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.
- 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.
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.
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.
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.
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.
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.
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.
SDL 2.0.9 introduced a 32-pixel leeway for double clicks to register,
which makes it possible to trigger "select all units of the same type"
behaviour while trying to select different units that are close by.
This effectively reverts that by setting the "hint" to 1.
Fixes#5920
Differential Revision: https://code.wildfiregames.com/D3420
This was SVN commit r24698.
12cceed3d9 broke meta-key releases. This fixes that.
Also fix a much older issue where pressing new keys would not release
less specific hotkeys.
Add tests.
Reported by: Imarok
Tested by: langbart
Fixes#5930Fixes#5927
Differential Revision: https://code.wildfiregames.com/D3396
This was SVN commit r24675.
a4852c4c01 changed hotkeys to use scancode, but didn't change g_keys to
reflect that, and this could break hotkey release.
This fixes that by explicitly using scancodes. Note that we might want a
g_keys map in the future, but it seems un-necessary at the moment.
Also remove the last remnants of 'negated' hotkeys, which were disabled
following b995135138.
Tested By: OptimusShepard
Fixes#5922
Differential Revision: https://code.wildfiregames.com/D3379
This was SVN commit r24645.
Fixes 5473393e30.
This:
- Puts RL code under the RL namespace to avoid name collisions
- Avoids usage of new/delete
- Adds more documentation
- Does general cleanup (const-correctness, move semantics, argument
types, early returns...)
Patch by: irishninja
Comments by: Vladislavbelov, wraitii
Differential Revision: https://code.wildfiregames.com/D2947
This was SVN commit r24631.
This changes ConfigDB to support empty settings, marked with `= ""`. It
also changes hotkey to handle unused hotkeys, but stil have them appear
in the hotkey editor.
Fixes an issue where the current editor would bug when saving an empty
hotkey.
Removes the old system for unused hotkeys, adjust hotkey files
accordingly.
Reported by: FeldFeld
Differential Revision: https://code.wildfiregames.com/D3307
This was SVN commit r24618.
Follows 107d3d461f and other 'pthread->std::thread' diffs.
Windows uses Structured Exception Handling to allow reporting errors
(both C++ and hardware) nicely. This works by wrapping the code in a
__try __catch block.
The pthread wrapper did this automatically, but we now need to do it
explicitly for std::thread.
Tested by: Stan
Differential Revision: https://code.wildfiregames.com/D3261
This was SVN commit r24530.
- Rename macros to be more explicit
- Move detection code to a separate file
- Remove a lot of checks in ARB mode (ModelDef.cpp would check for sse
multiple times per frame)
- Make explicit the SSE2 dependency for Windows
Comments by: @vladislavbelov @wraitii @OptimusShepard
Differential Revision: https://code.wildfiregames.com/D3212
This was SVN commit r24489.
This makes this feature, very useful for checking for OOS, more easily
accessible.
Differential Revision: https://code.wildfiregames.com/D3199
This was SVN commit r24407.
Fixes eb7940b418.
As reported by Vladislav, there is possibly confusion on what exactly is
being ignored when there are multiple statements after DISCARD. Explicit
wrapping avoids that.
Differential Revision: https://code.wildfiregames.com/D3206
This was SVN commit r24397.
GUIObjectBase is made a IGUIObject* to avoid including those headers
un-necessarily. Subsequent diffs ought to clean up the various of
pointers for that with a similar type with reference semantics.
Also:
- Add standard C and C++ headers (mostly cstring for memcpy, string and
vector) where needed.
- Swap out some includes for forward declarations
- Clean up un-necessary boost includes in precompiled and other headers.
- Clean up precompiled headers, including fewer things.
- Move ACPI to the windows-specific folder as it's included there only
and mostly specific to that platform.
Thanks Stan for the testing.
Differential Revision: https://code.wildfiregames.com/D3129
This was SVN commit r24352.
This ugprades 0 A.D. to the latest ESR at the moment of writing.
Mostly straighforward API changes (see meta-Bug 1633145)
- js::Class is merged with JSClass
- JSNewArrayObject becomes JS::NewArrayObject
- ArrayObject-functions are moved to a new public header Array.h
- JSMSG error messages have again been changed, requiring some tweaks.
- AutoValueArray becomes RootedBalueArray (Bug 1634435)
- 'uneval' is behind a Realm flag (Bug 1565170), but no removal is
planned in the short-term future.
- Some minor GC API changes (Bugs 1569564 and 1633405)
- Error reporting has had some tweaks, and error flags have been removed
(Bug 1620583)
- StructuredClone are now always thread-safe, simplifying an API change
introduced in SM52 (Bug 1607791)
Tested by: Stan, Freagarach, mammadori
Closes#5861
Differential Revision: https://code.wildfiregames.com/D3168
This was SVN commit r24333.
std::binary_function was a pre-C++11 construct, that is removed entirely
in c++17, and no longer necessary regardless.
Refs #5862
Differential Revision: https://code.wildfiregames.com/D3164
This was SVN commit r24301.
No noteworthy API changes.
Details:
- Remove UTF16 script execution since UTF8 is supported in SM68 and
going forward
- Several new headers includes are required
- Realms replace Compartments as "global holders" (see meta-Bug 1357862)
- JSRequests are removed entirely (Bug 722345), see also aae417bd29
- Trivial API updates in ProxyHandlers, ArrayBuffer, Warnings, GC
reasons, Context options, ObjectIsFunction, ValueVectors and
JSCompartment
See also the migration guide:
https://github.com/mozilla-spidermonkey/spidermonkey-embedding-examples/blob/esr78/docs/Migration%20Guide.md
Tested by: Freagarach, Stan, Subitaneo
Fixes#5860
Differential Revision: https://code.wildfiregames.com/D3144
This was SVN commit r24297.
We now support the most recent released version of `fmt` available (at
the time
of committing).
As we no longer patch `fmt` to get it to work within `pyrogenesis`, this
commit
also mostly removes its source from our code-tree (some headers are
retained for
Windows builds).
If you are a user of...
Linux/BSD: You will now need to have `fmt` installed from your
distribution's
package repository. The minimum supported version of `fmt` is
`4.0`.
OSX: The source is acquired and compiled (in `build-osx-libs.sh`),
then included and linked automatically.
Windows: The relevant header files are retained and, along with a
pre-built
library, are the only things still bundled.
Accepted by: wraitii
Tested by:
* Freagarach (Lubuntu 18.04, `fmt 4.0.0`)
* Krinkle (MacOS 10.14, `fmt 6.1.2`)
* nephele (Alpine Linux)
* wraitii (MacOS 10.14)
* Nescio (Fedora 33, `fmt 7.0.3`)
Windows library files built by: Stan
Fixes: #3190
Differential Revision: https://code.wildfiregames.com/D2689
This was SVN commit r24267.