5547: Minor tweaks to keep ODR across translation units r=def- a=Jupeyy
<!-- What is the motivation for the changes of this 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 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: Jupeyy <jupjopjap@gmail.com>
The sixup translated player flags were previously applied in `OnDirectInput` directly to the player input data.
However, the input data has already been copied at that point, so predicted inputs were using the incorrect flags.
This is fixed by moving the player flags translation to `OnClientPrepareInput`, which is called first and only once on each new player input before it is copied.
The flags were only being updated based on rather arbitrary conditions, so they could never reset to zero or reduced.
The flags are now always updated. The flags are only used in the output of the `status` command.
5486: Switch to loading screen, when map creation takes too long r=def- a=Jupeyy
Same as #4941
It doesn't directly fix the issue described in #5478, it does however not trigger it anymore. it's still a bug in our code unrelated to this. This just triggered the UB from the issue as `@ardadem` confirmed, SDL received a SDL_QUIT (`[2022-06-23 20:26:31][test]: sdl closed my client, but why xd`)
Now we have a confirmed case that making the window unresponsive can create weird behavior. Similar to the other pr switch to a loading screen after 500ms (this time without menu background map tho, since the menu background map calls the same code).
We really need some fancy loading screen for such situations, even tho they are rare xD
## 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: Jupeyy <jupjopjap@gmail.com>
5514: Update menu music state when the config variables change via console, various refactoring r=heinrich5991 a=Robyt3
Also update the background music when `snd_enable` or `snd_enable_music` change via console or bind. Closes#2911.
For this purpose, add `IsPlaying` method to engine sound and client sound component to check whether a specific sound sample is already playing.
Various refactoring in engine sound.
## 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: Robert Müller <robytemueller@gmail.com>
5210: Move ddnet character display info in ddnet character r=def- a=C0D3D3V
- I also added the default value mechanic for Net Objects that have set `validate_size=False`
- I removed the ramp value from the snap, because currently all maps use the default tuning parameters for it
- I renamed `m_FreezeTick` to `m_FreezeStart`
- Added Extended Net Objects to the debug HUD (Also added a Headline):
![grafik](https://user-images.githubusercontent.com/14315968/175284419-3014bc06-96a0-407d-b170-15e06350caa7.png)
(out of range) is in the screenshot the old DDNetCharacterDisplayInfo
fixes#5455
## 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: c0d3d3v <c0d3d3v@mag-keinen-spam.de>
5420: Improvments for new HUD r=def- a=C0D3D3V
for testing set `#define CLIENT_VERSIONNR 16020`
Some of the changes are only available in the next version
Impressions: https://youtu.be/E770vGp4KKY
Implements a few of the recommendations from https://github.com/ddnet/ddnet/issues/5159 and Discord
- removes all player capability messages send by the server, that are now displayed in the HUD
- ~~remove `cl_ddrace_hud` and cl_show_freeze_bars~~,
- Added option `cl_freezebars_alpha_inside_freeze` setting to change the opacity if the player is inside a freeze tile (default visible 100%)
- Added option `cl_show_jumps_indicator`
- We send now the real weapon the player is holding if he is frozen
-> for that we added a new particle "snow flakes" or frozen flakes :D that are spawned over the tees body, to indicate he is frozen.
-> new extras.png asset (+ corresponding asset tab, that can potentially be used for all sorts of extras for our mod, e.g. material particles, but in the future maybe also for other mods using a similar structure like it is for entities)
- stars are no longer send to new clients, because it is duplication to the freezebar, and we decided to not allow to disable it
- also ninja stars are no longer send. They are not vanilla, and we now have a ninja bar in the new HUD.
- display target angle from 0 to 360 (looks mirrored on the x-axis to the normal trigonometry circle, but that is just how the world coordinates are)
- dummy action display is increased in size ( but only the border margin :D not the icons. so the icons are still the same size as the icons on the left side)
- allow the server to also show old HUD elements (see https://github.com/ddnet/ddnet/pull/5427 for screenshots)
fixes#5149fixes#198closes#5159fixes#2252 ~~(But not clear if we should also display the weapon, still investigating)~~
- we do no longer display a weapon inside freeze, instead we have nice freeze particles
## 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: c0d3d3v <c0d3d3v@mag-keinen-spam.de>
5504: Remove useless typedef in c++ r=Jupeyy a=Chairn
## 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 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: Chairn <chairn.nq@hotmail.fr>
5499: Use [[fallthrough]] attribute rather than comment r=def- a=Chairn
We could even add implicit fallthrough warning, but it is triggered in external json.c
## 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 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: Chairn <chairn.nq@hotmail.fr>
5502: Add missing capability for GLES backend r=def- a=Jupeyy
<!-- What is the motivation for the changes of this 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 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: Jupeyy <jupjopjap@gmail.com>
```
Direct leak of 216320 byte(s) in 3 object(s) allocated from:
#0 0x7f5e05924808 in __interceptor_malloc ../../../../src/libsanitizer/asan/asan_malloc_linux.cc:144
#1 0x559b8ca66278 in CCommandProcessorFragment_OpenGL2::Cmd_CreateBufferObject(CCommandBuffer::SCommand_CreateBufferObject const*) src/engine/client/backend/opengl/backend_opengl.cpp:1901
#2 0x559b8ca47fe7 in CCommandProcessorFragment_OpenGL::RunCommand(CCommandBuffer::SCommand const*) src/engine/client/backend/opengl/backend_opengl.cpp:1107
#3 0x559b8cdf811b in CCommandProcessor_SDL_GL::RunBuffer(CCommandBuffer*) src/engine/client/backend_sdl.cpp:248
#4 0x559b8cdf4262 in CGraphicsBackend_Threaded::ThreadFunc(void*) src/engine/client/backend_sdl.cpp:77
#5 0x559b8dfc58a5 in thread_run src/base/system.cpp:721
#6 0x7f5e03bf6608 in start_thread /build/glibc-SzIz7B/glibc-2.31/nptl/pthread_create.c:477
```
4829: Added map_replace_area tool r=def- a=sctt
Motivation:
sometimes mappers need to copy a certain area from a map to another (but also to a different position of the same map).
