CConfigDB is no longer a singleton, and its members are no longer
static.
This makes it possible to have several instances of it, useful for
testing of if we ever want to have different config profiles.
Also updates hooks to delete themselves on destruction, to fit a more
natural RAII pattern. Long-lived objects must take care to destroy hooks
before ConfigDB is reset.
Differential Revision: https://code.wildfiregames.com/D3866
This was SVN commit r25326.
It's currently possible to trigger ENSUREs in the code if loading empty
groups, which is easy enough with LOD and shouldn't happen.
Recover gracefully from these errors instead.
Differential Revision: https://code.wildfiregames.com/D3888
This was SVN commit r25320.
This patch is increasing contrast of player colours used on minimap in
minimap component instead of changing player colours themselves to not
mess with other cases, when they are used.
Differential revision: D3242
Comments by: @vladislavbelov, @ValihrAnt, @Freagarach
This was SVN commit r25312.
Emplace does not replace existing element, insert_or_assign does.
While at it:
- Clean up the 'outdated' logic and reuse it for actors
- When an actor fails to load, return a placeholder. This improves
hotloading of broken actors, and makes Cunit behaviour more predictable.
- Some minor cleanup
Reported by: Stan
Fixes#6157
Differential Revision: https://code.wildfiregames.com/D3882
This was SVN commit r25308.
To render models, we need to know the maximum bounds it takes over the
course of an animation. This depends only on the ModelDef and the
AnimationDef (and thus the SkeletonDef).
Currently, we recompute this data for each model, which is inefficient.
Caching it in ModelDef is faster, particularly avoiding lag spikes at
game start on some maps.
The animations are referred by a unique ID to avoid pointer-related
issues. I would have preferred weak_ptr, but that cannot be stably
hashed for now.
While at it, switch to unique_ptr/vectors.
Differential Revision: https://code.wildfiregames.com/D2967
This was SVN commit r25306.
Infinite loop will instead trigger JS exceptions, which will make error
reports much nicer.
Differential Revision: https://code.wildfiregames.com/D3851
This was SVN commit r25280.
(Follows 76acc4e146 where I deleted actor.rnc)
This deletes the .rnc validation files, upgrading the .rng files to
being the source of truth.
- The engine uses, via LibXML2, .rng files to validate XML schemas, to
the .rnc files are redundant.
- The RelaxNG "Compact" format is a DSL for the RelaxNG XML format. Its
syntax is unique, unlike .rng files which are XML.
- Some errors are likely - I'm not sure anyone has converted the compact
files in years.
- The tool to generate .rng from .rnc files is trang
(https://github.com/relaxng/jing-trang), which runs on the JVM and is
quite annoying to install compared to "your usual text editor".
- The JS components use the full .rng format in XML, so editing this
format is already familiar to most people that mod the game.
The .rnc files were added in 2c9939ac74 along the .rng files.
Refs #413, #245
Differential Revision: https://code.wildfiregames.com/D3824
This was SVN commit r25258.
Essentially reverts D1918 / d592bf9cb6.
Instead of copying path requests to workers, setup the result vector,
then setup an index, and compute 'in-place'.
To send messages, the result vectors are read in order. This makes the
order trivially constant no matter how many workers there are, and the
architecture overall makes it much easier to efficiently paralellise.
Tested by: Langbart, Stan
Differential Revision: https://code.wildfiregames.com/D3849
This was SVN commit r25256.
Components have some initialisation-order dependency. They could also
have destroy-order dependency, and from a RAII-like point of view, it
makes sense to do this.
Differential Revision: https://code.wildfiregames.com/D3843
This was SVN commit r25251.
This changes ParamNode to use UTF8 values internally (XMB files are UTF8
since cb9d0733ef).
This removes the need for a lot of conversions, speeding things up and
allows cleaning up the validator interface & a few other callsites.
ConstructJSVal could be a tad slower because of UTF8->16 conversions
within Spidermonkey; but the difference is unlikely to be noticeable in
practica.
Also:
- Changes `ToXML` to `ToXMLString` for clarity.
- Add a simple "op" test & show a particular behaviour of merge nodes
that I intend to change somewhat in D3830.
- Remove Component.h from simulation2 PCH - brought in too much.
Tested by: langbart
Differential Revision: https://code.wildfiregames.com/D3834
This was SVN commit r25228.
Two issues:
- The wstring_view was created on a temporary string - the data got
overwritten sometimes.
- there was some weird UTF16->UTF8 conversion going on.
Reported by: langbart
Differential Revision: https://code.wildfiregames.com/D3828
This was SVN commit r25226.
This finishes 7c04ea0211 and 1b67a079fb.
GUI Proxy objects are now easier to specialize, code duplication is
reduced, code is made safer.
In details:
- the proxy private is always the IGUIObject* pointer
- the private data is accessed through a safer wrapper
- CreateJSObject returns an opaque type to allow easier extension &
prevent errors.
- The implementation of CreateJSObject is moved near the GUI Proxy
template instantiation, and both are wrapped in a convenient macro (this
makes it so that if you use the macro, you can't forget to overload the
method, and vice-versa).
- The common IGUIObject JS interface no longer needs to be repeated.
- All specialisations are again put in the same file, for improved
compile-time & clarity, given there are so few lines now.
