5820: Editor: Added "Order" button in quads popup r=heinrich5991 a=sctt
Main purpose is to control quads z index, but i like how this can be used to reveal how many quads a layer has just by placing a new one.
Furthermore, it provides a way to reference quads, that's needed to make custom cli tools work on user selected quads.
![Screenshot from 2022-09-09 19-04-21](https://user-images.githubusercontent.com/3328841/189411505-558ca601-e753-48b2-a6c3-d9f293795951.png)
## Checklist
- [x] Tested the change ingame
- [x] Provided screenshots if it is a visual change
- [x] Tested in combination with possibly related configuration options
- [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: “sctt” <“sctt@sctt.it”>
5822: Move skin info after the settings (settings can cause reload -> skin … r=heinrich5991 a=Jupeyy
…is invalid)
Also added an assert now, we dont want to render invalid textures ever since its always a logic bug
## 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: Jupeyy <jupjopjap@gmail.com>
The Order-property maximum value was too large, so it was temporarily (only visually) possible to go beyond the maximum.
The minimum/maximum values for the Color-property were incorrect and redundant, as `PROPTYPE_COLOR` is used for RGBA color properties and not for envelope IDs.
Previously, close messages were entirely ignored during the connection
process, this meant that ban messages weren't shown to players. Instead,
they'd see the standard "no answer from server yet" message.
Fixes#5792.
- Fix the currently selected item not being highlighted after opening the dialog.
- Remove static limit of 255 automapper rules, after which the editor previously caused out-of-bounds accesses, by using the address of the automapper config name as button ID.
5798: Remove all references to memset r=def- a=heinrich5991
`memset` only worked with `CServer::CClient::STATE_EMPTY` by chance
because it is defined as 0.
## 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: heinrich5991 <heinrich5991@gmail.com>
Move hotkey/input handling from `CMenus` to `CUI`.
Using the `ConsumeHotkey` method ensures that each hotkey is only handled once.
By also handling the mouse scroll wheel as hotkeys, this fixes the scroll keys activating scroll regions while the controls binder is active.
5763: Fix png error handling by setting jmpbuf r=def- a=Jupeyy
else libpng will kill the thread on an error bcs it's a fatal error.
broken skin can be found in discord bugs channel weeb_okayu
## 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: Jupeyy <jupjopjap@gmail.com>
Add `IConsole::SetUnknownCommandCallback` to set a callback for unknown commands. The callback is used to handle connect links, .demo and .map files when parsing command line arguments.
This will allow paths/links to be passed at any argument position instead of only the first one.
And this fixes the command `play xyz.demo` not working due to `play ` being considered part of the path.
When passing .demo or .map paths as command line arguments, first check if the path can be found in the storage and then try resolving an absolute path.
Also delay execution of the `play` command until the client is ready so the command can be used from the command line. Although it doesn't work if there is only one argument, as this interferes with the .demo file handling.
5784: Suppress more events while skipping in demos, reset specifics components before long skips in demo r=def- a=Robyt3
Closes#5779.
## 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>
5787: Allow spectator mode to be changed while demo is paused r=def- a=Robyt3
By updating and rendering the current tick again when changing the spectator mode while the demo playback is paused. Closes#1843.
Refactoring: Extract `IDemoPlayer::ETickOffset`, `IDemoPlayer::SeekTick` and `CMenus::DemoSeekTick`.
## 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>
By updating and rendering the current tick again when changing the spectator mode while the demo playback is paused.
Refactoring: Extract `IDemoPlayer::ETickOffset`, `IDemoPlayer::SeekTick` and `CMenus::DemoSeekTick`.
Only reset what has to be reset instead of using `CGameClient::OnReset`, which would reset a lot more and cause other issues (client freezing while skipping) that would first need to be solved.
As there is no spectator to follow, the follow mode does not work in global server demos.
Player server demos are unaffected and support the follow mode.
