22 Commits
Author SHA1 Message Date
Dave Johnson 9dbcef7557 EBX writer: a new array takes the hash of its own field
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.
2026-10-16 20:58:02 +00:00
Dave Johnson db0d1f348c EBX writer: rewritten arrays keep their own record hash
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.
2026-10-16 20:58:02 +00:00
Dave Johnson f22adf2348 EBX writer: keep the arrays and strings boxed values point at
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).
2026-10-16 20:58:02 +00:00
AyeZeeBB 719cba1166 Freezes and crashes: the game's threads no longer wait on ReSkate's slow work
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.
2026-10-15 18:10:53 -05:00
AyeZeeBB 164fdffbd0 Descriptor heaps: dense custom maps no longer overflow the GPU's descriptor heap and crash it
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.
2026-10-15 13:57:11 -05:00
AyeZeeBB 9f93c3cbb2 Shader tables: mods' are merged as in 2.0.7 again, and the game's song scorer stays within its list
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.
2026-10-13 18:44:15 -05:00
Frumpy9 d0985ffcfd fix: anchor Oodle lookup and write portable release ZIPs 2026-10-12 17:14:21 -04:00
ReGlitched a61f82c46a Shader crash fix 2026-10-12 11:58:42 -06:00
AyeZeeBB b7936a36c6 Steam IDs in the player list for the team; custom scripts switched off
Player list. A player on the developer, staff or homie list sees each
player's Steam ID in the overlay's PLAYERS list for the session they are
in, after "Host" / "Guest" and the distance, on their own row too. A click
copies it. The lists are the backend's, the same ones the tags come from;
every client in a session already knew the IDs, so this changes who is
shown them and nothing else.

Custom scripts. Nothing in scripts/Custom is read or run any more, whatever
the launcher's "Loose files" setting says: nothing used them, and a mod was
using the folder to load a DLL into the game (package.loadlib from its
init.lua). The loader is kept behind one switch (custom_scripts_enabled in
custom_script_loader.cpp) for the day they come back.

For that day, the loader now also takes Lua's ways of running native code
away before the first custom script runs: package.loadlib, require through
the two C searchers and package.cpath, os.execute and io.popen. If that
does not hold, no custom script runs.

The overlay's Mods page no longer has the INSTALLED / SCRIPTS tabs; it is
the installed mods. Editing the game's own Lua and config through loose
files is unchanged.
2026-10-10 10:52:59 -05:00
AyeZeeBB 0f38a9fdeb faster mod merging 2026-10-09 15:42:23 -05:00
zeex64 b158887f06 Merge pull request #137 from Krischan-Klug/main
Add Hall of Meat: the bones a bail hurt and its Meat score
2026-10-09 10:24:36 -05:00
Krischan-KlugandClaude Opus 5.5 c7d2ca3601 Add Hall of Meat: the bones a bail hurt and its Meat score
As in skate. 3: when the local skater bails, the bones it hurt show over
the world through the body, yellow where a hit bruised one and red where
one broke it, with the bail's Meat card in the bottom left corner in the
place of skate.'s own HUD there: its time, hits (head hits double,
vehicles half again), broken bones, road rash, airtime, fall, top speed
and rotations, each scoring, and the map's best. A bone breaking pulses
the screen's edges red and, in single player, slows the game down a
moment. Off until switched on, as in skate.: in skate.'s menu (Custom
Stuff > Player) or with `hallofmeat 0|1`, saved with the profile.

Everything it draws is skate.'s own, read from the installed game: its
skeleton mesh (the Dem Bones costume) posed with the renderer's own
skinning matrices, its scoring icons, the THRASHER wordmark and its UI
brush strokes. Nothing is shipped.

How it works: No Bail already hooks the skeleton response, which runs
once a physics step right after the body contacts; it now hands that step
on, with the local skater it follows, but only while Hall of Meat is on.
Each step reads what every ragdoll body hit and how hard, and whether the
skater is a ragdoll; the bail runs on the game's own clock so slow motion
measures what the body did. The feature's own hooks, on the renderer's
skinned draw packets and main view and on the UI model's write, are
prepared at startup and switched on only with the feature, and off again
once the HUD corner and the game's speed are given back: switched off, the
game never calls them and the physics step pays nothing. The skeleton mesh
is read the first time it is on; only the images are read at startup,
since the overlay builds its atlas once. The renderer's picture of the
skater is read only while a bail shows. The menu's switch reads the
overlay model like the others. Every address is in the build table with a
fingerprint checked before use. Extension/HallOfMeat/README.md describes
the parts; its tests build with DINGOSDK_BUILD_HALL_OF_MEAT_TESTS.

The slow motion changes SimulationTime's rate, frame cap and time scale as
a session override and steps the local skater along, since skate. sets a
skater's step only when it builds its core. It runs the same at every
break, but never faster than the game ran: with the trainer's game speed
below 1 it only takes the part that is slower still. Afterwards it writes
back what it found, each setting only while it still holds what the slow
motion wrote, so the trainer's speed comes back as it was; a setting
changed from elsewhere meanwhile is left as it is and ends that slow
motion. named_setting_value reads a setting's value for it.

Tuned in play: a bruise from 7 m/s and a break from 12 m/s along the
contact normal (raised twice: a hard fall on flat ground broke bones), a
break worth ten of the lightest hits (a heavy bail's hits and breaks
outweighed the rest of the card) and a fall half of skate. 3's rate.

