- State the Godot version and full hash in the backtrace.
- Add decoration around the crash backtrace, both to make it stand out
from other messages and help the user figure out what they should copy.
The XDG Base Directory specification does not allow using relative paths
(which broke things in Godot anyway). If a relative path is detected,
it should be ignored.
This changes the types of a big number of variables.
General rules:
- Using `uint64_t` in general. We also considered `int64_t` but eventually
settled on keeping it unsigned, which is also closer to what one would expect
with `size_t`/`off_t`.
- We only keep `int64_t` for `seek_end` (takes a negative offset from the end)
and for the `Variant` bindings, since `Variant::INT` is `int64_t`. This means
we only need to guard against passing negative values in `core_bind.cpp`.
- Using `uint32_t` integers for concepts not needing such a huge range, like
pages, blocks, etc.
In addition:
- Improve usage of integer types in some related places; namely, `DirAccess`,
core binds.
Note:
- On Windows, `_ftelli64` reports invalid values when using 32-bit MinGW with
version < 8.0. This was an upstream bug fixed in 8.0. It breaks support for
big files on 32-bit Windows builds made with that toolchain. We might add a
workaround.
Fixes#44363.
Fixesgodotengine/godot-proposals#400.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
After further testing it seems to work fine now when building binaries with GCC 5
on Ubuntu 16.04 (previously we were using GCC 9 on Ubuntu 14.04).
Follow-up to #45629.
To avoid trying to do PRIME detection on fake `libGL.so` as used by e.g.
Renderdoc or Primus, we skip detection if there's a `libGL.so` in
`LD_LIBRARY_PATH`... and our luck is that Steam defines it and includes
system paths too, thus the actual system `libGL`... 🤦
So if we detect Steam, we skip this check.
Co-authored-by: Hein-Pieter van Braam-Stewart <hp@tmm.cx>
The problem happened on methods `screen_get_position`,
`screen_get_usable_rect` and `window_set_current_screen` when they were
passed a negative screen value.
Fixes:
- #46184
- #46185
- #46186
When using use_static_cpp we want to statically link with atomic as well
to make sure we don't incur any new runtime dependencies.
Scons doesn't quite support this so we do this little trick.
According to the LLVM documentation when using GNU's libstdc++ clang
will not automatically link with -latomic. This is necessary since we
merged c++11 atomics support.
This fixes linking using Clang on Linux
This #define's older inttypes to their newer versions and #includes
<stdint.h> in the generated files. This will help with older
glibc/compiler versions using headers generated on newer systems.
This closes#46223
- Based on C++11's `atomic`
- Reworked `SafeRefCount` (based on the rewrite by @hpvb)
- Replaced free atomic functions by the new `SafeNumeric<T>`
- Replaced wrong cases of `volatile bool` by the new `SafeFlag`
- Platform-specific implementations no longer needed
Co-authored-by: Hein-Pieter van Braam-Stewart <hp@tmm.cx>
It appears that we can get a fun circle dependency on a shared object on
some system configurations causing issues with our 'fake' function
pointer names. This can lead to a crash.
The new wrapper generator renames all the symbols so this can't happen
anymore. See https://github.com/hpvb/dynload-wrapper/commit/704135e
This closes#46140
This makes it possibly to run Linux binaries compiled with udev support on
Linux systems which do not provide udev (typically systemd-less distros).
If udev is missing, we fall back to parsing `/dev/input` like when compiled
without udev support (`udev=no`).
Also adding some verbose debug statements to know which method we're using
when debugging Linux joypad issues.
The libudev so wrappers were generated on Mageia 8 with libudev 246.9 using
https://github.com/hpvb/dynload-wrapper:
```
./generate-wrapper.py --include /usr/include/libudev.h --sys-include '<libudev.h>' \
--soname libudev.so.1 --init-name libudev --omit-prefix gnu_ \
--output-header libudev-so_wrap.h --output-implementation libudev-so_wrap.c
```
By generating stubs using https://github.com/hpvb/dynload-wrapper we
can dynamically load libpulse and libasound on systems where it is available.