5777: Add period/comma hotkeys to skip one tick forward/backward, various other improvements to demo skipping r=Jupeyy a=Robyt3
Mostly from upstream https://github.com/teeworlds/teeworlds/pull/2904, with some more fixes and refactorings.
## 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
- [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>
5748: Remove the need for sprite icon images; update Icons file r=Jupeyy a=VoxelDoesCode
It felt like that it was very unoptimized to have two images for the demo buttons. Initially, I wanted to merge it into one image, but it was a much better choice to have it so that we use the Icons font file for the sprites instead. Turns out, considering how the typeface is rendered, it looks much smoother and crisper. The contrast between the squares and the symbols is much clearer alongside!
Before the change:
![unknown](https://user-images.githubusercontent.com/95713843/185066728-45b6c5d7-00c5-4e03-9f89-4dfc89df6ec1.png)
After the change:
![unknown](https://user-images.githubusercontent.com/95713843/185066759-bd5f8169-7e9e-488d-9af7-0ab34bff9d54.png)
Note that there is a few compromises that had to be made with the limited symbol choices. As of publishing this there is not a symbol for a crossed out keyboard, but I hope the eye works just fine for now.
## 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 (especially base/) or added coverage to integration test
- [ ] 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: VoxelDoesCode <bluheadcat@gmail.com>
- Approximate index of wanted keyframe to decrease linear search time.
- Only apply the magic `-5` to the Keyframe calculation, to make seeking with the mouse more accurate.
- After the method returns, the specified tick will be the _next_ tick being played instead of being the current tick.
Previously the playback did not start and no error messages was shown, when the map file cannot be found and no map data is embedded in the demo file.
Minor refactoring: Replace instances of `return pError` with semantically identical `return nullptr` to improve readability.
/home/deen/isos/ddnet/ddnet-source/src/tools/map_create_pixelart.cpp: In function ‘int InsertPixelArtQuads(CQuad*, int&, const CImageInfo&, const int*, const int*, const bool*)’:
/home/deen/isos/ddnet/ddnet-source/src/tools/map_create_pixelart.cpp:110:9: error: ‘memset’ was not declared in this scope
110 | memset(aVisitedPixels, 0, sizeof(bool) * Img.m_Height * Img.m_Width);
| ^~~~~~
/home/deen/isos/ddnet/ddnet-source/src/tools/map_create_pixelart.cpp:8:1: note: ‘memset’ is defined in header ‘<cstring>’; did you forget to ‘#include <cstring>’?
7 | #include <game/mapitems.h>
+++ |+#include <cstring>
8 |
5733: Added map_find_env tool r=def- a=sctt
a simple tool which given an envelope id returns a list of all quads associated with that envelope, screenshot attached below.
![Screenshot from 2022-08-13 18-48-41](https://user-images.githubusercontent.com/3328841/184503762-521ff3c7-2c0f-47df-a0e6-e4b30f2826ec.png)
p.s.
deen told me its not a problem to commit these kind of map tools to ddnet
Co-authored-by: sctt <scottistefano91@gmail.com>
5761: Replace `POPUP_PURE` with generic `PopupMessage` r=def- a=Robyt3
Minor refactoring, as the popup just shows generic text with an Ok-button.
