Commit Graph
1202 Commits
Author SHA1 Message Date
Taylor Richards 31ad18fe3f fix portfwd issue when dealing with server response failures (#7252)
An upstream bug in libpcpnatpmp caused it to not pass along ping failure
messages in the internal state which then triggered multiple issues with
both the library itself and FSO. This fixes the bug in the pcp library
and takes care of the portfwd log spam issues in FSO as well.
2026-02-27 23:57:34 -05:00
Goober5000 c428a22150 Merge pull request #7097 from Goober5000/snprintf_size
fix the size parameter of snprintf and vsnprintf
2026-02-13 00:50:38 -05:00
Goober5000 306f34a574 update force_fit_string and bounds in calling functions (#7161)
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.
2025-12-25 08:08:46 +09:00
Goober5000 5f8e2c9475 fix the size parameter of snprintf and vsnprintf
These functions accept a size parameter that *includes* the null terminator, so tweak function calls accordingly.
2025-10-23 12:41:44 -04:00
Taylor Richards 6a9b6a38e9 fix several uninitialized variable warnings (#7087)
Initialize structs as appropriate in PXO and mdns code that were reported by
gcc/clang/coverity.
2025-10-14 13:51:53 -04:00
Taylor Richards 9755d44c5f update mdns to v1.4.3 (#3973) 2025-08-23 20:32:18 -04:00
Taylor Richards 43e85dd8fd update libpcp to lastest main (#6963)
This should fix build issues on ARM64 Windows.

Note that the project name changed from libpcp to libpcpnatpmp and is in
active development again after a multi-year period of inactivity. There
are currently no versioned releases. This is hash b5fe5e2.
2025-08-22 07:18:48 -04:00
Taylor Richards a12c1de012 fix memory access error with active games list (#6964)
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.
2025-08-22 07:18:38 -04:00
Taylor Richards fc7389f95a fix various compiler warnings 2025-08-18 11:59:22 -04:00
Taylor Richards 59a362ed1d fix end-mission sexp in multi (#6943)
A previous attempt to fix the end-mission sexp in multi such that it wouldn't
trigger the jump out sequence was horribly broken. Notable safety checks, state
changes and server/client syncing was skipped over. This caused, as one
particular bug, a standalone server to stop communicating with the game host.
When this happened stats couldn't be accepted/tossed and you were stuck at the
debrief screen, being forced to disconnect from the standalone in order to
continue.

A proper fix for this is to use multi sexps to tell clients to enter a debrief
state before the standard end mission request is handled. This will allow it
the bypass the actual warp out animation for players while still doing the
normal end of mission handling.

NOTE: This is a breaking, but not fatal, multi change and should be safe
considering the recent version bump in early June. As such an additional
version bump is not required with this for 25.0.
2025-08-16 22:14:51 -04:00
Taylor Richards d0c5fe6bcc fix series of bugs due to improper multi targeting (#6916)
Multiple issues were discovered to be from improper targeting data in multi
tracing back to the addition of multi-lock. This was due to differences in
how targeting works in single/multi and de-sync of this info between server
and client. Collecting accurate targeting data on the server and making sure
that the client will use that data resolves the tracking and sync issues.
2025-08-11 11:06:46 -04:00
Taylor Richards 85b37e098e remove "safe" versions of FD_SET/FD_ISSET (#6918)
The socket is a value to be assigned, not an index to be used. As such there
is no safety check to be done here and doing so just breaks things.

