We only show the string value directly in the UI instead of using the demotype enum literals. There also should not be any reason to change any logic depending on whether the current demo is a server- or client-demo.
The SHA256 was effectively not optional anymore when recording demos, as it and the SHA256 extension UUID were always written to the demo file without checking for `nullptr`. Therefore the SHA256 is now passed by const reference instead of by pointer and redundant checks for `nullptr` are removed.
We already use `CClient::LoadMapSearch` to load maps for demo playback, so maps in the `maps` folder are already considered. Using the map CRC is deprecated, we do not want to check it.
Using an `std::vector` is simpler and more readable than first allocating a linked list on a heap and later copying the list to an array.
The variable `m_SeekablePoints` is removed from `CPlaybackInfo`, as it does not need to be exposed outside of `CDemoPlayer` and can be replaced with the size of the vector.
The client/server jobpools were previously only using a fixed number of 2 threads. Now the pools use `2 * hardware-concurrency + 2` threads, which should provide better performance overall, as we expect threads to often wait on I/O.
The player info snapshot item (`CNetObj_PlayerInfo`) has its own `m_ClientID` member variable in addition to the generic snapshot item ID. The snapshot item ID was only used to set `m_Snap.m_LocalClientID` but without being checked for invalid values. Now it is checked that both IDs are identical and only `m_ClientID` is used consistently.
The map version was only checked if the version item is present, which is different from how client and editor load maps. Now a missing version item is considered an unsupported version. Additional log messages are also added to the tools.
Previously all demo players checked `IVideo::Current` to render a video, which would cause issues when rendering a demo while a demo slicing background job is running. Now video rendering can be toggled for each demo player individually and is only enabled for the main demo player.
Use member instead of static variables for demo player snapshot data. The static variables would otherwise cause issues when multiple demo players are playing at the same time, especially demo players used in background jobs for replay demo slicing. This hopefully closes#7068.
There is no reason to slice a demo while currently rendering it and it may cause issues because multiple demo players would access the same `IVideo` instance.
Use composition instead of inheritance for demo player listener to avoid temporarily storing a pointer to a local variable in a member variable.
Fix demo player file not being closed when demo recorder file cannot be opened during demo slicing.