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ChangeLog.md
46
ChangeLog.md
@ -1,10 +1,50 @@
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# 1.3.0 -> 1.3.1
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(unreleased)
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* Fixed crash on starting game with outdated mods
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* Fixed Android mod manager crash
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### GENERAL:
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* Fixed framerate drops on hero movement with active hota mod
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* Fade-out animations will now be skipped when instant hero movement speed is used
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* Restarting loaded campaing scenario will now correctly reapply starting bonus
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* Reverted FPS limit on mobile systems back to 60 fps
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* Fixed loading of translations for maps and campaigns
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* Fixed loading of preconfigured starting army for heroes with preconfigured spells
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* Background battlefield obstacles will now appear below creatures
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* it is now possible to load save game located inside mod
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* Added option to configure reserved screen area in Launcher on iOS
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* Fixed border scrolling when game window is maximized
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### AI PLAYER:
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* BattleAI: Improved performance of AI spell selection
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* NKAI: Fixed freeze on attempt to exchange army between garrisoned and visiting hero
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* NKAI: Fixed town threat calculation
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* NKAI: Fixed recruitment of new heroes
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* VCAI: Added workaround to avoid freeze on attempting to reach unreachable location
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* VCAI: Fixed spellcasting by Archangels
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### RANDOM MAP GENERATOR:
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* Fixed placement of roads inside rock in underground
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* Fixed placement of shifted creature animations from HotA
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* Fixed placement of treasures at the boundary of wide connections
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* Added more potential locations for quest artifacts in zone
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### STABILITY:
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* When starting client without H3 data game will now show message instead of silently crashing
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* When starting invalid map in campaign, game will now show message instead of silently crashing
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* Blocked loading of saves made with different set of mods to prevent crashes
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* Fixed crash on starting game with outdated mods
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* Fixed crash on attempt to sacrifice all your artifacts in Altar of Sacrifice
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* Fixed crash on leveling up after winning battle as defender
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* Fixed possible crash on end of battle opening sound
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* Fixed crash on accepting battle result after winning battle as defender
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* Fixed possible crash on casting spell in battle by AI
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* Fixed multiple possible crashes on managing mods on Android
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* Fixed multiple possible crashes on importing data on Android
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* Fixed crash on refusing rewards from town building
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* Fixed possible crash on threat evaluation by NKAI
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* Fixed crash on using haptic feedback on some Android systems
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* Fixed crash on right-clicking flags area in RMG setup mode
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* Fixed crash on opening Blacksmith window and Build Structure dialogs in some localizations
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* Fixed possible crash on displaying animated main menu
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* Fixed crash on recruiting hero in town located on the border of map
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# 1.2.1 -> 1.3.0
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2
Global.h
2
Global.h
@ -118,6 +118,7 @@ static_assert(sizeof(bool) == 1, "Bool needs to be 1 byte in size.");
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#include <memory>
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#include <mutex>
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#include <numeric>
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#include <optional>
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#include <queue>
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#include <random>
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#include <set>
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@ -126,6 +127,7 @@ static_assert(sizeof(bool) == 1, "Bool needs to be 1 byte in size.");
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#include <unordered_map>
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#include <unordered_set>
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#include <utility>
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#include <variant>
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#include <vector>
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//The only available version is 3, as of Boost 1.50
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@ -1,6 +1,7 @@
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[![GitHub](https://github.com/vcmi/vcmi/actions/workflows/github.yml/badge.svg)](https://github.com/vcmi/vcmi/actions/workflows/github.yml)
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[![Coverity Scan Build Status](https://scan.coverity.com/projects/vcmi/badge.svg)](https://scan.coverity.com/projects/vcmi)
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[![Github Downloads](https://img.shields.io/github/downloads/vcmi/vcmi/1.3.0/total)](https://github.com/vcmi/vcmi/releases/tag/1.3.0)
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[![Github Downloads](https://img.shields.io/github/downloads/vcmi/vcmi/1.3.1/total)](https://github.com/vcmi/vcmi/releases/tag/1.3.1)
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[![Github Downloads](https://img.shields.io/github/downloads/vcmi/vcmi/total)](https://github.com/vcmi/vcmi/releases)
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# VCMI Project
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VCMI is work-in-progress attempt to recreate engine for Heroes III, giving it new and extended possibilities.
