Commit graph

173 commits

Author SHA1 Message Date
Rafael Fontenelle cd14660307 Fix misspellings 2022-10-25 13:51:56 -03:00
fokkonaut 5deeb299fa Add DDNetLaser to have more info about a laser shot 2022-09-15 01:01:32 +02:00
Jupeyy 88c4b69301 Add an option to remove weak hook & bounce 2022-07-21 17:04:16 +02:00
Jupeyy 2240ad2966 Fix spelling 2022-07-19 18:22:44 +02:00
Alexander Akulich 9e4098f3a5 prediction/entity: Add GetPos() (sync the API with server/entity) 2022-07-14 23:40:23 +03:00
Alexander Akulich 5169369809 prediction/entity: Sync ID getter name with the server/entity 2022-07-14 23:40:23 +03:00
c0d3d3v e3fc71d051
Rename "NoSomething" to "SomethingDisabled" 2022-07-11 13:40:01 +02:00
c0d3d3v ebfc053809
Remove even more redundant variables to avoid inconsistent states. Fix another swap bug. 2022-07-11 13:39:52 +02:00
bors[bot] 5345e55b94
Merge #5545
5545: Format name accordingly r=heinrich5991 a=Chairn

I think i got almost all the misstyped name. I did let some because they made sense to me. I think, only generated code remains to be formatted (and src/base and websockets, but those seems to have an exception).

## 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 if it works standalone, system.c especially
- [ ] 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: Chairn <chairn.nq@hotmail.fr>
2022-07-08 23:08:02 +00:00
c0d3d3v 1dacb3366b
rename ReadCharacterCore back to Read; Do not overwrite predicted
CharacterCore with Snap Data
2022-07-08 21:47:51 +02:00
Chairn a69dc599a9 Huge variable naming format
Fix pointer and pointer array variable naming

Huge renaming to match our rules

Used regex: (?!(return|delete)\b)\b\w+ (m_|ms_|g_|gs_|s_)[^a]\w+\[
            (?!(return|delete)\b)\b\w+ (?!(m_|ms_|g_|gs_|s_))[^a]\w+\[

Further format static variables

Format almost all pointer names accordingly

Used regex: (?!(return)\b)\b\w+
\*(?!(m_p|p|s_p|m_ap|s_ap|g_p|g_ap|ap|gs_ap|ms_ap|gs_p|ms_p))\w+\b[^:\(p]

clang-format

Fix CI fail

Fix misnamed non pointer as pointer and non array as array

Used regex: (?!(return|delete)\b)\b\w+ (m_|ms_|g_|gs_|s_)p\w+\b
            (?!return\b)\b\w+ (ms_|m_|g_|gs_|s_)a\w+\b[^\[]

clang-format

Revert to SCREAMING_SNAKE_CASE and reinstate dead code
2022-07-08 18:01:29 +02:00
c0d3d3v 59436b5e6d
Add default values to extended Net Objects 2022-06-27 01:11:19 +02:00
c0d3d3v df52df9d4a
move DDNetCharacterDisplayInfo to DDNetCharacter
- add default value option to NetworkValues
- rename m_FreezeTick to m_FreezeStart
2022-06-27 01:10:25 +02:00
Robert Müller 8eb1f6888d Refactoring: use CGameWorld::Clear in CGameWorld::CopyWorld 2022-06-26 12:51:17 +02:00
Robert Müller 2df4c4c668 Fix heap-use-after-free in CGameWorld::RemoveEntity
Entities have a pointer to their parent entity. If the parent entity is freed first, then freeing the child will cause access to the already freed parent.

This is fixed by adding a child pointer and clearing the child and parent pointers when either child or parent is freed.
2022-06-26 11:28:23 +02:00
Robert Müller 4949645663 Organize game-shared includes 2022-06-17 17:39:25 +02:00
effyn 6691d71da7 Gender-neutral language 2022-06-16 15:12:25 -07:00
ChillerDragon 3667061b68 Use nullptr in generated and editor
-Wzero-as-null-pointer-constant
2022-06-13 18:28:13 +02:00
Chairn 01edaec628 Format vector variables names (fixes #5209) 2022-06-11 21:38:49 +02:00
c0d3d3v 24e1fa9a73
change m_ZeroEnergyBounceInLastTick to bool 2022-06-10 17:46:32 +02:00
c0d3d3v c579e2637f
let lasers bounce with zero energy for one tick 2022-06-10 15:16:41 +02:00
trml 882ddae201 Send switch timing info in extended switch state netobject 2022-06-02 01:04:34 +02:00
trml 548de3804e Rename NumSwitchers to HighestSwitchNumber and remove most references 2022-06-02 00:57:11 +02:00
trml 66c0c1e692 Send timer info for switchers and predict switch state changes 2022-06-02 00:57:09 +02:00
trml 95c4c2db1c Move switch state to gamecore 2022-06-02 00:51:25 +02:00
Robert Müller 7474ca201f Remove dead code 2022-05-31 19:32:07 +02:00
c0d3d3v 5065bab8b5
fix swap does not swap no collision and no hook
- remove duplicated variable for no collision and no hook
2022-05-30 19:33:42 +02:00
Robert Müller 91d2ba1865 Organize game-client includes 2022-05-29 21:24:43 +02:00
Robert Müller c2f92c1e13 Organize game-shared includes 2022-05-29 20:02:22 +02:00
Alexander Akulich a39bbc702b Introduce and use constexpr CCharacterCore::PhysicalSize 2022-05-28 21:46:44 +03:00
Alexander Akulich deb2e8752f Sync prediction impl with server CCharacter::IsGrounded() 2022-05-28 21:46:07 +03:00
Alexander Akulich a023671ecd prediction/entity: Sync constructor signature, add GetProximityRadius() 2022-05-28 21:28:47 +03:00
bors[bot] ab28267e30
Merge #5265
5265: Cleanup prediction entity handling a little r=def- a=trml

