Commit Graph
79 Commits
Author SHA1 Message Date
xThrasherrr 5e557d184e Keep a non-ASCII last letter in the server browser's tag name
tag_text dropped a trailing lead byte even when its character was whole, so
"Skate Café" was listed as "Skate Caf". The browser shows the tag name until
the server answers a query, so hosts without a forwarded query port kept it.
2026-10-04 13:27:55 -06:00
zeex64 7e774f4f71 Merge pull request #37 from andrewnakas/trainer
Add a TRAINER page: live physics tuning, presets as dials, practice markers, jump telemetry
2026-10-04 13:52:55 -05:00
AyeZeeBB 5dd00018ef Merge branch 'main' of https://github.com/Dingo-Shenanigans/ReSkate 2026-10-04 13:49:13 -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
zeex64 fb448059cc Merge pull request #36 from DeckardDetribine/pr/music-mod-playlists
Music: let a mod name a playlist for its songs (reskate-music.json)
2026-10-04 13:35:06 -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
andrewnakasandClaude Opus 5.5 fe8e2667f2 Trainer 0.3.0: type any multiplier beside a dial or trick slider
The sliders cover the sensible range; the box takes anything (Ollie height x10000). Curve and
graph multipliers and the trick heights no longer stop at x100.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_018szL7EmApPZxh9GK4Phw6x
2026-10-04 12:12:08 -06:00
zeex64 98f16b9ff1 Merge pull request #34 from DeckardDetribine/pr/merger-added-assets
Mod merge: carry the assets a mod adds into the copies maps carry
2026-10-04 13:05:00 -05:00
andrewnakasandClaude Opus 5.5 9b8f8b0267 Trainer 0.3.0: one Tune screen, presets as dials, reset everything, 56 more values confirmed
Presets, trick sliders and the values share one screen and one set of values, so a preset
cannot say "on" while a slider says otherwise. Every built-in preset is a dial (1 = the game's
own). Reset everything clears locks and trick sliders too. A player's grinds, pumping, climbing,
vaults and bails confirmed 56 more class values as read by the game (243 of 314).

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_018szL7EmApPZxh9GK4Phw6x
2026-10-04 11:57:42 -06:00
DeckardDetribineandClaude Opus 5.5 c7f54b7680 Music: let a mod name a playlist for its songs
A mod that adds songs can ship reskate-music.json
({"schema":1,"playlists":[{"name","songs":["artist - title", ...]}]}). Each
playlist is merged into the game's music screen the way a content-cache
station is, under the id "mod:<mod folder>:<name>", with its songs matched
against the songs the game has registered; entries that match nothing are
ignored and a playlist left empty is dropped. A file of the wrong shape is
logged and skipped.

The file is read by parse_music_playlists in Engine/Vfs/mod_music, which a new
test covers (ids, which entries survive, the limits, and that a malformed
document is refused). The format is described in the README.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-04 18:12:42 +01:00
DeckardDetribineandClaude Opus 5.5 855e84993a Music: give songs their cover art from the content cache
Song records in the content cache carry a field-10 message (10 artist, 11 title,
12 cdn:/ cover art). Read the art per song and send it as the song's
presentation field 12, resolved to the CDN rendition like a station's art, so
the game's music screen and now-playing toast show covers instead of a black
square. The catalogue test pins one song's art.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-04 18:12:42 +01:00
DeckardDetribineandClaude Sonnet 5.5 2e8bb57d9e Music: show the stations the content cache defines, with their names and art
The music menu listed only the playlists the game's own music assets declare.
The licensed stations (San Van Soundtrack, 80's Mixtape, ...) live in the
content cache's music chunk: a record with the station id (field 1), its tracks
(repeated field 2, "Artist - Title") and a message with its display name and
cdn:/ artwork (field 10, parts 10 and 11). Read them into Catalogs, merge their
membership into the music catalogue (only songs the game registered, so no
unknown id is referenced), and send the name and artwork with each playlist.

The catalogue test pins two stations from the cache.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-04 18:12:42 +01:00
DeckardDetribineandClaude Sonnet 5.5 dddb91f381 Test the merge on assets a mod adds next to a map's own copy of the bundle
A fixture of a made-up game, a level mod with its own level superbundle holding
a copy of a bundle, and an asset mod that changes one asset to name a new song
and adds the song, its wave, the wave's resource and one asset nothing names.
The merged copy in the map's TOC must gain exactly the three the changed asset
leads to, whichever mod has priority. Against upstream's merge it fails with the
merge's own warning that the mod's additions to the bundle are missing.

