112 Commits
Author SHA1 Message Date
zeex64 e7c6df0df6 Merge pull request #225 from Jean-LucTch/dev
Fix multiplayer custom map download and join timeout handling
2026-10-15 14:03:06 -05:00
zeex64 67d84d5bd7 Merge pull request #227 from neekgate/fpv-drone-pr
ReSkate FPV Drone
2026-10-15 13:20:11 -05:00
AyeZeeBB 6c45e9666d World layers: a server's catalog must be the supported build's, and a player is not put out over one that is not
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.
2026-10-13 18:45:37 -05:00
AldoandClaude Opus 5.5 57d98307a7 Skater: FPV drone mode
An FPV drone flown from the free camera: real quad physics (thrust,
gravity, drag, Betaflight "Actual" rates), collisions with the world, and
a goggle-style display. Open it with `dronemenu` (or the drone window's
Start flying).

Flying
- Keyboard and mouse, gamepads, or USB RC radios (EdgeTX etc. in Joystick
  mode). "Set up controller" learns each stick and switch by asking for
  one at a time, reversed axes and springing gamepad throttles included.
  While a controller flies the drone, the game is kept off it, as
  freecam's controller mode does.
- Presets (Tinywhoop, Toothpick, 5 inch), arm/disarm, back to takeoff,
  and every setting live through `dronetune`, saved in the profile.
- Optional range: the picture breaks up and is lost with distance from
  the takeoff point; past it, failsafe cuts the motors.
- OSD, on-screen sticks, an analogue video look, synthesised motor sound.
- Goggles: the pilot's skater wears eyewear from the game's catalog while
  flying, and gets their own back on landing (Road Rash aware).
- Start flying hides the game UI, Stop flying brings it back.

Multiplayer
- New packet `drone` (36): where a player's drone is and which way it
  faces, 15 times a second, unreliable, relayed like effects. Markers
  glide between updates. Protocol version 52.
- FLYING DRONE above the name of a player who is flying.
- Players choose whether to share their drone and whether to see others'.
- Dedicated servers: `sync_drones` (players section) and `drones on|off`.
  Off: no drone packets are relayed, and players are told in the roster.

Changes to existing code
- `flyspeed` takes any speed from 0.6 to 1500, not only the seven listed
  (the drone's presets and top speed slider use speeds of their own).
- Overlay: begin/end_input_access, so the drone's controller read sees
  the device while the game is kept off it.
- Profile: local_surface_hit, the park editor's ray from one point to
  another, for the drone's collisions.

Tests: Skater/Test/drone_radio_tests (controller setup), and the drone
packet and roster rule in Multiplayer/Test/protocol_tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MArBL6UbYZPsp9rMnq2Ks5
2026-10-13 21:59:49 +01:00
AyeZeeBB 9b81c821e4 Kicks: a popup for the player who was put out, and vote kicks last 5 minutes
A player kicked or banned only found out why from the status line of the
multiplayer menu, if they opened it.
- What the host or server says as it puts a player out ("You were
  kicked...", "You are banned...", away too long, a mod or cheat it does
  not allow) is now shown in the middle of the screen with an OK button,
  under YOU WERE KICKED, BANNED or REMOVED. The same when they are refused
  on trying to join again early. A link that is simply lost shows nothing
  new.
- Answered with A or B on a controller, Enter or Esc, or a click on OK. The
  game's input is held while it is up, as for the vote for the next map, so
  the button that answers is not also a press in the game.
- Console: "popup test" shows it with a sample message, to try it without
  being kicked.
Server: a kick by a vote has a time of its own, votes.kick_minutes, 5 by
default (1-1440, or 0 for until the server restarts); it no longer goes by
players.kick_minutes, which is now an admin's kick only and is still until
the restart by default. Console: votes kick-minutes <minutes>|restart, and
"votes" shows it. A config without the key takes the 5 minutes.
2026-10-13 15:38:36 -05:00
copilot-swe-agent[bot]andJean-LucTch 8eddcab142 Coordinate custom-map downloads with the multiplayer deadline
Co-authored-by: Jean-LucTch <88255067+Jean-LucTch@users.noreply.github.com>
2026-10-13 11:11:27 +00:00
AyeZeeBB 28118efc27 Objects: other players' objects are ghosts by default, and their card is a visitor's
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.
2026-10-13 03:37:45 -05:00
AyeZeeBB 0e542fc5a2 Server: kicks can be timed, by a setting and for one kick 2026-10-13 00:58:35 -05:00
AyeZeeBB 2e186b9839 Launcher: mod profiles, sharing them by code or file, and Thunderstore dependencies
The Mods page has a third tab, PROFILES. A profile is a saved list of which
mods are on, in what order and at what version; every mod stays installed
once, in the one Mods folder. Loading a profile rewrites mods.json, switches
off what it does not name, and downloads from Thunderstore what it names
that is missing. Profiles live in Mods/profiles.json.

A profile travels the way r2modman's do, so the two managers read each
other's: export.r2x inside a .r2z file, and a code on Thunderstore's
profile service. Config files in an r2modman profile are ignored.

