The check `Distance > 0.0f` is redundant because the same check already exists in the outer if-statement and the variable `Distance` is never modified.
The check `D >= 0.0f` is redundant because mathematically any distance is greater or equal to zero.
Reduce the memory footprint of the tool by unloading the map data as soon as possible instead of only implicitly when the `CDataFileReader` is destructed.
Use `log_info` and `log_error` instead of `dbg_msg`.
Add error messages when output files cannot be opened for writing.
Move log messages regarding files being written so they are only printed when the files are actually being written.
Opening links and files with the `open_link` and `open_file` functions does not work on Android, as the `open_link` function uses `fork` which is not supported on Android. This also seems to cause a strange bug where client networking partially breaks. Currently, after trying to open any link, connecting to servers is not possible anymore but the server browser still works, with the connection getting stuck randomly in the connecting/loading state.
SDL implements URL opening, including of file URIs, with the `SDL_OpenURL` function for most systems including Android. However, using `SDL_OpenURL` for all systems has several downsides:
1. The `SDL_OpenURL` function is only available since SDL 2.0.14, in particular not for the Ubuntu 20 CI runner. Hence, we would either have to conditionally compile the link opening function to a null-implementation or fallback to using the existing `open_link` function.
2. We would be undoing some additional fixes in the `open_link` function for Windows, which are not included in the Windows implementation of `SDL_OpenURL`.
3. This would also replace the use of `open` on UNIX with `xdg-open`.
4. This would move the functionality to open links and files from the base to the engine client, so we could not have tools or the server potentially making use of this functionality in the future (e.g. open a folder for convenience).
Implementing link and file opening for Android ourselves is too much effort and potentially made even harder by SDL already managing all the unique JVM resources in the `SDLActivity`.
Therefore, the `SDL_OpenURL` function is only used for Android, which is always based on the latest SDL2 version. The original `open_link` functionality is kept for the other systems. For this purpose, the `IClient::ViewLink` and `ViewFile` functions are added to wrap `open_link` and `open_file` for the client and also reduce some duplicate code for error logging.
Unfortunately, testing also revealed that `SDL_OpenURL` does not currently support opening file URIs, at least not of files the internal storage location, which all the DDNet client's files would be located in. At least opening URLs works and neither breaks networking anymore.
Scoreboard title
- In teamplay, color the title background red/blue for the respective teams (like in 0.7).
- In teamplay, swap the score location for the blue team, so the scores line up in the center (like in 0.7).
- Use textrender ellipsis instead of cutting the title string manually and potentially creating broken UTF-8.
Game over title
- Render the game over message in the color of the winning team (or yellow in case of draws).
- Adjust size and spacing of the message to prevent overlap.
Player list
- Add player list size variant for 17-24 players with two columns of up to 12 players. This previously used the variant for 32 players.
Goals
- Use textrender for alignment and properly center the time limit goal.
- Change localization text from `Round` to `Round %d/%d` so the numbers and punctuation can be formatted more correctly in some languages (e.g. right-to-left languages, Korean, Chinese).
Spectators
- Render spectators title and spectators starting in the same line to use space more effectively.
- Render as many lines of spectators as fit instead of only 4 lines.
- Render a placeholder text at the end when there are more spectators than fit.
Refactoring
- Use correct class for `NETMSGTYPE_SV_RECORDLEGACY` instead of depending on the structs `CNetMsg_Sv_Record` and `CNetMsg_Sv_RecordLegacy` being identical.
- Use `CUIRect` and `DoLabel` when possible.
Add a question mark-button next to the x-button to open the Wiki page https://wiki.ddnet.org/wiki/Mapping in the default web browser. The link is localized so translators can replace it with the respective translated Wiki pages. The hotkey F1 is also added to activate this button.
Read the entire file into memory immediately when the line reader is initialized instead of using a fixed size buffer of size 32769, which leads to broken line reading for larger files (closes#8431).
Replace the `CLineReader::Init` function with the `CLineReader::OpenFile` function, which additionally checks whether the file contains any null bytes (indicates that the file is likely not a text file).
As the file will be read into memory entirely in the `OpenFile` function, is can also be closed immediately, since using the `io_read_all_str` function should ensure that nothing more can be read from the file. This also simplifies the usage of the `CLineReader` class, as manually closing the file is inconvenient and error-prone. In fact, the file handle for the `ddnet-serverlist-urls.cfg` file was previously not closed properly.
Benchmarking on Windows did not show any noticeable performance impact of this change both for smaller files (config and language files) and larger files (synthetic ~10 MiB files).
