Handle most CStr8/CStrW conversions via UTF-8 instead of effectively
assuming Latin-1.
Return UTF-8 strings from Xeromyces API.
This was SVN commit r8929.
Handle AIProxy entirely through scripts.
Support structured clones of script values.
Improve performance.
Support multiple script contexts sharing a runtime.
Use a separate context per AI player.
This was SVN commit r8866.
Make some parts of logger and console thread-safe.
Simplify console: remove special commands; remove prefix for script
commands.
Remove LOG_ONCE, to simplify logger.
Change some code to use the new logger interface.
Fix OOS when revealing map.
Clean up some formatting.
This was SVN commit r8511.
added player_id_t typedef and INVALID_PLAYER, use that instead of -1.
also added sanity checks to cpu.cpp to ensure ARCH_* is correct (see
http://www.wildfiregames.com/forum/index.php?showtopic=13327&hl=)
and further predefined macros to arch.h just to be sure.
This was SVN commit r8079.
Fix randomly incorrect player names.
Fix script errors when connecting to an invalid IP address.
Adjust the server/client disconnection messages to be a bit more
accurate.
This was SVN commit r7946.
Add dumpHeaps() console function for debugging JS memory usage.
Increase default JS heap size.
Make call-time profile table appear first when toggling.
Remove some unused script functions.
This was SVN commit r7842.
Pre-game chat.
Fix dynamic updates of focused input controls.
Allow scrollable texts to automatically scroll to the bottom.
Force usernames to be unique.
This was SVN commit r7664.
Major updates to most network classes.
Simplify CNetServer so it doesn't duplicate any client behaviour; all
players now run CNetClient.
Remove most player/slot management from networking code.
Wait for all players to finish loading before starting the simulation.
Remove CGameAttributes; attributes are now just a JS object.
Remove CPlayer; they are now just simulation entities.
Handle player colours via simulation system.
Add a default map for Atlas, so it always has something to load.
Move network documentation to Doxygen.
Remove lots of now-unused code.
This was SVN commit r7653.
Don't flush network queue after every message.
Desingletonify CGameAttributes to allow testing.
Make network server/client basically testable.
Add very basic tests for network server/client.
Fix FsmActionCtx memory leak.
Split CNetHost into a separate file.
Convert CNetHost, CNetSession to a more conventional coding style.
Delete CNetLogger, since it's a lot of complexity and is barely used and
is redundant with CLogger.
Other minor simplifications.
This was SVN commit r7623.
Add new turn manager that should be more correct and potentially more
efficient.
Remove evil CNetServer/CNetClient multiple inheritance of CTurnManager.
Add multiplayer autostart.
Various minor cleanups.
This was SVN commit r7551.
Giant merge from
http://svn.wildfiregames.com/hg-source/file/5fb522019d5e
Infrastructure is largely complete, gameplay is largely missing
Disabled by default; use command-line flag "-sim2"
(Second attempt at commit...)
This was SVN commit r7259.
- sprintf, snprintf -> sprintf_s (ensures 0-termination of result)
- use %s instead of %hs with sprintf_s to avoid GCC warnings
- convert h_mgr's to_string to unicode
This was SVN commit r7170.
convert remaining %s to %hs or %ls
use WPRINTF_ARGS on unicode printf functions
fix: __func__ can't be widened via preprocessor (-> revert to char*)
convert remaining external_[directory|file_string to string()
Util: don't mix fwprintf and fprintf
Formation: fix dangling pointer (storing result of c_str())
This was SVN commit r7164.
the old behavior (using directories under binaries/) can be kept by
passing -writableRoot on the command line.
the first game load will be slower than usual due to re-creation of
cached XMBs.
This was SVN commit r7065.
ScriptGlue.cpp: add svn_revision to build information in main menu
Interact.cpp: fix: do not add anglebias when computed via atan2
NetMessage.cpp: fix typo
This was SVN commit r6713.
- displaying symbol values requires stack pointer, not frame pointer
- update debug_IsPointerBogus
- skip-n-frames code changed to skip-all-frames-up-to-func (more
reliable in the face of inlining)
debug.cpp: cleanup
This was SVN commit r6410.
debug: reinstate wchar_t version of debug_printf
file, waio: add hack to allow creating File_Posix with unicode path
wposix: no longer include some rarely-used stuff to avoid conflict with
3rd party libraries
precompiled: bring boost::bind into global namespace (present in TR1)
dir_watch: needed directory watching with unicode paths and larger
buffers at work, so I completely overhauled and documented this
timer: add ToSeconds
SocketBase: fix to ensure correct match despite ::bind's conflict with
boost::bind
This was SVN commit r6319.
also includes sound support.
GameSetup: ensure all ScriptingInit are called; moved simulation
ScriptingInits and init/shutdown to SimulationScriptInit.cpp (reduces
#includes)
This was SVN commit r6028.