Fixes networking on Windows.
2025-08-08 20:43:34 -04:00
Taylor Richards 7281f71da4 clear screen going to PXO lobby (#6914)
Widescreen mainhalls can still be visible on the sides when going to the PXO
lobby so we need to be sure the screen is cleared.
2025-08-08 20:42:47 -04:00
Taylor Richards d7a531d449 properly this time 2025-08-04 00:18:09 -04:00
Taylor Richards 255f3773c1 address clang-tidy issues 2025-08-03 22:57:03 -04:00
Taylor Richards 8748109eaf cleanup and fix issues with multi client data
Fix use of incorrect data macro
Fix packet size safety check
Fix sequence order issue with client data packet (Cyborg)
Cleanup code to address readability and maintence issues
2025-08-03 20:08:25 -04:00
Taylor Richards 4c7e4feaf3 fix double dumbfire missiles for multi clients (#6888)
Dumbfire missiles are client fired for rollback purposes. However players would see
their missiles fire twice due to the server also sending a fire packet back to the player.
So we need to prevent the player that fired the missile in question from getting that
extra packet.
2025-07-31 15:09:30 -04:00
Taylor Richards 5fd06b40fe fix multi crash loading campaigns (#6871)
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.
2025-07-25 21:15:31 -04:00
Taylor Richards 21e35d0ded fix issue with turret/flak multi packets (#6870)
Normalized vectors sent over multi are never guaranteed to still be normalized
on the other side.
2025-07-25 21:14:39 -04:00
Kestrellius 6921f550c1 Enhanced functionality for conditional impacts (#6785)
* add new conditions

* don't worry about it

* implement new conditions

* bugfixing

* handle pokethrough differently

* clang for the clang god

* appeasement

* to the last i grapple with thee

* from hell's heart etc

* bugfixing

* support hits while dying

* fix shield math, cleanup

* fix memory error
2025-07-12 11:40:53 +02:00
BMagnu 82dfdbc962 Cleanup of Level 0 Particles (#6808)
* Make scripting use the full-blown particle system

* Add reverse option

* Add animation reversal as an option to modern particles

* Start implementation of beam particles

* Add multi-emission particle source API for legacy particles

* Attach beam muzzle particles to the correct host

* Reorder code in order to facilitate apparent visual size as modular curve input for particles

* fix lua api

* Typo

* Fix scripting and beam muzzle particles

* Remove muzzleflash code, prepare to replace with particles

* Begin mflash effect conversion

* Pass final parameters to mflashes and fix curve

* Remove deprecated particle function

* Add debris flame particles

* remove weapon_explosion table

* Convert shield explosion particles

* Fix modular curve full inputs and convert particle curve inputs accordingly

* Allow particle volume offset and rotation with curve-based rot around fvec

* Add Ring and Point Volumes

* Convert PSPEW to new system

* Make particle curve timing aware of interp

* Update todos

* get rid of performance waste

* Add last parameter for converted pspews

* Fix pspew bugs

* Fix direction for default pspew

* Fix order for voluem rotation

* particle vel interp

* particle vel interp 2

* Make beam muzzle stay parented to the firing ship, as it's likely the more commonly intended variamnt

* fix scripting particle lifetime

* Allow beam muzzle particle override

* Skip invalid pspews

* remove pspew dcf code

* Fix sparkler stretch

* Correct sparkler bia

* General sparkler weirdness

* Tune distribution of sparklers

* Convert Asteroid particles

* Fix conversion warning

* Fix conversion warning again

* Fix conversion warning again again

* Really clang?
2025-07-09 16:47:14 +09:00
Taylor Richards 552f9990d9 remove support for memory mapped files (#6748)
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.
2025-06-05 17:53:13 -04:00
Kestrellius 3cf3aa9ecd Launch curves followup (#6742)
* this went very badly

* fix burst mult bug

* increment multi

* fix uninitialized variable

* fixes

* further fixes

* concision
2025-06-04 07:07:14 -04:00
BMagnu b3a1b8fc62 Get cross-compilation working again. (#6652)
* Get cross-compilation working again.

