Commit Graph
15 Commits
Author SHA1 Message Date
AyeZeeBB 2833ab1f88 config in sections
Server config:
- Written in sections, in reading order: server, access, maps, players,
  anti_cheat, network, votes. A config from an older version, flat and
  under older names, is read as it is and written back this way on first
  start; only settings that are really new are reported as new.
- Renamed: no_bail, noclip, boosts, parties, voice_chat to allow_*;
  global_bans to use_global_bans; welcome to welcome_message; speed_check
  to speed_hack; score_check to modified_scoring; score_allow to
  allowed_scoring_mods; map_pool and map_rotation_minutes to maps.pool and
  maps.rotation_minutes. Console and admin commands are unchanged.
- Bans are kept in data/bans.json beside the config. A config that holds
  them has them moved there; a bans file that cannot be read stops the
  server from starting.
- Reserved slots are one list, "reserved_players_slots": a slot is kept
  for each listed player who is not on. "reserved_slots" and the
  "reserved slots <n>" command are gone; admins may take a kept slot but
  none is kept for them.
- "tps" is no longer in the file: dedicated servers run at 20.
- "bone_scale_limit" is 1 by default: resized body parts are off unless a
  server allows them.
- New: "pack_ms" (10), how long Steam may hold a message to pack it with
  others; "finger_distance" (25); "steam_debug", which logs what Steam's
  networking says, for connection faults.
2026-10-08 16:18:29 -05:00
AyeZeeBB 38d86e1b72 New pose and sound formats for dedicated servers; direct connections; protocol 44
Poses and skater sound between a dedicated server and its players use new
formats. Lobbies and the links between games are unchanged.

Poses (pose_codec.h, pose_batch.h):
- A pose is rounded once (rotations to 0.08 degrees, positions to a
  millimetre) and sent as its differences from a pose of the same player
  the receiver has acknowledged. Several players' poses share one message.
- The receiver acknowledges messages once a tick; the sender builds only on
  acknowledged poses, or on the whole pose it sent reliably. Loss costs the
  poses in that packet and nothing more.
- Fingers are not sent to players further than "finger_distance" (25 m).
- Games upload their own poses the same way, and the server acknowledges.
- About 300 B a pose at full rate against about 660 B before.
- The server no longer rounds rotations by distance: it saved little.

Sound (sound_codec.h):
- Each sample is sent as what changed since the one before, numbers rounded
  to 1/1024. One reliable message a tick carries every skater a player can
  hear. A stream is sent whole at its start and every two seconds.
- About 106 B a message against 368 B before, on a recording of real play.

Direct connections:
- "connection": "relay" (default) or "direct", with "direct_address" and
  "direct_port". A direct server listens on UDP and is listed with its
  address; players still sign in through Steam.
- Games connect straight to servers that offer it and fall back to the
  relays after 5 s. Setting and "mp direct-connections" to turn it off.

Server:
- "bone_scale_limit" is 1 by default: resized body parts are off unless a
  server allows them.
- Logs Steam's relay network status at start-up and in "net", and watches
  the Steam sign-in.
- "pack_ms" (10): how long Steam may hold a message to pack it with others.
- "steam_debug": logs what Steam's networking says, for connection faults.
- "relay_everything": sends poses and sound through the server even between
  games that have linked, for testing with few players.
- "net" shows pose sizes by rate, the share sent without fingers, and whole
  poses sent.

Game:
- Only ReSkate's nametags are shown; the game's own are removed.
- "mp pose-dump <seconds>" records the local skater's poses and sound.

Tests: pose_codec_tests covers exact round trips, chains of differences,
held fingers, damaged input, the sender and receiver over a link that
delays, loses and reorders, and the sound format; with a recording as its
argument it prints sizes on real play.