The documents are built in the test, so it needs no game files.

A second scenario puts two mods' copies in the adder's own TOC and checks nothing is
carried into it and the merged bundle is just the union.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-04 17:44:09 +01:00
DeckardDetribineandClaude Opus 5.5 e715b9bf75 Mod merge: carry the assets a mod adds into the copies maps carry
Maps ship their own copy of game bundles such as
bam_levelroot/bam_coregameassets, and that copy loads instead of the game's
on their levels. Changes an asset mod makes to the game's EBX already
propagate into those copies; assets it adds did not. A mod that appends a new
song to the master music playlist therefore left the playlist naming a song
the map's copy never contained, so the song was missing on custom maps.

collect_asset_overrides now also records what an asset mod adds to a game
bundle, and combine inserts it into other mods' copies of the same bundle,
after their own assets, unless the copy already has that name:
- an added EBX is carried only when one of the mod's recorded changes imports
  it, or another carried addition does (the playlist names the song, the song
  imports its wave), so an addition never travels without the change that
  needs it;
- a resource the mod adds under the same name as a carried EBX goes with it
  (a wave's sound-bank resource registers the wave; without it the game
  crashes instantiating the wave);
- TOC chunks the mod adds that its carried EBX name are listed in each
  superbundle those assets go into, pointing at where the mod's archive
  landed (a map's superbundle resolves chunks from its own TOC).

A copy in the TOC the adding mod ships its own bundle in (cosmetic mods share one)
merges with that mod's bundle and already has the asset, so only copies in other
superbundles, i.e. maps' level TOCs, receive additions.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-04 17:44:00 +01:00
zeex64 6dcbe96620 Merge pull request #26 from lennyblk/main
Show why hosting or joining was refused instead of doing nothing
2026-10-04 11:22:37 -05:00
zeex64 528e560b18 Merge pull request #22 from xThrasherrr/fix/server-ignore-sigpipe
Keep the Linux server running when its stdout pipe closes
2026-10-04 11:21:34 -05:00
zeex64 4cf03003e5 Merge pull request #23 from xThrasherrr/fix/server-admin-chat-password-log
Stop logging the raw password from an admin's chat command
2026-10-04 11:21:00 -05:00
lennyblk 47b9ff92c5 Check that a refused host leaves its reason in the status 2026-10-04 11:47:00 +02:00
lennyblk ba18e5e98d Show why hosting or joining was refused instead of doing nothing 2026-10-04 11:44:29 +02:00
andrewnakasandClaude Opus 5.5 10623d187e Trainer 0.2.0: flip trick speed, read evidence for every class value, a locked value keeps what it drives
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_018szL7EmApPZxh9GK4Phw6x
2026-10-04 03:07:30 -06:00
xThrasherrr 93a9b6a661 Stop logging the raw password from an admin's chat command 2026-10-04 02:02:33 -06:00
xThrasherrr 169db5bb8c Keep the Linux server running when its stdout pipe closes 2026-10-04 01:59:58 -06:00
andrewnakasandClaude Opus 5.5 da0aeff752 Trainer 0.2.0: Realistic and Fun modes, the game's other tuning classes, push speed on every push
The game keeps much of its tuning in data-defined classes (push speeds,
everything on foot, dive and glide, bail speeds...). The trainer finds 24 of
them in memory by the defaults and field order the game's data ships and lists
their 314 values by name. Push speed now drives the push class's own speeds;
auto push, off-board jump height and wider trick height ranges come with it.
The Tune tab opens on a Realistic or a Fun short list. Built on ReSkate 1.0.7.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_018szL7EmApPZxh9GK4Phw6x
2026-10-04 01:04:24 -06:00
AyeZeeBB 9c03edda34 Show each mod's size in the mod manager
Show each mod's size in the mod manager

A mod's size was only visible in the package overview and the install
prompt, so there was no telling from either list what a mod costs to
download or how much room the installed ones take.

- MY MODS: each row carries the size of the mod's folder on disk after
  the version ("v1.0.1 / 410 MB / by anton / 1 map"), and so does the
  line under the title in a mod's overview. The folders are measured
  when the Mods folder is scanned, so the figure follows an install, an
  update or Refresh. The game's merged patch hard links a mod's archives
  rather than copying them, so this is also what removing the mod gives
  back.
- GET MODS: each row carries the download size Thunderstore reports for
  the latest version, in the same place ("v1.0.0 / 101 MB / 0 downloads
  / 2026-10-04"), as the package overview already did.
- size_text moves out of gui_mods_browse.cpp's file-local namespace so
  both pages format a size the same way.

