A hitch on the render side never showed in a report: the client report lists slow client frames
only, and a present sample had no frames at all. While a present sample runs, the present hook
notes when each frame is presented; the report then lists the longest gaps between presents, each
with what the present thread's samples in it spent their time in and how many were waiting. This
is what found a 170 ms stall every 5 s: the game's batched GPU uploads blocking in the driver.
Scrolling shirts onto Yudi-Yuddispack's philippleinshirt_ap crashed the game (Skate.exe+0x3dc07ed):
one of the preset's set parameters has a type of 0x0c07010304040502 (null in another crash). The
game type-checks every set parameter when it next applies a preset to a material, reading the
type unchecked, and catching that crash inside addEsShaderPreset was too late: the preset was on
the material already and the next update crashed on it.
addEsShaderPreset's guard now checks the preset first, as that type check reads it: the TypeInfo,
its data, a word at +4. A preset with a parameter whose type cannot be read is left out as a
preset that is not loaded is (the item shows without it), and named in the log once with that
parameter's key. Many of the game's own types are built at run time, so the test is that the
type reads, not that it lies in the game's image.
The ReSkate menu now has two styles, switched with View / F11 or the buttons in its top bar
and saved with the profile (`ui fullscreen`):
- Window: the mouse menu as before, with a side rail of pages in groups.
- Full screen: made for a controller, in the pause menu's look. Pages across the top (LB / RB),
each page's sections as the ONLINE page's tabs (LT / RT), button prompts at the bottom, the
pause menu's sounds, and the pause menu's own Multiplayer pages as ONLINE.
The pages are regrouped: HOME (quick switches and a tile for each page), MAP, BUILD, SKATER
(freecam, first person, cheats), SANDBOX (once Trainer), ADDONS (drone, Board Break, Road
Rash, Hall of Meat, grind exits, music), ONLINE, PROGRESS, MODS, SETTINGS, DEVELOPER.
Full screen, every shared control is drawn for a pad: switches and option rows changed with
left / right one step a press, sliders as steppers that repeat when held, rows of buttons,
and pages that scroll with the right stick. Search boxes and typed values stay in the window.
A pad press takes the menu's focus back and hides the pointer until the mouse moves.
Also: map pictures in the map picker (official loading screens, a mod's icon) with a search
box in the window, Splash and Tutorial Island left out of it; number boxes beside the
window's sliders; the binds in groups, with an action bind to open the menu (`menu`); a menu
size for each style (`ui scalefull`); the time of day stepping from the one last asked for.
The launcher reads the official list from the ReSkate backend (or the last one it read, or its own)
and keeps each mod in Mods/.reskate-official at its latest version; a copy the player installed is
moved in, the deprecated Board Break retired. The game loads them always on and leaves out Mods
folder copies; the browser no longer lists them. The built-in zips are gone (FPV drone too), and
built-in folders no longer carried are removed.
Fourth Studio's Board Break pack (ten decks and every sound) and Road Rash wounds are built into
ReSkate.dll beside the FPV drone, unpacked under Mods/.reskate-builtin and always on.
- The Thunderstore copies (Fourth_Studio-Board_Break_Pack, Fourth_Studio-Road_Rash and the
deprecated Fourth_Studio-Board_Break, or the same put in by hand) are moved to the Recycle Bin
as the launcher starts and dropped from mods.json; the merge leaves them out should one still
be there, and the Thunderstore browser no longer lists, updates or installs them, a dependency
on one included.
- Board Break's deck list, sounds and deck settings look in the built-in packs too.
- Names with spaces inside them (Board Break's "Body Impact 1.wav") unpack.
- The build makes each zip in assets/builtin into one zstd stream (ReSkateBuiltinPacker,
Engine/Vfs/builtin_pack_format.h), which the DLL carries: repeated files across a pack cost next
to nothing. Board Break 15.0 -> 5.4 MB, the drone 6.0 -> 5.4 MB, Road Rash 36.1 -> 34.2 MB;
ReSkate.dll 86 -> 70 MB. Plain zips still unpack.
- Tests: the mods taken for built-in ones and their retirement, and a pack unpacking to exactly
its files, refusing one that leaves its folder or is cut short (RESKATE_BUILTIN_PACKS also
unpacks the packs a build made).
path::string() uses the ANSI code page and throws on a character it lacks (a Cyrillic folder on
an English Windows). The remaining places it was used now go through path_utf8:
- Mods: a deck folder or a mod folder named outside the code page no longer leaves the Board Break
decks empty, or the Mods folder ignored altogether.
