Only the sender and the recipients receive the chat messages.
This commit only has an affecto on messages where the addressee(s) are
selected through the dropdown. Addressee(s) selected with a "/" command
are still sent to evevyone and filteret by the receiver.
(cherry picked from commit e04506814a)
Signed-off-by: Itms <itms@wildfiregames.com>
`Engine.SetViewedPlayer` and `Engine.SetPlayerID` could be used to
reveal the map from GUI scripts and the in game console.
This is prevented by querying the simulation whether this player is
allowed to call thous functions.
These two vulnerabilities were introduced with their respective
features:
20e7d2224a introduced SetPlayerID to allow controlling other players
using the developer overlay.
a2f7d4d82a introduced SetViewedPlayer to allow observers to change the
perspective.
(cherry picked from commit 023527e56e)
Signed-off-by: Itms <itms@wildfiregames.com>
Also drop build version component as we never used it in earlier
releases either. This will also make replays et al be stored in a
directory 0.27.0 similar to earlier releases.
The build version component was introduced in 028ec40165
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
(cherry picked from commit fb24d75f0e)
Signed-off-by: Itms <itms@wildfiregames.com>
Fix `NetServerTurnManager` from pausing the simulation forever after a
client sent a bad hash to it and disconnects before the bad hash has
been processed.
A client that sends a wrong simulation hash to the `NetServer` and
disconnects before the server compares that hash causes a message box to
appear and the game to be paused forever.
94e5d88169 introduced the bug by missing to delete `m_ClientStateHashes
upon `UninitialiseClient.
This causes `m_ClientData[hashPair.first].isOOS = true` to insert a
client with blank values that the `NetServerTurnManager` will wait
forever and hence the message box about an OOS with no players being OOS
is shown (the playername is emptystring).
5ebf2020b0 exposed the bug by making observers able to lag behind,
providing a longe enough timeframe for this to occur.
Fix:
Deleting `m_ClientStateHashes` upon disconnect solves the broken
message box and the pausing.
(cherry picked from commit d12c015d43)
Signed-off-by: Itms <itms@wildfiregames.com>
Enable the Tips and Tricks page to show multiple images for each tip.
Add a small GUI panel below the image for switching between them.
Only show it when the current tip has more than one images.
Introduce tipfiles.json to assign images to the text files.
(And stop of relying on file naming)
Add a tip about wonders, and make some slight changes to other texts.
Improve existing tip images and add a bunch of new ones.
This account is only used for fixing technical bugs in translations and
not doing translations themselves, so let's exclude it from the credited
translators.
According to #6936 some lower devices (especially virtual ones) might
report more memory than regular ones. So we can't use the memory
amount as a score for now.
This patch addresses issues concerning a1796ed71f:
Allow for a more elegant implementation of observer flares.
And still display flares even if the sender is lagging behind:
Split off flares from simulation commands.
Remove the new, problematic 'observer commands' entirely.
Provide an engine function 'SendNetworkFlare' to the JS interface.
-> which sets off the (pretty ordinary) transmission process.
Add a new type of net messages exclusively for flares
-> contains the flare's position and its sender's GUID.
Currently we don't mix storage images and storage buffers in the same
shader. Also we don't sample textures when we use storage buffers.
In the future we need to avoid shifting descriptor sets.
This replaces all links pointing to trac with their corresponding links
to gitea. Also replace http with https while at it.
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
We use a shader with 64 bones by default to consume less uniform memory.
But if we meet bigger skeletons we batch and handle them afterwards.
In the future we need to sort the input models to have less changes for
bound buffers. Also we might want to skin up to 4 models per a single
dispatch.
The idea is similar to the storage images but we need a separate
descriptor set in Vulkan and a program interface to gather used buffer
in GL.
For Vulkan we also need to track buffers to free used descriptor sets.
- Shallow-freezing of objects is never used in our codebase, so remove
that code path.
- Deep-freeze is bugged in recent versions of SpiderMonkey (see bug
https://bugzilla.mozilla.org/show_bug.cgi?id=1930258). Until a fix
and/or a better API is provided, reimplement this feature by
recusively freezing object properties.
- Add tests for the deepfreeze function.
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>
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>
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>
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>
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.
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.