V
https://streamable.com/oquu51
reported by lomination
fixes#4207 again
## Checklist
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- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [x] Changed no physics that affect existing maps
- [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>
4923: Check if the resolution is "really" not supported before applying des… r=def- a=Jupeyy
…ktop resoltution
probably fixes his problems
https://steamcommunity.com/app/412220/discussions/0/3176733964137910697/
## Checklist
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- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
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- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Jupeyy <jupjopjap@gmail.com>
4917: Use std::size instead of sizeof(a) / sizeof(a[0]) r=Jupeyy a=def-
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
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Co-authored-by: Dennis Felsing <dennis@felsin9.de>
4921: Revert "Hook collision calculation each frame" r=Jupeyy a=def-
This reverts commit ccc23161f6.
Caused inaccuracies. I tried checking what calculations the server does,
but couldn't figure it out quickly. `@sjrc6`
Reported by Zeral:
https://user-images.githubusercontent.com/2335377/160875760-e639c752-d2e1-4ace-b98f-772dce689186.mp4
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [ ] Tested the change ingame
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- [ ] Considered possible null pointers and out of bounds array indexing
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4922: Reset thread count too, so the implementention knows its not multi th… r=def- a=Jupeyy
…readed at this point anymore
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [ ] Tested the change ingame
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- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
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Co-authored-by: Dennis Felsing <dennis@felsin9.de>
Co-authored-by: Jupeyy <jupjopjap@gmail.com>
4920: Rename 3D analysis config variable, so it resets, bcs the gl major/mi… r=def- a=Jupeyy
…nor configs were renamed
<!-- What is the motivation for the changes of this pull request -->
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- [ ] Tested the change ingame
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- [ ] Tested in combination with possibly related configuration options
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- [ ] Considered possible null pointers and out of bounds array indexing
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- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Jupeyy <jupjopjap@gmail.com>
4915: Upgrade zlib to 1.2.12 r=Jupeyy a=def-
"Fix a deflate bug when using the Z_FIXED strategy that can result in
out-of-bound accesses." sounds security relevant.
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
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- [ ] Considered possible null pointers and out of bounds array indexing
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- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Dennis Felsing <dennis@felsin9.de>
4916: Try default opengl settings first, when vulkan fails r=def- a=Jupeyy
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [ ] Tested the change ingame
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- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
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Co-authored-by: Jupeyy <jupjopjap@gmail.com>
4907: Vk only allow asserts after initialization r=def- a=Jupeyy
fixes#4891
`@Chairn` can you test if this is enough.
Also I'd like to open an issue on SDL2. So some minor questions:
Is libvulkan1.so installed on your system?
What does `vulkaninfo | grep driverID` show on your system?
## 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: Jupeyy <jupjopjap@gmail.com>
4900: Super: Don't send sounds to self r=heinrich5991 a=def-
As reported by louis on Discord
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
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- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: def <dennis@felsin9.de>
4901: Fix websocket crash on client connect r=def- a=srdante
Currently when a client tries to connect using websocket it will throw a segmentation fault. This is happening because of the std::string is trying to convert a char array with empty values to string directly.
```
==2305850== Invalid write of size 8
==2305850== at 0x48401E9: memcpy@GLIBC_2.2.5 (in /usr/lib/x86_64-linux-gnu/valgrind/vgpreload_memcheck-amd64-linux.so)
==2305850== by 0x1E762D: websocket_callback(lws*, lws_callback_reasons, void*, void*, unsigned long) (in /home/ploi/ddnet/build/DDNet-Server)
==2305850== by 0x4C7FB98: ??? (in /usr/lib/x86_64-linux-gnu/libwebsockets.so.15)
==2305850== by 0x4C82F61: ??? (in /usr/lib/x86_64-linux-gnu/libwebsockets.so.15)
==2305850== by 0x4C83206: ??? (in /usr/lib/x86_64-linux-gnu/libwebsockets.so.15)
==2305850== by 0x4C9B84B: ??? (in /usr/lib/x86_64-linux-gnu/libwebsockets.so.15)
==2305850== by 0x4C7E0B4: ??? (in /usr/lib/x86_64-linux-gnu/libwebsockets.so.15)
==2305850== by 0x4C7E5C9: ??? (in /usr/lib/x86_64-linux-gnu/libwebsockets.so.15)
==2305850== by 0x4C77EC6: lws_service_fd_tsi (in /usr/lib/x86_64-linux-gnu/libwebsockets.so.15)
==2305850== by 0x4C9728A: ??? (in /usr/lib/x86_64-linux-gnu/libwebsockets.so.15)
==2305850== by 0x4C974CC: ??? (in /usr/lib/x86_64-linux-gnu/libwebsockets.so.15)
==2305850== by 0x4C78114: lws_service (in /usr/lib/x86_64-linux-gnu/libwebsockets.so.15)
==2305850== Address 0x0 is not stack'd, malloc'd or (recently) free'd
```
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [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
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- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: srdante <minidantebtc@gmail.com>
4852: Fixed some useless double promotion r=def- a=Chairn
Double promotion occurs quite often when an operator is an hidden double, like constants written without the 'f' at the end. We might get a tiny micro improvement. Unfortunately, we can't do anything for all the double promotion occurring in printf like functions as it is the default for both C and C++.
Only this line might change physics:
4d47fcda09 (diff-d76009083687ba43c59dc7bb2c7357457c999c2eb9d913967d598e913c6fd01fR406)
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [x] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Chairn <chairn.nq@hotmail.fr>
4885: Add dropdown icon r="def-" a=Jupeyy
![image](https://user-images.githubusercontent.com/6654924/159912581-f382179d-9d66-41f8-8a41-647e4e34edf5.png)
## Checklist
- [x] Tested the change ingame
- [x] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
4889: Fix text texture name Texture -> TextureOutline r="def-" a=Jupeyy
## 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
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- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Jupeyy <jupjopjap@gmail.com>
4870: Don't render tees or nameplates offscreen r=def- a=sjrc6
It seems difficult to measure the fps from the ingame graph or fps counter so these numbers are from NVidia fps overlay
FPS on full multeasymap server, fullscreen, vulkan renderer
/showall 0 - 4500
/showall 1 - 2100
/showall 1 (after preventing offscreen render) - 4200
## 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 if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
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- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Tater <Mr.Potatooh@gmail.com>
4872: Support uppercase commands for /r and /w r=Jupeyy a=def-
As reported by perrodecerro on Discord <!-- What is the motivation for the changes of this pull request -->
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
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- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Dennis Felsing <dennis@felsin9.de>
4849: Fix queries for MySQL 8.0 r=def- a=srdante
Fixes#4815
**What was changed:**
- All Rank columns name were scapped since MySQL 8.0 interprets the word "Rank" as a internal function or constant (A good practice would be if all column names were escaped).
- All group by have been modified to have all columns that need to be grouped, in order to respect the `ONLY_FULL_GROUP_BY` flag set by default on MySQL 8.0. On these group bys were also included the columns that are used in the `window`, since are also required by the same tag.
**What is missing on this pull request:**
- "Add a mysql installation in .github workflow so we test this in addition to mariadb, then we don't break it again so easily."
**The behavior of all queries remains the same.**
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [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: srdante <minidantebtc@gmail.com>
4861: Check if debug utils are available r=def- a=Jupeyy
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
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- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Jupeyy <jupjopjap@gmail.com>
4862: Fix GCC 6.3.0 compilation r=Jupeyy a=def-
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [ ] Tested the change ingame
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- [ ] Tested in combination with possibly related configuration options
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- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Dennis Felsing <dennis@felsin9.de>
4858: Fail when shader can't be compiled (fixes#4857) r=Jupeyy a=def-
<!-- What is the motivation for the changes of this pull request -->
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- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
4859: Fix Debian 9 compilation r=Jupeyy a=def-
<!-- What is the motivation for the changes of this pull request -->
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- [ ] Tested the change ingame
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4860: Only try exe on Windows r=Jupeyy a=def-
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
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Co-authored-by: Dennis Felsing <dennis@felsin9.de>
4687: Add Vulkan backend r=def- a=Jupeyy
This adds a Vulkan 1.0 backend and new features to the graphic settings to select the GPU(if multiple Vulkan GPUs are supported, and a new list for renderers (see screenshot below))
Mutleasy benchmark (CPU bound):
Vulkan multithreaded, single threaded vs OpenGL
(lower graphs are histograms, code by `@Chairn` )
Y = Frametimes in microseconds
lower graphs = amount of frametimes that happened (histogram)
(since the renderer speed differs, you should look at it more like a spread of values rather than the actual values)
![Figure_1](https://user-images.githubusercontent.com/6654924/153448356-941222a3-8bd3-424d-8685-a43389a4f691.png)
Vulkan is especially good in these scenarios, beating OpenGL 3.3 almost 3x with my setup (~600-700 FPS vs. ~1700-1800FPS)
Remaining TODO list:
- [x] compile shaders in cmake ( e.g. `https://gist.github.com/evilactually/a0d191701cb48f157b05be7f74d79396` )
- [ ] needs windows vulkan libraries
- [x] add build instructions (packages)
- [x] get away from coherent memory even for staging buffers (flushing memory just seems to be faster)
- [ ] a lot of testing :P
![screenshot_2022-02-10_17-13-46](https://user-images.githubusercontent.com/6654924/153449066-38d8741b-60c1-4c0c-ba50-57cc07aa2f9d.png)
![screenshot_2022-02-10_17-13-50](https://user-images.githubusercontent.com/6654924/153449075-91ef3b7b-7238-4cad-9a4c-aeb2d784238b.png)
If there are bugs and it's crashing inside the driver the best you can do is to start the client with `dbg_gfx 4` which will (if supported) add Khronos standard validation layers + verbose debugging information + validation layer extensions, e.g. a synchronization validation layer and validation errors reported by the GPU driver directly.
(setting for dbg_gfx (0: none, 1: minimal, 2: affects performance, 3: verbose, 4: all))
edits:
fixes#3547 (probably fixes it, fixed some data races)
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
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- [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: Jupeyy <jupjopjap@gmail.com>
Co-authored-by: Dennis Felsing <dennis@felsin9.de>
4845: Enable -Wshadow=local r=Jupeyy a=def-
> Warn when a local variable shadows another local variable or parameter.
Found one actual bug in graphics_threaded.cpp
Should reduce confusion in the future when reading source code
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: def <dennis@felsin9.de>
> Warn when a local variable shadows another local variable or parameter.
Found one actual bug in graphics_threaded.cpp
Should reduce confusion in the future when reading source code
4818: Add str_startswith_nocase and str_endswith_nocase r=def- a=ChillerDragon
Gets rid of the more complex str_comp_nocase_num usage
## Checklist
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- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [x] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [x] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: ChillerDragon <ChillerDragon@gmail.com>
4832: Add further contributors, thanks to all! r=Jupeyy a=def-
I hope I didn't miss anyone.
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Dennis Felsing <dennis@felsin9.de>
4828: Fixed bad DataReader loop on map_replace_image r=def- a=sctt
Happy to see that map_replace_image has actually been useful to you as it was used as a base to code map_convert_07.
As stated here https://github.com/ddnet/ddnet7/issues/20, map_replace_image seems to somehow break the map, that is due to a bad check inside the last datareader loop (it is just checking NumItems instead NumData).
Seems like it was just a coincidence that the tool was correctly working on the map i was testing, but i was able to confirm the problem by trying different maps.
now it is fixed.
Co-authored-by: sctt <scottistefano91@gmail.com>
4826: Improvement of the automatic completion of player names in chat r=def- a=C0D3D3V
This should fix#659 or just improve the order of player names if you use automatic completion.
So far it was so that first at the beginning of the name was searched for the input and then there was a second iteration through the alphabetically sorted list with names where the input does not appear at the beginning.
Now it is so that the position of the input in the name is used as an evaluation criterion to determine the position in the suggestion list. If the input is found at the beginning of the name, the score is 0 and the name is suggested first. If the input is found at position 6 in the name, the score is 6 and the name appears later in the suggestion list. If two names have the same score, the alphabetical sorting remains.
## 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>
4821: Add optional save_replay parameter, filename r=def- a=simpygirl
As suggested by bencie
> suggestion: would it be possible to add an optional parameter to save_replay so you could define the demo's name? save_replay [length] [demo name]
## 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: simpygirl <simpygirl@fedora.email>
4802: make the vanilla teams independent from the ddrace teams r=def- a=C0D3D3V
Fixes#259
Because my changes have some effects on the display and thus people who like it as it was could bother, I have described my changes in detail here.
Until now it was the case that players who are in /spec (while sv_pausable is activated) or the own active player who is in /pause or /spec are in the Spectators team.
With this change this is no longer the case. I took the opportunity to make a few adjustments in the display logic.
On the server side nothing had to be adjusted, because there was already a separation of the normal and the ddnet teams.
1. Regarding the specators component:
I intentionally did not adjust the conditions in the OnRender function (lines 224, 306, 325 and 338) so that you can manually select players who are in /spec to watch as well.
I find this helpful, because it has often annoyed me not to be able to quickly find players who are in /spec on the map.
This also allows the selection of players that are in spec in demos. The only problem is that in demos the information about sepc players is missing (The same as in Game, only in Game the information is provided as soon as you spectate). However, until now this was also the case for players who are not in their own team. I find it handy to also have Spec players selectable, so that when they become active, the camera follows them directly.
In addition, you can spectate yourself in demos as well as in the game.
In demos this was already possible, as long as the own player in the demo is not currently in pause, at that moment you could only follow the recorded spectating camera.
However, I have kept that in SpectateNext, SpectatePrevious and SpectateClosest the own player is not included. However, it is also possible to jump here in spectating to players in /spec.
2. Regarding the scoreboard component:
Now only real spectators are displayed under the scoreboard in the spectators team. No longer players who are in /spec or the own player who is currently paused.
So I did not adjust line 125, 341, 354, 367.
Line 724 would not need to be adjusted anyway since it only affects vanilla team games. If the function GetClanName is used for DDnet, this has the effect that paused players are also included.
I have adjusted the active condition of the scoreboard so that it is not automatically displayed when the player is spectating (that's the way it used to be).
Since now the own player is shown in the scoreboard even if he is paused, I have removed the marking of the own player when following another player (line 416).
3. Regarding the menus_ingame component:
I left the behavior as it was, since we are talking about dangerous commands here (join spectator team and commit suicide) I think it is quite good that these are hidden when the player is paused.
To maintain this behavior, when creating the kill button, we must also check if we are not in pause or spec.
Actually we could check here m_pClient->m_Snap.m_SpecInfo.m_Active just like I did in the scoreboard, but since the code was already created I kept it.
4. Regarding the IsOtherTeam function in gameclient:
This function is used to determine if the transparency m_ClShowOthersAlpha should be applied to players and nameplates of other teams and if entities of other teams should be predicted.
So I left the behavior as it was, i.e. if you pause via /pause or /spec the transparency is not applied, because then False is returned.
5. Regarding the HUD component:
I have not adjusted any condition here (line 310, 319 and 323). So far the behavior was that when the player went on pause (/pause /spec), in the small time display at the bottom right the top2 players were displayed and otherwise the best and the own player.
Now it is so that the own player is also displayed when he is paused, but not when he is a real spectator.
I personally find it strange why the display should change just because you pause.
6. Regarding the chat component:
If the dummy paused is in the same team as the player and then a team message arrives, it will no longer be double logged.
Until now, when a player is in the same team in /spec and sends a message, his name was displayed in the Spectators team color and not in the team color. Since I have not adjusted the condition in line 803, the player names are also displayed in the team color for such messages.
7. Regarding the items component:
Here it is determined whether the local player is in the game and depending on that other GameTicks are used and ReconstructSmokeTrail is not canceled.
Here I could not work in so exactly, no idea what consequences this has that I have not adjusted the conditions in line 47 and 560.
