Following sequence of events was possible:
1. HTTP map download for map X is started (e.g. client initially connects to server).
2. Map change message for map Y arrives while downloading (e.g. vote for another map has passed on the server).
3. Client already has map Y and loads it directly without starting or resetting the map download.
4. HTTP map download task for map X finishes.
5. Map X is loaded, overriding the map Y that should be loaded. This is one cause for #2804.
This could potentially also happen with the map download from the game-server, if the final map data chunk for a downloaded map is received directly after another map change message for a map which does not need to be downloaded, though this seems more unlikely.
This is fixed by resetting the current map download immediately after receiving a valid map change message instead of only when starting a new map download.
The relevant code to reset the map download is moved to `CClient::ResetMapDownload` to avoid duplicate code and ensure that the temporary map download file is always deleted and closed.
* Fixes OpenGL on Wayland when the GLX flavor of GLEW is linked
* Only if SDL2's video driver is "wayland" we also allow the
GLEW_ERROR_NO_GLX_DISPLAY error code to be accepted as if glewInit()
actually succeeded
* Hopefully this won't be needed anymore on future versions of GLEW when
glewContextInit() is made part of the public API
5cf0e5e997/datasrc/network.py (L8)5cf0e5e997/datasrc/seven/network.py (L10)
0.6 game flags:
```python
GameFlags = ["TEAMS", "FLAGS"]
```
0.7 game flags:
```python
GameFlags = Flags("GAMEFLAG", ["TEAMS", "FLAGS", "SURVIVAL", "RACE"])
```
The 0.7 protocol extended the game flags without changing the old 0.6 flags.
So flag teams and flag flags are the same in both versions and 0.7 just
has additional flags.
The server is now sending the same m_GameFlags from the gamemode
controller to 0.6 and 0.7 connections. It clamps away the unsupported
flags for 0.6.
Before this commit the ddnet server would always send the hardcodet race
flag to 0.7 connections while ignoring what the gamemode set as a game
flag.
Support using emoticon selector and spectator menu with touch inputs. Touching in the emoticon selector activates the selected (eye) emote and closes the emoticon selector. The spectator menu is kept open when using it for more convenience. The emoticon selector and spectator menu can be closed by touching anywhere outside of them.
Additionally, the emoticon selector and specator menu can now be closed by pressing the Escape key (i.e. the back button on Android). This made it necessary to change the order of the components for input handling, so the ingame menu will handle the Escape key after the emoticon selector and spectator menu. This also means that the Escape key can now be used to close the selector/menu when they are stuck open, which was previously delayed until ingame menu or console were opened and closed.
The additional margin left of the Spectate and Join game buttons is unnecessary.
Avoid reusing `s_SpectateButton` variable for different buttons.
Use `TEAM_RED` instead of `0` when joining game in non-team server.
This reverts commit 91848f0be6.
This was prone to accidental usage. The user interface is now usable with touch input, so this additional method to quickly and cleanly quit the game is not necessary anymore.
Use the same HSLA scrollbar color picker for the 0.7 tee settings as for the 0.6 tee settings. Use the correct darkest lighting value for 0.7 skin color pickers instead of not clamping the lighting value in the color picker.
Use existing color constructor to conditionally unpack the alpha component instead of doing this separately.
Make `DARKEST_COLOR_LGT` a `float` constant instead of using an `enum` to simplify the usage.
Rename `CMenus::RenderHSLScrollbars` function to `RenderHslaScrollbars`.
Pass darkest light value as `float` to the `RenderHslaScrollbars` function to add support for different values, instead of enabling the clamping with a `bool` parameter. Previously, this parameter was always set to `true`, as this type of color picker is only used for skins.
Remove unnecessarily complicated code for rendering unclamped lighting scrollbar. The code can be simplified by considering the darkest lighting value as a variable.
Let the `RenderHslaScrollbars` function return `true` if the color was changed to simplify the usage. The function previously returned the color but this value was unused.
Use `IGraphics::SetColor4` function instead of `IGraphics::SetColorVertex` when possible. Rename variables `Array` to `aColorVertices`. Use `std::size` instead of hard-coding array sizes.
On macOS, semaphore names are global and processes can open semaphores of other processes by using their name. It was possible that multiple client/server processes randomly tried to create semaphores with the same memory address, which would cause them to have the same name. In that case, `sem_open` would fail because `O_EXCL` prevents creating semaphores if the name is already used.
This is made more unlikely by also including the PID in the semaphore name. Additionally, the semaphore name is prefixed with `/` to more closely follow the construction rules for semaphore names. In particular, the behavior is implementation-defined if the name is not prefixed with a slash.
See https://pubs.opengroup.org/onlinepubs/9799919799/functions/sem_open.htmlCloses#8773.
More details are added to the assertion error message in case this does not end up fixing the issue.
Players are supposed to turn of their VPN or complain to the admins if
they get banned for using a VPN. Calling this "banned" seems to be
confusing, as players ask for an unban even after they turned off the
VPN.
Simplify clipboard handling by returning an `std::string` and freeing the string returned by SDL immediately, so the clipboard data does not stay in memory unnecessarily after the clipboard has been used until the clipboard data is requested again.
Fix possible TOCTOU when pasting from the clipboard into a lineinput, due to the clipboard data being requested twice.
- Fix value `0` being used for sound volume, so the tee sound was not audible.
- Use `DoButtonLogic` to trigger sound to ensure it does not play while other UI elements are active.
- Remove unnecessay `MousePosition` variable by using `MousePos` function instead.