Commit graph

483 commits

Author SHA1 Message Date
vladislavbelov
a6cb77a204 Disables depth test for GUI rendering.
Tested By: Langbart
Differential Revision: https://code.wildfiregames.com/D3835
This was SVN commit r25231.
2021-04-11 19:36:52 +00:00
wraitii
2d53308e1b Fix console not preventing hotkeys from firing / Clean up hotkey-input conflict.
- 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.
2021-04-02 14:18:20 +00:00
wraitii
4b46c09222 Do not trigger "HotkeyPress" events when releasing a key.
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.
2021-03-31 15:50:25 +00:00
wraitii
b477892440 Fix issues in 87a2c3347f
Fixes 87a2c3347f:
- NoPCH was broken
- two warnings slipped through.

Differential Revision: https://code.wildfiregames.com/D3751
This was SVN commit r25147.
2021-03-28 07:01:34 +00:00
wraitii
87a2c3347f Make real directory paths on the VFS predictable (retry)
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.
2021-03-23 12:46:59 +00:00
wraitii
5d1899785a Revert 4bb31f084e
4bb31f084e led to an issue in windows-specific code not detected by the
tests. I'll debug later.

This was SVN commit r25105.
2021-03-22 19:52:07 +00:00
wraitii
4bb31f084e Make real directory paths on the VFS predictable.
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.
2021-03-22 18:49:42 +00:00
wraitii
87fc52b780 MP: don't enforce game init attributes synchronization in PREGAME.
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.
2021-03-22 10:13:27 +00:00
vladislavbelov
c29423c723 Fixes revealed missed includes after e104b41be2.
This was SVN commit r25003.
2021-03-03 22:38:59 +00:00
wraitii
113fefeeb7 Netcode: Identify controller client via a secret key
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.
2021-02-27 17:44:59 +00:00
Angen
1a8de6d2b8 Hide ip and port from users until they want to join, add optional password
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.
2021-01-20 18:31:39 +00:00
wraitii
876ac2fead Prevent double-click when moving the mouse.
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.
2021-01-19 13:13:00 +00:00
wraitii
d0a42f2f00 Further Hotkey fixes.
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 #5930
Fixes #5927

Differential Revision: https://code.wildfiregames.com/D3396
This was SVN commit r24675.
2021-01-18 10:58:16 +00:00
Stan
205486d6f3 Fix sound errors when no sound card is detected.
Based on a patch by: @Imarok
Refs: #3285

Differential Revision: https://code.wildfiregames.com/D1481
This was SVN commit r24551.
2021-01-11 18:56:33 +00:00
wraitii
5ee8354e99 Fix windows SEH hook when crashing in an std::thread
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.
2021-01-10 08:39:54 +00:00
Stan
d28d17e96c Remove SSE detection duplication in Colors and ModelRenderer
- 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.
2020-12-31 15:37:28 +00:00
wraitii
dd0b56c8aa Replace DISCARD macro with ignore_result template.
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.
2020-12-15 09:03:44 +00:00
Stan
aa3bd08513 Fix non-visual replay on Windows. Use the actual detected resolution.
Differential Revision: https://code.wildfiregames.com/D3208
This was SVN commit r24381.
2020-12-12 08:18:24 +00:00
wraitii
f44390f3fc Fix 3391542fec: AA / Sharpness not being correctly enabled at the start.
Reported by: OptimusShepard
Tested By: OptimusShepard, Stan
Differential Revision: https://code.wildfiregames.com/D3138
This was SVN commit r24318.
2020-12-03 12:19:44 +00:00
wraitii
02578e46bf [SM68 2/2] Update to Spidermonkey 68 APIs
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.
2020-11-30 09:03:20 +00:00
Stan
9ae084519f Fix most of the new vs2017 induced warnings.
Refs: https://code.wildfiregames.com/D3096
https://code.wildfiregames.com/D3103 #5862
Reviewed by: @wraitii
Comments by: @Angen
Differential Revision: https://code.wildfiregames.com/D3126
This was SVN commit r24268.
2020-11-26 22:28:50 +00:00
wraitii
eb7940b418 Silence warnings about unused result.
Introduce a DISCARD macro to ignore the warn_unused_result attribute
used by Spidermonkey, and reuse it elsewhere.

Differential Revision: https://code.wildfiregames.com/D3147
This was SVN commit r24261.
2020-11-26 13:58:59 +00:00
wraitii
3391542fec Fix rendering options failures following 8a1b3d6769
Two issues are fixed:
- Atlas on non-Mac crashed when started from within the game.
- MSAA options crashed if enabled on startup.