- Game and mod archives: a file under Win32 with such a name is passed over instead of stopping
the read.
- pose-dump no longer ends the multiplayer session when the game folder is not ASCII.
- The item browser's status line and a Board Break warning no longer fail on such a path.
- Launcher: system fonts are named to ImGui in UTF-8, which it reads.
Sentry's minidump endpoint streams every attachment but the dump to an object store, which this
self-hosted Sentry does not run: ReSkate.log and report.json were dropped from every crash
(outcome upload_failed). Each crash now goes to the envelope endpoint as sentry-native sends one:
the event, the minidump, report.json and the log, all kept.
- The event carries the log's last 100 lines as breadcrumbs (debug lines only among the last 25),
the mods the game ran with (enabled, outdated, excluded), how long it had run, and an anonymous
install ID as its user. Its time is the crash's, however late it is sent.
- crash.site tags where it crashed ("Skate.exe+0x3d9ed9d"), as Sentry names game code by the
nearest export; mods.count how many mods were on.
- An accepted report is kept in sent/ (the newest 10) instead of deleted, so the player still has
their crashes.
- multipart.* is report_envelope.*; the receipt check also reads the envelope endpoint's
{"id": ...}.
combine() recorded every source's copy of every EBX and resource asset, so that conflicting edits could be combined later. Map mods carry near-complete copies of the game's root-level bundles, so most of those copies are the game's own bytes. A mod's copy equal to the game's first copy of the asset, the copy edits are combined onto, is no longer recorded; the game's copy, recorded first, stands for it. A contribution points at its source's folder instead of copying the path. The merge report counts the copies left out.
An array record's hash is one per field type in a document (every
array the base game's files hold follows this, and each such hash is a
key of the document's reflection group table, now read). A new array
takes the hash of an existing array of the same holding type and field;
callers can ask the writer to refuse when there is none, and the mod
merge keeps the old fallback. Checked on the game's own
level documents.
Each array record carries a hash the original files make specific to
the field or element type; the writer used to give every array the hash
of the first record of the same element type, so a rewrite changed
hundreds of them in bam's level root. Arrays read from a document now
keep their record's hash; only arrays with no source record borrow as
before.
A rewrite copied a boxed value's bytes, pointers and all, but wrote the
arrays and strings those pointers reach only when a field also reached
them. Rewritten documents lost that data and the boxed pointers aimed
at whatever moved into its place; the mod merge rewrites real documents
this way. Read documents now keep their EBXD bytes, and the writer
carries every array, string, instance and boxed value a boxed pointer
reaches, repointed. Found by a round-trip check on bam's level root (one string and
about 1,120 bytes of arrays lost).
The tests read the merged patch through CasStore and list_bundle, report a missing archive as a failure, and cover a mod archive numbered like a placeholder.
A mod archive numbered 65534 or 65535 is placed under a free index, so no real placement is read as a placeholder. carry() records every payload in one list (settle() still writes each once per install chunk) and keeps one archive index, as write() does.
The music mod's song names its audio chunk; each map that takes the song carries the chunk too, and every chunk entry in the patch points at bytes inside its archive.
A carried asset whose install chunk no package names fails when it is carried, and is noted, as it was before it was written once; it no longer fails the whole merge when it settles.
A carried asset was written again for every superbundle that carried it: 1.4 GB of 2.2 GB with 96 mods, which left no room for a live apply. Each one is now written once per install chunk, when its first superbundle settles.
A model is spawned at each other player's flying drone and moved every frame. It is the drone's
own model (FPV Drone by PinaPipe, CC BY 4.0, credited on the DRONE page), built by ReSkate Studio
into a pack that ReSkate.dll carries and unpacks into Mods/.reskate-builtin before the merge.
Without the pack the game's traffic cone stands in. dronemodeltest spawns one in front of you.
Most crashes are caught by the game's own fatal handlers, which write a
dump of thread stacks only; the launcher could only copy it after the
game had exited. A crash on a freed or overwritten object then showed
the faulting registers but not the object or the list it came from.
- game_fatal_dump: the game's MiniDumpWriteDump import points at
ReSkate. Before the game writes its dump, the crash reporter takes its
own of the still-running game for the faulting thread; the game's dump
follows as before. Reports say capture.source "game-fatal-handler".
