* Fix subsystem change handling code
Make sure that subsystem help actually gets updated.
* change from pointer to literal
I had decided to use `new` in the past when I was less experienced. So this changes it back to regular angle variables.
(And White space fix requested by Wookie)
The ship record for player ships is not always accurate. So as to correct entries as valid packets are received.
Also, remove a case where null vectors were being passed to the physics engine.
Co-Authored-By: wookieejedi <[email protected]>
Co-authored-by: wookieejedi <[email protected]>
A MOTD missing (422) message is non-fatal and should be handled the
same as a MOTD end (376) message to prevent the chat connection
process from hanging.
* Make sure that players are updated the more often
Mitigates the increased latency from multiple clients getting each other's positions.
And Adjust update times:
Because LAN settings are now widely used even on non-LAN connections, shift High to a little bit less frequently in some situations, and adjust LAN settings so that it doesn't take quite as much bandwidth for updating ships that are `rear_medium` or `rear_far`.
Also update comments.
* Remove unused define
This was used in the previous version of the object update code and doesn't need to be here anymore.
Change Interpolation function to bool
And calculate last position instead of just setting it
This should help FSO prevent some very odd collision issues when two ships collide
Previosuly, the default object update speed setting for new players was `High`. Many mods, such as Fate of the Galaxy, do multiplayer tests where we have to ensure players are using the highest object update speed, which is LAN. This extra step is cumbersome and prone to players' forgetfulness.
This PR allows mods to set the default multiplayer object update speed for new pilots to mitigate this issue. Tested and works as expected.
* more cleanup in preparation for model translation
1) Clean up stepped rotation, fixing some logic, adding safeguards for invalid values, and allowing rotations to go in the opposite direction
2) Add more specific SEXP error checking for AWACS and rotating subsystems
3) Assorted refactoring and polishing
* address feedback, plus a bit of extra cleanup
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