## 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>
5760: Fix variable shadow warnings with MinGW r=def- a=Robyt3
```
ddnet/src/base/system.cpp: In function 'int byteval(const char*, unsigned char*)':
ddnet/src/base/system.cpp:3044:32: warning: declaration of 'byte' shadows a global declaration [-Wshadow]
3044 | static int byteval(const char *byte, unsigned char *dst)
| ~~~~~~~~~~~~^~~~
In file included from msys64/mingw64/include/objbase.h:8,
from ddnet/src/base/system.cpp:68:
msys64/mingw64/include/rpcndr.h:63:25: note: shadowed declaration is here
63 | typedef unsigned char byte;
| ^~~~
ddnet/src/base/system.cpp: In function 'unsigned char str_byte_next(const char**)':
ddnet/src/base/system.cpp:3557:23: warning: declaration of 'byte' shadows a global declaration [-Wshadow]
3557 | unsigned char byte = **ptr;
| ^~~~
msys64/mingw64/include/rpcndr.h:63:25: note: shadowed declaration is here
63 | typedef unsigned char byte;
| ^~~~
ddnet/src/base/system.cpp: In function 'int str_utf8_decode(const char**)':
ddnet/src/base/system.cpp:3577:31: warning: declaration of 'byte' shadows a global declaration [-Wshadow]
3577 | unsigned char byte = str_byte_next(ptr);
| ^~~~
msys64/mingw64/include/rpcndr.h:63:25: note: shadowed declaration is here
63 | typedef unsigned char byte;
| ^~~~
```
<!-- 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 (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>
5754: Auto refresh skins when changing related settings r=def- a=Jupeyy
motivation: downloaded skins aren't resettet, e.g. if they failed before. config change -> resets everything
## 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)
5757: Make file link absolute, add `fs_is_relative_path` r=def- a=Robyt3
This fixes links not opening for relative paths, as links like `file://temp/skins` cannot be resolved by the shell.
Closes#5746.
## Checklist
- [X] Tested the change ingame (only on Windows)
- [ ] 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>
Co-authored-by: Robert Müller <robytemueller@gmail.com>
On Windows, the check was incorrectly using logical or instead of bitwise or. Checking for the flag `FILE_ATTRIBUTE_REPARSE_POINT` is not necessary, as the `FILE_ATTRIBUTE_DIRECTORY` will correctly be set when the target of a symbolic link is a directory. This otherwise causes symbolic links to files to be incorrectly handled as directories.
On Linux, the minor performance optimization of using `entry->d_type` is reverted and `fs_is_dir` is used instead. This internally uses `stat`, which correctly returns the attributes for the symbolic link targets.
5749: Editor: added the possibility to duplicate layers r=def- a=archimede67
<!-- What is the motivation for the changes of this pull request -->
Suggested by Pulsar a few years ago, I finally had the motivation to do it. We can now duplicate any non-special layer (tiles, quads and sounds) thanks to a button just above the delete button.
![image](https://user-images.githubusercontent.com/13364635/185260070-cd5b4c8f-5827-457c-b505-176751003dbc.png)
For each duplicated layers, all the necessary properties are duplicated, for example name, color, flags, etc.
For a tile layer, all the placed tiles are copied. Same goes for a sound layer, all sources are copied. And for the quads layer, all the quads are duplicated.
## 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 (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: Corantin H <archi0670@gmail.com>
5750: List symlinks in list_dir r=def- a=Patiga
This functionality was lost in 082e26d5b
In my case I have a lot of symlinks in the maps folder (Downloads, ddnet-maps, map_archive)
On windows, I have neither tested this behavior before nor after this patch. Could someone maybe try it out there?
<!-- 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 (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: Patiga <dev@patiga.eu>
5730: Move `CUIRect` to separate file, move `CRenderTools::DrawUIRect/4` to `CUIRect::Draw/4`, merge `CUIEx` into `CUI` r=def- a=Robyt3
Adopt UI refactorings from upstream:
- move `CUIRect` into a separate file
- this allows some includes of `ui.h` to be removed, most importantly in `render.h`
- move `CRenderTools::DrawUIRect/4` to `CUIRect::Draw/4`
- this object orientied calling style makes it easier to write the code
The `CUIEx` class is merged into the `CUI` class, as there is no need for two different UI classes anymore.
## 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>
5735: Minor refactoring of editor IO r=def- a=Robyt3
<!-- 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 (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 `CORNER_*` constants and add missing constants
- fix array variable names
- use `size_t`
- extract duplicate computation into constant
- use `ColorRGBA` instead of `vec4`
Make the member variables private and add `SetMin` to replace a usage of the member variables in `CDebugHud`. For completeness/symmetry, `SetMax` is also added.