- The reporter's dumps include the memory the stacks point at
(MiniDumpWithIndirectlyReferencedMemory), a few MB more a report.
- The shared report says who asked for the dump (protocol version 4).
- Tests: a game-handler crash is captured with a heap block only its
stack points at; ReSkate's own capture keeps it too.
A spatial transaction queue gives every object it tracks a cull ID from a
free list made once, when the queue is, at the game's
InitialCullIdListSize (40,000 in its config), and never grown. A custom
map with more objects (Cardiff) emptied it while loading and the next
insert read entry 0xffffffff of the list (crash at 0x489cfe9).
- spatial_cull_ids: as each queue makes its list, its size setting is
raised to 262,144, one ID for every entity slot the entity pages hold;
a larger configured value is kept. 12 bytes an ID per queue.
- The contract checks the list maker and how it reads the setting; it is
installed at startup with the other world pools.
719cba1 stopped writing the metadata pointers into the other renderer
(0x2daa00 bytes, Skate.exe+0x30c64cc, kept at 0x75f2700), taking them for
the state owner's alone. They are not: the other renderer's own code reads
them through the patched view (0x030e6bff, called from 0x30a7e18) and
append (0x03e94fe6, called from 0x30d8ebb). Without the write, it read
whatever lay 18 MB past its end. With it, as in every release before, that
memory was overwritten, or the write faulted when nothing was mapped there
(the store_field crash).
- The other renderer's allocation is patched to the state owner's
0x11ab080 bytes (0x030c64cc, mov ecx), so +0x11aae28/+0x11aae30 are
inside it.
- Both renderers' metadata pointers are written again, before and after
the native constructor. The resource-state and relation-mask vectors stay
the state owner's alone: the other renderer keeps fields of its own at
+0x2da920.
- The contract's comment says which renderer reads what, and where.
Players reported the game hanging for about a second while skating. A
profile showed the memory line in the log walking every heap
(HeapSummary) on the client thread, 0.5 to 2 s every two minutes. An
audit of everything that runs on the game's update and render threads
found more of the same, and Sentry's top crashes had causes of ours.
Freezes:
- Memory log line: no heap walk or thread snapshot; the GPU part and the
write happen on a thread of their own.
- Profile database: synchronous=NORMAL in WAL mode. A save is still kept
when the game crashes; every play event no longer waits for the disk
inside the game's hooks.
- ReSkate's own preferences and values (menu clicks, session sliders,
Discord) are saved by a background writer in order; reads see a value
until it is saved.
- Input: the foreground window and the keyboard are sampled on a thread
of their own (GetAncestor and GetAsyncKeyState stalled the client tick
40-50 ms when another program held Windows' lock); flight input uses
the sample; ClipCursor at most twice a second while a menu has the
pointer.
- Hooks installed while the game runs go in one transaction per place
(HookBatch): throwdowns, remote players, the party, Hall of Meat.
- Off the update thread: the host's map package lookup (one table read in
the background, not the Mods folder per offer), the trainer's map file
and settings save, Board Break's settings save, mod music playlists and
their covers, the Spotify station covers.
- Off the render thread: the Modding page's and the deck card's Mods
folder reads. The overlay's three startup waits share five seconds.
- Less work per frame: Steam names reused while one a frame is asked
again, 2 friends a tick, steam_api64.dll checked once per process,
cosmetic names read in place rather than a system call per character,
an outfit load no longer copies the inventory per slot, the throwdown
type scan runs at background priority over resident memory, the Board
Break deck label is kept a minute.
Crashes:
- Render-resource pool: the metadata fields are written to the state
owner only. The other renderer is 0x2daa00 bytes, and +0x11aae28 is far
past its end (store_field crash; heap corruption in every release).
- Other players' skateboard effects: a stale skateboard component is no
longer followed, and the joint lookup is walked with a bound first (an
endless loop in reused memory ended in GameStall).
- Launcher: Oodle decodes into the buffer it asks for with corrupt data
possible, and its assertions no longer stop the process (heap corruption
in the store-copy scan; a breakpoint in oo2core).
Timings (Send performance timings):
- A frame of half a second or more in a level is sent as game.freeze:
where the time went (ReSkate's tick, the game's frame, or outside it),
whether the renderer kept presenting, and ReSkate's busiest zones.
- Closing the game sends the level session it was in.
