Commit Graph

7503 Commits

Author SHA1 Message Date
vladislavbelov 5d2be02f68 Optimization for include resolving in PreprocessorWrapper.
Reduces the number of copying and decreases the computational
complexity.

Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D3439
This was SVN commit r24740.
2021-01-20 23:05:15 +00:00
Angen 3991dd6c38 Fix incorrect user identifier used in 0342f01580
iq uses lowercased version of user name, but patch was saving raw one.
Found by: @Freagarach
This was SVN commit r24733.
2021-01-20 19:54:16 +00:00
vladislavbelov 9df127f9d1 Removes shader code duplication to calculate LOS.
Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D3428
This was SVN commit r24732.
2021-01-20 18:46:32 +00:00
Angen 1a8de6d2b8 Hide ip and port from users until they want to join, add optional password
Current issue with the lobby, is that we make ips of hosts public for
anyone to read. This patch consists of 3 parts.
1.) Removing ips and ports from lobby javascript
2.) Removing need of script on the server to attach public ips to game
stanza by asking the host using xmppclient as proxy.
3.) Implementing password protected matches, to deny this information to
not trusted players.

Further description:
Do not send ports and stunip to the bots.

Removed from stanza.
Do not send ip to the lobby.

Removed from mapping gamelist from backend to gui (still on the backend
side, because it is done by script on 0ad server).
Get ip and ports on request when trying to connect.

On the host side, ask stun server what is host's public ip and remember
it.
On the client side, send iq through xmppclient to the hosting player and
ask for ip, port and if Stun is used, then if answer is success,
continue
   with connecting, else fail.
Add optional password for matches.

Add password required identifier to the stanza.
Allow host to setup password for the match. Hash it on the host side and
store inside Netserver. If no password is given, matches will behave
as it is not required.
On the client side, if password for the match is required, show
additional window before trying to connect and ask for password, then
hash it
and send with iq request for ip, port and stun.
Server will answer with ip, port and stun only if passwords matches,
else will asnwer with error string.
Some security:
Passwords are hashed before sending, so it is not easy to guess what
users typed. (per wraitii)
Hashes are using different salt as lobby hashing and not using usernames
as salt (as that is not doable), so they are different even typing the
same password as for the lobby account.
Client remembers which user was asked for connection data and iq's id of
request. If answer doesn't match these things, it is ignored. (thnx
user1)
Every request for connection data is logged with hostname of the
requester to the mainlog file (no ips).
If user gets iq to send connection data and is not hosting the match,
will respond with error string "not_server".
If server gets iq::result with connection data, request is ignored.

Differential revision: D3184
Reviewed by: @wraitii
Comments by: @Stan, @bb, @Imarok, @vladislavbelov
Tested in lobby

This was SVN commit r24728.
2021-01-20 18:31:39 +00:00
wraitii cd97df87e9 Fix instacrash when saving a game & serialization fails for "no Deserialize"
9fc6c3c897 stopped supporting components with a non-null Serialize() and
a null Deserialize().
Unfortunately, these throw exceptions and it appears we have codepaths
that don't handle these exceptions (possibly all of them). Since this
error is likely, and easily fixable, and doesn't actually _crash_, I'll
issue a LogError for now.

This will possibly help modders update to A24.

Differential Revision: https://code.wildfiregames.com/D3422
This was SVN commit r24720.
2021-01-20 08:16:34 +00:00
Stan 19eb21b647 Lower rolloff so that players that play from very high still hear sound.
Reported by: @ValihrAnt,  @Feldfeld
Discussed with: @Samulis
Refs: https://code.wildfiregames.com/D3108 / 876f6d5e50

This was SVN commit r24712.
2021-01-19 22:40:56 +00:00
vladislavbelov 7c3e885cef Implements binding a float array as a uniform input.
This was SVN commit r24711.
2021-01-19 19:57:31 +00:00
vladislavbelov 5cbf8f04ec Removes code duplications for binding shadows to shaders.
This was SVN commit r24710.
2021-01-19 19:19:04 +00:00
wraitii 9d82ae15af [gameplay] Fix chasing range cavalry
This fixes chasing, particularly chasing ranged cavalry.

- Standardise the range of melee cav to 4.
- Decreases the speed of ranged cavalry slightly to make melee cavalry a
better counter & reduce the ability of ranged cavalry to dominate an
area.
- Fix UnitMotion to better chase units, by increasing direct-range
distance and making "from scratch" short paths recompute better paths
(by increasing the search range).
- Gives some free rotation time for slight angles to units. Angles below
30° take no time to rotate towards. Chasing units that recomputed a lot
of paths could be slowed down substantially by minute angle differences.