Installing or updating a Thunderstore package now brings the packages it
depends on, needed ones first, leaving out any already installed at a new
enough version. A mod pack is a package that is nothing else.

A kick, by an admin or by a passed vote, used to keep the player out until
the server restarted. "kick_minutes" in the players section of the config
(1-1440; 0, the default, is still until the restart) and the console
command "kick-time <minutes>|restart" now set how long it lasts.

The player is told how long when they are kicked, and how many minutes are
left if they try to join early. A kick keeps the time it was given, so
changing the setting is for later kicks. Bans are unchanged.
2026-10-13 00:55:29 -05:00
AyeZeeBB 28231c0df2 Typing dots: none for commands and private messages, and no flood of stop notices
A line that starts with "/" is a command, a whisper or party chat, so typing
one no longer shows dots to the whole server. Dots already showing are cleared
when the line becomes one.

A "stopped typing" notice was relayed every time it arrived, while "typing"
was held to one per 200 ms, so a modified client could flood everyone through
the host. A lobby's host and a dedicated server now pass a stop on only when
that player's dots are up, which is at most once per accepted "typing".
2026-10-12 23:45:27 -05:00
wilu222 149da6f72e Show dots above a skater while they are typing a message 2026-10-12 19:50:45 -04:00
zeex64 c5d8456369 Merge pull request #194 from xThrasherrr/fix/headless-piped-output
fix(server): keep piped output when started headless on Windows
2026-10-12 15:33:53 -05:00
AyeZeeBB 1c5da074cc readme 2026-10-11 21:55:51 -05:00
AyeZeeBBandClaude Opus 5.5 d2b8e18097 2.0.7 hotfix: map updates, vote bar, ReSkate Admin tag, servers on the newest map version
Map updates
- A map the game already has, being replaced by the host's version,
  could load as soon as the new files were in Mods, while the mods
  were still being applied: it ended on "This map is not loading". The
  session now holds the load while a map is downloading, installing or
  applying, as it waits for one that is missing.
- A player whose version of a map is later than the host's keeps it and
  loads. Only an older one is replaced by the host's. Versions are
  compared number by number (1.10.0 is later than 1.9.2).

Dedicated servers
- maps.latest_versions (off by default): the server asks Thunderstore
  for the newest version of each of its custom maps, at start and every
  maps.latest_check_minutes (5-1440, default 60), and writes it into
  the mod's manifest.json. Nothing is downloaded: the server reads only
  a map's level list and version, and players, who are held to the
  server's version, fetch it as they join. The map being played waits
  until nobody is on it. A folder that is not a Thunderstore package is
  not touched, and the level list is left as it is.
- Console: maps update, maps latest on|off, maps latest every <minutes>.

Overlay
- Vote card: the pass mark is always in the middle of the bar. Green
  grows over the left half up to the yes votes needed and over the
  right half past them, whatever share the vote needs.
- The "Staff" tag is "ReSkate Admin", shimmering from #2500FF to
  #B2F9FF.

No protocol change. Tests cover the version comparison and the
manifest write; the Thunderstore lookup was checked against the site.
The map update flow, the vote bar and the tag were not seen in game,
and the server setting has not run on a live server.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 21:19:49 -05:00
AyeZeeBB e344d585f4 Vote for the next map when a map's time is up
A dedicated server that rotates its maps can now ask players where to
go next instead of taking the pool's next map.

Server
- maps.rotation_vote: when the timer runs out, a vote between three
  maps drawn at random from the pool, "Random map" and "Stay here".
  The most votes wins, a tie is drawn, and with no votes it is the
  pool's next map. It ends early once everyone has voted.
- maps.rotation_vote_seconds (10-120, default 30) and
  maps.rotation_extend_minutes (0-240, default 15; 0 leaves "Stay
  here" out).
- maps.rotation_announce: a card when the map has 10, 5 and 1 minutes
  left.
- The vote's maps are drawn a minute ahead and sent to games
  (PacketKind::next_maps), so their pictures are ready when it opens.
- /vote extend: a built-in vote that gives the map in play
  rotation_extend_minutes more. On by default (votes.extend_map), and
  only runs while the maps are on a timer. "extend" is now a reserved
  vote name.
- Console: rotation vote on|off, rotation announce on|off,
  rotation stay <minutes>|off, rotation extend [minutes],
  votes extend ..., vote extend.

Game
- The vote opens as a popup in the middle of the screen: a tile per
  answer with its picture, name, share of the votes and count. It
  holds input as the map download card does, and works with a
  controller (D-pad, A, B), the keyboard and the mouse.
- Pictures: a mod map's icon from its folder, or from Thunderstore
  when it is not installed; the game's own maps show their loading
  screen picture, cut to its middle square. "Random map", "Stay here"
  and a map without a picture are drawn as shapes.
- Older servers and polls are unchanged: the vote is a poll, so it can
  still be answered with /1, /2... in chat.

