Commit Graph
21 Commits
Author SHA1 Message Date
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
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
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 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 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
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
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
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 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
AyeZeeBBandClaude Opus 5.5 29c42911ff Merge pull request #130: server admin commands in their own file; one update loop
Conflicts in Server/server_host.cpp: main changed the command code after this
branch moved it to Server/server_commands.cpp. The moved copy now has what
main added since: the "chat-color" command, "park random", and its line in
the help text.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 21:24:32 -05:00