The underlying issues where improper shutdown, and assuming the renderer
was initialised than it might not be (in particular, the post-processor
wasn't).

Tested by: Stan
Differential Revision: https://code.wildfiregames.com/D3131
This was SVN commit r24233.
2020-11-22 11:09:13 +00:00
wraitii
25490bfec3 Improve JS Exception handling.
- Check for pending exceptions after function calls and script
executions.
- Call LOGERROR instead of JS_ReportError when there is a conversion
error in FromJSVal, since that can only be called from C++ (where JS
errors don't really make sense). Instead, C++ callers of FromJSVal
should handle the failure and, themselves, either report an error or
simply do something else.
- Wrap JS_ReportError since that makes updating it later easier.

This isn't a systematical fix since ToJSVal also ought return a boolean
for failures, and we probably should trigger errors instead of warnings
on 'implicit' conversions, rather a preparation diff.

Part of the SM52 migration, stage: SM45 compatible (actually SM52
incompatible, too).

Based on a patch by: Itms
Comments by: Vladislavbelov, Stan`
Refs #742, #4893

Differential Revision: https://code.wildfiregames.com/D3093
This was SVN commit r24187.
2020-11-15 18:29:17 +00:00
wraitii
aa15066c69 Rename ScriptRuntime to ScriptContext
SM52 essentially replaces JSRuntime with JSContext (though JSContext
itself was replaced with JSCompartment).
To prepare for this migration, rename all Runtime-related things to
Context.

Part of the SM52 migration, stage: SM45 compatible.

Patch by: Itms
Refs #4893

Differential Revision: https://code.wildfiregames.com/D3091
This was SVN commit r24181.
2020-11-14 10:57:50 +00:00
wraitii
aae417bd29 Explicitly make ScriptInterface a Compartment wrapper.
ScriptInterface is now a wrapper around a JSCompartment, and thus always
has a well-defined global.

The error reporter is moved to ScriptRuntime in anticipation of that
handling JSContext in a later diff.

Part of the SM52 migration, stage: SM45 compatible.

Patch by: Itms
Tested By: Freagarach
Refs #4893

Differential Revision: https://code.wildfiregames.com/D3090
This was SVN commit r24180.
2020-11-14 08:46:32 +00:00
wraitii
ee0d204bf6 Wrap JSAutoRequest and replace usage of JSContext* with the wrapper.
JSAutoRequest is required before calling into most JSAPI methods, for GC
reasons.
Calling it is required and fragile as one must not forget.
Further, SM52 and later make manipulating JSContext* dangerous as that
can cross Compartment(Realm in SM68) barriers (and ScriptInterface now
matches a Compartment).

The solution to both problems is to avoid using JSContext* in 0 A.D.
itself. To achieve this, a Request class is introduced, and must be used
to access a JSContext* from a scriptInterface. Further, Request is
passed to other ScriptInterface functions isntead of JSContext*, making
it obvious that the caller has already called it, reducing errors and
redundant JSAutoRequest calls.
Only JSNative functions now get a naked JSContext* without protection,
but the likelihood of forgetting a request is lower since many
ScriptInterface functions now expect it.

JSContext* is directly passed to JSAPI functions only.

Part of the SM52 migration, stage: SM45 compatible

Based on a patch by: Itms
Tested By: Freagarach
Refs #4893

Differential Revision: https://code.wildfiregames.com/D3088
This was SVN commit r24176.
2020-11-13 13:18:22 +00:00
wraitii
66cc595c53 Encapsulate runtime creation.
- Makes it easier to change down the line (and change is coming)
- Allows making g_ScriptRuntime thread-local easily.
- Remove ParentRuntime, which is not used at the moment.

Part of the SM52 migration, stage: SM45 compatible.

Patch by: Itms
Tested By: Freagarach
Refs #4893

Differential Revision: https://code.wildfiregames.com/D3087
This was SVN commit r24171.
2020-11-12 09:34:40 +00:00
vladislavbelov
acc254533b Refactors water shader to move refraction in a separate function.
Commented By: Angen, asterix, linkmauve, Stan, wraitii
Reviewed By: Angen
Tested By: Angen, asterix, linkmauve, Stan
Differential Revision: https://code.wildfiregames.com/D2908
This was SVN commit r24110.
2020-10-25 21:00:52 +00:00
wraitii
e9361705ae Refactor HWDetect and rendering options setup.
Remove duplication when setting graphic options by reading the configDB
directly.
Properly protect the ModIO config keys.

