6590: Make text containers bit safer r=Robyt3 a=Jupeyy
From reading the code I couldn't understand how https://github.com/ddnet/ddnet/issues/5143#issuecomment-1546735484 could happen
either (checked = not the case):
- [x] teini used an outdated client
- [ ] i am blind
- [ ] it was a name/clan -plate, scoreboard entry
- [ ] it leaked somewhere in text.cpp or similar impl
- [ ] it happened because of an outside write.
We don't really come further with this, so we should probably at least try it out?
`@Robyt3` your opinion? We can still always remove it again
## 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>
6585: Add client_score_kind field to serverinfo (followup) r=Robyt3 a=edg-l
followup on #5960 (fixes conflicts)
It specifies whether the scores are to be interpreted as times (string value starting with "time") or as points (string value starting with "points").
## 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: Edgar Luque <git@edgarluque.com>
6565: Delay disconnecting until after render call r=def- a=Robyt3
When a client component (e.g. the menu or the console) disconnects the client, this immediately unloads the map data but the render call continues as normal. This causes all components rendered after this component to access invalid memory in place of the map, layers and collision data.
This is fixed by delaying the actual disconnecting until after the render call, to ensure that the map data can be safely unloaded.
Closes#6387. Closes#3179.
## 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>
6497: Fix client crash/hang when launching without data directory r=edg-l a=Robyt3
Closes#4638.
## 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>
6429: Minor refactoring of `os_version_str` r=edg-l 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>
6560: Replace EntityEx with new netobjs r=edg-l a=trml
This is a proposal for replacing EntityEx with new netobjects, like suggested in #5860.
- Adds a new DDNetPickup that includes switch number
- a new DDNetProjectile that replaces the old one (which is renamed to DDRaceProjectile)
- includes switch number, tunezone and velocity/speed (plus a flag that can be used to send velocitiy of player projectiles with full precision)
- switch number and subtype is added to DDNetLaser (to distinguish e.g. draggers with different strength)
The pr removes EntityEx from the server, but keeps compatibility in the client.
<!-- 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: trml <trml@users.noreply.github.com>
Register SDL for cleanup before creating the kernel and client, so SDL is shutdown after kernel and client. Otherwise the client may crash when shutting down after SDL is already shutdown.
Closes#6581.
Track stack of cleaner functions that destruct client components so exactly the correct cleanup is performed in the reverse order of initialization.
This allows performing the cleanup also in the early-return cases without introducing duplicate code.
When the configuration file exists but cannot be loaded, the client continues to launch. When closing, the client then saves the default config and overwrites the existing config that could not be loaded.
This is prevented by quitting the client with an error message popup when the config exists but cannot be loaded.
Closes#3843.
6573: set SDL_MAC_OPENGL_ASYNC_DISPATCH sdl hint to fix macos resizing r=heinrich5991 a=edg-l
Fixes a issue where ddnet freezes on resize on macos
## 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: Edgar <git@edgarluque.com>
When a client component (e.g. the menu or the console) disconnects the client, this immediately unloads the map data but the render call continues as normal. This causes all components rendered after this component to access invalid memory in place of the map, layers and collision data.
This is fixed by delaying the actual disconnecting until after the render call, to ensure that the map data can be safely unloaded.
Closes#6387. Closes#3179.
6559: Show error message popup on assertion error in client and when client fails to launch r=def- a=Robyt3
Alternative to #6493. Closes#6482.
## 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 `STextContainerIndex` wrapper instead of `int` for text container index for type-safety.
Add missing checks to ensure valid text container index before rendering FPS and finish time text containers.
To show an error/warning/information message popup with variable title and message.
This uses the SDL function `SDL_ShowSimpleMessageBox` to show the message box, because it is simpler than implementing this ourself in the base system, especially because we would have to add an additional explicit dependency on GTK3 to show a message dialog on Linux.
This function can be used without SDL being initialized.
6557: Add tests for `CPacker` error handling, fix minor bug, minor refactoring r=def- a=Robyt3
Closes#6525.
## 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 (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>
6541: Add the DDNet git hash and "is steam" to the crash file r=Robyt3 a=Jupeyy
`@def-` what do you think, how hard would it be for the symbols uploaded to the website contain the same git hash in the name, so we could write a script that automatically finds the correct binary and creates a stack trace?
