Theere is now an `Engine.startAtlas` property that will start Atlas
when it's returned from the root page. The `Engine.RestartInAtlas`
function is removed.
Users may generate key presses that don't map to a distinct SDL scancode
and will be mapped SDL_SCANCODE_UNKNOWN instead. Using the same ID for
unmapped hotkeys means any such key press will execute unset hotkeys. As
luck would have it in #7644 this leads to calling "Custom exit to
desktop" if the hotkey is unbound as is the default.
So simply use a code for unused hotkeys that doesn't map to any SDL
scancodes.
Fixes: #7644
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
When the root page gets closed the engine quits instead or crashing.
The root pages are changed to use that mechanism to quit the engine.
This removes the need of `Engine.Exit` for the GUI.
Either a return value or an exception has to be stored. With
`std::variant` it's more explicit.
Also the return value is never empty, so there is no need for
`std::optional` anymore.
This avoids collisions in the user report, fixes#7174.
Update the user report version to account for the new build version
format, fixes#7173.
The build version displayed in the GUI is kept at 5 characters for
main menu clutter concerns.
With curl 8.10 [1] calling curl_multi_remove_handle retruns
CURLM_BAD_EASY_HANDLE iff the handle was removed already and no other
easy handle were registered. This resulted in ENUSRE triggering a
segfault during shutdown as reported. This was fixed upstream after
8.11.1 [2].
Do a runtime version check and for affected version allow
CURLM_BAD_EASY_HANDLE.
[1] curl ba235ab269080dc66e35835c829f7ac4290dbc1d
[2] curl 713182bd196bba014ba77f71176fea3de2236724
Fixes: #7295
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
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.
`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.
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.
- 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.
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.
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.
To disable tests we carry a patch which allows disabling test by
appending DISABLED to the test function name. Instead just do as
upstream says and prepend the test function so it won't be recognized as
a test any longer.
The docs suggest to prepend x but anything will do. Continue to use
DISABLED_ but as prefix which is actually already in use in one case.
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
It's now possible te get an exception from a function in a task.
The interface is like std::future: if you call .Get() you will get the
result (as before) or the exception will be thrown.
This fixes -Wdeprecated-copy with FreeBSD's clang17.
This commit reverts a change from 8a32b0b3d4, where a private copy
assignment operator was deleted, whereas it was needed to explicitly
declare the copy constructor, refs #5294.
As log messages aren't supposed to be translatable, this removes the
internationalization of all log messages, which had it enabled.
Patch by: @Dunedan
Accepted by: @Itms
Differential Revision: https://code.wildfiregames.com/D5314
This was SVN commit r28179.
Use the same `CLogger` constructor.
Never take ownership of the streams.
Comments by: @Stan
Differential Revision: https://code.wildfiregames.com/D5203
This was SVN commit r28140.
`std::shared_ptr` is intrusive. When a function expects a
`std::shared_ptr` the caller has to use it too and can't store the
element on the stack for example.
Comments by: @vladislavbelov
Differential Revision: https://code.wildfiregames.com/D5221
This was SVN commit r28131.
Summary:
Most of the times the callback stores a reference to a variable in scope
where the `Future` is in. When the scope is left the reference get's
dangling. `CancelOrWait` is called in multiple places (mostly
destructors) to ensure the callback isn't executed anymore.
This patch deduplicates thous calls to `CancelOrWait`.
Refs: #5874
Comments by: @Stan, @vladislavbelov
Differential Revision: https://code.wildfiregames.com/D5208
This was SVN commit r28128.
Since 1bccfef6fb the `CSimulation2` uses the `std::shared_ptr` only in
the constructor and stores a `ScriptContext&` (inside it's members).
That's a bit dangerous: A caller might think `CSimulation2` takes
ownership of the `ScriptContext`.
With this commit the caller has to pass an `ScriptContext&` to the
constructor.
Comments By: @vladislavbelov
Differential Revision: https://code.wildfiregames.com/D5223
This was SVN commit r28046.