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@ -54,6 +54,7 @@
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#include <boost/uuid/uuid.hpp>
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#include <boost/uuid/uuid_io.hpp>
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#include <boost/uuid/uuid_generators.hpp>
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#include <boost/asio.hpp>
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#include "../lib/serializer/Cast.h"
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#include "LobbyClientNetPackVisitors.h"
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@ -169,10 +169,10 @@ void AdventureMapInterface::tick(uint32_t msPassed)
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void AdventureMapInterface::handleMapScrollingUpdate(uint32_t timePassed)
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{
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/// Width of window border, in pixels, that triggers map scrolling
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static constexpr uint32_t borderScrollWidth = 15;
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static constexpr int32_t borderScrollWidth = 15;
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uint32_t scrollSpeedPixels = settings["adventure"]["scrollSpeedPixels"].Float();
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uint32_t scrollDistance = scrollSpeedPixels * timePassed / 1000;
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int32_t scrollSpeedPixels = settings["adventure"]["scrollSpeedPixels"].Float();
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int32_t scrollDistance = scrollSpeedPixels * timePassed / 1000;
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Point cursorPosition = GH.getCursorPosition();
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Point scrollDirection;
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@ -51,7 +51,7 @@
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<category>StrategyGame</category>
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</categories>
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<releases>
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<release version="1.3.1" date="2023-08-18" type="development" />
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<release version="1.3.1" date="2023-08-18" />
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<release version="1.3.0" date="2023-08-04" />
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<release version="1.2.1" date="2023-04-28" />
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<release version="1.2.0" date="2023-04-14" />
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@ -649,6 +649,48 @@ void CModInfo::updateChecksum(ui32 newChecksum)
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}
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}
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bool CModInfo::checkModGameplayAffecting() const
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{
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if (modGameplayAffecting.has_value())
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return *modGameplayAffecting;
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static const std::vector<std::string> keysToTest = {
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"heroClasses",
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"artifacts",
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"creatures",
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"factions",
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"objects",
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"heroes",
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"spells",
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"skills",
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"templates",
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"scripts",
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"battlefields",
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"terrains",
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"rivers",
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"roads",
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"obstacles"
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};
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ResourceID modFileResource(CModInfo::getModFile(identifier));
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if(CResourceHandler::get("initial")->existsResource(modFileResource))
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{
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const JsonNode modConfig(modFileResource);
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for (auto const & key : keysToTest)
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{
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if (!modConfig[key].isNull())
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{
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modGameplayAffecting = true;
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return *modGameplayAffecting;
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}
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}
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}
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modGameplayAffecting = false;
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return *modGameplayAffecting;
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}
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void CModInfo::loadLocalData(const JsonNode & data)
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{
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bool validated = false;
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@ -179,6 +179,10 @@ using TModID = std::string;
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class DLL_LINKAGE CModInfo
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{
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/// cached result of checkModGameplayAffecting() call
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/// Do not serialize - depends on local mod version, not server/save mod version
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mutable std::optional<bool> modGameplayAffecting;
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public:
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enum EValidationStatus
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{
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@ -223,6 +227,9 @@ public:
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JsonNode saveLocalData() const;
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void updateChecksum(ui32 newChecksum);
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/// return true if this mod can affect gameplay, e.g. adds or modifies any game objects
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bool checkModGameplayAffecting() const;
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bool isEnabled() const;
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void setEnabled(bool on);
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@ -351,19 +358,46 @@ public:
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else
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{
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loadMods();
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std::vector<TModID> saveActiveMods;
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std::vector<TModID> newActiveMods;
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h & newActiveMods;
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h & saveActiveMods;
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Incompatibility::ModList missingMods;
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for(const auto & m : newActiveMods)
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for(const auto & m : activeMods)
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{
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if (vstd::contains(saveActiveMods, m))
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continue;
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auto & modInfo = allMods.at(m);
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if(modInfo.checkModGameplayAffecting())
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missingMods.emplace_back(m, modInfo.version.toString());
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}
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for(const auto & m : saveActiveMods)
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{
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CModVersion mver;
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h & mver;
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if(allMods.count(m) && (allMods[m].version.isNull() || mver.isNull() || allMods[m].version.compatible(mver)))
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allMods[m].setEnabled(true);
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else
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if (allMods.count(m) == 0)
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{
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missingMods.emplace_back(m, mver.toString());
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continue;
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}
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auto & modInfo = allMods.at(m);
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bool modAffectsGameplay = modInfo.checkModGameplayAffecting();
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bool modVersionCompatible = modInfo.version.isNull() || mver.isNull() || modInfo.version.compatible(mver);
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bool modEnabledLocally = vstd::contains(activeMods, m);
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bool modCanBeEnabled = modEnabledLocally && modVersionCompatible;
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allMods[m].setEnabled(modCanBeEnabled);
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if (modCanBeEnabled)
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newActiveMods.push_back(m);
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if (!modCanBeEnabled && modAffectsGameplay)
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missingMods.emplace_back(m, mver.toString());
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}
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#define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
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CondSh<bool> battleMadeAction(false);
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boost::recursive_mutex battleActionMutex;
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CondSh<BattleResult *> battleResult(nullptr);
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template <typename T> class CApplyOnGH;
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@ -102,6 +102,8 @@ class CGameHandler : public IGameCallback, public CBattleInfoCallback, public En
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std::unique_ptr<boost::thread> battleThread;
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public:
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boost::recursive_mutex battleActionMutex;
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std::unique_ptr<HeroPoolProcessor> heroPool;
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using FireShieldInfo = std::vector<std::pair<const CStack *, int64_t>>;
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@ -244,7 +244,7 @@ bool HeroPoolProcessor::hireHero(const ObjectInstanceID & objectID, const HeroTy
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hr.hid = recruitedHero->subID;
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hr.player = player;
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hr.tile = recruitedHero->convertFromVisitablePos(targetPos );
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if(gameHandler->getTile(hr.tile)->isWater() && !recruitedHero->boat)
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if(gameHandler->getTile(targetPos)->isWater() && !recruitedHero->boat)
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{
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//Create a new boat for hero
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gameHandler->createObject(targetPos , Obj::BOAT, recruitedHero->getBoatType().getNum());
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@ -25,8 +25,6 @@
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#include "../lib/spells/ISpellMechanics.h"
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#include "../lib/serializer/Cast.h"
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extern boost::recursive_mutex battleActionMutex;
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void ApplyGhNetPackVisitor::visitSaveGame(SaveGame & pack)
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{
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gh.save(pack.fname);
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@ -282,7 +280,7 @@ void ApplyGhNetPackVisitor::visitQueryReply(QueryReply & pack)
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void ApplyGhNetPackVisitor::visitMakeAction(MakeAction & pack)
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{
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boost::unique_lock lock(battleActionMutex);
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boost::unique_lock lock(gh.battleActionMutex);
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const BattleInfo * b = gs.curB;
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if(!b)
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@ -311,7 +309,7 @@ void ApplyGhNetPackVisitor::visitMakeAction(MakeAction & pack)
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void ApplyGhNetPackVisitor::visitMakeCustomAction(MakeCustomAction & pack)
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{
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boost::unique_lock lock(battleActionMutex);
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boost::unique_lock lock(gh.battleActionMutex);
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const BattleInfo * b = gs.curB;
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if(!b)
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