This moves the "async" pathfinding computations to a worker, preparing
the architecture for threading.
Tested By: Kuba386, Stan`
Differential Revision: https://code.wildfiregames.com/D1918
This was SVN commit r22902.
I.e. don't dereference NULL if the user of the glooxwrapper library
reads from the provided room argument.
A step towards being able to use XmppClient with multiple rooms.
Differential Revision: https://code.wildfiregames.com/D2287
Tested on: clang 8.0.1, Jenkins
This was SVN commit r22898.
Make that function static, so that it can be used for these functions
without slowly having to obtain the ScriptInterface instance using
GetScriptInterfaceAndCBData just to get the JSContext again.
Remove few redundant conversions for CreateObject arguments.
Differential Revision: https://code.wildfiregames.com/D2128
Tested on: gcc 9.1.0, clang 8.0.1, Jenkins
Tedious performance testing in: D2128, D2127
This was SVN commit r22894.
The commit introduced support for arbitrary lobby CreateGUIMessage
JS::Value arguments but didn't transfer wstring_from_utf8 appropriately.
Instead of enlengthening the code by reintroducing utf8_from_wstring
everyhwere, shorten the code and specialize ToJSVal for
glooxwrapper::string and gloox enums.
Avoid string copies for XmppClient getters, refs D1668:
Change GetPresence() and GetRole() to return the pointer to the string
literal instead of copy constructing a std::string each call.
Don't reintroduce the unneeded utf8_from_wstring conversions for the
untranslatable ASCII identifiers returned by GetPresence() and
GetRole().
Change GetSubject() to return a const ref to the member instead of copy
assigning the std::string to an output value.
Change m_Subject to std::wstring to avoid constructing a copy using
wstring_from_utf8 each GetSubject() call.
Change gloox enum to translatable string functions to be static, so as
to use them in the new ToJSVal functions (enabled by not calling
CertificateErrorToString from ConnectionErrorToString anyymore in
92fc34c87c/D2274).
Avoid per-player string copies in m_PlayerMap:
Change m_PlayerMap value type from std::vector<std::string> to a new
PlayerMap struct with named members for readability.
Use gloox enums as PlayerMap values to avoid constructing (performance)
and storing (memory footprint) std::strings.
The JS String is created from the pointer to the ASCII string literal
without intermediaries.
Use glooxwrapper::string for nickname and m_Rating since it's the data
source type received in relevant places, but that might be improved for
performance with std::wstring.
Construct map values in place where possible and post error instead of
silently inserting if an existing value is to be modified.
Avoid repeated std::map lookups on string keys by caching the
PlayerMap::iterator where available.
Remove some glooxwrapper::string to_string() calls redundant with its
operator<< and improve DbgXMPP gloox enum output.
Transfer rating too upon nickchange.
Differential Revision: https://code.wildfiregames.com/D2271
Tested on: clang 8.0.1, Jenkins
This was SVN commit r22891.
Update the list when the data it is built from changes, not only for
presence changes.
Differential Revision: https://code.wildfiregames.com/D2283
Tested on: clang 8.0.1, Jenkins
This was SVN commit r22888.
Perform the freezing for historic messages equally.
Differential Revision: https://code.wildfiregames.com/D2282
Tested on: clang 8.0.1, Jenkins
This was SVN commit r22887.
D1987/99a341f379 introduced logic to predict the target movement, which
fixed unit chasing. However, sometimes fleeing units would then predict
that their target will end up in front of them, so they turned around
towards the attacker.
This is fixed by not anticipating the position when it would cause the
vector towards to target to change direction.
Reported By: Freagarach
Tested By: Freagarach
Fixes#5541
Differential Revision: https://code.wildfiregames.com/D2275
This was SVN commit r22885.
This also allows making the enum to string functions static, refs D2271.
Differential Revision: https://code.wildfiregames.com/D2274
Tested on: clang 8.0.1, Jenkins
This was SVN commit r22880.
This might explain unexpected TLS certificate error strings upon failed
TLS handshake, refs #4705.
Might or might not fix a conditional valgrind conditional jump depending
on uninitialized value error reported in P170 for the XmppClient
constructor (inconsistent test results).
Differential Revision: https://code.wildfiregames.com/D2278
Tested on: clang 8.0.1, gcc 9.1.0, Jenkins
This was SVN commit r22879.
These variables might be used uninitialised in very odd cases that don't
happen in svn.
Reported By: elexis
Differential Revision: https://code.wildfiregames.com/D2250
This was SVN commit r22877.
Local entities being in the destruction queue when serialising is not an
issue since those should not affect the simulation anyways. This stops
the game from crashing in some rare situations.
Fixes#4616
Differential Revision: https://code.wildfiregames.com/D1738
This was SVN commit r22865.
9903fd8a6c introduced a much faster (for a little precision cost)
algorithm to compute distance to shore. However a condition was
incorrectly inverted, which made the algorithm return less-than-sensible
results in many situations.
Further, there was some unused code left behind which is now removed.
Fixes#5580
Reported by: nani (shore bug), elexis (unused code)
Differential Revision: https://code.wildfiregames.com/D2249
This was SVN commit r22862.
