19 Commits
Author SHA1 Message Date
zeex64 3aebb38832 Merge pull request #271 from worthlessnorms/merge-carried-once
Mod merge: write each carried asset once, not once per map
2026-10-16 20:10:11 -05:00
worthlessnorms 6e1ba2938d Mod merge: a mod's copy equal to the game's is not recorded for combining
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.
2026-10-16 16:48:45 -05:00
worthlessnorms 3feeaa3893 Mod merge: placeholder archive indexes are reserved; carry() keeps one list
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.
2026-10-16 14:00:34 -05:00
worthlessnorms 89927bf90f Mod merge: an asset carried into many maps is written once
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.
2026-10-16 11:01:57 -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
ReGlitched a61f82c46a Shader crash fix 2026-10-12 11:58:42 -06:00
AyeZeeBB 0f38a9fdeb faster mod merging 2026-10-09 15:42:23 -05:00
Swagi-Redacted 94e4df12ba Sync latest bind changes, added freecam bind, tp to freecam bind, and off board up boost 2026-10-08 13:40:35 -04:00
AyeZeeBB 2cdc5ee8df Fix costume merging, restrict server names, add Centrix tag
- Mod merge: rebuild a merged bundle's chunk metadata the way the game
  writes it (one record per chunk, in chunk GUID order), so costumes
  from different mods built on the same game costume keep their
  textures and meshes
- Merge audit checks that layout, and there is a new unit test for it
- Server names: only letters, numbers, spaces and - _ [ ] ( ),
  1 to 64 characters; the server browser hides servers with other names
- New Centrix tag from the backend's "centrix" list: blue and white
  name, badge and item animation, ranked after Dev and before Creator
2026-10-05 23:39:16 -05:00
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
ReGlitched dd1913b647 merge bug (material fix) 2026-10-05 12:32:31 -06:00
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 76330e40bb Skater slot, menu and throwdown fixes; MY MODS rework; lobby parties
Skater slot, menu and throwdown fixes; MY MODS rework; lobby parties

Saved skaters (Extension/Customization, Extension/Skater)
- The selected slot, and slots before it, came up as the standard
  skater after a start or map change. The game asks for a slot's saved
  outfit once per level, and that happened before the cosmetics catalog
  could be read. The first selection now waits for the catalog (60 s at
  most), and later map changes check against the catalog already read.
- The retry from abdda77 is removed: the record it wrote to is a
  temporary on the game's stack, so it could never work.

Pause menu (Extension/UI/NativeMenu)
- ReSkate's entries stopped working after enough map changes: each
  level change took new slots in a fixed table of 1024 for the same
  buttons. A button now keeps its slot, and a full table hands out the
  slot that has gone longest unused.

Throwdowns (Extension/Throwdowns, Runtime/runtime_init.cpp)
- Multiplayer crashed when someone placed a throwdown after a map
  change. The event types are freed with the level but were cached for
  the process. They are now cleared when a level is left, checked
  before use, and looked for again in each level.

MY MODS (Launcher/gui_mods.cpp, gui.cpp)
- Search, a filter and an order; a switch per mod; a menu per row.
- Multi-select with tick boxes, Shift-click and Ctrl+A, and a bar to
  enable, disable, move, update or uninstall everything ticked.

Lobby parties (Extension/Multiplayer/Session)
- A lobby is no longer one party. Its host keeps parties the way a
  dedicated server does: invite, accept, join, leave, kick, promote,
  open and close, with "/p" party chat. The "Lobby party" switch is
  gone. Protocol version unchanged (38).

Mod merge (Engine/Vfs), follow-ups to e715b9b
- Files rewritten into the merged patch are tracked by position, so
  another mod's added assets no longer shift the lookup.
- Two mods adding different assets under one name is now noted, with
  whose copy the maps get.
- mod_merge_unshift_tests compiles with the launcher tests on.
2026-10-04 13:27:21 -05:00
DeckardDetribineandClaude Opus 5.5 e715b9bf75 Mod merge: carry the assets a mod adds into the copies maps carry
Maps ship their own copy of game bundles such as
bam_levelroot/bam_coregameassets, and that copy loads instead of the game's
on their levels. Changes an asset mod makes to the game's EBX already
propagate into those copies; assets it adds did not. A mod that appends a new
song to the master music playlist therefore left the playlist naming a song
the map's copy never contained, so the song was missing on custom maps.

collect_asset_overrides now also records what an asset mod adds to a game
bundle, and combine inserts it into other mods' copies of the same bundle,
after their own assets, unless the copy already has that name:
- an added EBX is carried only when one of the mod's recorded changes imports
  it, or another carried addition does (the playlist names the song, the song
  imports its wave), so an addition never travels without the change that
  needs it;
- a resource the mod adds under the same name as a carried EBX goes with it
  (a wave's sound-bank resource registers the wave; without it the game
  crashes instantiating the wave);
- TOC chunks the mod adds that its carried EBX name are listed in each
  superbundle those assets go into, pointing at where the mod's archive
  landed (a map's superbundle resolves chunks from its own TOC).

