Support registering arbitrary number of interfaces with `IKernel` instead at most 32.
Assert when incorrect arguments are passed to `IKernel` functions instead of returning a `bool`, which was not being handled in all cases. These functions are not expected to fail expect on programming errors.
Consistently order and format creation and registration of kernel interfaces in client and server.
Additionally, ensure snapshots are cleared and dummy is disconnected when disconnecting programatically with `DisconnectWithReason`.
Add `NETADDR_ZEROED` and `UUID_ZEROED` for more convenient initialization without using `mem_zero`.
Add stricter error handling when converting between UTF-16 (wide characters) and UTF-8 (multi-byte) on Windows.
The `windows_wide_to_utf8` function now returns an `std::optional`, which will be empty if the argument contains invalid UTF-16. Files/folders with names containing invalid UTF-16 are now ignored on Windows. It was previously not possible to use these files either, as converting their names to UTF-8 changed the invalid codepoints to unicode replacement characters.
The `windows_utf8_to_wide` function now fails with an assertion error if the argument contains invalid UTF-8, as this should never happen.
Closes#7486.
Add `CHttpRequest::ExpectSha256` function to specify expected SHA256 for HTTP downloads. If the download completes with a different SHA256 hash than expected, then the download fails and the file is deleted.
Closes#7485.
Move all code for handling of config variables from console to config manager. The console no longer depends on the config manager, instead the config manager now depends on the console.
Add `struct`s to manage config variables of different types (int, color and string). The config manager now keeps a list of all config variables, so usage of the preprocessor can be avoided except for code to initially create all config variables. Additionally, a separate list of just the game config variables (config variables with `CFGFLAG_GAME`) is kept to optimize the `ResetGameSettings` function, as this function is called whenever connecting to a server and should be fast. Previously, this function was even less efficient because it preformed a linear search for every individual game config variable to find the respective command data.
Move console commands that opperate only on config variables (`reset`, `toggle` and `+toggle`) to config manager. Ensure that these commands only opperate on the desired config variables (client or server, respectively) by checking `IConsole::FlagMask`.
Add `IConfigManager::SetReadOnly` function to set/unset config variables as read-only instead of manually overriding the command handlers for the `sv_rescue` and `sv_test_cmds` config variables. This also fixes that read-only config variables could still be changed by using the `reset` command. A console message is now printed when trying to change a read-only config variable. Removing the special handling for these two config variables is additionally useful so the console does not need to keep a pointer to config values and manager.
Use a `CHeap` for the config variables, their help texts and the previous values of string config variables to avoid many separate allocations as well usage of static variables. Also use the heap to store the unknown commands instead of using `std::string`s.
Properly trigger command chain when resetting config variables with the `reset` command and when resetting game settings on map loading. Closes#7461.
Format default value for color variables as RGB/RGBA hex with dollar sign prefix. Closes#5523.
Add log message when using `reset` with a variable that does not exist. Use `log_error` instead of `dbg_msg` when saving config file fails.
Support unlimited number of config save callbacks instead of at most 16. The code also becomes more readable by using an `std::vector` instead of a fixed-size array and a separate num variable.
Consistently name `MACRO_CONFIG_*` parameters when declaring the macros.
Add `IConsole::CMDLINE_LENGTH` constant to represent the maximum length of the console input and thereby reduce usage of magic numbers for buffer sizes.
Add a templated `CHeap::Allocate` function to simplify memory allocation of objects using `CHeap`. The function uses perfect forwarding to construct objects with the specified arguments.
The image data is freed when the image format is unsupported, but `CImageInfo::m_pData` would still point to the freed memory, so double-frees were possible.
Ensure that community/country/type filters do not exclude all allowed elements, which can happen when a previously selected community is not available anymore or when arbitrary community filter values are set with the console.
Initialize nontrivial types with a constructor instead. Make the
compiler aware that some of our constructors are indeed trivial.
This allows `mem_zero` calls to actually always zero the memory.
Partially replaces #5690.
POD types are just memset. Other types are either destructed if not
trivial and/or constructed if not trivial. Types need to have a default
constructor.
Virtual classes can be mem_zeroed only if they already have been
constructed, otherwise it is UB.