I noticed at least when testing no difference, maybe someone who knows about it can explain to me what that has for effects.
About all changes I made we can discuss I am ready to undo them or restore the behavior as it was before. But please justify with arguments.
Independently:
I added a -1 check for the m_LocalClientID to the Strong Week indicators in the Nameplates. So that with server demos the array is not accessed outside of the array range. For demos there are currently no predicted characters and therefore no strong week indicators, so it doesn't change anything.
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
I can provide screenshots to compare before after, but it's best to test it yourself.
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [x] Considered possible null pointers and out of bounds array indexing
- [x] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: c0d3d3v <c0d3d3v@mag-keinen-spam.de>
4822: Auto select search string on hot key r=def- a=Jupeyy
Pressing CTRL+F should select the current search string, like basically every text editor and browser does
## 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>
4817: Don't mute for 0 seconds (fixes#4816) r=Jupeyy a=def-
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: def <dennis@felsin9.de>
4811: fix bug that sneaked in during refactoring (in #4775) r=def- a=C0D3D3V
Was detected by missing hammer animation at very high ping by texnonik and bencie
## 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
- [ ] 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>
4808: Fix laser clipping. Closes#2176 r=def- a=Kaffeine
I've found this bug in a different mod and fixed it. Then I've got idea to check if any of the upstreams (this and tw)is affected and it turned out that this is already [fixed](f3a1e68df9) in teeworlds.
I've dropped my change and did cherry-pick to reduce the difference between codebases.
Co-authored-by: oy <Tom_Adams@web.de>
4790: Don't print binds into F1 by default (fixes#4789) r=heinrich5991 a=def-
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: def <dennis@felsin9.de>
4762: Set gfx_opengl_major 1 as default on 32bit x86 r=heinrich5991 a=def-
Multiple reports that BiT3 doesn't load with higher OpenGL
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
4792: Use ipv4 for info2.ddnet.tw requests r=heinrich5991 a=def-
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [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: def <dennis@felsin9.de>
Co-authored-by: Dennis Felsing <dennis@felsin9.de>
On 'traumatic' game types (e.g. vanilla dm, tdm, ctf) it is critical to
hear SOUND_GUN_FIRE (because someone seems to shooting at you).
It is not any less important to head SOUND_PLAYER_PAIN_LONG which takes
its place whenever the character taken damage > 2 (because you need to
know whether someone was hit).
- Replace hardcoded constants (namely '2') with enum value.
- Use the map type constants instead of bool-to-int casts.
This is a step toward support of more map types: e.g. we can have smaller
map versions with some mapres omitted for newer DDNet client versions.
The default bindings are set up via calls like Bind(KEY_A, "+left"); which
expands to Bind(KEY_A, "+left", /* FreeOnly */ false, /* ModifierCombination */ 0);
On the other hand, CMenusKeyBinder code does this: if(!Mask) Mask = 1 << MODIFIER_NONE;
This leads to a bug — binds which just set from the user input events are saved
in e.g. m_aapKeyBindings[1]['a'], and the default binds are still there
in m_aapKeyBindings[0]['a'] which leads to binds duplication in the UI.
4784: fix 4781 and refactor of the client id for server demos r=def- a=C0D3D3V
#Fixes #4781
I took the opportunity and directly refactored the code a bit, to be exact I replaced the -1 with the enum `SERVER_DEMO_CLIENT`, I can also change the identifier if we want to call it something else. Further I normalized the corresponding `>= 0` conditions to `> SERVER_DEMO_CLIENT`.
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [x] Changed no physics that affect existing maps
- [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>
4775: Refactoring of players OnRender function r=def- a=C0D3D3V
Does anyone else feel that the code here: ff085a4545/src/game/client/components/players.cpp (L660-L709) is somewhat obfuscated? I do not think that the compactness of the code at this point increases the readability :D
## 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
- [ ] 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>
4788: Add size checks to CVariableInt::Pack and ::Unpack, refactoring r=def- a=Robyt3
- Refactor `CVariableInt::Pack` some more according to upstream:
- avoid right shift of negative number
- rewrite loop smarter
- Add size parameters to `CVariableInt::Pack` and `CVariableInt::Unpack`. Adjust tests and add tests with too small buffer sizes.
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [X] Written a unit test if it works standalone, system.c especially
- [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 <robert.mueller@uni-siegen.de>
Co-authored-by: Robert Müller <robytemueller@gmail.com>
4783: Some network refactoring r=def- a=heinrich5991
In preparation to the proxy code, I refactored the network code a little, unifying its interface across operating systems and making our use of recvmmsg invisible to the caller.
## 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: heinrich5991 <heinrich5991@gmail.com>
Previously, only Linux used an internal buffer (for optimized
receiving). Now all OSs use an internal buffer so that the call to
`net_udp_recv` behaves the same on all platforms.
4778: More space for players in server browser (fixes#4777) r=Jupeyy a=def-
Old:
<img width="920" alt="Screenshot 2022-03-03 at 20 23 38" src="https://user-images.githubusercontent.com/2335377/156637630-a68291e3-7859-46b0-9a7c-249629d5a875.png">
New:
<img width="898" alt="Screenshot 2022-03-03 at 20 21 28" src="https://user-images.githubusercontent.com/2335377/156637402-6a8669bd-331d-402f-888c-97e2f3f189a6.png">
## Checklist
- [x] Tested the change ingame
- [x] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
4780: Update Korean translation by CHaBek r=edg-l a=def-
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Dennis Felsing <dennis@felsin9.de>
4772: Fix dummy connect on some vanilla servers r=def- a=Jupeyy
Fixes#4332, fixes#1698, fixes#4394, fixes#3544
For whatever reason the servers send "dm1.map" as map always (even if its not loaded at all), resulting in trying to disconnect the dummy, because on
`NETMSG_CON_READY` message the config var `m_ClDummy` gets set, making the process server packet think this is the main connection, which then handles the map load as a map change. (The code generally doesn't look very safe, ez to break with the dummy connection check)
I changed the check to actually check if the connection is not the dummy connection for a few packets now, where i thought it doesnt make sense that the dummy connection (should) ever handle them
## 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
- [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: Jupeyy <jupjopjap@gmail.com>
4768: Videorecorder on by default (also for github builds) r=Jupeyy a=def-
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Dennis Felsing <dennis@felsin9.de>
4771: fix Alpha of Muzzle r=def- a=C0D3D3V
In principle https://github.com/ddnet/ddnet/issues/4207 has already been fixed with https://github.com/ddnet/ddnet/pull/4770
But I don't know if the bug has influence on another part. The faulty animation code is hereby fixed. The problem is that when you shoot with the Rifle or the Shotgun the Muzzle animation is executed. This manipulates Alpha, Alpha itself is actually redefined in the condition, but apparently it overwrites the Alpha used for RenderHand since it is in the same code block (from line 279 to 537).
Co-authored-by: c0d3d3v <c0d3d3v@mag-keinen-spam.de>
4769: Fix integer overflow in CHud when server time exceeds around 248 days r=def- a=Robyt3
Fixes the server timer in the HUD showing 00:00 when the server time exceeds around 248 days.
Tested on "Vanilla Teeworlds Server - CTF":
![303d](https://user-images.githubusercontent.com/23437060/156249076-d3f20853-cd0a-4545-a459-493f123eb5bc.png)
Otherwise connecting to this server causes:
```
/src/game/client/components/hud.cpp:128:17: runtime error: signed integer overflow: 26254443 * 100 cannot be represented in type 'int'
#0 0x55c8b6722e7d in CHud::RenderGameTimer() /src/game/client/components/hud.cpp:128
#1 0x55c8b675cdfc in CHud::OnRender() /src/game/client/components/hud.cpp:855
#2 0x55c8b6babec7 in CGameClient::OnRender() /src/game/client/gameclient.cpp:598
#3 0x55c8b62b0330 in CClient::Render() /src/engine/client/client.cpp:1179
#4 0x55c8b6301a62 in CClient::Run() /src/engine/client/client.cpp:3155
#5 0x55c8b635fc34 in main /src/engine/client/client.cpp:4427
#6 0x7f581a6150b2 in __libc_start_main (/lib/x86_64-linux-gnu/libc.so.6+0x270b2)
#7 0x55c8b60f478d in _start (/build-asan/DDNet+0x1bd978d)
```
## Checklist
- [X] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [X] Changed no physics that affect existing maps
- [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>
4751: Don't try to send messages outside of sv_max_clients (fixes# 4750) r=Jupeyy a=def-
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
4765: Show correct server address when connecting r=Jupeyy a=def-
This just saved the secret server for BiT3 streaming, but still a bug ;)
## 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: Dennis Felsing <dennis@felsin9.de>
4763: Quad knife tool r=def- a=HiRavie
A new way to slice quads that doesn't make mappers pull their hair out.
To use it, open the quad context menu and click the _Slice_ button, check out the tooltip for more instructions.
Snaps automatically to corners and edges if close enough or to grid.
![gif](https://user-images.githubusercontent.com/65019210/155854241-9e07a5b2-1915-41d4-86c9-b2084ff6b929.gif)
## Checklist
- [x] Tested the change ingame
- [x] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [x] Considered possible null pointers and out of bounds array indexing
- [x] Changed no physics that affect existing maps
- [ ] 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: Ravie <65019210+HiRavie@users.noreply.github.com>
Co-authored-by: Dennis Felsing <dennis@felsin9.de>
4759: Add module offset r=def- a=Jupeyy
Get module offset, so we can at least recover the DDNet.exe paths:
`Error occurred on Wednesday, February 23, 2022 at 20:34:57. (with offset 00007FF7C4A00000)`
(Address - Offset) + (Image-Base)
(ImageBase = winedump -f DDNet.exe (image base: usually 0x140000000)
Tested on windows 64-bit
08ab91c489
ez download from github actions:
https://github.com/Jupeyy/drmingw/actions/runs/1889238377
## 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: Jupeyy <jupjopjap@gmail.com>
Co-authored-by: Dennis Felsing <dennis@felsin9.de>
4758: Fix logging into rcon with dummy r=def- a=heinrich5991
Fixes#4721.
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: heinrich5991 <heinrich5991@gmail.com>
4713: Give the condition waits proper conditions r=def- a=Jupeyy
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## Checklist
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- [ ] 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>
4697: Show key presses in nameplates r=def- a=C0D3D3V
As described in [x](https://github.com/ddnet/ddnet/issues/4589) the arrows that show the key presses of the players are not visible in many situations, this is now my attempt to fix this by including the arrows in the nametags.
~~Also, I created a new option called `cl_show_direction_below` to show the arrows below the player. We can discuss whether this is useful, or whether it should simply be displayed as before only above the player.~~
## Checklist
- [x] Tested the change ingame
- [x] Provided screenshots if it is a visual change
https://streamable.com/czk2ht
See also https://github.com/ddnet/ddnet/issues/4589
- [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: c0d3d3v <c0d3d3v@mag-keinen-spam.de>
4733: Fix MinGW warnings (fixes#4731) r=Jupeyy a=def-
`@Jupeyy` `@Robyt3` `@Zwelf`
## Checklist
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- [ ] Considered possible null pointers and out of bounds array indexing
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- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Dennis Felsing <dennis@felsin9.de>
4734: No chat messages for live freeze r=Jupeyy a=def-
Since you have visual indication already, as suggested by fokkonaut and
Konsti
<!-- What is the motivation for the changes of this pull request -->
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Co-authored-by: Dennis Felsing <dennis@felsin9.de>
Not sure I like it, otherwise we have to edit Game City.
Maybe we should fail this in map editor already instead of allowing to
create a map which requires > MAX_IDS
4719: Better fix for sqlite3_expanded_sql r=Zwelf a=def-
<!-- What is the motivation for the changes of this pull request -->
## Checklist
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Co-authored-by: Dennis Felsing <dennis@felsin9.de>
4717: Fix#4714 r=Zwelf a=def-
sqlite on Windows doesn't seem to have this function
<!-- What is the motivation for the changes of this pull request -->
## Checklist
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Co-authored-by: Dennis Felsing <dennis@felsin9.de>
4715: Initialize m_aErrorString earlier (fixes#4707) r=Jupeyy a=def-
Just a guess that there might stil be garbage in this array
<!-- What is the motivation for the changes of this pull request -->
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- [ ] Tested in combination with possibly related configuration options
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Co-authored-by: Dennis Felsing <dennis@felsin9.de>
src/game/client/components/chat.cpp: In lambda function:
src/game/client/components/chat.cpp:686:33: error: implicit capture of ‘this’ via ‘[=]’ is deprecated in C++20 [-Werror=deprecated]
686 | auto &&FChatMsgCheckAndPrint = [=](CLine *pLine) {
| ^
src/game/client/components/chat.cpp:686:33: note: add explicit ‘this’ or ‘*this’ capture
4700: Fix integer overflow of snapshot delta item size r=def- a=Robyt3
Fixes
```
src/engine/shared/snapshot.cpp:373:13: runtime error: signed integer overflow: 1661611014 * 4 cannot be represented in type 'int'
#0 0x56377a580246 in CSnapshotDelta::UnpackDelta(CSnapshot const*, CSnapshot*, void const*, int) src/engine/shared/snapshot.cpp:373
#1 0x563779c540d3 in CClient::ProcessServerPacket(CNetChunk*) src/engine/client/client.cpp:1465
#2 0x563779c5a5fc in CClient::PumpNetwork() src/engine/client/client.cpp:1599
#3 0x563779c622ce in CClient::Update() src/engine/client/client.cpp:1769
#4 0x563779c774d2 in CClient::Run() src/engine/client/client.cpp:2112
#5 0x563779c92c74 in main src/engine/client/client.cpp:2712
#6 0x7fbf393bb0b2 in __libc_start_main (/lib/x86_64-linux-gnu/libc.so.6+0x270b2)
#7 0x563779b0e15d in _start (/teeworlds/build/x86_64/debug/teeworlds+0x121815d)
```
(Trace is from upstream; the affected code is identical).
## Checklist
- [X] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Robert Müller <robert.mueller@uni-siegen.de>
4695: Always destroy bullets/lasers on kill when in practice team (fixes#4694) r=heinrich5991 a=def-
to prevent /teleporting back to start line and cheating
Any thoughts on whether to include this for 15.9? I'd say yes.
<!-- What is the motivation for the changes of this pull request -->
## Checklist
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- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Dennis Felsing <dennis@felsin9.de>
4698: Close wordlist.txt file handle after use r=def- a=ChillerDragon
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [ ] Tested the change ingame
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- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
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Co-authored-by: ChillerDragon <ChillerDragon@gmail.com>
4680: Add CentOS, RedHat, AlmaLinux instructions and fix build r=heinrich5991 a=def-
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
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- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Dennis Felsing <dennis@felsin9.de>
4689: Lower the sound volume even further after #4568 r=def- a=heinrich5991
In my non-representative survey, I found that my own sound settings are
at 9 for global volume and 100 for the rest, and for a newbie, it was ~30
for all settings. This should be equivalent given 0.3*0.3=0.09.
CC #4567
CC #4568
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [x] Tested the change ingame
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- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
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- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: heinrich5991 <heinrich5991@gmail.com>
In my non-representative survey, I found that my own sound settings are
at 9 for global volume and 100 for the rest, and for a newbie, it was ~30
for all settings. This should be equivalent given 0.3*0.3=0.09.
CC #4567
CC #4568
4675: Remove the totally unsafe editor undo r=heinrich5991 a=def-
Since it causes crashes because another thread just accesses the data.
