Commit Graph
13 Commits
Author SHA1 Message Date
AyeZeeBB 07fef3820d Limit how many objects each player can place (protocol 43)
Limit how many objects each player can place (protocol 43)

- Servers and lobby hosts set how many objects each player may have
  placed: object_limit in ReSkateServer.json and the "objects" command,
  "Objects per player" in the host options. Default 100; 0 is no limit
- The host and a server's admins are not limited
- At the limit a player's game refuses another object, from the native
  object tool and the park editor, and the menu shows how many they have
  placed
- Enforced by the host or server, which shows everyone no more than the
  limit of each player's layout; objects already shown keep their place
- The limit travels in the roster, which takes the protocol to version
  43: builds before this cannot join sessions with builds after it
- The protocol tests link again (the server browser needs the identity
  lists since the official servers change)
2026-10-07 10:03:54 -05:00
Juan 23151496f1 Add chat bubbles above each skater
A player's recent chat lines show as speech bubbles above their skater: newest nearest the head, older lines stacking upward, each popping in with a slight overshoot before it fades. Emotes render as their images, a message that is nothing but a few emotes shows them jumbo, and a message longer than a handful of lines is cut with an ellipsis so one line can never wall the screen off.

Local display options live under Settings > Interface > Multiplayer (on/off, own messages, distance, duration and how many recent lines stack) and the console gains mp chat-bubbles, chat-bubbles-own, chat-bubbles-distance, chat-bubbles-duration and chat-bubbles-history.

The chat panel and the bubbles now share one rich-text module (chat_rich), and a filtered message keeps its emote names: the bad-word mask is applied, but emote tokens are put back from the original before they are parsed.
2026-10-05 22:46:40 -03:00
xThrasherrr 7007ad0389 Name the missing map when leaving a session over it
The host sends the map's name with map offers and changes, since a player without the map's mod has no manifest to name it from.
2026-10-05 15:09:30 -06:00
xThrasherrr 206885fa62 Add a map pool card to the Multiplayer menu for server admins
The server now sends admins its pool and rotation with the map list, which bumps the protocol to 42: players and servers need this build to connect.
2026-10-05 14:43:12 -06:00
AyeZeeBB 5bfe4f7bfa tag preview, separate switches and per-item colors
- Split the single switch into "Show my tag" and "Show my items", and
  show the tag as chat and nametags draw it.
- Color whatever is equipped instead of the one hoodie and pink board:
  top, bottoms, shoes, socks, hat, glasses, outfit, costume, deck, grip
  tape, trucks and wheels, each set on its own.
- Each item can use its list's animation (rainbow, red or gold), a
  gradient between two picked colors, one solid color, or be off.
- The choices travel with the player's appearance so everyone sees them.
  Protocol version 41.
2026-10-05 00:00:45 -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 3fddd1433a Trainer: quiet by default, host's setup for guests; drop the out-of-view cut
Follow-ups to the trainer (PR 37), and one multiplayer change.

Off until asked for (Extension/Trainer)
- The jump read-out and the LB+RB controller shortcuts start off. Jumps
  are logged only while the read-out or telemetry recording is on, and
  trick launches only when the trainer scaled them. A saved trainer.json
  keeps what the player chose.

Memory search on demand (trainer.cpp, trainer_classes.cpp)
- The search for the game's tuning classes reads all writable memory.
  It ran for every player after a level loaded, and up to seven times
  when it found nothing. It now runs only when a class value or the flip
  speed is not the game's own (the player's, or a host's they skate
  with) or the EVERYTHING list is open, and at most three times a level.
- For those players it runs again on each level, which brings fresh
  copies; a search from an earlier level used to count as done.

Guests under enforced physics
- A guest is locked by the session's enforce setting, from the moment
  of joining (Engine/Game/Multiplayer/session_physics.h), not by whether
  the enforcement status text was set yet.
- A guest's class values no longer come back after a map change.