## 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>
The `Disconnect` function did not fully clear all server data, because the client state was already set to offline manually before the function is called. This was causing inconsistent behavior when connecting to another server after being disconnected. For example, the client could get stuck at "getting game info" when connecting the next time.
SDL fixed the bug on Windows that releasing the mouse while tabbing out directly refocuses the window, which broke desktop fullscreen (and maybe windowed fullscreen)
Port the line input (UI edit boxes, chat, console) and Input Method Editor (IME) support from upstream. Closes#4397.
General
------------------------------
Fix issues with the text input. Closes#4346. Closes#4524.
Word skipping (when holding Ctrl) is overhauled to be consistent with the Windows / Firefox experience that I took as reference.
Improve usability by not blinking (i.e. always rendering) the caret shortly after is has been moved.
UI text input
------------------------------
Fix inconsistent mouse-based left and right scrolling (closes#4347).
Support smooth left and right scrolling.
Chat
------------------------------
Support keyboard-based text selection of the chat input.
Mouse-based selection could be support in the future when we decide to add something like an ingame UI cursor.
Support smooth up and down scrolling of the chat input, removing the old hack that offsets the input string to simulate scrolling.
Console
------------------------------
Also support mouse-based text selection of the command input.
Only text from either the command input or the console log can be selected at the same time. This ensures that Ctrl+C will always copy the text that is currently visually selected in the console.
Check for Ctrl+C input event in event handler instead of in render function, to hopefully fix the issue that copying does not work sometimes (closes#5974 until further notice).
When Ctrl+C is used to copy text from the console log, the selection is cleared. This should make it more clear when text was copied from the log.
Fix an issue that was preventing the console log selection from being cleared, when all log lines are selected.
Remove Ctrl+A/E hotkeys that move cursor to beginning/end respectively. Ctrl+A now selectes all text like for all other inputs. Home and End keys can still be used to go the beginning and end.
Remove Ctrl+U/K hotkeys that clear everything before/after the cursor respectively. Hold shift and use Home/End to select everything instead.
IME support
------------------------------
Render list of IME candidates in the client on Windows, so the candidate list can also be viewed in fullscreen mode. There is no API available to retrieve a candidate list on the other operating systems.
Improve composition rendering by underlining the composition text instead of putting it in square brackets.
Track active input globally to properly activate and deactivate IME through the SDL functions.
Closes#1030. Closes#1008.
Password rendering
------------------------------
Fix rendering of passwords containing unicode. Instead of rendering one star character for each UTF-8 `char`, render on star for every unicode codepoint.
Show the composition text also for passwords. Without seeing the composition text it's hard to type a password containing those characters. The candidate window exposes the composition anyway. If you don't want to expose your password this way, e.g. while streaming, you could:
1. Use a latin password and switch off the IME for the password input with the IME hotkey.
2. Blank your screen with an external program while you are streaming and entering passwords.
3. Use binds to authenticate in rcon or to set the server browser password.
Refactoring
------------------------------
Move all text input logic and general rendering to `CLineInput`.
A `CLineInput` is associated with a particular `char` buffer given as a pointer either in the constructor or with `SetBuffer`. The maximum byte size of the buffer must also be specified. The maximum length in unicode codepoints can also be specified separately (e.g. on upstream, name are limited by the number of unicode codepoints instead).
Add `CLineInputBuffered`, which is a `CLineInput` that own a `char` buffer of a fixed size, which is specified as a template argument. As `CLineInput` does not own a buffer anymore, this reduces duplicate code for line inputs that need their own buffer.
Add `CLineInputNumber` which has additional convenience functions to consider the text as an `int` or `float`, to reduce duplicate code in those cases. In the future we could also add an input filter function so that only numbers can be entered in the number input.
Add `CLineInput::SetClipboardLineCallback` to handle the case that multiple lines of text are pasted into a lineinput. This reduces duplicate code, as this behavior was previously implemented separately for chat and console. The behavior is also fixed to be consistent with the console on Windows, so the first line being pasted edits the current input text and then sends it instead of being sent on its own without the existing input text.