I looked over the remaining code for creating/removing entities in the prediction, and only ended up making some smaller changes:
- More consistent use of InsertEntity/RemoveEntity/Destroy
- Fixed one instance in gameclient.cpp where an entity was removed but not deleted (could potentially have been a memory leak)
- Removed some old code for retaining information about the characters after they left the snapshot (the client should only rely on the snapshot for prediction of players)

## 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 if it works standalone, system.c especially
- [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: trml <trml@users.noreply.github.com>
2022-05-28 12:48:10 +00:00
trml c5595209fe Fix and slightly cleanup creation/destruction/insertion of predicted entities 2022-05-28 13:37:59 +02:00
c0d3d3v 04f1bbf59f
reintroduce shotgun bug 2022-05-28 00:58:33 +02:00
trml 85e86772b2 Don't keep track of characters in the predicted gameworld that are not in the snapshot and require pred characters to be alive 2022-05-28 00:07:31 +02:00
trml 2402edcb8a Remove predicted character from gameworld before calling base class destructor 2022-05-26 19:08:46 +02:00
Dennis Felsing 68bcd21eff asan+ubsan clean 2022-05-26 01:22:14 +02:00
c0d3d3v f07d773492
Add a set of Players that are attached to a Tee 2022-05-22 21:59:51 +02:00
bors[bot] 85ce4fc0a8
Merge #5185
5185:  Fix pickups moving on their own (fixes #5137) r=C0D3D3V a=def-

Supersedes #5181 

Objects should be initialized fully, otherwise they are super easy to misuse and get weird undefined behavior that happens rarely.

## 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 if it works standalone, system.c especially
- [ ] 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: def <dennis@felsin9.de>
2022-05-22 14:32:21 +00:00
def c4377bb7d9 Always initialize vec2/3/4
Because no tools can detect it uninitialized well, tried Memory
Sanitizer (needs all libs including libc++ compiled with it), valgrind
(only detects in LTO build), compiler warnings. Might be related to
unions.
2022-05-22 12:18:32 +02:00
bors[bot] 1738b0d51b
Merge #5032
5032: Make input handling teehistorian friendly r=def- a=Zwelf

Makes input handling more reproducible during respawn. Still WIP, because I haven't tested this particular patch (only a different one with the same effect).

## Checklist

- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [x] Tested in combination with possibly related configuration options
  - [x] swap
  - [x] using timeout protection
  - [x] reconnecting
  - [x] respawning
  - [x] chat keeps movement
  - [x] pause keeps movement
- [x] Written a unit test if it works standalone, system.c especially
- [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: Zwelf <zwelf@strct.cc>
2022-05-22 09:57:44 +00:00
Zwelf 4a39c846c3 Fix comments 2022-05-22 10:39:18 +02:00
Zwelf 38c7a921d5 Already use second input 2022-05-21 21:34:30 +02:00
c0d3d3v 71669e3427
release hook in mods that do not allow inputs while chatting 2022-05-21 18:52:14 +02:00
c0d3d3v 2cb47583b8
fix condition of BugDDRaceInput, do only reset innputs on non ddnet mods 2022-05-21 18:17:10 +02:00
c0d3d3v 9c97995679
Fix Spezial Jumps for players with 0, 1 and -1 Jumps
- Add some more documentation to the code
- reverted early ground jump to keep physics
2022-05-20 21:37:05 +02:00
c0d3d3v f5ff227561
fix inputs on vanilla server if chat is open 2022-05-19 23:18:14 +02:00
Chairn 583d6e6c01 Mark virtual function as override using a script:
while IFS= read -r line; do file=${line%%:*}; lineno=$(echo $line | cut
-d':' -f2); echo "Treating $file line $lineno"; sed -i -e
"${lineno}s/virtual //" -e "${lineno}s/);\$/) override;/" -e
"${lineno}s/)\$/) override/" -e "${lineno}s/const\$/const override/" -e
"${lineno}s/) {/) override {/" -e "${lineno}s/) const {/) const override
{/" -e "${lineno}s/const;$/const override;/" "$file"; done < a
2022-05-17 23:47:32 +02:00
c0d3d3v d6833b6fd6
fix jump display 2022-05-16 23:17:19 +02:00