Arrow, function, Ctrl, Alt ... and any other non-ascii keys
would previously add a blank space to the multi msg buffer.
This prevents that from happening, making sure that it's an
ascii character before appending it to the buffer.
(Retail bug??)
While it may seem counterintuitive, we have to keep the standalone bogus ship from being added to the ship list so that we don't have to exclude it from all the places it could cause crashes or mysterious AI behaviors. Both were being observed, and this should fix them.
Retail saved tracker stats to the local pilot file after read, however
the newer pilot file code doesn't work the same way. This adds the
ability to properly update the pilot file with multiplayer stats from
the tracker during login.
NOTE: This will always overwrite multi stats in the pilot file with
the stats from the tracker!
* 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
Previously, debug builds would assert if a packet was not a psnet packet
type. Port scans and general traffic checks could trigger this for any
public server. So we should just log these events instead, taking into
account that some of this traffic could be malicious in nature.
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
- report when multi.cfg is missing
- add game version, multi version, cmdline, and PXO status
to multi.log
- use non-interactive mode by default on standalone and
enable it as soon as possible
Helps us by also dumping the amount of data that has been processed from that packet so far.
Also, dump how much data we need to get through to finish the packet correctly.
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).
This really only applies to DNS lookups, setting the preference to either
be for IPv4 or IPv6 addresses. This makes for a far less error prone
troubleshooting method than disabling one of them outright.
Previously, the game used a dead-reckoning system for measuring time, where several time counters were incremented as long as time was running. This unfortunately has no way to synchronize time in the long term, and therefore in-game time will tend to run faster or slower than real time by a few percent, depending on various factors.
This PR redesigns the timestamp system to use the SDL time counter which will always keep it in sync with real time. However this necessarily involves a bit of clever handling when the game is paused and unpaused. It also revealed several minor bugs in several places in the code where timestamps were handled.
This PR is currently in draft status until the design can be updated to handle time compression. In all other respects it should be working.
Multiplayer screens such as PXO lobby, chat boxes, and multi-game setup screens had hard coded values for the number of lines to display. These would only work correctly with the default .vf font01 from retail. If a mod or user used a TTF or other .vf font than text would spill over. This PR makes these values take into the account the font used.
Tested and works as expected with TTF fonts and the retail fonts. Marking as draft to see what others think.
* improve handling of PXO lobby banners:
- add custom banners support for mods
- remove broken banner randomization code (from retail)
- remove banner hover outline if it's not really clickable
- randomly choose a new banner over time if user is in lobby long enough
* 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
1) Changes the submodel flags to use a flagset instead of several booleans
2) Adds `rotate_accel` to allow submodel rotation acceleration to be specified
Submodel acceleration can now be instant; dumb-rotating submodels always instantly accelerate (and have always done so)