Music after a connection drop:
- Spotify device: an account Spotify could not be reached with is kept and
tried again (3 s doubling to a minute); a session that drops is taken
up again. Only an account Spotify refuses is asked for anew.
- YouTube playlist pictures that could not be fetched are tried again,
from 30 s to 10 minutes apart.
Switching time of day could load the new layer while the old one was
still loaded: the apply loop goes through the layers in catalog order
and sends one event a pass, so going to an earlier time (WeatherDay ->
Evening) sent the load first, and nothing waited for an unload to finish.
Two times of day at once carry both times' lights, and a level with many
lights overflowed the engine's light tables.
A time-of-day layer is now asked to load only once every sibling time of
day that is to be off reports requested and loaded both false; until then
its row says "Waiting for the old time of day".
An unload is no longer sent while the engine is still loading the layer
itself. The engine ignored it, so at a level load the level's own time of
day could stay loaded beside the saved one, and with the wait above the
saved one never loaded.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Follow-up to #225. The session still waits 30 minutes in all for a map
(checking, the two-minute question, download, install, apply, join), and
servers and lobbies still let a player go at 30 minutes. But a download
that has begun is no longer cut off at 27 minutes: a large map on a slow
connection never came at all that way.
- Once the download has begun, the session's deadline is the session's
alone. The download goes on (up to its own four hours, as before #225),
installs and is applied, and the player is told to join again; no
rejoin is tried past the deadline, where the server would turn them
away. "Map still downloading" says so when the session stops waiting.
- Before the download, the deadline still ends the check and the question.
Declining or cancelling still stops it and removes the partial file.
- A download whose session has gone is not cancelled by joining another
session; a new map need is turned away until it is done.
- The 27-minute transfer budget and its completion reserve are gone from
map_fetch_policy.h, with their tests; the map download tests cover the
new behaviour.
- The HTTPS timeout test compiles with warnings as errors (a signed and
unsigned comparison), and get_text's stale-file removal is indented again.
- README: map downloads described as they now are.
The renderer gives each frame 131,072 shader-visible descriptors past a persistent 120,000, in
heaps of 333,333. Dense custom maps (the Los Santos City sublevels, San Andreas) draw more than
that in a frame, and the renderer wrote past the end of the heap: shaders read garbage
descriptors, which faulted or hung the GPU (page faults at nonsense addresses, in draws, texture
fetches and ray tracing alike). ReSkate now patches the device setup at boot so each heap is
D3D12's 1,000,000 and a frame may use 524,288; heaps are 644,288 descriptors. LS-B2, LS-B3 and
San Andreas (210,000 a frame at its peak) now hold.
Also in this change:
- Memory: perf memory owners/heap/gpu/report, a ledger of who commits the game's RAM; the
render-resource pool no longer allocates its 115 MB twice; the EadpErrorsData arena is
capped at 32 MiB (EA's error reporting is blocked anyway).
- Crash reports: tagged with the map, destination, graphics card and driver version (protocol
v3), so Sentry can group GPU hangs by map and card.
- GPU diagnostics (--gpu-diagnostics): a fuller DRED report, the device-removal and video
memory watches, a large-draw watch, a record of which game code made and freed each GPU heap
and resource, checks of every GPU address bound, and a meter of each descriptor heap's use.
- World pools: peak use of entity pages, render instances and spatial blocks in the log.
- dingosdk_mod_mesh_check: checks every MeshSet a mod ships against its geometry; the MeshSet
reader now knows static meshes' layout.
Boards wear: hard landings, hits onto rails and ledges, grinding and
slams wear the board of the deck in the game, kept per deck. From a fifth
worn it steers lazier and its trucks go soft (the game's own physics
tuning, outside multiplayer sessions only); a worn board breaks from less
and, worn out, can give way under the rider. A board that broke is a new
one once it is whole again, and the game's own board wear is cleared with
it.
A boardslide, lipslide or darkslide that comes down too hard onto a rail
can snap the board, and the rider goes down with it: No Bail can now be
asked for a wipeout, which goes in as a cause before the selector picks.
Sounds play through XAudio2: a crack by the size of the break, metal when
the board broke on metal (the material comes from the game's contact
effects; which are metal is marked in play or listed by a pack), and the
body's hits in a bail by how hard they land.
