* remove roll
* optimise for size
* new protocol data type: unsigned integer with known size
* highres yaw encoding
* double resolution for pitch angles -30°..30°
* half resolution for pitch angles -90°..-30° and 30°..90°
* proper rounding for pitch and yaw values
* same resolution for yaw and pitch for both pos packet types
* restore transmission of the velocity vector
The demo data is collected, hashed and compressed fully in memory, mostly
in a worker thread.
While in memory, each demo is identified by an unique sequence number,
which is, for example, used to request a download by the client.
If so configured, the demo is written to file by the worker thread.
If F10 is pressed later than two minutes into the next game, instead of
downloading the last game, the current game is scheduled to be
automatically downloaded when it ends.
At the end of a game, all clients and the server sign the demo file.
If a filename does not contain at least mode, map and timestamp (due to
messed up format strings), the default format is used to ensure unique
filenames.
server side: added server parameters
demo_max_number
number of demo files to hold in RAM
demo_save
enable/disable writing of demos to file
demo_path
demo file path and filename prefix
demo_filenameformat
format string to assemble demo information to a filename
%g : gamemode (int)
%G : gamemode (chr)
%F : gamemode (full)
%m : minutes remaining
%M : minutes played
%s : seconds remaining
%S : seconds played
%h : IP of server
%H : hostname of server (client only)
%n : mapName
%w : timestamp (formatted by demo_timestampformat)
demo_timestampformat
timestamp format string (see strftime() for format options)
if the string starts with 'U', UTC is used - otherwise local time
client side:
changed demonameformat and demotimeformat to SVARs
demonameformat
like demo_filenameformat
demotimeformat
like demo_timestampformat
removed demotimelocal getdemonameformat getdemotimeformat getdemotimelocal
DOCREF demonameformat demotimeformat
DOCREF demotimelocal getdemonameformat getdemotimeformat getdemotimelocal
The server keeps track of every player ID that ever connected successfully.
This database stores the last names and IPs used by the player and the
last countries the connections came from. Some stats are counted, like
"time connected" and "total tks". Most importantly, the database stores
rights (like admin) and restrictions (like ban). All rights and
restrictions are kept as dates (or timecodes), so, for example, if your
ban date is in the future, you are banned - and if it's in the past, you
can play. The collected stats are meant to help server owners at managing
players - especially, if they want to give someone admin rights.
The database is periodically saved to a file and read from that file on
startup. The default file is config/servervita.cfg and one backup is kept
in config/servervita_bak.cfg. During server start, if the regular file
can't be loaded, the backup is tried instead.
While the server is running, it checks periodically for a file named
config/servervita_update.cfg, and if the file exists, it is renamed to
a backup filename including a timecode and read and merged into the
database. The automatic rename makes sure, that a file is only read once.
Using such updates, a server owner can easily give several people admin
rights or for example, add clan tags for a whole list of IDs. (Yes, the
database also stores a clan tag for every ID...)
The database also stores two short comments for every ID. One can only be
read by server admins, but the other one is public. The public reason, for
example, can state a reason for a ban.
One database record takes up 264 bytes of RAM. During autosave, accounts,
that have not been used for a specified time (default 12 months), will
not be written. After a server restart, those old records will be gone.
Currently, there is no process in place, to also clean up old records
from RAM. Maybe, that'll be added later...
(to avoid casting IPs to signed integer)
also mute single number debug messages for compound data structures like
string and key: no longer print a debug message for every char of a string
Images are stored in packages/misc/igraph/*.png and loaded during game
start. Filenames consist of the image shorthand (mnemonic) and optional
frame times, separated by "_". Keep in mind, media file names may only
contain letters, digits and "_-.()".
All texts displayed in the game console are scanned for mnemonics prefixed
with ":". All found matches are replaced by the image.
The images are displayed as squares with width and height the same as the
regular font height. To create animations, put several square images side
by side into the file. For example, a 128x32 image is interpreted as four
frames. Frame duration is encoded in the filename, so, for example the file
"nop_1000_200_100.png" shows the first frame for 1000 milliseconds, the
second frame for 200 msec and the third (as the rest) for 100 msec.
Igraphs "1" to "9" are hardcoded and can be manually encoded in menu texts.
Use the new escape code "\i" plus the number of the image: "\i\1".."\i\9".
Other images can be used in menus as well, but the codes have to be fetched
by getigraph.
new commands:
updateigraphs
Checks for new files in packages/misc/igraph. Only necessary, if new
files are added during the game - for example, by mod package download.
getigraph <mnemonic>
Returns an encoded string to display an image outside the console, or
an empty string, if the mnemonic was not found.
new parameters:
igraphsize 80..300 (default 120)
scales the images (in percent)
igraphsizehardcoded 80..160 (default 106)
scales the hardcoded images "1".."9" (in percent)
igraphanimate 0..1 (default 1)
if 0, only the first frame of every image is displayed
igraphdefaultframetime 5..2000 (default 200)
used for images with multiple frames but no frame duration specified
in the filename
hideigraphs 0..1 (default 0)
if 1, no new images will be shown in the console
DOCREF updateigraphs getigraph igraphsizehardcoded
DOCREF igraphsize igraphanimate igraphdefaultframetime hideigraphs
The edit protocol now allows the following commands in multiplayer:
arch, slope, edittag, edittagclip, selectionrotate, selectionflip
also:
mapenlarge has been limited to size 10 in multiplayer
entitiy undelete in multiplayer has been fixed
SV_EDITS, SV_EDITD and SV_EDITE are to be cleaned up with a protocol bump
DOCREF arch slope edittag edittagclip selectionrotate selectionflip
Also: add '\a' to the list of escaped characters and remove storage of
unneeded "filename".
mitemaltfont <altfont> <text> <action> <hoveraction> <desc>
Displays a menu line with a text which may contain chars from an
alternate font.
altfont
Name of the alternate font.
text
Content of menu line. Chars from the alternate font have to be marked
with "\a". Alternate font chars have no width and are just rendered
above the following text. Use spaces to counter that.
action, hoveraction, desc
Same function as with other menu lines.
DOCREF menuitemaltfont
Keys 5, 6 and 7 (in combination with the scrollwheel) can be used to alter
the new entity attributes.
Pressing editmeta (LCTRL by default) speeds up the scrolling.
(Parts of the roll code are borrowed from Alejandro V. Garcia's commit
"Model rotations, experimental" from January 2013)
Note: coop edit is now broken between "next" and older clients, but I
don't want to bump the protocol just yet.
No more spaces in filenames. The only allowed chars are a-z, A-Z, 0-9 and
"-_.()".
An exception are texture filenames, which may also have a prefix command
like "<decal>" included.
Also fixed some memory leaks in media download.
* replaces filtertext() with a version with a dozen of single filters
that can be used in any combination
* defines classes of allowed characters for strings for various uses
(see protocol.h line 153ff)
* now the allowed charset of, for example, player names is defined
in one location only
* fixes issue #58