Fixes #5936

Differential Revision: https://code.wildfiregames.com/D3402
This was SVN commit r24708.
2021-01-19 19:09:55 +00:00
wraitii bc7977946b Fix missing const in f737831167
This was SVN commit r24707.
2021-01-19 18:59:46 +00:00
wraitii f737831167 Use UnitMotion to predict target position in Attack.js to prevent 'dancing'
Attack.js can use UnitMotion to calculate the position of the unit in
the future, accounting for odd movements such
as zigzags, turnarouds and early stops (to the extent of the current
order).
This improves the resilience of units against the 'dancing' trick.

The linear interpolation is kept as a failsafe and to avoid an edge case
in the new prediction code.

Patch by: bb
Refs #5106

Differential Revision: https://code.wildfiregames.com/D3225
This was SVN commit r24701.
2021-01-19 15:59:03 +00:00
wraitii 876ac2fead Prevent double-click when moving the mouse.
SDL 2.0.9 introduced a 32-pixel leeway for double clicks to register,
which makes it possible to trigger "select all units of the same type"
behaviour while trying to select different units that are close by.

This effectively reverts that by setting the "hint" to 1.

Fixes #5920

Differential Revision: https://code.wildfiregames.com/D3420
This was SVN commit r24698.
2021-01-19 13:13:00 +00:00
Stan 483cef87d4 Fix 3872ee43b5 and 768c84aa46
Tested by: @Langbart
Fixes: #5934

Differential Revision: https://code.wildfiregames.com/D3409
This was SVN commit r24682.
2021-01-18 12:16:27 +00:00
wraitii d0a42f2f00 Further Hotkey fixes.
12cceed3d9 broke meta-key releases. This fixes that.
Also fix a much older issue where pressing new keys would not release
less specific hotkeys.

Add tests.

Reported by: Imarok
Tested by: langbart
Fixes #5930
Fixes #5927

Differential Revision: https://code.wildfiregames.com/D3396
This was SVN commit r24675.
2021-01-18 10:58:16 +00:00
Stan 3872ee43b5 Fix 768c84aa46 style, add tests.
Patch by: @bb
Small fixes by: @Stan
Reviewed by: @vladislavbelov
Differential Revision: https://code.wildfiregames.com/D3103
This was SVN commit r24665.
2021-01-17 15:44:14 +00:00
Stan 4c4da81cc4 Fix no pch build.
This was SVN commit r24664.
2021-01-17 15:40:10 +00:00
vladislavbelov 57389cb9cb Partly restores the requested functionality to hide skies removed in 78d4dd0109.
This was SVN commit r24662.
2021-01-17 13:28:37 +00:00
vladislavbelov 1cb4ee1634 Combines terrain and units ambient colors into the single color.
Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D3237
This was SVN commit r24661.
2021-01-17 13:10:00 +00:00
vladislavbelov 6ddbf75db1 Increase PMP version for checkrefs.pl after 2f8c7cf575.
This was SVN commit r24660.
2021-01-17 11:01:11 +00:00
vladislavbelov 2f8c7cf575 Increases the maps version to 7 for XML and PMP files.
Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D3281
This was SVN commit r24653.
2021-01-17 02:12:04 +00:00
vladislavbelov 4a69e9117e Removes usages of GetRenderPath to checking for support of shaders.
This was SVN commit r24652.
2021-01-16 23:18:56 +00:00
vladislavbelov 78d4dd0109 Removes useless option to show sky
Differential Revision: https://code.wildfiregames.com/D3382
This was SVN commit r24651.
2021-01-16 21:16:31 +00:00
wraitii 1eb342c595 Fix missing 'else return' in isPressed following 12cceed3d9
Reported by Vladislavbelov & nephele

This was SVN commit r24650.
2021-01-16 17:16:02 +00:00
wraitii 55fd2b3441 Fix typos in 12cceed3d9
Fix 12cceed3d9

This was SVN commit r24648.
2021-01-16 15:46:56 +00:00
wraitii 12cceed3d9 Fix hotkeys not releasing properly.
a4852c4c01 changed hotkeys to use scancode, but didn't change g_keys to
reflect that, and this could break hotkey release.
This fixes that by explicitly using scancodes. Note that we might want a
g_keys map in the future, but it seems un-necessary at the moment.

Also remove the last remnants of 'negated' hotkeys, which were disabled
following b995135138.

