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
5036: Change log format r=def- a=heinrich5991
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'
Co-authored-by: heinrich5991 <heinrich5991@gmail.com>
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'
```
5832: Add sv_sql_bindaddr (fixes#5830) r=Zwelf 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>
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>
5828: Ignore server info with control characters r=def- a=heinrich5991
This simply treats server info as invalid if it contains control
characters in any string.
Fixes#5826.
## 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>
5818: Remove Aoe4leg skin on request of Aoe 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 (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>
5817: Fix editor layer image selection not working r=def- a=Robyt3
Closes#5816.
## Checklist
- [X] 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>
5807: Fix minor issues with editor value selectors 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>
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.
5806: Fix close messages not being shown when connecting r=def- a=heinrich5991
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.
## Checklist
- [x] 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>
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.