Both are still a build-time requirement but no longer a run-time dependency.
For maintenance purposes the wrappers should not need to be re-generated
unless we want to bump pulse or asound to an incompatible version. It is
unlikely we will want to do this any time soon.
This closes#20978
This is meant for users making custom builds to match the options used on
optimized, official builds.
This enables, on the platforms which support them:
- `use_static_cpp=yes` (portable binaries for Linux and Windows)
- `use_lto=yes` (link time optimizations - note: requires a lot of RAM!)
- `debug_symbols=no` (no debug symbols, smaller binaries)
Also abort when using MSVC with `production=yes`, as:
- It cannot optimize the GDScript VM like GCC or Clang do, leading to
significant performance drops.
- Its LTO support is unreliable, at least used to trigger crashes last
we tried it extensively.
All options can still be overridden if specified, and the `dev=yes` option
was changed to also support overrides.
This enables `-static-libgcc -static-libstdc++` which help make custom Linux
builds more portable (official builds have been using this option for years).
For some obscure reason Ubuntu 18.04 i386 crashes when using the option for
i386 builds, so let's play it safe and enable for x86_64 only for now.
This has been enabled for years in official binaries, and users making custom builds
may end up not enabling it unknowingly, so it's best if we default to the same as
what official builds do.
The original reason for having it opt-in was likely the addition of a dependency on
libudev, but that should be fairly ubiquitous by now.
- Based on C++11's `thread` and `thread_local`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed (except for the few cases of non-portable functions)
- Simpler for `NO_THREADS`
- Thread ids are now the same across platforms (main is 1; others follow)
There are no guarantees that joypads are in event0-event32
range. Some devices, such as laptops with detachable keyboards
and wacom can reserve events all the way up to 32.
Some udev rules with e.g. custom controller firmwares may
load the device as /dev/input/eventX, where X is greater than
32.
This patch uses POSIX dirent to enumerate the event devices, so
entries outside 0-32 range are not skipped.
Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
Otherwise we can get situations where platform-specific opts with the same name
can override each other depending on the order at which platforms are parsed,
as was the case with `use_static_cpp` in Linux/Windows.
Fixes#44304.
This also has the added benefit that the `scons --help` output will now only
include the options which are relevant for the selected (or detected) platform.
Some controllers (notably those made by 8bitdo) do not always emit an event to zero out a D-pad axis before flipping direction. For example, when rolling around aggressively the D-pad of an 8bitdo SN30 Pro/Pro+, the following may be observed:
```
ABS_HAT0X : -1
ABS_HAT0Y : -1
ABS_HAT0Y : 0
ABS_HAT0Y : 1
ABS_HAT0X : 1
```
Notable here is that no event for `ABS_HAT0X: 0` is emitted between the events for `ABS_HAT0X: -1` and `ABS_HAT0X: 1`. Consequently, the game engine believes that both the negative _and_ positive x-axis directions of the D-pad are activated simultaneously (i.e `is_joy_button_pressed()` returns `true` for both `JOY_BUTTON_DPAD_LEFT` and `JOY_BUTTON_DPAD_RIGHT`), which should be impossible.
This issue is _not_ reproducible on all controllers. The Xbox One controller in particular will not exhibit this problem (it always emits zeroing out events for an axis before flipping direction).
The fix is to always zero out the opposite direction on the D-pad axis in question when processing an event with a nonzero value. This unfortunately wastes a small number of CPU cycles on controllers that behave nicely.
**I have verified this issue is also reproducible in the stable 3.2 branch**
`debug_symbols=yes` will now behave like `debug_symbols=full` did
before. The difference in compressed file sizes is not that large,
which means there isn't much point in having two different values.
This helps make the buildsystem easier to understand.
Allows sending the clipboard content to the clipboard manager on exit to
keep the content when using a clipboard manager that doesn't
automatically makes a backup when copying.
