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Merge pull request #2610 from vcmi/master

Merge master -> beta
Ivan Savenko 2 年之前
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83b00bb7c3

+ 43 - 3
ChangeLog.md

@@ -1,10 +1,50 @@
 # 1.3.0 -> 1.3.1
-(unreleased)
 
-* Fixed crash on starting game with outdated mods
-* Fixed Android mod manager crash 
+### GENERAL:
 * Fixed framerate drops on hero movement with active hota mod
+* Fade-out animations will now be skipped when instant hero movement speed is used
+* Restarting loaded campaing scenario will now correctly reapply starting bonus
 * Reverted FPS limit on mobile systems back to 60 fps
+* Fixed loading of translations for maps and campaigns
+* Fixed loading of preconfigured starting army for heroes with preconfigured spells
+* Background battlefield obstacles will now appear below creatures
+* it is now possible to load save game located inside mod
+* Added option to configure reserved screen area in Launcher on iOS
+* Fixed border scrolling when game window is maximized
+
+### AI PLAYER:
+* BattleAI: Improved performance of AI spell selection
+* NKAI: Fixed freeze on attempt to exchange army between garrisoned and visiting hero
+* NKAI: Fixed town threat calculation
+* NKAI: Fixed recruitment of new heroes
+* VCAI: Added workaround to avoid freeze on attempting to reach unreachable location
+* VCAI: Fixed spellcasting by Archangels
+
+### RANDOM MAP GENERATOR:
+* Fixed placement of roads inside rock in underground
+* Fixed placement of shifted creature animations from HotA
+* Fixed placement of treasures at the boundary of wide connections
+* Added more potential locations for quest artifacts in zone
+
+### STABILITY:
+* When starting client without H3 data game will now show message instead of silently crashing
+* When starting invalid map in campaign, game will now show message instead of silently crashing
+* Blocked loading of saves made with different set of mods to prevent crashes
+* Fixed crash on starting game with outdated mods
+* Fixed crash on attempt to sacrifice all your artifacts in Altar of Sacrifice
+* Fixed crash on leveling up after winning battle as defender
+* Fixed possible crash on end of battle opening sound
+* Fixed crash on accepting battle result after winning battle as defender
+* Fixed possible crash on casting spell in battle by AI
+* Fixed multiple possible crashes on managing mods on Android
+* Fixed multiple possible crashes on importing data on Android
+* Fixed crash on refusing rewards from town building
+* Fixed possible crash on threat evaluation by NKAI
+* Fixed crash on using haptic feedback on some Android systems
+* Fixed crash on right-clicking flags area in RMG setup mode
+* Fixed crash on opening Blacksmith window and Build Structure dialogs in some localizations
+* Fixed possible crash on displaying animated main menu
+* Fixed crash on recruiting hero in town located on the border of map
 
 # 1.2.1 -> 1.3.0
 

+ 2 - 0
Global.h

@@ -118,6 +118,7 @@ static_assert(sizeof(bool) == 1, "Bool needs to be 1 byte in size.");
 #include <memory>
 #include <mutex>
 #include <numeric>
+#include <optional>
 #include <queue>
 #include <random>
 #include <set>
@@ -126,6 +127,7 @@ static_assert(sizeof(bool) == 1, "Bool needs to be 1 byte in size.");
 #include <unordered_map>
 #include <unordered_set>
 #include <utility>
+#include <variant>
 #include <vector>
 
 //The only available version is 3, as of Boost 1.50

+ 1 - 0
README.md

@@ -1,6 +1,7 @@
 [![GitHub](https://github.com/vcmi/vcmi/actions/workflows/github.yml/badge.svg)](https://github.com/vcmi/vcmi/actions/workflows/github.yml)
 [![Coverity Scan Build Status](https://scan.coverity.com/projects/vcmi/badge.svg)](https://scan.coverity.com/projects/vcmi)
 [![Github Downloads](https://img.shields.io/github/downloads/vcmi/vcmi/1.3.0/total)](https://github.com/vcmi/vcmi/releases/tag/1.3.0)
+[![Github Downloads](https://img.shields.io/github/downloads/vcmi/vcmi/1.3.1/total)](https://github.com/vcmi/vcmi/releases/tag/1.3.1)
 [![Github Downloads](https://img.shields.io/github/downloads/vcmi/vcmi/total)](https://github.com/vcmi/vcmi/releases)
 # VCMI Project
 VCMI is work-in-progress attempt to recreate engine for Heroes III, giving it new and extended possibilities.