* Improve user handling
2025-06-02 00:48:54 +02:00
Kestrellius 66d9335dab Weapon launch curves (#6732)
* it's broken and i don't like it

* it's fixed and i approve

* add multi support maybe

* appease clang

* appease clang ii: electric boogaloo

* const refs

* increment multi version
2025-05-27 00:48:40 +02:00
Goober5000 ceee045b35 coverity: move instead of copy 2025-05-10 01:15:46 -04:00
Goober5000 44cdb29135 some refinement of shield quadrants
Remove the `n_quadrants` field because it is entirely redundant to the size of `shield_quadrant`.  Also, be more rigorous about the difference between `shield_get_quad(i)` (which can fluctuate) and `shield_quadrant[i]` (which gives the exact quadrant strength).  Finally add some C++ casts and move some checks to better places.
2025-03-08 01:10:59 -05:00
Goober5000 343d9a36d4 std::unique_ptr refactoring
Use `std::unique_ptr` rather than `vm_malloc` and `vm_free` to handle optional strings in ship classes.  This makes the code more robust and increases memory safety.  This also allows several string variables to be consolidated in the ship class and weapon class script APIs.

Also add new `stuff_string()` overloads and a new `F_TRIMMED` string parsing type to handle the new fields and the string trimming done inside `stuff_malloc_string()`.
2025-03-04 22:52:53 -05:00
Goober5000 4797ce55a2 use vm_vector_2_matrix_norm on normalized vectors
Most places in the code that use `vm_vector_2_matrix` do so on already-normalized vectors.  Changing these to `vm_vector_2_matrix_norm` avoids redundant normalization.
2025-03-02 23:07:09 -05:00
wookieejedi 0cb01f50ca Fix changes to Options not properly discarding when escape key pressed (#6597) 2025-02-22 20:55:01 -05:00
Goober5000 fa10f8e8eb tweak object model/instance convenience functions
Make these convenient functions even more convenient:
1. Change `object_get_model()` to `object_get_model_num()` and `object_get_model_instance()` to `object_get_model_instance_num()` to more accurately reflect what they do
2. Add new `object_get_model()` and `object_get_model_instance()` functions to return `polymodel*` and `polymodel_instance*` values.
2025-01-16 01:10:53 -05:00
Mike Nelson 4dfaa85b6f Default settings tbl (#6491)
* initial version of default_settings.tbl

* Add a way to change player detail level defaults and implement a couple more options to detail_settings.tbl

* support the rest of 2d.cpp options

* Allow enforcing options to a specific value

* modernize detail defaults, levels, and values

* Fix parsing issue and remove lambda capture by reference

* fix print

* clang

* More efficient +Enforce parsing

* cleanup

* typo

* don't negate this

* error_display

* clarify language between presets, levels, and values

* add default case

* small fix

* use a map to minimize string lookups
2025-01-12 11:29:11 -05:00
Goober5000 c38882a51e refactor AI_GOAL_* #defines into enums, and remove bitwise operations on them [non-FRED] 2025-01-02 14:05:21 -05:00
Goober5000 bcdcba7b8f default the connection speed to Fast even if it has been set to None
A connection speed of "None" is really just the default used by launchers if the user hasn't explicitly set the speed yet.  Additionally, `CONNECTION_SPEED_NONE` isn't really used by the engine except for error checking.  So, fall back to the default connection speed even when the speed has been set to "None".

Follow-up to #6402.
2024-12-08 23:34:58 -05:00
BMagnu 68f3fa6d8c Actually compile with proper optimizations in a release build. (#6336)
* Change optimization to O3 and enable LTO

* Remove ODR violations

# Conflicts:
#	code/menuui/playermenu.cpp
#	code/osapi/osregistry.cpp

* Fix uninitialized structs

* Remove negative alloc warning

* O3 for mac

* Remove GCC13 warnings

* Fix warning

* Properly fix weapon alloc size

* Try to placate GCC9's Psnet_socket estimation

* remove warnin

* Fix safe fd set check
2024-11-25 20:10:38 +01:00
Goober5000 524ecbe826 handle clang warnings 2024-11-07 23:33:13 -05:00
Goober5000 31a86e3f3d all the consts!
Some experimentation resulted in a lot of const-cascading.  This PR applies `const` to a large number of functions.
2024-11-07 23:33:13 -05:00
Goober5000 89605651ca Merge pull request #6359 from Goober5000/waypoint_pointer_to_index
replace waypoint pointers with waypoint indexes
2024-11-04 13:37:20 -05:00
Goober5000 37a24b2a14 handle connection speed in a user-friendly way
1. Use a sensible default for the connection speed
2. Remove the `Psnet_connection` variable which is now obsolete: "its only purpose now is to change the default object update value for a player if it's set to dialup, and that's easily done in-game already"