Let the `CLineReader::Get` function return `const char *` instead of `char *`, since users of this class should not modify the internal buffer. Also, since the entire file is read into memory now, the returned strings are now valid until the respective line reader object is destructed, instead of only until the `Get` function is called again. This simplifies the usage in some cases where all lines are handled, since additional temporary buffers are now unnecessary.
Remove the `IOFLAG_SKIP_BOM` flag from the `io_open` function, as this flag was only used together with the line reader. This was inconvenient to use, as any use of the `io_open` function specifically for line readers had to be used with `IOFLAG_SKIP_BOM`. Now, the line reader transparently skips the UTF-8 BOM internally. Skipping the UTF-8 BOM never worked with the `IStorage::ReadFileStr` function, because `io_length` is used in the `io_read_all` function, which rewinds the file position to before the UTF-8 BOM that was skipped by using `IOFLAG_SKIP_BOM`. In any case, as the `ReadFileStr` function is currently unused, this has/had no further effect. The respective test cases for `IOFLAG_SKIP_BOM` are removed.
Add more test cases for the `CLineReader` class. All test cases are checked both with and without the UTF-8 BOM. Additional tests with mixed new lines, empty lines with different new lines, and internal null bytes are added.
Consistently use the construct `while(const char *pLine = LineReader.Get())` to iterate over all lines of a line reader. In this case, the assignment inside the `while`-loop seems acceptable over the alternatives, e.g. `while(true)` with `break` or adding a function `CLineReader::ForAll(std::function<const char *> Consumer)`.
Add `sv_dnsbl_ban_reason` config variable with size 128 to specify the ban reason for `sv_dnsbl_ban`.
Increase the maximum size for ban reasons on the server from 64 to 128 to support this new config variable. Adjust buffer sizes for formatting ban messages accordingly.
Additionally, increase the size of the buffer for unpacking the connection closed message from 128 to 256. Due to this limitation, old clients will see truncated disconnect messages if the entire message is longer than 127, which can now happen with long ban reasons as the ban message additionally contains the duration (e.g. `You have been banned for 10 minutes (Reason)`).
Closes#8518.
Get start time as soon as possible and log time for gameclient initialization at the end of the `CGameClient::OnInit` function so this time measurement should cover the entire function.
Use `log_trace` and change spelling for consistency (`initialisation` -> `initialization`).
Avoid duplicate `Localize` calls while loading.
Start component counters at 1 instead of 0 since the value was always incremented by 1 before being used.
Extract variable `NumComponents` and also use it for the special loading message, so it should consistently be shown only for the first component (i.e. the last component being initialized) also when more components will be added.
Use `CUi::RenderProgressBar` function also for client loading, which means the filled progress bar background will also be rendered while loading.
Replace static variable `s_LastLoadRender` with member variable.
Encapsulate menu loading state in class `CLoadingState`.
After starting/stopping the local server from the main menu, refresh the LAN tab on its next activation, so it immediately shows/hides the started/stopped server without needing a manual refresh.
This is not a perfect solution, as the server would not show up when activating the LAN tab immediately after starting the server, because the server needs some time before it will respond to server info requests, but this works well enough unless the hotkeys are used.
When changing `ui_page` via the console while the start menu is active, the browser tab was not refreshed when clicking the Play-button, leading to the old server list being shown for the new browser tab.
Fix map sound loading warning being incorrectly shown when sound is disabled. Make map loading faster in this case by not unpacking the sound data and sound sources from the map at all if sound is disabled.
Closes#8450.
The assertion of #8262 can be reproduced when sound is disabled or failed to be initialized, as the sample indices where not being initialized properly in these cases. It is still necessary to initialized them so sounds can be loaded in the editor also when sound is disabled.
The potential thread-safety issues of the `CSound::AllocSample` function are not yet resolved so the issue remains open.
Avoid the `int Type` parameter by making `CGameConsole::Dump` a member function of `CGameConsole::CInstance`.
Use `log_*` functions instead of `IConsole` for logging.
Instead of relying on SDL to determine when a click is a double-click, implement double-click handling specifically for the UI, as double-clicks are only supposed to be used there. This allows us to ensure that double-clicks only activate UI elements if both clicks were performed on the same UI element. Previously, only the position of the second click was considered, so UI element would incorrectly activate when double-clicking close to them as long as the second click starts and ends on them.
Implementing double-clicking handling separately is also necessary to support double-clicking in the UI with touch events, as SDL does not provide the double-click information for touch events.