Add `CalcFontSizeAndBoundingBox` to UI to reduce duplicate code. Expose `CalcAlignedCursorPos` as static member function to reuse it for line input.
Dispatch input events to UI inputs through the event handler instead of storing them in a duplicate buffer.
Use `size_t` for line input cursor position, length etc. and for `str_utf8_stats`.
Add `IButtonColorFunction` to UI to describe a functions that defines colors for the Default, Active and Hovered states of UI elements. Add some default button color functions. Use button color function to reduce duplicate code in scrollbar rendering.
Use `vec2` instead of two `floats` to represent the mouse positions in the text renderer.
Remove `CaretPosition` again, as it does not calculate the correct Y position near line breaks due to the wrapping being different when not rendering the entire string. Instead, calculate the exact caret position when rending a text container and store the caret position in the text cursor for later use.
IME usage guide (Windows)
------------------------------
1. Install the respective language and the Microsoft-IME keyboard (e.g. for Chinese, Japanese or Korean).
2. Launch the game (or a text editor to first try out the IME). Note that Windows may track the input language separately for every application. You can change this in the Windows input settings so the input language is changed globally.
2. Switch the input language using the hotkey Windows+Space or another hotkey that you configured in the Windows input settings (Alt+Shift is the default, but you should consider disabling it, to avoid accidentally changing the input language while playing).
3. Switch from Latin/English input mode to the respective asian input mode.
- Chinese: Use Ctrl+Space to switch between English and Chinese input mode. You can change this hotkey in the IME's settings.
- Japanese: Use Ctrl+Space to switch between Alphanumeric and Hiragana/Katakana input mode. You can change this hotkey in the IME's settings.
- Korean: Use Right Alt to switch between English and Hangul input mode. You cannot change this hotkey as of yet.
- Note that the input mode is also tracked per application, but there is no setting to change this behavior as far as I know, so you'll need to switch for every application separately.
4. Start typing. The underlined text is the current composition text. While a composition is active, you can only edit the composition text. Confirm the composition with Space or by selecting a candidate from the candidate list with the arrow keys. Cancel the composition with Escape or by using Backspace to delete the composition text. Note that not all languages offer a candidate list.
SDL version-specific issues
------------------------------
- 2.26.5, 2.24.2, 2.0.22: IME candidates work. But there are minor bugs when moving the composition cursor.
- 2.0.18, 2.0.20: IME candidates work.
- 2.0.16 (our current version): IME candidates cannot be determined with Windows API. Windows tries to draw the composition window like before, so this does not work in fullscreen mode.
- 2.0.8 (upstream 0.7): IME candidates work. But this SDL version is too old for us.
Add flag to temporarily cause the caret to not blink, so the caret can be rendered without blinking after it has been moved, which greatly improves usability.
Makes the text selection easier to see, especially when the text selection height is lower than normal.
Change text selection color to light grey instead of blue.
Add `CTextCursor::m_SelectionHeightFactor` setting to adjust the height of the text selection rectangle. For example a value of `0.5f` means that the selection rectangle has half its normal height while still being aligned at the same bottom position.
Add `CaretPosition` function to get position of text caret. Replace some existing usages of `TextWidth`, which would no longer work correctly for multi-line text.
Having this function is also useful when porting the upstream UI lineinput.
Add separate `STextBoundingBox` to describe text bounding box (same as on upstream). Add `GetBoundingBoxTextContainer` to get bounding box for a text container. Add `TextBoundingBox` function to get bounding box with old text render interface.
Using this function to get the bounding box width and height is cleaner than using `TextWidth`. This function additionally can get the bounding box X and Y position for convenience.
Some usages of `TextWidth` are replaced with `TextBoundingBox` to improve readability.
It will be useful to have these functions when porting the upstream UI lineinput.
Add separate constants `TEXTALIGN_TOP`, `TEXTALIGN_MIDDLE` and `TEXTALIGN_BOTTOM` for vertical alignment.
Add shorthand constants for all possible combinations of horizontal and vertical alignment, e.g. `TEXTALIGN_MC` for `TEXTALIGN_MIDDLE | TEXTALIGN_CENTER`.