The return value of `CGraph::InsertAt` was not checked. All uses of the function pass a correct index, so the return value is replaced with an assertion.
As the methods are always called at the same time, they can be combined. This also improves the performance, as the array only needs to be iterated once.
`PossibleCommands` now passes the item index to the callback and returns the total number of items.
Add `EmptyPossibleCommandCallback` as default parameter.
Extend `tune` so the current value of a given tuning variable is printed if no new value is given, so it works like commands in the console. For example `tune player_collision` will print the current value of the variable, whereas `tune player_collision 0` will change the value like before.
Extend `tune_reset` so a single tuning value can be reset to default. For example `tune_reset player_collision` will reset just the `player_collision` tuning, whereas `tune_reset` will reset all to defaults like before.
5642: Option to remove weak hook & bounce r=def- a=Jupeyy
Fixes#5641
server side only
## 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: Jupeyy <jupjopjap@gmail.com>
5715: Use djb2 for snapshot item hashlist r=def- a=Robyt3
The previous hash function was heavily biased towards the hash buckets 64-79, making those buckets overflow faster, which results in snapshot CRC errors and lags.
Using the djb2 hash yields an almost even distribution over the entire range of values.
Source for djb2: http://www.cse.yorku.ca/~oz/hash.html
(we incidentally use the same implementation for `str_quickhash`)
Sample which compares the usage of hash buckets in the test map from #5454 with the old and new hash function: [SnapshotHash.csv](https://github.com/ddnet/ddnet/files/9285148/SnapshotHash.csv) (this table also differentiates between the source and target of the snapshot delta)
Closes#4379.
## 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>
The previous hash function was heavily biased towards the hash buckets 64-79, making those buckets overflow faster, which results in snapshot CRC errors and lags.
Using the djb2 hash yields an almost even distribution over the entire range of values.
http://www.cse.yorku.ca/~oz/hash.html
5706: Fix shift-leftclick-drag with empty selection to delete (fixes#5705) r=C0D3D3V 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 (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: Dennis Felsing <dennis@felsin9.de>
How this works: parallax values configure perceived distance from camera
when it's moving along x and y axes. Assume that zoom is moving the
camera away and scale layers accordingly, with background layers
(furtherst away) changing the least.
New per-ItemGroup (LayerGroup) setting allows to set the new parallax
value independently from the other two. This can be used to do tricks
like on Time Shop zoom correctly or make it feel like the camera is
changing the field of view at the same time as moving in space.
