fs: recognise mods by -game cmdline args, deduplicate gamedirs, refactoring
Players often start mods using -game even when they have their own
cmdline option, and modders often provide scripts which use -game.
This was already implemented but only for the `gamedir` command.
Refactoring was required to avoid chicken vs egg problems when doing it
with cmdline gamedirs too.
Fixes a bug: the first gamedir (in the cmdline or `gamedir` args) was
used to identify the mod but it needs to be the last one that matches
because the last gamedir is the primary (first in the search path, and
where files are saved).
Includes supported game and mod directories in the main gamedir list for
interface consistency, less special cases, and to support deduplication.
Refactoring was required in the menu modlist where there was also an
opportunity to simplify.
Fixes inability to change from a supported mod (eg rogue) back to id1.
Bugs came from 270f020888c5a03b98cc7752957243e6123c1132 trying to use
NudgeOutOfSolid on Q1BSP which currently isn't possible, combined with
a map bug on alk_caustic, and unsticking unfortunately being an
essential part of Q1BSP player physics.
Adjusts cvar defaults to match Quake behaviour.
Improves documentation.
James O'Neill [Sun, 21 Apr 2024 15:28:29 +0000 (00:28 +0900)]
Accept "ctrl" + "=" for increasing console text size (#167)
Can't use the "=+" key to increase the console text size because the
code only wants "+"; ctrl+shift+= also does not work. Keypad + works.
This patch makes it accept the = key as well as +.
Fixes #110 .
See https://github.com/DarkPlacesEngine/darkplaces/pull/167
James O'Neill [Sun, 21 Apr 2024 15:07:23 +0000 (00:07 +0900)]
Merge PR 'Compare Q1BSP sky textures properly when loading'
Fixes https://github.com/DarkPlacesEngine/darkplaces/issues/58 by loading sky textures with CRC checking, previously they
were always considered duplicates by `R_SkinFrame_LoadInternalBGRA`
because they reuse the same names.
James O'Neill [Sun, 21 Apr 2024 14:44:09 +0000 (23:44 +0900)]
Merge PR 'Add support for a "give a" command to give player armour'
Allows the command `give a #` to give the player armour, just like the
other `give` commands. Based on the example code provided by Baker7.
Fixes #132 .
See https://github.com/DarkPlacesEngine/darkplaces/pull/136
Implements hardware refresh rate modesetting, this wasn't implemented
yet for SDL2 (although it was partially supported in c03b106680122333189e42294c4fb3c385307631).
Implements colour depth modesetting but leaves it disabled because
almost all display hardware supports 24bpp only.
Properly integrates desktopfullscreen and display selection into the
modesetting design.
Changes the modesetting design to better suit SDL2 (see comments),
using the code for immediately applying cvar changes in the startup path
too.
Disables immediate-apply of display cvar changes when hardware
modesetting is active and the player is accessing a menu, because
traditional menu designs don't support it: they make players scroll
through a list of resolutions, setting the cvars at each step.
Enables modesetting on Linux: turns out it does still work in SDL2 even
though exclusive fullscreen support was removed. SDL2 replaced
exclusive fullscreen with desktopfullscreen combined with an xrandr
modeset (behaves like desktopfullscreen IF the mode is the same
as the desktop one).
Replaces the 640x480 modesetting fallback with desktopfullscreen, should
be nicer and should always work (the old fallback is still there but
should never be reached).
Adds a debug print of all modes supported by the display (at startup).
Updates modesetting console prints.
Works around an SDL bug when increasing hardware resolution.
Works around an SDL bug where it doesn't set the error string in
SDL_GetClosestDisplayMode() so SDL_GetError would return some unrelated
message.
This uses a viddef_mode_t `vid.mode` in the global viddef_t `vid`
instead of having a separate declaration of each var there, makes
copying it more efficient.
Moves setting of cvars from VID_Mode into VID_Restart_f because we only
need to do it if a vid_restart fails after changes were made, during
normal startup the only source of config changes is the fallbacks cvar
array which already sets them as they're tested.
This avoids unnecessary clobbering and callbacks under normal
circumstances and makes vid_restart code more self-contained.
Refers to cvars by pointer instead of string for robustness.
Removes persistent storage of last known good mode, it's only needed in
VID_Restart_f and it would be verbose and error-prone to keep it updated
as well as the current mode when applying cvar changes and SDL events.
VS2019: get more of the targets to build (needed to specify modern C
standard for all of them, and SDK "10.0" seems to mean "use latest
version installed").
VS2019: improve README.md instructions.
Makefile: fix PEDANTIC=1 test builds and warning spam.
sys: properly fix warnings related to SDL's wrapping of main() for all
platforms.
James O'Neill [Fri, 12 Apr 2024 12:53:38 +0000 (21:53 +0900)]
Merge PR 'Make particles solid squares when cl_particles_quake is set to 2'
This creates a new function, CL_NewQuakeParticle, that is used instead of CL_NewParticle when cl_particles_quake is enabled. The function calls CL_NewParticle with a some hardcoded defaults to make the particle texture a disc, or solid square, based on the value of cl_particles_quake.
