This config variable was only settable in the server console but only read in the client, so it was effectively unusable. It also has no use case right now.
The log message is otherwise shown multiple times when starting the client.
Now it's only shown when the `record` command is used manually, i.e. not for automatically recorded demos anymore.
Render a pause/play icon in the center of the screen when pausing/unpausing while the menu is not active.
The icon fades in and out over 0.5 seconds and slightly increases in size over that time.
When starting demo rendering with initial pause, the pause indicator is rendered continuous until playback is first started, to ensure that the initial pause state is communicated clearly to the user. The initial pause indicator is not included in the rendered demo, but pausing and unpausing later during demo rendering will cause it to be included in the video, same as other UI elements. Closes#7044.
The config variable `cl_demo_show_pause` (`0/1`, default `1`) is added to hide the pause indicator entirely, for example to render a demo with multiple pauses without the indicator.
The pause indicator and also the existing speed indicator are not rendered (anymore) while the menu is active, as the menu already contains this information.
Add more efficient function for formatting integer values as strings.
A benchmark shows that using this function is significantly faster than using `str_format`. It is faster by a factor of 220 with Clang 15.0 O2 (https://quick-bench.com/q/BlNoLnlyqxipf4jvsFTUxKMHDJU) and by a factor of 11 with GCC 12.2 O2 (https://quick-bench.com/q/Fxf9lDCTqXBF4pIa_IyZ5R0IqYg).
This increases FPS in the editor by ~25% when many numbers are rendered for switch/tele/speedup/tune layers or with "Show Info" being enabled.
The additional static analysis for `std::to_chars` revealed that the wrong size was used in `CHud` for `aScoreTeam[TEAM_RED]` and `aScoreTeam[TEAM_BLUE]`.
This requires incrementing the macOS deployment target from 10.13 to 10.15.
When connecting to the SQLite database fails, e.g. because the `.sqlite` file is corrupted, the server would crash with the assertion "Tried connecting while the connection is in use" when a player joins and performs any action.
This is fixed by resetting the use-flag when connecting to the SQLite database fails, which is the same behavior as for the MySQL database connection.
vanilla 0.6 joins weren't recorded. Also after map change, for the
existing players these Join chunks were missing. Just add these
message for existing players now and add OnClientEngineJoin in all
code paths with clients connecting.
Add `str_utf8_offset_bytes_to_chars` and `str_utf8_offset_chars_to_bytes` functions to base system to convert between byte and UTF-8 character offsets in UTF-8 strings.
Previously, this was separately implemented in the textrender and in the lineinput helper.
These textrender functions are entirely replaced by the new functions:
- `ITextRender::SelectionToUTF8OffSets` (by `str_utf8_offset_chars_to_bytes`)
- `ITextRender::UTF8OffToDecodedOff` (by `str_utf8_offset_bytes_to_chars`)
- `ITextRender::DecodedOffToUTF8Off` (by `str_utf8_offset_chars_to_bytes`)
These lineinput helper functions are reimplemented using the new functions:
- `CLineInput::OffsetFromActualToDisplay` (uses `str_utf8_offset_bytes_to_chars`)
- `CLineInput::OffsetFromDisplayToActual` (uses `str_utf8_offset_chars_to_bytes`)
Register the `OnWindowResize` listener in the engine client instead of the game client and properly dispatch the event also to the editor, so text containers in the editor are cleared when the window is resized.
Closes#7018.
Fix text containers rendering broken text after the language is changed, as this cleared the glyph atlas without clearing the references to the glyph positions in the text containers. Now `OnWindowResize` is also called on language change to reset all text containers.
However, the glyph atlas is not cleared on normal window resize anymore, because this seems to be unnecessary.
Replace skyline-based texture atlas algorithm with a rectangle packing algorithm that tracks empty atlas sections using `std::vector`s. The algorithm is very loosely inspired by https://github.com/TeamHypersomnia/rectpack2D.
Increases texture atlas utilization from ~70% to ~90-94%, i.e. less space in the atlas is unused.
Decreases the computational time to find suitable free regions in the atlas by factor 40x-164x (depending on atlas dimension and utilization). In absolute numbers, the computational time necessary for a glyph being added to the atlas is decreased from 0.0556ms-0.4679ms to 0.0013ms-0.0051ms (depending on atlas dimension and utilization).
The memory usage for the texture atlas algorithm increases from a maximum of ~128 KB to a maximum of ~3 MB.
This still works
$ ./DDNet "connect 127.0.0.1"
But now also this works
$ ./DDNet "connect tw-0.6+udp://ger10.ddnet.org:8303"
2023-07-16 14:07:50 I engine: running on unix-linux-amd64
2023-07-16 14:07:50 I client: starting...
