Add more efficient function for formatting integer values as strings.
A benchmark shows that using this function is significantly faster than using `str_format`. It is faster by a factor of 220 with Clang 15.0 O2 (https://quick-bench.com/q/BlNoLnlyqxipf4jvsFTUxKMHDJU) and by a factor of 11 with GCC 12.2 O2 (https://quick-bench.com/q/Fxf9lDCTqXBF4pIa_IyZ5R0IqYg).
This increases FPS in the editor by ~25% when many numbers are rendered for switch/tele/speedup/tune layers or with "Show Info" being enabled.
The additional static analysis for `std::to_chars` revealed that the wrong size was used in `CHud` for `aScoreTeam[TEAM_RED]` and `aScoreTeam[TEAM_BLUE]`.
This requires incrementing the macOS deployment target from 10.13 to 10.15.
Simplify memory management of groups, layers, images, sounds and envelopes by using `std::shared_ptr` for all of them.
Clear brush when creating a new map to prevent crash due to unloaded textures being used in tile layer. Closes#6935.
Also fix crash when restoring a saved brush after removing an image that is being used by it.
Port map and editor support for `CURVETYPE_BEZIER` from upstream, i.e. support bezier curves with configurable in- and out-tangents for every envelope point.
The in- and out-tangents are represented by triangles and can be dragged in the envelope editor like the envelope points.
Support reading and writing the bezier information as a separate UUID-based map item. If the bezier information is not found, bezier will default to linear behavior. Old clients will still be able to read the new maps and ignore the unknown map item. The unknown curvetype will also be handled as linear by old clients.
Allow reading upstream maps that use `CMapItemEnvelope` version 3. On upstream, a different struct is used to store all envelope points including bezier information, which broke compatibility to old clients.
Fix holding Ctrl for slow envelope point editing not working for vertical movement.
Highlight the currently selected element (envelope point or bezier tangent marker) which is being used with the value/time edit boxes.
Hide the value/time edit boxes when no element is selected.
To reduce duplicate code and to add validation for tile skip everywhere.
Add separate `CMapItemLayerTilemap::TILE_SKIP_MIN_VERSION` constant and change `CMapItemVersion::CURRENT_VERSION` back to the previous version, as maps with tile skip can be loaded but skip is not used when saving.
A copy of the map currently open in the editor is saved every 10 minutes to the `maps/auto` folder (interval configurable, see below). The automatically saved map uses the filename of the original map with an additional timestamp. Per map name 10 autosaves are kept in the `auto` folder before old autosaves will be deleted (number configurable, see below).
Add config variable `ed_autosave_interval` (0 - 240, default 10) to configure the interval in minutes at which a copy of the current editor map is automatically saved to the 'auto' folder.
Add config variable `ed_autosave_max` (0 - 1000, default 10) to configure the maximum number of autosaves that are kept per map name (0 = no limit).
Autosaving will not take place in the 5 seconds immediately after the map was last modified by the user, to avoid interrupting the user with the autosave.
This will only delay autosaving for up to 1 minute though, so autosaves are not prevented entirely, should the user continuously edit the map.
When the editor is reopened after being closed for more than 10 seconds, the autosave timer will be adjusted to compensate for the time that was not spent on editing in the editor.
When the map is saved manually by the user the autosave file is also updated, if it's outdated by at least half of the configured autosave interval. This ensures that autosaves are always available as a periodic backup of the map.
When a copy of the current map is saved, this does not update the autosave and will also no longer reset the modified state. The modified state should reflect whether changes have been made that are not saved to the current map file. As saving a copy does not update the current file, the modified state should not be reset in this case.
Closes#6693.
Use templated `str_copy` function in most cases to specify the correct buffer size.
Fixes two cases where the buffer size was hard-coded to a number.
Fix buffer size not being checked when copying auto mapper configuration name. Loading an auto mapper configuration with a name longer than 128 bytes could cause an out-of-bounds write.
Increase sizes of some text buffers that were potentially too small.
6639: Fix- Replaced usage of m_ProofBorders and m_MenuProofBorders with enum EProofBorder r=Robyt3 a=tarunsamanta2k20
<!-- What is the motivation for the changes of this pull request? -->
Changes requested.
closes#6609
<!-- Note that builds and other checks will be run for your change. Don't feel intimidated by failures in some of the checks. If you can't resolve them yourself, experienced devs can also resolve them before merging your pull request. -->
## Checklist
- [x] Tested the change ingame
- [x] Provided screenshots if it is a visual change
- [x] Tested in combination with possibly related configuration options
- [x] 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
- [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: Tarun Samanta <tarunsamanta77@gmail.com>
Co-authored-by: Tarun Samanta <55488549+tarunsamanta2k20@users.noreply.github.com>
Use the utility function to check if tele/speedup/switch/tune tile indices are valid.
