5246: Use std::vector instead of sorted_array, remove base/tl/sorted_array.h r=def- a=heinrich5991
This replaces all usages of `sorted_array` with `std::vector`. This requires the following general changes:
- `add_unsorted` is replaced with `push_back`.
- `add` is replaced with `push_back` and subsequent `sort` or `stable_sort` must be ensured.
- In some cases, immediately sorting the entire list after adding an item was unavoidable. Previously items were added at the correct position, which was O(N) because all items after the inserted one had to be moved in any case.
- `sort_range` is replaced with `sort` or `stable_sort`.
- `size` returns a `size_t` instead of `int`, so to fix sign comparison warnings, casts are added where necessary or types of loop variables are changed to `size_t` where possible. For-each loops are also used where possible / where required by clang-tidy.
- `find_binary` is replaced with `std::equal_range`. This can only find items of the same type, so some wrappers, that only have the relevant fields set, need to be created for searching.
In terms of behavior, this should not change anything, except maybe `CLocalizationDatabase` for the better. As far as I understand it, at lot of the code there was not doing anything. It assumes that binary search can return a range of multiple entries, but the equality/comparison function is based on hash and context hash. This means that any item in this range will match the given hash and context hash already, so all of the following checks are redundant. I changed this to first do a lookup with the hash and context hash and if that fails do another lookup with the default context hash.
I have also already replaced `base/tl/array.h` with `std::vector`, removing all of `base/tl` except `threading.h`. I'll make a separate PR later because this caused a lot more changes especially in the editor that I first want to test and review myself.
Naming of `array`/`sorted_array`/`std::vector` variables was rather inconsistent (sometimes prefix `a` or `l` is used), so ~~I chose to not use any prefix for all new `std::vector`s~~ heinrich5991 left them as-is.
## 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>
5240: Fix crash when graphics init failed (fixes#5237) r=heinrich5991 a=def-
## 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>
5183: render allways the nameplate of a specchar (or the real player) r=def- a=C0D3D3V
fokkonaut uses spec chars in addition to normal players in his mod, so the names should also be displayed in addition to the player name
## 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
- [ ] 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>
5245: disable dragger beams soon, not only every 150ms r=def- a=C0D3D3V
The check whether a dragger is active, I somehow forgot in the dragger beams. Sorry! Actually, I should have noticed this during testing. But when I tested Fall into the Future today, it seemed strange to me (already at the first part). I should have noticed it when I tested it. I have compared that in any case with 15.9.1 and looked at the code again and saw that there the check is made every tick.
## 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>
5231: Fix windows crash r=def- a=C0D3D3V
Fixes#5226
I tested it in a Windows VM.
`@sjrc6` is it correct that `TempCore` is this way zero initialized, can you check that maybe in the debugger? I do not want to change the behaviour, even tho the core is read in two lines later with `TempCore.ReadCharacter(pCharacter);`
## 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
- [ ] 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>
5222: Fix crash because of hooks on non ddnet server r=def- a=C0D3D3V
Reported by `@Ясно` Понятно
on non ddnet server, this code gets run to detect strong-weak ids:
6a5673aa04/src/game/client/gameclient.cpp (L2540-L2541)
which causes a crash because this CCharacterCore is not bound to a gameworld
the check for m_pWorld failed because m_pWorld is fill of random data
ac15943e85/src/game/gamecore.cpp (L625)
So I would also like to initialize it with a nullpointer
## 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>
5218: do not snap dragger beam, if the target is out of reach r=def- a=C0D3D3V
fixes#5216
## 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>
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>
- Make Plasma Bullets explode only once if they hit a character and a
obstacle
- Make turrets fire speed independend from teams and solo players
- Make draggers keep dragging the same tee, also if a closer tee exist
- Make the code look similar to the code of the draggers
- Make correct switching for solo players, as described here: https://github.com/ddnet/ddnet/pull/4980
- Remove NetworkClipping Bug
- Added intentionally the "Feature" to only explode at one tee
- Make plasma bullets only explode for solo tees if they are solo, not
for the rest of the team
5192: Add missing nanosecond conversions r=def- a=Jupeyy
fixes#5191
## 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>
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>
Because no tools can detect it uninitialized well, tried Memory
Sanitizer (needs all libs including libc++ compiled with it), valgrind
(only detects in LTO build), compiler warnings. Might be related to
unions.
5032: Make input handling teehistorian friendly r=def- a=Zwelf
Makes input handling more reproducible during respawn. Still WIP, because I haven't tested this particular patch (only a different one with the same effect).
