16 Commits
Author SHA1 Message Date
wookieejedi 0107e1b25f clang 2026-08-12 13:35:41 -04:00
wookieejedi 2e712f8e2e Fix various multi bugs
PR addresses various small but longstanding mutli-related bugs. In draft status pending additional testing.
2026-08-06 12:52:24 -04:00
Goober5000andClaude Opus 4.8 bed228d264 avoid undefined behavior from UNREACHABLE on reachable code paths (#7555)
* avoid undefined behavior from UNREACHABLE on reachable code paths

UNREACHABLE expands to __assume(false) / __builtin_unreachable() in
release builds, which is undefined behavior if the code is ever actually
reached. Many UNREACHABLE sites only guard against unexpected-but-
possible runtime states (values from tables, mission/save files, network
packets, scripting, or user input), so reaching them should degrade
gracefully rather than invoke UB.

Replace UNREACHABLE with Assertion(false, ...) at all such sites. It
still pops an error in debug builds, but in release it is a harmless
no-op that simply falls through to the following code. Sites that are
genuinely unreachable by local invariants (e.g. a switch over a bounded
random number) are left as UNREACHABLE.

A few converted sites had no safe fall-through -- an uninitialized read,
null dereference, or null call would have followed -- so they also get a
minimal recovery: initialize the value, guard the dereference, return
early, or skip the offending item.

Where the converted site was a simple guard of the form
    if (x) { Assertion(false, ...); return; }
hoist the check onto the invariant instead:
    Assertion(!x, ...);
    if (x) { return; }
This states the expectation directly and shows the offending value in
the debug popup, while keeping the same graceful runtime degradation.

Co-Authored-By: Claude Opus 4.8 (1M context) <[email protected]>

* addendum

After consultation with Lafiel, use UNREACHABLE in situations that are effectively impossible even if not provably impossible.  UNREACHABLE = "this shouldn't ever happen"; Assertion = "if this ever happens, it's a coding error".  Also fix a few other sites and change a couple to Warnings.

---------

Co-authored-by: Claude Opus 4.8 (1M context) <[email protected]>
2026-07-09 11:20:25 +09:00
Taylor Richards f6db96a543 fix inverted interpolation scale
Could cause ships to jump backwards during position updates.
2026-04-02 16:31:57 -04:00
Taylor Richards ad356891f0 use the correct frame in reinterpolate_previous() 2026-04-02 16:31:56 -04:00
Taylor Richards 4ed03ad1d6 add safety checks and index updates to interpolation packet handling
Add safety checks for signal updates to avoid array boundary issues. And be sure to reasses
packet indexes when a new packet arrives instead of waiting a frame for index updates.
2026-04-02 16:31:56 -04:00
Taylor Richards d999d72065 add safety check for interpolation packet replacement 2026-04-02 16:31:56 -04:00
John Fernandez a390b5a01a Generalize linear interpolation (#5003)
* Remove old interpolate angles quick

* Remove old interpolate functions

These are no longer used.

* Add linear interpolate vm function

More clearing functions

* Add physics snapshot struct to silo interpolation

Two of these two functions require an object pointer, so they cannot be in physics_state.cpp

With doxygen documentation

* Try to placate Linux

* Address Feedback

* And update declaration, of course

* Attempt to appease linter
2024-06-18 20:10:01 +02:00
John Fernandez bb42302ba3 Use the correct variables in this function 2022-12-13 21:47:10 -05:00
Asteroth 219bcca23a Implement gravity (#4803)
Adds gravity! Applies on a per-mission basis, and weapons, ships, debris, and asteroids now have a configurable "gravity const" which multiplies the effect of gravity on them, by default everything except debris is 0 (meaning no effect even when the mission has gravity). AI and the lead indicator will also lead for ballistic trajectories as well, given a gravity-affected weapon. No FRED support or gravity direction control yet, to come in later PRs.
2022-11-21 20:13:35 -05:00
JohnAFernandezandwookieejedi 2e3ff7410c Add corrections in multi ship record (#4650)
The ship record for player ships is not always accurate.  So as to correct entries as valid packets are received.

Also, remove a case where null vectors were being passed to the physics engine.

Co-Authored-By: wookieejedi <[email protected]>

Co-authored-by: wookieejedi <[email protected]>
2022-09-26 22:14:08 -04:00
John Fernandez a93eeebff0 Fixes for Matrix interp 2022-09-05 19:05:12 -04:00
John Fernandez 5d267307b2 Change last orient to sensible value
Previously this could be set to bad data, since the last orient calculated could be based on stale data.
2022-08-31 15:54:56 -04:00
John Fernandez dc625bca33 Change to interpolating matrices
Should create a steadier interpolation
2022-08-31 13:33:25 -04:00
JohnAFernandez 9d6cdd9d84 Multi collision fix (ship-ship) collisions (#4542)
Change Interpolation function to bool

And calculate last position instead of just setting it

This should help FSO prevent some very odd collision issues when two ships collide
2022-08-17 09:14:07 -04:00
JohnAFernandez 88c788a7b4 Interpolation Overhaul
Add files to partition interpolation code, base interpolation timing on Missiontime on remote instance vs. Mission time on the local instance.
2022-06-04 12:55:13 -04:00