4 Commits
Author SHA1 Message Date
AyeZeeBB 2d3b77701d Plugins: drone, Board Break and Road Rash are plugin mods now; their C++ is gone
The three features are Lua plugins in contrib/plugins (fpv-drone, board-break,
road-rash), built on what this adds to the plugin API: flight input, gamepad and
joystick reads with input capture, a rolled camera, a package's own sounds and a
synthesised motor (plugin_sound, plugin_wave, motor_synth), the skater's physics
events (skater_events), items worn over the outfit (outfit_overlay, skater_items),
the board's bones (board_pose), skater animation (anim_core), plugin images,
throwdowns started for chosen players, and server copies of plugins on a lobby
host and the dedicated server (server_plugins).

Removed from core: Extension/RoadRash, Extension/BoardBreak, the drone's flight,
radio, follow, OSD, beacon, outfit and sound code, its prop models (native_prop),
the DRONE, BOARD BREAK and ROAD RASH menu pages, home tiles and native menu rows,
their console commands, the drone follow debug action, the drone marker packet
(kind 36 stays unused; the roster keeps its byte) and the server's drones setting.

Kept in core, since every board needs it whichever plugins run: the breakable
deck packs (breakable_deck: which deck, its label and wheel spacing, the
boarddeck command and the BREAKABLE DECK card on the Mods page), and board_pose
keeping a deck pack's stretches out of sight, the baseplates on the deck and the
wheels at the deck's spacing on every board.
2026-10-19 16:22:15 -05:00
AyeZeeBB 84940ee571 Stations: songs get their own names back before a map change, and the names shown no longer pile up
While a Spotify, YouTube Music or External Audio station is on, a song of
the game's is made to read as the track that is playing.
Crash on changing map
- The game keeps each song in its registry under its artist and title, and
  takes it out by them when its bundle unloads. A song that read as
  Spotify's was looked for under Spotify's words and not found, so its own
  entry stayed behind, pointing at an asset that was freed. Registering the
  song again for the next map read that asset (Skate.exe+0x3dd1db0 from
  0x43e260, joining a session with a station on).
- Before a level transition every such song is given its own artist and
  title back, and none is held on to: they are the old map's.
Memory
- The artist and title a song is made to read were copied afresh on every
  call, and kept. That is once a track, but every frame while the station's
  song cannot be made to read (its asset gone after a map change, or 64
  songs shown already): two copies a frame for as long as the station was
  on. Each text is now kept once.
Memory log
- The "Memory:" line also says how much is in the process's heaps (what
  ReSkate, the Spotify library and Windows' libraries allocate, apart from
  the game's own pools) and how many threads and handles there are, and it
  is written every two minutes as well as when memory moves by a quarter of
  a gigabyte.
2026-10-13 19:08:38 -05:00
AyeZeeBB 86aa8d38fb Music: local files, online radio, equaliser, queue, and a Music page in the menu
Sources
- Local Files: add a folder of music from the setup page (MP3, M4A, AAC, Ogg,
  FLAC, WAV; up to 200 songs a folder, 12 folders). Names and covers come from
  the files' tags. Each folder is a tile in its own row.
- Online Radio: find stations by name (radio-browser.info) or add a stream's
  address (MP3, AAC, .pls, .m3u; no HLS). Each station is a tile in its own
  row; the track name follows what the station sends. Up to 24.
- Both are decoded by the library built into the DLL (SpotifyHelper), which
  now plays files and HTTP streams as well as a program's output, reads tags
  and embedded pictures, and accepts MPEG-2 ADTS from AAC stations.

Sound
- Five-band equaliser (60 Hz, 250 Hz, 1 kHz, 4 kHz, 12 kHz) and loudness
  levelling, applied to every source on its way into the game.
- Loudness, the speakers option, the equaliser and levelling are now kept in
  music-settings.json between sessions.

Setup page
- Remade in the mod's own colours and type, with numbered steps per source.
- Queue pinned to the right: now playing, the playlist's songs with covers,
  find, and press to jump. Spotify's own queue shows once signed in.
- Cards for Local files and Online radio; equaliser and levelling under Sound.

In game
- MUSIC page in the menu: player and queue, sound settings, source status and
  a button for the setup page.
- "Loading song..." notice in the corner for songs that take a moment, with a
  switch to hide it. Presses made while a song is loading no longer restart it.
- The Spotify row is hidden when Spotify is not in use.
- Console: "spotify ..." is now "music ..." (music, music setup, music gain,
  music through, music spotify client|login|logout).

Logs
- The music sources' working lines (traces, per-song and per-bind lines,
  librespot's own) are debug only; stack captures are skipped unless debug
  logging is on. Grind exits: the per-pop line is debug only too.
- A "Pace:" line when the game takes the sound faster or slower than real
  time, to find why music sounds fast after tabbing back in.

Chat filter
- A run of digits is a number, not a word spelled with look-alikes: a race
  time such as 2:55.0 is no longer masked.
2026-10-12 16:03:35 -05:00
AyeZeeBB 48a9cb8f5b Music: Spotify, YouTube Music and External Audio through the in-game player
Three outside sources can now be played through the game's own music
player. Each has its own row in the music screen, shown only when it is
set up, with tiles that behave like the game's playlists: track name,
cover, pause, next, and pressing a row to start that track.

How the sound gets in
- The game's song decoder is hooked. While one of these tiles is on, the
  audio of the game song behind it (its "carrier") is replaced, block by
  block, with the outside source's audio. The game's volume, fades and
  pausing still apply.
- Rows are songs of our own registered with the game's music registry
  (copies of a real song's asset with their own artist and title), so no
  game song is borrowed or renamed to list a track.

Spotify
- The game is a Spotify Connect device ("ReSkate"), built on librespot
  and linked into ReSkate.dll (SpotifyHelper/, Rust). Audio, track info
  and controls come straight from Spotify. Needs Premium.
- Optional sign-in through the Web API lists the player's playlists and
  Liked Songs as tiles with their tracks.
- librespot can no longer end the process (it does so on a free account
  and on playback errors); only its thread is stopped.

YouTube Music
- Videos and playlists added by link. yt-dlp is fetched on request into
  <Local AppData>\ReSkate\bin and checked against its published sums;
  decoding is done in the DLL, so no ffmpeg.
- Private and age-restricted songs: cookies.txt or a browser's sign-in,
  with QuickJS fetched as the JavaScript runtime yt-dlp then needs
  (Node.js is used instead when installed).

External Audio
- Any app's sound, captured per process from Windows, with the app's own
  output turned down while it plays through the game.

Setup page
- "spotify setup" opens http://127.0.0.1:8421/: device status, sign-ins,
  YouTube links and tools, the external app, loudness. Loopback only;
  changes are accepted from its own page only.

Also
- Speakers in the world play the tile's audio; grabbing one keeps the
  player on their tile.
- Playlists added while the game runs are sent to the music screen live.
- MUSIC-SETUP.md: setup guide for players.

Building the Spotify device and the YouTube decoder needs cargo; without
it ReSkate.dll builds without them.
2026-10-12 03:16:36 -05:00