Commit Graph
190 Commits
Author SHA1 Message Date
JohnAFernandez f088e12cb3 Keep incompatible commandline options from running simultaneously 2020-12-27 01:03:36 -05:00
Taylor Richards e91234cac0 remove network cutoff when more than retail ship limit
It's fixed now, so no reason to keep this
2020-12-24 09:38:23 -05:00
z64555 ea97272613 In windows, attach to the console we're being evoked from and reopen STDIO streams. 2020-12-20 18:19:12 -06:00
Taylor Richards 042cb256de Merge pull request #2896 from notimaginative/fix_multi_cutscene_crash
Call common_select_init() before cutscenes where needed
2020-11-15 19:01:07 -05:00
Taylor Richards cad56bd533 call common_select_init() before cutscenes where needed
Fixes crashing in multi where ships are locked by host while a
client is on fiction viewer, command brief, red alert, or cutscene
2020-11-15 15:49:32 -05:00
Taylor Richards 0b41ee547b make sure mission is closed out when returning to multi screens 2020-11-14 19:57:58 -05:00
JohnAFernandez 573746f229 Merge pull request #2759 from notimaginative/fix_multi_screen_timeouts
Fix multi screen timeouts
2020-11-13 02:33:50 -05:00
Fabian Woltermann 045a57745a Add the "Player" hook variable to the CHA_HUDDRAW scripting trigger 2020-11-08 14:38:33 +01:00
Taylor Richards 8950417c9e fix some timing problems
- account for frametime during movie playback to avoid sync issues
 - avoid incrementing timestamp more than once per frame in multi
2020-11-07 16:45:22 -05:00
Taylor Richards ef648b313a confirm user wants to quit on respawn popup 2020-11-07 16:44:06 -05:00
Taylor Richards 0c66a3b33c fix crash on fiction viewer and cmd brief screens 2020-11-07 16:44:06 -05:00
Taylor Richards 3326874270 avoid replaying cutscene on briefing 2020-11-07 16:44:06 -05:00
Taylor Richards 05f4d36c52 stop common_music when exiting cmd brief and fiction viewer
This is necessary for multi to ensure that music is stopped.
common_select_close() would do this, but it's never inited for
these screens. So we need to manually do it if we aren't
transitioning to a screen with common_music.
2020-11-07 16:44:06 -05:00
Fabian Woltermann 23ea4eca43 Merge pull request #2517 from The-E/feature/lab_v2
Rewrite the lab
2020-10-23 18:01:47 +02:00
JohnAFernandez 4bd827f248 Merge pull request #2819 from notimaginative/fix_psnet_init
Address issues that can arise if psnet fails to init properly
2020-10-22 21:24:21 -04:00
Taylor Richards 7864a2891d abort if psnet failed to init on standalone 2020-10-21 10:57:24 -04:00
Phantom Hoover 68385e7658 Disable no screenshake flag in multi 2020-10-18 20:22:03 +01:00
Phantom Hoover a137fa496f Add -no_screenshake flag to optionally disable screen shaking effects for afterburner/cannon/shockwaves 2020-10-15 21:23:23 +01:00
Fabian Woltermann 18aa525ce2 Make model rendering work again 2020-10-12 21:01:42 +02:00
Fabian Woltermann 8e45f3cf29 wip 2020-10-12 21:01:41 +02:00
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
JohnAFernandez 3384699086 Merge pull request #2712 from Goober5000/red_alert_multi_sexp_support
add multi support for red-alert sexp
2020-09-21 11:34:34 -04:00
Taylor Richards f5a2cae122 Merge pull request #2608 from notimaginative/ipv6
IPv6 support
2020-09-20 09:46:44 -04:00
JohnAFernandez 8d41f5bcc6 Replace INT3's in Freespace.cpp 2020-09-14 20:53:31 -04:00
Goober5000 b51b03fca9 Merge pull request #2713 from Baezon/better-extern-camera
Add some quality of life improvements to external camera
2020-09-05 02:02:34 -04:00
Baezon 4df4987b81 v2 2020-09-04 17:36:53 -04:00
Goober5000 68888ef857 made this a little more robust 2020-09-04 13:34:32 -04:00
Goober5000 48ea203b7b handle audio pause/unpause for all of the F2 screens
This is a follow-up to #2100.  Don't pause/unpause the audio if we are moving from/to the Control Config or HUD Config screens.  We could hit F2 and move around a bit before resuming the game, so we don't want the audio to resume until we're ready.
2020-08-31 18:02:28 -04:00
Taylor Richards 92be33ad9c first pass at IPv6 support 2020-08-30 00:01:00 -04:00
Goober5000 3d734948da Merge branch 'master' into display_name 2020-08-29 13:47:21 -04:00
asarium 2303785717 Improve scripting hook variable system
The previous system was kind of hacky and made things a bit inflexible.
This improves that system quite a bit and also adds unit tests for the
hook variable functionality.
2020-08-29 10:27:41 +02:00
Goober5000 3b2af702f7 refactor display_name for ships, ship classes, and weapon classes
Several things going on here:
1) refactor `get_display_string()` to `get_display_name()` to be more precise
2) likewise, refactor `alt_name` to `display_name`
3) automatically generate display names when parsing the ship, ship class, and weapon class for the first time
4) remove the on-the-fly truncation of names with hash symbols

Basically this subsumes the `end_string_at_first_hash_symbol` logic into the display name.  Rather than truncate the name every time it's displayed, truncate it once when it's parsed.  This takes advantage of the previous display name infrastructure, since display names are a superset of the case of truncating the hash symbol.