- While at it, implement toSource which makes it possible to `uneval`
components (does the same as toString though).
Differential Revision: https://code.wildfiregames.com/D3826
This was SVN commit r25225.
This allows empty actor files -> they map to a dummy object that renders
nothing.
The use case is automatically hiding objects at lower quality levels &
LOD settings.
Differential Revision: https://code.wildfiregames.com/D3819
This was SVN commit r25224.
- Allows compositing any two templates in TemplateLoader, and not just
filters: 'A|B|C' is now valid for any template A, B and C.
- Allows parents to be composited paths 'A|B|C'. In such a schema, if A
or B themselves specify a parent, the actual composition becomes
A|pA|B|pB|C and so on.
This allows, by leveraging the common schema of our entities, to reduce
duplication.
For convenience, templates in "special/filters/" and "mixins/" can be
included by their direct name. Others have to be completely specified.
See the two provided cases for examples:
- 'hoplite' becomes a mixin that can be used to apply the Phalanx
formation
- 'builder' becomes a mixin that can be give a template the ability to
build the standard structures, and gives the 'Builder' identity class.
This also allows deduplicating that list of tokens.
Update checkrefs & swap std::map for std::unordered_map in
TemplateLoader.
Differential Revision: https://code.wildfiregames.com/D3801
This was SVN commit r25223.
Fixes 76acc4e146 (and some 2007-2010 commit).
ObjectManager needs the Simulation to be initialised, thus needs to come
after it in the class.
Tested by: langbart
Differential Revision: https://code.wildfiregames.com/D3827
This was SVN commit r25222.
An actor file, as referenced by the VisualActor, can now define
different actors for different "quality level" setting.
In this initial version, the quality is handled directly by the object
manager.
Actor format impact:
- '<qualitylevels>' may be used as the root node, containing actor nodes
as children.
- such actor nodes can refer to a file, or to an inline actor, or
simply be inlined.
- such actor nodes may have a 'quality' attribute, specifying the
maximum quality level of this actor. By default, 255 (the maximum) is
implied.
- The actor format remains valid, but 'groups', 'variants', 'material',
'castshadow' and 'float' can be given a [minquality, maxquality[ range
via XML attributes. Outside of this range, the XML node is ignored
(making it possible to define, in a single actor file, several quality
levels).
Quality is a 0-255 value, with:
- Range 0-99 intended for lower level-of-detail actors (billboards,
etc.)
- Range 100-200 the 'normal' range for models. 100 is "low", 150
"medium", and 200 "high".
- Range 201-255 used for higher quality actors that might be used for
e.g. cinematics.
The range is wide to make it easier to add intermediate levels in the
future and it seemed easier given that an integer value of some kind was
required anyways.
Engine impacts:
- A new CActorDef class is introduced, wrapping an art/actors XML file
and its different quality levels. ObjectBase remains the definition of a
given 'actor', now at a given quality level.
- CActorDef imposes a maximal # of quality level for a particular actor
definition (5 currently).
- CUnit is made to refer to an Actor Definition explicitly, not a
particular ObjectBase.
- As a minor optimisation, variation keys are calculated on
pointer-to-sets-of-selections, instead of raw sets-of-selections, as
this reduces copying.
- some refactoring, including better const-correctness and hotloading
support via std::shared_ptr.
Differential Revision: https://code.wildfiregames.com/D3787
This was SVN commit r25210.
Swap an std::set for an std::vector, the set was useful only in an
earlier iteration of the diff. This fixes nopch.
Differential Revision: https://code.wildfiregames.com/D3790
This was SVN commit r25195.
This basically does two things:
- Allow turrets on moving entities (fixes serialisation in cmpPos).
- Allow an entity to be present on another when the other is created.
That makes it basically a boiled down version of a prior patch, omitting
the part where orders could be passed on.
This does allow e.g. ranged units on chariots that fire while the
chariot moves.
Original diff by: @sanderd17
Redone by: @Stan
Differential revision: D1958
Comments by: @Alexandermb, @Angen, @bb, @Langbart, @Nescio, @Stan,
@wraitii
Refs. #2577 by implementing the entity on platform case.
This was SVN commit r25192.
This is necessary following 2d53308e1b, which now handles key-up in
input to prevent hotkeys from firing then.
Hotkeys are a global system, which means opening e.g. the chat window or
the summary does't reset things. If you press "S" to scroll the in-game
camera down, then press 'return' to open the chat, the camera keeps
scrolling down. Following 2d53308e1b, it never released since it never
got the keyup.
To handle this nicely, we need to explicitly clear hotkeys when input
boxes get focus (respectively the console).
Differential Revision: https://code.wildfiregames.com/D3797
This was SVN commit r25186.
The motion manager introduced in bae258f9a1 makes 'chasing' (e.g. an
entity targeting another entity, which also applies to fleeing)
behaviour symmetrical: both units see the initial state instead of it
being ID-dependent.
This allows removing hacks introduced in 6a66fb8205 (and refined in
7b88b1a0f9).
Differential Revision: https://code.wildfiregames.com/D3785
This was SVN commit r25185.
This implements a form of crowd movement that I've generally called
'unit pushing' in the last few years.
Essentially, any two units will push each other away when they're too
close. This makes it possible to ignore unit-unit obstructions, and thus
makes movement much smoother in crowds.