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [x] Tested in combination with possibly related configuration options
- [x] swap
- [x] using timeout protection
- [x] reconnecting
- [x] respawning
- [x] chat keeps movement
- [x] pause keeps movement
- [x] Written a unit test if it works standalone, system.c especially
- [x] Considered possible null pointers and out of bounds array indexing
- [x] Changed no physics that affect existing maps
- [x] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Zwelf <zwelf@strct.cc>
5182: Fix chat prediction r=def- a=C0D3D3V
reported by nori
https://cdn.discordapp.com/attachments/293493549758939136/977531792389177364/recording.mp4
I have somehow made the condition wrong xD although I had written correctly in the PR what it should do.
also i noticed that teeworlds does not allow you to hold the hook while chatting, but we have allowed this since 2014....
## 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>
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.
5155: Remove cl_show_console and -c / --console command line options, attach to existing console r=heinrich5991 a=Robyt3
Alternative to #5154.
Closes#5150.
If you want to open the client with a console window, instead create a new shortcut with the following target:
```
cmd /c "C:\path\to\your\DDNet.exe"
```
You can change the icon of the shortcut to the DDNet icon in the properties of the shortcut file.
## 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>
5153: keep input if chat is closed r=heinrich5991 a=C0D3D3V
fixes#4653
## 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
- [?] 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>
5119: Use STUN to determine UDP connectivity and show diagnostics r=def- a=heinrich5991
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.
## 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: heinrich5991 <heinrich5991@gmail.com>
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.
5133: Fix IPO build problems r=heinrich5991 a=def-
`@Kaffeine`
Windows x86-64 with MinGW worked, previously:
```
-rwxr-xr-x 1 deen deen 755K May 15 11:38 config_retrieve.exe*
-rwxr-xr-x 1 deen deen 756K May 15 11:38 config_store.exe*
-rwxr-xr-x 1 deen deen 2.8M May 15 11:38 DDNet.exe*
-rwxr-xr-x 1 deen deen 2.1M May 15 11:38 DDNet-Server.exe*
-rwxr-xr-x 1 deen deen 761K May 15 11:38 dilate.exe*
-rwxr-xr-x 1 deen deen 763K May 15 11:38 map_convert_07.exe*
-rwxr-xr-x 1 deen deen 756K May 15 11:38 map_diff.exe*
-rwxr-xr-x 1 deen deen 761K May 15 11:38 map_extract.exe*
```
Now:
```
-rwxr-xr-x 1 deen deen 256K May 16 00:26 config_retrieve.exe*
-rwxr-xr-x 1 deen deen 282K May 16 00:26 config_store.exe*
-rwxr-xr-x 1 deen deen 2.8M May 16 00:26 DDNet.exe*
-rwxr-xr-x 1 deen deen 2.0M May 16 00:26 DDNet-Server.exe*
-rwxr-xr-x 1 deen deen 271K May 16 00:26 dilate.exe*
-rwxr-xr-x 1 deen deen 289K May 16 00:26 map_convert_07.exe*
-rwxr-xr-x 1 deen deen 261K May 16 00:26 map_diff.exe*
-rwxr-xr-x 1 deen deen 278K May 16 00:26 map_extract.exe*
```
## 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)
5138: No gold preference (fixes#5136) r=heinrich5991 a=def-
`@Kaffeine` lld is used on some systems, we also have instructions for mold in readme, both are faster than gold.
## 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>
Co-authored-by: Dennis Felsing <dennis@felsin9.de>
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>
/usr/lib/gcc/i686-w64-mingw32/11.2.0/../../../../i686-w64-mingw32/bin/ld: /usr/lib/gcc/i686-w64-mingw32/11.2.0/../../../../i686-w64-mingw32/bin/ld: DWARF error: could not find variable specification at offset 378
/usr/lib/gcc/i686-w64-mingw32/11.2.0/../../../../i686-w64-mingw32/lib/../lib/libstdc++.a(string-inst.o): in function `ZNSt7__cxx1112basic_stringIcSt11char_traitsIcESaIcEE12_M_constructIPcEEvT_S7_St20forward_iterator_tag':
/build/mingw-w64-gcc/src/build-i686-w64-mingw32/i686-w64-mingw32/libstdc++-v3/include/bits/basic_string.tcc:206: multiple definition of `void std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> >::_M_construct<char*>(char*, char*, std::forward_iterator_tag)';
glsl_shader_compiler.cpp.obj (symbol from plugin):(.gnu.linkonce.t._ZNSt7__cxx1112basic_stringIcSt11char_traitsIcESaIcEE12_M_constructIPcEEvT_S7_St20forward_iterator_tag+0x0): first defined here
...
