Commit Graph

8638 Commits

Author SHA1 Message Date
wraitii a3ce07c3bb const {} bool 2024-12-01 09:47:01 +01:00
Lancelot de Ferrière def0f57365 Try to anticipate unit collisions to improve pathing 2024-12-01 09:47:01 +01:00
Ralph Sennhauser 7aa5890236 Fix getting host jid after 0a455fbe2d
During the removal of glooxwrapper the function GetJID was mapped to
getID. This results in NetClient querying for host jid not getting the
right value which prevents hosting a game in the lobby.

Reported-by: Dunedan
Refs: #7203
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2024-11-29 05:50:16 +01:00
phosit 32b26e6d0c Remove unused delta in Camera.cpp
The variable was introduced in 5470eff53c but never used.
2024-11-25 21:23:05 +01:00
Ralph Sennhauser 0a455fbe2d Remove glooxwrapper
This wrapper was meant to support multiple C++ ABIs with a single
pre-built gloox library wrap as a C library. A new ABI change was
rejected a few years back, so this will probably take a while for it to
be on the table again. With the bug tracker and mailing list currently
unavailable and known TLS issues we might have replaced gloox by then
anyway.

Supporting multiple ABIs with the current setup isn't an issue either
and is already done for 32bit vs 64bit ABI on Windows.

Therefore use gloox types directly in lobby code instead of wrapper
types and delete the wrapper and build-integration.

Migrate to override where applicable, as it helped avoid subtle
differences in signatures and finding missing inheritance of LogHandler.

Finally use version check instead of os check to work around Windows
using the 1.1 development branch instead of releases.

Fixes: #7198
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2024-11-25 20:01:00 +01:00
Ralph Sennhauser 49507c04e0 Make failed audio device query non fatal
Querring the audio device name may fail. The name is only used for the
sake of logging it for debugging. Avoid querry failure to be fatal and
insted just log the issue.

Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2024-11-21 15:08:04 +01:00
Ralph Sennhauser bb1910ff4c Fix segfault with openal-1.24.0
With version 1.24.0 alcIsExtensionPresent() has dropped case insensitive
string comparison [1], use upper case names.

The internal strings are uppercase since the first git commit importing
openal 17 years ago.

[1] upstream commit 785f794141d62a4c308db26aa4a4819e6a92525e

Report: https://wildfiregames.com/forum/topic/125203-crash-on-start-due-to-soundmanager
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2024-11-21 15:08:03 +01:00
phosit f8afd49ae1 Return by value from CCamera::GetScreenCoordinates
Pack the two `float`s in to a `CVector2D`.
Rename some variables to not use underscore.
2024-11-17 20:27:58 +01:00
phosit 998dc30b6d Return by value from CCamera::BuildCameraRay
Some return values can be assigned to a `const auto`, somewhere `dir` is
mutated so the whole result has to be assigned to a non `const` variable
and once only dir is used, so structured binding isn't used there.
2024-11-17 20:27:58 +01:00
phosit cf92c20020 Return by value from CCamera::GetViewQuad
Remove some temporaries by passing the return value directly to
range-based for loops.
2024-11-17 20:27:58 +01:00
Itms 5ed3a54603 Do not pin or atomize ParamNode strings
When building a JS::Value from CParamNode, strings have been "interned"
since the conversion was written in dd501b2a5a. This means that the JS
string object could be used outside a JS realm, and also that those
strings could be compared efficiently instead of char-by-char.

This was unnecessary, and the only place in the code where we used
"interned" strings. The upgrade to SpiderMonkey 45 (64b477625d) changed
the name of related methods, and some of them are removed from the
public API in SM 102, so stop pinning and atomizing those strings.

Additionally, the switch of CParamNode to utf8 in 35ed55cfd6 missed one
of the two utf16 handlings, so fix that as well.
2024-11-17 18:59:48 +01:00
phosit 48d1b7586d Clear modsToInstall earlier
Dataflow is now more clear.

The `std::vector` is cleared earlyer, so there is a bit less memory
used.
2024-11-17 18:03:49 +01:00
phosit 3c8f6762c8 Change flags to a single bool
In `RunGameOrAtlas` only one of thous flags is used. Using a `bool` is
simpler and less error-prone.