This first iteration of this system only allows pushing between idle
units and between moving units (i.e. a moving unit does not affect an
idle one).
This is because the unitMotion logic to detect it is stuck & needs to
use the pathfinders starts breaking: units can fail to move because they
are pushed away from their intended movement, and the current logic
fails to handle this gracefully.
Thankfully, the most value of this patch in terms of player experience
is found in the improvements to group movements and shuttling.
Other impacts:
- As the short pathfinder is called less often, we can increase the
starting search range & reduce the # of max turns, both improving
collision recovery.
- The performance of idle units is slightly worsened, as they must be
checked for idle-idle collisions. If needed a 'sleeping' system, as used
in physics engine, could be implemented.
- In general, however, expect slight performance improvements, as fewer
short paths are computed.
- Gathering efficiency should increase slightly, since shuttling times
are likely reduced slightly.
- As a sanity change to improve some edge cases (units that say they're
moving, i.e. pushable, but don't actually move), the 'going straight'
logic is turned off if a short path has been computed. This requires a
few cascading changes to work correctly.
Technical notes:
- To reduce the cost of the n^2 comparisons that pushing requires, units
are only compared within a small square on a grid which is lazily
reconstructed each turn. The overhead seems rather small, and this is
much simpler than keeping an up-to-date grid.
- The design is intended to be parallelisable if needed someday.
- The pathfinder's CheckMovement ignores moving units in UnitMotion, as
that is now the spec. Idle units are not ignored, which is required for
the 'collision' detection to work correctly (see above).
Refs #3442 (not fixed - idle units are not pushed by moving units).
Fixes#5084 (the overlap can still happen, but units will push each
other away).
Differential Revision: https://code.wildfiregames.com/D1490
This was SVN commit r25182.
- Fix mistake in 4b46c09222 (similar to one in a4852c4c01) that allowed
hotkeys to fire while typing in the console.
- Prevent Alt+key to fire hotkeys in input boxes & console as that is
often text input.
- Split the hotkey triggering logic in two: a preparatory phase & an
actual firing phase.
This allows the GUI code to check which hotkeys are about to fire and
selectively allow them to go through. This makes it easier to change
hardcoded hotkeys, such as the console toggling one.
Differential Revision: https://code.wildfiregames.com/D3786
This was SVN commit r25180.
Mouse wheel hotkeys behave differently from other hotkeys (mouse
button/keys) in that they are transient: they're always pressed/released
in one go.
As such:
- They shouldn't be added to the stored pressedHotkeys
- They shouldn't be added to active scancodes.
This fixes these issues from 4b46c09222 & also skips un-necessary
processing in those cases.
Reported by: Imarok.
Differential Revision: https://code.wildfiregames.com/D3782
This was SVN commit r25176.
Change the OOS notification logic to remember the OOS-ness of each
client. Reset it on client leave.
The server will thus continue checking for OOS if the OOS-client leaves.
This is convenient to ignore observer OOS, or wait for an OOS player
without restarting the game.
Also add the turn number to the OOS dump, to fix#3348: particularly
following d4c2cf4430 the turn is likely to not be the same between
different clients.
Agree by: asterix
Differential Revision: https://code.wildfiregames.com/D3753
This was SVN commit r25170.
Follows d0a42f2f00.
Because only the most specific hotkeys can be active at any time,
releasing a key may require re-activating less specific hotkeys.
There were two issues with this behaviour:
- It was buggy, as it only checked one active key, when any still active
key can trigger hotkeys.
- "HotkeyPress" and "HotkeyDown" events where sent, as if the hotkey was
pressed, which was unexpected for most code/users (it is unusual to have
a "Press" event on key release).
This fixes these issues by "silently" re-triggering the hotkeys in such
a case. It also makes it easier for JS code to use "hotkeyPress" instead
of "hotkeyDown" for non-continuous behaviour.
Accepted By: nani
Fixes#6123
Refs #6064 (fixes the problem, but not the code weirdness)
Differential Revision: https://code.wildfiregames.com/D3766
This was SVN commit r25169.
d8ea401a95 replaced the ExploreTerritories logic, but I did not account
for the territory grid being N cells wide when the LOS is N+1.
Therefore, we could get out of bounds.
Reported by: Vladislavbelov
Differential Revision: https://code.wildfiregames.com/D3765
This was SVN commit r25161.
Observers no longer lag the game for players. There is still some time
to serialise the game when sending it to a joining observer, and
depending on the chosen 'max lag' the game may stop while observers
sufficiently catch up, but this impact too is reduced.
- Make the NetServerTurnManager ignore players marked as 'observers' for
the purpose of ending a turn, effectively making it possible for
observers to lag without it affecting the players in any way.
- Add a config option (network.observermaxlag) that specifies how many
turns behind the live game observers are allowed to be. Default to 10
turns, or 2 seconds, to keep them 'largely live'.
- The controller is not treated as an observer.
- Implement a simple UI to show this delay & allow the game to speed up
automatically to try and catch up. This can be deactivated via
network.autocatchup.
- Move network options to the renamed 'Network / Lobby' options page.
- Do not debug_warn/crash when receiving commands from the past -
instead warn and carry on, to avoid DOS and "coop play" issues.
