Follow-up to #7635.
Pass the firing bank explicitly through weapon_create() and beam_fire()
instead of searching the ship's banks by weapon class, which could
attribute substitution patterns to the wrong bank. Factor the
substitution logic into get_weapon_substitution_tuple() and only apply
linked/dual-fire pairing to ship-level fire, not turret fire. Skip
substitution on multiplayer clients, since the server already resolved it.
Derive turret bank indices from the weapon slot being fired rather than
the turret's bank cursor, so ammo and substitution state are tracked on
the bank that actually fired. Previously a single-selection turret could
consume ammo from a bank it never fired, and non-ammo turrets (whose
cursors stay at -1) would have skipped substitution entirely.
Use the Player_ship object flag rather than Player_obj in
ship_secondary_bank_can_dual_fire() so the server and clients agree on
dual fire for remote players, and guard ship_secondary_has_ammo() against
a negative bank index.
Co-Authored-By: Claude Fable 5.1 <[email protected]>
Following style of 'target radius' and other useful weapon launch curve inputs, this PR adds 'Target Forward Speed' which can be useful to use as an input and then use FoF as an output to do things like make turrets have a tougher time having dynamic FoF depending on target speed.
* Fix C4709 Warnings on latest VS
* more
* suppress false positive
* Switch to using any/none_of
* Address Feedback
* Fix Line endings?
* Fix commits and strip out flag_combinator
* more fixes
* nolint
* 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]>
Ship_info is already an SCP_vector but MAX_SHIP_CLASSES (500) is held in
place by fixed-size structures throughout the engine and editors. This
converts the seven file-format-adjacent arrays whose persistence touches
the .csg campaign save and .plr pilot file formats:
campaign::ships_allowed [MAX_SHIP_CLASSES] -> SCP_vector<ubyte>
campaign::weapons_allowed [MAX_WEAPON_TYPES] -> SCP_vector<ubyte>
loadout_data::ship_pool [MAX_SHIP_CLASSES] -> SCP_vector<int>
loadout_data::weapon_pool [MAX_WEAPON_TYPES] -> SCP_vector<int>
scoring_struct::kills [MAX_SHIP_CLASSES] -> SCP_vector<int>
scoring_struct::m_kills [MAX_SHIP_CLASSES] -> SCP_vector<int>
scoring_struct::m_okKills [MAX_SHIP_CLASSES] -> SCP_vector<int>
The CSG and PLR file formats already store explicit counts and key by
ship/weapon names, so no on-disk format change is needed. Existing
read/write loops already iterated by ship_info_size() / weapon_info_size()
and just compile through against the new vector types.
Vectors are sized to ship_info_size() / weapon_info_size() in
scoring_struct::init(), mission_campaign_clear(), player_loadout_init(),
and the campaign-pool reset paths in csg.cpp and multi_campaign.cpp.
All of these run after weapon_init() / ship_init(), so the sizing
invariant holds. scoring_struct globals constructed at static-init time
start with empty vectors; first index access is always post-table-parse.
Multiplayer stats sync (multimsgs.cpp) now derives offsets and counts
from the vector size; added USHRT_MAX assertions on the sender side
since the wire protocol packs offset/count as USHORT. The FSTracker
sync (multi_fstracker.cpp) clamps vmt->num_ships down to the local
mod's kills.size() before transmission and guards the receive-side
write so a tracker payload with more ship slots than this mod has won't
overrun the vector.
The MAX_SHIP_CLASSES cap itself stays in place at ship.cpp:2327; this
is one prerequisite toward lifting it. The other ~25 fixed-size
ship-class-indexed structures (team_data, Ss_pool_teams, Wl_ships,
FRED2 editor arrays, qtFRED Editor::_ship_usage, etc.) remain to be
addressed in follow-up PRs.
Co-Authored-By: Claude Opus 4.7 (1M context) <[email protected]>
* use std::move() for local variables that are copied but not reused
Addresses ~140 Coverity "Variable copied when it could be moved"
defects across 74 files. Every std::move() targets a local variable
whose value is consumed by push_back, emplace, assignment, lambda
capture, or a function call and is never read again afterward.