It needs to test against the historic role and not the current role,
similar to 8b437a0b1c, refs #3386.
Implements the third GUI message property using the arbitrary lobby GUI
message patch in 9023f4bebb/D2264, refs #4482, 6bf74902a7/D2265.
Differential Revision: https://code.wildfiregames.com/D2266
Tested on: clang 8.0.1
This was SVN commit r22859.
Creates the GUI messages directly as JS::Values and removes the
intermediary rigid struct.
Implementation similar to ScriptInterface::CreateObject from D2080.
Differential Revision: https://code.wildfiregames.com/D2264
Tested on: clang 8.0.1, Jenkins
This was SVN commit r22856.
They were only used to determine whether the playerlist should be
rebuilt, which can be achieved by a boolean member.
So this patch is removing unnecessary indirection from the original
solution in 8b437a0b1c and the reduction in 16b976fc35, refs #3386.
In particular the LobbyClearPresenceUpdates call was ugly and one doesnt
need hundreds of messages with data on it each if one only wants to know
if there was one.
Makes past (e8dfde9ba6) and future (D2264) patches less complex, refs
#4877.
Differential Revision: https://code.wildfiregames.com/D2265
Tested on: gcc 9.1.0, clang 8.0.1, Jenkins
This was SVN commit r22855.
Allows developers and modders to register and unregister hotkeys without
having to specify, change or overwrite XML files.
Also allows implementing the main menu GUI page with only GUI objects
for one submenu, refs #5387 / D2240.
Differential Revision: https://code.wildfiregames.com/D2260
Idea by nani in D2257.
This was SVN commit r22851.
Avoids the CRect copy or stops relying on optimization to avoid the
copy.
Split from D2142.
Differential Revision: https://code.wildfiregames.com/D2259
Tested on: gcc 9.1.0, Jenkins
This was SVN commit r22847.
Allows JS GUI to assign hotkeys to GUI objects from JS instead of XML.
Differential Revision: https://code.wildfiregames.com/D2257
Comments By: nani
Tested By: nani, Jenkins
Tested on: clang, VS2015
This was SVN commit r22845.
The function was put in an anonymous namespace to avoid linking errors
should another one be defined elsewhere.
Reviewed By: elexis
Differential Revision: https://code.wildfiregames.com/D2243
This was SVN commit r22825.
By leveraging custom ordering in std::set, MakeGoalReachable and
FindNearestNavcellInRegions can be optimised and the code simplified.
Differential Revision: https://code.wildfiregames.com/D1882
This was SVN commit r22817.
Units can be stuck in gather states when the target ought to be
collectable from, but it's actually unreachable.
A new FINDINGNEWTARGET intermediate state for GATHER will try and find a
new, different target to collect from. This should generally improve the
behaviour (perfect reachability checks would be required to completely
fix it).
Use this also when the target is knowably unreachable / uncollectible.
Fixes#5529
Differential Revision: https://code.wildfiregames.com/D2120
This was SVN commit r22816.
In some rare cases, units could be stuck in the special state of 3
failed path computations, making them always compute long paths instead
of trying short paths again. This can happen when they compute a long
path successfully, but the unit cannot actually move as it gets
obstructed right away.
Make sure this state is never kept for more than one turn to fix this
problem.
Refs #5569 (probable fix but kept open for further investigating).
Differential Revision: https://code.wildfiregames.com/D2239
This was SVN commit r22815.
Remove PSERROR codes from SetSetting (let std::map throw an out_of_range
if a caller wants to Set a setting that doesn't exist without having
checked with SettingExists, equal to GetSetting from 92b6cdfeab).
That also simplifies std::function SetSettingWrap construct from
0a7d0ecdde to void IGUIObject::SettingChanged.
Don't trigger debug_warn or exceptions in GUITooltip::ShowTooltip if the
XML author specified wrong tooltip input, and dodge another
dynamic_cast.
Rename existing IGUIObject::SetSetting to
IGUIObject::SetSettingFromString and comment that it is purposed for
parsing XML files.
Remove SetSetting default value, so that authors are made aware
explicitly of the need to decide the function broadcasting a message,
refs d87057b1c0, 719f2d7967, ...
Change const bool& SkipMessage to const bool SendMessage, so that a
positive value relates to a positive action.
Clean AddSettings whitespace and integer types.
Differential Revision: https://code.wildfiregames.com/D2231
Tested on: gcc 9.1.0, clang 8.0.1, Jenkins
Comments By: Philip on IRC on 2010-07-24 on GUIUtil being ugly, in case
that one counts
This was SVN commit r22796.
Unify the two IGUIObject::LoadStyle functions and remove CGUI argument
that is always identical to the member.
Differential Revision: https://code.wildfiregames.com/D2232
Tested on: gcc 9.1.0., clang 8.0.1, Jenkins
This was SVN commit r22792.
659a9ea57a introduced the call rightfully in ShowTooltip since
CTooltip::SetupText() depends on the just changed _mousepos setting.
But then 0382cdd9b1 moved that _mousepos SetSetting call, resulting in
the message becoming redundant; and it inserted the second redundant
message in HideTooltip.