that's very time consuming on complex maps, as tiles and quads layers have to be manually copied one by one.
map_replace_area is designed to automatically replace all the tiles and quads from a specific area to another.
`Usage: map_replace_area <from_map> <from_x> <from_y> <to_map> <to_x> <to_y> <width> <height> <output_map>`
PoW screenshots attached below.
note: for the moment map_replace_area suppose that you are working on the same map (that's what i needed), that means source and destination maps must have the same layers structure, or else an error is returned.
but i understand it might be useful to also work on totally different maps, in that case users must be able specify layers they want to consider by associating source map layers to destination map layers (by using a config file maybe).
i'm probably going to make another PR to add this enhancement in the future.
PoW:
![Screenshot from 2022-03-16 18-08-12](https://user-images.githubusercontent.com/3328841/158650515-17c31639-28f7-4e19-954a-b5734ee82703.png)
![Screenshot from 2022-03-16 18-08-43](https://user-images.githubusercontent.com/3328841/158650512-6e21f2b4-538f-4974-aaa2-2983551d24b4.png)
![Screenshot from 2022-03-16 18-11-50](https://user-images.githubusercontent.com/3328841/158650510-d00a05a9-a2e8-4df2-8674-0c80fd894f66.png)
5343: Add rcon and chat to integration test r=def- a=ChillerDragon
Add more action to the integration test script: chat messages, chat commands, rcon commands.
This unlocks more code coverage at runtime to catch asan issues.
It adds a very restrictive regex on the log format. But I am happy to maintain that in case changes to the log output happen.
The current version is already supporting heinrichs refactor https://github.com/ddnet/ddnet/pull/5036
Also ensure chat messages arrive in the correct format. Would have catched the following issues:
https://github.com/ddnet/ddnet/issues/5342https://github.com/ddnet/ddnet/issues/5340https://github.com/ddnet/ddnet/issues/5302https://github.com/ddnet/ddnet/pull/5126
DEPENDS ON:
https://github.com/ddnet/ddnet/issues/5342https://github.com/ddnet/ddnet/issues/5340
5465: Change from pnglite to libpng for PNG reading r=def- a=heinrich5991
This is desirable mainly because libpng is maintained and pnglite is
not. pnglite was last updated in 2007 (15 years ago) and probably has a
lot of security vulnerabilities.
libpng is an actively maintained library also used by browsers like
Firefox or Chromium, so it's less likely to contain security
vulnerabilities, also it's more likely to be packaged by Linux
distributions.
This also refuses to load images of types not supported by pnglite,
which allows us to think about backward compatibility while also
introducing libpng.
## 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: sctt <scottistefano91@gmail.com>
Co-authored-by: term <term@term.sinervis.pri>
Co-authored-by: f <scottistefano91@gmail.com>
Co-authored-by: heinrich5991 <heinrich5991@gmail.com>
Co-authored-by: ChillerDragon <ChillerDragon@gmail.com>
Co-authored-by: def <dennis@felsin9.de>
Co-authored-by: Jupeyy <jupjopjap@gmail.com>
This is desirable mainly because libpng is maintained and pnglite is
not. pnglite was last updated in 2007 (15 years ago) and probably has a
lot of security vulnerabilities.
libpng is an actively maintained library also used by browsers like
Firefox or Chromium, so it's less likely to contain security
vulnerabilities, also it's more likely to be packaged by Linux
distributions.
Instead of closing the joysticks manually, use `SDL_QuitSubSystem(SDL_INIT_JOYSTICK)` to quit the entire subsystem, which will also close all joysticks correctly.
The engine input destructor is replaced with a `Shutdown` method so we can control when it is called, i.e. before calling `SDL_Quit`, which forcefully quits all subsystems.
`CJoystick::Close` is removed as we don't need to close joysticks manually anymore.
5429: More vector naming format r=heinrich5991 a=Chairn
Following of https://github.com/ddnet/ddnet/pull/5391
## 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 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: Chairn <chairn.nq@hotmail.fr>
5374: Joystick support 🕹️ r=def- a=Robyt3
Port all the joystick support from vanilla:
- Joystick controls
- support for up to 12 axis (we are using the low level SDL interface so we don't differentiate between X/Y axis, sliders etc.)