The settings are a card on the overlay's Skater page, two rows in Mod
Options and console verbs, kept in BoardBreak.settings. A deck may name
itself and set its wheels wider apart in a deck.ini; Old School and Pig
join the decks the feature knows.
he export dialog's quality setting picks 8, 12 or 18 Mbps for the H.264
encoder (three mov eax immediates at Skate.exe+0x62c24f, +0x62c256 and
+0x62c25d in the 20260929 build). All three are now 100000 kbps.
- The code around them must match the supported build's bytes, and each
value must be the game's own or already 100000; otherwise nothing is
written and the log says the change was skipped.
- The log says whether the bitrate change or the frame-pacing hook was
skipped. start() reports success if either one is in place, so
replay_export_initialized can say active while the hook is off.
- The fix that encodes every rendered frame is unchanged.
The game keeps each kind of light (PbrSpotLight, PbrSphereLight, ...) in a
table of 8,192 and crashes at Skate.exe+0x4ea4094 when a level makes more.
- Each kind's light factory is hooked: once the kind's table is nearly full
it gives no entity, as the game's own factory does for a light it should
not make. The light is not drawn and the game goes on.
- Said in the log: the kind of light and how many were left out.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
help <command> showed only that command when it was also the first word of others: help
perf showed the HUD toggle and not perf hud, perf status, perf sample and the rest, and the
same held for help log, music, reset, boardbreak and roadrash. help listed a family only
when no command had the family's name. It now lists them after the command's own details,
by name or by alias (Registry::under).
"perf hdu" answered "Too many arguments. Usage: perf"; when the command has others under
it, the error now ends "Use help perf for the commands under it."
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Since the mods are read on several threads (0ae0e71), read_mod reads every
script a mod replaces: whether a higher mod's version stands is only known
once the mods are settled. Before, a script a higher mod had replaced was
never read. When such a read fails, the TOC's catch noted it and gave up the
rest of that TOC, so the mod's later changes and additions were left out of
other mods' copies, with a note blaming the mod where nothing used to be read.
The read now has a try of its own. A failure is kept with the script and
settled with the rest: where a higher mod's version stands it goes, note and
all, as if never read; where the script is wanted, the note stands and only
that script is missing, the rest of the TOC having been read on.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01VNYF3aYa2q3MkFXc5xYnDd
2.0.8's dedicated server was released with a world-layers.json scanned from
a game Steam had updated: 263 layers, where every player's game has 261. A
server that shares its layers (world_layer_sync) sends one choice for each,
the player's game turned the message down as unreadable, and nobody could
join such a server ("Join code, sender identity, or multiplayer protocol
did not match", and "Disconnected." in the server's log).
- supported_build::world_layer_count (261): how many layers the supported
build's levels have.
- Server: a world-layers.json of another count is not used; the log says
why and layer sync stays off, where before every player was turned away.
- --export-world-layers refuses a game folder whose count differs, so a
release cannot be built from an updated game again.
- Player's game: a layer list of another length is left unread and every
layer stays as the player has it; the rest of the message is taken and
they join.
Shader tables
- Reverts a61f82c ("Shader crash fix"). Since 2.0.8 a mod's own shader
programs were copied into the merged table, and the tables that cosmetic
bundles carry were merged across mods. Each such bundle then held other
mods' programs, and the game built them as the bundle loaded, before the
files with their compiled variants were there. That was 2.0.8's most
reported crash (Skate.exe+0x3f86da6, some forty machines in ten minutes).
2.0.9's guard passed such a program over, and the same players then
crashed a little later in cosmetic loading (+0x3f7bb65, +0x16fe1a6,
+0x3dc07ed).
- Whatever crash a61f82c fixed comes back with this for the mods that
needed it.
- The guard stays.
Music
- The game's read of one song for its scorer (0x14f23a0) is replaced by the
same read with the check it lacks: a place past the end of the playlist
asset's songs has no song, which the game already answers with 0. 2.0.9's
check in music_select_next_hook looked at what the queue held before the
game was asked and did not see these; the game asked for places such as
0xd570 and crashed reading them (7 reports on 6 machines).
- Said in the log the first eight times.
Not confirmed in game: neither change has been run by a player who was
crashing.
Music screen: large playlists no longer empty it, and two logs say why things fail
Music screen
- The screen's list was turned down whole, and came up empty (the game's own
Featured row too), once it held more than 1,024 songs: a few large YouTube
Music, Spotify or local playlists went over that. The most is now 2,000
songs and 16,384 places in playlists (music_ui_most_songs,
music_ui_most_places); 2,000 because the screen's own table of songs is
read only up to 2,048.