Protocol 50: games and servers both need this build.
2026-10-11 17:21:27 -05:00
AyeZeeBB 8351654222 Votes by those who vote, map versions, maps reload, and a crash leaving a map
Votes: a vote is decided by the votes cast, not by everyone on the server. It
passes when yes is its percentage of them, at the end of its time, or sooner
once the players still to vote could not change it. A kick still needs two
yes. The card's bar is yes in green from the left and no in red from the
right, with a mark where yes has to reach. No protocol change.

Map versions: a map installed at another version than the host's is no longer
loaded as it is. The download card offers the host's version (MAP VERSION,
UPDATE), which replaces the installed one and is applied while the game runs.
For that the live merge keeps each mod's fingerprint with where its archives
were placed, and places a mod again when its files have changed since: before,
a mod replaced while the game ran was read where the old one lay. When the
host's version is gone from Thunderstore, or the old one's files are in use,
the player is told and leaves the session.

Dedicated server: "maps reload" reads the Mods folder again, so a map copied
in while the server runs can be switched to at once. The server window reads a
copy of the map list.

Map names: a custom map's level is dingolevel_reskate_<map>, and "reskate" was
left in its name ("/map reskate badlands"). The map's own name is shown and
typed now; the old spelling still finds it.

as a level unloads, the game takes each mesh variation out of its registry by the
entry's mesh and reads it unchecked, and this map's meshes unload before
their databases. A guard on that one function has the read of a mesh that is
gone go on with the next entry, and logs how many were passed over.
2026-10-11 16:12:57 -05:00
xThrasherrr f6b4ef2bcd fix(server): keep piped output when started headless on Windows
Reopening CONOUT$ closed the pipes or file a manager or service gave the
server, so nothing it wrote or was sent got through.
2026-10-11 14:27:29 -06:00
AyeZeeBB 314d31fe7b Update main.cpp 2026-10-11 14:09:29 -05:00
AyeZeeBB f7beec83c5 Server window: word filter toggle and a roles editor
Settings tab: a Chat Word Filter card with "Use Global Word Filter"
(use_global_word_filter), buttons that open data/words_filtered.txt and
data/words_blocked.txt, and one that has a running server read them again.

Moderation tab:
- ROLES: create, edit and delete roles (tag, tag colour, rank, default role,
  inheriting from it, permissions, commands). Saving checks the roles, writes
  data/roles.json and has a running server reload it. A role's name is fixed
  once made, since players are given roles by name, and a save keeps who has
  which role as the server has it then.
- PLAYER ROLES (was SERVER ADMINISTRATORS): giving a role picks any of the
  server's roles, not only admin.

The two word files are now made empty when they are missing, without the
explanation that was written into them.

Also: the README's Chat words section sat inside the Roles section, and the
server parks test did not link without server_words.cpp.
2026-10-11 13:39:01 -05:00
zeex64 0b28dbd7c9 Merge pull request #163 from moelrobi/server-park-mods
Dedicated server: park mods as server-owned objects
2026-10-11 13:20:30 -05:00
AyeZeeBB c27d6cb053 Word filter: fewer false flags, servers' own word lists; protocol 49
The chat filter matched short listed words anywhere inside a longer one, so
entries like "gger", "spik", "crip" and "coon" in the backend's lists blocked
"bigger", "spike", "script" and "raccoon".

- A listed word of four or five letters now matches inside a longer word only
  when the rest of it is what goes around a swear word ("motherfuckers",
  "bullshit", "shithead", "shitty", "xxfuckxx"). Words of six letters or more
  still match anywhere.
- An ordinary word that equals a listed phrase without its spaces
  ("the rapist" / "therapist") no longer matches.
- bad_words.txt is gone: the filter has no words until the backend's lists
  arrive.

Dedicated servers:
- "use_global_word_filter" (default true) turns the backend's lists off for a
  server. Console: words global on|off.
- data/words_filtered.txt and data/words_blocked.txt hold a server's own
  words, read at start and by "words reload". Blocked words follow
  word_warnings. Filtered words are sent to players (new packet, kind 33),
  whose games star them for players with the chat filter on and drop them on
  leaving.

Multiplayer outfits: a player whose mods add or remove skater or board slots
no longer makes everyone look like the local player. A peer's items are put
in this game's slots by slot hash; slots the peer lacks stay empty and items
in slots this game lacks are left out.
2026-10-11 13:17:28 -05:00
Robin MöllerandClaude Opus 5.5 dbb5cf8caa Park mods: fit to roles
- park-mod is a command a role can list: the admin role's "*" gives it, the
  default moderator role does not (spawning parks and changing the saved
  setup are the owner's call); command() checks the caller's role as for
  every other command, and custom votes still run it as the console
- The client's "/" menu shows the park-mod rows by role like the other
  server commands there, by the row's first word (resolved in the rebased
  client commit)
- README-roles.txt lists park-mod; README.txt says who may use it
- Tests: the admin role has park-mod and the moderator and player roles do
  not; in game a moderator is refused and a role listing park-mod is not