Replace usage of `SLabelProperties::m_AlignVertically` with these constants in all menu and editor code for more convenient and versatile alignment of text. Use combined horizontal-vertical alignment constants for all existing labels. Manually adjust layout for some elements which were initially misaligned with the new implementation.
Refactoring:
- Use `CORNER_NONE` instead of `0`.
- Improve some `CUIRect` variables names and usage.
Previously when calculating `m_LongestLineWidth` for a `CTextCursor` the position `m_StartX` of the cursor was always zero, because `m_LongestLineWidth` was only used to calculate the text width with a non-rendered cursor aligned at (0, 0).
To ensure that the calculation is correct also when the text cursor is not positioned at X=0, the width calculation must be offset by the start position.
Calculate text height for popups with `TextWidth` instead of using `TextLineCount`, which can be incorrect if the aligned font size differs from the normal one.
Also calculate text height in `TextWidth`.
Use calculated text height to verically center UI labels.
The text cursor flags (in particular, the `TEXTFLAG_STOP_AT_END` flag) must also be passed to `TextWidth`. Otherwise, for example, when `TEXTFLAG_STOP_AT_END` is missing, the wrong text height is calculated, as text is rendered over multiple lines instead of stopping at the end of the first line.
Closes#5396.
6268: Quit when configured bindaddr cannot be resolved, quit client when failing to open network client for 25 times 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>
6451: Fix `console_enable_colors` not being used, save `console_output_level` and `console_enable_colors` variables r=def- a=Robyt3
Closes#6447.
## 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)
6466: Fix rcon login when disconnecting dummy and when username used r=def- a=Robyt3
When connecting a dummy and then logging into rcon only the dummy is logged in. When disconnecting the dummy, the main client was not automatically logged in. When logging in with the main client and then connecting the dummy, the dummy was already authenticated automatically. Now the main client is also authenticated automatically when disconnecting an authenticated dummy.
This automatic authentication was also not working correctly if the login used a username, as only the password was stored. Now both username and password are stored to correctly authenticate the main or dummy client.
The stored username and password are completely cleared when disconnecting, so they are not stored in memory longer than necessary.
Closes#5586.
## 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>
6461: Check if HTTP request task is aborted in completion callback r=def- a=Robyt3
It's possible for the HTTP request task to be aborted after the curl request has finished, so the returned `State` will be `HTTP_DONE` but `m_Abort` is `true`. The `State` never changes to `HTTP_ABORTED`, because the progress callback is not called after the HTTP request has completed.
This causes the client to crash when a skin download is aborted after the HTTP request finished but before the completion callback is called.
This is fixed by checking if `m_Abort` is `true` and setting the `State` to `HTTP_ABORTED` at the beginning of the completion callback.
Closes#3567.
## 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 connecting a dummy and then logging into rcon only the dummy is logged in. When disconnecting the dummy, the main client was not automatically logged in. When logging in with the main client and then connecting the dummy, the dummy was already authenticated automatically. Now the main client is also authenticated automatically when disconnecting an authenticated dummy.
This automatic authentication was also not working correctly if the login used a username, as only the password was stored. Now both username and password are stored to correctly authenticate the main or dummy client.
The stored username and password are completely cleared when disconnecting, so they are not stored in memory longer than necessary.
Closes#5586.
It's possible for the HTTP request task to be aborted after the curl request has finished, so the returned `State` will be `HTTP_DONE` but `m_Abort` is `true`. The `State` never changes to `HTTP_ABORTED`, because the progress callback is not called after the HTTP request has completed.
This causes the client to crash when a skin download is aborted after the HTTP request finished but before the completion callback is called.
This is fixed by checking if `m_Abort` is `true` and setting the `State` to `HTTP_ABORTED` at the beginning of the completion callback.
Closes#3567.
Prevent endless loop when client fails to open network client forever, by quitting the client after 25 failed attempts.
As described in #5555, although it doesn't fix the actual issue.
Quit client and server if the configured bindaddr cannot be resolved.
Disable econ if configured bindaddr cannot be resolved.
To ensure that the configured bindaddr is not silently ignored.