Tested By: OptimusShepard
Fixes #5922

Differential Revision: https://code.wildfiregames.com/D3379
This was SVN commit r24645.
2021-01-16 15:24:58 +00:00
wraitii e2ff38453f Fix lag on OOS with AIs
Following 9fc6c3c897, the OOS debugSerializer would try to serialize AI
objects entirely. This is extremely slow (might be an infinite loop in
some cases).
Instead, it should print the result of Serialize() in those cases.

(The original idea was that it would print more debugging information,
but in practice it seems to mostly print things that show up when
diffing but aren't actually sources of OOS, so essentially garbage).

Fixes #5917

Differential Revision: https://code.wildfiregames.com/D3361
This was SVN commit r24641.
2021-01-16 10:33:00 +00:00
wraitii 6a67e9a52d Address concerns in 5473393e30 (RL interface)
Fixes 5473393e30.

This:
- Puts RL code under the RL namespace to avoid name collisions
- Avoids usage of new/delete
- Adds more documentation
- Does general cleanup (const-correctness, move semantics, argument
types, early returns...)

Patch by: irishninja
Comments by: Vladislavbelov, wraitii
Differential Revision: https://code.wildfiregames.com/D2947
This was SVN commit r24631.
2021-01-15 16:30:05 +00:00
vladislavbelov 6282960991 Removes useless option for shadows on water
Reviewed By: wraitii
Differential Revision: https://code.wildfiregames.com/D3368
This was SVN commit r24630.
2021-01-15 15:45:39 +00:00
Stan de2b16a904 Prevent the game from playing sounds too often (8 times for a cavalry slaughter animation) and allow for subprops with a different event time to still play the sound at the same as their parent.
Comments by: @Freagarach
Differential Revision: https://code.wildfiregames.com/D3118
This was SVN commit r24629.
2021-01-15 14:34:45 +00:00
vladislavbelov 3dd37c687e Fixes PCH and removes unused warnings after 25332f9b86.
This was SVN commit r24627.
2021-01-15 11:21:24 +00:00
vladislavbelov b1a89fbd89 Replaces UNICODE characters in the code by consistent ASCII characters.
Beside consistency improves reading for such console tools like svn diff
or vim diff.

This was SVN commit r24625.
2021-01-15 10:07:36 +00:00
wraitii 0944856cc1 Allow hotkeys/config settings to be empty.
This changes ConfigDB to support empty settings, marked with `= ""`. It
also changes hotkey to handle unused hotkeys, but stil have them appear
in the hotkey editor.
Fixes an issue where the current editor would bug when saving an empty
hotkey.
Removes the old system for unused hotkeys, adjust hotkey files
accordingly.

Reported by: FeldFeld
Differential Revision: https://code.wildfiregames.com/D3307
This was SVN commit r24618.
2021-01-15 08:05:10 +00:00
wraitii 292d2c5d19 NetClient: don't LOGERROR when flushing messages while disconnected.
The NetClient code is now threaded, and this means it can try to flush
messages while 'knowingly' being disconnected.
This can be avoided by storing some state in NetClientSession

Improves 2d40068cd1, refs #3700

Differential Revision: https://code.wildfiregames.com/D3352
This was SVN commit r24616.
2021-01-15 07:54:55 +00:00
wraitii 6fa478e31a Fix common OOS following 7460d0e56e.
7460d0e56e uses a GCHashTable to recognize objects. However, It should
have used MovableCellHasher to maintain a stble hashmaps when GC
pointers change.

Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D3363
This was SVN commit r24610.
2021-01-14 20:08:32 +00:00
vladislavbelov a9c27b412b Removes CPU lighting after no FFP
Comments By: Stan
Differential Revision: https://code.wildfiregames.com/D3346
This was SVN commit r24599.
2021-01-13 21:03:55 +00:00
vladislavbelov 6f3b4b31fd Removes GLSL shaders code duplication for fog and shadows
Comments By: Stan
Differential Revision: https://code.wildfiregames.com/D3340
This was SVN commit r24598.
2021-01-13 20:44:27 +00:00
wraitii 6ed6dcdfd9 Fix xmlvalidator following a4852c4c01
The xmlValidator complained about GUI pages.
ff924aaffc missed that script.

