Adds text to local TODO.txt file. Useful for taking notes quickly e.g. when testing new scenarios in a network game.
TODO filenames are configurable. Default file is TODO.txt in the scenario file (if it's unpacked) and TODO.txt on the current path if access to the first location failed.
As discussed in http://forum.openclonk.org/topic_show.pl?tid=2917, I
have merged all copyright notices into a single file and referenced that
merged file from each source file.
For the updated source files, the timeline has been split into three
parts:
1. Pre-RWD code (before 2001)
2. RWD code (2001 through 2009)
3. OpenClonk code (2009 and later)
All pre-RWD copyright notices have been left intact, as have RWD-era
copyright notices where the file did not have a RedWolf design copyright
notice but only individual author ones. All copyright notices of the
OpenClonk era have been replaced by a single notice ranging from the
first recorded year to the current year (2013). Mape code did not get a
OpenClonk Team copyright notice because it is somewhat separate from the
main OpenClonk codebase and has only been touched by Armin Burgmeier.
fInternal basically acted as a reverse "evil bit" as in RFC 3514: when
set, the engine would not do any checks on the script contained in the
control packet, nor log the script (visibly in game; the packet log
would of course contain the packet). A malicious game client thus would
be able to inject arbitrary script without people (immediately) noticing
anything was amiss.
As of this patch, only the host is able to execute arbitrary scripts,
and those will be shown in the message board for all players to see.
This privilege can be irrevocably disabled in network games by any
client by using the "/nodebug" message board command.
Closes#936.
MsgBoard commands used to be evaluated on the issuing client. Malicious
clients would be able to insert arbitrary C4Script code to be executed
instead of the scenario-defined command; other clients would not be able
to tell the difference.
Instead, we now only send the command identifier, issuing player and
command parameter. This is still not perfect because clients can
insert any player they want, but it's better than before.
Part of #936.
Most of the processing was already done by C4MessageInput::ProcessInput and
C4MessageInput::ProcessCommand. Simply move the Lobby-only commands there,
too, and make them work without a Lobby MainDlg. This required almost only
cosmetic changes.
There is no reason for the engine to preprocess the input for the script.
AddMsgBoardCmd doesn't enable anyone to do anything they couldn't do
without it, so there's no security problem that is solved by extra input
filtering, as long as all scripts use "%s" instead of plain %s.
This time with more manual checking and using git blame -M -C, so that
a few cases of copied code get a copyright notice corresponding to
their initial introduction.
Both classes did the same thing at the same time, with the only difference
that C4GUI::Resource was vaguely more associated with GUI stuff. Some
time ago, C4GUI::Resource could be freed during the game, but not anymore.
This saves some lines of code and one redundant class, but shouldn't change
anything besides progress bar being textured a little earlier during
startup.
This is a whitespace-only patch. Hopefully, it'll only affect rarely-changed
parts of the engine, since all regularly maintained pieces should already
use tabs.