Commit Graph

914 Commits (2f7d43214362bb124e9f313881a757cd44f313d1)

Author SHA1 Message Date
MysterD c88ff19190 Prevent infinite looping of Mario action transitions
There have been several times where the unpredictable behavior of
a remote player where execute_mario_action() would get caught in
an infinite loop. Now we attempt to detect an infinite hang and
escape from it. The sequence of actions will be recorded into an
errorlog.txt file. In debug mode this infinite hang will cause an
assertion to fail, crashing the game. In normal mode the game will
break out of it and hopefully carry on normally after new packets
come in.

I believe this addresses github issue #12 but I can't be sure.
2020-09-01 22:06:36 -07:00
MysterD af117f4647 Various tuxie synchronization fixes 2020-09-01 20:13:46 -07:00
MysterD c54063fadd Fixed messed up animation when remote is talking to an NPC
fixes #8 found by somario360
2020-09-01 18:10:00 -07:00
MysterD 8711829664 Merge branch 'nightly' into coop 2020-09-01 18:08:46 -07:00
MysterD 2815f03adb Update Makefile's default compile flags 2020-08-31 23:52:36 -07:00
djoslin0 d070b9fb87 Update README.md 2020-08-31 23:50:43 -07:00
MysterD 443fc1a73f Synchronize cannons as soon as they are unlocked 2020-08-31 23:49:51 -07:00
MysterD 3950dda92f Force players who are held by an entity to own that entity 2020-08-31 22:36:07 -07:00
MysterD e705353e00 Synchronized squished values 2020-08-31 22:22:33 -07:00
MysterD 3495a9e4a4 Re-added King Bobomb dialog 2020-08-31 21:38:08 -07:00
MysterD efa1600ad0 Truly deal with the NPC dialog softlock problem
Reported by somario360:
After I (Luigi) gave the baby penguin to the mother, the start spawned,
but I was stuck in the looking up animation.
My friend (Mario) talked to Bowser after defeating him, Bowser turned into
a key, but he was stuck in the looking up animation after (I was able to
grab the key though, but Bowser was slightly visible) (Also don't mind 0
stars, he loves doing the lobby BLJ)

The issue is the state machine moved on without removing the reading
dialog action. There was no straight forward way to deal with this.
Custom functions were written for each call to dialog to ensure that we
should stay reading the dialog.
2020-08-31 21:10:34 -07:00
MysterD 5d7499bd2a Fixed crash when changing areas within a level
Bug reported by somario360:
After I (Luigi) exited the slide in CCM, an error message appeared and ignoring would make it pop up again.

This was due to the sync ID reservation system not being flushed and
reset on area change.
2020-08-30 23:13:05 -07:00
MysterD 7b073aedb8 Fix NPC softlock (cannon and hoot)
Bug reported by somario360:
When trying to open the cannon in a level (so far tested in BOB & WF) the cannon dialogue will repeat infinitely. Sometimes the cannon will open, but the game will crash after.