+ 1 - 0
client/CServerHandler.cpp

@@ -54,6 +54,7 @@
 #include <boost/uuid/uuid.hpp>
 #include <boost/uuid/uuid_io.hpp>
 #include <boost/uuid/uuid_generators.hpp>
+#include <boost/asio.hpp>
 #include "../lib/serializer/Cast.h"
 #include "LobbyClientNetPackVisitors.h"
 

+ 3 - 3
client/adventureMap/AdventureMapInterface.cpp

@@ -169,10 +169,10 @@ void AdventureMapInterface::tick(uint32_t msPassed)
 void AdventureMapInterface::handleMapScrollingUpdate(uint32_t timePassed)
 {
 	/// Width of window border, in pixels, that triggers map scrolling
-	static constexpr uint32_t borderScrollWidth = 15;
+	static constexpr int32_t borderScrollWidth = 15;
 
-	uint32_t scrollSpeedPixels = settings["adventure"]["scrollSpeedPixels"].Float();
-	uint32_t scrollDistance = scrollSpeedPixels * timePassed / 1000;
+	int32_t scrollSpeedPixels = settings["adventure"]["scrollSpeedPixels"].Float();
+	int32_t scrollDistance = scrollSpeedPixels * timePassed / 1000;
 
 	Point cursorPosition = GH.getCursorPosition();
 	Point scrollDirection;

+ 1 - 1
launcher/eu.vcmi.VCMI.metainfo.xml

@@ -51,7 +51,7 @@
 		<category>StrategyGame</category>
 	</categories>
 	<releases>
-		<release version="1.3.1" date="2023-08-18" type="development" />
+		<release version="1.3.1" date="2023-08-18" />
 		<release version="1.3.0" date="2023-08-04" />
 		<release version="1.2.1" date="2023-04-28" />
 		<release version="1.2.0" date="2023-04-14" />

+ 42 - 0
lib/CModHandler.cpp

@@ -649,6 +649,48 @@ void CModInfo::updateChecksum(ui32 newChecksum)
 	}
 }
 
+bool CModInfo::checkModGameplayAffecting() const
+{
+	if (modGameplayAffecting.has_value())
+		return *modGameplayAffecting;
+
+	static const std::vector<std::string> keysToTest = {
+		"heroClasses",
+		"artifacts",
+		"creatures",
+		"factions",
+		"objects",
+		"heroes",
+		"spells",
+		"skills",
+		"templates",
+		"scripts",
+		"battlefields",
+		"terrains",
+		"rivers",
+		"roads",
+		"obstacles"
+	};
+
+	ResourceID modFileResource(CModInfo::getModFile(identifier));
+
+	if(CResourceHandler::get("initial")->existsResource(modFileResource))
+	{
+		const JsonNode modConfig(modFileResource);
+
+		for (auto const & key : keysToTest)
+		{
+			if (!modConfig[key].isNull())
+			{
+				modGameplayAffecting = true;
+				return *modGameplayAffecting;
+			}
+		}
+	}
+	modGameplayAffecting = false;
+	return *modGameplayAffecting;
+}
+
 void CModInfo::loadLocalData(const JsonNode & data)
 {
 	bool validated = false;

+ 40 - 6
lib/CModHandler.h

@@ -179,6 +179,10 @@ using TModID = std::string;
 
 class DLL_LINKAGE CModInfo
 {
+	/// cached result of checkModGameplayAffecting() call
+	/// Do not serialize - depends on local mod version, not server/save mod version
+	mutable std::optional<bool> modGameplayAffecting;
+
 public:
 	enum EValidationStatus
 	{
@@ -223,6 +227,9 @@ public:
 	JsonNode saveLocalData() const;
 	void updateChecksum(ui32 newChecksum);
 
+	/// return true if this mod can affect gameplay, e.g. adds or modifies any game objects
+	bool checkModGameplayAffecting() const;
+
 	bool isEnabled() const;
 	void setEnabled(bool on);
 
@@ -351,19 +358,46 @@ public:
 		else
 		{
 			loadMods();
+			std::vector<TModID> saveActiveMods;
 			std::vector<TModID> newActiveMods;
-			h & newActiveMods;
+			h & saveActiveMods;
 			
