Some code refactoring to allow mission titles to be strings of any length. Titles that are too long to actually display (based on string width) will be visibly truncated using `font::force_fit_string`, but the underlying title will not be affected. Multiplayer is still subject to the 31-character length limit, so titles sent over the network will still have characters truncated.
Also removes some redundant calls to `gr_get_string_size`, since `font::force_fit_string` returns the fitted string width.
Net_player[idx] (pointer arithmetic from current player) was used instead
of Net_players[idx] (global array index), causing the status display to
read from wrong offsets. This coincidentally worked for the host at index 0
but showed incorrect status for all other players — most visibly on
standalone servers where no client is at index 0.
Fixes#7358
Co-authored-by: Claude Opus 4.6 (1M context) <[email protected]>
* 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]>
Rewrite `force_fit_string` to be more robust and to remove the potential for memory access violations. Also audit all of the length parameters in the calling functions - some of them were the buffer size, not the length. This should fix the mysterious crash in the mission log screen.
During maintenance of the active games list it's possible for the list to be
cleared before a stale item is removed leading to a access violation. So we
need to confirm the list isn't empty when attemping to erase the stale entry.
This also fixes a bug where the list entry index is incremented even when an
entry is removed which can cause an improper selection index being used.
A minor bug in #6077 resulted in a crash loading campaigns on the multi ui.
The bug itself was not fatal, however it triggered a cascade of poor error
handling which led to a crash. A lot of these issues date back to retail.
This fixes the minor bug, and hopefully adds enough error handling to
preemptively squash a repeat of the crash problem.
FSO doesn't appear to use this any longer. And even when it was enabled the
requirements made it largely useless anyway. Removing to clean up cfile a
bit and so we don't have to keep maintaining it.
* multi host settings ui initial setup
(cherry picked from commit bcb31c327653329e62e4430815fe1e981751f9dc)
* Finish the rest of the API
* include enums
* set these
* Close game needed
* Handle accepting the host setup
* Don't need to be master to set these and add ways to check master and self
* add client ui to this PR because
* Allow getting the player state string
* Multi sync api methods
* unused variables
* Fix state checking
(cherry picked from commit fcde973cdf)
* typo
* address feedback
(cherry picked from commit ecb33e7cc6)
Some of the `frand_range` calls were used for integer calculations, so we can use `Random::next` now.
This also reduces the number of C-style casts in the codebase.
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
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.
* Added a byte limit for line length in split function
* Fix call error
* Ádd missing limits import
* Change hardcoded values into defines
* Cleanup default argument
* Limit instances of Client Collisions to Avoid Instant Death
* Set timestamps correctly (take 2)
* Handle server check the same everywhere
* Clearer Logic Here
(based on PR 2109 by Cyborg17)
- support compaign descriptions (Mantis 1826)
- allow sending multiple packets to get entire description
- update description of selected game on join screen if needed