- two axis can be used for X and Y cursor movement
- cursor input ingame can be relative or absolute
- support for binding up to 12 joystick buttons
- support for binding up to 2 hats (each has 8 directions)
- support for binding axis movement to controls (so you can move with one control stick and aim with the other)
- multiple joysticks can be connected at the same time, but only one can be actively used, the selected joystick will be remembered based on a GUID
- Joystick UI integration
- allow moving the UI cursor with the specified joystick axis
- change `CComponent::OnMouseMove` to `OnCursorMove` to handle joystick separately with its own sensitivity settings
- remove premultiplied mousesens everywhere
- Joystick settings menu (also: separate mouse and movement settings)
![screenshot_2022-06-08_22-46-08](https://user-images.githubusercontent.com/23437060/172713929-9db75dfe-8408-4d06-827d-cdb162872514.png)
![screenshot_2022-06-08_22-46-10](https://user-images.githubusercontent.com/23437060/172713932-8945feb3-5f41-434c-b555-f92beb22db58.png)
![screenshot_2022-06-08_22-46-11](https://user-images.githubusercontent.com/23437060/172713935-19bb5a47-97dd-4a1e-86e9-a3569bd557ff.png)
Other changes:
- Remove the old unused joystick implementation (with config variable `inp_joystick`).
- Remove an unused parameter.
- Add `CUIEx::DoScrollbarOption` and `IScrollbarScale`
- renders label, current value and scrollbar
- with linear and logarithmic scale implementations
- used for the sensitivity and tolerance settings
- could eventually be used for most scrollbar settings to reduce duplicate code
- has flags for:
- `SCROLLBAR_OPTION_INFINITE`: The scrollbar can be moved all the way to the right for another value that represents ∞. Internally this value is 0.
- `SCROLLBAR_OPTION_NOCLAMPVALUE`: The scrollbar allows values outside the specified min/max range, e.g. the sensitivity settings can technically be as high as 100000 when set with the console.
- Add `CUIEx::DoScrollbarOptionLabeled`
- a `DoScrollbarOption` for selecting from a finite number of options with a scrollbar
- used for switching between relative and absolute input
- might see more use in the future
Reference: https://github.com/teeworlds/teeworlds/pulls?q=is%3Apr+joystick
## Checklist
- [X] Tested the change ingame
- [X] Provided screenshots if it is a visual change
- [X] 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
- [ ] 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>
5406: Remove namespace tw r=Jupeyy a=heinrich5991
It didn't have a clear role, it just acted as a distinguisher between
two functions with the same name.
Rename `tw::time_get` to `time_get_nanoseconds` and delete the old
`time_get_nanoseconds`. Move `CCmdlineFix` and the typed
`net_socket_read_wait` function to the global namespace.
## 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 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: heinrich5991 <heinrich5991@gmail.com>
5404: Always send all tunings r=def- a=heinrich5991
It doesn't hurt since tunings after the last one are simply ignored.
This also stops future coders from introducing more and more cases in
this `if` chain.
## 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 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: heinrich5991 <heinrich5991@gmail.com>
It didn't have a clear role, it just acted as a distinguisher between
two functions with the same name.
Rename `tw::time_get` to `time_get_nanoseconds` and delete the old
`time_get_nanoseconds`. Move `CCmdlineFix` and the typed
`net_socket_read_wait` function to the global namespace.
It doesn't hurt since tunings after the last one are simply ignored.
This also stops future coders from introducing more and more cases in
this `if` chain.
5388: Remove obsolete AfkTimer function r=def- a=ardadem
It does the same job with: 425f07c03d/src/game/server/gamecontroller.cpp (L48)
## 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: Arda Demir <ddmirarda@gmail.com>
5106: Fix dummy intended tick sent to server r=def- a=sjrc6
fixes https://github.com/ddnet/ddnet/issues/5044
Currently the dummy gives the server the wrong IntendedTick aka PredTick which (I think) makes it impossible for the server to correctly order inputs if they come early (i.e. if you're playing with high prediction margin).
Currently with dummy copy if you switch dummy with high prediction margin it will almost always desync, with this change it doesn't desync.
The only reason dummy works at all is because it relies on this code in the server to change the tick that was sent to be the current game tick, if you remove it then dummy hammer and dummy copy breaks but normal players are unaffected.
e9b59e72ff/src/engine/server/server.cpp (L1632-L1633)
I marked this PR as draft because it seems to cause some unexpected side effects:
with this change if you use dummy copy in solo part your dummy will be visually delayed, this doesn't change anything but it's different from how it was before and I don't understand why.
the sound effects from hooking with dummy copy are also not as synced as they are with the wrong tick being sent (not sure why)
I also didn't test all dummy mechanics or any advanced dummy binds which might somehow rely on the broken behavior.