Co-Authored-By: Claude Opus 4.6 (1M context) <[email protected]>
* clang: use std::make_shared
* clang: use std::make_unique
* address feedback
---------
Co-authored-by: Claude Opus 4.6 (1M context) <[email protected]>
Collection of fixes for multiple issues with the multi code found by Claude AI (by way of Goober5000), plus additional issues noted by myself while checking the code. These fixes are primarily focused on the interpolation code.
These changes should not be breaking and are largely exclusive to server-side handling, but still need to be tested thoroughly before being merged. Any tests must be done with at least the server (master) using the fixes.
* Fix multiplayer standalone crash: client stats race + host accept code
Fixes a crash in multiplayer PXO/tracker games hosted on a standalone
server where clients crash at debrief close after scoring a kill:
pilotfile.cpp:295: Ship kills of '<ship class>' not found,
should have been added by pilotfile::update_stats
Two independent root causes were found, both of which must be fixed for
correct behavior:
--- Root cause 1: race condition in multi_sexp_end_mission() (sexp.cpp) ---
The previous code called send_debrief_event() before
multi_handle_end_mission_request() as a "hack" to skip the warp-out
sequence when an end-mission SEXP fires. On standalone servers this is
a race condition: scoring_eval_kill only runs on the master, and the
master hasn't broadcast m_okKills to clients yet at the point
multi_sexp_end_mission() is called. Entering debrief this early causes
scoring_level_close() to run with zeroed m_okKills, so
Pilot.update_stats() creates no kill entries for that session.
When debrief_close() later calls scoring_backout_accept() it cannot
find those entries and hits the UNREACHABLE.
Fix: Remove the send_debrief_event() call entirely. The normal flow
via multi_handle_end_mission_request() has the server broadcast stats
first and then send MISSION_END, which causes the client to enter
debrief with correct kill data already populated. The master enters
debrief through sexp_end_mission() -> send_debrief_event() as before.
The behavioral side-effect of removing this hack: clients that go
through the normal warp-out sequence will no longer skip it on
end-mission. Clients in a state where they cannot warp still receive
immediate debrief via multi_handle_sudden_mission_end().
--- Root cause 2: host accept code never set on PXO standalone (multiui.cpp) ---
In multi_debrief_accept_hit() and multi_debrief_esc_hit(), when the
game is a PXO/tracker game and the local player is the game host
(NETINFO_FLAG_GAME_HOST), the code calls send_store_stats_packet() to
tell clients to record their stats. It then sets
Multi_debrief_stats_accept_code = 1 via the per-client response path
inside the NETINFO_FLAG_AM_MASTER block.
On a standalone server the game host is NOT the master
(NETINFO_FLAG_AM_MASTER is false for the client-side host). The
NETINFO_FLAG_AM_MASTER block is skipped entirely, and
send_store_stats_packet() uses multi_io_send_to_all_reliable() which
skips the local player — so the host never receives its own packet.
Multi_debrief_stats_accept_code stays at -1 (unset).
When debrief_close() checks this value and sees it is not 1, it
assumes stats were tossed or the window was closed without accepting,
and runs scoring_backout_accept() unconditionally. With fix 1 in place
this no longer crashes (entries exist), but silently strips all session
kill credit from the host's pilot record.
Fix: After the send_store_stats_packet() block, call
multi_debrief_stats_accept() unconditionally for the game host so the
accept code is set locally regardless of whether the host is also the
standalone master.
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
* Preserve end-mission warp-out skip via deferred debrief entry
The previous fix removed send_debrief_event() from
multi_sexp_end_mission() entirely, which was correct for the stats
race condition but had a side effect: clients would no longer skip the
warp-out sequence when an end-mission SEXP fires. The warp-out skip
was an intentional feature — process_endgame_packet() checks whether
the client is already in debrief state and, if so, bypasses
multi_warpout_all_players().