Approved By: linkmauve
Refs #5538

Differential Revision: https://code.wildfiregames.com/D1931
This was SVN commit r23747.
2020-06-07 13:16:57 +00:00
elexis
eafd44cfc5 Remove counterproductive lowercasing of GUI ScriptEvent names, refs #127.
a8f48ff7e0 introduced XeroXMB lowercasing of element and attribute names
as a feature.
cf9d8b9797, 4d390f501c, dda6268466 added bugfixes and TODOs because of
that.
f76d0ffdc6, 44fe226dd2 removed the XeroXMB lowercase feature.
This patch removes the lowercasing GUI bugfixes that don't fix any bug
anymore while increasing code complexity and lowering performance
(string copies).

Do not send mouse coordinates objects for events that do not relate to
the mouse.

Store event names in static const members to:
(1) improve performance, ensuring that the CStr is not reconstructed
every call,
(2) obtain compile errors when misspelling event names,
(3) allow reuse of the strings in inherited and friend classes.

Differential Revision: https://code.wildfiregames.com/D2445
Comments by Matei, Philip on 2006-03-11-QuakeNet-#wfg-Meeting-0126.log
and 2006-06-24-QuakeNet-#wfg-Meeting-0139.log

This was SVN commit r23403.
2020-01-15 16:00:37 +00:00
vladislavbelov
bbcd9b34cc Removes obsolete sys_cursor. Refs D2557.
sys_cursor was introduced in 7e1bcd5159 and partially in 5299dcad86.
Usage of sys_cursor was completely removed in 9a2d0f803e. At the moment
we use SDL and GL cursors.

Patch By: linkmauve
Comments By: Stan
This was SVN commit r23364.
2020-01-10 23:45:40 +00:00
elexis
6a97c59c67 Change CGUIManager::SendEventToAll to send to all GUI pages.
Notably enables processing of GuiInterface messages when dialogs are
opened.

Differential Revision: https://code.wildfiregames.com/D2408
Tested on: clang 9.0.0, Jenkins/vs2015

This was SVN commit r23138.
2019-11-06 00:30:18 +00:00
elexis
35408e7e7e Save replay metadata for non-visual games too, refs #4577, #5548, fixes #5565.
Remove gui/common/ hack by going through the GUIInterface and fragile
EndGame() hardcoding by saving if and only if a ReplayLogger exists
following 7470e88624, refs #4020.
Refs D2211, D2213.

Differential Revision: https://code.wildfiregames.com/D2197
Based on patch by: irishninja
Tested on: clang 8.0.1, Jenkins

This was SVN commit r22991.
2019-09-25 10:06:12 +00:00
elexis
1bc6d778bb Delete GUI.h umbrella include following 8d0cb1b954.
Differential Revision: https://code.wildfiregames.com/D2304
Tested on: clang 8.0.1., VS2015, Jenkins
Comments By: Vladislav, Angen, Stan
Tested by: Angen
This was SVN commit r22941.
2019-09-20 13:11:18 +00:00
elexis
a936cc618a Move CGUIDummyObject class used for empty GUI objects to a separate file, and put the according CGUI page base object on the stack.
Differential Revision: https://code.wildfiregames.com/D2206
Tested on: clang 8.0.1., Jenkins

This was SVN commit r22931.
2019-09-18 20:51:45 +00:00
wraitii
61e3f1ec0d Fix hotkey events synching with hotkey state.
This is a semi-revert of 78bc56f33e and a correct fix for #3194.

The core issue is that the GUI handler must come behore the hotkey
handler, otherwise typing in boxes can set off hotkeys, and the hotkey
handler is repsonsible for updating the hotkey state.
Thus the GUI handler never has an up-to-date hotkey state, since that's
done later. 78bc56f33e fixed that by calling HotkeyInputHandler
manually, but that was still broken in some (unused) cases and was hacky
(indeed, it even looked hacky as noted by elexis).

The simplest fix is to split the 'hotkey creator' handler from the
'hotkey state change' handler, and run the 'hotkey state change handler'
before any other handler. Thus the gui handler remains in front of the
'hotkey creator' handler, but it has a correct hotkey state at any time.

Differential Revision: https://code.wildfiregames.com/D1839
This was SVN commit r22909.
2019-09-15 12:16:28 +00:00
elexis
a84e2e57df Use ScriptInterface::CreateObject for ToJSVal<CColor>, and for ToJSVal<Grid<u8> >, ToJSVal<Grid<u16> > used by the AIManager obtaining the pathfinder grid.
Make that function static, so that it can be used for these functions
without slowly having to obtain the ScriptInterface instance using
GetScriptInterfaceAndCBData just to get the JSContext again.
Remove few redundant conversions for CreateObject arguments.