The host's whole setup reaches its guests (protocol 39)
- Only Gameplay/SkatePhysicsTuning travelled, so a host could push,
  sprint or jump further than the guests it held to the game's own.
- New packet physics_extras (30): the host's class values, trick
  multipliers and auto push (trainer_session.h), sent when they change
  and to players who join later, taken from the host only. A dedicated
  server's are the game's own and it ignores the packet.
- Under enforcement a guest's own trick multipliers stand down for the
  host's, whatever the boosts switch says. With enforcement off nothing
  changes.
- A guest refuses bytes that are not an encoding, holds values to the
  trainer's own ranges, and leaves out class values written for another
  game build's table.
- protocol_version 38 -> 39: released versions disconnect from a peer
  that sends a packet they cannot decode.

Out-of-view players are posed every frame again (Session/session.cpp)
- Players outside the camera's view and past 8 m were sampled at 20 Hz
  (b763631). The game's replays record each skater as it stood every
  frame and their camera looks anywhere, so those players moved at
  20 Hz in replays. Removed; the distance rule (20 Hz past 200 m, 10 Hz
  past 350 m) stays. This gives back the client-tick time it saved on
  busy servers.
2026-10-04 14:19:30 -05:00
AyeZeeBB a7d95057ac Harden multiplayer against disruptive and spoofed traffic
Cap outfit packets and stop dropping recipients when a relay cannot be
built. Add per-player relay limits for outfits, skater sound and voice,
and a back-off for Steam IDs that keep failing to join.

Throwdowns: only participants can write rows, turns and scores; a copy
that fails to spawn no longer blocks the others.

Throttle remote skater and skateboard re-creation, cap remote objects
per session, and show developer and friend marks only for identities
Steam vouches for. Route all connections through Steam's relays.

Dedicated server: validate map changes, clean player names, keep vote
cooldowns across reconnects, and cut ban labels on a character boundary.
2026-10-04 13:49:11 -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
ReGlitched 1664c0a855 layer scan fix 2026-10-03 22:37:22 -06:00
ReGlitched fa07f912f4 cool hoodie :D 2026-10-02 23:08:12 -06:00
AyeZeeBB b763631b77 Trim per-frame multiplayer client work; size mesh pool to the GPU
Mesh streaming pool (fixes loading crashes on older GPUs)
- 1.0.0 forced MeshStreaming.PoolSize to 3.5 GiB on every card. An RX 580
  crashed while loading with DXGI_ERROR_DEVICE_RESET, and the oversized pool
  is the likely cause. The pool is now a quarter of the largest hardware
  adapter's dedicated video memory, capped at 3.5 GiB; cards of 6 GB or less
  keep the game's own 520 MB. The card, its memory and the chosen size are
  logged once at startup.

Remote players (busy servers)
- Transform interpolate is inline plain arithmetic: 22 -> 5.8 ns per joint.
  It was 4% of a busy server's client frame, since every player within
  200 m has the whole skeleton interpolated every frame.
- Players out of the camera's view and more than 8 m away are sampled at
  20 Hz, like far players. Their position still updates every frame for
  collision, sound and nametags, and a player coming into view is sampled
  that frame.

Expression hooks (run for every expression the game executes)
- No profiler zones in the expression hooks: taking a sample switched them
  on, inflating the very samples that measured the hooks.
- The throwdown lab pump does one sorted lookup of the running graph and
  skips everything else for graphs it doesn't watch (graph_throttle gets
  throttled_graph for this).

Settings and memory reads
- Script gameplay-setting and native-setting gets are served from small
  per-thread caches, keyed on the asset/key address, its first 8 name
  bytes and a new profile::Store::changes() counter, instead of a store
  lookup each call.
- Per-frame reads in the client tick, native settings and population
  controls use memory::peek instead of ReadProcessMemory.
- Script error logging probes each argument pointer once.
2026-10-02 21:07:43 -05:00
AyeZeeBB ca1d82f636 1.0.0 Release! 2026-10-02 14:40:41 -05:00