37 Commits
Author SHA1 Message Date
Goober5000 31a86e3f3d all the consts!
Some experimentation resulted in a lot of const-cascading.  This PR applies `const` to a large number of functions.
2024-11-07 23:33:13 -05:00
Goober5000 1feef8ff2a improve spawn collision checking
Take into account the collision flag and collision groups when spawning a ship.  Should fix #5357.

Also clean up the code a bit, including setting a few `int`s to `bool`s and adding a missing axis case.
2023-04-20 22:31:34 -04:00
Asteroth ac9636733f ets fixes (#5317) 2023-04-11 06:31:04 +09:00
Goober5000 46293ad0fe add should-be-dead checks for all ship iterations
When iterating through `Ship_obj_list`, check the `Should_be_dead` flag before using the object.  This fixes #4990 and adds defense-in-depth checks to guard against similar errors elsewhere.

I considered moving the `Ship_obj_list` removal from `obj_delete` to `ship_cleanup`, but decided it would be prudent to avoid fundamental changes to lifecycle management.
2022-12-23 00:51:31 -05:00
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
Taylor Richards df6cf572ac convert multi timestamp()'s to ui_timestamp() where appropriate
A bit overkill for some of this but just covering the bases.

 * fix issues with in-game join
 * fix multi messaging and multi pause screen
 * make sure maintenance stuff (pings, voice, file xfer, etc.) isn't
   affected by pausing or time compression
2022-05-17 07:50:50 -04:00
JohnAFernandez 9d7acbcc9d Update Function Name and comment to describe what it actually is (#3451)
Change find_player_id to find_player_index, since that is what it does
2021-05-29 19:21:36 -04:00
JohnAFernandez 89bd64f4ab Make sure the Netgame state is set to prevent a crash (#3339)
If the client tries to respawn a player when the server is trying to end the game it will lead to a crash on the client side.  This sets the client's game to the correct state when an end game packet is received and adds extra checks before respawning.
2021-04-17 23:49:54 -04:00
JohnAFernandez 186fe51344 Object update packet upgrade (#2752)
* Object Update Refactor

    1. Keeps the object update packet aligned, even if the ship is dying or has not yet arrived on the client.
    2. Properly handles model point shields (yes, that's what was causing multi to crash the most!)
    3. Reworks positional interpolation timing and adds rotational interpolation, by sending timing information with every object update packet in a header shared between objects.
    4. Saves a lot of bandwidth by only sending data that is changing. (no more sending all subsystems once per second!)
    5. Better handles out of order packets (but can still use their information if recent enough!)
    6. Builds the basis for Rollback by beginning to record the positions and orientations and velocities of ships for the last 30 frames.
    7. Adds subsystem rotation -- Yeah, you saw that right, subsystems will now spin in multi.
    8. Waypoint movement is now enabled via sexp, and time to arrival of waypoints is updated on the target info gauge.

* Fix edge case crash and Incorporate feedback

* Clean Up Interpolate Angles Quick

* Restrain the client

* How was this still here???

* Make sure every part of OO uses OOC_INDEX_NULLPTR_SUBSYSTEM define

* Fix Way to Store Return Values

* Ok travis, we get it

* Ok travis.........
2020-10-08 15:29:06 -04:00
FSCyborg 601fa75d50 Change while(0) to while(false)
Travis is complaining about while(0), so we're getting it off of our back by switching to while(false).
2019-11-03 16:27:23 -05:00
Fabian Woltermann 770fce8de5 Bitset flags -- take 2 (#775)
This introduces a new mechanism for handling bit flags. Instead of using an int (or two, or three) to write bits into, this uses the std::bitset in a wrapper class that accepts an enum class as input. This means that certain classes of errors we've had a few of in the engine, where a coder used the wrong set of flags or checked them against the wrong variable (SF_STEALTH vs SIF_STEALTH, for example) can now be detected at a compiler level rather than not at all.
2016-08-12 16:13:50 -07:00
Goober5000 29a0cc5684 tell who is respawning 2013-01-16 07:13:47 +00:00
Echelon9 e3c100d5fa Documentation: A few documentation fixes 2011-09-03 09:06:00 +00:00
The_E c57ede0cc1 Adding a piece of sanity checking here, to avoid crashing the release build under certain strange circumstances 2011-06-27 22:16:41 +00:00
karajorma a2afa2b67a Switch to using the Macros for Multiplayer modes whenever possible. 2010-04-27 13:42:59 +00:00
portej05 98f337f701 safe_strings - from Antipodes build #1 2009-07-27 16:06:24 +00:00
portej05 719825f80d The big CVS comment removal. This chops approx. 3.5mb off a full checkout.
I've tested this through compiling and through hand checking. 
Normalises line endings in ALL files to \n.
2009-06-20 08:08:20 +00:00
taylor 50cc1331ae put a 1/2 sec delay on the next secondary so we don't fire immediately after respawn (Mantis #1118) 2008-10-28 18:18:12 +00:00
taylor 60fca98974 set player speed after respawn to be initial velocity specified in mission (Mantis #1198) 2008-10-23 04:49:24 +00:00
taylor ef0c0e994b fix V's "hack" so that it actually works and doesn't leave unused objects hanging around 2008-10-23 04:41:19 +00:00
karajorma 5d7b3c0385 Fix the double respawn bug (Mantis 788) and hopefully the corresponding server Int3 (Mantis 1213) 2007-09-29 13:58:45 +00:00
Goober5000 b4407562fb some improvements to the pirate ship 2007-08-13 04:54:41 +00:00
Goober5000 3c3416fa3b the great big duplicate model removal commit 2007-02-20 04:20:38 +00:00
wmcoolmon 990132536e Various fixes; very beginnings of Directives scripting support 2006-02-06 02:06:02 +00:00
Goober5000 4d5a477f71 übercommit of custom IFF stuff :) 2006-01-13 03:31:20 +00:00
taylor d3481714d0 remove NO_NETWORK 2005-10-10 17:21:11 +00:00
Goober5000 2394e9801b remove PreProcDefine #includes in FS2
--Goober5000
2005-07-13 03:35:36 +00:00
taylor 7f786136a6 s/vector/vec3d/g, better support for different compilers (Jens Granseuer) 2005-04-05 05:53:25 +00:00
taylor 3f9ffbc393 better support for Inferno builds (in PreProcDefines.h now, no networking support)
make sure NO_NETWORK builds are as friendly on Windows as it is on Linux/OSX
revert a timeout in Client.h back to the original value before Linux merge
2005-03-02 21:18:20 +00:00
taylor a2232be0c7 merge with Linux/OSX tree - p0204 2005-02-04 10:12:33 +00:00
Kazan 864e1b5922 remove MCD complete 2004-07-26 20:47:56 +00:00
Kazan 428b3dcbc9 MCD - define _MCD_CHECK to use memory tracking 2004-07-12 16:33:09 +00:00
Goober5000 7ef2ab2e39 Uber pass at reducing #includes
--Goober5000
2004-03-05 09:02:13 +00:00
penguin 0c503be8d1 The big include file move 2002-08-01 01:41:11 +00:00
penguin 3463682f1a Back-port to MSVC 2002-07-07 19:56:00 +00:00
penguin 8f92eebd34 Warpcore CVS sync 2002-06-03 04:10:40 +00:00
penguin 663b3471b9 Volition sources -- warpcore CVS import 2002-06-03 03:26:03 +00:00