Fails on Linux x86 with IPO:
In member function '_ZN10CMapLayers17STileLayerVisuals4InitEjj.part.18',
inlined from 'OnMapLoad' at /ddnet-source-steam/src/game/client/components/maplayers.cpp:301:6:
/ddnet-source-steam/src/game/client/components/maplayers.cpp:312:74: warning: argument 1 value '4294967295'
exceeds maximum object size 2147483647 [-Walloc-size-larger-than=]
m_pBorderTop = new CMapLayers::STileLayerVisuals::STileVisual[Width - 2];
^
5132: Refactoring: Use std::swap in editor r=heinrich5991 a=Robyt3
<!-- 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: Robert Müller <robytemueller@gmail.com>
5131: Remove base/tl/base.h r=heinrich5991 a=Robyt3
## 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: Robert Müller <robytemueller@gmail.com>
And fix stringop-overflow warning:
In function 'str_copy',
inlined from 'FormatStats' at src\game\client\components\statboard.cpp:541:10:
src\base\system.cpp:2524:16: warning: 'strncat' specified bound depends on the length of the source argument [-Wstringop-overflow=]
2524 | strncat(dst, src, dst_size - 1);
| ^
src\game\client\components\statboard.cpp: In member function 'FormatStats':
src\base\system.cpp:2557:27: note: length computed here
2557 | return (int)strlen(str);
| ^
5123: Add Cellegen, srdante, Nouaa to credits 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>
5122: Cleanup CRenderTools r=heinrich5991 a=Robyt3
## 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>
4959: Revert "CGameClient::LoadMapSettings: Load the default tuning params … r=heinrich5991 a=def-
…by default"
This reverts commit 754562ce0b.
This breaks rendering for ddnet mode, thanks to cheeser0613 for report
`@Kaffeine` I'd prefer to have it working with DDNet instead of vanilla. A fix that doesn't break DDNet demos would be welcome.
## 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>
5109: Only print zone messages when there is one r=heinrich5991 a=def-
```
src/game/server/entities/character.cpp: In member function ‘void CCharacter::SendZoneMsgs()’:
src/game/server/entities/character.cpp:2013:78: warning: the address of ‘CGameContext::m_aaZoneLeaveMsg’ will never be NULL [-Waddress]
2013 | if(m_TuneZoneOld >= 0 && GameServer()->m_aaZoneLeaveMsg[m_TuneZoneOld])
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~^
In file included from src/game/server/entities/character.cpp:7:
src/game/server/gamecontext.h:179:14: note: ‘CGameContext::m_aaZoneLeaveMsg’ declared here
179 | char m_aaZoneLeaveMsg[NUM_TUNEZONES][256];
| ^~~~~~~~~~~~~~~~
src/game/server/entities/character.cpp:2028:53: warning: the address of ‘CGameContext::m_aaZoneEnterMsg’ will never be NULL [-Waddress]
2028 | if(GameServer()->m_aaZoneEnterMsg[m_TuneZone])
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~^
src/game/server/gamecontext.h:178:14: note: ‘CGameContext::m_aaZoneEnterMsg’ declared here
178 | char m_aaZoneEnterMsg[NUM_TUNEZONES][256]; // 0 is used for switching from or to area without tunings
| ^~~~~~~~~~~~~~~~
```
<!-- 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)
5110: Assert client id in SetSolo r=heinrich5991 a=def-
I could not find a way that an invalid client ID is used here, but
compiler warns anyway:
```
In member function ‘void CTeamsCore::SetSolo(int, bool)’,
inlined from ‘void CCharacter::SetSolo(bool)’ at src/game/client/prediction/entities/character.cpp:29:22,
inlined from ‘void CCharacter::HandleTiles(int)’ at src/game/client/prediction/entities/character.cpp:882:10:
src/game/teamscore.h:45:34: warning: array subscript [0, 63] is outside array bounds of ‘bool [64]’ [-Warray-bounds]
45 | m_IsSolo[ClientID] = Value;
| ~~~~~~~~~~~~~~~~~^
src/game/teamscore.h: In member function ‘void CCharacter::HandleTiles(int)’:
src/game/teamscore.h:27:14: note: while referencing ‘CTeamsCore::m_IsSolo’
27 | bool m_IsSolo[MAX_CLIENTS];
| ^~~~~~~~
```
<!-- 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)
5112: Update traditional_chinese.txt r=def- a=Cheeser0613
<!-- 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)
5115: Update simplified_chinese.txt r=def- a=Cheeser0613
<!-- 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)
5117: Update tooltip text after changing language r=Jupeyy a=def-