1. Open any map, including an empty one.
2. Select a brush, e.g. size 2x2.
3. Shift click to repeat the brush over a larger area, e.g. 10x10.
4. This causes a buffer-overflow / crash with ASAN:
```
=================================================================
==4826==ERROR: AddressSanitizer: heap-buffer-overflow on address 0x6060000f5040 at pc 0x55db7d0aa743 bp 0x7fffe4e191f0 sp 0x7fffe4e191e0
READ of size 4 at 0x6060000f5040 thread T0
0 0x55db7d0aa742 in CLayerTiles::GetTile(int, int) src/game/editor/layer_tiles.cpp:50
1 0x55db7d0d23e1 in CLayerTiles::FillSelection(bool, CLayer*, CUIRect) src/game/editor/layer_tiles.cpp:437
2 0x55db7cf196e9 in CEditor::DoMapEditor(CUIRect) src/game/editor/editor.cpp:2641
3 0x55db7cfa7755 in CEditor::Render() src/game/editor/editor.cpp:5747
4 0x55db7cfd2a56 in CEditor::OnRender() src/game/editor/editor.cpp:6437
5 0x55db7c23e02d in CClient::Run() src/engine/client/client.cpp:3374
6 0x55db7c2a9f7b in main src/engine/client/client.cpp:4762
0x6060000f5040 is located 0 bytes to the right of 64-byte region [0x6060000f5000,0x6060000f5040)
allocated by thread T0 here:
0 0x7f9b21db5787 in operator new[](unsigned long) ../../../../src/libsanitizer/asan/asan_new_delete.cc:107
1 0x55db7d0a9a86 in CLayerTiles::CLayerTiles(int, int) src/game/editor/layer_tiles.cpp:39
2 0x55db7d0cf0ed in CLayerTiles::BrushGrab(CLayerGroup*, CUIRect) src/game/editor/layer_tiles.cpp:387
3 0x55db7cf18191 in CEditor::DoMapEditor(CUIRect) src/game/editor/editor.cpp:2612
4 0x55db7cfa7755 in CEditor::Render() src/game/editor/editor.cpp:5747
5 0x55db7cfd2a56 in CEditor::OnRender() src/game/editor/editor.cpp:6437
6 0x55db7c23e02d in CClient::Run() src/engine/client/client.cpp:3374
SUMMARY: AddressSanitizer: heap-buffer-overflow src/game/editor/layer_tiles.cpp:50 in CLayerTiles::GetTile(int, int)
Shadow bytes around the buggy address:
0x0c0c800169b0: 00 00 00 fa fa fa fa fa 00 00 00 00 00 00 00 fa
0x0c0c800169c0: fa fa fa fa fd fd fd fd fd fd fd fa fa fa fa fa
0x0c0c800169d0: fd fd fd fd fd fd fd fa fa fa fa fa fd fd fd fd
0x0c0c800169e0: fd fd fd fd fa fa fa fa fd fd fd fd fd fd fd fa
0x0c0c800169f0: fa fa fa fa fd fd fd fd fd fd fd fa fa fa fa fa
=>0x0c0c80016a00: 00 00 00 00 00 00 00 00[fa]fa fa fa fd fd fd fd
0x0c0c80016a10: fd fd fd fa fa fa fa fa fd fd fd fd fd fd fd fa
0x0c0c80016a20: fa fa fa fa fd fd fd fd fd fd fd fa fa fa fa fa
0x0c0c80016a30: fd fd fd fd fd fd fd fa fa fa fa fa fd fd fd fd
0x0c0c80016a40: fd fd fd fa fa fa fa fa fd fd fd fd fd fd fd fa
0x0c0c80016a50: fa fa fa fa fd fd fd fd fd fd fd fa fa fa fa fa
Shadow byte legend (one shadow byte represents 8 application bytes):
Addressable: 00
Partially addressable: 01 02 03 04 05 06 07
Heap left redzone: fa
Freed heap region: fd
Stack left redzone: f1
Stack mid redzone: f2
Stack right redzone: f3
Stack after return: f5
Stack use after scope: f8
Global redzone: f9
Global init order: f6
Poisoned by user: f7
Container overflow: fc
Array cookie: ac
Intra object redzone: bb
ASan internal: fe
Left alloca redzone: ca
Right alloca redzone: cb
Shadow gap: cc
==4826==ABORTING
```
5692: Refactor `GetClientVersion`, remove many `version.h` includes, fix potential use of undefined value r=def- a=Robyt3
Some refactoring to reduce duplicate code and to remove includes.
## 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>
The `CServer::GetClientVersion` method needs the `version.h` include, so it's moved from the header to the source file, so the include can be removed from the header.
The `GetClientVersion` method is often called with the same `Client != SERVER_DEMO_CLIENT ? GetClientVersion(Client) : CLIENT_VERSIONNR` expression, which also needs the `version.h` include. This expression is moved inside the method, so the include can be removed from all the server entities' and player code.
The `CGameContext::GetClientVersion` method is made a delegate to reduce duplicate code.
The includes of the server entities are also organized further.