MULTIPLE selection mechanism also had to be implemented, because in this
case, the clipboard manager might request multiple selection targets at
once.
Known use case: Ubuntu with XFCE4
On FocusOut events, the window could be destroyed while propagating
WINDOW_EVENT_FOCUS_OUT event, which causes the WindowData to be
invalidated, and still used for calls to XUnsetICFocus.
This change moves calls to XUnsetICFocus, and also XSetICFocus in
FocusIn events, before propagating the change of focus event to the
engine, to be safe in any case.
Also setting xic member to nullptr after all calls to XDestroyIC to keep
things clean and consistent.
Fixes#42645
When pasting clipboard content from Godot to other applications,
multiple SelectionRequest events are sent to Godot in order to access
the data. It could take a long time before the data is ready for the
other app because events were processed one by one on the main thread,
especially when Godot is unfocused and runs at low frequency.
With this change, SelectionRequest events are directly handled on the
separate event polling thread to minimize this delay.
This change also replaces clipboard_get() calls in SelectionRequest with
a direct access to internal_clipboard, since in this case we know Godot
is the owner of the clipboard content and it's not necessary to query
the x server for it.
This change makes keyboard inputs more responsive on Linux, especially
when the FPS is lower on slower configurations.
Polling events from the x server is done on a separate thread to avoid a
frame delay with inputs, due to first sending the event to the input
manager with XFilterEvent then processing the new event only on the next
frame.
Calls to Input Manager functions like XSetICFocus, XUnsetICFocus and
XSetICValues use a mutex, because they are polling events internally and
would otherwise interfere with our own thread process for polling events
which can cause a deadlock in some cases.
XUnsetICFocus is called instead of XSetICFocus on FocusOut events,
so the input manager can be properly notified of focus changes.
clipboard_get now uses a blocking call to poll for a specific event type
when waiting for a SelectionNotify event, instead of polling all events
and filtering them afterwards.
Add __NetBSD__ to `platform_config.h` so that it can find `alloca`
and use the proper `pthread_setname_np` format.
Rename RANDOM_MAX to avoid conflict with NetBSD stdlib.
Fixes#42145.
Proper implementation for get_window_at_screen_position:
Now getting the topmost last active window when overlapping.
Mouse drag & release events:
They are now propagated through the current focused window, in order to
make it consistent with the engine expectations and the Windows display
server implementation.
Now using override_redirect for menu & tooltip popups to prevent the WM from
interfering with them, so we have more control over focus management
and avoid a delay before they show up.
Extracted the most minimal core initialization functionality from
`setup()` and `setup2()` so that `ClassDB` could be tested properly
(input, audio, rendering, physics etc, are excluded).
Display and rendering servers/singletons are not initialized at all.
Due to the fact that most subsystems are disabled, fixed various crashes in the
process (in order):
- `AcceptDialog` OK/cancel swap behavior (used `DisplayServer` while
`register_scene_types()`);
- `make_default_theme` which depends on `RenderingServer`;
- `XRServer` singleton access while calling `register_modules_types()`;
- hidden bug in a way joypads are cleaned up (MacOS and Linux only).
Removed manual `ClassDB` init/cleanup calls from `test_validate_testing.h`.
ClassDB tests:
Co-authored-by: Ignacio Etcheverry <ignalfonsore@gmail.com>
This code currently isn't compiled (and cannot compile).
We plan to re-add OpenGL ES-based renderer(s) in Godot 4.0 alongside Vulkan
(probably ES 3.0, possibly also a low-end ES 2.0), but the code will be quite
different so it's not relevant to keep this old Godot 3.2 code.
The `drivers/gles2` code from the `3.2` branch can be used as a reference for
a potential new implementation.
This was caused by `XSetWMNormalHints` being called multiple times, each time with different values. Calling the method replaces the old data completely, resulting in some of the settings being lost.
Since the method was called 3 times before the window was mapped, this resulted in the position hint being lost and the window always getting opened at a position determined by the WM.