Refs #5903, Refs #4210
Differential Revision: https://code.wildfiregames.com/D3737
This was SVN commit r25156.
NaN values could not be serialised safely because of the multiple
possible NaN numbers.
Since NaN values are usually the result of bugs or dangerous code, it
seems simpler to refuse to serialise them.
(D3205 was a safe-serialization alternative, should the need arise).
Fixes#1879
Differential Revision: https://code.wildfiregames.com/D3729
This was SVN commit r25151.
9d82ae15af introduced logic to extend the search range of the short
pathfinder in some situations. This extension was unbounded, resulting
occasionally in search domains several hundred meters wide, and path
computation that can take several seconds.
Reported by: Vico (on the forums).
Differential Revision: https://code.wildfiregames.com/D3760
This was SVN commit r25150.
Following bae258f9a1, all units moved, then all messages were sent. This
could result in units overlapping, which cannot be resolved without unit
pushing. Fixing this makes for a fairer comparison with the pushing
diff, so it seems worthwhile.
Differential Revision: https://code.wildfiregames.com/D3746
This was SVN commit r25126.
bae258f9a1 implemented CCmpUnitMotionManager, which handles motion for
CCmpUnitMotion (as distinct from ICmpUnitMotion, the interface).
The tight coupling between these two components was awkward at the
interface level, leaking underlying implementation details.
This diff makes CmpUnitMotionManager explicitly manage CmpUnitMotion,
instead of any implementation of ICmpUnitMotion, and moves files around
as requir
ed.
This:
- Makes it impossible to accidentally try to have the wrong
IID_UnitMotion managed by the UnitMotionManager.
- Allows devirtualising the calls from the manager to UnitMotion itself
(and inlining, as they are compiled in the same TU).
- Cleans up the manager interface - MotionState is now part of
CCmpUnitMotionManager.
- Cleans up ICmpUnitMotion interface - no need to provide a private
interface for the manager.
Differential Revision: https://code.wildfiregames.com/D3732
This was SVN commit r25125.
Fixes issues on Big Sur with the development 0 A.D. (bundles were
working correctly because they are Low-DPI).
Thanks to @wik for investigations on High-DPI in WxWidgets.
Differential Revision: https://code.wildfiregames.com/D3326
This was SVN commit r25111.
Previously, atlas would save the default value when the 'civilisation'
checkbox was unset.
Patch by: nwtour
Differential Revision: https://code.wildfiregames.com/D3725
This was SVN commit r25108.
This is the same commit as 4bb31f084e, reverted in 5d1899785a. Noted
issues were fixed.
Partial revert/fix of 2f19cf86d3 and 2567fee329.
Before this diff, it was possible for a mod containing a cache/ or a
config/ folder to get written to incorrectly.
The issue is VFS can map multiple directories to one 'virtual' path, for
reading mods. However, writing data is problematic: which path to
choose?
The only viable solution is to use a path relative to the highest
priority directory encountered in the VFS path, or write paths could be
'hijacked' by lower-priority mods.
This fixes these issues by:
- Adding a new lookup mode ('Real-path') that explicitly picks the real
path relative to the highest-priority subdirectory in the VFS Path.
- Preventing overwriting a real directory with a lower priority one in
general.
- Revert c0c8132dd4's GetRealPath change, re-introducing the function as
GetOriginalPath.
This also cleans up some duplication that led to empty mod folders in
the user mod path, and cleans up loading the 'user' mod.
It also makes it explicit that a directory must be passed to Mount().
Note that the new 'realpath' lookup can still be somewhat complex with
many mount points at various hierarchy levels, but it is at least
predictable/deterministic without having to be careful about populating
order.
Fixes#2553
Differential Revision: https://code.wildfiregames.com/D3728
This was SVN commit r25107.
Partial revert/fix of 2f19cf86d3 and 2567fee329.
Before this diff, it was possible for a mod containing a cache/ or a
config/ folder to get written to incorrectly.
The issue is VFS can map multiple directories to one 'virtual' path, for
reading mods. However, writing data is problematic: which path to
choose?
The only viable solution is to use a path relative to the highest
priority directory encountered in the VFS path, or write paths could be
'hijacked' by lower-priority mods.
This fixes these issues by:
- Adding a new lookup mode ('Real-path') that explicitly picks the real
path relative to the highest-priority subdirectory in the VFS Path.
- Preventing overwriting a real directory with a lower priority one in
general.
- Revert c0c8132dd4's GetRealPath change, re-introducing the function as
GetOriginalPath.
This also cleans up some duplication that led to empty mod folders in
the user mod path, and cleans up loading the 'user' mod.
Note that the new 'realpath' lookup can still be somewhat complex with
many mount points at various hierarchy levels, but it is at least
predictable/deterministic without having to be careful about populating
order.
Fixes#2553
Differential Revision: https://code.wildfiregames.com/D3217
This was SVN commit r25104.
The NetServer stored a complete copy of the game Init Attributes, which
it sent to new clients on updates from the controller. This worked well,
but prevents incremental updates and other unrelated messages from being
sent.
This changes the system so that:
- in PREGAME state, the server does not update its copy of the game init
attributes
- the server forwards game setup messages from the controller to all
clients
- Joining clients get a full copy of the Settings, when joining, from
the controller (this is a js-driven behaviour - other situations might
not need do it).
