Commit graph

9232 commits

Author SHA1 Message Date
phosit
6ead0d2f92
Add Engine.openRequest
Pages can replace themselfe by another (continuation) page.
2026-04-26 12:44:39 +02:00
Vladislav Belov
456e2a0b56
Removes dummy GL functions as replaced by core
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2026-04-25 17:47:06 +02:00
Vladislav Belov
dd9124ae99
Fixes Vulkan uniform buffer size after 9e371824c2
32 was accidentally added during debugging.
2026-04-25 11:55:12 +02:00
joeybadz
77a53121e0 Handle module attributes in checkrefs
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Prevents GUI modules from being incorrectly reported as unused files

Fixes #8147
2026-04-20 21:09:25 +02:00
phosit
6f82cec51f
Use std::unique_ptr for stats-table
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2026-04-18 14:38:38 +02:00
phosit
b71c1c3e8c
Use std::unique_ptr for ENetPeer 2026-04-18 14:38:38 +02:00
phosit
e7a583adc0
Use std::unique_ptr for server-session 2026-04-18 14:38:38 +02:00
phosit
0642153abc
Use std::unique_ptr for ENetHost 2026-04-18 14:38:38 +02:00
phosit
74255b49c0
Use std::unique_ptr for the server turn manager 2026-04-18 14:38:38 +02:00
phosit
2b1b1dc1e3
Store the server-worker inside the server
This becomes possible by reordering the class definition.
2026-04-18 14:38:38 +02:00
Atrik
0171a58f26 Handle empty Auras reference in checkrefs
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2026-04-17 12:32:08 +02:00
phosit
7758c98e7c
Remove IXmppClient.h
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This is now possible after 0a455fbe2d.
2026-04-14 19:38:05 +02:00
phosit
1da954d455
Store the glooxRegistration inside the XmppClient 2026-04-14 18:58:57 +02:00
phosit
4a5b5ddfad
Store the gloox::MUCRoom inside the XmppClient 2026-04-14 18:58:57 +02:00
phosit
783525dd73
Store the SessionManager inside of XmppClient 2026-04-14 18:58:57 +02:00
phosit
b1b31b0929
Store the gloox::Client inside the XmppClient 2026-04-14 18:58:57 +02:00
phosit
5a5c7b4f12
Use unique_ptr for glox::Tag in XmppClient 2026-04-14 18:58:57 +02:00
phosit
09c1cc4ec7
Use RootedValueVector in XmppClient
This removes the manual tracing.
2026-04-14 18:58:57 +02:00
phosit
3d866fe7a1
Move ComputeTimestamp to XmppClient.cpp
It is only used there.
2026-04-14 18:58:57 +02:00
phosit
13a0dc4859
Move the gloox conversion to a dedicated file
"GlooxScriptConversions.cpp doesn't need the whole "XmppClient.h". This
will decrease build time.
2026-04-14 18:58:57 +02:00
Vantha
5a92c22d90 Compute actual size of GUI objects lazily
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This shifts the responsibility of updating the actual size more towards
IGUIObject, and enables only ever doing it when the value is actually
needed. This allows us to remove the delay of size changed
notifications, since the value is now already recalculated as
infrequently as possible anyways.

All of that ensures that the actual size (returned by GetActualSize) is
always up-to-date e.g. when reading it from the parent, which was
previously broken.

Fixes #8200
2026-04-12 00:17:02 +02:00
phosit
d5384ad742
FindPublicIP in the CNetServer constructor
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When using the lobby, after constructing `CNetServer` the public IP has
to be queried. The consructor knows whether the lobby is used, so do it
in the constructor.
2026-04-11 13:46:34 +02:00
phosit
bc17e212bb
Launch session at construction of Net*
This way it's statically assured that the session aren't launched
multiple times.
2026-04-11 13:46:33 +02:00
phosit
314e2a58cf
Remove UpdateInitAttributes from CNetClient
The init-attributes can only be changed before the worker runs. It isn't
used before the worker runs. This changes it so that it has to be passed
when the server starts.
With this the `m_InitAttributesQueue` can be removed.
2026-04-11 13:45:00 +02:00
phosit
578aea3b09
Remove CNetClient::SetupServerData
It has to be called before `SetupConnection` is called. Now the
server-data is setup during the constructor.
When connecting using the lobby, the data isn't known at construction
time. Then it is done at the start of  `TryToConnectWithSTUN`.
2026-04-11 13:41:43 +02:00
phosit
19c6977872
Request connection-data in the client constructor
This way it doesn't has to be requested manually and it can't be
requested to late.
2026-04-11 13:41:43 +02:00
phosit
dbe89d10ae
Pass the controllerSecret to the CNet* constructor
It wasn't clear when to call `SetControllerSecret` now it can't be done
wrong. Also the mutex has to be locked less often.
2026-04-11 13:41:23 +02:00
phosit
d33fb147bc
Pass the game password at construction to Net*
CNetClient and CNetServer are constructed for a single match. The
password of a game can not be changed after creating the match. When the
password is passed to the constructor it's not possible to invoke the
functions in the wrong order and the `ENSURE` can be "checked at
compile-time" so to say.
2026-04-11 13:38:58 +02:00
phosit
040e0b29a2
Initialize members in the class of CNet*
Sometimes the order was wrong.
2026-04-11 13:38:53 +02:00
Vladislav Belov
cb1fe07540
Removes GetDeviceCommandContext call from CFont
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We need remove all occurences of GetDeviceCommandContext to be able to
add multithreading support in the future.
2026-04-10 23:53:23 +02:00
Vladislav Belov
68091177ac
Removes ArrayDeleter 2026-04-10 23:03:00 +02:00
phosit
6893654cfc
Do the gamestate compression in the task-manager
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This reduces the stutter when a client joins.
The decompression isn't put on the task manager. As the client would
have to wait for that either way. Also a new polling loop would have to
be introduced.