Use `CLock` and `CLockScope` instead of `std::mutex` and add clang thread-safety analysis annotations everywhere except for usages in engine graphics and video, as those usages also involve `std::condition_variable`.
Fix lock not being unlocked on all code paths in `CFutureLogger::Log`, which is caught by the static analysis.
Replace usages of platform specific `lock_*` functions with `std::mutex` through the wrapper class `CLock`. Move lock classes to `base/lock.h`.
The `CLock` wrapper class is only necessary because the clang thread-safety attributes are not available for `std::mutex` except when explicitly using libc++.
After the error message popup is shown for graphics assertions, the client window was destroyed but the process was not terminated properly. Now the graphics assertion error is handled like a normal assertion error, as those are also shown in an error message popup and correctly cause the client to break into the debugger or terminate.
However, calling `dbg_assert` while already owning the lock that `WaitForIdle` waits on will cause a deadlock, so error handling must be delayed until after the lock is released.
The buffer size for assertion messages is increased, as it was not sufficient for some graphics assertions.
The `ICommandProcessor::GetError` and `ICommandProcessor::GetWarning` functions are marked as `const`.
Remove the DDNet and KoG tabs and replace them with a community filter, which works like the country and type filters. Community information (ID, name, icon SHA256, countries, types, servers, ranked maps) is loaded dynamically from the DDNet info json.
The official checkmark icon is replaced with community icons. The icons are downloaded to the `communityicons` folder in the config directory from a URL specified in the DDNet info json. The icons are only re-downloaded when their SHA256 has changed.
Per default, the Internet tab with all communities is selected. When starting the client for the first time, only the DDNet community is selected. The community, country and type filters can also be used on the Favorites tab now. The LAN tab remains unchanged.
The country and type filters are refactored. Previously, using these filters changed the total number of servers and players that were displayed, as the filter was implemented as a separate step. Now the community, country and type filters work like the other browser filters. This also has the benefit that the server list and DDNet info json are not reloaded each time these filters are changed, as updating the local filtering/sorting is enough now.
The check for finished maps is made more efficient by using an `std::unordered_set` instead of linear search.
Closes#5654.
Some calls to `LoadTextureRaw` where passing the image format also in place of the texture load flags. Since the image format would be RGBA most of the time, this was interpreted as the flag `IGraphics::TEXLOAD_NOMIPMAPS` causing various textures (all sprites textures, assets when shown in menus, menu images, menu theme icons) to be loaded without mipmaps.
This is fixed by passing `0` as the texture load flags and by replacing uses of `LoadPNG` and `LoadTextureRaw` with `LoadTexture`.
Rename `InvalidTexture` to `NullTexture` to avoid confusion because the null texture is not invalid. The function `CTextureHandle::IsNullTexture` is added to make it easier to check the result of using `IGraphics::LoadTexture`, which returns the null texture on error instead of an invalid texture handle. An assertion is added to ensure that `IsNullTexture` works correctly.
The handle returned by `LoadTextureRaw` is either valid or invalid (i.e. `-1`) but never the invalid texture itself.
Additionally, ensure that the `LoadTexture` function returns the invalid texture also when `LoadTextureRaw` fails.
Using `CMenus::PopupWarning` will immediately set the popup and override the current warning, which can hide warnings when multiple are shown at the same time. Now all warnings are added to the queue with `IClient::AddWarning`.
Ensure server password can fit username and password separated by colon, so there is no discrepancy where some passwords work in rcon but not for reserved slots.
There is no need to limit the length of server password, rcon username, rcon password and rcon commands when packing them into their respective messages. The source buffers for these strings are already limited in length and the message packer ensures that the maximum packet size is not exceeded.
Add parameter `int Conn` to `SendInfo` and `SendReady` functions and use existing `SendEnterGame` function to reduce duplicate code for sending the same messages for main and dummy connections.
The host lookup job and the engine interface are independent so they are moved to separate files.
The include of `engine.h` in `client.h` is therefore unnecessary and other includes also had to be adjusted because of this.
The variable `m_VersionServeraddr` is unused and therefore removed. The host lookup job is currently not used on the client-side.