With wrong tick sent to server:
https://user-images.githubusercontent.com/22122579/168413464-92a3a44b-3b75-4894-8fb0-54e64ff421fa.mp4
With correct tick:
https://user-images.githubusercontent.com/22122579/168413459-eb6f299c-260a-4ddb-9972-3dea504aef41.mp4
## 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: Tater <Mr.Potatooh@gmail.com>
5375: Paginate bans (partially fixes#3691) r=Learath2 a=def-
20 elements per page, we have too many bot bans
![Screenshot 2022-06-08 at 23 53 16](https://user-images.githubusercontent.com/2335377/172724048-70d99f57-4e3c-451a-ada3-96affdf7cd6c.png)
## Checklist
- [x] Tested the change ingame
- [x] 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: Dennis Felsing <dennis@felsin9.de>
Conditional jump or move depends on uninitialised value(s)
at 0x2158DA: int IServer::SendPackMsg<CNetMsg_Sv_Motd, 0>(CNetMsg_Sv_Motd*, int, int) (server.h:73)
by 0x1FE02F: CGameContext::SendMotd(int) (gamecontext.cpp:538)
by 0x20A874: CGameContext::ConchainSpecialMotdupdate(IConsole::IResult*, void*, void (*)(IConsole::IResult*, void*), void*) (gamecontext.cpp:3124)
by 0x145A23: CConsole::Con_Chain(IConsole::IResult*, void*) (console.cpp:1202)
by 0x132086: CConsole::ExecuteLineStroked(int, char const*, int, bool) (console.cpp:528)
by 0x1323A7: CConsole::ExecuteLine(char const*, int, bool) (console.cpp:582)
by 0x1326B1: CConsole::ExecuteFile(char const*, int, bool, int) (console.cpp:625)
by 0x1C60E9: main (server.cpp:3874)
Uninitialised value was created by a heap allocation
at 0x483BE63: operator new(unsigned long) (in /usr/lib/x86_64-linux-gnu/valgrind/vgpreload_memcheck-amd64-linux.so)
by 0x1C5900: CreateServer() (server.cpp:3755)
by 0x1C5C4C: main (server.cpp:3818)
5320: Fix prediction input timing r=def- a=trml
Fixes#5307 by updating the prediction to use the new input handling from #5032, and also removed some now no longer used code.
## 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: trml <trml@users.noreply.github.com>
5327: Add CLockScope r=heinrich5991 a=def-
Remove unused lock and scope in threading.h
Not sure if this is preferred
We could also try switching to std::mutex and lock_guard
<!-- What is the motivation for the changes of this pull request -->
## 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: Dennis Felsing <dennis@felsin9.de>
5326: Explicitly delete game server from list on shutdown r=def- a=heinrich5991
Also delete it explicitly when `sv_register` is set to register via less
protocols.
On shutdown, wait at most 1 second for the masterserver to respond,
otherwise allow up to 15 seconds.
Fixes https://github.com/ddnet/ddnet/issues/5157.
## 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: heinrich5991 <heinrich5991@gmail.com>
Also delete it explicitly when `sv_register` is set to register via less
protocols.
On shutdown, wait at most 1 second for the masterserver to respond,
otherwise allow up to 15 seconds.
Fixes#5157.
5260: Pr thread safety negative r=heinrich5991 a=def-
WorkerThread is hard because `REQUIRES(!((CJobPool *)pUser)->m_Lock)` would require alias analysis or the function using that everywhere.
https://clang.llvm.org/docs/ThreadSafetyAnalysis.html#negative
## 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 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: Dennis Felsing <dennis@felsin9.de>
5290: Don't output as much in normal STUN behavior r=def- a=heinrich5991
Log send errors with debug instead of error severity. They're normal in case a protocol stack isn't initialized supported by the host or if there's no route.
Don't periodically retry STUN if successful. Trying again for each connection establishment is enough. Previously, it
was re-requested every 10 minutes.
Fixes#5273.
## 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 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)
5293: Cleanup: Remove dead code, don't print datafile debug per default, remove misused static CUIRect r=def- a=Robyt3
- Remove dead (commented out) code.
- Don't print detailed datafile log messages, unless the datafile specific `DEBUG` flag is set.
- Use `static int` instead of `static CUIRect` as UI element ID.
## 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: heinrich5991 <heinrich5991@gmail.com>
Co-authored-by: Robert Müller <robytemueller@gmail.com>
5287: Work around Windows's definition of `min`/`max` r=Jupeyy a=heinrich5991
This allows us to use `std::min`/`std::max`.
<!-- What is the motivation for the changes of this 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 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)
5288: Remove outdated comment r=Jupeyy a=heinrich5991
The string comparison isn't actually done anymore, it's now done via a
boolean flag.
## 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 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: heinrich5991 <heinrich5991@gmail.com>
5179: Add loglevel config (fixes#5178, fixes#5174) r=heinrich5991 a=def-
<!-- What is the motivation for the changes of this pull request -->
## 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>
5271: Time out for POST requests too (hopefully fixes#5198) r=heinrich5991 a=def-
Untested because the issue is sporadic. But I think it makes sense to have a timeout even if this is not the root cause.
## 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 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>
5264: Prevent users from setting port 1-1023 r=Jupeyy a=def-
Following user report that they set cl_port 1 and it didn't work
<!-- What is the motivation for the changes of this pull request -->
## 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)
5266: Use std::make_unique (fixes#5166) r=Jupeyy a=def-
No idea why clang-tidy's modernize-... didn't work
<!-- What is the motivation for the changes of this 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 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>
5252: Use std::vector instead of array, remove base/tl/array.h, algorithm.h, allocator.h, range.h r=def- a=Robyt3
Replaces all usages of `array` with `std::vector`.