Fix: the overlay now draws in the back buffer's pixels, not the window's,
so it lines up on displays Windows scales (1920x1080 borderless on 4K).

The skater's render hooks, its skeleton and its body maps were first
found by gBGYo's ReSkate fork (github.com/gBGYo/ReSkate).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 15:29:38 +02:00
zeex64 5d1c7af6c0 Merge pull request #97 from xThrasherrr/fix/custom-maps-mod-loading
Make mod loading tolerate damaged mods and BOM manifests
2026-10-08 21:33:51 -05:00
zeex64 5b92a7f601 Merge pull request #81 from xThrasherrr/fix/config-save-path
Keep non-ASCII paths from breaking the server, launcher and game
2026-10-06 16:50:32 -05:00
xThrasherrr 2d3430cbd4 Write paths as UTF-8 in the remaining messages
Each built its text with path::string(), which throws for a character outside the ANSI code page, so the real error or message was replaced by a code-page error.
2026-10-06 13:23:26 -06:00
xThrasherrr de20b8e1ae Check a mod's table counts against the file before sizing anything by them
A corrupt count was trusted for allocations, so a damaged mod was left out with a vague "bad allocation" or briefly committed gigabytes.
2026-10-06 10:29:44 -06:00
AyeZeeBB 137273e274 carry added assets with a changed list, combine in-place values, list repeats once
Merge: carry added assets with a changed list, combine in-place values, list repeats once

Three merge bugs found by auditing 104 installed mods:

- A changed list (the music playlist) reached every bundle copy that holds
  it, but the songs a mod added beside it only reached copies of the bundle
  the mod added them to. The game keeps the playlist in eight bundles, so
  the other seven named songs they did not hold. Added assets now follow
  the change into whichever bundle copy takes it.
- An entry naming an asset that lost its name to another mod's asset is
  now dropped from the list, both in the merged bundle and in the list
  other mods' copies are given.
- Two mods changing values in place in one asset (lighting) kept one mod's
  copy whole and silently dropped the other's. Plain values are now
  combined, the higher-priority mod winning where both changed one. An
  edit that also moved a reference or resized a list is taken whole or not
  at all, and the merge notes whose changes are missing.
- A reference two mods both append to a list is listed once.
2026-10-05 18:53:51 -05:00
AyeZeeBB c930b512e6 Backend lists for tags, cosmetics and bans
- Read Dev / Creator / Homie Steam IDs from api.reskate.dev instead of the hardcoded list
- Creator (red) and Homie (gold) tags and hoodie/board colours; Admin tag is now pink
- Global bans: lobby hosts and dedicated servers turn banned players away
  ("global_bans": false in ReSkateServer.json opts a server out)
- SPECIAL menu page for listed players to hide their own tag and items
- Fix hoodie and board keeping the animated colour after the animation turns off
- Multiplayer protocol 39 -> 40
2026-10-04 22:33:57 -05:00
AyeZeeBB a30a8384f3 Keep every mod's cosmetics when two presets share a short name
With several cosmetic mods installed the game crashed as soon as an
equipped custom item came into view, and so on every launch after it
was equipped.
Cosmetic presets (Engine/Resource/bundle_ref_table.*)
- The character bundle-reference table says which bundle holds each
  preset, under the preset's full path and under its leaf name, one row
  per hash. Mods number their presets alike in different folders
  (cust_tops/1_ap, cust_bottoms/1_ap), so two mods can share a leaf
  name. Adding the second preset threw "collides with an existing
  lookup", the merge fell back to the highest-priority mod's copy of
  the table, and every other cosmetic mod's presets were unregistered.
  The game then built the skater with a preset it could not find and
  called through a bad pointer.
- A preset whose leaf name is taken is now added under its full path
  only; the leaf name stays with the preset that had it. Only a clash
  of full paths still fails. MergedTable::shadowed lists each such
  preset with the one that holds its name.
Merge log (Engine/Vfs/mod_merge_combine.cpp)
- Each mod with shadowed presets gets a line naming how many and an
  example pair, so an item that shows the wrong preset can be traced to
  the mods that clash.
Checked against 39 installed mods, 15 of them cosmetic: the table
combines 274 presets where it used to keep one mod's, all reachable by
full path and 267 by leaf name, with the game's own 6264 rows unchanged.
The seven left without a leaf row are a naming clash between the mods
themselves (two Carhartt packs, a Zero tee and deck); whether the game
finds those by full path is not known.
bundle_ref_table_tests takes an optional second mod and checks that two
mods' presets are all added, in either order, and that a shared leaf
name is reported with the preset that holds it.
2026-10-03 21:43:24 -05:00
Juan 9ddbd0c7ce Linux build system: server-only target + portable warnings
- CMakeLists: allow Linux 64-bit, server-only includes, portable tests
- ProjectOptions: MSVC /W4 vs GCC -Wall, version.rc Windows-only
- Core/Dependencies: guard Windows-only libs, OpenSSL for launcher_support
- Apps: launcher/emote Windows-only, server Linux links OpenSSL/dl/pthread
- Fix launcher_support lambda return, cas_codec Oodle guards, steam dlerror crash
2026-10-03 16:57:18 -03:00
Juan eab493987c Port server core to Linux (win32 guards + OpenSSL/dlopen) 2026-10-03 16:49:14 -03:00
AyeZeeBB ca1d82f636 1.0.0 Release! 2026-10-02 14:40:41 -05:00