- Make the StartNetworkGame message take a copy of the final init
attributes, to ensure synchronization (and simplify some logic).
In practice, this:
- makes it possible to send different types of gamesetup messages (this
introduces two: a regular update and the full 'initial-update' for new
clients).
- moves some C++ hardcoding into JS - here in essence the PREGAME server
state is now init-attributes-agnostic.
- does not change much for readiness control - the server already needed
to force a change at game start to set random elements.
Note that the loading page is currently still receiving the 'local' game
attributes, which assumes that all clients are correctly synchronized
(they should be).
Refs #3806, #3049
Differential Revision: https://code.wildfiregames.com/D3714
This was SVN commit r25099.
The initial settings for a game, used to create the map in RM & tosetup
the simulation, are named InitAttributes in the C++, but generally
referred to as GameAttributes in the JS GUI. This renames the latter to
the former to avoid confusion, since these settings are immutable once
the map starts, so InitAttributes is more accurate.
Differential Revision: https://code.wildfiregames.com/D3705
This was SVN commit r25083.
Fixes bae258f9a1.
As reported by Freagarach, garrisoned units trigger error messages.
As reported by Vladislavbelov, noPCH was broken & there were some style
issues.
Differential Revision: https://code.wildfiregames.com/D3707
This was SVN commit r25078.
This new MotionManager handles movement for UnitMotion components (not
UnitMotionFlying).
This is a first step towards unit pushing, by giving a central place for
the relevant units to collide.
One important side-effect is that movement is effectively synchronous -
the positions are not actually updated until all units have moved for a
turn (refs 6a66fb8205).
As a side-effect, it's an optimisation: fewer messages are being sent
overall, which leads to a slight speedup (negligible without a lot of
units though).
This is a first step - ideally, the movement functions called from
UnitMotionManager would actually be moved there.
Differential Revision: https://code.wildfiregames.com/D3509
This was SVN commit r25071.
This makes the cache work consistently if replays are changed
externally.
Patch by: nwtour
Differential Revision: https://code.wildfiregames.com/D3615
This was SVN commit r25026.
Fixes D11 / 1c9efa6fb5.
The problem is that some GUI pages were simply named "page.xml" which
the regex didn't like.
Accepted By: Nescio
Differential Revision: https://code.wildfiregames.com/D3644
This was SVN commit r25022.
Fixes a1dc9cadd8: if the speed doesn't change, UnitMotion doesn't update
the visual actor. Unfortunately, if another component has in the
meantime reset the animation to 'Idle', the unit will now move while
Idle. This can happen when leaving formation to do something else,
though it'srare.
This fixes that by instead always calling VisualActor, which does its
own checking to avoid redundancy. It's a bit less efficient, but not too
much.
Note that this relies on UnitMotion::UpdateMovementState being called
after any UnitAI code that could reset the animation to IDLE.
Differential Revision: https://code.wildfiregames.com/D3619
This was SVN commit r25011.
To hide network latency, MP turns send commands not for the next turn
but N turns after that (introduced in c684c211a2).
Further, MP turn length was increased to 500ms compared to 200ms SP
turns (introduced in 6a15b78c98).
Unfortunately, increasing MP turn length has negative consequences:
- makes pathfinding/unit motion much worse & unit behaviour worse in
general.
- makes the game more 'lag-spikey', since computations are done less
often, but thus then can take more time.
This diff essentially reverts 6a15b78c98, instead increasing
COMMAND_DELAY from 2 to 4 in MP. This:
- Reduces the 'inherent command lag' in MP from 1000ms to 800ms
- Increases the lag range at which MP will run smoothtly from 500ms to
600ms
- makes SP and MP turns behave identically again, removing the
hindrances described above.
As a side effect, single-player was not actually using COMMAND_DELAY,
this is now done (can be used to simulate MP command lag).
Refs #3752
Differential Revision: https://code.wildfiregames.com/D3275
This was SVN commit r25001.
- Replace ScriptInterface::RegisterFunction with
ScriptFunction::Register
- Mostly removing unused cmpPrivate*
- Some usage introduces specific getters (mapgenerator, AIWorker,
XmppClient,...)
- Several passthrough functions are simply removed in favour of calling
the original, reducing duplication
- Make use of ScriptRequest/ScriptInterface capabilities where
relevant.
- Make JSI_* headers only expose necessary functions, lightening them
considerably and reducing duplication
- Reuse namespaces in JSI_* implementations directly, reducing visual
noise there
Follows f3aedf88a6
Differential Revision: https://code.wildfiregames.com/D3626
This was SVN commit r24983.
- HandleValue needed to explicitly pass UndefinedHandleValue for
'default' arguments.
- Allow passing ScriptInterface as first argument.
- Statically check that a getter is provided for object methods instead
of crashing at runtime
- A few stylistic improvements
Differential Revision: https://code.wildfiregames.com/D3625
This was SVN commit r24981.
Introduce a LOS_TILE_SIZE, to replace usage of TERRITORY_TILE_SIZE in
the LOS code.
This makes it possible to change the resolution of LOS/Terrain without
affecting the other component.
Additional refactoring:
- LosTile has been renamed LosRegion (it's more comparable to the
hierarchical pathfinder regions/spatial subdivisions)
- LosState explicitly refers to "los vertices" instead of terrain
vertices.
