* Fix stencil attachment for RTT textures and enable depth/stencil for cockpit RTT (#7386)
* Fix stale subsystem model_num references across mission boundaries (#3147)
Fixes the long-standing intermittent bug where the GTD Orion#Repulse in
Silent Threat: Reborn's "Forced Hand" mission spawns with all subsystems
unlinked, leaving the ship untargetable and undisableable. The same root
cause has been reported since at least 2015 (HLP topic 89403) and was
provisionally closed in #3147 as fixed by #3858, but #3858 was an unrelated
parse_ship_values memory leak fix and never actually addressed this
behavior. Recently the underlying check at ship.cpp ~8043 was promoted
from Warning to Error (#5591), which is why Release players are now
hitting a hard error dialog instead of just seeing missing subsystems.
Root cause
----------
model_unload() walks Ship_info and resets si.model_num = -1 on every
ship_info that referenced the model, but does not touch
si.subsystems[k].model_num. Subsystem entries are left pointing at the
freed model id. When a subsequent mission reloads the same pof under a
new id, ship variants that share the model rely on
ship_copy_subsystem_fixup() to re-link their subsystem arrays, but the
fixup matches by name via model_copy_subsystems() and any unmatched
destination subsystem stays at -1. The mismatch case in
model_copy_subsystems() was guarded only by Int3(), which is a no-op in
Release builds, so the failure was completely silent until subsys_set()
errored out much later with no useful context.
The bug is intermittent because it depends on three independent ordering
factors: which prior mission was last played, which Orion variant that
mission used, and the iteration order of Ship_info during the next
mission's ship_page_in().
Changes
-------
* model_unload(): when clearing si.model_num for an unloaded model, also
clear every si.subsystems[k].model_num that pointed at the same id.
This is the structural fix and eliminates the entire class of stale
subsystem pointers surviving across mission boundaries.
* model_copy_subsystems(): replace the silent Int3() in the name-mismatch
branch with Error(LOCATION, ...) naming the unmatched subsystem. This
surfaces a failure mode that has been invisible in Release builds for
over a decade and gives modders an actionable diagnostic when sibling
ship classes that share a model have inconsistent subsystem names.
* ship.cpp: introduce verify_ship_subsystems_linked() helper that checks
every model_subsystem on a ship_info is linked into the same model the
ship is using, and fails with Error(LOCATION, ...) naming both
polymodels if not. This is the canonical post-condition for both
ship_copy_subsystem_fixup() and model_load() (which is supposed to
link subsystems via do_new_subsystem()).
* ship_create(): call verify_ship_subsystems_linked() after
ship_copy_subsystem_fixup() so that any failure to link a subsystem
is surfaced with full context (ship name, subsystem name, both model
filenames) instead of propagating to a generic error in subsys_set()
much later. This closes a long-standing asymmetry where ship_page_in()
had a guard (added by zookeeper in 2015) but ship_create() did not.
* ship_page_in(): three post-fixup verifications were gated by
#ifndef NDEBUG with Warning() or Assertion() calls, both of which are
no-ops in Release builds. Replace each with a verify_ship_subsystems_linked()
call so they fire in Release as well.
Co-Authored-By: Claude Opus 4.6 (1M context) <[email protected]>
* fix two timestamp bugs
A timestamp set to 1 means an immediate timestamp, and so the `int` version of `timestamp_elapsed` should account for that, just as it does in the `TIMESTAMP` and `UI_TIMESTAMP` versions. Normally the number comparison means the check will still work, but during mission initialization the timestamp code is not running. This caused destroy-before-mission ships to be added to the arrival list when they shouldn't have been.
Also fix logic in `timestamp_elapsed_safe`, where the `TIMESTAMP` and `UI_TIMESTAMP` versions were correct, but the `int` version had a bug dating back to retail that caused it to return true for uninitialized (zero) timestamps rather than false. Practically speaking, this fix has no effect because the function is only used in multiplayer and none of the instances use integer-0 to indicate uninitialized, but this will at least fix any uses in the future.