Improves particle function documentation.
See https://github.com/DarkPlacesEngine/darkplaces/pull/137
Updates .gitignore to exclude all generated build objects and the
downloaded NuGet packages (VS downloads them automatically if missing,
seems better than storing old versions here).
Removes files from legacy VS versions.
The resulting build isn't usable for playing (see README.md).
Maybe someone who uses this platform can fix it.
d33a1d0ffb434270de498c386271e484f90e6716 didn't actually work cos I
hadn't found where the good SDL documentation was, and didn't have a
high DPI Windows test machine.
Uses CLOCK_MONOTONIC_RAW on Linux, this is unaffected by synchronisation
adjustments and is used by SDL_GetPerformanceCounter() (we'll use it
directly to support dedicated servers without SDL).
Removes gettimeofday() and usleep() which were marked obsolete and
removed in POSIX.1-2008 so the old comment // FIXME improve this check
was impossible to address. The gettimeofday() replacement is very well
tested now (sys_useclockgettime 1 is default even in div0-stable).
Removes host_maxwait as the problems it worked around were fixed.
For 231beb2c234914f942166eb152c44e55b5b01f86 I tested incorrectly, using
Task Manager inside the VM which reports low CPU load even when spinning.
DP's `status` command showed the correct result.
Changes the default path from select() to: usleep() on POSIX, Sleep() on
Windows.
bones_was_here [Thu, 7 Mar 2024 20:31:33 +0000 (06:31 +1000)]
sys: allow the platform to handle crashes after DP does
As suggested by divVerent in chat.
In SDL builds (including when using -dedicated on the cmdline) the OS
handler runs after the user clicks OK on the SDL dialog.
bones_was_here [Thu, 7 Mar 2024 18:32:06 +0000 (04:32 +1000)]
Make the Sys_Error() message more informative
Re: 24550510e6ff331c1749707df7fad608f618bdd3 as discussed in chat, there
was a good reason to change this word: it indicates DP deliberately
stopped execution, whereas "Error" is generic (most problems that can
happen on a computer are some form of error). Also "Engine Error"
makes it sound like there's a bug in DP, which isn't necessarily the
case: there are several scenarios where user error can trigger this.
This message was already different from Quake's "Quake Error".
Pragmatically speaking, absent any good reason otherwise, naming conventions for functions like Sys_Error should remain consistent with Quake for developer sanity.
bones_was_here [Sun, 11 Feb 2024 13:54:39 +0000 (23:54 +1000)]
PRVM: refactor error handling
Cleans up PRVM_Crash() calling and removes redundant code.
Directs menu errors to stderr instead of stdout.
Aborts if a loop is detected in MVM_error_cmd(), matching Host_Error().
Prevents QC's CSQC_Shutdown() being called when CSQC crashes.
Makes cvar prvm_errordump ignore MENUQC crashes.
Improves some messages and comments.
bones_was_here [Sun, 25 Feb 2024 22:27:35 +0000 (08:27 +1000)]
PRVM: don't break csqc when menuqc has a problem
Fixes a regression in 3d84db99ed9d8234809d237512f44cfa6d7ce1a0 caused by
moving this line such that it executes even for MVM errors. We don't
need it because it's done by Host_Error->CL_DisconnectEx->CL_VM_ShutDown
bones_was_here [Fri, 9 Feb 2024 08:12:34 +0000 (18:12 +1000)]
Fix changing of player name during a game
Name changes applied when connecting or when the map changed, but not
during the game.
I broke it in 74b49d6e5412af206448119963e0a4b3617e8ca4 by not
noticing the user-visible name of the cvar is used to determine which
command (if any) is sent.
bones_was_here [Fri, 9 Feb 2024 09:14:59 +0000 (19:14 +1000)]
Fix two memory allocation issues
In fa06dd40f48b20d738b6bd604758c81defd76cfd I misunderstood the
subdivision code, causing sentinel2 to be written past the end of the
buffer... somehow many maps and games worked fine despite this. This
commit reverts the bad line from that commit.
A very old (div0-stable) bug when loading Q1BSP meant we didn't allocate
enough texture memory when a "sky" texture name wasn't all lowercase,
causing a crash when loading custom map e2m9.
bones_was_here [Thu, 8 Feb 2024 20:21:05 +0000 (06:21 +1000)]
server: always use correct case for map names
Previously whatever was typed in as the map/changelevel argument was
used even if it didn't match the case of the filename in the pak, which
meant QC could see multiple instances of the same map that differed only
by case, causing problems for gameplay stats.
Now DP will always use the same case as the real .bsp filename for the
`mapname` globals, and the sv_world* and cl_world* cvars, and the server
status and getinfo/getstatus responses. This matches the behaviour of
QC code which retrieved the name from the VFS, such as the `gotomap` and
voting code in Nexuiz and Xonotic.
bones_was_here [Wed, 7 Feb 2024 16:21:51 +0000 (02:21 +1000)]
rcon: rewrite variable expansion support, related fixes
Fixes https://gitlab.com/xonotic/darkplaces/-/issues/407
In 48d83538ef13596d4569d46ae66467b63b945546 I broke the return of the
rcon command output to the client.