5686: Fix editor image delete r=def- a=Jupeyy
fixes#5675
## 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>
5678: Reset selected quads when switching layers (fixes#5673) r=Jupeyy 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 (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: def <dennis@felsin9.de>
5614: Fix clang-tidy 14 mingw issues (fixes#5612) r=heinrich5991 a=def-
Strangely I didn't get all of the errors.
## 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: def <dennis@felsin9.de>
/media/ddnet/src/engine/server.h:135:3: error: Address of stack memory associated with local variable 'aBuf' is still referred to by the stack variable 'tmp' upon returning to the caller. This will be a dangling reference [clang-analyzer-core.StackAddressEscape,-warnings-as-errors]
return SendPackMsgOne(pMsg, Flags, ClientID);
^
/media/ddnet/src/game/server/gamecontext.cpp:4084:5: note: Assuming the condition is false
if(pFilter[0])
^~~~~~~~~~
/media/ddnet/src/game/server/gamecontext.cpp:4084:2: note: Taking false branch
if(pFilter[0])
^
/media/ddnet/src/game/server/gamecontext.cpp:4088:2: note: Calling 'CGameContext::SendChatTarget'
SendChatTarget(ClientID, aBuf);
^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
/media/ddnet/src/game/server/gamecontext.cpp:401:5: note: Assuming field 'm_SvDemoChat' is not equal to 0
if(g_Config.m_SvDemoChat)
^~~~~~~~~~~~~~~~~~~~~
/media/ddnet/src/game/server/gamecontext.cpp:401:2: note: Taking true branch
if(g_Config.m_SvDemoChat)
^
/media/ddnet/src/game/server/gamecontext.cpp:402:3: note: Calling 'IServer::SendPackMsg'
Server()->SendPackMsg(&Msg, MSGFLAG_VITAL | MSGFLAG_NOSEND, -1);
^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
/media/ddnet/src/engine/server.h:71:3: note: Taking true branch
if(ClientID == -1)
^
/media/ddnet/src/engine/server.h:73:19: note: Assuming the condition is true
for(int i = 0; i < MaxClients(); i++)
^~~~~~~~~~~~~~~~
/media/ddnet/src/engine/server.h:73:4: note: Loop condition is true. Entering loop body
for(int i = 0; i < MaxClients(); i++)
^
/media/ddnet/src/engine/server.h:74:8: note: Assuming the condition is true
if(ClientIngame(i))
^~~~~~~~~~~~~~~
/media/ddnet/src/engine/server.h:74:5: note: Taking true branch
if(ClientIngame(i))
^
/media/ddnet/src/engine/server.h:77:15: note: Calling 'IServer::SendPackMsgTranslate'
Result = SendPackMsgTranslate(&tmp, Flags, i);
^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
/media/ddnet/src/engine/server.h:118:6: note: Assuming field 'm_ClientID' is >= 0
if(pMsg->m_ClientID >= 0 && !Translate(pMsg->m_ClientID, ClientID))
^~~~~~~~~~~~~~~~~~~~~
/media/ddnet/src/engine/server.h:118:6: note: Left side of '&&' is true
/media/ddnet/src/engine/server.h:118:31: note: Assuming the condition is true
if(pMsg->m_ClientID >= 0 && !Translate(pMsg->m_ClientID, ClientID))
^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
/media/ddnet/src/engine/server.h:118:3: note: Taking true branch
if(pMsg->m_ClientID >= 0 && !Translate(pMsg->m_ClientID, ClientID))
^
/media/ddnet/src/engine/server.h:125:6: note: Assuming the condition is false
if(IsSixup(ClientID))
^~~~~~~~~~~~~~~~~
/media/ddnet/src/engine/server.h:125:3: note: Taking false branch
if(IsSixup(ClientID))
^
/media/ddnet/src/engine/server.h:135:3: note: Address of stack memory associated with local variable 'aBuf' is still referred to by the stack variable 'tmp' upon returning to the caller. This will be a dangling reference
return SendPackMsgOne(pMsg, Flags, ClientID);
^