Thanks to cheeser0613 for report
<!-- 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>
Co-authored-by: Cheeser0613 <54943099+Cheeser0613@users.noreply.github.com>
I could not find a way that an invalid client ID is used here, but
compiler warns anyway:
In member function ‘void CTeamsCore::SetSolo(int, bool)’,
inlined from ‘void CCharacter::SetSolo(bool)’ at src/game/client/prediction/entities/character.cpp:29:22,
inlined from ‘void CCharacter::HandleTiles(int)’ at src/game/client/prediction/entities/character.cpp:882:10:
src/game/teamscore.h:45:34: warning: array subscript [0, 63] is outside array bounds of ‘bool [64]’ [-Warray-bounds]
45 | m_IsSolo[ClientID] = Value;
| ~~~~~~~~~~~~~~~~~^
src/game/teamscore.h: In member function ‘void CCharacter::HandleTiles(int)’:
src/game/teamscore.h:27:14: note: while referencing ‘CTeamsCore::m_IsSolo’
27 | bool m_IsSolo[MAX_CLIENTS];
| ^~~~~~~~
src/game/server/entities/character.cpp: In member function ‘void CCharacter::SendZoneMsgs()’:
src/game/server/entities/character.cpp:2013:78: warning: the address of ‘CGameContext::m_aaZoneLeaveMsg’ will never be NULL [-Waddress]
2013 | if(m_TuneZoneOld >= 0 && GameServer()->m_aaZoneLeaveMsg[m_TuneZoneOld])
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~^
In file included from src/game/server/entities/character.cpp:7:
src/game/server/gamecontext.h:179:14: note: ‘CGameContext::m_aaZoneLeaveMsg’ declared here
179 | char m_aaZoneLeaveMsg[NUM_TUNEZONES][256];
| ^~~~~~~~~~~~~~~~
src/game/server/entities/character.cpp:2028:53: warning: the address of ‘CGameContext::m_aaZoneEnterMsg’ will never be NULL [-Waddress]
2028 | if(GameServer()->m_aaZoneEnterMsg[m_TuneZone])
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~^
src/game/server/gamecontext.h:178:14: note: ‘CGameContext::m_aaZoneEnterMsg’ declared here
178 | char m_aaZoneEnterMsg[NUM_TUNEZONES][256]; // 0 is used for switching from or to area without tunings
| ^~~~~~~~~~~~~~~~
* master: (87 commits)
Remove base/tl/string.h
Replace remaining usage of base/tl/string with std::string
Remove unused includes of base/tl/string.h
Store localized strings in a CHeap instead of using tl/string.h
Mark methods as const
Add CHeap::StoreString method
Rules are chat responses too
Add margins to demo slice popup, decrease error font size, UI scaling
Remove redundant parameters which are overridden later
Use Margin instead of both VMargin and HMargin
Move variable declaration
Only output messages intended for chat to the user of a chat command
Remove unused chat response variables
Don't print the first "Waiting for score threads to complete"
fix usage of undefined behavior for default eyes
remove duplicate HOOK_RETRACTED assignment
do not send swap request notification to complete team 0
make swap messages more personal
Move ninja shield to other position (fixes#5047)
do not release the hooks if you swap
...
5060: Only output messages intended for chat to the user of a chat command r=def- a=heinrich5991
Fixes#5052.
The problem seems to be that there are two different concepts tangled up
in console/logging. One is actual logging as in other programs. The
other is "responses to the user of the command that was just entered",
like for rcon or chat commands. This issue isn't fixed by this commit.
## 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>
Fixes#5052.
The problem seems to be that there are two different concepts tangled up
in console/logging. One is actual logging as in other programs. The
other is "responses to the user of the command that was just entered",
like for rcon or chat commands. This issue isn't fixed by this commit.
5049: do not release the hooks if you swap r=C0D3D3V a=C0D3D3V
Needs more testing, but first test looks good
https://streamable.com/ypra11
## 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
- [ ] 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>
5013: Unify logging infrastructure between `IConsole` and `dbg_msg` r=def- a=heinrich5991
This makes the "black console window" less important on Windows (or
anywhere else, for that matter), lets you see logs from other threads in
the f1 console, and removes the distinction between `IConsole::Print`
and `dbg_msg`.
