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.
- 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
- 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
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>
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.
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.
- 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
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.
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
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.
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.
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.
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.
Server: its chat lines in colours the owner chooses; protocol 45
A dedicated server's own lines in chat (its welcome, console messages and
answers) were made violet in #129. The owner can now pick the colours.
- "chat_color": the "Server" badge and name, as "#RRGGBB" (default
"#8E5CFF", violet).
- "chat_text_color": the text of those lines (default "#D9C8FF", lavender).
- Both are in the config's "server" section; a value that is not a colour
stops the server from starting and names the setting.
- Console: chat-color <#badge> [<#text>]. Saved, and sent to everyone on
the server, so the next line uses it.
- With the defaults, chat looks as it did.
The colours travel in the roster, so this is protocol 45: servers and
games must both update. Lobbies hosted by a player are unchanged.
Fix players freezing on dedicated servers; reserved slots are extra slots; bone scale limit 2
Players stopping and jumping (1.1.6):
- The new sound messages begin with the same four bytes ("RMS1") as the
pose updates games send each other over their direct links. The game
took those pose updates for sound and discarded them, so a directly
linked player moved only when a whole state arrived.
- Game: only messages from the dedicated server are read as its sound,
pose or acknowledgement messages; anything from another player is
decoded as what it is.
- Server: poses and sound go through the server to every player, whether
or not two games have linked to each other. This fixes games still on
1.1.6 without an update, at the cost of more outbound on small servers.
Reserved slots:
- "reserved_players_slots" no longer holds slots back. Anyone joins until
max_players are on; the listed players and the admins can still join
after that, each adding one slot beyond the limit (33/32 and so on).
- An admin who is also listed counts once, and the total never exceeds
what a session can hold.
- The list holds up to 1024 players again. "reserved" in the console shows
how many extra slots there are.
Server:
- "bone_scale_limit" is 2 by default. The game's own skater height is a
bone scale, so 1 showed everyone at one height. A config that already
has 1 written in it keeps it until changed.
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.
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.
- 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"
- 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
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
- 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
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
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)
- 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)
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
- 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
- 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
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.