2023-07-16 14:07:50 I client: version 17.1.1 on linux amd64
2023-07-16 14:07:50 I client: git revision hash: 7f100e2620
2023-07-16 14:07:50 I client: connecting to 'tw-0.6+udp://ger10.ddnet.org:8303'
2023-07-16 14:07:50 I host_lookup: host='ger10.ddnet.org' port=8303 3
2023-07-16 14:07:51 I client: connected, sending info
Add `fonts/index.json` which specifies:
- List of all font files that should be loaded (filenames).
- Default font (specified by family name or by family and style name).
- Font variants for different languages, using the name of the language file as key.
- Fallback fonts.
- Icon font.
There are characters (e.g. all in `刃直海角骨入`) that look different depending on the language of the content being Japanese, Simplified Chinese, Traditional Chinese and Hangul, because Unicode uses the same codepoint for characters regardless of the language. To render these characters correctly, the active variant font is switched depending on the selected language.
The `ITextRender` interface is changed so the current language variant can be set using `SetFontLanguageVariant` and the default and icon fonts can be toggled using `SetFontPreset`. The class `CFont` is removed entirely.
The text render is restructured: The font faces and font atlas are now managed by a separate class `CGlyphMap` like on upstream. As the text fill and outline textures always have the same size, the texture skyline only needs to be stored once and free positions in the atlas only need to be calculated once for each glyph instead of separately for the fill and outline textures.
The font files and their licenses are also updated:
- Update Source Han Sans to version 2.001.
- Update Glow Sans Japanese Compressed to version 0.93.
- Update Deja Vu Sans to version 2.37.
- Update Font Awesome icons font to March 2023 version.
Closes#6881.
`shared_ptr`s of `CServer::m_pDnsblLookup[ClientID]` are set, but not
cleaned up when done. Therefore the Job is kept alive until the player
disconnects and a new player joins on that slot. Currently this means
that the full linked list of jobs is kept alive.
When the Job is overwritten with a new job, all the remaining objects in
the list can be dropped. With enough jobs, that is causing a stack
overflow in the destructor.
This patch fixes this overflow by making the lifetime independent of the
previous Job. Jobs can get dropped after processing them, even when the
previous job is still alive.
Fixes#6954
The old code looked pretty weird. It checked for `CFGFLAG_SERVER |
CFGFLAG_GAME` being set above, and then used the passed-in parameter to
find the command. I think it'd be better to just look for `CFGFLAG_GAME`
and then find the command using `CFGFLAG_GAME`.
Check if datafile data cannot be read entirely (according to the data size specified in the header) and check for decompression errors. In case of errors, let `GetData` return `nullptr` and `GetDataSize` return `0` for the respective index.
Internally the decompressed size is set to `-1` for data which failed to load, so loading of those data will not be attempted again because it would only fail again and can cause additional log messages.
Rectangles with inverted round corners (`IGraphics::CORNER_I*`) are currently not used anywhere and also only supported when using `Draw4`.
They also feel clunky to use due to the inverted corners being drawn outside of the specified rectangle area.
Use icons for all server settings buttons. Rearrange and group buttons.
Show buttons in disabled state when they are not useable instead of hiding them.
Remove checker background from server settings list.
Overhaul hotkeys, also show hotkeys in the tooltips:
- Enter: add command
- Alt+Enter: update command (previously M)
- Alt+Up/Down: move command up/down (previously no hotkey)
- Delete: delete command
Don't activate command lineinput when selecting, moving or deleting elements, as this prevents the listbox from accepting the delete hotkey.
Fix server settings listbox being active while file dialog is open.
Ensure extra editor dragbar area matches the respective toolbar size.
Remove spacing on the left side of extra editors to improve alignment.
Increase status bar button sizes and make them consistent.
Use `enum` to track active extra editor instead of using multiple `bool`s.
Disable extra editor buttons when tile picker is shown, as the extra editors are not rendered in this case.
Port the `CJsonWriter` utility class from upstream, which makes outputting correct JSON easier.
Add `CJsonWriter` as an abstract class that can write to different outputs. Two implementations `CJsonFileWriter` (writes to a file) and `CJsonStringWriter` (writes to an `std::string`) are added. Upstream `CJsonWriter` can only write to files.
The same tests are added for both implementations. Duplicate code is avoided by using typed tests with two separate test fixtures.
`stdout_output_level` for printing to stdout, `console_output_level` for
printing to local console and remote console and `loglevel` for the log
file.
Keep the old log level filters 0 for info and more severe, 1 for debug
and more severe and 2 for trace and more severe, introducing -1 for
warn, and -2 for error. -3 will show no log messages at all.
When memory for a command or data in the command buffer cannot be allocated in `CGraphics_Threaded::AddCmd` and `CGraphics_Threaded::AllocCommandBufferData` the command buffer is cleared so it should always be possible to allocated memory successfully on the second try. Therefore assertions are added and the return values and inconsistent checks of the functions are removed.
The usage of `AddCmd` is simplified by automatically deriving an error message based on the type of the template parameter.
Only add assertion to prevent empty filename, as this causes Valgrind to crash.
Handle empty filename used for special null-image separately in gameclient.