- topology.cpp: modify interface due to thread-safety issue. caller is
now responsible for ensuring the first _Detect call isn't reentered;
everything else is safe.
- fix thread-safety issue in wnuma; use winit mechanism to ensure it's
ready before use
- VFS now takes a cacheSize parameter (required for being able to
disable read-only file caches for the image loader at work)
- allow dynarray that isn't actually holding memory
- debug_stl: VC9 fix (disable this code except on the exact STL version
on which it was tested)
- zlib, lib_api: changes to macro used to toggle between static and
dynamic linking
- add boost filesystem header in external_libraries
- amd64: cpu_ topology functions are now provided by x86_x64
- cpu: remove cpu_ClockFrequency (dangerous, may be tempting to use
during WHRT init which would cause a crash). use x86_x64_ClockFrequency
or os_cpu_ClockFrequency instead.
- werrno: cope with newer boost versions
- wmman: follow SUSv3 in rejecting zero-length mappings
This was SVN commit r5954.
this snowballed into a massive search+destroy of the hodgepodge of
mostly equivalent types we had in use (int, uint, unsigned, unsigned
int, i32, u32, ulong, uintN).
it is more efficient to use 64-bit types in 64-bit mode, so the
preferred default is size_t (for anything remotely resembling a size or
index). tile coordinates are ssize_t to allow more efficient conversion
to/from floating point. flags are int because we almost never need more
than 15 distinct bits, bit test/set is not slower and int is fastest to
type. finally, some data that is pretty much directly passed to OpenGL
is now typed accordingly.
after several hours, the code now requires fewer casts and less
guesswork.
other changes:
- unit and player IDs now have an "invalid id" constant in the
respective class to avoid casting and -1
- fix some endian/64-bit bugs in the map (un)packing. added a
convenience function to write/read a size_t.
- ia32: change CPUID interface to allow passing in ecx (required for
cache topology detection, which I need at work). remove some unneeded
functions from asm, replace with intrinsics where possible.
This was SVN commit r5942.
replace ONCE with direct calls to ScriptingInit in simulation/network
code as well.
note: GameSetup is now responsible for calling ServerSession's init
instead of Server doing it
added simulation/scripting with a module that takes care of all
scripting init (reduces CCD)
This was SVN commit r5883.
remove ONCE(ScriptingInit) constructs, replace with direct call from
GameSetup
revised GameSetup's InitScripting (organize into groups)
JSCollection: remove #define of two concrete collection types (made
typedef, moved to their respective entity.h and player.h)
This was SVN commit r5871.
- properly differentiate between buffer/offset alignment and length
alignment (relevant since block size has been increased to 256k)
- use VfsPath for most game paths instead of CStr
- clean up timer interface and implementation
- self-tests no longer crash
- file_cache.cpp: fix for the case where allocation fails (prevent
deleter from seeing a null pointer)
- allocators: move all shared_ptr-related stuff to its own component;
add DummySharedPtr
- codec: disable checksums (important for performance at work)
- File: made into an interface class to avoid export problems. not
entirely sure about this..
- vfs_path.h, path.h, os_path.h: proper fix for using
fs::change_extension and similar utility functions with derivatives of
basic_path
- lib_api: automatically link against import lib if building lib/ as a
DLL
- path_util: remove unused functions (this component is deprecated)
- compiler.h: add INLINE
- Xeromyces.cpp: pass PIVFS so that GetXMBPath works in self-test
(should do this mostly everywhere rather than have one singleton g_VFS)
This was SVN commit r5537.
fix: g_frequencyFilter is now in globals.cpp instead of in main (since
other modules access it and main.cpp isn't included in the self-test)
fix: globals.h now avoids dragging sdl.h into other projects
allocators: got rid of references to the old master header (must now
include the specific header, e.g. dynarray.h)
This was SVN commit r5534.
mostly straightforward except for CVSFile / Filesystem. moved the former
into the newly created latter component. removed VFSUtil entirely (that
functionality is available from lib/file/file_system_util.h)
Xeromyces.cpp: simplify buffer handling since smart pointers are now in
play. also use WriteBuffer instead of membuffer.
This was SVN commit r5519.
- The server will no longer send a new turn until the previous one has
been "acknowledged". (TODO: this may create lag between turns in its
current form; investigate and possibly allow executing two turns while
the third is being negotiated).
- Mutexes are now being used in NetServer and NetClient to ensure
commands go into the right batches.
- Commented out some orders in the GUI code that should not be there and
are not 100% working anyway (they were part of the follow/formation
system).
- Units that spawn or are created by scripts now have net-safe position
and orientation.
- Added a debug flag that can be turned on to print details about when
commands are received and executed (DEBUG_SYNCHRONIZATION). This is
especially useful if you diff the stdouts of two running games. There
should be no differences if everything is in synch.
This was SVN commit r5463.