Refs #5566
Differential Revision: https://code.wildfiregames.com/D3076
This was SVN commit r24980.
This implements necessary tooling to create a simple SP campaign.
The architecture is intended to be easily extensible in the future.
'Campaign Run' contains the metadata of a campaign, e.g. maps
played/won. It's saved in the user folder under
saves/campaigns/*.0adcampaign
Campaign templates are JSON files in campaigns/
Campaigns can specify which Menu interface they will use. This is
intended to allow more complex layouts/presentation.
For now, a simple list interface is provided. This allows making
campaigns without any fancy art required (and effectively mimics AoE1's
campaign interface).
The behaviour on game end is also intended to be extensible, supporting
things such as carrying over units between scenarios - for now, it
simply records won games.
GameSetup is not available for now - scenarios are triggered with the
settings defined in the map/default settings. Improving on this requires
refactoring the gamesetup further.
The load/save game page has been extended slightly to support
showing/hiding campaign games (campaign gamed are saved under saves/
directly, there is no strong motivation to do otherwise at this point)
Closes#4387
Differential Revision: https://code.wildfiregames.com/D11
This was SVN commit r24979.
All modern browsers block ajax request to local file.
This changes extract.pl to generate a single HTML file with data
embedded.
This is now the default behaviour, --to-json to export, --from-json to
load exported.
Patch by: nwtour
Reviewed By: wraitii
Differential Revision: https://code.wildfiregames.com/D3621
This was SVN commit r24975.
The new methods:
- aren't included in ScriptInterface.h directly, lightening that header
- don't use boost CPP
- don't need argument types or number or constness to be specified
- can work with object methods somewhat transparently
- support optional cmptPrivate (allowing removal of many UNUSED macro)
- support optional const ScriptRequest&, which is safer.
This first diff changes only some of the JSI files & the component
manager. Further diffs will update other files and finally delete the
current code.
Differential Revision: https://code.wildfiregames.com/D2818
This was SVN commit r24969.
- Adds a function to generate a 'debug' catalog. This prepends 'X_X '
to strings, to make it obvious in-game which are translated and which
aren't, while still remaining usable.
- cleans up the code and formats to PEP8 properly (except for line
lengths).
Differential Revision: https://code.wildfiregames.com/D3617
This was SVN commit r24966.
This adds a new endpoint to the RL interface for evaluating custom
JavaScript. When combined with the ability to create arbitrary
modifiers, this provides the required functionality for exploring
quantitative game balancing.
Patch By: irishninja
Fixes#5981
Differential Revision: https://code.wildfiregames.com/D3479
This was SVN commit r24962.
The 'controller' of an MP game (the host in general, though dedicated
servers would change that) is currently whoever first tells the server
that it is. This can be abused since it relies on trusting the clients.
This changes that logic: the server defines a 'controller secret', and
the first client to sent the correct controller secret is the
controller. This is safe assuming the secret is unknowable enough (the
current solution wouldn't pass strict cryptography tests, but it's
likely good enough).
Reverts 1a3fb29ff3, which introduced the 'trust the clients' mechanic,
as a change over 'the first local IP is controller'.
Necessary step towards dedicated server, if we want to use the regular
gamesetup (Refs #3556)
Differential Revision: https://code.wildfiregames.com/D3075
This was SVN commit r24952.
The spawn code should not assume that obstructions will never be
0-sized.
Reported by: Zack
Fixes#6039
Differential Revision: https://code.wildfiregames.com/D3583
This was SVN commit r24945.
Also incorporate retry improvements by Stan
Reported by: madPilot
Differential Revision: https://code.wildfiregames.com/D3585
This was SVN commit r24944.
Last alpha 24 commit was [[SVN:24937]]. [[SVN:24938]] was because the CI
wasn't turned off.
Comments by: @wraitii, @Freagarach, @Nescio,
Differential Revision: https://code.wildfiregames.com/D3571
This was SVN commit r24939.
ParticleManager uses <list> which has recently become unincluded.
Differential Revision: https://code.wildfiregames.com/D3589
This was SVN commit r24936.
file="" properties were not overriden by other things defined in the
actor, which lead to weird edge cases, such as frequency="0" variants
being loaded because their names="" ended up matching their parent's
name=""
Also remove the name because it doesn't serve a purpose
Accepted by: @wraitii
Differential Revision: https://code.wildfiregames.com/D3572
This was SVN commit r24929.
- Remove not included languages from the installer.
- Add credits for other languages, even if they are not included.
Differential Revision: https://code.wildfiregames.com/D3568
This was SVN commit r24927.
Obstructions can reactivate after being destroyed, which leaves them
dangling forever. This is similar to 54f7a09a54.
This fixes this issue by setting a temporary "is destroyed" variable to
true.@
Reported by: seeh
Tested by: langbart
Reviewed By: Freagarach
Fixes#6016
Differential Revision: https://code.wildfiregames.com/D3558
This was SVN commit r24894.
Also allows to use compressed vertex formats in future.
Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D3553
This was SVN commit r24870.
5d96346ac5 proved unsufficient to fix formation 'waltzing'. This is a
better fix, which makes sure units actually try to reach their
designated offset in the first place.
Further, it removes code that recalculated offsets un-necessarily, which
led to an issue with "sloppy" formations such as open and closed orders.