The two figures are not the same thing: one is the unpacked folder, the
other the zip, so a mod reads a little larger once installed.
2026-10-04 00:37:15 -05:00
AyeZeeBBandworthlessnorms 04e50f7dee Read a mod's copy from the archive block it is in; link the lobby and mesh tests
Two fixes taken from worthlessnorms' pull request 16. The bug it was
opened for, rewritten copies read back from the mod's folder, was fixed
separately in 6fd3845.

Mod merge (Engine/Vfs/mod_merge_cas_store.cpp, mod_merge_combine.cpp)
- To combine two mods' edits the merge reads each mod's copy from the
  mod's own folder, which means turning its placement in the merged
  patch back into the mod's archive and offset. It took the first of the
  mod's blocks in that patch archive. A mod added while the game runs
  has all its archives appended to the patch's archive 1, so a copy in
  its second archive was looked for in its first, the read failed, and
  the asset kept the highest-priority copy.
- unshift() picks the block the offset falls in. Of two blocks that
  start at the same byte the later one is used: the earlier is an empty
  archive.
- Reproduced with a cosmetic mod rebuilt as two archives and added to a
  running merge: cas_main_bundlereftable "could not be combined (Cannot
  read ...\cas_01.cas)" before, "combined 2 edits (101 preset(s))"
  after. A launch merge gives every archive an index of its own and was
  not affected; 40 installed mods merge exactly as before.
- mod_merge_unshift_tests covers an archive with its own index, three
  appended blocks, bytes before the first block, and an empty archive.

Tests (CMakeLists.txt, Extension/Multiplayer/Test/mesh_tests.cpp)
- multiplayer_lobbies did not link: steam_lobbies.cpp calls
  contains_bad_words and the target did not link dingosdk_word_filter.
- multiplayer_mesh did not link: four functions the session code calls
  had no stub. Two are the ones the pull request adds
  (update_developer_hoodie, remote_skater_generation); the developer
  board has since added update_developer_board and remote_board_entity.
- Both targets build and their tests pass.

Co-authored-by: worthlessnorms <110003169+worthlessnorms@users.noreply.github.com>
2026-10-04 00:27:03 -05:00
zeex64 09c3ff0af8 Merge pull request #21 from xThrasherrr/fix/server-blank-player-target
Ignore a blank player name in admin commands
2026-10-04 00:15:20 -05:00
andrewnakasandClaude Opus 5.5 151fc78ecc Trainer: a tool that lists the game's data assets and their values
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_018szL7EmApPZxh9GK4Phw6x
2026-10-03 23:10:42 -06:00
andrewnakas ba9b568298 Merge tag 'v1.0.7' into trainer
# Conflicts:
#	CMakeLists.txt
2026-10-03 23:05:32 -06:00
ReGlitched 29ec1106b4 Merge branch 'main' of https://github.com/Dingo-Shenanigans/ReSkate v1.0.8 2026-10-03 22:37:31 -06:00
ReGlitched 1664c0a855 layer scan fix 2026-10-03 22:37:22 -06:00
AyeZeeBB 6fd3845c55 Combine the item collections every cosmetic mod adds to
With several cosmetic mods installed, some mods' items were missing from
the inventory, and an outfit using one logged it as "no longer
installed".

Bundle merge (Engine/Vfs/mod_merge_combine.cpp)
- Every cosmetic mod adds its items to shared collections
  (items/itemmastercollection and one per season). Two mods editing one
  collection are combined, but the combine was failing with "Cannot read
  <mod>\...\cas_01.cas" and keeping the highest-priority copy, so the
  other mods' entries were lost.
- The failed read was not of an edit at all. A mod's untouched copy of
  an asset another mod changed is rewritten to carry that change, and
  the rewritten copy lives in the merged patch. It was still recorded as
  that mod's own contribution, so the combine went to the mod's folder
  for it, at the patch's offset, and one bad read made the whole asset
  fall back. Renumbered collision resources were recorded the same way.
- A rewritten copy is no longer a contribution. Only the mods that
  really edited an asset are combined, and an asset one mod edited is
  not "combined" at all.
2026-10-03 23:37:15 -05:00
xThrasherrr 049d94696c Ignore a blank player name in admin commands 2026-10-03 22:14:11 -06:00
AyeZeeBB d895c9e915 Say on PLAY when mods have updates, and ask before launching without
A mod update was only visible on the mod manager's own page, so the
usual way to find one was a mod behaving oddly in game.