Fixes #5912

Differential Revision: https://code.wildfiregames.com/D3349
This was SVN commit r24594.
2021-01-13 10:33:01 +00:00
vladislavbelov e5cbd3decd Removes unused GL texture properties after removed FFP.
This was SVN commit r24577.
2021-01-12 23:18:29 +00:00
vladislavbelov f1a3b446f7 Removes the unused terrain rendering function after removed FFP.
This was SVN commit r24576.
2021-01-12 23:14:08 +00:00
wraitii 7460d0e56e Revert dad2857538 / Keep track of serialized objects using a GCHashTable
This reverts dad2857538. That diff had two issues:
- It modifies the JS objects, which means subsequent serialization in
quicksave are 'dirty'.
- It doesn't work with non-extensible objects. That's rather annoying,
and has already caused problems.
It also revert f0faab7a42, which was necessary because of the second
issue.

Fixes #5908

Differential Revision: https://code.wildfiregames.com/D3336
This was SVN commit r24563.
2021-01-12 18:43:45 +00:00
wraitii 78764926f8 Fix 9fc6c3c897 - Set entity/template before deserializing.
Following 9fc6c3c897, components Deserialize() was called before
entity/template were set, which is incorrect.

Refs #4698.

Differential Revision: https://code.wildfiregames.com/D3337
This was SVN commit r24561.
2021-01-12 16:15:40 +00:00
vladislavbelov 63975ef977 Fixes include for 25332f9b86, map > unordered_map.
This was SVN commit r24554.
2021-01-12 07:49:48 +00:00
vladislavbelov 25332f9b86 Adds #include directive support to shaders
Comments By: Stan, wraitii
Tested By: Freagarach, Stan
Differential Revision: https://code.wildfiregames.com/D3030
This was SVN commit r24553.
2021-01-11 23:23:30 +00:00
Stan 205486d6f3 Fix sound errors when no sound card is detected.
Based on a patch by: @Imarok
Refs: #3285

Differential Revision: https://code.wildfiregames.com/D1481
This was SVN commit r24551.
2021-01-11 18:56:33 +00:00
Imarok 687a9335f0 Remove cache detection
Reviewed by: wraitii
Fixes: #4360
Differential Revision: https://code.wildfiregames.com/D3165
This was SVN commit r24550.
2021-01-11 17:30:16 +00:00
Freagarach 1c505439f7 Fix some C++-style notes from b5df81af76.
/ b5df81af76

Differential revision: D3096
Reviewed by: @vladislavbelov, @wraitii
Comments by: @Angen, @Stan
This was SVN commit r24542.
2021-01-11 11:26:31 +00:00
wraitii 5ee8354e99 Fix windows SEH hook when crashing in an std::thread
Follows 107d3d461f and other 'pthread->std::thread' diffs.

Windows uses Structured Exception Handling to allow reporting errors
(both C++ and hardware) nicely. This works by wrapping the code in a
__try __catch block.
The pthread wrapper did this automatically, but we now need to do it
explicitly for std::thread.

Tested by: Stan
Differential Revision: https://code.wildfiregames.com/D3261
This was SVN commit r24530.
2021-01-10 08:39:54 +00:00
wraitii 2d40068cd1 Thread the NetClient session.
This threads the netclient session, which avoids timeouts when the
main-thread is not polling (map creation, very long simulation frames).

Unlike the NetServer, which should be as independent as possible from
the main thread, the NetClient is fundamentally tied to the game thread.
Therefore, this only threads the session object.
To ensure good performance and ease-of-use, lock-free queues for
in/out-going messages are used.

This fixes artificial timeouts, while also improving actual ping reports
(since frame-time is no longer a factor).
It effectively reverts D1513/eda236522c and 2e7e1c0b2b, all hacks around
lag-timeouts (and bits of 1a3fb29ff3).

Based on a patch by: Stan
Comments by: Vladislavbelov
Fixes #3700, refs #3373

Differential Revision: https://code.wildfiregames.com/D2848
This was SVN commit r24518.
2021-01-06 15:26:11 +00:00
wraitii 8ae3c09dc0 Fix renderer crash in GCC 7.5.
The 'arena' allocator does not take memory alignment into account, which
can result in crashes at -O3 with gcc 7.5 (presumably because of SSE
instructions).

This accounts for alignment issues, fixing the issue.
Also do various cleanup in lib/allocators.

Reported by: Bellaz89, Freagarach
Comments by: vladislavbelov
Differential Revision: https://code.wildfiregames.com/D3181
This was SVN commit r24517.
2021-01-06 14:56:17 +00:00
Stan b5243cd574 Fix compilation error on FreeBSD. MAP_NO_RESERVE was never implemented, and as such had no effect there.
Reported by: @madpilot
Refs: https://reviews.llvm.org/D7485, #5255

Differential Revision: https://code.wildfiregames.com/D1594
This was SVN commit r24513.
2021-01-05 19:06:36 +00:00