No one has wanted to fix this, so maybe we should just remove it instead
of having clients crash in editor. I'm wondering how much effort it
would be to make this safe. Would we just have to lock for a short part
or is it basically the entire threaded undo operation that has to be
serialized? (No need for a thread then)
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [ ] Tested the change ingame
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- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Dennis Felsing <dennis@felsin9.de>
4684: Init m_NonEmptySince r=def- a=ChillerDragon
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Co-authored-by: ChillerDrgon <ChillerDragon@gmail.com>
4683: Init m_pNextTraverseEntity r=heinrich5991 a=Jupeyy
<!-- What is the motivation for the changes of this pull request -->
## Checklist
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Co-authored-by: Jupeyy <jupjopjap@gmail.com>
src/engine/client/backend_sdl.cpp: In function ‘bool BackendInitGlew(EBackendType, int&, int&, int&)’:
src/engine/client/backend_sdl.cpp:305:20: error: ‘GLEW_VERSION_4_5’ was not declared in this scope; did you mean ‘GLEW_VERSION_1_5’?
305 | if(GLEW_VERSION_4_5)
| ^~~~~~~~~~~~~~~~
| GLEW_VERSION_1_5
src/engine/client/client.cpp:3861:47: error: ‘INT_MAX’ was not declared in this scope
3861 | if(Start < 0 || Length < 0 || Start > INT_MAX - Length)
| ^~~~~~~
src/engine/client/client.cpp:81:1: note: ‘INT_MAX’ is defined in header ‘<climits>’; did you forget to ‘#include <climits>’?
Since ghost menu and browser use F5 already to refresh, and having a
bind on it, would cause both actions at once.
I believe it makes sense to have this special handling only for F5,
other F-keys don't have this problem since we don't use them in any
menus.
4676: Record player_ready event in teehistorian r=heinrich5991 a=Zwelf
Allows reproducing teehistorian files without lookahead and without relying on PlayerNew messages.
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [x] Tested in combination with possibly related configuration options
- tested with teehistorian deactivated
- [x] Written a unit test if it works standalone, system.c especially
- [x] Considered possible null pointers and out of bounds array indexing
- [x] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Zwelf <zwelf@strct.cc>
Since it causes crashes because another thread just accesses the data.
No one has wanted to fix this, so maybe we should just remove it instead
of having clients crash in editor. I'm wondering how much effort it
would be to make this safe. Would we just have to lock for a short part
or is it basically the entire threaded undo operation that has to be
serialized? (No need for a thread then)
4674: Fix evolve limit r=def- a=heinrich5991
Mixed up previous and current. This did not show up in testing, because
these two were always true at the same time. I've now debugged it and
manually made specific conditions false to verify that it's working.
Sorry for the mess.
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: heinrich5991 <heinrich5991@gmail.com>
Mixed up previous and current. This did not show up in testing, because
these two were always true at the same time. I've now debugged it and
manually made specific conditions false to verify that it's working.
Sorry for the mess.
4672: Make the evolve limit more visible r=def- a=heinrich5991
This is to make sure that modders don't start to rely on the fact that
we clamp the evolve duration to 3 seconds.
CC #4624
## 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
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- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: heinrich5991 <heinrich5991@gmail.com>
4576: HTTP Serverbrowser: Quit faster (fixes#4563) r=heinrich5991 a=def-
```
[2022-01-08 09:57:03][serverbrowse_http]: found master, url='https://master1.ddnet.tw/ddnet/15/servers.json' time=54ms
[2022-01-08 09:57:03][client]: disconnecting. reason='unknown'
[2022-01-08 09:57:03][http]: https://master2.ddnet.tw/ddnet/15/servers.json failed. libcurl error: Callback aborted
[2022-01-08 09:57:03][serverbrowse_http]: master chooser aborted
```
Not instantaneous but much faster, depends on how often curl calls the PROGRESSFUNCTION.
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [x] Tested the change ingame
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4670: Lib updates r=heinrich5991 a=def-
curl 7.79.0 -> 7.81.0
freetype 2.11.0 -> 2.11.1
sqlite 3.36.0 -> 3.37.2
ffmpeg 4.4 -> 5.0
websockets 4.2 -> 4.3
<!-- What is the motivation for the changes of this pull request -->
## Checklist
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- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
4671: Update Chinese translations (by cheeser0613) r=heinrich5991 a=def-
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
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- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Dennis Felsing <dennis@felsin9.de>
4624: Limit evolving to 3 seconds r=heinrich5991 a=ChillerDragon
Took from upstream
5d44714e92 (diff-597779b4eb51af9adfedd04b8a235afff01091a4ba741daa604cb5cbeda4e3daR1306-R1321)
Fixes client freezes if the server sends funny ticks
## Checklist
- [x] Tested the change ingame
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Co-authored-by: ChillerDragon <ChillerDragon@gmail.com>
4668: Fix bindings with modifiers r=def- a=Kaffeine
I work on a client for InfClass mod and it is important to have bindings for many situations, so we have to use modifiers (one modifier per bind).
It turned out that bindings (with a modifier) are broken in DDNet since commit 4326d00df9 which changes the implementation to support modifier combinations but it messes up the UI part.
I've considered options to revert the commit or to fix the combined modifiers and bravely 😅 choose the latter way. The code had at least five bugs and fixing e.g. four of them does not help much, making it really hard to say if the fix is correct or not. I had to rename some vars first to make the code readable and now (with the correct names) each fix should seem reasonable.
`Modifier` was confused with `ModifierCombination` in so many places. I do not like the idea of deviating from the `teeworlds` codebase but we already did it here by introducing of combined modifiers. We do not use a stronger type system (enum classes and flag classes) but one thing we can do to give a developer the idea of what is going on is to use the correct variable and argument names at least.
## Checklist
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I checked the follow cases:
- Binding of a normal key (e.g. `t`)
- Binding of a sole modifier (e.g. `lctrl`)
- Binding of a key combined with a modifier (e.g. `ctrl+t`)
- Binding of a key combined with many modifier (e.g. `ctrl+alt+t`)
### Before
Bindings with `Shift` modifiers displayed as `Ctrl+`, bindings with `Ctrl` or `Alt` are not displayed at all.
![image](https://user-images.githubusercontent.com/374839/152705632-42668ec2-a424-4dfa-99ff-250e146da5ea.png)
### After
All bindings displayed correctly
![image](https://user-images.githubusercontent.com/374839/152706393-08c36e36-1200-482a-9eb3-dc0d96185cdd.png)
but also it is possible to set any crazy binding from UI
![image](https://user-images.githubusercontent.com/374839/152706406-b1e18139-16a3-451e-9ac9-702b0aac4d2e.png)
Co-authored-by: Alexander Akulich <akulichalexander@gmail.com>
The modifiers order in the UI and console follows the order
of modifier enum items.
The conventional order of the modifiers is: Ctrl, Alt, Shift, GUI (Win, Meta).
Place Shift after Alt to get proper order, e.g.:
Alt+Shift+R (conventional) instead of Shift+Alt+R (weird)
The first dimention of m_aapKeyBindings is ModifierCombination
since commit 4326d00df9.
Rename the arguments to make it clear when the arg is a combination
(e.g. the arg value '2' refers to '1 << MODIFIER_SHIFT' instead of 'MODIFIER_CTRL')
This is needed to make the code cleaner and the bugs more obvious.
4661: Make spawn position independent of players in other teams r=heinrich5991 a=def-
As suggested by Rockus, should help speedrunners who get followed by
other players
<!-- What is the motivation for the changes of this pull request -->
## Checklist
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Co-authored-by: def <dennis@felsin9.de>
4665: Support saving any size binds (fixes#4660) r=heinrich5991 a=def-
Since we store the bind with malloc, we also need to use malloc here to
allow any size when saving the binds in config file
<!-- What is the motivation for the changes of this pull request -->
## Checklist
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- [ ] 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>
4654: Add a groundjump-only tile r=def- a=heinrich5991
Implements a new mode of jumping: "you only have ground jump". This differs from "you only have one jump" in that it doesn't allow you to air-jump, even if you haven't jumped to get off the ground. To access this mode, it reuses the "air-jump tile" in the switch layer with the number of jumps set to 255.
This tile is planned to be used in tutorial developed by unique2 and Alisa.
## 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: heinrich5991 <heinrich5991@gmail.com>
4655: Add windowed fullscreen ( a special case for Windows ) r=def- a=Jupeyy
fixes#4597
## 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>
- Empty buffers using `io_flush` before calling the OS function for
syncing the file to disk.
- Fix error return of `io_sync` on Windows.
- Don't indiscriminately flush all files on close.
- Add a test that `io_sync` can return without error.
I'm wondering if this helps. Overhead exists, but is not that much (on
my system): 333 ms for initialization instead of 311 ms
If we only want to do this for files written to, then we need to keep
track of how the file was opened.
4648: Add some checksum functions to the client r=def- a=heinrich5991
Let's see if it works out, if not, we can revert it.
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] 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>
4580: Add teleport/tp chat command to teleport yourself r=edg-l a=def-
to another player or spectated location. Requires /practice mode
As suggested by Rockus on Discord
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: def <dennis@felsin9.de>
4628: Disable or fix some spammy new clang-tidy 13 warnings r=heinrich5991 a=def-
```
src/engine/client/backend/opengles/opengles_sl_program.cpp:10:11: warning: suspicious #include of file with '.cpp' extension [bugprone-suspicious-include]
^
src/engine/graphics.h:330:67: warning: 2 adjacent parameters of 'CFreeformItem' of similar type ('float') are easily swapped by mistake [bugprone-easily-swappable-parameters]
CFreeformItem(float x0, float y0, float x1, float y1, float x2, float y2, float x3, float y3) :
^~~~~~~~~~~~~~~~~~
src/game/editor/layer_tiles.cpp:1802:14: warning: result of multiplication in type 'int' is used as a pointer offset after an implicit widening conversion to type 'ptrdiff_t' [bugprone-implicit-widening-of-multiplication-result]
mem_zero(&m_pSwitchTile[y * m_Width], o * sizeof(CSwitchTile));
^
src/game/server/entities/plasma.cpp💯152: warning: operator has equivalent nested operands [misc-redundant-expression]
if(SnapPlayer && SnapPlayer->GetTeam() != TEAM_SPECTATORS && !SnapPlayer->IsPaused() && SnapChar && SnapChar && SnapChar->Team() != m_ResponsibleTeam && SnapPlayer->m_ShowOthers != 1)
~~~~~~~~ ~~~~~~~~ ^
src/game/editor/editor.cpp:4295:38: warning: The right operand of '>' is a garbage value [clang-analyzer-core.UndefinedBinaryOperatorResult]
if(m_FilePreviewImageInfo.m_Width > Preview.w)
^ ~~~~~~~~~
```
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
4639: Fix SendStartWarning() to only warn every 3 seconds r=heinrich5991 a=def-
Thanks for Skeith for report
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: def <dennis@felsin9.de>
Co-authored-by: Dennis Felsing <dennis@felsin9.de>
4640: Don't clamp "zoom" command, we already clamp in ChangeZoom r=heinrich5991 a=def-
Thanks to chillerdragon for noticing
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Dennis Felsing <dennis@felsin9.de>
4637: Only record snapshot of the currently active tee r=def- a=heinrich5991
Fixes#4636.
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: heinrich5991 <heinrich5991@gmail.com>
/media/ddnet/src/engine/server/databases/sqlite.cpp:232:55: warning: the address of ‘char* sqlite3_expanded_sql(sqlite3_stmt*)’ will never be NULL [-Waddress]
232 | if(m_pStmt != nullptr && sqlite3_expanded_sql != nullptr)
| ~~~~~~~~~~~~~~~~~~~~~^~~~~~~~~~
src/engine/client/backend/opengles/opengles_sl_program.cpp:10:11: warning: suspicious #include of file with '.cpp' extension [bugprone-suspicious-include]
^
src/engine/graphics.h:330:67: warning: 2 adjacent parameters of 'CFreeformItem' of similar type ('float') are easily swapped by mistake [bugprone-easily-swappable-parameters]
CFreeformItem(float x0, float y0, float x1, float y1, float x2, float y2, float x3, float y3) :
^~~~~~~~~~~~~~~~~~
src/game/editor/layer_tiles.cpp:1802:14: warning: result of multiplication in type 'int' is used as a pointer offset after an implicit widening conversion to type 'ptrdiff_t' [bugprone-implicit-widening-of-multiplication-result]
mem_zero(&m_pSwitchTile[y * m_Width], o * sizeof(CSwitchTile));
^
src/game/server/entities/plasma.cpp💯152: warning: operator has equivalent nested operands [misc-redundant-expression]
if(SnapPlayer && SnapPlayer->GetTeam() != TEAM_SPECTATORS && !SnapPlayer->IsPaused() && SnapChar && SnapChar && SnapChar->Team() != m_ResponsibleTeam && SnapPlayer->m_ShowOthers != 1)
~~~~~~~~ ~~~~~~~~ ^
src/game/editor/editor.cpp:4295:38: warning: The right operand of '>' is a garbage value [clang-analyzer-core.UndefinedBinaryOperatorResult]
if(m_FilePreviewImageInfo.m_Width > Preview.w)
^ ~~~~~~~~~
4623: Refactor: Distinguish between two concepts previously called "Dummy" r=def- a=heinrich5991
On the one hand variables called "Dummy" would tell us whether the
current action refers to the currently inactive tee ("dummy"). On the
other hand, these variables could tell us whether the current action
refers to the main connection to the server, or the secondary one. The
latter use case is now renamed to "Client", with the choices
`CLIENT_MAIN`, `CLIENT_DUMMY` (and `CLIENT_CONTACT`).
Perhaps better names could be found, especially since `Client` also
refers to the engine client class in the game code.
Also fix a few bugs in dummy handling.
## 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: heinrich5991 <heinrich5991@gmail.com>
4625: Use ETextAlignment enum for UI r=def- a=ChillerDragon
Replaces the magic numbers -1/0/1 for left/center/right
Based on the work done in upstream:
`@cinaera` added alignment enums
04ee8b20a1
`@TsFreddie` renamed them
67651e8122
## 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: ChillerDragon <ChillerDragon@gmail.com>
Replaces the magic numbers -1/0/1 for left/center/right
Based on the work done in upstream:
@cinaera added alignment enums
04ee8b20a1
@TsFreddie renamed them
67651e8122
On the one hand variables called "Dummy" would tell us whether the
current action refers to the currently inactive tee ("dummy"). On the
other hand, these variables could tell us whether the current action
refers to the main connection to the server, or the secondary one. The
latter use case is now renamed to "Client", with the choices
`CLIENT_MAIN`, `CLIENT_DUMMY` (and `CLIENT_CONTACT`).
Perhaps better names could be found, especially since `Client` also
refers to the engine client class in the game code.
I tried to not fix bugs unless it would complicate the code.
4622: Refactoring: move RenderTilemapGenerateSkip to CLayers, Add CLayers::NumLayers r=def- a=Robyt3
- Move `CRenderTools::RenderTilemapGenerateSkip` to `CLayers::InitTilemapSkip`, as it can be a private function in `CLayers`.
- Add missing `CLayers::NumLayers` accessor.
- Improve code style.
## Checklist
- [X] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [X] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Robert Müller <robert.mueller@uni-siegen.de>
4621: Forgot a part of the asyncrender revert r=Jupeyy a=def-
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Dennis Felsing <dennis@felsin9.de>
4620: Shutdown components r=def- a=ChillerDragon
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: ChillerDragon <ChillerDragon@gmail.com>
4619: Further android build fixes r=def- a=Jupeyy
I just build the whole Android project now to check if there is other stuff:
- SDL also renamed a CMAKE flag
- apparently we updated icons, 512x512 was removed
- the newer compiler version warned about mismatched c function signature(SDL_main)
- since we moved all resize stuff to the main thread i made sure the main thread gets the updated window, which is important for android
I tested it on phone, so it works now and fixes#4615
## 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>
4612: Handle SIGINT and SIGTERM (fixes#4610) r=heinrich5991 a=def-
Code by Robyt3 taken from Teeworlds, added SIGTERM
## 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 <robert.mueller@uni-siegen.de>
Co-authored-by: Dennis Felsing <dennis@felsin9.de>
4581: Adjustable prediction margin r=def- a=trml
This adds an option to adjust how early the client sends an input for a given tick. In vanilla this value is hardcoded to 10 milliseconds before the next tick, which is good for low-latency gameplay and/or when you have a stable connection, but sometimes it could perhaps be useful to increase the value, to either test something with a high ping (without having to joing a high-ping server or use on a 3rd party program like tc/netem), or for counteracting the effect of jitter and jumping ping.
