Commit graph

1373 commits

Author SHA1 Message Date
AJ Martinez
25e9207fa2 Check for pubkey modifiation when gamestate is resent 2023-03-28 01:20:44 -07:00
AJ Martinez
33760dec51 I don't even know, unfuck everything 2023-03-28 01:20:44 -07:00
AJ Martinez
a1b0625f66 Don't sigcheck game traffic if you're not the server, you can't do anything with it 2023-03-28 01:20:43 -07:00
AJ Martinez
ca767a554b Let people know when they're kicked for sigfail 2023-03-28 01:20:43 -07:00
AJ Martinez
7889ffd93b Instantly destroy anyone who sigfails 2023-03-28 01:20:43 -07:00
AJ Martinez
2925843ea2 Sigfail command for testing, fix guest join sigcheck, scaffolding for sigfail kick reason 2023-03-28 01:20:43 -07:00
AJ Martinez
936da9870c Move guest profile checks into dedicated method 2023-03-28 01:20:43 -07:00
AJ Martinez
baedcc6ade Add allowguests cvar 2023-03-28 01:20:43 -07:00
AJ Martinez
3747ba6cbd Sign game traffic that could be used to cause problems 2023-03-28 01:20:43 -07:00
AJ Martinez
0f3d740fd4 Correctly populate local keys as a netgame client 2023-03-28 01:20:43 -07:00
AJ Martinez
cc0390cc64 Don't respond to challenges out of sequence 2023-03-28 01:20:43 -07:00
AJ Martinez
c46ad8d52b Fix GUESTs trying to sign 2023-03-28 01:20:43 -07:00
AJ Martinez
f2c66a2171 Expose public_key to Lua 2023-03-28 01:20:43 -07:00
AJ Martinez
66c6ba125d Final fixup for profile-level keys and passing to player_t 2023-03-28 01:20:41 -07:00
AJ Martinez
4ffae5d862 Store keypairs in profiles, do signature verification for all splitscreen players 2023-03-28 01:19:43 -07:00
AJ Martinez
7218c225ec Remove state trace debug print 2023-03-28 01:19:43 -07:00
AJ Martinez
138663bf5a Literally, unironically, draw the rest of the owl 2023-03-28 01:19:43 -07:00
AJ Martinez
9b77d95357 Pass key into player_t for other stuff to work with it 2023-03-28 01:19:43 -07:00
AJ Martinez
568dc59aa5 State scaffolding for challenge-response 2023-03-28 01:19:43 -07:00
AJ Martinez
805186c3a9 RRID: initial commit, WIP broken 2023-03-28 01:19:43 -07:00
Oni
b9bbb6cb8a Merge branch 'conditions-cascading' into 'master'
Conditions Cascading

Closes #366

See merge request KartKrew/Kart!1053
2023-03-23 23:51:30 +00:00
Eidolon
ddf9de1757 Adjust ImGui frame starts to allow ImGui in passes 2023-03-23 11:31:44 -05:00
Sally Coolatta
ffb65a3583 Experimental: Improve level load processing
- P_PreTicker ("defrosting") is dead. Levels now actually start on tic 0 instead of tic 2.
- Netxcmds are ran before G_Ticker, instead of after.
- All netxcmds are required to be processed before the level will finish loading (up to 5 gametics, to prevent any possible lock-up from malicious clients).
2023-03-22 10:59:29 -04:00
toaster
5a7f7b58f0 HandleGamepadDeviceEvents: Call at all junctures where event_t are digested
Permits controllers to actually be added when starting with -server
2023-03-19 17:27:23 +00:00
toaster
2e1efaff0c Merge branch 'master' of https://git.do.srb2.org/KartKrew/Kart into conditions-cascading
# Conflicts:
#	src/k_battle.c
#	src/k_hud_track.cpp
#	src/k_kart.c
#	src/p_inter.c
2023-03-14 21:59:19 +00:00
Oni
9f4c080964 Merge branch 'dynamic-controllers' into 'master'
Handle gamepads from interface dynamically