Co-authored-by: heinrich5991 <heinrich5991@gmail.com>
This makes the "black console window" less important on Windows (or
anywhere else, for that matter), lets you see logs from other threads in
the f1 console, and removes the distinction between `IConsole::Print`
and `dbg_msg`.
4726: Display super with "super" string in scoreboard (fixes#4724) r=heinrich5991 a=def-
instead of showing the number 64
Alternative to https://github.com/ddnet/ddnet/pull/4725
<!-- What is the motivation for the changes of this pull request -->
## Checklist
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- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
4727: Increase MAX_IDS to 32k (fixes#4723) r=heinrich5991 a=def-
Not sure I like it, otherwise we have to edit Game City.
Maybe we should fail this in map editor already instead of allowing to
create a map which requires > MAX_IDS
<!-- What is the motivation for the changes of this pull request -->
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4728: Implement shields that remove specific weapon (fixes#4572) r=heinrich5991 a=def-
Thanks to Cellegen for graphics.
Functionality works, still a bit buggy sprite display (see screenshot), maybe someone can
quickly spot what I'm doing wrong
<img width="898" alt="Screenshot 2022-02-18 at 00 50 14" src="https://user-images.githubusercontent.com/2335377/154591108-d89cb475-daaf-4a6a-9748-17160a1e71a2.png">
## Checklist
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- [ ] 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)
4880: Add mysql to github workflow in ubuntu 20.04 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
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5022: Use std::clamp r=heinrich5991 a=def-
Not sure if we want to, there are some easy functions like this we could
take from stdlib now
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [ ] Tested the change ingame
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Co-authored-by: Dennis Felsing <dennis@felsin9.de>
Co-authored-by: Jupeyy <jupjopjap@gmail.com>
5019: remove cl_predict_ddrace r=heinrich5991 a=C0D3D3V
Since most of the predict code is only ddrace relevant anyway, I would suggest removing the cl_predict_ddrace option instead of checking if m_WorldConfig.m_PredictDDRace is set everywhere ddrace stuff is predicted.
in case of conflicts with physics from other mods, the check on m_WorldConfig.m_PredictDDRace must however be implemented in the appropriate places (for example for the freeze and unfreeze functions). But since there are currently no conflicts apparently, this is sufficient for now.
fixes the bug I reported here: https://discord.com/channels/252358080522747904/293493549758939136/968114944878989363
`@trml` what do you think about this?
## Checklist
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- [x] Considered possible null pointers and out of bounds array indexing
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Co-authored-by: c0d3d3v <c0d3d3v@mag-keinen-spam.de>
4813: Don't allow infinite shotgun bounce (fixes#4809) r=heinrich5991 a=def-
I hope this kind of physic isn't used anywhere, I couldn't trigger it without being stuck in wall.
## Checklist
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4905: Fix move_sqlite (fixes#4902) r=heinrich5991 a=def-
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [ ] Tested the change ingame
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- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
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Co-authored-by: def <dennis@felsin9.de>
4997: Add option to change default eyes when joining server r=def- a=sjrc6
Risky Feat suggested this idea to me, I also thought it was good so I implemented it.
If you press one of the eyes in the settings it will change which eyes you get when you join a server.
It saves a separate variable for dummy/player.
It will also change your eyes anytime you press one of them, but only if you are playing as the same Tee whose eyes you are trying to change. If someone could figure out the best way to make it change the opposite Tees eyes as well that would be nice but I don't think it's necessary.
It also changes the "Your Skin:" Tee eyes on the left if you have one selected.
I had to change the cl_run_on_join code a bit, I tested and I don't think it should ever break anything but it might be good for someone to double check.
![image](https://user-images.githubusercontent.com/22122579/163762410-ec7aa67d-6417-433d-8707-e21cda2bcd5f.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
- [ ] 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>
5027: Fix tooltip locations after window resize (fixes#5026) r=edg-l a=def-
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [ ] Tested the change ingame
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Co-authored-by: Dennis Felsing <dennis@felsin9.de>
5018: fix dummy hammer interval, this became incorrect after a few days r=def- a=C0D3D3V
Reported by Konsti here: https://discord.com/channels/252358080522747904/293493549758939136/967073772836376586
I have tested the change on Justfly with my dummy :D since it is exactly the same interval as before it should not change any Physics.
