Commit Graph

5957 Commits

Author SHA1 Message Date
Tamás Bálint Misius
9c699b00ed
Snapshot 355 2023-12-15 18:26:24 +01:00
Tamás Bálint Misius
9f431c6393
Handle return value from signal in the External clipboard driver
Absolutely zero chance of signal ever failing, but still.
2023-12-15 18:26:02 +01:00
Tamás Bálint Misius
fb9cba0d01
Some native clipboard support for some platforms
I was hoping SDL2 would get this functionality eventually, but nope, proper clipboard support is staged for SDL3, which we're not going to see much of for at least a few more months. This will have to do for 98.0. The feature can be disabled at runtime from powder.pref.

Implementation status:

 - windows (via winapi): has the most friendly api so of course the implementation is flawless and uses every available optimization >_>
 - macos (via cocoa): I'm bad at cocoa so this is only as good as absolutely necessary; TODO: on-demand rendering
 - x11 (via xclip): I am NOT implementing icccm2; TODO: remove reliance on external tools
 - wayland (via wl-clipboard): oh god wayland oh why, you're almost as bad as x11; TODO: remove reliance on external tools
 - android: TODO; is there even a point?
 - emscripten: TODO; the tricky bit is that in a browser we can only get clipboard data when the user is giving it to us, so this will require some JS hackery that I'm not mentally prepared for right now; also I think the supported content types are very limited and you can't just define your own

x11 and wayland support are handled by a common backend which delegates clipboard management to xclip-like external programs, such as xclip itself or wl-clipboard, and can load custom command line templates from powder.pref for use with other such programs.
2023-12-13 21:49:35 +01:00
Tamás Bálint Misius
2eee738a9f
Fix another extremely rare pmap corruption
The real fix was made in Simulation::kill_part, where photons[y][x] wasn't cleared when i = 0 because the pmap branch triggered instead. Broken since ff7428fc70, which only partially fixed some related bug. I decided to also fix every other case, even if they are not strictly necessary because they write 0 to pmap/photons anyway.

Reproduce with

	sim.loadSave(3062273, 1)
	sim.ensureDeterminism(true)
	tpt.setfpscap(2)
	local function F()
		print(sim.framerender(), sim.randomseed())
		if sim.framerender() == 0 then
			local a = 3498763327
			print(sim.hash(), a)
			sim.framerender(1200)
			sim.reloadSave()
			sim.randomseed(a, a + 1, a + 2, a + 3)
			tpt.set_pause(0)
		end
	end
	event.register(event.tick, F)
2023-12-12 22:19:13 +01:00
Tamás Bálint Misius
6433eb04f2
Fix extremely rare pmap corruption
c4dcb37de4 added a kill_part without a return 1.

Reproduce with

	sim.loadSave(3062273, 1)
	sim.ensureDeterminism(true)
	tpt.setfpscap(2)
	local function F()
		print(sim.framerender(), sim.randomseed())
		if sim.framerender() == 0 then
			local a = 2247503365
			print(sim.hash(), a)
			sim.framerender(1200)
			sim.reloadSave()
			sim.randomseed(a, a + 1, a + 2, a + 3)
			tpt.set_pause(0)
		end
	end
	event.register(event.tick, F)
2023-12-12 19:52:09 +01:00
Tamás Bálint Misius
986de1066d
Fix uninitialized read of Engine::dt early after startup again
As once done in a2c7242c7c. Broken in c725894abd.
2023-12-12 15:28:15 +01:00
Tamás Bálint Misius
d4784b2516
Fix line debug tool showing up when placing stamps 2023-12-12 08:41:53 +01:00
Tamás Bálint Misius
ef86110516
Fix can_move being set up too early
As in, before element properties were populated. This broke everything that depended on can_move, probably most notably particle displacement based on the Weight property. It didn't help that once element properties were populated, any secondary call to init_can_move would fix the symptoms, such as when any custom element is added with Lua.
2023-12-11 22:50:52 +01:00
Tamás Bálint Misius
a38e1c48bb
Default to identity mapping elements not in the palette for pre-98.0 saves
Newer saves include an element palette which maps save-space element numbers to element identifier strings, see 29189693b3. This is useful because the numbers of custom elements can change, while their identifiers are expected to not change. Not all elements make it into the palette, only the ones that are in use in the save.

98.0 is staged to extend this feature in two ways. First, it'll warn the user of missing custom elements when loading a save that uses such elements, see 36800a76cd. Second, it'll do a better job of deciding what to put in the element palette, see a13c29875f.