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Y2G4APEkhHgVs59RDL3XWD
2026-10-11 17:52:49 +00:00
Robin MöllerandClaude Opus 5.5 f8b01dc3d5 Park mods: reload and set up parks while the server runs
- park-mod reload <name> [<name>...] reads a spawned park's file again and
  swaps its objects in place, keeping its timer; all or none, within
  park_limits, and players are told the park was updated
- park-mod config add <name> | <mod folder> | <map> [| <key>] and
  park-mod config remove <name> change maps.park_mods without a restart,
  validated like the startup config and saved like the map pool; removing a
  spawned park's entry removes the park too
- The client's admin "/" menu lists reload, config add and config remove
- README.txt and help cover the new commands; server_park_mods tests reload
  (in place, timer kept, refused when not spawned or broken) and config
  add/remove (saved, refusals, by an admin)

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Y2G4APEkhHgVs59RDL3XWD
2026-10-11 17:46:45 +00:00
Robin MöllerandClaude Opus 5.5 c3751b9714 Park mods: name the Mods folder, not the server's path
- A missing mod folder reads "The mod folder "x" is not in the Mods folder."
  instead of printing where the server is installed; the reason can reach chat
  through an admin's command or a vote
- server_park_mods checks the exact message

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Y2G4APEkhHgVs59RDL3XWD
2026-10-11 17:46:32 +00:00
Robin MöllerandClaude Opus 5.5 0193e4fadc Server tests: park mods
- server_config: park_mods and park_limits are new settings with defaults,
  round-trip (folders with spaces), and refuse bad names, folders, maps, keys
  and limits; a missing folder is not a config error
- server_park_mods: reads the fixture parks (a shortened copy of a player's
  street park, objects to skip, a missing key, broken files) and drives the host
  over a fake transport: a player's game takes the park from the server's own
  SteamID through routed_source and ObjectState, several parks at once, the
  limits (all or none), expiry with its warning, admin and vote spawns, late
  joiners, clear, and removal on a map change

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Y2G4APEkhHgVs59RDL3XWD
2026-10-11 17:46:05 +00:00
Robin MöllerandClaude Opus 5.5 6909fe3a2e Dedicated server: park mods as server-owned objects
- maps.park_mods binds a Park Editor park mod (Mods/<folder>/parks/<key>.park.json)
  to a name and the map it was built on; maps.park_limits caps the parks and
  objects spawned at once (3 and 512 by default)
- park-mod list | add <name> [<name>...] [minutes] | remove <name> [<name>...] | clear,
  from the console, as /park-mod by admins, and by players through custom votes
- A spawned park is the layout of the server's own SteamID and epoch, sent like a
  player's: games since 1.0.0 already show it, it counts against no player's
  object limit, nobody can move or delete it, and it stays when players leave
- Objects players' games would not take (not Build Kit items, broken values) are
  skipped and logged; a missing or broken park is an error line when spawning
- Optional expiry (1-1440 min) with a warning in chat a minute before; every
  park goes on a map change and none survive a restart
- [parks] log lines name who did it: console, the admin, or "a vote"; a vote's
  refusal reaches chat
- park-mod is reserved for custom commands; README.txt documents the settings,
  commands and a park/unpark vote

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Y2G4APEkhHgVs59RDL3XWD
2026-10-11 17:45:49 +00:00
AyeZeeBB 1f5fe75b55 Server: teleport command, and the server window builds with roles
eleport <players> <player|x y z>, from the console or for a role with
the command: one player (a name's start or a SteamID64) or up to 64
SteamID64s joined by commas, to a player or a place. Several stand in
tpall's ring round the target; one sent to a place lands on it. Those
not connected or not in the world yet are skipped and named, and each
use is logged. tpall and tphere share the ring code. The name is
reserved, and it is in help, the chat list, README.txt and
README-roles.txt.
The server window merged in #170 did not compile on main. Its admin
card listed the admins a config no longer has: it lists the players
given a role, and gives or takes the admin role with the role command.
The "autostart" setting it reads is added to the config (off unless
set). A second read of Steam's debug lines is removed: they already
come with the direct notes.
Co-Authored-By: Robin Möller <moelrobi@gmail.com>
2026-10-11 11:12:54 -05:00
zeex64 ade2d6ed24 Merge pull request #170 from wxndr/feature/dedicated-server-gui
Server: add native DirectX 12 graphical server GUI & live telemetry
2026-10-11 10:43:08 -05:00
AyeZeeBB a1621ee19e Dedicated servers: roles, with their tags, commands and permissions
Dedicated servers: roles, with their tags, commands and permissions
A dedicated server had one list of admins who could do everything, and
everyone else could do nothing. It now has roles, kept in
data/roles.json beside the bans: each a name, the tag its players wear
in the game, the server commands it may use, what it may do besides
commands, and a rank.
A server starts with five: player (everyone given no role: chat, votes,
parties, private messages), vip (a reserved slot), moderator (kick, ban,
messages, giving out lower roles), admin (everything) and muted. The
default role is whoever was given none; a role has what the default has
as well as its own unless it says it does not inherit. A reserved slot
is a permission, so a role's players have one without being listed.
Nobody kicks, bans or changes the role of a player whose rank is theirs
or higher, or gives out a role that is; the console is above every role.
"*" is every command but role and reserved, which a role has only when
it lists them.
New commands: role <player or SteamID64> <role>|none, roles, and roles
reload. "admin add|remove" and "admins" are gone: the admins an older
config lists are moved into the admin role the first time the server
starts, and leave the config.
In the game, a player's role tag and colour show in chat and on their
nametag, and each control in the Multiplayer menu, the map, time of
day, world layers and parks follows the command it needs rather than
one admin flag, as do the commands chat offers.
Protocol 48: the roster carries each player's tag, and a new
permissions packet tells a player what their role gives them. Older
games and servers do not connect to newer ones.
Also fixes a name clash that kept the server config tests from
compiling.
2026-10-11 03:52:13 -05:00
AyeZeeBB 8044c88373 Hold skateboards to their size, and catch one kept on another player
A hacked game was resizing its skateboard and reporting it at another
player's position, so everyone saw an oversized board riding on them,
and with player collision on it knocked them about.

