Previously tested a mod cvar which may be wrong when multiple
mods are involved or config is reset. Let's check the server
cache's internet server count directly.
Opening the find friend menu in the Team Arena server browser
hitches due to trying to resolve blank host names.
In UI_BuildFindPlayerList() status requests that are initial or
completed state or have timed out get reset. This means it starts
with MAX_SERVERSTATUSREQUESTS (16) blank host names. So just ignore
them in UI_GetServerStatusInfo().
The console message "1 servers listed in browser with 2 players."
would count clients multiple times when viewing favorite servers.
When viewing favorite servers in Team Arena UI, servers are added
to list before getting ping response. Each time UI checked pings
and inserted server it incremented the player count.
Filter favorite servers based on cached server info and new info
instead of only the cached info.
If cached server info is filtered out, don't add it to server list
but wait for getinfo response before marking server as invisible.
Having to manually request the list, with two buttons (get new
list, refresh list) is somewhat confusing. Also since it looks
like there are no servers, users might not try to figure out
how to get the server list.
The first time viewing a master server list in Team Arena UI,
automatically request a new server list. After that the cache
will be available with a timestamp of the last refresh time.
I think this will make it easier to understand how the menu
works.
This may cause unneeded updating of the server cache because the
last refresh timestamp is per-fs_game but the server cache is
shared by all games. This will only occur once for each game
though so it's not a big concern.
gcc 6 with -Wall -Wextra warns:
code/botlib/l_precomp.c: In function ‘PC_NameHash’:
code/botlib/l_precomp.c:551:2: warning: ‘register’ is not at beginning of declaration [-Wold-style-declaration]
int register hash, i;
^~~
Modern compilers either ignore the register storage class when
generating code, or generate better code without it, so just remove
most of them.
The remaining uses are in third-party bundled libraries (libjpeg, zlib),
and in a PowerPC-specific inline function consisting of inline
assembler (because I'm not 100% confident that it doesn't have
some practical use there).
As with the other branch of the if/else, each element of
foundPlayerServerNames is in fact the same size as each element of
foundPlayerServerAddresses, so it was fine; but it's better to make
it obvious that we are using the right array sizes.
This function is used in the Team Arena menus
I don't think it's actually possible to reach this line with
foundPlayerServerNames < 1, because by the time we get here we have
set it to 1 + the actual number of servers; but if we did, it would
clearly underflow into foundPlayerServerNames[-1], which would be
undefined behaviour. gcc 6 diagnoses this with a warning:
code/ui/ui_main.c: In function ‘UI_BuildFindPlayerList’:
code/ui/ui_main.c:4138:16: warning: array subscript is below array bounds [-Warray-bounds]
Also correct the sizeof() invocation to make it more obviously
correct (in fact the buffers for names and addresses happen to both
be of size MAX_ADDRESSLENGTH, so it was fine, but it's good to be
obvious).
Make Yes/No, Multi, Slider, and Bind items allow enter key to change
value without mouse over item. Add support for left and right arrow keys
and joystick button 1-4 to Yes/No, Multi, and Slider and many item
specific 'ownerdraw' key handlers.
Listbox still requires mouse hover and Team Arena main menu requires
mouse hover to get anywhere...
Enabling K_JOY1-4 to select in default key handler also caused additional
mouse button (K_AUX1-16) to select, which is done in q3_ui as well. Both
handle K_AUX equally badly (not treated as a mouse button and not handled
by item specific key handlers), so it's probably fine.
Text_Width's scale argument will be multiplied by glyphScale, so don't
pass useScale that is already multiplied by glyphScale as this makes
the scale too big.
"orders" menu script is not used by Team Arena.
The same C format string was given an int or string argument depending on if
ordering a single person or everyone. Make it always use int.
Team Arena's text functions cast signed char values to int and use as an array index.
This works fine for values 0 to 127, but not for -128 to -1 which are a negative array index.
Instead use "character & 255" like client and original Q3 ui/cgame string drawing code.
UI's PositionRotatedEntityOnTag is different than CGame's and
UI has switched pitch/roll for Gauntlet/BFG axis to get it to
look like /close to/ how it looks in CGame.
Making UI use the same *PositionRotatedEntityOnTag and axis as
CGame fixes the Gauntlet blade being wobbly in controls menu.