## 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
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- [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>
4678: Ignore F5 key press when ingame menu is open r=heinrich5991 a=def-
Since ghost menu and browser use F5 already to refresh, and having a
bind on it, would cause both actions at once.
I believe it makes sense to have this special handling only for F5,
other F-keys don't have this problem since we don't use them in any
menus.
<!-- 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
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- [ ] 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>
5007: Get rid of optional, not available on Debian9 build r=edg-l a=def-
Since we don't have full C++17 support with the GCC version there.
## Checklist
- [ ] Tested the change ingame
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- [ ] 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
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- [ ] 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>
5004: add livefreeze commands to rcon r=def- a=edg-l
<!-- 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
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Co-authored-by: Edgar Luque <git@edgarluque.com>
Co-authored-by: Edgar <git@edgarluque.com>
5000: Inform about client restart when changing GPU r=Jupeyy a=def-
<!-- What is the motivation for the changes of this pull request -->
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Co-authored-by: def <dennis@felsin9.de>
4946: Better forced viewport handling r=def- a=Jupeyy
For #4939
For the performance warnings refering `vkCmdClearAttachments` ignore them, because this function is only called when:
- clear color is changed(open/close editor, switch between entities) to directly flush a clear with the new color
- ~~a viewport is used that is "worse" than 5:4 (I don't really want to switch to non renderpass clear completly, since it *can* improve performance -- https://community.arm.com/arm-community-blogs/b/graphics-gaming-and-vr-blog/posts/vulkan-samples "Therefore, avoid using LOAD_OP_LOAD and vkCmdClearAttachments and use LOAD_OP_CLEAR or LOAD_OP_DONT_CARE whenever possible.")~~
thinking about it, maybe i can also drop this call now, since its dynamic viewport anyway
## Checklist
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- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
4993: Unselect text after ctrl-u r=Jupeyy a=def-
<!-- What is the motivation for the changes of this pull request -->
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- [ ] Provided screenshots if it is a visual change
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4998: Refactor tooltips and add some more r=def- a=edg-l
Refactored tooltips so they render last, otherwise stuff rendered after the call is overlapped.
Also renamed "Alpha" to "Opacity" which is more clear to non-devs.
## 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
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- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
4999: Respect GPU type better r=def- a=Jupeyy
fixes#4994
## 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
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- [ ] 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: def <dennis@felsin9.de>
Co-authored-by: Edgar Luque <git@edgarluque.com>
4964: allow freecam to center on world border r=def- a=C0D3D3V
fixes#4953
I think the 200 units or 6.25 blocks more should not bother anyone.
![fix 2022-04-09_15-14](https://user-images.githubusercontent.com/14315968/162576159-7d73eb8c-b9c9-471b-bed0-7477568376d6.png)
under some circumstances, it will only move to x=1 (or in blocks 0.03) but this should be negligible.
## Checklist
- [x] Tested the change ingame
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- [ ] Tested in combination with possibly related configuration options
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- [ ] Considered possible null pointers and out of bounds array indexing
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- [x] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
4984: Don't read from backend if Init failed r=def- a=Jupeyy
fixes#4981
This `bug` should not create any uninitended behavior, since these values get reinitialized after the backend creation worked
## Checklist
- [ ] Tested the change ingame
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- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
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- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
4985: Close sockets r=def- a=ChillerDragon
https://github.com/ddnet/ddnet/pull/4970
Fixes
```
Direct leak of 205848 byte(s) in 1 object(s) allocated from:
#0 0x4a200d in malloc (/home/runner/work/ddnet/ddnet/san/DDNet-Server+0x4a200d)
#1 0xc7fe3f in net_udp_create /home/runner/work/ddnet/ddnet/src/base/system.cpp:1640:41
#2 0xbf2d0b in CNetServer::Open(NETADDR, CNetBan*, int, int) /home/runner/work/ddnet/ddnet/src/engine/shared/network_server.cpp:55:13
#3 0x568cdc in CServer::Run() /home/runner/work/ddnet/ddnet/src/engine/server/server.cpp:2448:60
#4 0x5a922b in main /home/runner/work/ddnet/ddnet/src/engine/server/server.cpp:3718:21
#5 0x7ff75f52c0b2 in __libc_start_main (/lib/x86_64-linux-gnu/libc.so.6+0x240b2)
```
## Checklist
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Co-authored-by: c0d3d3v <c0d3d3v@mag-keinen-spam.de>
Co-authored-by: Jupeyy <jupjopjap@gmail.com>
Co-authored-by: ChillerDrgon <ChillerDragon@gmail.com>
4988: Update voting.cpp r=def- a=bencie
fix console help text for callvote parameters
<!-- What is the motivation for the changes of this pull request -->
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Co-authored-by: bencie <78111412+bencie@users.noreply.github.com>
- Added RenderMovementInformation() to the HUD
- Use m_Width instead of recalculating the display width each time in hud.cpp
- Reworked Debug HUD:
- Display velspeed.x*ramp and velspeed.y instead of velspeed*ramp
- Show unit of speed
- The graph for the velspeed.x*ramp behavior (if dbg_tuning is active) is now nicer and usable. A second graph zooming in on the turning point has been added.
