If host status is set to offline after the server is launched, the browser would continue to broadcast the server. This patch makes sure that if the visibility has been set to offline, the server would no longer be broadcasted to the master server.
This patch splits host logic from CServerListManager. CServerListManager is actually meant for the client to manage the server list to which the client could connect to. The hosting logic has been moved to the new CServerHostManager class.
Previously, we stored all the hosting details in CServerListManager, with connection criteria in CPylon, this data has been moved over to CServerHostManager as well.
Previously, we also needed a mutex to access the server host data, function HostState_KeepAlive() has been refactored to the point this mutex is no longer necessary as the only threaded process is the actual request, the rest is being applied in the main thread. We also now only construct a NetGameServer_t struct if we actually plan to host.
Access to CPylon::m_Language is now also protected by a mutex, as the change callback of cvar 'language' and the threaded method 'CPylon::QueryServer()' are competing for access.
Make sure the autocomplete suggest window is always behind the console window with nothing in between. Previously, the server browser or modal panel ended up between the autocomplete suggest window and console window if the console was focused after the browser was invoked and moved partially on top of the console.
Add +1 on the right to prevent the cursor from getting under the perimeter, also add note for when feedback loop issue is fixed to accommodate for scrollbar when scrolling.
* Fix bug where moving cursor all the way to the top + little bit, and then moving below will also scroll the text position below (cursor sticked to top rect).
* Fix bug where cursor skipped a column when moving it past the right perimeter of the console.
This fixes corner case bugs like selecting currently entered text, and deleting it at once. If we happen to show a ConVar's value, and do the mentioned action, it wouldn't clear it as "if (iData->BufTextLen)" won't satisfy.
The pass filter has some features (including, or excluding with the '-' prefix), but this isn't very clear. Added the original 'usage' text back, which caused the following issue: the summary text (showing how many history items, or the currently selected convar's current value/default value) would clip outside the console window on ConVar's that had larger string values, like URL's. The summary text has been moved to just above the input text field to fix this issue. This patch also contains some slight improvement to styling of the console.
Made the style of the code more consistent. Not much logic-wise had changed during the refactor, but there are some.
Console:
* Removed m_bSuggestUpdate and the logic bound to it, this var was never set and the logic was never used. This was the initial workaround for resetting the autocomplete selection pos to kPark (-1), but this is currently done in a more mature way, but the old code was never removed
* CreateSuggestionsFromPartial() (previously, FindFromPartial()) would break if a ConCommand/ConVar was found that was already added in the list. Although this is an engine/sdk level bug, we shouldn't stop iterating there. Added an assert instead and made the loop continue.
* Removed member m_bCopyToClipBoard, this was used to check if the copy button was pressed, to copy the text the next frame. The copy now happens directly in the site of the Copy button which is a better approach.
* Due to the changes with removing m_bCopyToClipBoard, the mutex for m_colorTextLogger is now released right after rendering the color text to fully minimize blocking time between other threads.
Browser:
* Moved ImGui::Begin() call from RunFrame() to DrawSurface(), it fits better there and we can now also return false if the frame didn't render.
* Improved the "Broadcasting" text formatting when server browser is hosting and broadcasting without a server token (public server).
Both:
* Added virtual Shutdown() method.
The new method wraps around perfectly when the new selection positions overlap each other. This patch also fixes the shift selection drifting when lines are getting deleted.
Only the start interactive was moved if lines were deleted to clamp the vector size. Also fixed the code so the interactives always move if lines get deleted from before their positions, instead of "if" only the mouse is held down.
Use convars to determine the size, by default the width is the same size as the input text bar. The height has also been increased with 90f (shows 12 elements now, this fits perfectly when the game is launched with default options). Also properly clamp the autocomplete window
If you triple click a line in the logger, the selection mode will be set to SelectionMode::Line, however, when we drag with the mouse, the selection remain on SelectionMode::Line, causing the cursor to be stuck, which breaks the ability to scroll select. Mode must be set to normal during dragging.
The types should be floats instead of ints, the compiler actually compiled it as ints after changing to ImCeil. Made vars of correct type and removed extraneous casts.
This allows us to reset the horizontal position only when an user submitted a console command in the text box. We don't want to reset the horizontal position if new lines are added since user could still be reading text that is otherwise clipped away.
Ctrl + arrow should move to word end, not next word. This also fixes a bug where it would index into into the second character when the line end gets reached.
This code originated from an imgui code editor, where it would make sense to have per-character colors. But for the console, we only ever do 1 color per line. Just store the string and one color instance, this also allows us to just take the string instead of manually reconstructing it which is very slow. The code now also only stores 32bits for color (per line) instead of 128 bits (ImVec4) as we only ever need to convert it once.
As a result, a bunch of rendering code could be dropped, and the pass filter is now also very fast as we don't need to reconstruct the string to check for the filter, we just pass a char* in which doesn't cost any perf.
Moved implementation to dedicated class 'CImguiSystem' with the following changes:
* Added mutex for ImGui_ImplWin32_WndProcHandler(), the window proc is ran from a different thread than CImguiSystem::SampleFrame() is being called from. Needs a mutex as both functions interact with the input queue list.
* Added init stages for debugging and preventing the system from running certain parts of the code if a certain stage hasn't been reached yet.
* NULL out ImGuiContext::ConfigNavWindowingKeyNext , we don't need any nav window shortcuts as users don't need then in-game, and it also interferes with certain key binds some users have.
* CImguiSystem::SampleFrame() (previously ImguiSystem_SampleFrame()), is now being called from CMaterialSystem::SwapBuffers(), as that function is called from the main thread while also getting updated during level loads/etc, so instead of switching between 2 static buffers for as long as the levels are being loaded, we imgui updates properly too and directly swap afterwards.
* Removed hack in CGame::WindowProc() where we would only run windowproc if we aren't shutting the game down. This was needed as there was a chance of a crash at some rare cases, but this was simply due to a missing mutex which has been addressed and fixed as of this commit.
* Lock mutex during init and shutdown.
- Mark 'con_drawnotify' FCVAR_MATERIAL_SYSTEM_THREAD
- Add assert for char* in CTextOverlay::AddLog()
- Make buffer stack based in CTextOverlay::DrawFormat()
- Make color var struct const in CTextOverlay::DrawCrosshairMaterial()