In order for detection of missing elements to work, a save's palette has to account for every element number used in the save, including built-in elements. To dispel a misunderstanding regarding that last part: yes, including built-in elements is not crucial if the set of built-in elements only ever grows, but this is not guaranteed.

98.0 creates such palettes, but older code didn't, for various reasons. One reason is that the palette at some point wasn't meant to include built-in elements, see e0d982367b, although this was rectified later in 67b87b1dab. Another reason is that not all cases of element numbers encoded in particle properties were considered, see for example f45d0d1683 and 1f1062408c.

Palettes in existing saves being thus incomplete didn't use to be a problem because older code would just assume that whatever element number wasn't listed in the palette referred to a built-in element and would just map such save-space element numbers to the same simulation-space element number, hence identity mapping.

However, this approach doesn't cover custom elements whose numbers can change, nor does it cover extra built-in elements added by a mod. Worse, a different mod with different extra built-in elements may map save-space element numbers not listed in the palette to its own extra elements.

As a solution to these problems and making use of the fact that palettes are now complete and comprehensive, 98.0 no longer does this default identity mapping, see 73be29aa61. Removing this identity mapping in itself would have broken older saves that use the old identifiers of some elements; that commit works around that by remapping these early in the loading process. By the way, these changes in identifiers are perfect examples of the set of built-in elements changing in ways other than growing.

This still doesn't address the problem in the case of pre-98.0 saves though. Such saves have seemingly valid element numbers (although it's impossible to tell whether these refer to built-in elements from vanilla or extra built-in elements from a mod) but no corresponding entry in their palettes. The user is warned about such elements also, see 9f8449357f. Lacking a better solution, this commit assumes that these elements are indeed vanilla elements and re-enables the default identity mapping for such saves.

In summary, this commit fixes the loading process for saves that were made in 97.0 or some older version and use built-in vanilla elements in ways that didn't trigger their inclusion in the element palette.

For example, until a13c29875f, CONV's tmp was not considered by the palette code, so any CONV with tmp set to an element that wasn't a built-in vanilla element, and which also wasn't used anywhere else in the save, would have been potentially corrupted by the loading process. An example a save that demonstrates this behaviour is id:2633868, which has CRAY particles on the right with ctype set to LIGH, but until this commit, these ctypes would have been set to 0 and the user would have been warned about element number 87 (LIGH) missing from the palette.
2023-12-10 13:38:33 +01:00
Tamás Bálint Misius
7ab52f8bec
Snapshot 354 2023-12-09 20:04:15 +01:00
Tamás Bálint Misius
28b5b6dc97
Fix some LTO-related emscripten link-time error
I have absolutely no idea. The error in question is the following:

	wasm-ld: error: /home/lbphacker/.emscripten_cache/sysroot/lib/wasm32-emscripten/lto/libhtml5.a(callback.o): attempt to add bitcode file after LTO (_emscripten_run_callback_on_thread)

I have no idea where we use _emscripten_run_callback_on_thread, and I have no idea why LTO would think it's not required when it's obviously required. This commit fixes it by holding the linker's hand even more than it already had.
2023-12-09 16:51:42 +01:00
Tamás Bálint Misius
cc27126f27
Move palette code to GameSave
Because Simulation shouldn't need to know about palettes.
2023-12-09 16:37:50 +01:00
Tamás Bálint Misius
2d7b40b9e5
Prevent Lua callbacks from being called from secondary SaveRenderers
SaveRenderers populate their own Simulation with Simulation::Load, which may call various callbacks now that these SaveRenderers know about custom elements. Make sure these callbacks don't try to call into the main thread's Lua state.