The compression code is moved to the file transferer so all data send
through it gits compressed.

Refs: #4210
2026-04-09 19:03:46 +02:00
Vantha
8a2a450686 Align text as usual if the scrollbar is invisible
Previously, while `scrollbar` was set to true, the text was always
vertically aligned to the top, no matter what its `text_valign` was, by
the scrolling logic. However, this was done even when the text's caption
was so short that no scrollbar was required in the first place (and not
rendered). Falling back to the specified `text_valign` value in that case
instead seems like the expected behavior.

On a few occasions in the GUI, the text was supposed to be aligned to
the top in either case, but still set `text_valign` to a different value
(for whatever reason), which didn't have any effect previously. But
now since it does, the values have to be corrected to specify what is
actually desired.
2026-04-06 21:39:18 +02:00
Vantha
e0db65ba1b Remove pointless const's from ICmpCinemaManager.h
Were mistakenly introduced in d882ab74a1
2026-03-24 11:15:27 +01:00
Daniel Richard G.
4050c645ac Avoid SIGBUS error in the MD5 implementation on ARMv7 (armhf)
Encountered in the test-suite run. This is just a workaround; the
implementation needs to be reworked/replaced to accommodate
alignment-sensitive architectures.
2026-03-23 08:20:10 +01:00
Daniel Richard G.
eab11c247c Add nominal support for LoongArch64 and RISC-V 64
Fixes #6584, #6834
2026-03-23 08:20:10 +01:00
phosit
46b27f22ca
Wait for autostart by promise
Since the completion is checked using the promise the `onTick` function
can be removed.
This replaces the `AutoStart` `AutoStartClient` and `AutoStartHost` by
async functions.
The functions can now return something to the engine. That is used to
inform the engine which page to open. That was previously done in
JavaScript. Which is ugly because it doesn't know whether it's in
visual-mode.
2026-03-19 18:44:52 +01:00
phosit
262c5c037e
Use promises to fetch net messages
Refs: #5585
2026-03-13 18:07:56 +01:00
phosit
d29890efb0
Split NetSession into two files
Refs: #5212
2026-03-11 21:03:52 +01:00
phosit
789d24aa1c
Initialize members net-sessions in the class
With this members of `CNetClientSession` and `CNetServerSession` get
initialized within the class instead of the constructor.
2026-03-11 21:00:05 +01:00
Lancelot de Ferrière
25fd3aa93c Small optimisation for VertexPathfinder edge handling.
Previously, edges where bundled collected first then sorted in 4 AA and 1 unaligned bucket. We can separate the unaligned edges right away, which is a little faster.

Also make sure Vertex::pred is initialized.
2026-03-11 18:45:23 +01:00
Lancelot de Ferrière
a6e0a623b4 Avoid constructing temporaries for Edge objects in VertexPathfinder 2026-03-11 18:45:20 +01:00
phosit
e2dbcea487
Remove INetSession
This was only used in the `CNetFileTransferer`. Only one function is
called. That can also be a `std::function`.
2026-03-05 21:09:14 +01:00
Vantha
01476b9836 Only render the minimap texture if it'll be displayed
This patch implements a way for minimap-type GUI objects to request the rendering
of the minimap texture each frame. If it wasn't requested the minimap
texture isn't rendered at all and the objects only request it while they are
being displayed. This saves unnecessary work and fixes a bug where the
minimap briefly showed the revealed map after a cinema path ended
playing, since it isn't updated every frame (only 2x per second).
2026-03-03 11:25:52 +01:00
Vantha
67c96094f0 Disable smooth LOS during cinema paths
The whole map is revealed when starting to play a cinema path and
then hidden again when it finished (if necessary).
This patch fixes the ugly fade in at the start and fade out after
the end previously caused by this.
2026-03-03 11:25:52 +01:00
Vantha
004fdfdb58 Initialise m_DrawPaths inside the class
Default values like this are better set inside the class already rather
than in the constructor.
2026-03-03 11:25:52 +01:00
Vantha
d882ab74a1 Revamp CinemaManager component
Clean up the the implementation, improve the naming, and
add some more documentation as well as more in-depth tests.
2026-03-03 11:25:52 +01:00
Vantha
1d3cdec48d Move cutscene mode to renderer
This patch splits "cutscene mode" (disabling silhouttes, territory
borders and other visual overlays) from the cinema manager component
and moves it to the renderer, since it doesn't influence the simulation
anyway. The mode can now be independently controlled by the GUI. This
is done so it can also be used for other narrative elements like speech
or dialogue in the future. Cutscene mode is still always enabled while
cinema paths are playing, though.
By design, this also fixes the issue that range overlays weren't hidden
during cutscene mode.
2026-03-03 11:25:52 +01:00
Vantha
c7247936bf Introduce separate LosRevealWholeMapForAll flag
It was previously stored at the end of the array of per-player flags and
set by calling SetLosRevealWholeMap with the player ID -1. However, ever
since the introduction of observer mode in 883f307b40, -1 is the player
ID of observers everywhere else including for GetLosRevealWhole:
GetLosRevealWhole(-1) always returns true in order to reveal the map to
observers, however, the cinema manager, for example, called it meaning
to find out whether the whole map is revealed to all players.
To fix this and avoid confusion about this in the future, this patch
splits this flag from the per-player flag array and introduces new
functions to set and retrieve it.
2026-03-03 11:25:52 +01:00
Vantha
21a61721a7 LosRevealAll -> LosRevealWholeMap
This name is more descriptive.
And the plan is to split off the extra player value of the vector into
an own flag in the future, and LosRevealAllForAll would have been a poor
name for that.
2026-03-03 11:25:52 +01:00