* Fix dirty modelcollide state in shipfx and harden with assert (#7390)
---------
Co-authored-by: Goober5000 <[email protected]>
Co-authored-by: Claude Opus 4.6 (1M context) <[email protected]>
1. Make sure the legacy `timestamp_until()` and `timestamp_since()` functions check for any type of invalid timestamp
2. Add a useful `isFinite()` function
3. A timestamp delta on an immediate timestamp is more properly the actual delta, rather than another immediate timestamp
Because time compression adjusts the raw timestamp to be 0, it must use the exact value, not the snapshotted value, or the mission time will be slightly off. So this commit fixes that problem, as well as making sure that changes in time compression always occur at the start of a frame.
Prior to the timer upgrade, all simulation timestamps shared identical timer and timestamp values for the duration of the frame, since they were only updated within the `game_set_frametime` function. Since the timer upgrade depends on the system clock, timestamps evaluated near the end of the frame will be very slightly later than timestamps evaluated near the beginning of the frame. It is desirable to keep them all in sync.
This PR tweaks the timestamp system to take a snapshot at the beginning of the frame, then use that snapshot for the entire duration of the frame. This only affects simulation timestamps; real-time timestamps still use the live timer.
* Revert "synchronize simulation timestamps across the entire frame"
* try a proper fix instead of revert
* make sure nothing is reverted
* and back to full revert
Originally the check for event delay was this:
```
if ( (fix) Mission_events[i].timestamp + delay >= Missiontime )
return SEXP_FALSE;
```
This returns false even when the mission time is equal to the timestamp. Therefore the timestamp check needs to use >, not >=.
Thanks to Durandal and ShivanSpS for helping to track this down.
Prior to the timer upgrade, all simulation timestamps shared identical timer and timestamp values for the duration of the frame, since they were only updated within the `game_set_frametime` function. Since the timer upgrade depends on the system clock, timestamps evaluated near the end of the frame will be very slightly later than timestamps evaluated near the beginning of the frame. It is desirable to keep them all in sync.
This PR tweaks the timestamp system to take a snapshot at the beginning of the frame, then use that snapshot for the entire duration of the frame. This only affects simulation timestamps; real-time timestamps still use the live timer.
For all POFs that use animated textures, if no starting timestamp is specified, assume animation started at the beginning of the mission. This fixes a bug reported in Starfox: Event Horizon where weapon POF animated textures stopped animating after the texture timestamp upgrade.
These fix up the in-game confirm packet and help sync client and server through a few timing fixes.
Co-Authored-By: Taylor Richards <[email protected]>
The movie player code was missing some important functionality, in particular:
1) There was only one timing method to get real-time elapsed time, which was not suitable for pausing or time compression
2) There was an improper cast for the FPS property, causing a script error
3) The `getSeconds` method lost precision during casting
This patches those deficiencies.
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
The new timestamps should use the timestamp ticker, which accounts for pauses and time compression, not the standard timer, which measures absolute elapsed time. This fixes the bug reported on Discord where the supernova timer did not pause when the game was paused.
This adds a type-safe TIMESTAMP, similar to UI_TIMESTAMP. Eventually all of the FSO codebase will be switched over to this new type. In the meantime, just the supernova code is switched over.
If a breakpoint is hit in the code, the SDL time will keep running even though FSO doesn't realize things are effectively, if not actually, paused. Detect this situation and adjust the timestamp offset to compensate.
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.
* 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.........
If FSO runs for a very long time (5 hours to be exact) then the SDL
performance counter reaches a value so hight that rescaling it to
microseconds causes an overflow which is bad.
This fixes that by implementing the rescaling by computing the factor in
the timer initialization code and then multiplying the SDL time with
that. This uses the same principle as the changes done by @TheMatthew in #1082.
According to the tests done by @chief1983, this fixes#1237.