Seeing as these callbacks now need to be protected from races too, the scopes of some of the exclusive locks of the graphics property mutex needed to be extended.
2023-12-09 16:37:50 +01:00
Tamás Bálint Misius
ca6c67c16c
Factor functions shared between elements into headers
The signature duplication was getting out of hand; too easy to get wrong.
2023-12-09 16:37:49 +01:00
Tamás Bálint Misius
0f1218df0c
Sort out constness of Simulation and Renderer in graphics functions
Mostly. They are now const but only in graphics functions called from secondary Renderers. The primary (main thread) Renderer still allows graphics functions to mutate Simulation; this is required for correct in-PIPE rendering of custom elements.
2023-12-09 16:37:45 +01:00
Tamás Bálint Misius
cfa9fe568d
Move graphics cache to SimulationData 2023-12-09 09:51:41 +01:00
Tamás Bálint Misius
e64c23d50d
Limit access to the LatentHeat property to LATENTHEAT builds 2023-12-09 00:38:12 +01:00
Tamás Bálint Misius
78314a8f7d
Move Simulation::platent to Element::LatentHeat
Also put the feature gated by the macro REALISTIC behind the constexpr LATENTHEAT in SimulationConfig.h.
2023-12-08 23:36:34 +01:00
Tamás Bálint Misius
f8ee7aa0f7
Sort out constness of Simulation::PlanMove
And a bunch of other member functions. This got rid of some nasty assumptions documented only in the form of comments, in exchange for some nasty template nonsense.
2023-12-08 22:40:46 +01:00
Tamás Bálint Misius
dd875987b9
Enable basic rendering of custom elements in secondary Renderers
By factoring element and other static-ish data out of Simulation and protecting basic graphical element properties (i.e. everything that contributes to graphics other than the Graphics callback) with an std::shared_mutex. This is taken exclusively (std::unique_lock) by the main thread when it changes these properties, and inclusively (std::shared_lock) by non-main-thread code that uses Renderer.
2023-12-08 22:40:44 +01:00
Tamás Bálint Misius
9f8449357f
List element IDs that don't have an identifier associated in a save
36800a76cd lists missing element identifiers but neglects to handle IDs that don't even have one associated.
2023-12-05 10:19:13 +01:00
Tamás Bálint Misius
66136c8866
Customize ghactions job names 2023-12-03 18:28:11 +01:00
Tamás Bálint Misius
daed1e7ae0
Deprioritize some ghactions jobs
This means they aren't run every single commit, only if something interesting is going on (non-dev branch, pull request, etc.)
2023-12-03 18:17:28 +01:00
Tamás Bálint Misius
1ff6a2d0ae
Add a --backend=vs job to the ghactions workflow
This also requires patching CREATEPROCESS_MANIFEST_RESOURCE_ID out of powder-res.template.rc because Meson generates a VS config that instructs VS to add its own and this conflicts with ours. TODO: Undo this hack once https://github.com/mesonbuild/meson/pull/12472 makes it into a release.

Also start using meson compile in place of ninja in some cases because it integrates better.
2023-12-03 18:17:26 +01:00
Saveliy Skresanov
2f25c3fe32 Merge branch 'resist' of https://github.com/The-Powder-Toy/The-Powder-Toy into resist 2023-11-26 22:11:32 +07:00
Saveliy Skresanov
bc5fad1500 Redo resist reactions. 2023-11-26 20:59:51 +07:00
Tamás Bálint Misius
a594ae996d
Fix android workflows
Meson 1.3.0 broke parentheses in machine files so we'll be using 1.2.3 for now.
2023-11-23 18:46:33 +01:00
Tamás Bálint Misius
1c1e3aaf5a
Enforce build numbers of official builds in build.sh
Also fix the current build numbers.
2023-10-27 18:11:28 +02:00
Tamás Bálint Misius
eb29915243
Use a proper ProgressBar in UpdateActivity
Can't have the update window not use my fancy clip rect progress bars, see 04455ada1c.
2023-10-25 22:20:13 +02:00
Tamás Bálint Misius
e2743a2be1
Fix the casing of the new upstream tpt.version keys 2023-10-25 20:12:48 +02:00
Tamás Bálint Misius
d56510b1ac
Use method indices as LuaLuna thunk upvalues
Rather than member function pointers, which are not necessarily simple pointers and are not necessarily convertible to void * sensibly. This also gets rid of the last instance of lua_pushlightuserdata, which apparently isn't super well-supported by luajit, and which thus often crash on android.
2023-10-25 15:25:54 +02:00
Tamás Bálint Misius
b5d40a49f8
Remove luajit ffi particle access
No point to having it sit around effectively commented out.
2023-10-25 15:20:06 +02:00
jacob1
d5681d8ed9
Remove unnecessary lua_pushlightuserdata usage, use commandInterface global instead
This causes a crash when using luajit on aarch64 Android builds. I didn't remove the lua_pushlightuserdata usage in LuaLuna.h because that's external code and beyond my understanding
2023-10-24 22:12:16 -04:00
Tamás Bálint Misius
7d337ab732
Give emscripten version a starcatcher-compatible name
This means that it can now be taken seriously and handler properly by the starcatcher mod/snapshot service.
2023-10-24 21:23:21 +02:00
Tamás Bálint Misius
f98561d33b
Fix workflows with complicated publish passwords 2023-10-24 20:31:25 +02:00
Tamás Bálint Misius
01728fe1f4
Make curl_multi_wakeup/curl_multi_poll usage optional
Thus dropping the minimum required libcurl version to at least 7.64, possibly further. We have compatibility macros all the way to 7.55 so yeah.