The "You must define your connection speed" popup will now no longer appear unless it has been explicitly set to an invalid value.

Applies recommendations from, and fixes, #6402.
2024-11-03 23:09:32 -05:00
Goober5000 385bf49b39 replace waypoint pointers with waypoint indexes
Several locations in the code (notably `ai_info` and `waypoint_h`) previously stored pointers for waypoints and waypoint lists that need to be valid for more than one frame.  Since both waypoint lists and waypoint paths may change size, resulting in vector reallocation, the information should be stored as indexes instead.

Fixes #6353.
2024-09-21 01:00:24 -04:00
Goober5000 12784be019 use new isFinite() in several existing expressions 2024-08-26 15:11:15 -04:00
Taylor Richards 1b855044c7 fix data length bug in PXO hole punch packet (#6195)
The header length from the tracker is 1 byte larger than the size calculated
by the client due to psnet removing that byte internally. The header length
is adjusted to compensate for this, but only *after* the deserialization
process, so we have to use the received packet size instead.
2024-06-18 20:39:43 +00:00
John Fernandez a390b5a01a Generalize linear interpolation (#5003)
* Remove old interpolate angles quick

* Remove old interpolate functions

These are no longer used.

* Add linear interpolate vm function

More clearing functions

* Add physics snapshot struct to silo interpolation

Two of these two functions require an object pointer, so they cannot be in physics_state.cpp

With doxygen documentation

* Try to placate Linux

* Address Feedback

* And update declaration, of course

* Attempt to appease linter
2024-06-18 20:10:01 +02:00
Taylor Richards 3f9ec121ae add support for PXO's UDP hole punch feature
Should allow for most games, even those behind CG-NAT, to work without having
to set up port forwarding. This set of changes is only needed for game servers
to work with the new feature. No special handling is required for clients, so
any build from the last few years should work for them.
2024-06-16 01:58:47 -04:00
Goober5000 64c17f4830 fix compilation warnings
Fixes the few remaining compilation warnings in the current codebase.  Also adds comments to the various casting macros for clarity.
2024-06-03 22:19:29 -04:00
BMagnu 01bb406b3d Allow overriding low-level keypresses (#6174)
* Clean unneeded properties

* properly queue-ify keys

* Refactor key checking to use functions instead of globals

* Update hooks and cache checked-against key

* Documentation and Naming

* match tilde

* only remove control not debug
2024-05-31 14:53:39 +02:00
Goober5000 26c4ea1057 fix fighter beam FOV calculation
Remarkable that we're still finding bugs in fighter beams after 20 years...

Since field-of-fire angles are specified in degrees, and `cosf` accepts radians, the angle needs to be converted (and then halved, per usage elsewhere).  Although this is a bugfix, this should technically not affect fighter beam behavior because fighter beams always fire down their normals.
2024-04-18 14:39:37 -04:00
Mike Nelson e63383d324 Ingame prejoin API (#6099)
* ingame prejoin api

* fix type mismatch

* return boolean here

* address feedback
2024-04-17 17:48:57 +00:00
Mike Nelson 7ae8c79dea Team Loadout API for SCPUI (#6096)
* team loadout methods

* documentation

* address feedback

* better assertions
2024-04-17 13:24:27 -04:00
Mike Nelson 002783ce7c miscellaneous methods needed (#6090) 2024-04-17 12:48:27 -04:00