Protocol 44: servers and games must both update.
2026-10-07 23:10:13 -05:00
AyeZeeBB 98e07f6899 Server: resized body parts are off unless a server allows them
- bone_scale_limit defaults to 1: every skater shows at the game's own
  proportions. A server that wants "big head" mods and the like to show
  sets a higher limit, or "bone-scale off"
2026-10-07 19:46:23 -05:00
AyeZeeBB 91c939ea4f Server: limit how far a mod may resize part of a skater for other players
- bone_scale_limit in ReSkateServer.json, and the bone-scale command:
  the most a bone may be scaled in the poses the server passes on, 1 to
  8, and its inverse the least. 1 shows every skater at the game's own
  proportions; 0 (the default, "bone-scale off") is no limit
- A "big head" mod sets one joint's scale in the body's bind pose
  (animation/dingo/cas_rsp_body_bind, the head from 1 to 4). The game
  applies it to the bone, and the bone's scale travels in every pose,
  which is how players without the mod see it. The game's own skeleton
  has no scaled joint, so 1 changes nothing for anyone else
- The player with the mod still sees it on their own screen: the server
  decides only what the others are sent
- Changing it sends whole states again, so nobody keeps a reference
  with the old sizes in it
- Dedicated servers only; a lobby's host has no such setting
2026-10-07 19:42:48 -05:00
AyeZeeBB d540b88640 Dedicated servers run at 20 TPS; still players at the low rate; message commands in the "/" menu
Server
- Dedicated servers run at 20 network updates a second, fixed for now:
  whatever tps says in ReSkateServer.json is read as 20, and the tps
  command no longer changes it. A busy server's traffic, in and out, is
  its players' poses, and 20 a second is a third less than 30. Lobbies
  keep their own choice
- A player who has not moved or turned for three seconds is sent on at
  five poses a second; the full rate is back with their first movement
- "net" shows what a pose costs as sent, and what it would cost against
  a reference renewed every second, every quarter second, and against
  the pose before, measured on every fourth pose that arrives. It only
  measures: a nearer reference packs smaller, and this says by how much
  before the server is made to send them that way
Game
- The "/" menu on a dedicated server lists /w for everyone, and /msg,
  /msg-party and /msg-admins for admins. The server already answered
  them; the menu is the game's own list and never had them
2026-10-07 15:27:05 -05:00
AyeZeeBB 737c1611af Server: only change to a map the server has
- The map command, from the console or an admin, refuses a map the
  server does not have: the game's own maps are always allowed, a
  custom one only when its mod folder is in the server's Mods. It
  accepted any level path before, so a server could move everyone to a
  map it had no mod for
- A map setting in ReSkateServer.json that names a map the server does
  not have now stops the server at start, saying to add the map's mod
  or change the map
- The map change itself checks too, whatever asks for it. Votes,
  rotation and the map pool were already limited to known maps
2026-10-07 15:16:53 -05:00
AyeZeeBB c98c3f3207 Keep busy dedicated servers playable; hold stale skaters instead of rebuilding them
No protocol change: a server built from this still takes 1.1.4 players.

Server: what each player is sent
- A crowd limit: each player is sent at most crowd_budget poses a second
  (default 600, 0 for none; "crowd <n>|off"). Everyone at 5 a second at
  least, the nearest at the full rate, the next nearest at 10. Before,
  everyone within full-rate distance was sent at the full rate, which a
  crowd of 40 turned into more than a connection carries
- A skater's sound goes only to players within the full-rate distance,
  and in a crowd only from the nearest; it went to everyone
- A player who joins, or arrives after a map change, is shown the others
  about seven a second, nearest first, and none while what they were
  already sent is still on its way. Before, every outfit and every
  stream went at once (and to everyone at once after a map change)
- Whole pose and sound states every 8 seconds instead of 2, on the
  source's own clock, and slower pose rates sent on that clock too, so
  recipients share one patch and compression (DeltaCache) instead of one
  each. The settings survive a map change
- Object updates wait for a connection that is behind

Server: Steam connections
- send_rate (default 900 KB/s, "rate <KB/s>") is set as both Steam's
  minimum and maximum, for open connections and each new one. With only
  the maximum raised a connection stayed at Steam's 256 KB/s; set high,
  what was lost was resent until the connection was full of resends
  (about 1.1 MB/s reaches a player through the relays)
- A 4 MB send buffer, and a refused must-arrive message no longer ends
  the player's session at once: 15 seconds of refusals do (30 for object
  updates). A full queue used to drop everyone who was behind together