I adjusted variable names of variables I changed to use the `v` prefix. Not so in the editor however, as there are already many changes due to clang-tidy enforcing the use of for-each loops.
This allows us to remove all remaining `base/tl` headers except `threading.h`.
Clang-tidy now finds `clang-analyzer-cplusplus.NewDelete` (Use of memory after it is freed), which is also fixed here, though it appears to be a false-positive.
This last remaining usages of `goto` are also removed.
## 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: Robert Müller <robytemueller@gmail.com>
5256: Use double for traffic calculations r=def- a=Jupeyy
fixes#5207
Not going to rewrite rn since it relies on normilization of the time.
Hope this is enough, floats probs struggle with time_freq and time differences being so huge
## 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 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: Jupeyy <jupjopjap@gmail.com>
5194: Revert Ellipsis (alternative to #5193) r=heinrich5991 a=def-
<!-- What is the motivation for the changes of this pull request -->
## 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>
5063: Reworked Draggers and Turrets AND show always hooks if they are in the field of view r=def- a=C0D3D3V
Fixes#3622, #4723#4798 and #5054
Here you can find a comparison video with 16.0.3: https://youtu.be/bYwLB1cEMI8
This now also includes the changes from https://github.com/ddnet/ddnet/pull/4980
So please also see my monologue here: https://github.com/ddnet/ddnet/pull/4980
Physic that got changed by this PR:
- Solo players are not included in the calculation of the next team players to the dragger/turrets. This does not affect any map.
- Turrets get switched correctly if players are solo
- Plasma bullets fired by turrets on solo player only explode for solo players and the other way around (except if they unsolo)
- Plasma bullets can no longer be intercepted by other teams
- Turrets can shot now independently at the speed of sv_plasma_per_sec for every team and every solo player
This should be tested by some more players before it get merged!
This reduces the use of snap id's tested here: https://youtu.be/G3nVtdH0--Q
from 16000 to 69
test with the new dragger: https://youtu.be/mzNrDHP7HQs
I did not add the terminal of the server because you basically see no change in the used snap ids
The videos are with cl_predict off
Comparison of the new turrets: https://streamable.com/8us8lk
left old turrets, right the new ones
We should delete ranks on (that where made after 13 Jun 2019):
https://ddnet.tw/maps/Increase-32-Your-32-Speedhttps://ddnet.tw/maps/Fall-32-into-32-the-32-Futurehttps://ddnet.tw/maps/turboSeks
## Checklist
- [x] Tested the change ingame
- [x] 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
- [only on 3 maps] 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: c0d3d3v <c0d3d3v@mag-keinen-spam.de>
5189: Fix 0 byte malloc in register.cpp (fixes#5187) r=heinrich5991 a=def-
<!-- What is the motivation for the changes of this 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 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>
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>
Makes teehistorian during spawn more reproduceable.
Currently during respawn the first applied input doesn't get recorded.
Always appliying the last sent input fixes this.
5064: Add HTTP masterserver registering and HTTP masterserver r=def- a=heinrich5991
Registering
-----------
The idea is that game servers push their server info to the
masterservers every 15 seconds or when the server info changes, but not
more than once per second.
The game servers do not support the old registering protocol anymore,
the backward compatibility is handled by the masterserver.
The register call is a HTTP POST to a URL like
`https://master1.ddnet.tw/ddnet/15/register` and looks like this:
```http
POST /ddnet/15/register HTTP/1.1
Address: tw-0.6+udp://connecting-address.invalid:8303
Secret: 81fa3955-6f83-4290-818d-31c0906b1118
Challenge-Secret: 81fa3955-6f83-4290-818d-31c0906b1118:tw0.6/ipv6
Info-Serial: 0
{
"max_clients": 64,
"max_players": 64,
"passworded": false,
"game_type": "TestDDraceNetwork",
"name": "My DDNet server",
"map": {
"name": "dm1",
"sha256": "0b0c481d77519c32fbe85624ef16ec0fa9991aec7367ad538bd280f28d8c26cf",
"size": 5805
},
"version": "0.6.4, 16.0.3",
"clients": []
}
```
The `Address` header declares that the server wants to register itself as
a `tw-0.6+udp` server, i.e. a server speaking a Teeworlds-0.6-compatible
protocol.
The free-form `Secret` header is used as a server identity, the server
list will be deduplicated via this secret.
The free-form `Challenge-Secret` is sent back via UDP for a port forward
check. This might have security implications as the masterserver can be
asked to send a UDP packet containing some user-controlled bytes. This
is somewhat mitigated by the fact that it can only go to an
attacker-controlled IP address.
The `Info-Serial` header is an integer field that should increase each
time the server info (in the body) changes. The masterserver uses that
field to ensure that it doesn't use old server infos.
The body is a free-form JSON object set by the game server. It should
contain certain keys in the correct form to be accepted by clients. The
body is optional if the masterserver already confirmed the reception of
the info with the given `Info-Serial`.
Not shown in this payload is the `Connless-Token` header that is used
for Teeworlds 0.7 style communication.
Also not shown is the `Challenge-Token` that should be included once the
server receives the challenge token via UDP.