Restore the original behavior by deferring the send_debrief_event()
call to process_endgame_packet() rather than eliminating it.
multi_sexp_end_mission() now sets Multi_sexp_end_mission_pending=true
before calling multi_handle_end_mission_request(). When the client
receives the MISSION_END packet, process_endgame_packet() checks the
flag, calls send_debrief_event() there, then falls through to the
debrief-state check which skips the warp-out exactly as before.
This is safe because send_endgame_packet() calls multi_broadcast_stats()
before sending MISSION_END. Both use reliable delivery, so stats are
guaranteed to be received and applied before MISSION_END is processed,
meaning scoring_level_close() now sees correct kill data when
send_debrief_event() fires.
Alt-J-initiated mission ends are unaffected: the flag is never set,
so the warp-out proceeds normally for those paths.
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
* Revert multiui.cpp accept code change — tracker master owns stats
The previous change added multi_debrief_stats_accept() calls for the
game host in multi_debrief_accept_hit() and multi_debrief_esc_hit() to
work around Multi_debrief_stats_accept_code staying -1 on a standalone
server. This was based on incorrect analysis.
In PXO tracker games the standalone master is intentionally the sole
authority for stat storage (via multi_fs_std_tracker_store_stats() in
multi_standalone_postgame_close()). The host and clients must not save
stats to their local pilot files independently. Multi_debrief_stats_
accept_code remaining -1 and triggering scoring_backout_accept() on the
host is correct behavior: kills are backed out of the local pilot file
because the tracker holds the authoritative record, not the local file.
The race condition fix (deferred send_debrief_event()) is sufficient to
prevent the crash: Pilot.update_stats() now creates kill entries with
correct m_okKills data, so scoring_backout_accept() can find and remove
them cleanly rather than hitting the UNREACHABLE.
Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
* Move Multi_sexp_end_mission_pending from multiutil to multi and reset in multi_vars_init()
Addresses review feedback: the flag has no relation to multiutil, and
resetting it in multi_vars_init() ensures it is always cleared between
missions regardless of which code path was taken.
Co-Authored-By: Claude Opus 4.6 (1M context) <[email protected]>
---------
Co-authored-by: Claude Sonnet 4.6 <[email protected]>
Adds multi.cfg options to allow easy tweaking of standalone servers to better handle mods
with faster ships and/or weapons that don't behave reliably with rollback or lower fps.
Fixes timing bug that used the wrong timestamp for primary and secondary weapon shots on
clients. This resulted in a discrepancy between client and server timing which caused weapon
shots to bypass the rollback system and become unreliable.
A previous attempt to fix the end-mission sexp in multi such that it wouldn't
trigger the jump out sequence was horribly broken. Notable safety checks, state
changes and server/client syncing was skipped over. This caused, as one
particular bug, a standalone server to stop communicating with the game host.
When this happened stats couldn't be accepted/tossed and you were stuck at the
debrief screen, being forced to disconnect from the standalone in order to
continue.
A proper fix for this is to use multi sexps to tell clients to enter a debrief
state before the standard end mission request is handled. This will allow it
the bypass the actual warp out animation for players while still doing the
normal end of mission handling.
NOTE: This is a breaking, but not fatal, multi change and should be safe
considering the recent version bump in early June. As such an additional
version bump is not required with this for 25.0.
Multiple issues were discovered to be from improper targeting data in multi
tracing back to the addition of multi-lock. This was due to differences in
how targeting works in single/multi and de-sync of this info between server
and client. Collecting accurate targeting data on the server and making sure
that the client will use that data resolves the tracking and sync issues.
Dumbfire missiles are client fired for rollback purposes. However players would see
their missiles fire twice due to the server also sending a fire packet back to the player.
So we need to prevent the player that fired the missile in question from getting that
extra packet.