Server: seeing what is going on
- "net [player]": every connection's ping, delivery, queue and rate, the
  traffic by kind (poses, sound, voice, outfits, objects), who uploads
  most, and how busy the server's loop is
- A [network] line in the log every minute
- A leave or failed join says how it ended: closed by the player's game
  with Steam's reason, connection lost, or closed by the server and why
- The queue time no longer prints Steam's "unknown" as a number

Server: other
- Reserved slots: reserved_slots and reserved in ReSkateServer.json, and
  the "reserved" command; admins always have one
- The speed check flags a game at about 1.5x and over (was 1.06x), and
  tells only that player; for the admins it is in the log

Game
- A remote skater with no pose for a second stays where it was for up to
  eight seconds instead of being destroyed and rebuilt three seconds
  later. On a busy server one slow frame did that to many players at
  once, and the rebuilding made the next frames slower still
- Every waiting message is read each frame (at most 128 were)
- On an official server the role tags (Dev, Staff, Homie, Creator) show
  for every player, not only the few the game is connected to directly;
  community servers keep the old rule
- The server browser searches Steam at most every 15 seconds (45 after an
  empty answer) and keeps the last list for 15 minutes when Steam returns
  nothing, up from 2
- The game's own connections send at up to 900 KB/s
2026-10-07 14:43:45 -05:00
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
AyeZeeBB 3d259667d7 Sort servers by players by default; allow / in server names
- The server browser opens sorted by most players, in the overlay and
  the native menu; official and friends' servers still come first
- Dedicated server names may contain "/" (builds before this hide a
  server whose name has one)
2026-10-07 00:28:58 -05:00
AyeZeeBB 101e1af6e4 Official, staff and friends in the server browser; server tokens; Linux self-update
Server browser
- Official servers (the backend's "official_servers") sort first and are
  drawn in ReSkate blue
- Servers Steam friends are skating in sort next, drawn in green with the
  friends' names; searching a friend's name finds their server
- A player in a session they joined can join another server straight from
  the list; hosts still end their session first, and a Steam friend's join
  offer never replaces a session
- Joining a dedicated server from the list records it as the player's
  public session, so friends see it and the row shows HERE
- Blocked servers (the backend's "blocked_servers") are hidden and cannot
  be joined, by code either
- When the backend sets "server_tokens_required", dedicated servers that
  signed in without a login token are hidden, except on the player's own
  network
- A search that gets no internet list from Steam keeps the last list for
  two minutes, and waits six seconds before treating it as empty
Roles
- New Staff tag from the backend's "staff" list: green name, badge and
  item animation, ranked after Dev
- Staff can pick a rainbow for their items on the Special page; it is sent
  as a solid colour older builds can show, so the protocol is unchanged
Dedicated server
- steam_token: sign in with a Steam game server login token and keep the
  same Steam ID every start; empty signs in anonymously as before
- A listed server without a token says so at startup, and when the token
  rule starts or stops hiding it
- Linux servers update themselves from the release's "server_linux"
  tarball, with the machine's curl and tar, pinned by SHA-256, and carry
  on in the same process
Launcher
- Only create the MiniDumpWriteDump API-set shim under Wine/Proton
2026-10-07 00:19:56 -05:00
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
xThrasherrr b643f76c2f Let server hosts choose the map pool and rotate through it 2026-10-05 14:40:25 -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
xThrasherrr b20406897c Refuse server ports outside 1-65535 instead of wrapping them
A port of 70000 was narrowed to 4464 without a word, and the next saved
setting wrote 4464 over the owner's typo. The check sits in load_config
because config_error only ever sees the narrowed value.
2026-10-04 13:43:32 -06:00
AyeZeeBB ca1d82f636 1.0.0 Release! 2026-10-02 14:40:41 -05:00