The masterserver responds with a `200 OK` with a body like this:
```
{"status":"success"}
```
The `status` field can be `success` if the server was successfully
registered on the masterserver, `need_challenge` if the masterserver
wants the correct `Challenge-Token` header before the register process
is successful, `need_info` if the server sent an empty body but the
masterserver doesn't actually know the server info.
It can also be `error` if the request was malformed, only in this case
an HTTP status code except `200 OK` is sent.
Synchronization
---------------
The masterserver keeps state and outputs JSON files every second.
```json
{
"servers": [
{
"addresses": [
"tw-0.6+udp://127.0.0.1:8303",
"tw-0.6+udp://[::1]:8303"
],
"info_serial": 0,
"info": {
"max_clients": 64,
"max_players": 64,
"passworded": false,
"game_type": "TestDDraceNetwork",
"name": "My DDNet server",
"map": {
"name": "dm1",
"sha256": "0b0c481d77519c32fbe85624ef16ec0fa9991aec7367ad538bd280f28d8c26cf",
"size": 5805
},
"version": "0.6.4, 16.0.3",
"clients": []
}
}
]
}
```
`servers.json` (or configured by `--out`) is a server list that is
compatible with DDNet 15.5+ clients. It is a JSON object containing a
single key `servers` with a list of game servers. Each game server is
represented by a JSON object with an `addresses` key containing a list
of all known addresses of the server and an `info` key containing the
free-form server info sent by the game server. The free-form `info` JSON
object re-encoded by the master server and thus canonicalized and
stripped of any whitespace characters outside strings.
```json
{
"kind": "mastersrv",
"now": 1816002,
"secrets": {
"tw-0.6+udp://127.0.0.1:8303": {
"ping_time": 1811999,
"secret": "42d8f991-f2fa-46e5-a9ae-ebcc93846feb"
},
"tw-0.6+udp://[::1]:8303": {
"ping_time": 1811999,
"secret": "42d8f991-f2fa-46e5-a9ae-ebcc93846feb"
}
},
"servers": {
"42d8f991-f2fa-46e5-a9ae-ebcc93846feb": {
"info_serial": 0,
"info": {
"max_clients": 64,
"max_players": 64,
"passworded": false,
"game_type": "TestDDraceNetwork",
"name": "My DDNet server",
"map": {
"name": "dm1",
"sha256": "0b0c481d77519c32fbe85624ef16ec0fa9991aec7367ad538bd280f28d8c26cf",
"size": 5805
},
"version": "0.6.4, 16.0.3",
"clients": []
}
}
}
}
```
`--write-dump` outputs a JSON file compatible with `--read-dump-dir`,
this can be used to synchronize servers across different masterservers.
`--read-dump-dir` is also used to ingest servers from the backward
compatibility layer that pings each server for their server info using
the old protocol.
The `kind` field describe that this is `mastersrv` output and not from a
`backcompat`. This is used for prioritizing `mastersrv` information over
`backcompat` information.
The `now` field contains an integer describing the current time in
milliseconds relative an unspecified epoch that is fixed for each JSON
file. This is done instead of using the current time as the epoch for
better compression of non-changing data.
`secrets` is a map from each server address and to a JSON object
containing the last ping time (`ping_time`) in milliseconds relative to
the same epoch as before, and the server secret (`secret`) that is used
to unify server infos from different addresses of the same logical
server.
`servers` is a map from the aforementioned `secret`s to the
corresponding `info_serial` and `info`.
```json
[
"tw-0.6+udp://127.0.0.1:8303",
"tw-0.6+udp://[::1]:8303"
]
```
`--write-addresses` outputs a JSON file containing all addresses
corresponding to servers that are registered to HTTP masterservers. It
does not contain the servers that are obtained via backward
compatibility measures.
This file can be used by an old-style masterserver to also list
new-style servers without the game servers having to register there.
An implementation of this can be found at
https://github.com/heinrich5991/teeworlds/tree/mastersrv_6_backcompat
for Teeworlds 0.5/0.6 masterservers and at
https://github.com/heinrich5991/teeworlds/tree/mastersrv_7_backcompat
for Teeworlds 0.7 masterservers.
All these JSON files can be sent over the network in an efficient way
using https://github.com/heinrich5991/twmaster-collect. It establishes a
zstd-compressed TCP connection authenticated by a string token that is
sent in plain-text. It watches the specified file and transmits it every
time it changes. Due to the zstd-compression, the data sent over the
network is similar to the size of a diff.
Implementation
--------------
The masterserver implementation was done in Rust.
The current gameserver register implementation doesn't support more than
one masterserver for registering.
Co-authored-by: heinrich5991 <heinrich5991@gmail.com>
Registering
-----------
The idea is that game servers push their server info to the
masterservers every 15 seconds or when the server info changes, but not
more than once per second.
The game servers do not support the old registering protocol anymore,
the backward compatibility is handled by the masterserver.