This also has the benefit of now allowing hash symbols within display names.  When updating Destiny of Peace, I noticed that "Lockheed Shuttle #4" would no longer display properly; and it was not previously possible to fix this even with display names.

I could pull out the `get_display_string()` and `alt_name` renaming into a separate PR if desired.
2020-08-21 00:15:38 -04:00
asarium 4568172287 Make the OpenGL backend an optional component
This can be used for producing even leaner builds for standalone
servers. It also provides a nice architecture verification since now
using internal OpenGL functions will cause a compilation or linking
failure.
2020-08-14 18:52:14 +02:00
JohnAFernandez fd7af0bdf8 Move unsetting of Wep Cheat to Gamestate code
Where it belongs.
2020-07-21 01:52:02 -04:00
JohnAFernandez 185d12859c Fix sidebars retaining old rendering from mission quick exit
And also a minor typo
2020-07-17 22:26:57 -04:00
Goober5000 1304a36c96 parse traitor.tbl at game launch, and select persona-specific text 2020-07-09 11:18:40 -04:00
Fabian Woltermann bf8416d0cf Merge pull request #2456 from JohnAFernandez/Prevent-Edge-Case-Multi-Crash
Prevent Standalone Crash
2020-06-12 17:01:23 +02:00
asarium ca27ae16f2 Use Antlr for generating argument list parser
This adds an Antlr grammar for parsing argument lists instead of using a
hand written parser. This allows to write much more complicated syntax
constructs and have all the code being auto-generated. It will also
produce a much more correct parser instead of having all those hacks in
the hand-written one.

This also adds (in addition to supporting the previous syntax) support
for function types along with support for them in HTML and JSON output
formats.

The ANTLR generated parser is included in source form so that it is not
necessary to have an ANTLR installation around if you are not going to
change the grammar. Also includes the necessary runtime code from Antlr.
2020-06-11 21:57:52 +02:00
JohnAFernandez c794bef328 Prevent Standalone Crash
If a standalone has only one player connected in a dogfight mission it will crash.  Not fully sure why this doesn't crash in other circumstances, but this check should just be here, anyway.
2020-06-09 23:37:55 -04:00
asarium 016c07dc3a Add feature to execute Lua coroutines at specific points
This adds a mechanism for running generic operations at specific points
of the frame execution. This can be used by any part of the code an not
just Lua since it simply executes std::functions. It also adds an
"execution context" concept that specifies in which situation an
operation should be executed.

This is then used by the Lua Coroutines code for resuming coroutines at
specific points instead of always when the awaited promise resolves.
2020-06-06 21:29:48 +02:00
asarium 544029f66f Add capability to have a pure lua script
This adds the capability to have a Lua script that does not need to use
our table syntax at all but instead defines the hooks by calling API
functions. This also makes it possible to add hook functions at runtime
if the script requires that.

Also clean up some unused debug stuff.
2020-05-03 14:33:42 +02:00
wookieejedi 2da7c4e761 Reinstates necessary check for soundtrack on level load
This updates #2299 and restores the use of `event_music_level_start(-1)` in `freespace.cpp`. This call was removed in #2299 because it was thought to be redundant but removal of that call resulted in music not playing upon mission restarts. This PR restores that call and fixes that issue.
2020-04-21 11:00:49 -04:00
asarium 1c12349990 Add extended scripting hook system
This moves towards defining the hooks in the code module that executes
them. Also provides the API necessary for better documentation of hooks.
This only covers a few hooks as a test and demonstration of the new API.
If no issues are found with this it can be extended in the future.
2020-04-13 14:45:19 +02:00
Goober5000 c9df8a13f1 add functions to remove the clutter of static casts for ship and weapon info vectors 2020-03-14 13:02:12 -04:00
Fabian Woltermann 64531798e7 As it turns out, the soundtrack reset issue is a bit more complicated than I initially thought. The force_soundtrack check I previously removed was apparently vital; without it, calling event_music_level_init() (which in actuality is used to start soundtrack playback!) will result in the music being stopped, as the current soundtrack is set to -1.
This PR refactors the function's name to something more indicative of what it actually does, and removes a call made to it from within freespace.cpp which, due to changes in how the soundtrack system works, is now redundant and doesn't actually do anything anymore.
2020-03-07 19:04:01 +01:00
m!m 52b17c3f8a Merge branch 'master' into build/makeFFmpegOptional 2020-02-29 18:48:13 +01:00
m!m bf4243c0b0 Merge pull request #2285 from asarium/docker/fixEventHandling
Fix standalone signal handling
2020-02-29 18:33:46 +01:00
asarium 2dc2295a59 Make FFmpeg an optional requirement
This does some refactoring to make it possible to cimpile and run FSO
without needing to link to FFmpeg. Since that eliminates support for
cutscenes or sound this is mostly useful for running a standalone server
which has no need for this anyway.

This reduces the image size of the standalone Docker image to only 20MB
and also resolves any licensing issues that might have existed.
2020-02-29 17:24:56 +01:00
asarium 582c144cf7 Fix standalone signal handling
The standalone did not initialize SDL and so did not receive the quit
signal when it was sent SIGTERM or SIGINT. This fixes that by making the
standalone server just use the normal os initialization code.

Also includes some other code cleanup and some more logging to make it
more apparent in the log what is currently happening at standalone
startup.
2020-02-29 17:09:55 +01:00
asarium 7029e4a10f Add compile time option to enable logging in release builds
This mostly meant for special docker standalone server builds where it
might be useful to have full release performance but also have the logs
available if necessary. This now always compiles the log statements but
enables or disables them with a constexpr so they should not appear in
actual release binaries.
2020-02-24 18:54:55 +01:00