Commit Graph
1015 Commits
Author SHA1 Message Date
BMagnu ca3207de47 Tidyup 2022-05-24 13:50:22 +02:00
BMagnu 00078b9c77 Multi Bump 2022-05-24 13:42:18 +02:00
Taylor Richards 5e79021da3 use SCP_string for constructing multi/event log lines (#4284) 2022-05-18 13:56:37 -04:00
Taylor Richards b4f95c3b0c Merge pull request #4266 from notimaginative/fix_multi_timestamps
address multiple timestamp issues with multi
2022-05-17 20:07:09 -04:00
Taylor Richards df6cf572ac convert multi timestamp()'s to ui_timestamp() where appropriate
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
2022-05-17 07:50:50 -04:00
Taylor Richards a8618a569c add improvements to aid in multi troubleshooting:
- 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
2022-05-16 15:47:30 -04:00
John Fernandez c035f1341c Change type from int to const ubyte
This will remove the almost completely superfluous `if ( (type<0) || (type > MAX_TYPE_ID )) {` check by precluding it from ever happening.
2022-04-18 06:35:37 -04:00
John Fernandez 19ef658f56 Upgrade unknown packet type to mprintf
If we're not going to Assert that the packet type be known, at least always dump the unknown packet type to the log.
2022-04-18 06:35:37 -04:00
John Fernandez 34ba050242 Upgrade Cmdline_dump_packet_type to include length
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.
2022-04-18 06:35:37 -04:00
JohnAFernandez a464e8615c Create commandline option for logging data packets (#4175)
* Basic logging of packet types

Add a commandline Parameter for loggin packet type

This is to help with debugging specific multi bugs.
2022-04-17 03:32:23 +00:00
Goober5000 8e2e825204 add UI_TIMESTAMP type and switch some timestamps to use it 2022-02-12 19:01:15 -05:00
Goober5000 29a0736d34 fix missile detonation for computers with high FPS
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).
2022-02-06 17:53:19 -05:00
JohnAFernandez c0b9d6a5e1 Move nprintf to better spot
The log would sometimes lie to us otherwise.
2022-01-30 22:25:07 -05:00
JohnAFernandez 82f343cd97 Make sure we don't set the frame to the one we're about to increment to
Which actually fixes the bug which caused everything in the first place
2022-01-30 22:23:55 -05:00
Taylor Richards e5613fab74 allow connection fallback for PXO mod ident timeout 2022-01-22 19:40:48 -05:00
Taylor Richards 6d932df744 add options to prefer either IPv4 or IPv6
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.
2022-01-22 19:40:48 -05:00
Taylor Richards e81ad7024e skip tracker init popup on standalone 2022-01-18 06:39:50 -05:00
Taylor Richards 0ba94a554b fix memory leak from libpcp context (undocumented) 2022-01-18 06:39:50 -05:00
Taylor Richards 45b2d2a83a release memory from object update on level close 2022-01-18 06:39:50 -05:00
Goober5000 1b51225c51 convert the FSO timestamp system to use SDL time
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.
2022-01-16 15:20:57 -05:00
wookieejedi 0f3f19d5d8 fix spelling 2022-01-08 15:29:20 -05:00
wookieejedi 7f8957ba0d Fix text overflow on multi-related screen
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.
2022-01-08 13:57:58 -05:00
Taylor Richards 6e3b75c613 silence valgrind errors in SENDTO() 2021-12-29 07:07:02 -05:00
Taylor Richards b74b6339a8 improve handling of PXO lobby banners: (#3819)
* 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
2021-12-24 17:25:15 -05:00
BMagnu 9930d435a2 Animation Rework Phase 3 - Fixes for Multi (#3846)
* 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
2021-12-25 03:01:13 +09:00
Taylor Richards 0e059459d8 improve PXO data validation code (#3817)
* add batch validation for tables
* add batch validation for missions
* handle server connection errors in a more useful way
2021-12-23 09:06:26 -05:00
BMagnu 79283d9002 Animation Rework: Phase 3 (#3793)
* Refactor submodel handling by animation code

* Add Animation Flags

* Add Codeowner for animations

* Add new Animation Table

* Time Fix

* Weapon Launched trigger + bugfixes

* cleanup rebase artifact

* Add WeaponFired triggers

* Table deprec

* Allow multiple animations on the same trigger

* Add Translation segment

* Integrate new Animation workflow

* Small Fixes

* Submodel not found safety

* Add Pause

* Also allow dockport name

* Update Animation SEXP/Scripting + fix change ship class issue

* Multi fix + disable old animation sexp

* Weapon Scripting Function

* Fix bugs and replace bind

* Add onspawn trigger type

* Fix issue on ship death

* Fix Absolute Rotation

* Fix erroneous application of animation, add random start phase

* Disable Translation

* Fix Clang

* Incorporate feedback

* Incorporate feedback 2
2021-12-10 14:44:13 +09:00
Goober5000 9d6eec939c refactor submodel flags and add $rotate_accel
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)
2021-11-17 21:45:01 -05:00
Asteroth 375e1caca9 Remove 'stream' weapon handling (#3720)
* remove stream handling

* unused variable

* turn stream' into an unused flag

* yes really whitespace changes just for clang tidy
2021-10-22 16:15:56 +09:00
BMagnu 12be7576f7 Animation Overhaul: Phase 2 (#3609)
* Add Generic Rotation Segment