Fixes unterminated string warnings on the server when the
rcon_password feature of multiple space-delimited passwords is used.
Fixes possibility of the cbuf to use more memory than its intended
maximum.
In the client you can send the variable such that the server will
expand it (not the client) like this: rcon echo $$sv_worldmessage
bones_was_here [Wed, 7 Feb 2024 14:19:05 +0000 (00:19 +1000)]
SVVM: Fix segfault during shutdown, improve previous commit
In 30c47b1aff3ac28359c469a40c44ee700c80e814 a bug in SVVM_reset_cmd was
revealed because that code never ran before that commit:
sometimes the server segfaulted at end of match because SVVM_reset_cmd
called QC code even though SVVM_reset_cmd would only be called by
PRVM_Prog_Reset after it had freed the tempstring memory... so if QC
created a tempstring, crash.
This commit refactors the SV VM shutdown to be consistent with the CL
and MENU shutdown by moving the QC SV_Shutdown() call into a separate
func that (optionally) resets the VM afterwards. As per 30c47b1aff3ac28359c469a40c44ee700c80e814 we MUST reset when stopping a
server to avoid crashes later, but we can still skip it when changing
map (like in previous versions).
bones_was_here [Tue, 6 Feb 2024 11:22:06 +0000 (21:22 +1000)]
SVVM: fully shut down when stopping a server to avoid segfaulting later
Fixes segfaults when functions that check if the progs is loaded (to
avoid crashing) are called after stopping a server.
Example repro: load a map, disconnect, `set sv_cheats 0`.
Fixes wrong SV_Shutdown order: SV_DropClient must be done before
shutting down SVQC because it calls SVQC functions.
bones_was_here [Mon, 5 Feb 2024 22:59:24 +0000 (08:59 +1000)]
fs: save files in the correct place when gamedir(s) are in use
As per the description of the `gamedir` command, it's expected that a
gamedir can be added without needing to re-add the primary
(gamedirname1) or secondary/mod (gamedirname2) as the last gamedir just
to ensure that files still get saved there as usual.
bones_was_here [Mon, 5 Feb 2024 20:38:45 +0000 (06:38 +1000)]
sv_cheats: fix two segfaults when setting it to 0
Assuming the SVQC program is always running crashes when it's not.
Testing if the edict pointer is NULL isn't a valid way to stop at the
end of the client slots, which caused this to crash when Xonotic SVQC
was running.
bones_was_here [Sun, 4 Feb 2024 16:18:03 +0000 (02:18 +1000)]
cvar: fix many bugs in gamedir, loadconfig, unset, cvar_resettodefaults* commands
Fixes a segfault when Cvar_RestoreInitState() deleted cvars (null ptr deref).
Fixes an infinite loop in Host_LoadConfig_f() due to calling Cbuf_Execute()
from inside Cbuf_Execute() via Host_AddConfigText().
Fixes `unset` being able to delete autocvars while they're in use by QC.
Fixes Cvar_RestoreInitState() not updating autocvars when necessary.
Fixes Cvar_RestoreInitState() not calling cvar callbacks.
Fixes Cvar_RestoreInitState() sometimes restoring such that .string
doesn't match .value, or such that .defstring is wrong. This was caused
by Cvar_SaveInitState() saving only string pointers and not strings.
Fixes CF_READONLY cvars like gl_info_* getting restored/reset. It
doesn't make sense for any of these to be changed by code outside their
own subsystems.
Fixes Xonotic menu QC errors caused by Host_LoadConfig_f deleting cvars
before calling QC's m_shutdown().
Saves a little memory by storing only minimal init state data for
Cvar_RestoreInitState(), and by relaxing alignment requirements in
_Mem_strdup().
Improves some warns and docs and tidies up a little.
Removes `vid_restart` from `gamedir`, it usually isn't needed because
current DP applies many vid_ cvar changes without it, and because of
the ubiquity of flat panel displays.
bones_was_here [Tue, 30 Jan 2024 11:38:52 +0000 (21:38 +1000)]
Work around Microsoft's broken vsnprintf implementation
Microsoft's documentation says it has supported %zu (C99 standard format
for size_t) for some years but trying to use it causes crashes at least
on older versions of Windows.
Makes dpsnprintf and dpvsnprintf documentation more accessible (these
funcs have different return behaviour than the C standard ones).
bones_was_here [Fri, 26 Jan 2024 06:58:50 +0000 (16:58 +1000)]
MD3: fix misaligned memory access
The memory subdivision was ordered such that this format likely had no
issues on a 32-bit machine but on 64-bit the alignment requirement of
texture_t increases to 8 bytes, invoking undefined behaviour.
bones_was_here [Thu, 25 Jan 2024 06:25:48 +0000 (16:25 +1000)]
Update and micro-optimise memory allocation
The max alignment requirement no longer needs to be hard-coded.
We were allocating slightly more than necessary for alignment padding.
Makes a (currently unused) macro more useful and robust.
Fixes bitfield data type.