- The velspeed.x*ramp graph will be redrawn only when new tuning parameters are added
- The target angle used to draw the tees is now calculated using the m_TargetX, m_TargetY in DDNetCharacterDisplayInfo if available.
- Added m_TargetX, m_TargetY and m_RampValue to DDNetCharacterDisplayInfo Snap (m_RampValue has a precision of one thousandth)
- Added CGraph::InsertAt() to create static Graphs
- Added "assets/hud" to initial created Directories
- Added Settings to hide Dummy Action HUD and Player Movement HUD cl_showhud_dummy_actions, cl_showhud_player_position, cl_showhud_player_speed, cl_showhud_player_angle
- Added Pointer to m_PrevExtendedDisplayInfo, for calculation of interpolated Angle in Player Rendering
- Added GetDigitsIndex(int Value, float Max); to hud.cpp
- set the proportions of the used area of the end pieces for the progress indicator as constants.
- do not manipulate the position and length within the render function
- 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
- Indicators for abilities taken away from the player
- Control indicators for dummy controls
- The jump indicator has been slightly adjusted
- add pickup sprites to 0.6 data source
- New Enum for the 4 pickup categories
- Remove the unnecessary access to client_data7 for the pickup sprites
- Use the correct sprite set for the HUD sprites
- Read existing weapons into m_Predicted so that this information matches the last snap if the CCharacter is not predicted
- Move m_aWeapons from CCharacter to CCharacterCore for a more consistent data model since it was previously defined twice in the server and client (further so that it can be accessed with m_Predicted)
- Read CNetObj_Character into m_Predicted so that this information matches the last snap if the CCharacter is not predicted.
4976: fix rendering of nameplates for spectating tees r=def- a=C0D3D3V
bug was introduced by #4870
## 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>
4974: Its is not ctrl+leftclick but ctrl+rightclick r=def- a=ChillerDragon
Thanks to `@c0d3d3v` for debugging my left right weakness lmao.
I initially intended left click but that was conflicting with navigation already so I switched it. But not the description.
Co-authored-by: ChillerDrgon <ChillerDragon@gmail.com>
4960: fix#4956 r=def- a=C0D3D3V
if the snapshots are in a different order than predicted SPEC_FREEVIEW was forced although a different ID is desired in NETOBJTYPE_SPECTATORINFO.
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [x] Considered possible null pointers and out of bounds array indexing
- [ ] Written a unit test if it works standalone, system.c especially
- [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>
4854: Replace static const in header with extern r=def- a=Chairn
This should prevent symbols from being demultiplied in different translation unit even if they are not used. Difference in size is as follow using a release build and no option set with cmake. With clang, difference is inferior to 1kB for any executable. With gcc, client size is reduced by 3.5kB.
I couldn't run the test suite (see https://github.com/ddnet/ddnet/issues/4853)
## 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>
4941: Keep DDNet window responsive for loading tasks r=def- a=Jupeyy
This will keep the DDNet window responsive, especially when loading the client the first time this is important, so that SDL2 events aren't lost.
Menu's RenderLoading allows up to 60 frames per second, so calling it too often cannot really happen.
For reloading (skins&assets) / demo loading etc. it only swaps to the render screen after half a second passed. Even if this might not be the nicest, it's still better than just freezing the window.
I hope this addresses issues from #4936
## 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>
4927: Revert "Revert "Update players.cpp"" (fixes#4926) r=Jupeyy a=def-
This reverts commit 36bfe24522.
Tested and couldn't reproduce the original problem with this.
<!-- 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>
4924: fix gohst transparency of hook hand and ninja skin r=def- a=C0D3D3V
https://streamable.com/oquu51
reported by lomination
fixes#4207 again
## 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
- [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>
4917: Use std::size instead of sizeof(a) / sizeof(a[0]) 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 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>
4900: Super: Don't send sounds to self r=heinrich5991 a=def-
As reported by louis on Discord
<!-- 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>
4852: Fixed some useless double promotion r=def- a=Chairn
Double promotion occurs quite often when an operator is an hidden double, like constants written without the 'f' at the end. We might get a tiny micro improvement. Unfortunately, we can't do anything for all the double promotion occurring in printf like functions as it is the default for both C and C++.