Also reset the variable earlier, so it's easyer to reason about it.
2024-11-17 18:03:49 +01:00
phosit 31d9b0ed05 Make the TaskManager a automatic livetime object
This way the destructor can be used for cleanup.
2024-11-17 18:03:49 +01:00
phosit 256152df6d Add CXeromycesEngine
This way the destructor can be used for clean up and `Singleton` can be
used.
2024-11-17 18:03:49 +01:00
phosit 400878b374 Include utility in Future.h
Fix building without precompiled headers.
Defect introduced in 778972602a
2024-11-14 19:25:28 +01:00
trompetin17 4e98704b71 fix Propagation mousewheel event in game
Propagation mousewheel event was introduce to have the opportunity to
parent handle this event if an only if the child doenst handle and the
parent set a handler for that event.
The error foundedd by elexis inside a game relay on the message waw
propagated outsie IGUIObjects to CGUI.cpp that shouldnt be at the
beggin. I forget to stop the propagation when all objects in the tree
was validated, because of that the message was propagate to CGUI.cpp
andd then hanle by camera.
the fix suggest to only propagate the event in the GUI tree, not outside
the GUI tree
2024-11-12 15:03:28 -05:00
trompetin17 73a3602475 Fix GUI Action on MouseWheel events
Now that we are propagating mousewheel events to parent we need to
explicitly mark that the event was handle in JS and shouldnt be handle
by parent.
this error was informed by Elexis
2024-11-12 15:01:44 -05:00
trompetin17 8c250568e7 Add scrollpanel widget
This PR introduces a new ScrollPanel component with the following
capabilities:
- Scroll Orientation Support: Allows scrolling in horizontal, vertical,
  or both directions, providing flexibility for different use cases.
- Partial Object Rendering: Supports partial rendering of objects that
  are only partially visible within the scroll boundaries, improving
  visual accuracy and performance.
- Boundary-Constrained Mouse Interaction: Handles mouse events strictly
  within the panel's visible boundaries, preventing interaction with
  objects outside the scrollable area.
- Minimum Internal Size (min_width, min_height): Introduces support for
  virtual space management, allowing the panel to maintain a minimum
  internal size independent of its actual on-screen dimensions. Even
  when the panel is resized, this ensures that the content respects a
  defined virtual space (with min_width and min_height), effectively
  simulating a larger internal canvas. This is particularly useful for
  large content or scenarios where a more extensive scrollable area is
  required than the current visible panel.
2024-11-12 15:01:42 -05:00
phosit 581f4af012 Allow the future request stop from the callback
In `Future` there is a notion of cancelation / stop-request. The task
callback doesn't have such a notion.
Some tasks (like the map-generation) are stopable. It did that in a
thread unsave way.

A task is canceled when the future is destroied or when `CancelOrWait`
is called on it.
2024-11-10 20:38:37 +01:00
Vladislav Belov 9094c3adb0 Batches update and upload passes for model renderers. 2024-11-08 13:57:57 +01:00
Vladislav Belov 0a6703762d Removes hardcoded Vulkan uniform descriptor set ranges. 2024-11-06 23:24:22 +01:00
Vladislav Belov 3a01d852e2 Adds binding slot type to Vulkan shader program. 2024-11-06 19:09:22 +01:00
Ralph Sennhauser 50aae8763f Improve script generating glad headers
The script assumes glad got cloned into glad subdirectory. This is the
case if you follow the procedure outlined in the README, however if you
are using system glad or or glad installed via pip this assumption
doesn't hold.

Therefore relax the requirement on where to get glad from. While at it
add shell option errexit and make the script callable from repository root.

Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2024-11-06 16:35:57 +01:00
Vladislav Belov eecc5a8fea Updates the list of GL extensions for glad. 2024-11-03 20:35:28 +01:00
Vladislav Belov ff923e5d6a Adds a patch to automatically apply the macOS fix to glad after its generation. 2024-11-03 20:26:13 +01:00
Stan 1a216cb848 Fix compilation on other platforms after 67464ebbaa 2024-11-03 10:57:11 +01:00
Vladislav Belov 3c124ecd63 Removes vertex attribute name strings after aba7a170d9. 2024-11-01 20:08:06 +01:00
Stan 361a32a7e5 Fix parameter typo in GL backend 2024-11-01 13:30:12 +01:00
Stan 6d12d25348 Replace usage of OSString().c_str() by OSString
Fixes #6604
2024-10-28 16:35:49 +01:00
trompetin17 ff28ac36a6 Tooltip set like ghost
Tooltip shouldnt receive any mouse event direct, there is a edge case
when you have a big tooltip and the object that need that tooltip is in
the bottom left, at this moment tooltip is in the same position of the
mouse, current code was returning the tooltip, and the code hide the
tooltip, and find again there is another object that needs the tooltip
and show again. To fix this is just than simple to set a tooltip like
ghost because shouldnt receive any mouse event.
2024-10-27 17:18:42 -05:00
Vladislav Belov 2b324fdd94 Avoids recalculating Vulkan pipeline state in case of the same desc. 2024-10-25 21:23:47 +02:00
Dunedan d9740858f7 Look up location of spirv-reflect only once
Instead of looking up the location of spirv-reflect for every shader,
this is now being done once and cached for all shaders. This results in
shader compilation being slightly faster.
2024-10-25 09:24:43 +02:00
Dunedan cdd2f3636a Use spirv-opt to strip debug info
Instead of compiling SPIR-V shaders twice, once with debug info and once
without, this uses `spirv-opt` to remove the debug info from the SPIR-V
shaders with debug info. This results in notable performance gains, as
stripping the debug info from existing shaders is much faster than
compiling them.