Also fix RequestManagerImpl::~RequestManagerImpl not doing a wakeup after setting running = false. This meant that in the worst case the worker would wake up 1000ms later and only then notice running = false and exit, making the game take overall longer to exit.
2023-10-24 06:50:52 +02:00
Tamás Bálint Misius
3b6d607d98
Fix stable/beta ghaction workflows 2023-10-23 18:05:17 +02:00
Tamás Bálint Misius
ba5883ff84
Fix changelog spam in the update window
That is, in some cases (read: starcatcher, which uses the very last component of the user agent to determine the build ID), you'd get all changelog entries ever, not only the ones between the current version and the one the update server has.
2023-10-22 20:15:37 +02:00
Tamás Bálint Misius
8c2a7e4312
Add surface normal debug tool 2023-10-22 17:57:23 +02:00
Tamás Bálint Misius
dda3e8a9c7
Expose debug constants to lua
Also clean up related resource management code a bit.
2023-10-22 10:57:49 +02:00
Tamás Bálint Misius
ac99fb8a11
Factor PlanMove out of Simulation::UpdateParticles
This will be useful later for a debug feature I'm planning to add.
2023-10-22 10:57:46 +02:00
Tamás Bálint Misius
edcbeaca56
Sort out scopes in Simulation::UpdateParticles 2023-10-22 10:28:17 +02:00
Tamás Bálint Misius
1c1ef12761
Fix prop tool not remembering settings in some cases
Namely, it would not write its settings to powder.pref if the property dropdown was changed with the up/down arrows.
2023-10-21 22:43:09 +02:00
Tamás Bálint Misius
a9ffc8527c
Fix exe description on windows
Apparently ProductName is less important than FileDescription so the latter is what will say "The Powder Toy" and similar from now on.

Also fix the copyright character in LegalCopyright by telling the resource compile that the file is utf-8.
2023-10-19 18:11:14 +02:00
Tamás Bálint Misius
414f8ba27f
Use curlftpfs for uploading to starcatcher in workflows 2023-10-19 12:51:11 +02:00
Tamás Bálint Misius
a9cbd784f7
Remove snapshot_id
It is now consistently replaced by build_num. The next snapshot will be snapshot-353.
2023-10-19 12:51:11 +02:00
Tamás Bálint Misius
7fc3fb4c15
Sort out version info
The idea is to have the following version information included:

 - 1-component save version
   - 2-component under the hood but the minor component shouldn't ever change again
   - see currentVersionMajor in GameSave.cpp
 - 1-component website API version
   - again, currently 2-component because that's what the website code expects
   - see apiVersion in requestmanager/Common.cpp
 - 2-component display version, entirely cosmetic
   - exposed as meson options display_version_major and display_version_minor
   - see APP_VERSION in Config.template.h
 - 1-component business logic version aka build number
   - exposed as meson option build_num
   - see APP_VERSION in Config.template.h
 - variant id aka mod id, tightly coupled with the build number
   - exposed as meson option mod_id
   - see MOD_ID in Config.template.h
 - display and business logic versions repeated for the upstream
   - exposed as meson options upstream_version_major, upstream_version_minor, and upstream_build_num
   - we'll have to update these alongside display_version_major, display_version_minor, and build_num, but mod owners can just merge our changes
   - see UPSTREAM_VERSION in Config.template.h
 - update channel, makes sense in the context of the variant (and yes, this would later enable mod snapshots)
   - currently not exposed as a meson option but derived from meson options snapshot and mod_id
   - see IDENT_RELTYPE in Config.template.h
 - vcs tag aka git commit hash
   - set by build.sh in ghactions workflows
   - see VCS_TAG in VcsTag.tempalte.h

Rather importantly, the save and website API versions are now allowed to change independently of the display version.

These changes also allowed me to remove the ugly sed hacks in build.sh used to provision some manifest files; they are now provisioned by meson.

Also add version info for windows and android.
2023-10-19 12:51:03 +02:00
Tamás Bálint Misius
7f0f9ad132
Auto-focus the input field in the tag list 2023-10-17 09:55:47 +02:00
Tamás Bálint Misius
9f50249ca8
Handle back button on android 2023-10-16 23:41:57 +02:00
Tamás Bálint Misius
73be29aa61
Make the previous commit work with mod elements too
For this to work, loading code needed to stop trusting DEFAULT_PT_ identifiers, which it trusted because there have been some identifier changes between vanilla releases. I dug these up and listed them explicitly; they are now taken into account as needed when loading old enough saves.
2023-10-15 19:23:39 +02:00