Only this line might change physics:
4d47fcda09 (diff-d76009083687ba43c59dc7bb2c7357457c999c2eb9d913967d598e913c6fd01fR406)
## 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
- [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: Chairn <chairn.nq@hotmail.fr>
4885: Add dropdown icon r="def-" a=Jupeyy
![image](https://user-images.githubusercontent.com/6654924/159912581-f382179d-9d66-41f8-8a41-647e4e34edf5.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)
4889: Fix text texture name Texture -> TextureOutline r="def-" a=Jupeyy
## 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>
4870: Don't render tees or nameplates offscreen r=def- a=sjrc6
It seems difficult to measure the fps from the ingame graph or fps counter so these numbers are from NVidia fps overlay
FPS on full multeasymap server, fullscreen, vulkan renderer
/showall 0 - 4500
/showall 1 - 2100
/showall 1 (after preventing offscreen render) - 4200
## Checklist
- [x] Tested the change ingame
- [ ] 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
- [ ] 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>
4872: Support uppercase commands for /r and /w r=Jupeyy a=def-
As reported by perrodecerro on Discord <!-- 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: Dennis Felsing <dennis@felsin9.de>
4849: Fix queries for MySQL 8.0 r=def- a=srdante
Fixes#4815
**What was changed:**
- All Rank columns name were scapped since MySQL 8.0 interprets the word "Rank" as a internal function or constant (A good practice would be if all column names were escaped).
- All group by have been modified to have all columns that need to be grouped, in order to respect the `ONLY_FULL_GROUP_BY` flag set by default on MySQL 8.0. On these group bys were also included the columns that are used in the `window`, since are also required by the same tag.
**What is missing on this pull request:**
- "Add a mysql installation in .github workflow so we test this in addition to mariadb, then we don't break it again so easily."
**The behavior of all queries remains the same.**
<!-- 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
- [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: srdante <minidantebtc@gmail.com>
4687: Add Vulkan backend r=def- a=Jupeyy
This adds a Vulkan 1.0 backend and new features to the graphic settings to select the GPU(if multiple Vulkan GPUs are supported, and a new list for renderers (see screenshot below))
Mutleasy benchmark (CPU bound):
Vulkan multithreaded, single threaded vs OpenGL
(lower graphs are histograms, code by `@Chairn` )
Y = Frametimes in microseconds
lower graphs = amount of frametimes that happened (histogram)
(since the renderer speed differs, you should look at it more like a spread of values rather than the actual values)
![Figure_1](https://user-images.githubusercontent.com/6654924/153448356-941222a3-8bd3-424d-8685-a43389a4f691.png)
Vulkan is especially good in these scenarios, beating OpenGL 3.3 almost 3x with my setup (~600-700 FPS vs. ~1700-1800FPS)
Remaining TODO list:
- [x] compile shaders in cmake ( e.g. `https://gist.github.com/evilactually/a0d191701cb48f157b05be7f74d79396` )
- [ ] needs windows vulkan libraries
- [x] add build instructions (packages)
- [x] get away from coherent memory even for staging buffers (flushing memory just seems to be faster)
- [ ] a lot of testing :P
![screenshot_2022-02-10_17-13-46](https://user-images.githubusercontent.com/6654924/153449066-38d8741b-60c1-4c0c-ba50-57cc07aa2f9d.png)
![screenshot_2022-02-10_17-13-50](https://user-images.githubusercontent.com/6654924/153449075-91ef3b7b-7238-4cad-9a4c-aeb2d784238b.png)
If there are bugs and it's crashing inside the driver the best you can do is to start the client with `dbg_gfx 4` which will (if supported) add Khronos standard validation layers + verbose debugging information + validation layer extensions, e.g. a synchronization validation layer and validation errors reported by the GPU driver directly.
(setting for dbg_gfx (0: none, 1: minimal, 2: affects performance, 3: verbose, 4: all))
edits:
fixes#3547 (probably fixes it, fixed some data races)
## Checklist
- [x] Tested the change ingame
- [ ] 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
- [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: Jupeyy <jupjopjap@gmail.com>
Co-authored-by: Dennis Felsing <dennis@felsin9.de>