As a result of this change the contents of the non-debug shaders change
once. That's because shaders with debug info contain much more
instructions and therefore more result ids. Stripping the debug
info from shaders results in different result ids being used as when
generating ones without debug info. While that doesn't result in a
difference in the functionality of the shaders, it's a difference in
their binary representation, causing their content hashs and therefore
file names to change. After that one-time change the result ids are
reproducible again.
2024-10-25 08:26:54 +02:00
Ralph Sennhauser a9241f4cc7 Use std::placeholders for json_spirit
"bind.hpp" was moved in boost-1.39. [1]

Placeholders were moved in boost 1.60. [2]

Since boost 1.73 placeholders defined in global namespace are
deprectared. [3]

Boost 1.76 added support for using std::placeholders with
boost::bind. [4]

This change uses the new, cough, location of the header and
std::placerholders for boost 1.76 plus to silence the deprecation
warning there.

Following commits are from https://github.com/boostorg/bind.git
[1] 8f507b9aeca643ca78e6a712b6d300720627c0ed
[2] db56733e4ed2125944b89e01cf36a9e451dd36f5
[3] 2797f0dc33caaae126a416bf613bd11267ba3353
[4] c85b31e3d200dda2a73cf0027a82c6d8e29066f8

Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2024-10-24 19:53:23 +02:00
real_tabasco_sauce 8d78e3165b Rename TeamPlacement -> PlayerPlacement 2024-10-23 18:37:35 +02:00
Dunedan 6eb9a3308a Define VkDescriptorType enum only once
Instead of redefining the VkDescriptorType enum for every shader, only
define it once. This avoids unnecessary computation and slightly
increases performance.
2024-10-21 09:02:38 +02:00
Vladislav Belov 5a5d518c28 Cleans up code after renaming HWLightingModelRenderer to CPUSkinnedModelRenderer. 2024-10-19 23:24:40 +02:00
Vladislav Belov 63faea7153 Renames HWLightingModelRenderer to CPUSkinnedModelRenderer. 2024-10-19 22:59:50 +02:00
Vladislav Belov 960b3180e5 Reduces code duplication for Vulkan pipeline state binding. 2024-10-19 19:58:03 +02:00
Vladislav Belov 4f7f2e056c Fixes water foam texture size after scale. 2024-10-19 01:21:50 +02:00
Vladislav Belov 3eb1da6e5c Fixes incorrect Vulkan buffer usage enum name. 2024-10-19 00:13:50 +02:00
Vladislav Belov 5e4b3f84b6 Fixes Future usage in CCmpPathfinder after 0eed117e6d. 2024-10-18 22:46:08 +02:00
Ralph Sennhauser b1f0ebda41 Fix wxString to std::string conversion in Atlas
At least on Linux this resulted in the help menu in Atlas not being
populated. This fixes the issue.

Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2024-10-18 19:30:26 +02:00
Ralph Sennhauser 7e22cbf28f Add missing headers to tests
Fixes no-pch build.

Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2024-10-18 17:27:48 +02:00
Dunedan 20cef3bce0 Fix compiling SPIR-V shaders on Windows
b2cdb1e6b4 broke compiling of SPIR-V shaders on Windows, as the output
of `spirv-reflect` contains CRLF as line separators there. This commit
fixes that.
2024-10-18 16:50:31 +02:00
Dunedan 0bbd2ad7dd Improve linting of PO files
During the mogration to git e9d1cb6cc7 removed the
`lint-translations.sh` script which was used together with
`check_translations.py` to lint POT- and PO-files. By doing so it
removed a valuable option to find problems in translations.

This commit undos that by merging the functionality of the removed
`lint-translations.sh` and `check_translations.py` into the latter
one. The new logic is easier to maintain, produces less false-positives
and has some unit test coverage.
2024-10-17 19:23:50 +02:00
Dunedan b2cdb1e6b4 Improve YAML loading performance using libyaml
This adds optional support for loading the YAML reflection data using
`libyaml`, which is faster than PyYAML's pure Python implementation.
2024-10-17 17:52:08 +02:00
Dunedan 92df50f36c Improve formatting for SPIR-V tools README 2024-10-17 17:51:56 +02:00
Dunedan 8e6cac8744 Deduplicate SPIR-V shaders across programs
This drops the program name from the SPIR-V shader file name, which
allows deduplicating shaders belonging to different programs. While that
has no significant impact on compilation performance it reduces the
number of required SPIR-V shaders.

One downside this has it that it's not directly visible from the file
name of a shader anymore to which program it belongs.
2024-10-17 17:02:22 +02:00