- The rows of the player's playlists are counted as they are registered and
held under that: with no room left, the rest of a playlist is left out of
its list (it still plays) and the screen is never empty for it.
- A row whose "artist - title" is longer than the screen takes is left out;
one such row turned the whole list down as well.
- Said in the log: how many songs were left unlisted, and, should the list
still be turned down, what it held.
Logs
- Spotify device: librespot's own warnings and errors are written at the
warning level again; only the rest of what it says stays at debug. A
player whose Spotify connects and stays silent had nothing to send.
- Multiplayer: a message turned down with "Join code, sender identity, or
multiplayer protocol did not match" now says which of the three it was,
its size and first bytes, and whether it came from a dedicated server.
After Steam updated skate., some installs had the supported Skate.exe over
the new build's data (a copied game, or a download that stopped part-way).
The launcher called that ready, every mod was left out as "made for game
build 29544144, not the installed 29663206; rebuild it with ReSkate Studio",
and the mods stayed out after the game files were put right.
Launcher
- Ready now also needs the game's data to be the supported build, read from
Data\layout.toc against supported_build::game_data_changelist (29544144).
Data of another build, or none, reads "Game files need verifying".
- DOWNLOAD in that state checks every file (-validate) instead of fetching
only what is missing. A download that fails part-way no longer ends on
ready because Skate.exe arrived.
- Data whose build cannot be read does not block.
Mods
- A mod left out because the game was of another build is no longer
remembered in .reskate-excluded.json: it is checked on every launch. One
already remembered for it is looked at again.
- When it is the game that is not the supported build, the mod's message
says to verify the game files in the launcher, not to rebuild the mod.
Objects other players place are spawned locally, so the game took every one
for the local player's own: all were solid, and their card offered the
owner's buttons and named the wrong player.
- Other players' objects are ghosts the skater passes through, as in the
game's own sessions. Each player's row in the session menu has an
"Objects: solid / ghost" switch, remembered by Steam ID; a dedicated
server's own objects (its parks) are solid unless switched off.
`mp objects-solid <SteamID64|server> on|off` does the same.
- The card's own Disable and Enable on one object stand over that player's
setting until the setting is changed.
- The card on an object someone else placed no longer offers Edit or
Delete: the game's "is this mine" and "may this be edited" checks answer
for who really placed it. It offers Disable instead.
- The card names the owner of the object it is for, read from the card's
own script, instead of the owner of the object nearest the skater.
- A dedicated server has a player card of its own, "Server", shown on what
it placed.
Server: the Mods folder is kept when the configuration is reloaded. A park
mod was reported as not being in the Mods folder after a reload.
A Jam Session takes the score of the line just landed from the score HUD's
text, with the script native ParseInt, which is the C library's atoi. atoi
stops at the first character that is not a digit, so a line shown as 5,432
was read as 5 and added 5 to the player's total. Reported for Jam Sessions
and Spot Battles: lines of 5,000 and more adding one or two points.
ParseInt now reads groups of three digits whole, set apart by a comma, a
full stop, an apostrophe or a space: "5,432" is 5432. Text that is not a
grouped number is read exactly as before. The first few grouped scores are
logged, to confirm the cause in play.
Crash dumps now go to the project's own Sentry server. The launcher's
out-of-process helper is unchanged; only where it posts and what it expects
back are:
- The default endpoint is the Sentry project's minidump URL. Report
attributes travel as Sentry tags, with the release as reskate@<version>.
- An upload counts as accepted when the server answers with an event ID.
- "backtrace" is "crash_report" throughout: the namespace, files, CMake
targets, DINGOSDK_CRASH_REPORT_URL, DINGOSDK_BUILD_CRASH_REPORT_TESTS and
the RESKATE_CRASH_REPORT_URL override.
Performance timings are new, and off unless "Send performance timings" is
ticked in the launcher's settings (RESKATE_TRACING=1). A small tracer
(Engine/Core/Debug/trace.h) posts each finished step to Sentry as a
transaction from a background thread; the launcher and the game it starts
share one trace. Timed: the update check, the Steam download, Thunderstore
installs, the mod merge, starting the game, the launch up to the first
playable level, each level load, joining a session, fetching the identity
lists, and the time spent in each level with its average frame rate and
long frames. Turning crash reports off turns timings off too.