Differential Revision: https://code.wildfiregames.com/D2128
Tested on: gcc 9.1.0, clang 8.0.1, Jenkins
Tedious performance testing in: D2128, D2127

This was SVN commit r22894.
2019-09-13 00:56:51 +00:00
elexis
c25ab670e6 Don't crash if a JS GUI author calls Engine.PopGuiPage too often.
Differential Revision: https://code.wildfiregames.com/D2255
Tested On: clang 8.0.1, Jenkins
Comments By: Stan
This was SVN commit r22846.
2019-09-04 15:45:48 +00:00
elexis
719f2d7967 Remove default CGame constructor values to make the code less error-prone, use CRenderer::IsInitialised() to test if the CGame should be rendered to remove indirection/proxies, making the code easier to read.
1c0536bf08 introduced a disableGraphics bool with a default value and
relied on the default being reasonable except for the few needed cases.
be93b31411 introduced the replayLog argument with a default value and
relied on the default being reasonable except for the few needed cases.
5747619c39 fixed a bug in that commit because the default value hadn't
actually been considered to be correct for all CGame constructor calls
and was wrong for two.

By requiring callers to specify the value, authors are forced to
establish thought which value is the correct one, as opposed to hoping
that a default value will be good by default.
As you can see in the diff, it also makes it easier to compare what
values changed if they are always defined in the caller.

Use CRenderer::IsInitialised() to determine if this is a non-visual
CGame,
for the purpose of removing less transparent proxy functions that are
unneeded as long as there are about 30 other calls testing for
CRenderer::IsInitialised() to determine if the Game should be rendered.

Supersedes:
* CGame constructor argument bool disableGraphics from 1c0536bf08.
* CGame::IsGraphicsDisabled() proxy from a533fff883 to the proxy from
1c0536bf08 and two local nonVisual = args.Has("autostart-nonvisual")
variables in GameSetup.cpp from a533fff883.

Call the Renderer destructor instead of calling delete on the
non-pointer (SAFE_DELETE would not be supported for instance).

Started as a preparation for D2197, but actually independent.

Differential Revision: https://code.wildfiregames.com/D2211
This was SVN commit r22785.
2019-08-25 11:02:55 +00:00
elexis
4919a6185e Remove unused GUIUtil functions, unused GUI includes and some tails in GUIUtil.
HasSetting from 3dfa23cd25 is actually redundant with
IGUIObject::SettingExists.
GetSettingPointer from 8f4f8e240f is superseded by GetSetting reference
following 3dfa23cd25 and 040624acff.
Deregister copying SetSetting variants for CStr and CStrW following copy
removal in 040624acff.
The default template <typename T=int> from c2a71e41bf can be removed
following FallBackSprite/FallBackColor removal in 9985fcf5bd and
RecurseObject unification in d4d5187c9d.
Delete all unused GUI includes, refs D1478.
Remove GUIUtil friend class following something.

Differential Revision: https://code.wildfiregames.com/D2225
Tested on: gcc 9.1.0, Jenkins

This was SVN commit r22779.
2019-08-25 08:57:36 +00:00
elexis
24f97d9fd5 Fix unreported glooxwrapper leaks following 61261d14fc, refs #2305.
Fixes an occurring leak indicated by the reported clang unused variable
compiler warning, refs #5294, #5550,
by adding the missing glooxwrapper::Jingle::Session::Session destructor
.

Fix two leaks that would have occurred if the according code had been
used:
Delete unused glooxwrapper::Jingle::ICEUDP::ICEUDP instead of adding the
missing destructor.
Delete unused glooxwrapper::Jingle::Content::Content instead of adding
the missing destructor.

Explain why glooxwrapper::Client::registerStanzaExtension doesn't leak
the new StanzaExtensionWrapper.
Explain why glooxwrapper::Jingle::Session::sessionInitiate doesn't leak
the new gloox::Jingle::Content, nor the new gloox::Jingle::ICEUDP.
Explain why glooxwrapper::SessionManager::registerPlugins doesn't leak
the new gloox::Jingle::Content and new gloox::Jingle::ICEUDP.
Explain why glooxwrapper::SessionManager::createSession doesn't leak the
gloox::Jingle::Session.

I will not leak memory in the glooxwrapper.
I will not leak memory in the glooxwrapper.
I will not leak memory in the glooxwrapper.