The code I had written previously to prevent softlocks ended up causing
them due to a incorrect check of activeFlags.
2020-08-30 23:12:28 -07:00
MysterD 96a2cacf2d Added text-input system for typing in-game 2020-08-30 23:25:32 -07:00
fgsfds 8a23a8a5c5 add rudimentary SDL1 controller backend
it's more to deal with the mouse not working I suppose
2020-08-30 16:06:22 +03:00
fgsfds 8419991c02 Merge remote-tracking branch 'origin/master' into nightly 2020-08-30 15:41:45 +03:00
fgsfds cc26cc9bf9 fix spaces 2020-08-30 15:39:41 +03:00
fgsfds 17e12f14bc Merge pull request #411 from theofficialgman/master
Check for zero rumble setting before allowing rumble
2020-08-30 15:35:03 +03:00
fgsfds 6d1f2afd8b Merge pull request #350 from pouar/fix-snufit
Bugfix for NODRAWDISTANCE
2020-08-30 15:34:24 +03:00
fgsfds 46c57457b1 GL_LEGACY: this should've been GL_REPLACE all along 2020-08-30 01:29:26 +03:00
Garrett 468887a6f9 Check for zero rumble setting before allowing rumble
Fixes controllers which don't check for rumble_strength and have constant rumble from rumbling even when set to 0 in the config.
2020-08-29 17:08:17 -04:00
MysterD b7a1ec009c Removed debug enemies from castle grounds 2020-08-28 23:06:56 -07:00
MysterD 483694d6b3 Synchronized Bowser 1 2020-08-29 12:59:07 -07:00
MysterD 10bdd1e1fe Synchronized bowser bombs 2020-08-29 12:58:54 -07:00
MysterD 81d23b3cc9 Made castle floor trap multiple-player-aware 2020-08-29 12:58:04 -07:00
MysterD 13d4a0bfe8 Fixed stomache slide hang, made grabs only happen on local 2020-08-29 12:57:20 -07:00
MysterD cb5dcaa4f4 Synchronized sliding platform 2 2020-08-28 20:26:17 -07:00
MysterD 398f5e8345 Synchronized ferris wheel 2020-08-28 20:26:04 -07:00
MysterD ec89f3fccc Synchronized amps 2020-08-28 20:25:46 -07:00
MysterD ab9d7db29f Synchronized square platforms as groups of two 2020-08-28 20:25:34 -07:00
fgsfds 73c6c9105f change GL_LEGACY to only use GL1.1 (1.2?) features 2020-08-29 02:13:30 +03:00
fgsfds 655427f10f add --poolsize arg for modifying main pool size 2020-08-29 02:13:30 +03:00
MysterD a778bf497d Resynchronized checkerboard platforms 2020-08-27 21:39:13 -07:00
MysterD d2a2a80d56 Synchronized Big Boo's Haunt + major changes
Synchronized currentRoom per-player
Synchronized haunted bookshelf, and the bookshelf manager
Synchronized haunted chairs
Synchronized mad piano
Synchronized BBH's tilting trap, and made the physics multiple-player-aware
Synchronized scuttlebugs
Synchronized every variety of Boo
Synchronized elevators
Synchronized flamethrowers
Synchronized the various types of enemy books
Synchronized the book switches
Synchronized jumping box
Made coffins multiple-player-aware

Fixed everything that used gMarioState as an array instead of gMarioStates
Prevented some NPC-dialog softlocks
Prevented the remote player from messing up the local's camera settings
Possibly fixed the relatively rare chain chomp softlock
Possibly fixed the relatively rare chain hoot softlock
Fixed the first-person-camera softlock
Forced camera code to use the correct mario struct
2020-08-26 23:29:40 -07:00
MysterD 13b216ea5d Synchronized Boo 2020-08-24 21:38:49 -07:00
MysterD 8c650a5b7d Created system to reserve sections of SyncIDs per client
This allows clients to spawn a new sync object after the level loads and synchronize it.
Changed how un-initialized sync objects are detected
Koopa shells are the first thing to use this new system

Removed network_object_settings() command, instead explicitly setting the sync object parameters
2020-08-24 18:33:53 -07:00
MysterD ee35c999aa Made Luigi a bit bigger 2020-08-23 23:44:11 -07:00
MysterD 4b12d0e513 Fixed exclamation box synchronization bug 2020-08-18 18:47:21 -07:00
MysterD 53576aa51e Synchronized unagi 2020-08-18 18:47:06 -07:00
MysterD 57a4e746cf Synchronized underwater koopa shell 2020-08-18 18:46:54 -07:00
MysterD f08e6f0806 Made floating platform multiple-player aware 2020-08-18 18:46:13 -07:00
MysterD b8bdac2666 Made falling pillar multiple-player aware 2020-08-18 18:45:50 -07:00
MysterD 5b7e1c28d8 Synchronized clam 2020-08-18 18:45:34 -07:00
MysterD 79a2d95f00 Synchronized jrb ship and box 2020-08-18 18:45:19 -07:00
MysterD c589f2a620 Synchronized treasure chests 2020-08-18 18:43:42 -07:00
fgsfds a8a97b7c4b Merge pull request #395 from MartinPham/patch-4
fix mac build for exoquant
2020-08-16 02:01:02 +03:00
fgsfds e18b3c5b97 fix controller_sdl2 2020-08-15 16:04:55 +03:00
fgsfds 8b23c544d1 Merge pull request #399 from ineedhelpbad/nightly
BUGFIX: Camera bugs when using flying cap with BETTERCAMERA=1 #370
2020-08-15 15:59:59 +03:00
fgsfds 083a9be2a5 Merge pull request #400 from ineedhelpbad/patch-1
BUGFIX: Camera invert #373
2020-08-15 07:17:02 +03:00
fgsfds 3e9e2595aa add barebones SDL1.2 backends
for that sweet Win9x support
2020-08-15 07:15:28 +03:00