58e00e0d66 Add the crash-telemetry sink, a Cloudflare Worker, to the repo
The other half of the feature, and the half that decides whether a player's report
survives: the endpoint CRASH_TELEMETRY_URL points at. It takes the POST from
processCrashTelemetry and forwards the report to a Discord webhook as a file
attachment. It stores nothing -- a report is only worth reading next to the PDB it
was built against, and that never leaves a developer's machine, so there is nothing
for a bucket to do here that the channel we already read bug reports in does not do
better. That also keeps the whole thing inside the Workers free tier, where the
10 ms budget is CPU, not wall clock, and waiting on Discord is not metered.

In the repo rather than in someone's home directory because the status codes are a
contract with the client and the two have to be changed together. reportIsSettled()
in sgp/crash_telemetry.cpp deletes the player's copy on 2xx and on 400/413/415 and
keeps it on everything else, so a settling 4xx returned for a failure on our side
silently destroys the report. Every failure path here is therefore a 503, each
naming its own cause in wrangler's console, and the one 4xx that is safe -- 429,
which the client does not settle -- is the one the rate limiter returns.

That rate limiter is a binding with a .limit() call, not a dashboard rule: WAF rate
limiting rules need a zone and a workers.dev subdomain is not one. Per-IP, 50 a
minute, which has to clear kMaxUploadsPerRun (20) in the client or a player draining
a backlog throttles themselves. It is checked before the body is read.

A report is attacker-controlled text arriving at a public, unauthenticated endpoint
whose URL ships in every player's Ja2.ini, so the summary line strips markdown from
the player handle and the payload sets allowed_mentions to nothing. The size cap and
the "*** CRASH" check keep drive-by scanners out; anything determined gets through,
and the blast radius is a message we delete.

test.mjs covers the whole contract against a stubbed fetch, no network and no
webhook needed. DISCORD_WEBHOOK is a secret and lives nowhere in this tree;
.dev.vars, which holds a live one for local development, is gitignored.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-28 10:25:47 -03:00
2025-01-05 07:57:57 -03:00
2025-01-02 08:02:52 -03:00
2023-01-10 13:50:05 +01:00

JA2 v1.13




JA2 v1.13



Preamble

Jagged Alliance 2 v1.13 is a modification for the Jagged Alliance 2 game.

Original development was done through SVN, this however ended abruptly in 2022, to keep the development going the step to Github has been made.

Feel free to participate in the development!

For more information you can visit the following locations:

In case of any issues, look at Reports or Participation

Downloads

Note

All-in-one releases come for different languages and include JA2 v1.13, the Map Editor and JA2 Unfinished Business.

Visit the releases page to download the latest all-in-one.

Installation

  1. Install the original Jagged Alliance 2

  2. Download the latest all-in-one release and copy its content to JA2 game directory. Overwrite when asked.

  3. Modify ini settings if you like.

  4. Play the game.

    Some additional information on can be found in folder "docs" inside download.

    If you face issues with higher resolutions, alt+tab not working, blackscreen, etc.,
    run the "cnc-ddraw-config.exe" in game-folder and adjust settings to your liking.
    (those issues can occur due to the combination of old game and modern OS/hardware, cnc-ddraw helps to avoid those)

Visual Studio setup

  1. Run Visual Studio 2019 or newer.
  2. Clone and open the location with the source code using one of these two options:
    • Click Clone a repository
      • Enter git@github.com:1dot13/source.git or https://github.com/1dot13/source.git in the Repository location field, select the path you want to clone the repository to and click Clone.
      • Double-click on Folder View in the Solution Explorer
    • Click Open a local folder
      • Use this option if you already cloned the repository yourself.
  3. Visual Studio will automatically detect the CMake configuration files and will run the CMake generation. There will bet a CMake error in the logs saying No existing preset was found, copied a preset template to [some_path]. This is normal and only happens once.
  4. Click on the dropdown that says x64-Debug and select Manage configurations.... This should trigger Visual Studio to load the CMakeUserPresets.json file it just copied. Now you can close the window for managing the configurations.
  5. The x64-Debug option should have been replaced by 1dot13 Debug. Click it and select Manage configurations... again. Here is where you configure the language for the built executables as well as which ones to build, Most important, here is where you set CMAKE_RUNTIME_OUTPUT_DIRECTORY to the path to your JA2 1.13 installation. This will be used for debugging. Note that the path needs to have a working 1.13 installation, and that includes the 1.13 game data.
  6. You can use Build -> Build All to build the executables you selected in the configuration.

Reports

For more information and reports, visit Bug reports at Bear's Pit Forum or join the Bear's Pit Discord

Participation

Feel free to participate on GitHub. If you want to know how, or simply wanna share your thoughts on a topic join the Bear's Pit Discord

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