The register call is a HTTP POST to a URL like
`https://master1.ddnet.tw/ddnet/15/register` and looks like this:
```json
POST /ddnet/15/register HTTP/1.1
Address: tw-0.6+udp://connecting-address.invalid:8303
Secret: 81fa3955-6f83-4290-818d-31c0906b1118
Challenge-Secret: 81fa3955-6f83-4290-818d-31c0906b1118:tw0.6/ipv6
Info-Serial: 0
{
"max_clients": 64,
"max_players": 64,
"passworded": false,
"game_type": "TestDDraceNetwork",
"name": "My DDNet server",
"map": {
"name": "dm1",
"sha256": "0b0c481d77519c32fbe85624ef16ec0fa9991aec7367ad538bd280f28d8c26cf",
"size": 5805
},
"version": "0.6.4, 16.0.3",
"clients": []
}
```
The `Address` header declares that the server wants to register itself as
a `tw-0.6+udp` server, i.e. a server speaking a Teeworlds-0.6-compatible
protocol.
The free-form `Secret` header is used as a server identity, the server
list will be deduplicated via this secret.
The free-form `Challenge-Secret` is sent back via UDP for a port forward
check. This might have security implications as the masterserver can be
asked to send a UDP packet containing some user-controlled bytes. This
is somewhat mitigated by the fact that it can only go to an
attacker-controlled IP address.
The `Info-Serial` header is an integer field that should increase each
time the server info (in the body) changes. The masterserver uses that
field to ensure that it doesn't use old server infos.
The body is a free-form JSON object set by the game server. It should
contain certain keys in the correct form to be accepted by clients. The
body is optional if the masterserver already confirmed the reception of
the info with the given `Info-Serial`.
Not shown in this payload is the `Connless-Token` header that is used
for Teeworlds 0.7 style communication.
Also not shown is the `Challenge-Token` that should be included once the
server receives the challenge token via UDP.
The masterserver responds with a `200 OK` with a body like this:
```
{"status":"success"}
```
The `status` field can be `success` if the server was successfully
registered on the masterserver, `need_challenge` if the masterserver
wants the correct `Challenge-Token` header before the register process
is successful, `need_info` if the server sent an empty body but the
masterserver doesn't actually know the server info.
It can also be `error` if the request was malformed, only in this case
an HTTP status code except `200 OK` is sent.
Synchronization
---------------
The masterserver keeps state and outputs JSON files every second.
```json
{
"servers": [
{
"addresses": [
"tw-0.6+udp://127.0.0.1:8303",
"tw-0.6+udp://[::1]:8303"
],
"info_serial": 0,
"info": {
"max_clients": 64,
"max_players": 64,
"passworded": false,
"game_type": "TestDDraceNetwork",
"name": "My DDNet server",
"map": {
"name": "dm1",
"sha256": "0b0c481d77519c32fbe85624ef16ec0fa9991aec7367ad538bd280f28d8c26cf",
"size": 5805
},
"version": "0.6.4, 16.0.3",
"clients": []
}
}
]
}
```
`servers.json` (or configured by `--out`) is a server list that is
compatible with DDNet 15.5+ clients. It is a JSON object containing a
single key `servers` with a list of game servers. Each game server is
represented by a JSON object with an `addresses` key containing a list
of all known addresses of the server and an `info` key containing the
free-form server info sent by the game server. The free-form `info` JSON
object re-encoded by the master server and thus canonicalized and
stripped of any whitespace characters outside strings.
```json
{
"kind": "mastersrv",
"now": 1816002,
"secrets": {
"tw-0.6+udp://127.0.0.1:8303": {
"ping_time": 1811999,
"secret": "42d8f991-f2fa-46e5-a9ae-ebcc93846feb"
},
"tw-0.6+udp://[::1]:8303": {
"ping_time": 1811999,
"secret": "42d8f991-f2fa-46e5-a9ae-ebcc93846feb"
}
},
"servers": {
"42d8f991-f2fa-46e5-a9ae-ebcc93846feb": {
"info_serial": 0,
"info": {
"max_clients": 64,
"max_players": 64,
"passworded": false,
"game_type": "TestDDraceNetwork",
"name": "My DDNet server",
"map": {
"name": "dm1",
"sha256": "0b0c481d77519c32fbe85624ef16ec0fa9991aec7367ad538bd280f28d8c26cf",
"size": 5805
},
"version": "0.6.4, 16.0.3",
"clients": []
}
}
}
}
```
`--write-dump` outputs a JSON file compatible with `--read-dump-dir`,
this can be used to synchronize servers across different masterservers.
`--read-dump-dir` is also used to ingest servers from the backward
compatibility layer that pings each server for their server info using
the old protocol.
The `kind` field describe that this is `mastersrv` output and not from a
`backcompat`. This is used for prioritizing `mastersrv` information over
`backcompat` information.
The `now` field contains an integer describing the current time in
milliseconds relative an unspecified epoch that is fixed for each JSON
file. This is done instead of using the current time as the epoch for
better compression of non-changing data.
`secrets` is a map from each server address and to a JSON object
containing the last ping time (`ping_time`) in milliseconds relative to
the same epoch as before, and the server secret (`secret`) that is used
to unify server infos from different addresses of the same logical
server.
`servers` is a map from the aforementioned `secret`s to the
corresponding `info_serial` and `info`.
```json
[
"tw-0.6+udp://127.0.0.1:8303",
"tw-0.6+udp://[::1]:8303"
]
```
`--write-addresses` outputs a JSON file containing all addresses
corresponding to servers that are registered to HTTP masterservers. It
does not contain the servers that are obtained via backward
compatibility measures.