Fixes#5997
Differential Revision: https://code.wildfiregames.com/D3543
This was SVN commit r24865.
Follow-up to 1a8de6d2b8. This makes it again possible to host without
STUN via the lobby.
The lobby bot will answer the host "Register" command with the external
IP. This is only sent to the host, avoiding IP leakage.
There is a small window in which a client might try to join and the
public IP isn't up, and the request goes through, but that seems rather
unlikely to be a problem in practice.
Refs #5913
Differential Revision: https://code.wildfiregames.com/D3490
This was SVN commit r24858.
Following #5913, mod_ipstamp is no longer required to enable STUN
hosting (it can only be useful to enable non-STUN hosting).
This updates the readme to reflect that, and fixes some markdown issues.
Differential Revision: https://code.wildfiregames.com/D3473
This was SVN commit r24857.
The "public" archive needs to be built with the mod mod active, to load
textures.xml files. This saves a few MBs as a side effect.
Fixes#6000
Differential Revision: https://code.wildfiregames.com/D3534
This was SVN commit r24847.
Following 847f3a9995,
Units in formation can get very small movement offsets, that nonetheless
require large rotations, and thus at least 2 turns to accomplish.
However, following 847f3a9995, PossiblyAtDestination fires() only after
the first rotation, so the unit ends up 'waltzing' in place.
Before that diff, the unit never even moved since PossiblyAtDestination
fired straight away.
This is also noticeable since IDLE formation re-order their members
since 71a61d5f50.
The fix here is to ignore rotation time for very small offsets, which
lets units accomplish the movement in one turn and fixes the issue.
Reported by: wowgetoffyourcellphone
Reviewed By: Freagarach
Tested By: langbart
Differential Revision: https://code.wildfiregames.com/D3518
This was SVN commit r24831.
I'm hoping this will give us more information on what's going wrong.
Also remove comments which were outdated since 7460d0e56e
Refs #5987
Differential Revision: https://code.wildfiregames.com/D3501
This was SVN commit r24811.
D3230 / 847f3a9995 introduced range checking at turn start, and removed
a hack that made units predict the position of their target too far
ahead. This worked fine when in "straight movement" mode, unfortunately
I failed to recognise that ranged units would never use that mode. This
meant that ranged-unit chasing was broken.
There is a straightforward fix however, since we can simply change
TryGoingStraightToTarget to be used by ranged units. It fixes the issue
efficiently and improves movement for ranged units in general, so it
probably should have been done from the start.
Refs #5936
Differential Revision: https://code.wildfiregames.com/D3489
This was SVN commit r24803.
- Because units slow down when turning, and JPS paths often begin with a
J-shape, chasers can fail to catch up to slower chasee, because the
latter don't recompute paths as often. To fix this, ignore the first
waypoint if it's close by and the next is accessible.
- Don't interpolate the target position when interpolation isn't
necessary (i.e. when not processing the MT_Update_Motion* message), as
that resulted in the "follow known bad path" hack to active
un-necessarily.
- Tweak PathingUpdateNeeded, it will return true when it has no path to
follow
- Remove the direct-range consideration in the "distance uncertainty"
calculation.
Refs #5936
Differential Revision: https://code.wildfiregames.com/D3485
This was SVN commit r24800.
Units movement is currently "all or nothing". This means that a chasing
entity that moves fast enough is likely to collide with its target, if
the latter is moving also. This means that it might fail to get in range
if the max range is smaller than the movement speed over a turn.
This happens to be very much the case in MP, as cavalry range is 4,
melee cav speed is ~20 and turns are 500ms.
This problem depends on which unit moves first (i.e. which unit is
lowest-ID).
To fix this, ignore the obstruction of the target, if it is moving, when
moving. This however means sometimes chasers will 'overshoot' and block
their target pathing, making the chase easier than it probably should
be.
Fleeing units don't suffer from this problem since they also ignore
their target (and their code handles it).
This new problem introduced in this diff is heavily dependent on the
exact speeds and ranges at play, and a further diff will improve the
situation to acceptable levels.
Reported by: FeldFeld
Refs #5936
Differential Revision: https://code.wildfiregames.com/D3482
This was SVN commit r24798.
Unit Motion currently checks if the unit is at destination during the
MT_Update_Motion* step, which happens late in the turn (notably, after
Timer.js) and moreover happens while entities are being moved (e.g.
entities with lower IDs have moved already, entities with higher IDs
have yet to do so).
This changes UnitMotion to instead check at turn start, which:
- benefits from in-turn path computations for more fluid movement
- ensure that distance checks aren't done against an entity that has
already moved for the turn.
The latter issue led to units failing to get in range of their target
when chasing them, in some situations.
As a side effect, this means that UnitAI move requests always take one
turn to succeed, so orders should be updated to check for range (or
they'll waste a turn). This is done for garrisoning, other orders were
already doing so.
Also includes a small tweak to avoid units rotating randomly when they
have no movement to accomplish.
Patch by: bb
Reviewed By: wraitii
Refs #5936
Differential Revision: https://code.wildfiregames.com/D3230
This was SVN commit r24797.
As suggested by elexis, 1a8de6d2b8 should get some protection against
brute force attacks on password.
This is supposed to prevent attackers from getting connection data by
guessing the password.
