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.
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.
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.
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.
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.
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.
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#5930Fixes#5927
Differential Revision: https://code.wildfiregames.com/D3396
This was SVN commit r24675.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.