Using `IsValidSwitchTile` fixes that the switch number and delay were not updated when selecting freeze, deep freeze, deep unfreeze, live freeze and live unfreeze tiles, as those tiles were missing in the existing condition.
Add separate constants `TEXTALIGN_TOP`, `TEXTALIGN_MIDDLE` and `TEXTALIGN_BOTTOM` for vertical alignment.
Add shorthand constants for all possible combinations of horizontal and vertical alignment, e.g. `TEXTALIGN_MC` for `TEXTALIGN_MIDDLE | TEXTALIGN_CENTER`.
Replace usage of `SLabelProperties::m_AlignVertically` with these constants in all menu and editor code for more convenient and versatile alignment of text. Use combined horizontal-vertical alignment constants for all existing labels. Manually adjust layout for some elements which were initially misaligned with the new implementation.
Refactoring:
- Use `CORNER_NONE` instead of `0`.
- Improve some `CUIRect` variables names and usage.
Support using editor popup rendering in game client.
Support unlimited number of popup menus instead of maximum of 8.
Fix non-active popups handling key events. Add `Active` parameter to popup function, so key events are only processed by the active (top-most) popup. Previously the "New folder" popup could be confirmed with enter while an error message is shown, which causes multiple error messages to stack.
Allow popups to close without closing their child popups. Previously a popup could not open another popup and close itself immediately afterwards, as this was causing the newly opened popup to be closed instead.
Support using return/enter keys to confirm binary choice popups and to close message popups for more convenient usage.
6421: ignore tiles that dont use ids in ContainsElementWithId r=Robyt3 a=Marmare314
See #5908. As far as I can tell this function is only used in the popup, so this should not break anything.
## 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: marmare314 <49279081+Marmare314@users.noreply.github.com>
Follow-up to commit a4867d29c6
- `TILEFLAG_FLIP_HORIZONTAL` -> `TILEFLAG_XFLIP`
- `TILEFLAG_FLIP_VERTICAL` -> `TILEFLAG_YFLIP`
In the previous commit, I pretty much just switched `V` and `H` and
changed the naming a little more to break further uses.
The reason was that the two flags were called counter-intuitively.
Since then, I realized that the auto mapper syntax also already faced
this issue and is already using `XFLIP` and `YFLIP`.
For more consistency and to reduce the amount of names for these flips,
these flags should also be called like that.
It also turned out that more things are connected to `V` and `H`.
Those letters are shown in the `Info` mode in the editor, and are used
extensively by the automapper community.
Switching to `X` and `Y` allows keeping backwards compatibility while
introducing more intuitive names.
- `TILEFLAG_VFLIP` -> `TILEFLAG_FLIP_HORIZONTAL`
- `TILEFLAG_HFLIP` -> `TILEFLAG_FLIP_VERTICAL`
According to the native editor, the "Tiled" editor and image search, a
horizontal flip should be associated with switching left and right, modifying
the x coordinate.
I did not just switch the letters `H` and `V` to create compiler errors
where the original constants are used.
Whenever I was working with tileflags, the naming caused me to have no
idea what I was doing. I mostly had to resort to opening the resulting
map in the editor to see what the code does. This change aims to make
the naming intuitive and also consistent with the map editor.
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
```
Fix pointer and pointer array variable naming
Huge renaming to match our rules
Used regex: (?!(return|delete)\b)\b\w+ (m_|ms_|g_|gs_|s_)[^a]\w+\[
(?!(return|delete)\b)\b\w+ (?!(m_|ms_|g_|gs_|s_))[^a]\w+\[
Further format static variables
Format almost all pointer names accordingly
Used regex: (?!(return)\b)\b\w+
\*(?!(m_p|p|s_p|m_ap|s_ap|g_p|g_ap|ap|gs_ap|ms_ap|gs_p|ms_p))\w+\b[^:\(p]
clang-format
Fix CI fail
Fix misnamed non pointer as pointer and non array as array
Used regex: (?!(return|delete)\b)\b\w+ (m_|ms_|g_|gs_|s_)p\w+\b
(?!return\b)\b\w+ (ms_|m_|g_|gs_|s_)a\w+\b[^\[]
clang-format
Revert to SCREAMING_SNAKE_CASE and reinstate dead code