Each failed attempt increases the counter.
XmppClient on the server side checks for the users with certain number
of failed attempts, determined in CNetServer, and refuses to check the
password, answering with banned message.
So they cant guess again in given match. Effect of this block will
dissapear after new match is created.
Differential revision: D3467
Comments by: wraitii, Stan
Tested by: Stan, Freagarach
Ref: #5913
This was SVN commit r24794.
f2b3c4d8ec broke deserializing because it did not reset the mapsize on
Deserialize(), and thus the water renderer would not regenerate data.
Differential Revision: https://code.wildfiregames.com/D3461
This was SVN commit r24778.
Units sometimes ignored targets that entered their LoS. The cause is
d0fc8ff67d: range queries returned units farther away, and those units
might actually be out of range if distance is computed center-to-center,
which both UnitAI and LOS do. This meant that code relying on range
query updates was possibly broken, and indeed units missed things (see
ticket).
This introduces a boolean to switch between pre-d0fc8ff67d behaviour
(entity-as-point, center-to-center range queries) and post-d0fc8ff67d
(entities-as-circumscribing-circle, edge-to-edge range queries).
The former is used for UnitAI (where the new behaviour bugged), auras
(where varying structure sizes made it awkward) and build
restrictions(which simply did not really need it).
Reverts 7f1ee23d88, 050c5401b1 (with the exception of the iber monument
footprint), and the template changes in d0fc8ff67d itself.
It also reduces alertRaiser ranges slightly, this was missed in the
original diff.
#3381 is not reopened as BuildingAI still uses the new range queries.
Reported by: Freagarach
Comments By: Angen
Fixes#5968
Differential Revision: https://code.wildfiregames.com/D3456
This was SVN commit r24776.
Follows 1a8de6d2b8.
Validate the password when a client joins a game, so even a player that
knows the connection data cannot join.
Refs #3556, Refs #5913
Differential Revision: https://code.wildfiregames.com/D3438
This was SVN commit r24775.
The Y coordinate at which to fire a projectile is currently assumed to
be the target's current Y, which is incorrect if the target is moving on
a slope.
This fixes that.
Note that this was purely visual, since projectiles still hit the target
regardless, as the height component is totally ignored, even if the
projectile is underground (in fact, the projectile's position is not
known in DelayedDamage::MissileHit, which just assumes it lands where it
said it would when fired).
As noted by bb in f737831167Fixes#5939
Differential Revision: https://code.wildfiregames.com/D3425
This was SVN commit r24766.
cf6aaf37a4fixed#5546, but it seems to cause some rare OOS in visual
replays, as reported in #5909. The culprit is likely that hashes aren't
computed at quite the same moment and onDestroy changes things.
Reverting for now before A24.
Reported by: Angen
Refs #5546.
Fixes#5909
This was SVN commit r24764.
- The MacOs script was not exporting the SVN revision properly.
- Rename the DMG to match the other's conventions.
- Clean up windows installer files ( Fixes#5955 )
Differential Revision: https://code.wildfiregames.com/D3370
This was SVN commit r24763.
Sound items were only deleted after 'last play' when stopped, but they
could also be left in 'paused' or 'initial' states, and were then not
cleared until the game exits (effectively a memory leak). This affected
particularly music & ambient sounds, which also used the most
buffers(/memory).
On MacOS (at least), this resulted in OpenAL errors & sound failures
after a while playing the game, because MacOS has a max "in flight
buffers" of 1024.
Also clean up some control flow in CStreamItem
Reported by: Eszett
Thanks langbart for the consistent repro'.
Fixes#5265
Differential Revision: https://code.wildfiregames.com/D3445
This was SVN commit r24762.
This fixes a rare crash at map generation.
The water renderer could be left in an invalid state when exiting a
game, and would then crash on the next map generation in some cases.
Tested by: Stan
Differential Revision: https://code.wildfiregames.com/D3447
This was SVN commit r24759.
attackmoveUnit is more specific than attackMove, so since d0a42f2f00
won't fire at the same time. However the GUI code expected that,
breaking it.
Instead, properly check for either attackmove or attackmoveUnit.
Also fix an issue with d0a42f2f00 where hotkeys would be release if
switching to a more specific combination of the same hotkey.
Reported by: snelius
Fixes#5944
Differential Revision: https://code.wildfiregames.com/D3436
This was SVN commit r24752.
Victory music doesn't work in A24 SP. That's because the modal pauses
the game, and pausing the game pauses music.
This has been the case since c9a5d5cee5.
Auto-pausing the game (structree, ...) didn't really happen in the past,
but A24 makes it relatively common, and I think pausing the music is a
bit jarring then, so this simply removes that.
Reported by: Langbart
Fixes#5941
Differential Revision: https://code.wildfiregames.com/D3433
This was SVN commit r24744.
std::string_views are created pointing to vector-owned strings, but
those strings can use Short String Optimisation (storing the data
inline, i.e. in vector memory). When the vector is resized, the strings
are moved and those string_views now point to invalid memory.
To fix it, use std::deque which does not invalidate pointers on
push_back.
Fixes 5d2be02f68.
Reviewed By: vladislavbelov
Fixes#5950
Differential Revision: https://code.wildfiregames.com/D3441
This was SVN commit r24742.
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.