| Commit message (Collapse) | Author | Age | Files | Lines |
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We mostly use classical C strings, but the memory management around them
can get confusing and error prone. Let's use std::string for the cases
where we need to return a newly allocated string.
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We know the needed space here, so let's keep it simple with a constant
size string buffer.
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This mimics how some system functions (like inet_ntop()) work, and
avoids complexity around ownership of the returned string buffer.
The downside is that the string must be consumed directly as it will be
overwritten on the next call, but that is not an issue with the current
usage.
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These don't need to be changed, so let's just keep it simple with a
constant string literal.
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Avoid complicating things by moving things in to a second buffer here as
there is no need for it.
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We don't need to make extra copies of the string in most cases, so let's
simplify the code and access the string directly when we can.
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We never use Windows' "UNICODE" mode anyway, so let's get rid of this
complexity.
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This makes memory management more clear and robust when using these
helper functions.
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These are used here and there so let's make them more general rather
than hiding them in the stream classes.
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Avoid our own custom types in favour of what's already included with
C++.
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Avoid having our own custom stuff and instead use the modern, standard
types, for familiarity.
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That warning doesn't play well with Windows' GetProcAddress(), so add
some extra casting to work around it.
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These types caused an incorrect signed/unsigned behaviour, so let's make
sure we use the appropriate type.
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These are all truisms because of the valid range of the types.
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This allows us to separate accidental fall through from explicit ones,
which allows us to turn on such checks in the compiler.
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This allows us to separate accidentally unused, from explicitly unused
parameters, which allows us to turn on such checks in the compiler.
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They don't get access bits until they've been authenticated, so avoid
doing any checks on clients in those early states.
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Modern cmake has better support for adding source files and libraries
incrementally, so let's use that to clean things up.
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Enable this automatically for developers so we increase the chance of
these problems getting caught. There is a risk of overhead though so
keep them disabled for release builds.
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The migration from 32-bit to 64-bit has long passed. Let's get rid of
all distinctions as native applications it the norm now.
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The generally recommended way is to include it from source files, not
headers. We had a mix of both. Let's try to be consistent and follow the
recommended way.
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This change adds support for the VMware Mouse Position
pseudo-encoding[1], which is used to notify VNC clients when X11 clients
call `XWarpPointer()`[2]. This function is called by SDL (and other
similar libraries) when they detect that the server does not support
native relative motion, like some RFB clients.
With this, RFB clients can choose to adjust the local cursor position
under certain circumstances to match what the server has set. For
instance, if pointer lock has been enabled on the client's machine and
the cursor is not being drawn locally, the local position of the cursor
is irrelevant, so the RFB client can use what the server sends as the
canonical absolute position of the cursor. This ultimately enables the
possibility of games (especially FPS games) to behave how users expect
(if the clients implement the corresponding change).
Part of: #619
1: https://github.com/rfbproto/rfbproto/blob/master/rfbproto.rst#vmware-cursor-position-pseudo-encoding
2: https://tronche.com/gui/x/xlib/input/XWarpPointer.html
3: https://hg.libsdl.org/SDL/file/28e3b60e2131/src/events/SDL_mouse.c#l804
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Major restructuring of how streams work. Neither input nor output
streams are now blocking. This avoids stalling the rest of the client or
server when a peer is slow or unresponsive.
Note that this puts an extra burden on users of streams to make sure
they are allowed to do their work once the underlying transports are
ready (e.g. monitoring fds).
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This is fine for simple structs but not class based objects.
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This makes our builds directly compatible with most distributions
without packagers/users having to specify extra flags.
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We had an unintentional conflict with PixelBuffer::setSize() here.
But we can simplify this further as this initialization is only used
by the subclass DeviceFrameBuffer, and only once.
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Provides safety against them accidentally becoming negative because
of bugs in the calculations.
Also does the same to CharArray and friends as they were strongly
connection to the stream objects.
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Don't allow subclasses to just override dimensions or buffer details
directly and instead force them to go via methods. This allows us
to do sanity checks on the new values and catch bugs and attacks.
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Window hooks aren't working well on modern systems so switch the
default to polling until we can fix things.
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In prepartion for better clipboard extensions that can send Unicode
data between the client and server.
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Change the internal clipboard API to use a request based model in
order to be prepared for more advanced clipboard transfers.
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We now filter incoming data, which means we can start assuming the
clipboard data is always null terminated. This allows us to clean
up a lot of the internal handling.
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This is required by the protocol so we should make sure it is
enforced. We are tolerant of clients that violate this though and
convert incoming clipboard data.
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It is not enough to create an exception object, you need to throw
it as well.
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It doesn't belong on each socket server object as timers are global.
Force implementations to call the Timer system directly instead,
avoiding any middle men.
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Do a proper cleanup when one of the termination timeouts trigger
rather than just exiting on the spot. This makes sure we don't leave
stray stuff around, e.g. unix socket files.
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Windows tries to do a copy of it, and it is too complex to survive
that. Just reference the object directly as we know the source of
the message here.
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It is functionality specific to WinVNC, so move the code there
to make things more clear.
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Removed the last parts of VNCSConnectionST's back door in to
VNCServerST and let the parent class fully handle coordination of
clients, and access to the desktop.
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Make things simpler by making this a part of the SDesktop interface
that always needs to be implemented.
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Force queryConnection() to always call back to approveConnection()
rather than return special values. This makes the flow easier to
follow as it will be the same in all cases.
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Applets don't work anymore so remove everything that has to do
with serving them.
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