The last part comes at a tradeoff for higher ping though, and it also doesn't handle lag caused by packet loss, but it I have found it useful in some situations when playing race/solo/dummy with a bad connection. Since it's a bit experimental I only added it as an f1 option and not stored between sessions, and also added a gameinfo flag to only support it on servers that implement #1441.
Edit: Also attempted to cleanup variable names for tick calculations in client.cpp slightly.
## 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 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)
4590: Remove extra projectiles r=def- a=trml
Aligns the code with vanilla, and cleans up things a bit
(same as [329e6261f3](url))
These were used to show projectiles a tick (or fraction of a tick) earlier than they otherwise would (and they were also sent without extrainfo since they didn't matter for prediction), so removing them would perhaps not make a noticeable difference. (and perhaps also less of a difference now since weapon input isn't applied before the start of a tick anymore).
## 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)
4593: Fix compiler warning with new ffmpeg version (currently built from git) r=heinrich5991 a=def-
```
src/engine/client/video.cpp:102:32: error: assigning to 'AVOutputFormat *' from 'const struct AVOutputFormat *' discards qualifiers
m_pFormat = m_pFormatContext->oformat;
~~~~~~~~~~~~~~~~~~^~~~~~~
src/engine/client/video.cpp:571:13: error: assigning to 'AVCodec *' from 'const AVCodec *' discards qualifiers
*ppCodec = avcodec_find_encoder(CodecId);
^~~~~~~~~~~~~~~~~~~~~~~~~~~~~
```
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
4607: Adopt upstream input (especially double click) handling, refactoring r=def- a=Robyt3
This adopts the 0.7 way of handling double clicks, by checking `Event.button.clicks` of the `SDL_Event`. The double click is stored as a flag which is cleared when the `MouseDoubleClick()` function is called (d215c73206 and 7977b46d36).
This reverts 72a6e20, as this hack is no longer required (closes#1745). Double clicking a friend in the friend list still works (#444) with both `gfx_asyncrender_old 0` and `1`.
Refactorings and minor fixes synchronizing with upstream:
- Only copy SDL keystate of _keyboard_ keys and mem_zero the rest to ensure out of bounds SDL keys don't trigger mouse keys.
- Rename variables and use SDL constants.
- Reduce unnecessary indentation.
## 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 if it works standalone, system.c especially
- [X] Considered possible null pointers and out of bounds array indexing
- [X] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: trml <trml@users.noreply.github.com>
Co-authored-by: Dennis Felsing <dennis@felsin9.de>
Co-authored-by: Robert Müller <robert.mueller@uni-siegen.de>
Co-authored-by: oy <Tom_Adams@web.de>
4613: Revert LFREEZE-LUNFREEZE explanation on editor for Switch layer r=def- a=GiuCcc
Thank `@fokkonaut`
Revert two lines to original.
Commit to be reverted:
2017464282 (diff-6ecdf8a78005b8c2541e54e3532ebec8f3f4ef2ec69ba8a6a281ce4421562570)
## 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: Wohoo <giu.casuccio@gmail.com>
4611: Default players to being afk on new map r=heinrich5991 a=def-
As reported by MitakoKotomi in https://forum.ddnet.tw/viewtopic.php?f=118&p=70154
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Dennis Felsing <dennis@felsin9.de>
4604: Allow multiple comands when adding vote in UI r=heinrich5991 a=def-
as reported by louis
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: def <dennis@felsin9.de>
4584: Fix rescue tee when swapping (fixes#4578) r=Jupeyy a=def-
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: def <dennis@felsin9.de>
4583: Update score hud immediately when switching dummy r=Jupeyy a=def-
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: def <dennis@felsin9.de>
4568: Reduce default ambient volume to 30 (fixes#4567) r=Jupeyy a=def-
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: def <dennis@felsin9.de>
4602: Fix windows macro and split the resize events r=def- a=Jupeyy
I noticed that the resize backend used the wrong macros `CONF_PLATFORM_WINDOWS` instead `CONF_FAMILY_WINDOWS`(windows seems to be the only one in detect.h that splits platform between 32bit and 64bit, maybe we should change that)
maybe this fixes#4351, because actually the workaround for windows was exactly inside the wrong macro to fix resizing in fullscreen.
I also split the resize functions, so its less confusing Resize (actively resize in the resolution list) vs GotResized (reported by SDL) and made some things a bit clearer
## 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>
4573: Implemented live freeze (tiles LFREEZE and LUNFREEZE) r=def- a=GiuCcc
Implemented live freeze.
Live frozen tees cannot move or jump, but they can use hook and weapons.
Live freeze permit the reverse-hammerfly: above tee is live frozen, so it can only hook, not drive. Lower tee has to hammer and drive.
It's implemented adding a new flag: CHARACTERFLAG_NO_MOVEMENTS.
Two tiles are 144 (LFREEZE) and 145 (LUNFREEZE) must be added as entities <--- MISSING ARTWORK HERE
Backcompatibily in-game has been tested, but missing cosmetic on old client: live frozen tee should have smoke too.
I've not tested the back-compatibility about save or rescue.
Added popup gametile in editor: live freeze and live unfreeze.
Added fix in editor explanation: classic TILE_FREEZE and TILE_UNFREEZE can be placed in switch layer too.
TODO:
Missing entities artwork for Tile 144 (LFREEZE) and 145 (LUNFREEZE)
## Checklist
- [x] Tested the change ingame
- [x] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Wohoo <giu.casuccio@gmail.com>
4598: Fix console line y offsets when resizing r=def- a=Jupeyy
Hopefully fixes#4319
I can only imagine it happening bcs of resizing
## Checklist
- [x] Tested the change ingame (only tested with resizing)
- [ ] 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>
4592: Fix crash in macOS when moving screen (fixes#4435) r=Jupeyy a=def-
Thanks to Jupeyy for the suggestion
Normally it crashes after a few seconds, tried moving window around, resizing, moving between screens like crazy and no crashes after 1-2 min.
## 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: Dennis Felsing <dennis@felsin9.de>
4582: Revert "Disable gfx_asyncrender_old on macOS (fixes#4435)" r=Jupeyy a=def-
Doesn't help fully against the crashes, just makes them a bit less
likely. Causes VSync to have even more delay. Should find an alternative
(real) fix.
This reverts commit 7d8a142768.
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: def <dennis@felsin9.de>
4587: Fix OOB read in snapshot code reported by mmmds r=def- a=Robyt3
See https://github.com/teeworlds/teeworlds/issues/2643.
## 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
- [ ] 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>
Doesn't help fully against the crashes, just makes them a bit less
likely. Causes VSync to have even more delay. Should find an alternative
(real) fix.
This reverts commit 7d8a142768.
otherwise they get stuck. Thanks to Skeith reproduction steps:
> Basically, to consistently reproduce the bug, you put your tee in
> freeze, then you connect your dummy right as the stars appear when
> frozen. It also happens with the stars that pop out when you shoot your
> pistol @deen
4566: Don't crash when no ids are left (fixes#4565) r=heinrich5991 a=def-
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: def <dennis@felsin9.de>
4529: Extend DDNet-Server-Launcher, support DDNet-Server from client in dmg (fixes#4441) r=heinrich5991 a=def-
![Screenshot 2021-12-25 at 19 32 08](https://user-images.githubusercontent.com/2335377/147391455-210d90bc-df40-467c-a1dd-4bf49d050c05.png)
The old version would just open the file opener immediately which was quite confusing for new users.
Also removed sqlite3 for mac and mysql entirely since they are not needed.
## Checklist
- [x] Tested the change ingame
- [x] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
4530: Create custom look for DMG using dmgbuild (fixes#4442) r=heinrich5991 a=def-
This removes cross-building DMG support since dmgbuild requires hdiutil, which is macOS only. Thoughts?
Nice background image by Ravie:
<img width="752" alt="Screenshot 2021-12-27 at 00 29 43" src="https://user-images.githubusercontent.com/2335377/147422479-fb278e53-5017-4176-81e8-7cb2e6c83da4.png">
Co-authored-by: def <dennis@felsin9.de>
4551: Revert "Support 32bit color depth, default to it (fixes#4549)" r=heinrich5991 a=def-
This reverts commit ee35097385.
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
4557: Editor: Don't react to server settings shortcuts when dialog is open r=heinrich5991 a=def-
as reported by Sorah
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: def <dennis@felsin9.de>
4542: Downgrade SDL 2.0.18 -> 2.0.16 on Windows (fixes#4537) r=heinrich5991 a=def-
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: def <dennis@felsin9.de>
4550: Support 32bit color depth, default to it (fixes#4549) r=heinrich5991 a=def-
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: def <dennis@felsin9.de>
It doesn't do anything right now, all servers advertise a compatible
version.
It might become a compatibility hazard in the future, e.g. DDNet servers
try to advertise a different version string to 0.6 than to 0.7 clients,
because the compatible version filter on 0.6 insists that it starts with
"0.6" and on 0.7 that it starts with "0.7", clearly incompatible.
4528: Try to fix SDL2 assertion failure (fixes#4434) r=heinrich5991 a=def-
I can't really reproduce it:
Assertion failure at SDL_GetWindowFlags_REAL (/home/deen/isos/ddnet/debian6/root/mac64/SDL2-2.0.16/src/video/SDL_video.c:1905), triggered 1 time:
'window && window->magic == &_this->window_magic'
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
4535: Explicitly disable notch area for fullscreen on macOS (fixes#4533) r=heinrich5991 a=def-
See https://developer.apple.com/documentation/bundleresources/information_property_list/nsprefersdisplaysafeareacompatibilitymode?language=objc
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
4538: Add new icons by Ravie r=heinrich5991 a=def-
<img width="752" alt="Screenshot 2021-12-27 at 23 25 59" src="https://user-images.githubusercontent.com/2335377/147511038-9c073c25-8684-4104-96a5-dc1d7ff3e904.png">
## Checklist
- [x] Tested the change ingame
- [x] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: def <dennis@felsin9.de>
4429: Pr sql fail fast r=heinrich5991 a=Zwelf
Remaining changes for #4424. Improving sql write times during shutdown and slow mysql responses/timeouts. I still want to test this change, especially for the last commit. Might have time for testing this evening. Thoughts and feedback on this patchset welcome.
## Checklist
- [ ] Tested the change ingame
- [x] in mysql mod
- [ ] in sqlite3 mode
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [x] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
4517: Rename EXPLODING BULLET to BULLET r=heinrich5991 a=def-
As suggested by Yuzu
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Zwelf <zwelf@strct.cc>
Co-authored-by: def <dennis@felsin9.de>
4514: Implement sv_min_team_size (fixes#3720) r=edg-l a=def-
to prevent too small teams counting as team finishes. You can still
finish with a team smaller than sv_min_team_size, but only get regular
ranks, not team ranks.
This will require going through all our maps and setting
sv_min_team_size in map config for maps intended for more than 2
players. We will also need to remove all teamranks with smaller teams
from official database.
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
4534: Implement "reset" command r=edg-l a=def-
to reset specific config to default value
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: def <dennis@felsin9.de>
4521: Support enter and escape in editor when confirming save r=edg-l a=def-
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: def <dennis@felsin9.de>
4515: Revert "Use temporary file when saving editor file (fixes#4476)" r=heinrich5991 a=def-
Doesn't work on Windows, not so easy to overwrite a file already open in
editor. Not sure how our old approach works, but apparently it did
better than the new one. As reported by texnonik on Discord
This reverts commit e2084e1e9d.
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: def <dennis@felsin9.de>
Doesn't work on Windows, not so easy to overwrite a file already open in
editor. Not sure how our old approach works, but apparently it did
better than the new one. As reported by texnonik on Discord
This reverts commit e2084e1e9d.
to prevent too small teams counting as team finishes. You can still
finish with a team smaller than sv_min_team_size, but only get regular
ranks, not team ranks.
This will require going through all our maps and setting
sv_min_team_size in map config for maps intended for more than 2
players. We will also need to remove all teamranks with smaller teams
from official database.
4513: Display more relevant version numbers on command line (fixes#4511) r=heinrich5991 a=def-
<img width="1838" alt="Screenshot 2021-12-21 at 23 05 20" src="https://user-images.githubusercontent.com/2335377/147003649-64b27082-8e5e-4966-8a15-3af161bbe573.png">
## Checklist
- [x] Tested the change ingame
- [x] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: def <dennis@felsin9.de>
4504: Swap: Also switch rescue tees for /r r=heinrich5991 a=def-
As reported by cheeser0613:
2player, 1die in freeze
swap 2 player by /swap
the other 1 also go die in freeze
/practice
one of them cant use /r
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
4507: Add cl(|_dummy|_contact)_port for ISPs that throttle specific ports r=heinrich5991 a=def-
As reported by Ryu
Verified with cl_port 12345; cl_dummy_port 12346:
<img width="681" alt="Screenshot 2021-12-21 at 12 48 11" src="https://user-images.githubusercontent.com/2335377/146925435-ef586ffd-29a0-4ab0-9228-aa77761eca0d.png">
<img width="1067" alt="Screenshot 2021-12-21 at 12 49 23" src="https://user-images.githubusercontent.com/2335377/146925438-9ba7819a-d3a9-42a8-821e-9808d15df9ee.png">
## 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
- [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: def <dennis@felsin9.de>
4484: Add IStorage::FormatTmpPath static method r=heinrich5991 a=def-
Not sure I prefer it, but now it's done. Any opinions?
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
4486: Add .a files to .gitignore r=def- a=heinrich5991
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: def <dennis@felsin9.de>
Co-authored-by: heinrich5991 <heinrich5991@gmail.com>
4503: Fix joining pw-protected server via Steam (fixes#4502) r=heinrich5991 a=def-
Tested by copying DDNet executable from package into Steam directory and running it via steam://run/412220//ger2.ddnet.tw:8001/ directly and when client is running already. (UI had another server selected)
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: def <dennis@felsin9.de>
4497: Fix run_on_join being run on normal player again (fixes#4494) r=heinrich5991 a=def-
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [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: def <dennis@felsin9.de>
4498: Respect sv_chat_initial_delay (fixes#4496) r=heinrich5991 a=def-
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [ ] Tested the change ingame
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- [ ] 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
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4499: Center cl_show_direction (fixes#4495) r=heinrich5991 a=def-
<img width="1823" alt="Screenshot 2021-12-20 at 23 36 17" src="https://user-images.githubusercontent.com/2335377/146841838-c3a692e5-740f-4295-a885-5439822aab4c.png">
## Checklist
- [x] Tested the change ingame
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- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] 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>
4489: Don't overwrite player-set refresh rate r=heinrich5991 a=def-
<!-- What is the motivation for the changes of this pull request -->
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Co-authored-by: def <dennis@felsin9.de>
For now only x86-64 is supported by discord sdk, arm64 we ship without
discord sdk. So players can choose if they want more performance without
discord integration, or less performance with discord integration.