 			Incompatibility::ModList missingMods;
-			for(const auto & m : newActiveMods)
 
+			for(const auto & m : activeMods)
+			{
+				if (vstd::contains(saveActiveMods, m))
+					continue;
+
+				auto & modInfo = allMods.at(m);
+				if(modInfo.checkModGameplayAffecting())
+					missingMods.emplace_back(m, modInfo.version.toString());
+			}
+
+			for(const auto & m : saveActiveMods)
 			{
 				CModVersion mver;
 				h & mver;
-				
-				if(allMods.count(m) && (allMods[m].version.isNull() || mver.isNull() || allMods[m].version.compatible(mver)))
-					allMods[m].setEnabled(true);
-				else
+
+				if (allMods.count(m) == 0)
+				{
+					missingMods.emplace_back(m, mver.toString());
+					continue;
+				}
+
+				auto & modInfo = allMods.at(m);
+
+				bool modAffectsGameplay = modInfo.checkModGameplayAffecting();
+				bool modVersionCompatible = modInfo.version.isNull() || mver.isNull() || modInfo.version.compatible(mver);
+				bool modEnabledLocally = vstd::contains(activeMods, m);
+				bool modCanBeEnabled = modEnabledLocally && modVersionCompatible;
+
+				allMods[m].setEnabled(modCanBeEnabled);
+
+				if (modCanBeEnabled)
+					newActiveMods.push_back(m);
+
+				if (!modCanBeEnabled && modAffectsGameplay)
 					missingMods.emplace_back(m, mver.toString());
 			}
 			

+ 0 - 1
server/CGameHandler.cpp

@@ -77,7 +77,6 @@
 #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
 
 CondSh<bool> battleMadeAction(false);
-boost::recursive_mutex battleActionMutex;
 CondSh<BattleResult *> battleResult(nullptr);
 template <typename T> class CApplyOnGH;
 

+ 2 - 0
server/CGameHandler.h

@@ -102,6 +102,8 @@ class CGameHandler : public IGameCallback, public CBattleInfoCallback, public En
 	std::unique_ptr<boost::thread> battleThread;
 
 public:
+	boost::recursive_mutex battleActionMutex;
+
 	std::unique_ptr<HeroPoolProcessor> heroPool;
 
 	using FireShieldInfo = std::vector<std::pair<const CStack *, int64_t>>;

+ 1 - 1
server/HeroPoolProcessor.cpp

@@ -244,7 +244,7 @@ bool HeroPoolProcessor::hireHero(const ObjectInstanceID & objectID, const HeroTy
 	hr.hid = recruitedHero->subID;
 	hr.player = player;
 	hr.tile = recruitedHero->convertFromVisitablePos(targetPos );
-	if(gameHandler->getTile(hr.tile)->isWater() && !recruitedHero->boat)
+	if(gameHandler->getTile(targetPos)->isWater() && !recruitedHero->boat)
 	{
 		//Create a new boat for hero
 		gameHandler->createObject(targetPos , Obj::BOAT, recruitedHero->getBoatType().getNum());

+ 2 - 4
server/NetPacksServer.cpp

@@ -25,8 +25,6 @@
 #include "../lib/spells/ISpellMechanics.h"
 #include "../lib/serializer/Cast.h"
 
-extern boost::recursive_mutex battleActionMutex;
-
 void ApplyGhNetPackVisitor::visitSaveGame(SaveGame & pack)
 {
 	gh.save(pack.fname);
@@ -282,7 +280,7 @@ void ApplyGhNetPackVisitor::visitQueryReply(QueryReply & pack)
 
 void ApplyGhNetPackVisitor::visitMakeAction(MakeAction & pack)
 {
-	boost::unique_lock lock(battleActionMutex);
+	boost::unique_lock lock(gh.battleActionMutex);
 
 	const BattleInfo * b = gs.curB;
 	if(!b)
@@ -311,7 +309,7 @@ void ApplyGhNetPackVisitor::visitMakeAction(MakeAction & pack)
 
 void ApplyGhNetPackVisitor::visitMakeCustomAction(MakeCustomAction & pack)
 {
-	boost::unique_lock lock(battleActionMutex);
+	boost::unique_lock lock(gh.battleActionMutex);
 
 	const BattleInfo * b = gs.curB;
 	if(!b)