A skateboard is now held to within 10% of its size, apart from the limit
on resized body parts: on a dedicated server when its scale limit is on,
and in every player's game whatever sent the pose. Another player's
board is solid only within 3 m of its own skater; one further off is
seen and not felt.

Dedicated servers also check for a board kept on another player
(Server/board_check.h): one away from its own skater that stays beside
one other player while that player travels 8 m over at least 3 seconds.
The board is then no longer passed on to the others until it has behaved
for half a minute, and the log and the admins in the game are told who.
New setting anti_cheat.pinned_board and command board-check:
off | warn (default) | kick.
2026-10-11 03:07:32 -05:00
wxndr 4ea92f0258 Add native DirectX 12 graphical server management GUI & live telemetry (Windows)
### Overview
Hey! This PR adds an optional native DirectX 12 graphical interface to the dedicated server (`ReSkateServer.exe`), making it easier to monitor and manage a server without having to rely solely on the raw terminal.

### What's included:
- **DirectX 12 / ImGui Management GUI**:
  - Live console with color coding and command input.
  - Connected players list with real-time ping, position coordinates (click to copy), and kick/ban controls.
  - Live map switcher and world layer manager.
  - Ban list & admin manager.
  - Real-time tick rate / latency graph and live telemetry table.
  - Server configuration & release update checker in Settings.
- **In-Game Badges & Roles**: Synced with official nametags/role badges (`DEVELOPER`, `CREATOR`, `HOMIE`, etc.) just like in-game HUDs.
- **Headless CLI Support**: Kept full compatibility for headless/VPS setups — running with `--headless`, `--cli`, or `--no-gui` (or on Linux) runs standard terminal mode as usual.
- **Thread Safety & Performance**: The GUI runs on the main Win32/DX12 thread while server host/networking ticks run asynchronously on worker threads so tick rate is never blocked.

Tested on Windows Server 2022 with Release x64 builds against local and Steam SDR sessions. Let me know if you'd like any adjustments!
2026-10-10 18:25:29 -04:00
AyeZeeBB 0ae0e71f0f Map downloads on join, faster mod merging, connect cards in the server browser
Map downloader
- A host or dedicated server now tells joiners which Thunderstore package
  its map comes from (the Mods folder name plus manifest.json).
- A player without the map gets a card: icon, name, author, version and
  description, with DOWNLOAD and CANCEL. It works with mouse, keyboard and
  controller.
- Only packages listed as Maps in the ReSkate community are offered, and
  never deprecated, rejected or NSFW ones.
- On yes the package is downloaded, installed into Mods and applied as a
  live mod, then the session loads the map. A small card on the right
  shows the progress, so the player can keep skating.
- The player stays connected while it downloads: the host gives a player
  who says they are fetching the map up to 45 minutes instead of the
  usual load time.
- When the server changes map with the player in it, the card says so.
- Protocol version 47: map package on map_offer and world_state, and a
  "fetching the map" flag on map_request and world_ready.

Joining
- The pause-menu server browser shows a CONNECTING card over the page
  while a join is under way, and a COULDN'T CONNECT card with the reason
  when it does not get in.
- The session and voice tabs no longer show before the player is in.
- Leaving without the map (declined or cancelled download) no longer
  counts towards the failed-join limit, on servers and player hosts.

Input
- A card that asks something holds the game's input until the buttons
  are released.
- Steam's overlay hooks XInput in front of ReSkate and answers the game
  itself, so a controller reached the game behind menus. ReSkate now
  hooks that hook as well.

Mod merging
- Mods are read on several threads, at launch and for live merges. A live
  merge runs below the game's priority.
- The paid-cosmetics check reads the game's files and the mods on several
  threads.
- A live merge reuses the paid-cosmetics verdicts it already has and
  reports its progress and timings.

Launcher
- NSFW mods and their categories are not shown in the mod browser.
2026-10-10 13:15:04 -05:00
zeex64 1bd1d3437e Merge pull request #147 from moelrobi/claude/peaceful-bardeen-ode7bj
Server: announcements to one player, card only, and custom chat commands
2026-10-09 23:03:16 -05:00
AyeZeeBB b5230d728c Words not allowed in chat are blocked whatever word_warnings is
A dedicated server with word_warnings set to 0 passed such messages on.
It now never does: at 0 the message is dropped, its player is told it
was not sent, and nobody is warned or kicked. The team's lists are read
on every server for this, including one with use_global_bans off, which
still lets globally banned players in.
2026-10-09 21:59:10 -05:00
AyeZeeBB 70128cf2d7 Chat word lists from the backend, and warnings for words not allowed
The bad-word list now comes from the ReSkate backend's Words page, in
the same /api/v1/steam-ids answer the game and servers already read.
It has two lists: filtered words, and words not allowed in chat at
all. Until the backend has any words the built-in list stays in use;
once it does, its lists replace the built-in one.