4482: Use temporary file when saving editor file (fixes#4476) r=heinrich5991 a=def-
<!-- What is the motivation for the changes of this pull request -->
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Co-authored-by: def <dennis@felsin9.de>
4481: Don't create cut off UTF-8 sequences on string manipulation r=def- a=heinrich5991
CC #4463
CC #4465
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Co-authored-by: heinrich5991 <heinrich5991@gmail.com>
4392: Add SQL/Score tests r=heinrich5991 a=def-
<!-- What is the motivation for the changes of this pull request -->
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Co-authored-by: def <dennis@felsin9.de>
4479: Fix normal binds (fixes#4477) r=heinrich5991 a=def-
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Co-authored-by: def <dennis@felsin9.de>
3638: Revert "Let's not crash the client and server on dbg_assert" r=def- a=heinrich5991
This reverts commit a6e144e.
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Co-authored-by: heinrich5991 <heinrich5991@gmail.com>
4468: Alternative fix for cut off names (fixes#4463) r=heinrich5991 a=def-
https://github.com/ddnet/ddnet/pull/4465 might have more side effects
<!-- What is the motivation for the changes of this pull request -->
## Checklist
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Co-authored-by: def <dennis@felsin9.de>
4449: Fix text selection cursor position (fixes#4444) r=heinrich5991 a=def-
after moving window to a screen with different dimensions than the
initial one
<!-- What is the motivation for the changes of this pull request -->
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4461: Support cl_video_show_direction 2 r=heinrich5991 a=def-
Currently to show your own key presses when recording you need
cl_video_showdirection 1 and cl_show_direction 2 which is kind of
unintuitive.
Also changed the name to be consistent with cl_show_direction
Thanks to hussainx3 for report.
<!-- What is the motivation for the changes of this pull request -->
## Checklist
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4466: Fix GLEW system lib linking on macOS (fixes#4439) r=heinrich5991 a=def-
Only GLEW::GLEW is provided, GLEW_LIBRARIES is empty by default
<!-- What is the motivation for the changes of this pull request -->
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4469: Consider initial chat delays as normal mutes, implement unmuteid (fixes # 4460) r=heinrich5991 a=def-
<!-- What is the motivation for the changes of this pull request -->
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4470: Support GUI/Cmd key and use it as equivalent to ctrl in default shortcuts r=heinrich5991 a=def-
like ctrl-f / cmd-f
On macOS all these system shortcuts are done with cmd while on Windows
ctrl is used. Support both now
Added support for cmd key as modifier for binds
Fixed missing right variants of modifiers in some places
<!-- What is the motivation for the changes of this pull request -->
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4472: Make /rescue handle switch freeze too r=heinrich5991 a=def-
As reported by RonIn
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4473: Fix comment in CMakeLists.txt r=heinrich5991 a=def-
<!-- What is the motivation for the changes of this pull request -->
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Co-authored-by: def <dennis@felsin9.de>
4447: Disable gfx_asyncrender_old on macOS (fixes#4435) r=heinrich5991 a=def-
<!-- What is the motivation for the changes of this pull request -->
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Co-authored-by: def <dennis@felsin9.de>
4204: Lower worst/best case frame time calculations r=heinrich5991 a=Jupeyy
1 second is too much, 1 frame of 60 fps is more than enough, dropping a whole frame when using 60fps as limit is already quite alot
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- [ ] Considered possible null pointers and out of bounds array indexing
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Co-authored-by: Jupeyy <jupjopjap@gmail.com>
like ctrl-f / cmd-f
On macOS all these system shortcuts are done with cmd while on Windows
ctrl is used. Support both now
Added support for cmd key as modifier for binds
4410: Fix leak in CLayerTiles::BrushGrab (fixes#4409) r=Learath2 a=def-
<!-- What is the motivation for the changes of this pull request -->
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Co-authored-by: def <dennis@felsin9.de>
Currently to show your own key presses when recording you need
cl_video_showdirection 1 and cl_show_direction 2 which is kind of
unintuitive.
Also changed the name to be consistent with cl_show_direction
4443: Swap projectile owners when using /swap r=Learath2 a=def-
Thanks to Soapy Sandwich for responsibly disclosing this issue.
https://user-images.githubusercontent.com/2335377/145693247-c5c1ab2e-6353-4a4a-afab-c73f2d7eebc1.mp4
/swap is currently disabled until this is merged.
<!-- What is the motivation for the changes of this pull request -->
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- [x] Tested the change ingame
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Co-authored-by: def <dennis@felsin9.de>
4456: Pull some more refactoring from the upstream r=def- a=Kaffeine
The main motivation is making it easier to take (and push) patches to/from `teeworlds`
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I'm not that familiar with the code. Please let me know if this commit make sense or not:
56900d7644
IIUC two other commits from https://github.com/teeworlds/teeworlds/pull/2594 are not relevant for DDNet (because we're reducing the CPU load differently).
Co-authored-by: Alexander Akulich <akulichalexander@gmail.com>
Co-authored-by: Robert Müller <robert.mueller@student.uni-siegen.de>
Since CDraggers are also stores as entities of ENTTYPE_LASER:
/media/ddnet/src/game/server/teams.cpp:898:23: runtime error: downcast of address 0x61600003db80 which does not point to an object of type 'CLaser'
0x61600003db80: note: object is of type 'CDragger'
00 00 00 00 d0 24 3c b2 75 55 00 00 00 00 00 00 00 00 00 00 80 d8 03 00 60 61 00 00 f8 c1 04 5a
^~~~~~~~~~~~~~~~~~~~~~~
vptr for 'CDragger'
4405: Try to use unique_ptr in tests so we can't forget to delete r=heinrich5991 a=def-
Why is the PingCache test failing now???
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [ ] Tested the change ingame
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Co-authored-by: def <dennis@felsin9.de>
4421: Swap: Don't spam-protect retrying with local messages only r=heinrich5991 a=def-
As suggested by 冷落:
> I have a advice./swap need wait 30s,and often someone will say /swap
> within 30 seconds,but kept saying it would be muted
<!-- What is the motivation for the changes of this pull request -->
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4423: Fix command line arguments with unicode on windows (without changing existing code) r=heinrich5991 a=Robyt3
#4380 plus the proposed changes. Closes#4369.
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Co-authored-by: def <dennis@felsin9.de>
Co-authored-by: Robert Müller <robert.mueller@uni-siegen.de>
4413: Fix some more undefined behavior with super (fixes#4412) r=edg-l a=def-
<!-- What is the motivation for the changes of this pull request -->
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Co-authored-by: def <dennis@felsin9.de>
4404: test/serverbrowser: delete pConsole r=heinrich5991 a=def-
==235823==ERROR: LeakSanitizer: detected memory leaks
Indirect leak of 65632 byte(s) in 1 object(s) allocated from:
#0 0x563636cc2fc9 in malloc (/media/ddnet/testrunner+0x37afc9)
#1 0x563636e0fd89 in CHeap::NewChunk() /media/ddnet/src/engine/shared/memheap.cpp:14:17
#2 0x563636e10aee in CHeap::Reset() /media/ddnet/src/engine/shared/memheap.cpp:63:2
#3 0x563636d954a5 in CConsole::CExecutionQueue::Reset() /media/ddnet/src/engine/shared/console.h:188:12
#4 0x563636d4a272 in CConsole::CConsole(int) /media/ddnet/src/engine/shared/console.cpp:937:19
#5 0x563636d88a98 in CreateConsole(int) /media/ddnet/src/engine/shared/console.cpp:1230:59
#6 0x563636fbe915 in ServerBrowser_PingCache_Test::TestBody() /media/ddnet/src/test/serverbrowser.cpp:13:23
#7 0x7f0a2f87fe26 in void testing::internal::HandleExceptionsInMethodIfSupported<testing::Test, void>(testing::Test*, void (testing::Test::*)(), char const*) (/usr/lib/libgtest.so.1.11.0+0x54e26)
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [ ] Tested the change ingame
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- [ ] Tested in combination with possibly related configuration options
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- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: def <dennis@felsin9.de>
4403: Remove redundant *count >= max_count check r=def- a=Robyt3
`count` and `max_count` don't change after the check in the while loop.
## Checklist
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- [ ] 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 <robert.mueller@uni-siegen.de>
4402: Fix stack-buffer-overflow in Whisper (fixes#4400) r=heinrich5991 a=def-
<!-- What is the motivation for the changes of this pull request -->
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- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: def <dennis@felsin9.de>
4391: Remove ping filter (fixes#4365) r=edg-l a=def-
We had lots of cases of people having ping filter activated. Ping is now
too unreliable to actually filter by it. It can show an old super high
value and then you never see the location again.
![screenshot-20211124@160502](https://user-images.githubusercontent.com/2335377/143262874-0cb93dba-9539-4d0d-8400-399dffd3509b.png)
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [x] Tested the change ingame
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- [x] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
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- [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: def <dennis@felsin9.de>
4389: Sanitize owner data in client (fixes#4388) r=edg-l a=def-
and don't access out of scope on owner < 0
<!-- What is the motivation for the changes of this pull request -->
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- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
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- [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: def <dennis@felsin9.de>
4396: /swap fix: swap started/finished information r=edg-l a=def-
Thanks to 冷落 for report
<!-- What is the motivation for the changes of this pull request -->
## Checklist
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Co-authored-by: def <dennis@felsin9.de>
4395: Update str_utf8_stats documentation, minor refactoring r=heinrich5991 a=Robyt3
This removes the check for the null-terminator from the while loop, as this is also checked in `str_utf8_forward`, which returns an unchanged size in this case. The comparison `new_size != *size` was previously redundant for that reason.
Update comments and add some empty lines for consistency.
`@heinrich5991`
## Checklist
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Co-authored-by: Robert Müller <robert.mueller@uni-siegen.de>
We had lots of cases of people having ping filter activated. Ping is now
too unreliable to actually filter by it. It can show an old super high
value and then you never see the location again.
4381: Fix enter behavior when creating new folder in editor r=edg-l a=def-
As reported by louis:
> pressing enter while creating a new folder in the editor (while using
> "save as") does not create the folder but instead enters the selected
> folder in the background
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [x] Tested the change ingame
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- [ ] Considered possible null pointers and out of bounds array indexing
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- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
4382: Fix save typing when server settings are open in editor r=edg-l a=def-
As reported by louis:
> while saving a mapname while having the "Server Settings" tab open,
> pressing "m" while typing the mapname will unfocus the cursor from the
> mapname field onto the server settings field
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4387: Don't access switchers out of bounds (fixes#4386) r=edg-l a=def-
It's possible that a map was saved with a different amount of switchers
than it has at the moment. Happened on Jao Shooter. I'll check with
mapper if they changed the number of switchers.
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Co-authored-by: def <dennis@felsin9.de>
It's possible that a map was saved with a different amount of switchers
than it has at the moment. Happened on Jao Shooter. I'll check with
mapper if they changed the number of switchers.
As reported by louis:
> while saving a mapname while having the "Server Settings" tab open,
> pressing "m" while typing the mapname will unfocus the cursor from the
> mapname field onto the server settings field
As reported by louis:
> pressing enter while creating a new folder in the editor (while using
> "save as") does not create the folder but instead enters the selected
> folder in the background
4371: No wasd moving when dialog is open (fixes#4370) r=heinrich5991 a=def-
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- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: def <dennis@felsin9.de>
4366: Add sql BindInt64 r=def- a=ChillerDragon
Comes in handy for my downstream
Follow up to https://github.com/ddnet/ddnet/pull/4334
Tested with sqlite3
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Co-authored-by: ChillerDragon <ChillerDragon@gmail.com>
4358: Disallow dummy option (closes#4305, #4316) r=heinrich5991 a=fokkonaut
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Co-authored-by: fokkonaut <35420825+fokkonaut@users.noreply.github.com>
4357: Fix serverinfo json parser to work with system libjsonparser (fixes#4202) r=heinrich5991 a=def-
Debian, Ubuntu, Fedora are using libjsonparser without our own changes,
thus we were doing garbage.
<!-- What is the motivation for the changes of this pull request -->
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Co-authored-by: def <dennis@felsin9.de>
4283: Hopefully crash less with ASAN r=heinrich5991 a=Learath2
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Co-authored-by: Learath <learath2@gmail.com>
Co-authored-by: def <dennis@felsin9.de>
4306: Small optimization of EntityEx snapping r=def- a=trml
This drops sending entityex to old client versions, and for stationary pickups not in switch layer (since they don't benefit from entity ex for prediction).
It also slightly changes how m_StartTick is snapped for CLight and CGun when EntityEx is present (always sets it to 0, which could reduce network traffic slightly). However, this might cause misprediction (or invisible lights/guns) for clients who have already changed their version to 15.6, so can omit this part if wanted.
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Co-authored-by: trml <trml@users.noreply.github.com>
4315: Use W, A, S, D to navigate in editor r=def- a=ChillerDragon
Sorah requested it on discord
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Co-authored-by: ChillerDragon <ChillerDragon@gmail.com>
4340: Add functions for packing/unpacking int/unsigned using char arrays r=heinrich5991 a=Robyt3
Add `uint_to_bytes_be` and `bytes_be_to_uint` functions from upstream and use them where applicable to reduce duplicate code.
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4350: Fix map_extract r=heinrich5991 a=def-
Reported by cheeser0613
<!-- What is the motivation for the changes of this pull request -->
## Checklist
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- [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 <robert.mueller@uni-siegen.de>
Co-authored-by: def <dennis@felsin9.de>
4330: Try crc for maps if sha256 isn't available (fixes#4327) r=heinrich5991 a=def-
Happens with demos cut from KoG
<!-- What is the motivation for the changes of this pull request -->
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Co-authored-by: def <dennis@felsin9.de>
4341: Make laser doors show correctly when spectating other players r=def- a=trml
Makes the server send the switch state of other players while spectating others, otherwise the switch state of your own player (including when spectating in freeview).
Also changed the client a little to both handle situations where the server only sends one SWITCHSTATE netobject (then it just uses that team) or all (then it chooses the team that maintains the above behavior). I'm not sure if the latter would really be useful (but since the netobject contains a team it would be possible to do so).
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- [ ] Considered possible null pointers and out of bounds array indexing
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- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: trml <trml@users.noreply.github.com>
4337: Fix DbgDummy check being at the wrong place r=def- a=heinrich5991
Fixes#4325.
## Checklist
- [ ] Tested the change ingame
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- [ ] Considered possible null pointers and out of bounds array indexing
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- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: ChillerDragon <ChillerDragon@gmail.com>
Co-authored-by: heinrich5991 <heinrich5991@gmail.com>
4335: Escape skin name when downloading (fixes#4333) r=Jupeyy a=def-
<!-- What is the motivation for the changes of this pull request -->
## Checklist
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Co-authored-by: def <dennis@felsin9.de>
4321: Improve performance of `SnapFindItem` for extended item types r=Jupeyy a=heinrich5991
Look up the internal type of the searched-for UUID type once, and then
just do integer comparisons to find the item.
CC #4300
<!-- What is the motivation for the changes of this pull request -->
## Checklist
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Co-authored-by: heinrich5991 <heinrich5991@gmail.com>
4312: Don't access out of bounds in linereader (fixes#4308) r=heinrich5991 a=def-
If someone wants to look more closely, maybe there is a better fix
<!-- What is the motivation for the changes of this pull request -->
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Co-authored-by: def <dennis@felsin9.de>
4313: Use uint64_t for network stats (fixes#4309) r=heinrich5991 a=def-
Doesn't overflow so quickly, if it overflows has deterministic behavior
at least.
<!-- What is the motivation for the changes of this pull request -->
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Co-authored-by: def <dennis@felsin9.de>
4311: Fix crash in CDragger (fixes#4307) r=Jupeyy a=def-
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Co-authored-by: def <dennis@felsin9.de>
4300: Don't call uuid lookup, if the expected type isn't an uuid extended type anyway r=heinrich5991 a=Jupeyy
Most performance loss currently comes from the simple fact that lookupuuid is slow.
This addresses the problem by making sure its only called for net messages, that are extended anyway
`@trml` or `@heinrich5991` can you check if that makes sense without breaking something?