These were the only redundant SGUIMessage HandleMessage calls.
This was SVN commit r22790.
1c0536bf08 introduced a disableGraphics bool with a default value and
relied on the default being reasonable except for the few needed cases.
be93b31411 introduced the replayLog argument with a default value and
relied on the default being reasonable except for the few needed cases.
5747619c39 fixed a bug in that commit because the default value hadn't
actually been considered to be correct for all CGame constructor calls
and was wrong for two.
By requiring callers to specify the value, authors are forced to
establish thought which value is the correct one, as opposed to hoping
that a default value will be good by default.
As you can see in the diff, it also makes it easier to compare what
values changed if they are always defined in the caller.
Use CRenderer::IsInitialised() to determine if this is a non-visual
CGame,
for the purpose of removing less transparent proxy functions that are
unneeded as long as there are about 30 other calls testing for
CRenderer::IsInitialised() to determine if the Game should be rendered.
Supersedes:
* CGame constructor argument bool disableGraphics from 1c0536bf08.
* CGame::IsGraphicsDisabled() proxy from a533fff883 to the proxy from
1c0536bf08 and two local nonVisual = args.Has("autostart-nonvisual")
variables in GameSetup.cpp from a533fff883.
Call the Renderer destructor instead of calling delete on the
non-pointer (SAFE_DELETE would not be supported for instance).
Started as a preparation for D2197, but actually independent.
Differential Revision: https://code.wildfiregames.com/D2211
This was SVN commit r22785.
HasSetting from 3dfa23cd25 is actually redundant with
IGUIObject::SettingExists.
GetSettingPointer from 8f4f8e240f is superseded by GetSetting reference
following 3dfa23cd25 and 040624acff.
Deregister copying SetSetting variants for CStr and CStrW following copy
removal in 040624acff.
The default template <typename T=int> from c2a71e41bf can be removed
following FallBackSprite/FallBackColor removal in 9985fcf5bd and
RecurseObject unification in d4d5187c9d.
Delete all unused GUI includes, refs D1478.
Remove GUIUtil friend class following something.
Differential Revision: https://code.wildfiregames.com/D2225
Tested on: gcc 9.1.0, Jenkins
This was SVN commit r22779.
The warning seems to be a false positive and happens with clang but not
gcc.
Differential Revision: https://code.wildfiregames.com/D2223
Reviewed By: Vladislav
This was SVN commit r22777.
createDefault returns a new pointer to be deleted, getGMT returned a
pointer to an icu variable not to be deleted.
Differential Revision: https://code.wildfiregames.com/D2220
Reviewed By: Vladislav
This was SVN commit r22773.
The ModifiersManager system component provides an interface to add and
remove modifiers, and get modified stats.
The goal is to merge all the different stat-modifying systems 0 A.D. has
implemented over the years.
This commit makes technologies and auras use ModifiersManager. Some
cheats and AI bonuses also have a similar stat-modifying effect that
have not yet been updated.
Further, this system component makes it possible for e.g. triggers to
easily add modifiers, enabling the writing of Castle Blood Automatic,
RPG or Tower Defense maps without the need for mods or hacks.
The 'Modifier' name was preferred over 'Modification' as it is shorter
and more readable, along with the logic that 'modifiers' store
'modifications' and this stores modifiers. Renaming of other functions
and classes has been left for future work for now.
Internally, this uses a JS data structure. If performance issues arise
with it in the future, this data structure or the whole component could
be moved to C++.
The performance has been tested to be about as fast as the current
implementations (and specifically much faster for global auras with no
icons). Testing showed that sending value modification messages was by
far the slowest part.
Comments by: leper, Stan, elexis
Differential Revision: https://code.wildfiregames.com/D274
This was SVN commit r22767.
Avoids one or two dozen unoptimizable string copies and two CPos copies,
mostly in SetupText.
The reference return allows to mark values as const where the previous
one prevented that.
This also reveals unused variables where the previous code hid them.
Thus use unused variable "buffer_zone" in the otherwise unused (since
b1422137e5, refs 0f807c643a) CCheckBox::SetupText() from b5f6d19332 and
use the unused variable "scrollbar" in CInput GUIM_MOUSE_PRESS_LEFT from
4113aa0a36.
Refs unintentionally copied DrawCall cache due to GetSetting copying in
c19f3608a5, fixed in 8f4f8e240f.
Differential Revision: https://code.wildfiregames.com/D2215
This was SVN commit r22765.
The class didn't leak the m_Wrapped gloox Jingle for this program since
it's not set to owned, and it's not set to owned because gloox deletes
it.
It would have leaked if some other app would have used glooxwrapper with
owned = true, if gloox has a situation for that.
Differential Revision: https://code.wildfiregames.com/D2090
This was SVN commit r22764.
Use references instead of copies for obtaining the font in SetupText().
Differential Revision: https://code.wildfiregames.com/D2214
This was SVN commit r22761.
Stops copying the CStrW each time a sound is played by using the
reference GetSetting variant.
Differential Revision: https://code.wildfiregames.com/D2209
This was SVN commit r22756.