* add new conditions
* don't worry about it
* implement new conditions
* bugfixing
* handle pokethrough differently
* clang for the clang god
* appeasement
* to the last i grapple with thee
* from hell's heart etc
* bugfixing
* support hits while dying
* fix shield math, cleanup
* fix memory error
* Make scripting use the full-blown particle system
* Add reverse option
* Add animation reversal as an option to modern particles
* Start implementation of beam particles
* Add multi-emission particle source API for legacy particles
* Attach beam muzzle particles to the correct host
* Reorder code in order to facilitate apparent visual size as modular curve input for particles
* fix lua api
* Typo
* Fix scripting and beam muzzle particles
* Remove muzzleflash code, prepare to replace with particles
* Begin mflash effect conversion
* Pass final parameters to mflashes and fix curve
* Remove deprecated particle function
* Add debris flame particles
* remove weapon_explosion table
* Convert shield explosion particles
* Fix modular curve full inputs and convert particle curve inputs accordingly
* Allow particle volume offset and rotation with curve-based rot around fvec
* Add Ring and Point Volumes
* Convert PSPEW to new system
* Make particle curve timing aware of interp
* Update todos
* get rid of performance waste
* Add last parameter for converted pspews
* Fix pspew bugs
* Fix direction for default pspew
* Fix order for voluem rotation
* particle vel interp
* particle vel interp 2
* Make beam muzzle stay parented to the firing ship, as it's likely the more commonly intended variamnt
* fix scripting particle lifetime
* Allow beam muzzle particle override
* Skip invalid pspews
* remove pspew dcf code
* Fix sparkler stretch
* Correct sparkler bia
* General sparkler weirdness
* Tune distribution of sparklers
* Convert Asteroid particles
* Fix conversion warning
* Fix conversion warning again
* Fix conversion warning again again
* Really clang?
* it's broken and i don't like it
* it's fixed and i approve
* add multi support maybe
* appease clang
* appease clang ii: electric boogaloo
* const refs
* increment multi version
Remove the `n_quadrants` field because it is entirely redundant to the size of `shield_quadrant`. Also, be more rigorous about the difference between `shield_get_quad(i)` (which can fluctuate) and `shield_quadrant[i]` (which gives the exact quadrant strength). Finally add some C++ casts and move some checks to better places.
Most places in the code that use `vm_vector_2_matrix` do so on already-normalized vectors. Changing these to `vm_vector_2_matrix_norm` avoids redundant normalization.
Make these convenient functions even more convenient:
1. Change `object_get_model()` to `object_get_model_num()` and `object_get_model_instance()` to `object_get_model_instance_num()` to more accurately reflect what they do
2. Add new `object_get_model()` and `object_get_model_instance()` functions to return `polymodel*` and `polymodel_instance*` values.
Remarkable that we're still finding bugs in fighter beams after 20 years...
Since field-of-fire angles are specified in degrees, and `cosf` accepts radians, the angle needs to be converted (and then halved, per usage elsewhere). Although this is a bugfix, this should technically not affect fighter beam behavior because fighter beams always fire down their normals.
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.
* Enable clients to move turrets
This allows clients to user server data to move turrets according to the timing and target data on the server. Uses a small packet to do so.
* Modular medals table
* Remove Num_medals completely
* Handle badges out of order and allow setting of masks to handle mask indecies out of order
* const const const
* qtFRED
* address feedback
* add subsystem indexer and ensure that ship_get_indexed_subsys and ship_get_first_subsys are independent
* also add reverse lookup from subsys to index
* update indexer to accommodate subsystem pointers being changed
* use clearer function names, and fix the type of subsys_list_indexer
* add assertions
* address latest feedbcak
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
There is a bit of code that detonates a missile if it misses impacting on a subsystem. On Nyctaeus's Arachnas model, missiles could reach the center point of the main beam turret submodel without actually hitting any part of the submodel. The fail-safe code would set the missile to detonate in that case, but on low-FPS systems the weapon would be able to actually hit the turret before it detonated. On high-FPS systems, there is a clean miss.
This reworks the code to delay the missile detonation until it reaches the other side of the submodel, so it has time to hit some other part of it. It also reduces the detonation time from 1/100 of a second (which is more than one frame on 120 FPS systems) to 1/1000 of a second (which is always less than one frame).
* Switch Multimsg to use netsig for animations
* Unique-ify animation ID's
* Clang Tidy
* Implement first suggestions
* Implement suggestions 2
* Add get model instance safeguard