Use references in the StunClient and glooxwrapper to anticipate any
confusion as to whose obligation it is to delete variables when they are
passed around across several files.
Use static_cast and reinterpret_cast instead of C-style casts in the
StunClient.

Differential Revision: https://code.wildfiregames.com/D2094
Refs D2093 for the reported leaks.
Reviewed By: Josh
Comments By: fcxSanya, Vladislav for D2094, and echotangoecho, leper in
61261d14fc

This was SVN commit r22678.
2019-08-17 00:12:19 +00:00
wraitii
5c4d124d2a Refactor renderer options.
This moves the renderer options into their own class to:@
  - allow one to only include the rendering options, not the whole
renderer header, when one wants access to rendering options.
  - centralise rendering changes and their side-effects.
  - clean up code.

Tested by: historic_bruno, Freagarach
Commented by: historic_bruno
Differential Revision: https://code.wildfiregames.com/D1929
This was SVN commit r22610.
2019-08-04 08:28:30 +00:00
wraitii
ae7e43ff19 Alt+tab fix for ca9109be75 - call sound IdleTask in Atlas and swap buffers only once in Atlas.
- ca9109be75 moved SwapBuffers inside Render - this makes Atlas call it
twice in a row which might behave oddly (did not seem to though) and
anyways was wasteful.
- ca9109be75 moved IdleTask from the sound manager outside of Render.
This means atlas never called IdleTask, and this broke sounds after a
few seconds.

Reviewed By: Angen
Differential Revision: https://code.wildfiregames.com/D2029
This was SVN commit r22544.
2019-07-24 16:40:34 +00:00
elexis
b4626359f5 Provide ScriptInterface CreateObject and CreateArray functions to replace Eval calls following 7c2e9027c2, 1c0536bf08 and later.
Differential Revision: https://code.wildfiregames.com/D2080
Previous version reviewed By: Krinkle
Comments By: historic_bruno, wraitii
This was SVN commit r22528.
2019-07-22 19:35:14 +00:00
elexis
feb88a337a Pass arbitrary arguments to GUI events / SendEventToAll and remove loading screen progess workaround, refs D1716, 6d792365aa, bd3bd084c0, 4b1297b328, db5d4bb5f1.
Differential Revision: https://code.wildfiregames.com/D1754
Reviewed By: Itms
Comments By: leper
This was SVN commit r22515.
2019-07-19 21:15:04 +00:00
vladislavbelov
da2f644428 Adds a possibility to disable saving of replay in autostart mode.
Reviewed By: elexis
Differential Revision: https://code.wildfiregames.com/D2017
This was SVN commit r22432.
2019-07-03 21:36:40 +00:00
wraitii
ca9109be75 Fix a crash on some system when Alt-tabbing during game setup.
Move checks for rendering a frame in Render() to avoid missing calls to
this functions, which can crash on certain systems.

Move the sound manager's idle task out of Render().
Move the buffer swapping in Render() since we do not need to swap
buffers unless we are rendering.

Patch By: Angen
Reviewed By: wraitii
Differential Revision: https://code.wildfiregames.com/D1495
This was SVN commit r22314.
2019-05-28 13:18:32 +00:00
bb
702127b8df Add autostart conquest default description to readme.txt and add endless support for autostart in both readme.txt and GameSetup.cpp
Reported By: elexis
Fixes: 6d54ab4c1f, 22903b09a6

This was SVN commit r22112.
2019-03-16 14:20:28 +00:00
Itms
db5d4bb5f1 SpiderMonkey-related changes in preparation for the upgrade to SpiderMonkey 45, refs #4893.
- Remove JSVAL_ZERO and JSVAL_NULL
https://bugzilla.mozilla.org/show_bug.cgi?id=1177825
- Remove *_TO_JSVAL https://bugzilla.mozilla.org/show_bug.cgi?id=1177892
- Drop support for parent object in the deserializer
https://bugzilla.mozilla.org/show_bug.cgi?id=1136345,
https://bugzilla.mozilla.org/show_bug.cgi?id=805052
- Correctly use boolean values in JS::RuntimeOptionsRef
- Use JS_FN instead of JS_FS: in future versions, JS_FS is not public
because it isn't supposed to be used in JSAPI code
- Allow to select flags for global objects, and correctly mark progress
bars in the loading screen as not readonly+permanent
- Remove empty JSI_props in IGUIObject

Reviewed By: wraitii, elexis
Differential Revision: https://code.wildfiregames.com/D1716
This was SVN commit r22052.
2019-01-13 16:37:41 +00:00