* SEXPd rotations work

* Fully replace old animation system

* Add sound segment

* Fixes

* Trigger Hangarbay doors for lone player without AI

* Address Warnings

* Fix Docking ANimations + some bugs

* Fix sound issue + docking bug

* fix bugs, add multi handling

* Change direction into enum class

* Address feedback

* Futher clean aicode

* Address feedback

* Add Multi packet constexprs

* Fix multi constexprs

* Clarify AIS_DOCK comments

* Address multi issues

* Clang somehow detects issues where there are none...
2021-10-06 08:50:58 +09:00
JohnAFernandez efeb0ee1f2 Actually fix the goal's target being sent (#3665) 2021-10-04 21:21:13 -04:00
Goober5000 30d4455417 patch up scripted kills
When a ship is killed via scripting, the killer should be credited for the kill in the mission log and the correct hull percentage should be used.  Also, the script should work with either the ship or its weapon passed as the killer parameter.
2021-09-29 01:41:36 -04:00
Goober5000 b96d9f6e62 address feedback 2021-09-04 15:46:03 -04:00
Goober5000 5e7a6ece52 log when missions are skipped due to XSTR mismatch
As a follow-up to #2343, users might wonder why their mission isn't showing up in the tech room, so log a friendly message.
2021-07-16 22:17:36 -04:00
Taylor Richards d5afd8d79b bump tracker packet sizes to match server
- allow for size of IPv6 game list packet (fixes #3543)

These larger packet sizes aren't required for
FS2/FS2_Open, but just keeps the code in sync.
2021-06-27 13:43:19 -04:00
Taylor Richards 0160fac2ff Refactor hud escort list to be less crazy (#2922)
* refactor hud escort list to be less crazy

 - don't keep rebuilding list
 - add and remove ships more efficiently
 - better handling of player ships in multi (fixes #1674)

* fix sorting issues

 - incomplete priority sort
 - reversed alpha sort

* fix additional sorting issue

* improve safety check in list sort function

* add safety checks to hud_add_ship_to_escort()

this wasn't meant to be used outside of the module so
it was not really safe to use with sexps previously

* remove entries properly in hud_add_remove_ship_escort()
2021-06-22 01:34:06 -04:00
Taylor Richards 7dae8940d7 support opening of web urls on PXO screens (#3485)
* support opening of web urls on PXO screens

(copied out of icculus.org version)

* add delay before allowing more clicks on links

* fix clang-tidy issues
2021-06-20 20:58:55 -04:00
asarium b6fe676072 Remove usage of deprecated CMake module
Also removed all checks for C++11 support since we only support
compilers that have this already.
2021-06-20 12:56:20 +02:00
Asteroth e4661b00b1 Add Type 5 beams (#2817)
* wip

* basics are working

* turret case is handled

* better fighter beam handling

* missing commit?

* handle missile spawn

* clean up, commenting and ssb handling

* random in sphere and per burst rot counts for "share random" flag

* clean up, clarity and comments

* accidental whitespace changes

* bugfix

* NULL -> nullptr

* more efficiency/clarity

* review tweaks and bugfixes
2021-06-09 18:53:53 -04:00
Taylor Richards 2e30674823 Merge pull request #3386 from notimaginative/add_firewall_status
add firewall status
2021-05-30 10:15:43 -04:00
JohnAFernandez 9d7acbcc9d Update Function Name and comment to describe what it actually is (#3451)
Change find_player_id to find_player_index, since that is what it does
2021-05-29 19:21:36 -04:00
BMagnu 6c2ebab01c Fix erroneous line break generation for non-ASCII string and high resolutions (#3439)
* 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
2021-05-24 17:38:58 -04:00
Taylor Richards ce9a0d5e08 add new popup type to handle mission/table validation (#3380)
* add new popup type to handle mission/table validation

* fix error handling when popup gets canceled

* use bool and get rid of Int3()

* use proper Game_mode check to test for standalone
2021-05-05 00:53:57 -04:00
Joshua Glatt 144d484c85 Replace rand() calls with a Random class (#3332) 2021-05-04 18:26:06 -07:00
Goober5000 a3c5186635 add missing newlines in several mprintf statements (#3409)
Fixes #3407, and I used a regex search to find what I hope are all other examples.
2021-05-02 23:53:40 -04:00
Taylor Richards 424c69d1e5 Merge pull request #3379 from notimaginative/fix_chat_error_handling
address issues with error handling in chat_api
2021-04-18 19:46:39 -04:00
JohnAFernandez 6d1354f1f6 Explicitly check that the type is a ship. (#3389)
Not all ships in the ships array are ships (if they were turned into observers), so we need to explicitly check that they are ships.
2021-04-18 05:11:30 +00:00
JohnAFernandez 89bd64f4ab Make sure the Netgame state is set to prevent a crash (#3339)
If the client tries to respawn a player when the server is trying to end the game it will lead to a crash on the client side.  This sets the client's game to the correct state when an end game packet is received and adds extra checks before respawning.
2021-04-17 23:49:54 -04:00
Taylor Richards 11f2920b4f add variant of game update packet to tell PXO we want firewall status 2021-04-17 17:47:15 -04:00
Taylor Richards 9e4ab292ac fix game announcement issue causing first firewall check to fail 2021-04-16 18:35:46 -04:00