This file can be used by an old-style masterserver to also list
new-style servers without the game servers having to register there.
An implementation of this can be found at
https://github.com/heinrich5991/teeworlds/tree/mastersrv_6_backcompat
for Teeworlds 0.5/0.6 masterservers and at
https://github.com/heinrich5991/teeworlds/tree/mastersrv_7_backcompat
for Teeworlds 0.7 masterservers.
All these JSON files can be sent over the network in an efficient way
using https://github.com/heinrich5991/twmaster-collect. It establishes a
zstd-compressed TCP connection authenticated by a string token that is
sent in plain-text. It watches the specified file and transmits it every
time it changes. Due to the zstd-compression, the data sent over the
network is similar to the size of a diff.
Implementation
--------------
The masterserver implementation was done in Rust.
The current gameserver register implementation doesn't support more than
one masterserver for registering.
5001: Ellipsis at end in scoreboard and hud r=heinrich5991 a=def-
Looks nicer to have consistent length in HUD, more clear that something is cut off with the ellipsis.
![screenshot_2022-04-18_12-57-22](https://user-images.githubusercontent.com/2335377/163799128-89788d67-cf3e-4215-b716-7ee0a348f1b2.png)
Thoughts on kill message?
## Checklist
- [x] Tested the change ingame
- [x] 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>
5075: Switch to nanoseconds r=def- a=Jupeyy
Modern hardware is too fast, updates sometimes take less than a few microseconds.
It's easier in the long run if we use a bigger range to avoid calculation problems.
possibly f i x e s #5051 (needs testing from bencie for the main bug, but fixes what `@sjrc6` found)
Also took the moment to use more chrono so we can at some point switch to a typesafe time.
Hopefully I didnt miss any value ^^
## 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: Jupeyy <jupjopjap@gmail.com>
Co-authored-by: Dennis Felsing <dennis@felsin9.de>
These diagnostics are supposed to guide the user to problem resolution.
They're displayed if no packet is received from the server within one
second of connecting.
No message if we don't have STUN servers.
"Trying to determine UDP connectivity..." if no answer has been received
from the STUN server yet and it hasn't timed out yet.
"UDP seems to be filtered." if the STUN request has timed out.
"UDP and TCP IP addresses seem to be different. Try disabling VPN,
proxy or network accelerators." if the STUN request has returned an IP
address different from the one obtained via HTTP from info2.ddnet.tw.
"No answer from server yet." otherwise, if the STUN request has returned
no interesting data, indicating that it's likely the game server's
fault.
src/engine/client/backend_sdl.cpp:580:3: warning: Value stored to 'RetBackendType' is never read [clang-analyzer-deadcode.DeadStores]
RetBackendType = BACKEND_TYPE_OPENGL_ES;
^ ~~~~
5085: New DDRace HUD r=def- a=C0D3D3V
If you want to test this PR, you have to test it on a Server that includes this PR too.
Textures are made by Ravie
Here a showcase video with most parts shown: https://youtu.be/gPTVj-s3pgc
Added to the new HUD
- A display of the weapons available to the player
- The weapon the player is carrying is highlighted
- Indicators for the special abilities of the player (Endless Hook, Endless Jumps, Jetpack, Teleport Weapons)
- Indicators for abilities taken away from the player (Deep/Life Freeze, No Hook, No Weapons collision, No Collision)
- Control indicators for dummy controls (dummy hammer, dummy copy) (bottom right)
- Jump indicator (max 10 jumps ar displayed, and greyed out as soon as a jump is used)
- Ninja status bar that indicates how long a player is capable of using ninja (next to the ninja sword)
- Freeze status bar that indicates the thawing time of a player (below player)
- Movement Information can be displayed in a clean way above the mini score HUD (Position, Speed, Target Angle)
- Indicator if you are in practice mode
The complete HUD also works for players you spectate
I Added a new NetObj since the predicted values are not perfect and would make the display of the information a lot less good: DDNetCharacterDisplayInfo that contains the following information
```
NetIntRange("m_JumpedTotal", -2, 255),
NetTick("m_NinjaActivationTick"),
NetTick("m_FreezeTick"),
NetBool("m_IsInFreeze"),
NetBool("m_IsInPracticeMode"),
NetIntAny("m_TargetX"), # used for the Movement Information display
NetIntAny("m_TargetY"),
NetIntAny("m_RampValue"),
```
So if someone has an idea what data we could also need in the client for making the display more nice, now is the right moment to add more data to this network object.
A few screenshots:
Assets Tab:
![grafik](https://user-images.githubusercontent.com/14315968/167703792-f0fa86be-159d-4e11-baf4-9539cee38aae.png)
HUD Settings:
![grafik](https://user-images.githubusercontent.com/14315968/167704336-dc7a314e-5603-40a2-98b4-9c03377906dd.png)
Mini Debug HUD:
![grafik](https://user-images.githubusercontent.com/14315968/168302791-c377d93e-33a2-4eb2-9d8d-b78f0808a009.png)
Speed.X is calculated using the players ramp vaule
## Checklist
- [x] Tested the change ingame
- [x] 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: c0d3d3v <c0d3d3v@mag-keinen-spam.de>
Co-authored-by: Jupeyy <jupjopjap@gmail.com>