Filtered words work as before: masked for players with the chat filter
on, and not allowed in server or lobby names. Words not allowed at all
are filtered the same way, and a chat message with one is not passed
on. Its player is warned each time, and after three warnings the next
one gets them kicked.

Dedicated servers: new players setting word_warnings (default 3, 1 to
10, 0 switches the rule off). The count lasts while the server runs,
so a kicked player who joins again is kicked at their next one. Party
chat and commands are checked too, and each warning and kick is logged
under [words]. The lists are read whenever global bans or word
warnings are on.

Player lobbies: the host's game applies the same rule to its guests,
with three warnings.
2026-10-09 21:54:40 -05:00
Robin MöllerandClaude Opus 5.5 005fe206dd Overlay: show :emotes: on the announcement and poll cards
The cards drew their text plainly, so ":Catato:" showed as written. The
announcement text, the poll question and each answer now go through the
chat's emote layout (chat_rich.h); text without a known emote is drawn as
before.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NYHTXYAUyibUbfztfcriYB
2026-10-10 01:33:46 +00:00
Robin Möller 5e9fafd48b Merge branch 'main' into claude/peaceful-bardeen-ode7bj 2026-10-10 01:50:53 +02:00
Robin MöllerandClaude Opus 5.5 9ce56cbdcf Server: announcements to one player, card only; owner-defined chat commands
- announce-to <player> <text>: the announcement card goes to that player only.
- Announcements are no longer posted in chat, only shown as the card; the
  now pointless "card" setting is gone (old files' value is ignored).
- ReSkateServer.json "commands": the owner's own /commands, each with a reply
  and/or server commands run as the console ({player}, {map}, {arg}), an
  optional admin-only flag, and never listed in /help.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NYHTXYAUyibUbfztfcriYB
2026-10-09 22:43:05 +00:00
AyeZeeBB 20bd777b4c Anti-cheat: limit how far a skater's bones can be moved
A hacked client could move its skater's bones anywhere and stretch the
skater across the map for everyone: the server limited a bone's scale
but not its place.

Server: new anti_cheat setting bone_reach_limit, default 1 metre (0.5
to 20, 0 for off; console bone-reach <0.5-20>|off). A body or board
bone further than that from its parent is pulled back before the pose
is passed on. On the game's rig these bones never move (the longest, a
thigh, is 0.44 m). The fourteen skater bones that do move by metres
(they follow the board and the body in a fall) are held to 100 m, and
the board's rig to 5 m from the board.

Client: every pose a game is shown is held to 2 m reach and 8x bone
scale, whoever sent it, which covers servers that have not updated and
sessions without a dedicated server. A client used to accept up to
100x scale.

The limits come from two recorded play sessions; the exempt bones are
picked by index for the current build's 395-bone rig. The pose codec
bench now prints each recording's bone reach, and reads recordings made
by earlier versions.
2026-10-09 17:11:16 -05:00
Robin MöllerandClaude Opus 5.5 c7d094ae45 Server votes: start votes and polls from the console
The console (stdin, mp server, scripts) can now start the real vote and poll
cards instead of faking them with chat lines:

  vote <map|kick|tod|<custom vote>> [argument]
  poll <question> | <answer> | <answer>...   and   poll end
  poll-run <command with {answer}> | <question> | <answer>...

A server vote keeps every check a player's has (the vote is on, min_players,
one vote at a time, the map pool, the tod list, the custom choices, admins
cannot be kicked) but has no cooldown and no yes of its own; its starter is 0.
A server poll may be asked whatever "polls" says. Chat reads "The server
started a vote to ..." / "The server asks: ...". poll-run runs its command
for a clear winner, as the console, and nothing on a tie or no answers; it
is refused from anywhere but the console.

start_vote, start_poll and end_poll take a Guest * (nullptr: the console)
and return why they did not start; every player message and log line is
unchanged.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QVkhUHpDKhPgxS3HNWNXB8
2026-10-09 21:48:50 +00:00
zeex64 b2b434e622 Merge pull request #143 from moelrobi/claude/loving-goodall-98qb8j
Server votes: custom votes, polls, more vote settings and announcements
2026-10-09 16:06:15 -05:00
Robin MöllerandClaude Opus 5.5 c996fbda13 Server votes: custom votes, polls, more vote settings and announcements
Builds on the 2.0.0 vote card. Protocol 46: a server's vote can now be a
poll, and the roster carries who may start polls, the owner's own votes
and the current announcement.