## Checklist
- [ ] Tested the change ingame
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Co-authored-by: Jupeyy <jupjopjap@gmail.com>
4304: Support unicode filenames on windows with pnglite (fixes#4301) r=Jupeyy a=def-
<!-- What is the motivation for the changes of this pull request -->
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Co-authored-by: def <dennis@felsin9.de>
4295: Remove upper resolution bound r=edg-l a=Jupeyy
fixes#4291
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Co-authored-by: Jupeyy <jupjopjap@gmail.com>
4287: sv_plasma_per_sec 0 => disable firing r=Jupeyy a=def-
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Co-authored-by: def <dennis@felsin9.de>
4286: Don't divide by 0 with sv_plasma_per_sec r=edg-l a=def-
Thread 1 "DDNet-Server" received signal SIGFPE, Arithmetic exception.
0x000055555560d65f in CGun::Tick (this=0x55555583b440) at /media/ddnet/src/game/server/entities/gun.cpp:109
109 if(m_LastFire + Server()->TickSpeed() / g_Config.m_SvPlasmaPerSec <= Server()->Tick())
<!-- What is the motivation for the changes of this pull request -->
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Co-authored-by: def <dennis@felsin9.de>
4284: Reset selection, if gui element was changed outside of DoEditBox r=def- a=Jupeyy
Changing ui element by hot keys was not visible to DoEditBox, and thus didn't act like selection params were resetted
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Co-authored-by: Jupeyy <jupjopjap@gmail.com>
4282: Fix heap-use-after-free in OnMessage (fixes#4279) r=heinrich5991 a=def-
<!-- What is the motivation for the changes of this pull request -->
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Co-authored-by: def <dennis@felsin9.de>
4281: CVariableInt: Limit to 31 bits to fit into int (fixes#4280) r=heinrich5991 a=def-
<!-- What is the motivation for the changes of this pull request -->
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- [ ] Tested the change ingame
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Co-authored-by: def <dennis@felsin9.de>
4270: Try to catch #4240 in action r=def- a=Learath2
<!-- What is the motivation for the changes of this pull request -->
This allocates characters dynamically so hopefully asan will point out the use-after-free.
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- [x] Considered possible null pointers and out of bounds array indexing
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Co-authored-by: Learath <learath2@gmail.com>
4258: Fix data race in backend_sdl r=def- a=Jupeyy
## Checklist
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- [ ] 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>
4251: Add inp_translated_keys (fixyes #4241) r=Jupeyy a=def-
fixes#4241
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- [ ] Written a unit test if it works standalone, system.c especially
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Co-authored-by: Dennis Felsing <dennis@felsin9.de>
4245: Further fixes for cpu/zoom on large maps with entityex r=def- a=trml
Attempt to fix#4244
Added network clipping to entity ex for projectiles and pickups, and made snapping of gamecontroller happen before gameworld (as suggested in #4236), which should help when zooming out on large maps in general (where the number of entities exceeds the maximum number of snap items).
Also added bounds checks for switchers in the client.
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: trml <trml@users.noreply.github.com>
4250: Fix mouse select position in console when using different page r=def- a=Jupeyy
fixes#4246
Also noticed if you enter so much text that console input goes into the second line, it will move the whole console up, but i disabled selection in this case for now, because don't want to redesign the whole console rn and is a real edge case anyway.
## Checklist
- [x] Tested the change ingame
- [ ] 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>
4238: Make downstream merges easier r=def- a=ChillerDragon
Untested
4249: Using unsuper does not give an advantage r=def- a=ChillerDragon
Count runs that used "unsuper" as legal finishes.
Co-authored-by: Chiller Dragon <chillerdragon@gmail.com>
4232: Still clear pending mouse motion r=def- a=Jupeyy
Same as #3932 ... again :/
## Checklist
- [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>
4225: Fix segfault when joining team (fixes#4224) r=Zwelf a=def-
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: def <dennis@felsin9.de>
4218: Set VERSION_DDNET_SWITCH for upcoming release r=Jupeyy a=def-
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: def <dennis@felsin9.de>
4095: [Concept] Add new mouse state (ingame mouse) r=def- a=Jupeyy
This would remove ui_mousesense and use the desktop cursor position instead for menus and editor
This would also fix the editor cursor to not move faster than in menus.
That's probably how most games would handle menus, instead of using relative mouse mode
And this would work for touch inputs.
The normal gameplay relative mouse is ofc NOT affected by any kind
Opinions?
Missing:
- [x] m_MouseSlow in menus
- [x] Make desktop cursor invisible
- [x] Some components that use ui mouse
- [x] Remove focus in/out relative mouse state changes, fixed with next SDL version
## 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)
4176: Entity switch prediction r=def- a=trml
Adds the prediction for pickups and projectiles (based on #4108)
For blinking entities (deactivated by switch) I also used the extended info to make the blinking effect happen client-side. So instead of the server omitting the projectile/pickup from the snapshot every N ticks (which prevented some things like explosive bullets from being predicted correctly), the server will keep sending the item and let the client decide how to show it.
Added doors as well, and changed how they are sent (and rendered) in a similar way (by always sending both endpoints and using a fixed m_StartTick instead of updating it every tick).
An idea was that this could potentially reduce network traffic a bit (in addition to helping with prediction), especially for stationary items that are rarely/never have to be updated (doors and pickups).
This makes CItems::OnRender a bit more complex, and it could perhaps be cleaned up some way (either using something like CProjectileData, or by moving more of the logic into RenderProjectile/Laser/Pickup).
Some things missing:
- Add more entities (draggers, light, gun)
- Entities are not correctly shown when in super (e.g. doors are shown as closed, and should be open)
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [x] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Jupeyy <jupjopjap@gmail.com>
Co-authored-by: trml <trml@users.noreply.github.com>
4200: teehistorian: Test statefulness of PLAYER_TEAM and TEAM_PRACTICE r=def- a=heinrich5991
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [x] 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: heinrich5991 <heinrich5991@gmail.com>
4157: invalidate texture when unloading a texture. r=heinrich5991 a=ChillerDragon
Closes https://github.com/teeworlds/teeworlds/issues/1450
(cherry picked from commit 23a1b80f60)
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: oy <Tom_Adams@web.de>
Co-authored-by: ChillerDragon <ChillerDragon@gmail.com>
3879: Use SDL_FlashWindow to request user's attention r=heinrich5991 a=Jupeyy
We should soon update to SDL 2.0.16 for our bundled libs, but don't merge before this happened.
This drops the remaining X11 dependency.
We should then also use GLEW with EGL for official builds for easy native wayland support(which i discussed before already)
## 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)
4079: Make teehistorian easier to reproduce r=heinrich5991 a=Zwelf
I've tested it ingame, but still have to make sure, that the ordering of the teehistorian messages are right. I would be really happy if we could land this before changing team joining logic (#4006 or /practice logic, but there isn't a pr for this yet), but I would like to make sure that the change is correct.
## Checklist
- [x] Tested the change ingame
- [ ] Tested in combination with possibly related configuration options
- [x] Written a unit test if it works standalone, system.c especially
- [x] Considered possible null pointers and out of bounds array indexing
- [x] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Jupeyy <jupjopjap@gmail.com>
Co-authored-by: Zwelf <zwelf@strct.cc>
4197: Properly export antibot DLL symbols on Windows, this time for real r=Jupeyy a=heinrich5991
0750ae0fbd was missing the function
prototypes that used `ANTIBOTAPI`.
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
4198: Always support resizing, remove gfx_resizable r=Jupeyy a=def-
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: heinrich5991 <heinrich5991@gmail.com>
Co-authored-by: def <dennis@felsin9.de>
4196: Fix fs_removedir and fs_remove with unicode on windows r=Jupeyy a=Robyt3
Fixes `fs_removedir` and `fs_remove` to work with unicode names on Windows.
## 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 <robert.mueller@uni-siegen.de>
4171: Add basic selection support for ui ex edit boxes r=def- a=Jupeyy
This changes the hotkey for "exclude" to CTRL + SHIFT + X, because else it collides with Cutting strings out of a selection
This is defs not perfect, it basically ignores keyboard keys that could also alter selection (e.g. shift + right) but i didnt want to break the IME stuff, bcs i don't understand it
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] 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>
4195: Try to fix unicode race demos (fixes#4192) r=Jupeyy a=def-
by making fs_rename work on Windows with Unicode chars
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: def <dennis@felsin9.de>
4166: Update default tune zone, when no local character is alive and tune zones don't exist r=heinrich5991 a=Jupeyy
fixes#4140
## 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>
4183: Fix nullptr when using Config() in components r=heinrich5991 a=ChillerDragon
https://github.com/ddnet/ddnet/pull/3993
## 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: ChillerDragon <ChillerDragon@gmail.com>
4180: Use constructor consistently for colors r=def- a=Robyt3
This changes all color instantiations to consistently use the constructor instead of an initializer list.
## 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 <robert.mueller@uni-siegen.de>
4179: Fix text upload call, make invalid calls visible r=def- a=Jupeyy
## 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>
4151: Copy ingame console like in ATH r=def- a=BloodWod-513
The idea is taken from the implementation of this in ATH client
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Jupeyy <jupjopjap@gmail.com>
Co-authored-by: BloodWod-513 <dayn_2013@mail.ru>
4167: Update world config even if the local character is dead r=Jupeyy a=heinrich5991
Interesting for weapons etc.
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: heinrich5991 <heinrich5991@gmail.com>
4168: Clear game info on connect r=Jupeyy a=heinrich5991
Previously, the old game info persevered into the next server.
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: heinrich5991 <heinrich5991@gmail.com>
4164: Use gametick as int for emoticon calculation, add the fraction sepera… r=def- a=Jupeyy
I had a wrong parentheses, which resulted in the calculation using floats instead of double, which isnt nice with high ticks, bcs of the float value range
Then I decided to use the gametick as int, bcs in the if before the calc it compared the float against -1, which isnt really nice anyway
So I split the vars, which then doesnt require double
Also simplified the math for readability
## 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>
We allocated 512 bytes to dump up to 32 data bytes in a hex form.
According to the str_hex() implementation, we need three bytes per the
source data byte (a byte is represented as a two-digit hexadecimal number
with appended space char) plus the null-termination.
We actually could re-use the last space char for the null, but it is not
implemented in str_hex(). Keep this logic as-is.
The stack-allocated buffer size reduced from 512 to 97 bytes.
3783: Further fixes for Haiku r=def- a=panos
- Haiku is Unix-like, but it still doesn't use libnotify.
- Haiku comes with its own sets of definitions for certain long variables. There's still a problem revolving around the variables, but I removed a duplicate, conflicting definition on the Haiku platform.
- Changed some definition-related logic in detect.h, because the gcc compiler in Haiku (version 8.3.0) complained about duplicate definitions. I chose to use 'unknown' rather than an empty string.
I think that I'm very close.
Co-authored-by: Panagiotis Vasilopoulos <hello@alwayslivid.com>
Co-authored-by: def <dennis@felsin9.de>
4158: Make emoticons smoother r=heinrich5991 a=Jupeyy
It's still not 100% the same as with high bandwidth, but atleast animation wise it should look the same.
The client doesn't predict if an emote actually is triggered, so it still only triggeres them every second tick without high bandwidth.
~Since this changes demo playing quite a bit, it should defs be tested~(not really xd)
fixes#4156
## 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: heinrich5991 <heinrich5991@gmail.com>
- Haiku is Unix-like, but it still doesn't use libnotify.
- Haiku comes with its own sets of definitions for certain long variables.
There's still a problem revolving around the variables, but I removed a
duplicate, conflicting definition on the Haiku platform.
- Changed some definition-related logic in detect.h, because the gcc compiler
in Haiku (version 8.3.0) complained about duplicate definitions. I chose to
use 'unknown' rather than an empty string on one occasion.
- Changed size of m_aLastSoundPlayed[CHAT_NUM] in
`src/game/client/components/chat.cpp` due to an undocumented/undiscovered bug
in Haiku.
3991: Implement upstream download code style r=heinrich5991 a=ChillerDragon
In https://github.com/teeworlds/teeworlds/pull/2556 teeworlds introduced temporary download files for maps. DDNet already has that but a bit different. Those temporary files are now also deleted on error like it is done in the upstream. The main goal of this pr is to reduce code diff to upstream.
Tested official ddnet maps over http and other maps.
## 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 <robert.mueller@student.uni-siegen.de>
Co-authored-by: ChillerDragon <ChillerDragon@gmail.com>
3851: Record last 10 demos by default r=heinrich5991 a=def-
Opinions? Someone on Discord just had the issue that a gameplay on FNG wasn't recorded. I think keeping the last 10 demos around isn't too expensive disk-wise.
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: def <dennis@felsin9.de>
4148: Kill unfinishable teams if they don't enter /practice within a minute r=Learath2 a=heinrich5991
This is to avoid players playing in unfinishable teams for a long time
if they don't understand the system messages.
Fixes#4088.
## 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: heinrich5991 <heinrich5991@gmail.com>
4155: Remove a `#include <base/system.h>` r=Jupeyy a=heinrich5991
The variable isn't actually a path, just the test name formatted as file
name, so the 64 isn't actually too strict.
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: heinrich5991 <heinrich5991@gmail.com>
4153: Some char array naming convention r=heinrich5991 a=ChillerDragon
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: ChillerDragon <ChillerDragon@gmail.com>
4152: Make use of IO_MAX_PATH_LENGTH r=heinrich5991 a=ChillerDragon
Inspired by
0a7d0fee7c
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: ChillerDragon <ChillerDragon@gmail.com>
4147: Add -DHEADLESS option to cmake (nulled gfx) r=def- a=ChillerDragon
This allows compiling the client without graphics backend and thus it
can run also in a non graphical enviornment
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [X] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [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: ChillerDragon <ChillerDragon@gmail.com>
Remove not needed method definitions.
Feed the graphics engine with some fake data.
This removes valgrind warnings.
Thanks to @Jupeyy for helping a lot :)
4142: Fix parantheses warning r=Jupeyy a=def-
This condition is too complicated to understand I think...
```
src/game/client/components/players.cpp: In member function ‘void CPlayers::RenderPlayer(const CNetObj_Character*, const CNetObj_Character*, const CTeeRenderInfo*, int, float)’:
src/game/client/components/players.cpp:546:130: warning: suggest parentheses around ‘&&’ within ‘||’ [-Wparentheses]
546 | if(((!IVideo::Current() && (g_Config.m_ClShowDirection >= 1)) || (IVideo::Current() && g_Config.m_ClVideoShowDirection)) && ClientID >= 0 || DemoPlayer()->IsPlaying())
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~^~~~~~~~~~~~~~~~
```
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: def <dennis@felsin9.de>
4143: Fix cl_show_direction wrong maximum r=Jupeyy a=HamidReza585
The maximum for cl_show_direction was supposed to be 2 but it looks like I forgot to change it in #4133 so if someone check show local player's key presses in DDNet settings (or do cl_show_direction 2), it will be reset to 1 next time the client launches.
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [x] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: HamidReza <57710259+HamidReza585@users.noreply.github.com>
This condition is too complicated to understand I think...
src/game/client/components/players.cpp: In member function ‘void CPlayers::RenderPlayer(const CNetObj_Character*, const CNetObj_Character*, const CTeeRenderInfo*, int, float)’:
src/game/client/components/players.cpp:546:130: warning: suggest parentheses around ‘&&’ within ‘||’ [-Wparentheses]
546 | if(((!IVideo::Current() && (g_Config.m_ClShowDirection >= 1)) || (IVideo::Current() && g_Config.m_ClVideoShowDirection)) && ClientID >= 0 || DemoPlayer()->IsPlaying())
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~^~~~~~~~~~~~~~~~
4139: Fix spec-char not being shown r=def- a=fokkonaut
Caused by #4124, sorry for that. Characters are being removed from the Gameworld when entering /spec, therefore they dont get processed and the spec-char was not shown at all.