Closes #397

See merge request KartKrew/Kart!1018
2023-03-13 07:56:34 +00:00
toaster
d2c36c952a Merge branch 'master' of https://git.do.srb2.org/KartKrew/Kart into conditions-cascading
# Conflicts:
#	src/k_grandprix.c
#	src/k_grandprix.h
2023-03-07 19:37:46 +00:00
Oni
e4ba544994 Merge branch 'buff-sliptide' into 'master'
Make sliptiding actually good

See merge request KartKrew/Kart!1020
2023-03-07 08:49:46 +00:00
Eidolon
86a9579e16 Handle gamepads from interface dynamically
Fixes numerous issues with hotswapping, gamepad assignment, and menu
responsiveness.
2023-03-07 00:07:47 -06:00
AJ Martinez
f4fbd1e654 Sliptide boost VFX first pass 2023-03-06 05:00:59 -07:00
toaster
0c75c40060 Rework how Bots handle their skin availabilities
Before we can add extra unlock features, we need to make sure we're not building on a house of sand.
- R_SkinUsable: Use Net Unlock system if playernum is -1
- R_BotDefaultSkin: Move to r_skins.c, cache skin search
- R_GetSkinAvailabilities: Use Net Unlock when called for bots (and always permit R_BotDefaultSkin)
- Got_AddBot: Call R_GetSkinAvailabilities for summoned bots to guarantee sync status of available skins
- K_UpdateMatchRaceBots: Tidy up to match grand prix bot skin selection system, hiding server-locked skins and defaulting to R_BotDefaultSkin if you don't have enough unlocked for the remaining player slots
2023-03-05 18:06:09 +00:00
Sally Coolatta
a1976aa43d Fixes for podium bots loading
- Handle bot spectator on spawn purely in P_SpawnPlayer from now on
- Don't give podium players flashing tics
- Don't call P_MovePlayerToStarpost during podium. (Needs further fixing in another branch, since this also apparently affects bot spawning in all maps.)
- Update mobj_t pointers in CL_ClearPlayer if G_GamestateUsesLevel()
- Forcefully set initial podium waypoint if jointime <= 1
- Use G_SpawnPlayer consistently in P_InitPlayers for podium
2023-03-03 16:10:05 -05:00
Sally Coolatta
82313de499 Awayview cleanup
- Moved variables to awayview_t
- Arbritrary +20 is no longer added to z pos, it will use the thing position as the camera position directly.
2023-03-03 16:09:54 -05:00
Sally Coolatta
f78b3f7794 Fixes for CEREMONY gamestate
- Made titlemap + ceremony code more straight-forward by being able to set gamestate in G_DoLoadLevel directly
- Demos are only recorded on GS_LEVEL (fixes crash for ceremony + titlemaps)
- Added G_GamestateUsesLevel to encapsulate all checks for using level rendering
- Added GS_CEREMONY to wipedefs
- K_PodiumSequence just checks for GS_CEREMONY now (optimization)

The game can now properly go to the podium after GP
2023-03-03 16:09:51 -05:00
James R
175219341c Reset twodee contexts when drawing connect screen 2023-03-03 00:48:46 -08:00
toaster
40271cd128 Merge branch 'master' of https://git.do.srb2.org/KartKrew/Kart into hwr2-twodee 2023-03-01 12:30:58 +00:00
Eidolon
98ce714614 hwr2: integrate avrecorder with RHI and legacy GL 2023-02-27 19:49:45 -06:00
James R
a19b476d3d hwr2: do GIF recording in screenshot pass 2023-02-26 20:28:05 -06:00
James R
9578f5e05d Reset viewpoint to local player if last viewed player spectates or leaves 2023-02-26 04:08:19 -08:00
toaster
e874b5ba18 G_DoLoadLevel: do not apply profile if demo is played from titlescreen 2023-02-05 13:33:31 +00:00
toaster
69484cd55a Failed net connection: Catch another exit to title, and replace with menu restore. 2023-02-01 23:19:50 +00:00
toaster
5b0b118ee5 M_SpecificMenuRestore: Fix a bug where setup_numplayers was always being set to 1, instead of only when "skipping" character select via netgame connection 2023-02-01 23:16:48 +00:00
toaster
03d422560d menu_t, M_PlayMenuJam: const char *music parameter
If Playing(), does nothing.
- If NULL, cycle between Cascade Cave as is traditional.
- If ".", stop music. (will one day be used for sound test)
- Any other case, call S_ChangeMusicInternal on the string directly