Custom votes (votes.custom): the server owner defines /vote <name> [choice]
in ReSkateServer.json. When one passes, the server runs its command as the
console; {map} is the current map and {arg} the player's choice, which must
be one of the vote's "choices", so players never put free text into a
command. They show in /help, /vote list and the "/" menu.

Polls: /poll <question> | <answer> | ... with 2 to 6 answers. A poll runs
nothing. Players answer by clicking a row on the vote card or with /1, /2...;
the card shows each answer's count, then the result for a few seconds.
votes.polls says who may start one (off, admins, everyone), poll_seconds how
long it runs, and /poll end ends it early (its starter or an admin).

More vote settings: each vote may have its own seconds, cooldown_seconds and
min_players; starter_votes_yes says whether starting a vote counts as a yes.
The "votes" admin command sets all of them.

Announcements: "announce <text>" posts a chat line and shows a card at the
top of every player's screen. The new "announcements" section holds messages
the server posts in turn every interval_minutes while players are on;
"card": false keeps them to chat. Managed with the "announcements" command.

Older configs gain the new settings with their defaults on first start.
Server/README.txt documents them.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01WbSRfNf5T9wX4XMMQ5kwia
2026-10-09 21:01:40 +00:00
AyeZeeBB e533dadccb Server: shed stale poses when behind, and send each pass on several threads
A full server (about 120 players) slowed down at random until everyone lagged:
one pass a second, each taking over six seconds, 115% busy, and whole poses
going out by the thousand.

Why it stuck. After any stall the next pass had everything that arrived
meanwhile to pass on, to every player, so it took longer still. By then the
poses each update would have built on had gone stale, so poses went out whole,
ten times the size and more work again. Each pass carried the whole of the
last one's arrivals and the server never caught up.

Shedding. A pass normally reads one or two poses from each player. When more
than three of one player's are waiting, only the newest is passed on. Contact
effects are held to two packets a player a pass. Each pass then has a bounded
amount to do whatever the backlog, so the server catches up; players see the
others at a lower rate for a moment. The log says when it happens (at most
every 30 s) and `net` has a "shed while behind" count.

Threads. Building each player's update of everyone else was 80% of a pass. It
reads the other players and writes only that player's own state, so it is now
done for several players at once (worker_pool.h); the server's own counts and
the marks on whole poses are added up afterwards, and sends into the transport
are made one at a time. New setting network.threads: 0 (default) is one thread
for each processor but one, up to 8; 1 is the single thread as before. The
server says how many it uses when it starts.

Load test. Server/Test/server_load_tests.cpp drives the host with simulated
players over a transport that is not Steam's (built with the multiplayer tests
on Windows, not run by ctest). With 120 players at 20 TPS and 27 MB/s out, the
loop's share of one core went from about 50% on one thread to 26% on four and
22% on eight, and every player was sent byte for byte the same on 1, 2, 4 and
8 threads. A simulated 3 s stall shed about 7,000 poses, took one 169 ms pass
to recover and lost nobody.

The test's transport has none of Steam's send cost, so a real server's loop
sits higher than these figures. Receiving, choosing who is sent which pose and
the sends themselves still run on one thread.
2026-10-09 16:00:02 -05:00
AyeZeeBB 4d77b859bc Start under Proton again; vote card on the right in the notices' look; Hall of Meat note
Linux and Steam Deck. 2.0.0 did not start under Proton: the launcher said
"ReSkate could not attach to Skate". The block on EA's online services hooks
five of Windows' name lookups and took any failure as fatal, and Wine's ws2_32
has no GetAddrInfoExA. Only getaddrinfo, the one Skate.exe resolves names
through, is required now. The other four are extra cover for anything else in
the process: one that is missing or cannot be hooked is left as it is, with a
line in the log. A function the system does not have cannot be called, so
nothing is left unblocked. On Windows all five are hooked as before.
Vote card. It sat on top of chat and looked like neither the menu nor the
notices. It is now on the middle of the screen's right edge, whatever chat is
doing, as a flat dark tile with a strip of colour down its left: blue while
running, green passed, red failed, grey cancelled. The question is in the
heading font, the bar is under it with the tally below, and Yes and No are
menu tiles with their binds on white keycaps. The server's line that starts a
vote says "the card at the right of your screen".
Hall of Meat. Its row in the Insert overlay now says when No Bail (or noclip,
which includes it) is stopping the bails it scores. The tab it is on,
MOVEMENT, is now GAMEPLAY, and the card FLIGHT & BAILS.
2026-10-09 11:26:10 -05:00
AyeZeeBB f02a39a3f0 Hall of Meat toggle in the overlay; objects placed in a burst are deleted, not held
Overlay. Hall of Meat could only be switched from the game's own menu and the
console. The Insert overlay's skater page now has a "Hall of Meat" switch on
the Movement card, under No Bail. It runs the same "hallofmeat 0|1" command, so
both menus agree and the choice is saved with the profile. It is greyed out
when Hall of Meat did not start.

Server. A player who is not an admin and places more than twice the object
limit plus 100 in a minute (a modified game animating objects by respawning
them) had their objects held as they were for a minute. They are now deleted
for everyone, and nothing that player places is shared for the next minute:
without that their game would upload them again at once. The log names the
player once with their SteamID and how many objects went, and they are told in
chat. After the minute only what they place anew is shared.