Also removed the m_Paused check in CCharacter::Snap because it does not even get called.
Edit: This still keeps the wanted effect from #4124, using CanSnapCharacter()
## 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: fokkonaut <35420825+fokkonaut@users.noreply.github.com>
4133: Add cl_show_local_direction (fixes#3978) r=def- a=HamidReza585
cl_show_local_direction allows you to see your own key presses during the game.
I changed the statements so it will allow local player to have key press arrows (inside the game), and I added a statement for configs (settings), so if you have cl_show_local_direction enabled, it will render the directions (arrows) for the local player. (Also affects demos and videos, same as cl_show_direction)
![ScreenShot](https://user-images.githubusercontent.com/57710259/131379491-c32047ef-7941-40eb-9ed5-381ea0cf5497.png)
## 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
- [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: HamidReza <57710259+HamidReza585@users.noreply.github.com>
4132: document CComponent r=Jupeyy a=edg-l
I think this will make it easier for future people looking into this class.
## 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: Edgar Luque <git@edgarluque.com>
4100: Cleaned AFK checking r=def- a=gerdoe-jr
<!-- What is the motivation for the changes of this pull request -->
Using `bool` instead of `int` for `m_SendNAfkMsg`
Deleted `m_pAfkMsg` from `CPlayer` declaration
Cleaned last activity check code
Please test this PR, because I don't know what can go wrong here :P
## 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: Vlad <gerdoexx@gmail.com>
Co-authored-by: def <dennis@felsin9.de>
4121: Editor Improvements r=def- a=HamidReza585
Added the option to write separate explanations for different entities and fixed the wrong explanation bug.
![ScreenShot](https://user-images.githubusercontent.com/57710259/131142608-a03ca2d3-6d34-4a8f-ac68-c99e1fb7c8e9.png)
## Checklist
- [x] Tested the change ingame
- [x] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [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)
4124: Fix specchar transparency and move spec-char to character snap (fixes#4123, #3816) r=def- a=fokkonaut
Fixes spec-char being rendered with transparency leading in almost invisible spec chars, aswell as moves spec-char to the character snap serverside.
Fixes#4123, #3816
## 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: HamidReza <57710259+HamidReza585@users.noreply.github.com>
Co-authored-by: fokkonaut <35420825+fokkonaut@users.noreply.github.com>
4111: Fix filesystem/IO with unicode filenames on windows r=def- a=Robyt3
It was previously not possible to load a map or really any file with a filename containing unicode, e.g. german umlauts.
Now all filenames are converted from multibyte to widechar on windows, and the correct functions and structs (with the `W` suffix) are used consistently.
Some changes are made to synchronize ddnet's implementation with upstream (once https://github.com/teeworlds/teeworlds/pull/2936 has been merged there):
- The unused and not working `IOFLAG_RANDOM` is removed (on upstream ddnet's `IOFLAG_APPEND` is added instead).
- The `fs_listdir_info` function is renamed to `fs_listdir_fileinfo` and now using the parameter object `CFsFileInfo` that contains the filename, modified date and creation date, making it easier to add more properties in the future. `FS_LISTDIR_INFO_CALLBACK` is renamed to `FS_LISTDIR_CALLBACK_FILEINFO`.
## 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 <robert.mueller@uni-siegen.de>
4117: Make fullscreen changes better (especially under windows) r=def- a=Jupeyy
This bug already existed in our current release, so its not related to some SDL update
## 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>
3967: Add state if no master was found r=Learath2 a=Jupeyy
fixes#3951
by adding a state if no master was found
## 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>
3960: Display colors for strong / weak hook states r=Jupeyy a=BloodWod-513
<!-- What is the motivation for the changes of this pull request -->
Off by default, cl_nameplates_strongweak 1 to enable;
Also shown in debug mode (ctrl-shift-d);
You can change the colors in the HUD.
![hkUp2p8chGA](https://user-images.githubusercontent.com/33897884/126379859-1dc29c09-57fb-4d4b-9810-a4f0b09599a0.jpg)
![WCZx_ZR8fQ0](https://user-images.githubusercontent.com/33897884/126379863-3f25295a-ca36-4184-a0ed-1946b40ed967.jpg)
## Checklist
- [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
- [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)
4006: Add /team -1 r=Jupeyy a=gerdoe-jr
<!-- What is the motivation for the changes of this pull request -->
## Checklist
In addition for #4005.
Now /team -1 forces player to first empty team.
- [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 if it works standalone, system.c especially
- [x] Considered possible null pointers and out of bounds array indexing
- [x] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
4103: Fix swap resets switches. r=Jupeyy a=edg-l
Fixes#3806
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [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: BloodWod <dayn_2013@mail.ru>
Co-authored-by: Ilya <33897884+BloodWod-513@users.noreply.github.com>
Co-authored-by: gerdoe-jr <gerdoexx@gmail.com>
Co-authored-by: Edgar Luque <git@edgarluque.com>
4107: Upgrade resolution list r=def- a=Jupeyy
Quick overview about the changes made
- Add refresh rate to fullscreen modes
- Show current resolution(on window mode for example update the resolution). Current behavior is, that the list index isn't updated -> see picture below
- Save current resolution, even on windowed mode
- Move get videomodes to main thread, like all window API(probably safer)
- Better window states updates, e.g. in maximized state it should remove maximize flag, when resized by the resolution list
And also update resolution when e.g. changing from fullscreen to windowed.
- No resolution list on desktop fullscreen, as this isn't intended anyway
windowed mode:
![screenshot_2021-08-22_13-30-07](https://user-images.githubusercontent.com/6654924/130354590-b92a2161-3207-498c-818e-34410092d2ed.png)
fullscreen:
![screenshot_2021-08-22_14-18-09](https://user-images.githubusercontent.com/6654924/130354801-821692ac-b1c3-41ad-a7b6-5ca59ceb6caa.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 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>
4105: fix console name of GfxDesktopWidth r=def- a=Jupeyy
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Jupeyy <jupjopjap@gmail.com>
SDL_SetWindowSize's documentation tells that SDL_SetWindowDisplayMode
should be used to set the sizes of fullscreen windows. SDL commit
72d812852023450b7c3850b8e87b63575df041ee changed SDL_SetWindowSize's
behavior so that it can no longer be used to set the screen resolution
with windows that are created in fullscreen mode.
SDL_SetWindowDisplaymode is used instead when the window is fullscreen.
3986: Use consistent case for error messages r=def- a=ChillerDragon
Use the style introduced by `@def-` in
61e47422f6
consistency :)
## 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: ChillerDragon <ChillerDragon@gmail.com>
4098: Remove unused gfx_alphabits config variable and dead code r=def- a=Robyt3
The config variables are unused.
(First commit is also https://github.com/teeworlds/teeworlds/pull/2913)
## 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: Robert Müller <robert.mueller@uni-siegen.de>
4099: Use minimum instead of std::min r=Learath2 a=Robyt3
This replaces remaining usages of `std::min` with `minimum`. Fixes build for me on Windows with Visual Studio 2015.
## 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: Robert Müller <robert.mueller@uni-siegen.de>
4089: log git revision hash to stdout/console r=def- a=edg-l
Fixes#3963
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [x] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
4093: Make fallback stronger and safer r=def- a=Jupeyy
- Save renderer & version string, so the fallback isn't portable between driver updates or system changes
- Only allow modern GL on modern systems(windows)
- Don't show modern GL in settings, if the driver is on the blocklist(this prevents Intel users from doing it, they can still force it over F1 console)
## 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)
4094: Add prediction for switch tiles r=def- a=trml
Prediction of freeze and other tiles in switch layer (for #3990)
## 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
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Edgar Luque <git@edgarluque.com>
Co-authored-by: Edgar <git@edgarluque.com>
Co-authored-by: Jupeyy <jupjopjap@gmail.com>
Co-authored-by: trml <trml@users.noreply.github.com>
4096: Allow floats arguments for zoom r=def- a=Jupeyy
fixes#3716
## 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>
4003: Use GL_ARRAY_BUFFER r=Learath2 a=Jupeyy
For older OpenGL contexts
`@Learath2` can you check this?
## 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: Jupeyy <jupjopjap@gmail.com>
4084: Send switch state to the client r=Learath2 a=edg-l
<!-- What is the motivation for the changes of this pull request -->
This PR is related to #3990
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [x] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Edgar Luque <git@edgarluque.com>
4080: Fix collecting weapon in solo part not making any sound. r=Jupeyy a=edg-l
fixes#3822fixes#2219
<!-- What is the motivation for the changes of this pull request -->
## Checklist
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- [x] Changed no physics that affect existing maps
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Co-authored-by: Edgar Luque <git@edgarluque.com>
4083: Fix transparent shotgun bullets r=Jupeyy a=trml
Fixes#3591
## Checklist
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Co-authored-by: trml <trml@users.noreply.github.com>
3996: Make the country/type selection more intuitive r=edg-l a=def-
I watched a live stream where someone struggled with this, not knowing
that right click has different functionality from left click, and had to
manually click on each entry to remove them all except one.
<!-- What is the motivation for the changes of this pull request -->
## Checklist
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Co-authored-by: def <dennis@felsin9.de>
4008: removed the operator int() from IGraphics::CTextureHandle and ISound:… r=Jupeyy a=ChillerDragon
…:CSampleHandle in order to catch more bugs
(cherry picked from commit 563f1d0c52)
## Checklist
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Co-authored-by: Magnus Auvinen <magnus.auvinen@gmail.com>
3984: Disable chat sounds when recording without chat (fixes#3983) r=Learath2 a=def-
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Co-authored-by: def <dennis@felsin9.de>
4002: Populate jetpack field properly r=Jupeyy a=Learath2
Noticed by Anime.pdf on discord
Doesn't seem to break anything else unintendedly but I'd be more comfortable with it if `@trml` takes a look.
## Checklist
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Co-authored-by: Learath <learath2@gmail.com>
3981: Add /emote normal description (thanks to tela) r=edg-l a=def-
<!-- What is the motivation for the changes of this pull request -->
## Checklist
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Co-authored-by: def <dennis@felsin9.de>
I watched a live stream where someone struggled with this, not knowing
that right click has different functionality from left click, and had to
manually click on each entry to remove them all except one.
Seems to cause problems:
> Hussain wrote
> :last update+ beta
> my dummy stuck ( this second time)
> disconnect and connect again useless still stuck
> and disconnect server too
> have to restart the game
This reverts commit ce2f29b5f1.
The commit message is misleading. DDNet already had the pid.tmp behavior.
This just uses more the teeworlds style of doing it.
(cherry picked from commit 0da0cb8044)
3987: Fix client use-after-free reported by mmmds r=def- a=ChillerDragon
Fix https://github.com/teeworlds/teeworlds/issues/2645
The `Sv_ReadyToEnter` net message is only valid while we're still
loading stuff, it is used to signal that we can send the `ENTERGAME`
system message. Simply ignoring the server message while we're in the
wrong part of the state machine works.
(cherry picked from commit a97f8a22de)
## Checklist
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- [ ] Considered possible null pointers and out of bounds array indexing
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Co-authored-by: heinrich5991 <heinrich5991@gmail.com>
Fix https://github.com/teeworlds/teeworlds/issues/2645
The `Sv_ReadyToEnter` net message is only valid while we're still
loading stuff, it is used to signal that we can send the `ENTERGAME`
system message. Simply ignoring the server message while we're in the
wrong part of the state machine works.
(cherry picked from commit a97f8a22de)
3985: remove unused MenuTick, reuse existing m_LocalStartTime r=def- a=ChillerDragon
(cherry picked from commit 009b072c34)
Ok that was a weird cherry pick... 90% was already in :D
Co-authored-by: Robert Müller <robert.mueller@uni-siegen.de>
3969: Stop accepting invalid ipv4's r=heinrich5991 a=gerdoe-jr
<!-- What is the motivation for the changes of this pull request -->
Fixes#3774.
## Checklist
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Co-authored-by: Vlad <51330274+gerdoe-jr@users.noreply.github.com>
3971: Disabling quick editing in the console r=def- a=BloodWod-513
<!-- What is the motivation for the changes of this pull request -->
I think it should fix#3925.
Previously, the game stopped due to the fact that it was possible to turn on the selection by a random click, but if you disable the quick edit flags, then the selection can be made only by right-clicking the mouse and selecting an necessery option.
The game will also stop, but after copying it will immediately continue, and this eliminates accidental pressing, that is, the person is fully responsible for his actions.
![console](https://user-images.githubusercontent.com/33897884/126964490-89bb6138-3bdf-4325-8241-30fff3bfb7f0.jpg)
## Checklist
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- [ ] Considered possible null pointers and out of bounds array indexing
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- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Ilya <33897884+BloodWod-513@users.noreply.github.com>
Co-authored-by: BloodWod <dayn_2013@mail.ru>
3970: Fix pressing Home or End in server address field changes the selected server r=Learath2 a=BloodWod-513
<!-- What is the motivation for the changes of this pull request -->
I think it should fix#3964.
# Checklist
- [x] Tested the change ingame
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- [ ] Considered possible null pointers and out of bounds array indexing
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Co-authored-by: BloodWod <dayn_2013@mail.ru>
3952: Remove global components and global gameclient instance r=heinrich5991 a=Jupeyy
Prevents global constructors/destructors and is a bit of cleanup
would also fix the issue from #3948
## 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
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- [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: Jupeyy <jupjopjap@gmail.com>
3966: Fix "tee hasn't hit the start line yet" error r=def- a=heinrich5991
It has been happening to all teams. Send `CGameTeams::OnCharacterStart`
even if the team has already started.
## 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
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- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: heinrich5991 <heinrich5991@gmail.com>
3956: Fix out of bounds in editor render image r=heinrich5991 a=Jupeyy
## Checklist
- [x] Tested the change ingame
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- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
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- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Jupeyy <jupjopjap@gmail.com>
3959: Try to fix "start line skipping" r=Learath2 a=heinrich5991
Previously, tees could go around the start line on some maps, going
directly to the finish line while leaving one tee behind at the start.
By letting that sole tee start and kill itself, the team could be
directly at the finish at time 0:00.
Fix this by requiring every tee of a team to hit the start line before
being able to finish. Tees can still get some advantage by skipping the
start line, but it will no longer be a 0:00 finish.
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: heinrich5991 <heinrich5991@gmail.com>
Previously, tees could go around the start line on some maps, going
directly to the finish line while leaving one tee behind at the start.
By letting that sole tee start and kill itself, the team could be
directly at the finish at time 0:00.
Fix this by requiring every tee of a team to hit the start line before
being able to finish. Tees can still get some advantage by skipping the
start line, but it will no longer be a 0:00 finish.
3949: Remove unused m_LastInput r=Learath2 a=Jupeyy
fixes#3948
## Checklist
- [ ] Tested the change ingame
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- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
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- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Jupeyy <jupjopjap@gmail.com>
3947: Allow zooming to levels. Close#3923 r=def- a=Learath2
I guess no harm in adding this since it's such a trivial addition? If it's useful to someone might as well have it.
Closes#3923
## Checklist
- [x] Tested the change ingame
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- [x] Considered possible null pointers and out of bounds array indexing
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- [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: Learath2 <learath2@gmail.com>
3942: Allow the antibot to get more insight into the network r=Learath2 a=heinrich5991
E.g. allow it to see the messages the server sends.