Port map and editor support for `CURVETYPE_BEZIER` from upstream, i.e. support bezier curves with configurable in- and out-tangents for every envelope point.
The in- and out-tangents are represented by triangles and can be dragged in the envelope editor like the envelope points.
Support reading and writing the bezier information as a separate UUID-based map item. If the bezier information is not found, bezier will default to linear behavior. Old clients will still be able to read the new maps and ignore the unknown map item. The unknown curvetype will also be handled as linear by old clients.
Allow reading upstream maps that use `CMapItemEnvelope` version 3. On upstream, a different struct is used to store all envelope points including bezier information, which broke compatibility to old clients.
Fix holding Ctrl for slow envelope point editing not working for vertical movement.
Highlight the currently selected element (envelope point or bezier tangent marker) which is being used with the value/time edit boxes.
Hide the value/time edit boxes when no element is selected.
Previously it reported the internal file data size (compressed). This
made the `map_resave` tool do the wrong job.
Co-authored-by: heinrich5991 <heinrich5991@gmail.com>
To reduce duplicate code and to add validation for tile skip everywhere.
Add separate `CMapItemLayerTilemap::TILE_SKIP_MIN_VERSION` constant and change `CMapItemVersion::CURRENT_VERSION` back to the previous version, as maps with tile skip can be loaded but skip is not used when saving.
When starting with `dbg_stress 1` the invalid texture was never actually getting loaded, which was causing the client to crash when using the Vulkan backend and starting with `dbg_stress 1`.
Additionally ensure that the invalid texture is 16x16 pixels large and loaded with the texture flags to support usage for tile rendering.
Closes#6504.
Show a short message below the existing chat mentions message that is shown in the top left area of the editor above the layers/images/sounds button when the player character is moved ingame while the editor is open. The messages are cleared when the editor is activated and when the client is disconnected.
Closes#1993.
When multiple files or folder have the same name in multiple storage locations, only pass the first entry (file or folder, whichever comes first) to the callback. To prevent files with the same name form being listed multiple times, e.g. in the demo browser, editor file browser, and asset lists.
6796: CSound: Initialize all members (fixes#6795) r=Robyt3 a=def-
## 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>
6790: Prevent /swap with paused players r=def- a=Robyt3
Prevent swapping if either of the players is paused (i.e. their character is not in the gameworld), as this can cause them to be stuck in midair after swapping, which can be exploited to skip parts.
## Checklist
- [X] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [X] Tested in combination with possibly related configuration options (servers with `sv_pauseable 0` were and are unaffected)
- [ ] 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)
6793: Use `std::vector` and `std::deque` instead of most `std::list`s r=def- a=Robyt3
Use `std::vector` in cases where elements are only inserted at the end of the collection.
Use `std::deque` in cases where elements are only inserted/deleted at the beginning/end of the collection.
Use `std::list` in the remaining single case where elements are being removed from arbitrary positions and added at either the beginning or the end of the collection.
Adjust variables names. Don't use separate prefix for `std::deque`s and `std::list`s, as they are only used very rarely. Closes#6779.
## 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>
Use `std::vector` in cases where elements are only inserted at the end of the collection.
Use `std::deque` in cases where elements are only inserted/deleted at the beginning/end of the collection.
Use `std::list` in the remaining single case where elements are being removed from arbitrary positions and added at either the beginning or the end of the collection.
Adjust variables names. Don't use separate prefix for `std::deque`s and `std::list`s, as they are only used very rarely. Closes#6779.
6755: Remove individual RGBA sliders from editor color picker, add shift+rightclick/leftclick to copy/paste color in editor r=Jupeyy a=Robyt3
Remove the individual RGBA sliders for editor color pickers and only show one button that opens the color picker popup instead.
Decrease size of layer and point popups that previously had color properties which need less space now.
Support shift-rightclicking color picker buttons to copy the color to the clipboard in RRGGBBAA hex format.
Support shift-leftclicking color picker buttons to paste a color from the clipboard in RGB, RGBA, RRGGBB or RRGGBBAA format with optional leading `#` or `$`.
Screenshots:
- Before:
![screenshot_2023-06-20_20-39-43](https://github.com/ddnet/ddnet/assets/23437060/4a8b230c-a66b-4e2a-9744-cb5f80f6a799)
- After:
![screenshot_2023-06-20_20-40-00](https://github.com/ddnet/ddnet/assets/23437060/517f90cf-06a5-4332-9eb8-6a87cbc91b32)
- After (color picker open):
![screenshot_2023-06-25_17-35-55](https://github.com/ddnet/ddnet/assets/23437060/30320b56-e4cb-4e93-bf7b-8cfc8d96620b)
Suggested by `@HiRavie` in https://github.com/ddnet/ddnet/pull/6743#issuecomment-1593886873, though it was easier and also looks better to me when the color picker button has exactly the same size as the other value selectors.
## 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: Robert Müller <robytemueller@gmail.com>