The server cannot delete the objects in that one player's own game, so they
still see them there; nobody else does.
2026-10-09 10:30:31 -05:00
AyeZeeBB ccfd05e0df Dedicated servers: everything goes through the server; object burst hold; names for bans by ID 2026-10-09 09:59:45 -05:00
AyeZeeBB b229062400 Skater effects on other players: costume and board trails, and contact sparks and dust
Other players' skaters and skateboards showed none of the game's skater
effects: not the trail or fire a costume or deck comes with, and not the
sparks, dust and puffs of a skater touching the world.

Costume and skateboard effects. The game gives another player's skater and
skateboard the right effect sets by itself, but builds them before their
outfit is on, so nothing showed. They are now built again half a second after
the outfit is applied. An always-on effect that a skater's item puts on the
skateboard's wheel joints (the Ghost Skater trail) follows the skater's own
copy of those joints, which only this player's skater keeps up to date: for
other players it is taken out of the skater's sets and built on their
skateboard, which has the same joints.

Contact effects. They come from a skater touching the world, which only
happens in that player's own game. Each game now captures its skater's
contacts (position, velocity, surface normal, surface material) and sends up
to three a tick in a new unreliable packet, PacketKind::effects. Other games
play each through the game's own function, so the effect is still chosen from
the surface and the speed. A contact is shown as late as that player's poses
are, only within 30 m of their skater, and only for a material the level's
table has: the game reads that table without a bound.

Server. A dedicated server relays effects packets to players within 150 m of
the sender, at most one packet a tick from each player. New setting
players.sync_effects (default true), console and admin command
"effects on|off". Off: the server relays none, and the roster tells games
neither to send their contacts nor to build other players' costume and
skateboard effects. Player-hosted lobbies relay through the host and always
share them.

The roster carries one more byte for the setting. Still protocol 45, which
has not been released.

New console command "mp effects": what has been captured and played, and why
the last contact was refused if one was.
2026-10-09 00:10:11 -05:00
AyeZeeBB 46cf65df0a Server: remove players who have been away too long
Server: remove players who have been away too long

A dedicated server can remove players who are away from their game.

- "afk_kick_minutes" in the config's "players" section: 1 to 1440, or 0
  (the default) for never. "afk-kick <minutes>|off" from the console or an
  admin; a change is saved and applies at once.
- Away is doing nothing a player at their game does: not moving or turning,
  not speaking, not sending chat, and not placing, moving or removing an
  object.
- A minute before the limit the player is told in chat; at the limit they
  are removed with a message saying why and that they can join again. The
  log has an "[afk]" line.
- Admins are never removed for it. The time starts once a player's game has
  loaded the map, and starts over after a map change and when the setting is
  changed.
2026-10-08 22:25:17 -05:00
AyeZeeBB 9ab985e778 Server: object scaling can be turned off
Server: object scaling can be turned off

A dedicated server can stop players resizing the objects they place.

- "allow_object_scaling" in the config's "players" section (default true),
  and "object-scaling on|off" from the console or an admin. A change is
  saved and applies at once.
- Off: the server shares every player's objects at their own size, whatever
  that player's game sent. Admins can still resize theirs, as with the
  object limit.
- The roster tells each game. In the park editor of a player on such a
  server the SCALE mode is not offered, its Y shortcut does nothing, the
  scale box is disabled with a note saying why, and what is placed or edited
  is its own size.
- An object resized before the setting was turned off is its own size for
  everyone else straight away; its owner sees it resized until they edit it.
2026-10-08 22:21:00 -05:00
AyeZeeBB 5967124f3a Vote card above chat with rebindable Yes and No; fix full servers breaking on extra slots
Votes on a dedicated server show as a card above chat instead of being
followed through chat lines.

- The card has what is voted on, the Yes and No counts, how many are needed,
  a bar of how far Yes has got, and the seconds left. When the vote ends it
  shows Passed, Failed or Cancelled for four seconds.
- Yes and No are two buttons, labelled with the player's binds. The answer
  given is highlighted and can be changed. They can be clicked whenever the
  cursor is free (chat, menu or console open).
- Two new binds, "Vote yes" and "Vote no", in the binds list: F1 and F2
  unless changed, to keys or controller combos like the others. They are
  read only while a vote is running, and not while typing.
- /yes and /no still work and show on the card. The player a kick vote is
  about sees the card and has no vote in it.
- Console: "mp vote yes|no", "bind voteyes <n>", "bind voteno <n>".

Server:
- The roster carries the running vote (id, kind, tally, seconds left,
  starter, target, label) and the one just finished with how it ended.
- A chat line is no longer sent for each change of the tally; the lines for
  a vote starting and ending stay.

Fix: a dedicated server's roster may list more players than its limit.
The extra slots for reserved players and admins (33 of 32) made a roster the
protocol refused to encode, so with one in use the server logged
"Server error" every pass and stopped part-way through each one until
somebody left. Lobbies hosted by a player are still held to their size.
2026-10-08 21:54:45 -05:00