Notable menu sets:
- All Extra menus, excepting the Replay Hut, use "EXTRAS"
- Replay Hut uses "REPLAY"
- All online menus use "NETMD2".
    - I know we wanted to do something with switching between "NETMDE" and "NETMD2". I would prefer a more consistent API for transferring song position across between tracks be implemented before implementing this.
    - Known bug: Music restarts when exiting from failed connection screen
    - Known bug: Music goes back to Cascade Cave when selecting "GO" for server creation
        - Wontfix as we want that button to go directly to the voting screen, which we can do in a voting revamp branch
- Data Erase, Profile Erase: "SHWDN2"
    - Not in the spec but I think it's both funny and a valuable tell for the most "dangerous" menu to play with.
    - Also shifts the background to SKINCOLOR_BLACK
2023-02-01 23:15:51 +00:00
toaster
20e9b2f5e8 Restore menu state after playsim
- restoreMenu, M_SpecificMenuRestore
    - From any Cup Select, Level Select, or Time Attack context (including non-net replay playback), return to the relevant "core menu"
    - From any server OR server connection failure, return to the Online EGGA CHANNEL top-level menu
    - From netreplay, head to replay hut without incorrect gamestate/fade cope
    - Interruption for Challenges unlock sequence now happens on all menu returns, not just post-titlescreen
- M_StartControlPanel
    - Integrate with above
    - Handle menu re-initialisation properly under more contexts
- D_ClearState
    - Split out from D_StartTitle
    - Can be used alongside M_StartControlPanel to restore menu state from any play session in a way just as reliable as D_StartTitle was
2023-01-29 23:53:21 +00:00
toaster
fae160babb CL_ClearPlayer: re-add missing invitation set 2023-01-10 15:03:19 +00:00
toaster
2a87cfcdf1 Additional P_SetTarget mobj_t pointer fixes on player struct
* CL_ClearPlayer (player departing server)
    - In GS_LEVEL, decrement refcount for all relevant pointer
    - Clearer comments
* G_PlayerReborn (initialisation before any player spawn)
    - Preserve skybox data and hoverhyudoro (except between maps)
    - Clean up follower handling
* Cross-codebase: use P_SetTarget for setting skybox-specific pointers, to match p_saveg.c
2023-01-08 15:15:44 +00:00
toaster
80d19a8458 Merge branch 'master' of https://git.do.srb2.org/KartKrew/Kart into save_p-unglobal-alt
# Conflicts:
#	src/g_demo.c
2023-01-03 19:45:18 +00:00
toaster
9336e39350 Use Zone memory functions for sending compressed saves
Fixes an issue where `SF_RAM` meant `free()` was being called on Zone memory produced by `P_SaveBufferAlloc`
2023-01-03 19:41:27 +00:00
Sally Coolatta
aa4fd8ab13 Add functions to initialize savebuffer_t
g_demo.c is mostly unaltered because it is made of twigs.
2023-01-02 19:47:59 -05:00
Sally Coolatta
761be01dbb Contain end & size into savebuffer_t
I would've liked to make it use a single allocate function to do this very cleanly, but these cases were very clearly not meant to be standardized and use wildly different methods to allocate & free...
2023-01-01 00:23:23 -08:00