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
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- [x] Considered possible null pointers and out of bounds array indexing
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Co-authored-by: heinrich5991 <heinrich5991@gmail.com>
3932: Reset relative mouse motion on toggle r=def- a=Jupeyy
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [x] Tested the change ingame
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- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
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Co-authored-by: Jupeyy <jupjopjap@gmail.com>
3935: Remove switch state from prediction, initialize m_Layer r=def- a=trml
I couldn't reproduce #3934, but I believe it was caused by uninitialized values in projectiles (m_Layer and m_Number), which should be fixed now. Also cleaned up the unused switch code (all except tiles with number 0).
## Checklist
- [x] Tested the change ingame
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- [ ] Considered possible null pointers and out of bounds array indexing
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Co-authored-by: trml <trml@users.noreply.github.com>
When a player wants to switch servers in-game, but needs to confirm the
action because of cl_confirm_disconnect, the game used to not actually
connect to the new server.
This adds a way to still connect to that server, after the player
confirms.
Signed-off-by: Sefa Eyeoglu <contact@scrumplex.net>
3930: Still allow lock/unlock/practice while sv_chat_initial_delay is set r=Jupeyy a=def-
Not sure if we should just allow them whenever someone is muted
Fixes#3929
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [ ] Tested the change ingame
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Co-authored-by: def <dennis@felsin9.de>
3927: Forbid votes while being muted r=def- a=heinrich5991
Fixes the problem of people abusing the vote reason for spamming.
Fixes#3926.
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
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- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
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Co-authored-by: heinrich5991 <heinrich5991@gmail.com>
3928: Properly export antibot DLL symbols on Windows r=def- a=heinrich5991
Supersedes #3917.
## Checklist
- [ ] Tested the change ingame
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- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
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Co-authored-by: heinrich5991 <heinrich5991@gmail.com>
3912: Use time_get_microseconds in CChoseMaster's job r=heinrich5991 a=Jupeyy
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Jupeyy <jupjopjap@gmail.com>
3905: Init mouse diff floats in editor r=def- a=Jupeyy
I assume is the cause the cursor in editor often is gone, bcs when alt tab it moves the cursor based on uninitialized values
## 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
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- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Jupeyy <jupjopjap@gmail.com>
3911: Don't set cached pings for servers without info r=def- a=heinrich5991
Fixes#3899.
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [x] Tested the change ingame
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- [ ] Considered possible null pointers and out of bounds array indexing
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Co-authored-by: heinrich5991 <heinrich5991@gmail.com>
3895: Translate "Name" and "Time" header in ghost menu r=def- a=TsFreddie
![image](https://user-images.githubusercontent.com/3797859/121635979-cb176280-cab9-11eb-9304-49a99bd4c048.png)
These two headers weren't translated.
## Checklist
- [ ] Tested the change ingame
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- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
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- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Freddie Wang <tsfreddiewang@gmail.com>
3888: Send server info request for ping with different token r=Jupeyy a=heinrich5991
Thanks to @Jupeyy for figuring out this bug.
Previously, the client would send the request for server info and the
server info ping packet with the same token, making the answer
indistinguishable from each other. Fix this by generating a token that
won't collide.
Fixes#3862.
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
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- [ ] 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>
Thanks to @Jupeyy for figuring out this bug.
Previously, the client would send the request for server info and the
server info ping packet with the same token, making the answer
indistinguishable from each other. Fix this by generating a token that
won't collide.
Fixes#3862.
3884: Make mouse pos calculation more robust against NaNs r=def- a=Jupeyy
1. Since the config didn't have a limit set, they could be negative, which directly caused bugs
2. If you set a min mouse distance, lets say 5, It can mathematically happen that you drag your mouse exactly so much that you hit the (0, 0) point and the if(.. < MinDistance) branch normalizes that point, which causes non restorable NaNs.
It's now safe, the min distance is later in code checked to be atleast 1, i "even" just made it safe enough, so there shouldn't be any change in behaviour:
07ab4d5356/src/game/client/components/controls.cpp (L298-L304)
Which casts the float to an int and checks the int, and this does not restore the mouse pos for NaNs, because nan to int is not 0
its some insanly high value int_max or smth
To reproduce both bugs "easily" on current master you can abuse a SDL limitation,
relative mouse mode seems to only move upto +-1 unit,
- so for 1. set the ingame mouse sens to 100000 and the max mouse distance to -1000 and move your mouse fast for a few seconds, happens relativly easy (Thanks to Souly how to reproduce it)
- for 2. set mouse sens to 100 and max distance to 1 and min distance to 5, this case is a bit harder to reprod in debug mode, probably bcs of the way mouse pos is later handled and also maybe bcs of floating point differences with signs that go close to 0... had to move the mouse few seconds but still got it relativly fast (with -0fast it happens almost instant)
it will exactly happen what i explained in 2. that the reported mouse movement negates the current mouse pos, resulting in mouse pos (0,0)
![screenshot_2021-06-06_21-55-18](https://user-images.githubusercontent.com/6654924/120938281-35bf4b80-c712-11eb-9b6b-7523e8b436bd.png)
This this was also a bug reported in #bugs channel, i think we could also add it to the release
## 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>
3882: Fix inconsistent handling of death tile between front and game layer r=def- a=Zwelf
Fixes#3880
I believe that it can be safely merged. I tried to see the difference, but I couldn't get a measureable difference with only Kill-Tiles and Stoppers.
All affected maps with number of death tiles in front layer (generated with Patigas twmap library):
```
"types/brutal/maps/Rogue World.map": 189
"types/brutal/maps/New World.map": 214
"types/brutal/maps/Flow Fever.map": 7
"types/brutal/maps/A Strange Dream.map": 372
"types/brutal/maps/Jungledread.map": 1253
"types/brutal/maps/Lobster Party.map": 19
"types/novice/maps/Tangerine.map": 354
"types/solo/maps/Vesper.map": 238
"types/ddmax/maps/Creative.map": 6
"types/dummy/maps/Juma.map": 1
"types/dummy/maps/Ulver.map": 15
"types/dummy/maps/NoTeleBro.map": 1
"types/dummy/maps/Gummy.map": 1
"types/dummy/maps/Cultist.map": 5
"types/dummy/maps/Nincorn.map": 42
"types/dummy/maps/Squadron.map": 85
"types/dummy/maps/DarkSpy 2.map": 49
"types/dummy/maps/Capricorn.map": 1
"types/moderate/maps/Kero-Gores8.map": 109
"types/moderate/maps/The Swamp.map": 62
"types/insane/maps/Redefined 2.map": 1
"types/insane/maps/1AndOnLyLife.map": 2
```
I looked into some of these maps and it doesn't make a difference there.
## 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: Zwelf <zwelf@strct.cc>
3881: Use str_length r=def- a=ChillerDragon
Either we should delete str_length or we should use it. Feel free to downvote this pr if u think delete is the way to go.
Co-authored-by: ChillerDragon <ChillerDragon@gmail.com>
3873: Add japanese compressed font r=def- a=TsFreddie
This is a 57kb hiragana/katakana font sits between deja vu sans and source han sans. GlowSansJCompressed is a fork of Source Han Sans so the style and license are the same: https://github.com/welai/glow-sans/blob/master/docs/README-en.md
Was torn between condensed (thiner) font and compressed (thinnest) font, but I figure since we want to fit them better, might as well make more text fit rather than less:
![image](https://user-images.githubusercontent.com/3797859/120436727-e0053f00-c3b1-11eb-8760-4c5afbb4a6da.png)
The font weight is "book" because glow sans has 9 font weights instead of matching source han sans's 7. so the weight name was shifted.
_Japanese translation will come later._
## 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: Freddie Wang <tsfreddiewang@gmail.com>
3876: Fix crash in serverbrowser initialization r=def- a=heinrich5991
Another missing commit.
Fixes#3875.
CC #3772#3855
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: heinrich5991 <heinrich5991@gmail.com>
3866: Add Input handling to UI Ex initialization r=def- a=Jupeyy
fixes#3865
- [ ] 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>
3837: Use "occupado" spawn spots when nothing else is left r=heinrich5991 a=def-
Better than not spawning at all
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: def <dennis@felsin9.de>
3848: Update German translation, some minor English fixes, update language files r=heinrich5991 a=def-
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: def <dennis@felsin9.de>
Change filename `serverlist_urls.cfg` → `ddnet-serverlist-urls.cfg`,
change filename `cache.sqlite3` → `ddnet-cache.sqlite3`, add `const` to
a variable and change pings to just before multiples of 100.
Fixes#3853.
3772: Add client-side HTTP server info r=def- a=heinrich5991
Summary
=======
The idea of this is that clients will not have to ping each server for
server infos which takes long, leaks the client's IP address even to
servers the user does not join and is a DoS vector of the game servers
for attackers.
For the Internet, DDNet and KoG tab, the server list is entirely fetched
from the master server, filtering out servers that don't belong into the
list.
The favorites tab is also supposed to work that way, except for servers
that are marked as "also ping this server if it's not in the master
server list".
The LAN tab continues to broadcast the server info packet to find
servers in the LAN.
How does it work?
=================
The client ships with a list of master server list URLs. On first start,
the client checks which of these work and selects the fastest one.
Querying the server list is a HTTP GET request on that URL. The
response is a JSON document that contains server infos, server addresses
as URLs and an approximate location.
It can also contain a legacy server list which is a list of bare IP
addresses similar to the functionality the old master servers provided
via UDP. This allows us to backtrack on the larger update if it won't
work out.
Lost functionality
==================
(also known as user-visible changes)
Since the client doesn't ping each server in the list anymore, it has no
way of knowing its latency to the servers.
This is alleviated a bit by providing an approximate location for each
server (continent) so the client only has to know its own location for
approximating pings.
## 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: heinrich5991 <heinrich5991@gmail.com>
3844: Add UI Ex class to share common ui implementations r=def- a=Jupeyy
Between menus and editor for example
Currently only did DoEditBox, as this created crashes in the editor
fixes#3395
It's copy and paste from the implementation of CMenus, except for 4 lines, which i'll mark below
## 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>
3826: Respect TuneZone for characters r=def- a=TsFreddie
*I might be totally insane for doing this.
*The effect is only truly noticeable if you have high ping AND dropping packets.*
*clang-tidy's warning doesn't seems to relate to anything I've changed*
Now characters will try to respect TuneZones when ~~evolving and~~ predicting (like projectiles do). Since it is really important to keep TuningList as accurate as possible, I made a TuningList update logic so we try our best to update tunings only for the correct TuneZone (instead of constantly shoving current tuning into TuningList)
And each CCharacterCore now has its own Tunings to avoid any characters influencing GameWorld's tuning. Some server code has to be updated accordingly. I checked the code path, didn't notice anything that would make our server behave differently.
And I guess I should tag @trml myself this time.
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [x] Changed no physics that affect existing maps (as far as I could tell)
- [ ] 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: Freddie Wang <tsfreddiewang@gmail.com>
Co-authored-by: def <dennis@felsin9.de>
3841: Add better support for compose binds in demo menu r=def- a=ChillerDragon
I assume shift is a common compose bind. So users might have bound
shift+scroll or shift+arrowkeys to something else and do not want to
change the playback speed while triggering that compose bind.
I have to admit this is something I personally need and I am not sure what the demand for it is.
But for example my zoom bind is shift+mousewheelup and shift+mousewheeldown and I change that a lot while watching demos but it keeps affecting the playback speed. Maybe someone else has a compose bind using the alt key I do not know. But this solves my issue :)
## 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: ChillerDragon <ChillerDragon@gmail.com>
3804: HiDPI-aware Resolution List r=def- a=TsFreddie
This is a version of https://github.com/teeworlds/teeworlds/pull/2827
Which gives you a resolution list that allows you to select appropriate window size (which is saved in config and used to initialize videos), while showing the canvas size (which is the drawing resolution), at least on MacOS.
This also fixes incorrect clips that happens without HiDPI enabled, because `Graphics()->ScreenWidth()` (in canvas size) was reported incorrectly before, which is now fixed.
Also, I noticed that `m_DesktopScreenWidth` and `m_DesktopScreenHeight` (in window size in MacOS) is used incorrectly or differently from what it was used during initialization:
* During initialization, DesktopScreenWidth is the "screen width of your desktop", but it was used as the "game window size on your desktop" when checking whether to resize window. I added a separate window size calculation to use during resize.
Also, god, I hope SDL's different sizes and stuff is reported consistently at least in Wayland or X, so please test. I know in Windows they are always in pixel/canvas size so it might not be a huge issue there.
## Checklist
- [x] Tested the change ~~ingame~~ on MacOS
- [ ] Provided screenshots if it is a visual change
- [x] Tested in combination with possibly related configuration options (again, on MacOS, with both HiDPI and non-HiDPI settings)
- [ ] 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: Freddie Wang <tsfreddiewang@gmail.com>
I assume shift is a common compose bind. So users might have bound
shift+scroll or shift+arrowkeys to something else and do not want to
change the playback speed while triggering that compose bind.
3815: Remove "Show only supported" switch from graphics tab r=def- a=ardadem
gfx_display_all_modes can be used instead
## Checklist
- [X] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Arda Demir <ddmirarda@gmail.com>
3834: Remove alpha clamp r=def- a=Jupeyy
Was still from the first version of the HSL sliders, which didn't had a border around the selector and made the alpha slider invisible(for menu colors slider), but thats not needed anymore(bcs borders are not transparent).
## 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>
Automatically determine the approximate location of the client by
including that info in the already fetched https://info2.ddnet.tw/info.
Can be overridden using the the config variable `br_location`.
The current NETMSG_PING and NETMSG_PING_REPLY messages suffer from the
fact that you cannot know whether a given NETMSG_PING_REPLY is from your
NETMSG_PING.
Add tests. Unify behavior of `fs_remove` across operating systems to
only remove files, not directories. Previously on Linux, it would also
delete directories.
Summary
=======
The idea of this is that clients will not have to ping each server for
server infos which takes long, leaks the client's IP address even to
servers the user does not join and is a DoS vector of the game servers
for attackers.
For the Internet, DDNet and KoG tab, the server list is entirely fetched
from the master server, filtering out servers that don't belong into the
list.
The favorites tab is also supposed to work that way, except for servers
that are marked as "also ping this server if it's not in the master
server list".
The LAN tab continues to broadcast the server info packet to find
servers in the LAN.
How does it work?
=================
The client ships with a list of master server list URLs. On first start,
the client checks which of these work and selects the fastest one.
Querying the server list is a HTTP GET request on that URL. The
response is a JSON document that contains server infos, server addresses
as URLs and an approximate location.
It can also contain a legacy server list which is a list of bare IP
addresses similar to the functionality the old master servers provided
via UDP. This allows us to backtrack on the larger update if it won't
work out.
Lost functionality
==================
(also known as user-visible changes)
Since the client doesn't ping each server in the list anymore, it has no
way of knowing its latency to the servers.
This is alleviated a bit by providing an approximate location for each
server (continent) so the client only has to know its own location for
approximating pings.
3825: Add sv_swap r=heinrich5991 a=def-
Because swap is broken and the current way of disabling is horrible.
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: def <dennis@felsin9.de>
3814: Fix x11 notify by Maiski r=def- a=Jupeyy
This works on KDE without problems, he also tested on i3
## 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>
3811: Add Intel as vendor to the block list on windows r=def- a=Jupeyy
I also added, that the warning doesnt require to be displayed, as it currently won't help anyway to update the driver.
Should set all Intel users to OGL 2.0 default, they can ofc still manually change the setting as they want
## 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: Jupeyy <jupjopjap@gmail.com>
3812: Make init/shutdown when GL processor creation fails safer r=def- a=Jupeyy
Especially with GL 3.3, which has a shutdown command implemented, it should only get called, if it actually created the the backend stuff.
## 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>
3813: Only sort friends, if you got any r=def- a=Jupeyy
as TsFreddie pointed out, it asserts inside the array function back(), bcs the list is empty.
## 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: Jupeyy <jupjopjap@gmail.com>
Co-authored-by: def <dennis@felsin9.de>