The newly added `CUi::DoDoubleClickLogic` function should be called after a UI element has been clicked. It will return `true` if the current click should be interpreted as a double-click, i.e. if the same UI element was clicked, the click was within 0.5 seconds of the previous click (the default duration for SDL and Windows) and the distance from the previous click is within 32 screen pixels (the default distance for SDL).
Only handle the double-click on the envelope editor when the second click is released instead of when it is pressed down already.
Remove unnecessary UI element `s_BoxSelectId`, the temporary activation of which was causing the tooltip to be missing for one frame when clicking the envelope editor.
The `CGameControllerDDRace::HandleCharacterTiles` function can kill the tee if the conditions for starting the race are not satisfied when touching a start tile. In this case, no further tiles should be handled in the `CCharacter::HandleTiles` function, else the effects of those tiles being handled may incorrectly be applied after the tee has respawned.
The ddnet buttons kill and pause do not fit in anymore if there is also
a join red/blue button.
This commit fixes that by hiding the buttons if
there is not enough space anymore.
Related prior work https://github.com/ddnet/ddnet/pull/2720
We assume that `char` is `signed` in various places in the code. In particular, the `Str.StrToInts` test will fail when `char` is not `signed` and names containing special characters will be displayed incorrectly on servers.
Therefore, the compiler flag `-fsigned-char` is set unconditionally instead of only for ARM and ARM64, as we expect `char` to be `signed` on all architectures.
A static assertion is added to ensure at compile time that `char` is `signed` independently from the flag added in `CMakeLists.txt`.
This is necessary at least for ARM, ARM64, PPC, PPC64, and PPC64LE. According to some sources, `char` may also be `unsigned` by default when compiling for Android, although this could not be confirmed with the current Android NDK using Clang.
For the PowerPC architectures, Compiler Explorer can be used to confirm that `char` is not `signed` by default by checking whether the static assertion compiles (see https://godbolt.org/z/9rn5Mrf59) and that the assembly is different with the `-fsigned-char` flag (see https://godbolt.org/z/138zTj3Wa).
Closes#8386.
Fix button logic being stuck when holding mouse button on UI elements with button logic in the menus/editor, switching between menus and editor with Ctrl+Shift+E, then using a UI element with button logic in the editor/menus and switching back.
Fix value selector text mode of color picker popups being deactivated when switching between menus and editor while the color picker popup is open in both.
Only update progress spinners once per frame in `CUi::Update` to ensure consistent rotation speed. Progress spinners in menus and editor now rotate independently.
In general, all `static` non-`const` variables in `CUi` are replaced with member variables, as the `static` variables are shared between the two `CUi` instances of the menus and the editor, causing the above issues.
The percentage of received console commands was not being shown with the progress spinner because the variable `ProgressProps` was not passed to the `RenderProgressSpinner` function.
Replace the last remaining usage of the `CUi::MouseButtonReleased` function with `!MouseButton(...)`. The `pMouseSelection->m_Selecting` flag is only set to `true` when the mouse button is already pressed down, so the additional check of `MouseButtonReleased` is unnecessary in this case. In general, this function is an anti-pattern in our UI, as only checking for the mouse button to be released does not guarantee that the mouse was also pressed down over the respective UI element. The `DoButtonLogic` function or similar code should be used instead of only handling the press or release of a mouse button.
Make value selector behavior consistent with the generic button logic. Consistently check for completed mouse clicks on the value selector UI element instead of handling some mouse down and mouse up events separately. Fix text mode being activated when moving the mouse over value selectors with held down mouse button. Fix text mode being deactivated immediately when the mouse leaves text area while holding down the mouse button, which is inconvenient when selecting text. Remove unnecessary usage of `CUi::MouseButtonReleased` function.
Support double-clicking value selectors to enter text edit mode in addition to right-clicking. This feels more intuitive to use and also makes it usable without a second mouse button.
Select all text when entering text mode also in the editor, which was previously only a feature in the menus.
Fix value selector edit state being `EDITING` by default instead of `NONE` in the editor and fix maps being marked as modified immediately when a value selector text input is activated. The map will now be marked as modified only when the editing operation is completed, which should be synchonized with the undo history action being added.
Use the `CUi::ConsumeHotkey` function instead of checking the enter keys manually.
Remove unnecessary and unused `CUi::m_ValueSelectorTextMode` variable and its accessors as well as the equivalent `s_TextMode` variable in the editor. This separate flag is unnecessary as we can use the existing `s_pLastTextId` variable instead.