Rename `LoadData` to `LoadDebugFont` so it's clearer what the method does.
The return value that is always `1` and not checked in some cases is removed.
The console chain was broken due to `joystick_guid` being renamed to `inp_controller_guid`, so the active controller was not being updated when the GUID is changed via the console.
Encoding the image as PNG and saving it to a file comprises the majority of the time when taking a screenshot.
To avoid the client freezing while a screenshot is being saved, this task is moved to a separate background thread.
6324: Optimize client ids map update r=def- a=0xfaulty
I have launched support for 128 players in testing mode on my server, it's means it's time for another step in this direction here. Perhaps not all changes will be clear, I am ready to answer/discuss them as usual. Let me know if I forgot or didn't take anything into account.
## 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)
6345: Set constant and uniform names for the server and client CMake targets r=def- a=Kaffeine
This MR set the server and client CMake target names to `game-server` and `game-client` which are uniform with other targets such as `engine-gfx`, `engine-shared`, and `game-shared`.
Set uniform names for the targets to:
1. Avoid long rebuilds on the target _executable_ name changed
2. Provide the same name for different executables and/or different setup (use-cases are `cmake --build . --target game-server` and various CMake target lookups in IDEs)
Those changes are necessary but not enough to allow CI for custom app name on all platforms.
Personally this 'll allow me switch to between DDNet and Infclass branches faster and without breaking the targets configuration (e.g. with that patchset I can have `game-client` as an active target in both branches), and also reduces the conflicts in `CMakeLists.txt`.
Easier to switch between the forks => easier to contribute.
Co-authored-by: Valentin Bashkirov <valenteen3d@ya.ru>
Co-authored-by: Valentin Bashkirov <v.bashkirov@dev.tassta.com>
Co-authored-by: Alexander Akulich <akulichalexander@gmail.com>
The client measures the time difference between
ping send and ping reply receive.
Without MSGFLAG_FLUSH the server keeps the chunk
until the next flush which makes the ping dependend
on when the next flush happens.
6369: Fix Move also requesting the current canvas size, which should report… r=Robyt3 a=Jupeyy
… a resize event
fixes#6368
For some reason KDE seems to set the current window'd size of the window (even if i use fullscreen) for the window when its minimized. And ::Move re-requests the canvas size.
This resulted in the incorrect viewport.
Funnily enough for me under KDE this also means that the check for GotResized, to only notify the components when the canvas actually resized is now useless.
`@Robyt3` can you check if Windows is not doing this behavior? Else the previous patch is useless for the crash bug :D
On the other hand, this *could* have been part of the text container bug, tho I cannot imagine yet why
## 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>
Replacing the C standard headers with the C++ standard headers causes various `error: call to 'floor' promotes float to double [performance-type-promotion-in-math-fn,-warnings-as-errors]`, which are fixed by using the C++ std math functions or our own math functions instead of the C math functions.
- Use `absolute` instead of `abs` and `fabs`.
- Use `std::floor` instead of `floor` and `floorf`.
- Use `std::ceil` instead of `ceil`, `ceilf` and `round_ceil`.
- Use `std::round` instead of `round` and `roundf`.
- Use `std::sin` instead of `sin` and `sinf`.
- Use `std::asin` instead of `asin` and `asinf`.
- Use `std::cos` instead of `cos` and `cosf`.
- Use `std::acos` instead of `acos` and `acosf`.
- Use `std::tan` instead of `tan` and `tanf`.
- Use `std::atan` instead of `atan` and `atanf`.
- Use `std::pow` instead of `pow` and `powf`.
- Use `std::log` instead of `log` and `logf`.
- Use `std::log2` instead of `log2` and `log2f`.
- Use `std::log10` instead of `log10` and `log10f`.
- Use `std::pow` instead of `pow` and `powf`.
- Use `std::sqrt` instead of `sqrt` and `sqrtf`.
- Use `std::fmod` instead of `fmod` and `fmodf`.
- Use `direction(Angle)` instead of `vec2(std::cos(Angle), std::sin(Angle))`.
- Use `length(vec2(x, y))` instead of `std::sqrt(x * x + y * y)`.
- Remove unused `NormalizeAngular` and `AngularDistance` functions.