A copy in the TOC the adding mod ships its own bundle in (cosmetic mods share one)
merges with that mod's bundle and already has the asset, so only copies in other
superbundles, i.e. maps' level TOCs, receive additions.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-04 17:44:00 +01:00
AyeZeeBBandworthlessnorms 04e50f7dee Read a mod's copy from the archive block it is in; link the lobby and mesh tests
Two fixes taken from worthlessnorms' pull request 16. The bug it was
opened for, rewritten copies read back from the mod's folder, was fixed
separately in 6fd3845.

Mod merge (Engine/Vfs/mod_merge_cas_store.cpp, mod_merge_combine.cpp)
- To combine two mods' edits the merge reads each mod's copy from the
  mod's own folder, which means turning its placement in the merged
  patch back into the mod's archive and offset. It took the first of the
  mod's blocks in that patch archive. A mod added while the game runs
  has all its archives appended to the patch's archive 1, so a copy in
  its second archive was looked for in its first, the read failed, and
  the asset kept the highest-priority copy.
- unshift() picks the block the offset falls in. Of two blocks that
  start at the same byte the later one is used: the earlier is an empty
  archive.
- Reproduced with a cosmetic mod rebuilt as two archives and added to a
  running merge: cas_main_bundlereftable "could not be combined (Cannot
  read ...\cas_01.cas)" before, "combined 2 edits (101 preset(s))"
  after. A launch merge gives every archive an index of its own and was
  not affected; 40 installed mods merge exactly as before.
- mod_merge_unshift_tests covers an archive with its own index, three
  appended blocks, bytes before the first block, and an empty archive.

Tests (CMakeLists.txt, Extension/Multiplayer/Test/mesh_tests.cpp)
- multiplayer_lobbies did not link: steam_lobbies.cpp calls
  contains_bad_words and the target did not link dingosdk_word_filter.
- multiplayer_mesh did not link: four functions the session code calls
  had no stub. Two are the ones the pull request adds
  (update_developer_hoodie, remote_skater_generation); the developer
  board has since added update_developer_board and remote_board_entity.
- Both targets build and their tests pass.

Co-authored-by: worthlessnorms <110003169+worthlessnorms@users.noreply.github.com>
2026-10-04 00:27:03 -05:00
AyeZeeBB 6fd3845c55 Combine the item collections every cosmetic mod adds to
With several cosmetic mods installed, some mods' items were missing from
the inventory, and an outfit using one logged it as "no longer
installed".

Bundle merge (Engine/Vfs/mod_merge_combine.cpp)
- Every cosmetic mod adds its items to shared collections
  (items/itemmastercollection and one per season). Two mods editing one
  collection are combined, but the combine was failing with "Cannot read
  <mod>\...\cas_01.cas" and keeping the highest-priority copy, so the
  other mods' entries were lost.
- The failed read was not of an edit at all. A mod's untouched copy of
  an asset another mod changed is rewritten to carry that change, and
  the rewritten copy lives in the merged patch. It was still recorded as
  that mod's own contribution, so the combine went to the mod's folder
  for it, at the patch's offset, and one bad read made the whole asset
  fall back. Renumbered collision resources were recorded the same way.
- A rewritten copy is no longer a contribution. Only the mods that
  really edited an asset are combined, and an asset one mod edited is
  not "combined" at all.
2026-10-03 23:37:15 -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
AyeZeeBB 1004e012bf Write paths as UTF-8, not the ANSI code page
A player whose game sat under a folder named U+200E (left-to-right mark,
an invisible directory on their Desktop) could not launch: the status
tile read "No mapping for the Unicode character exists in the target
multi-byte code page". Nothing was wrong with their mods, and the merge
in their log had just succeeded.

fs::path::string() converts to the process's ANSI code page and throws
exactly that when a character has no mapping there. initfs.cpp called it
on the normal path, not in an error handler, so exporting loose files
threw on every launch. Their log stops right where that export begins.
Cyrillic, CJK or accented characters in an install path do the same on a
code page that cannot hold them.

- path_utf8() in Engine/Core/Platform/path_text.h: UTF-8 represents every
  path Windows allows, so it never throws.
- Every path that becomes a narrow string uses it -- 35 of them across 13
  files. Most are log lines and error messages, which were a second trap:
  reporting a problem with a path threw this instead of the problem.
- The ~45 .string() calls on Json values are untouched; those are not
  paths.

Nothing changes for an ASCII path, where both encodings agree, and a path
that is not ASCII had no working behaviour to preserve.

Reported with a log by a player on Discord. Moving the game to an ordinary
folder works around it on an unpatched build.
2026-10-03 17:36:12 -05:00
AyeZeeBB ca1d82f636 1.0.0 Release! 2026-10-02 14:40:41 -05:00