- PLAY carries a pill in its corner while Thunderstore has newer
  versions: "1 MOD UPDATE", or the count. Dark on the blue tile, blue on
  a grey one.
- Pressing it asks first, listing each mod and the version it would move
  to, with three ways on: update them and play, open the mod manager, or
  play anyway. Playing on the versions you have is a real choice -- a map
  you are part-way through, an update you do not trust yet -- so it stays
  offered, and taking it is remembered for the session rather than asked
  again on every launch.
- Only from READY. INSTALL, DOWNLOAD, UPDATE and RETRY are untouched: a
  mod update has no business standing between someone and a 14 GB game
  download.
- The dialog re-checks as it draws. If the pending list emptied while it
  was open, it launches instead of showing an empty box.

"Update them and play" launches when the install finishes, which is what
it says and what it did not do:
- The promise is only made if the install really started, so a refused
  start cannot launch instantly with nothing updated.
- An update that failed stays on the page with the reason on screen and
  logs why it did not launch. Starting the game on a half-updated mod set
  is how the cosmetic crash in a30a838 happened.
- Leaving the page with BACK cancels it: that is a change of mind, not a
  request to be launched into the game a minute later.

collect_install takes the result under the panel's mutex at the top of
the frame, so once installing is false the outcome is settled and the
error check is reading the real answer.
2026-10-03 22:23:34 -05:00
AyeZeeBB 6a55ce795a Show a mod's cosmetics as Collector, the game's sixth rarity
A cosmetic a mod installs is in no retail catalogue, so it carries no
rarity and its card shows none. Collector is the game's own sixth tier,
already styled and already worn by 395 retail items: it reads as
something apart without claiming to be Legendary, and invents nothing.

- A rarity_id from the content cache or the profile still wins, so
  letting mod authors declare one later needs no change here.
- Guarded on catalogs.available: with no pack installed
  reserved_cosmetic() answers false for everything, and every retail item
  would have turned Collector.
- Build-kit objects share this message and are not cosmetics, so they are
  left alone.
v1.0.7
2026-10-03 21:47:19 -05:00
AyeZeeBB a30a8384f3 Keep every mod's cosmetics when two presets share a short name
With several cosmetic mods installed the game crashed as soon as an
equipped custom item came into view, and so on every launch after it
was equipped.
Cosmetic presets (Engine/Resource/bundle_ref_table.*)
- The character bundle-reference table says which bundle holds each
  preset, under the preset's full path and under its leaf name, one row
  per hash. Mods number their presets alike in different folders
  (cust_tops/1_ap, cust_bottoms/1_ap), so two mods can share a leaf
  name. Adding the second preset threw "collides with an existing
  lookup", the merge fell back to the highest-priority mod's copy of
  the table, and every other cosmetic mod's presets were unregistered.
  The game then built the skater with a preset it could not find and
  called through a bad pointer.
- A preset whose leaf name is taken is now added under its full path
  only; the leaf name stays with the preset that had it. Only a clash
  of full paths still fails. MergedTable::shadowed lists each such
  preset with the one that holds its name.
Merge log (Engine/Vfs/mod_merge_combine.cpp)
- Each mod with shadowed presets gets a line naming how many and an
  example pair, so an item that shows the wrong preset can be traced to
  the mods that clash.
Checked against 39 installed mods, 15 of them cosmetic: the table
combines 274 presets where it used to keep one mod's, all reachable by
full path and 267 by leaf name, with the game's own 6264 rows unchanged.
The seven left without a leaf row are a naming clash between the mods
themselves (two Carhartt packs, a Zero tee and deck); whether the game
finds those by full path is not known.
bundle_ref_table_tests takes an optional second mod and checks that two
mods' presets are all added, in either order, and that a shared leaf
name is reported with the preset that holds it.
2026-10-03 21:43:24 -05:00
AyeZeeBB d84b32fc17 Encode every rendered frame of a replay export
Videos exported from the replay editor played two to three times too
fast unless the frame rate was capped, or the export was slow enough to
hold it down by itself (4K, WebM). The fault is in the game's own export
path.
Replay export (Extension/Rendering/replay_export.*)
- While exporting, the game steps the replay by one frame of video
  (speed / fps) for every frame it renders. The engine's movie encoder
  takes a frame only while a permit byte is set; a world update sets it
  once, and a frame submitted without it is dropped. Rendering two or
  three frames per update, most of a clip never reached the file, and an
  MP4 is exactly as long as its frame count. One clip came out as 181
  frames at 30 fps and 297 at 60, 6.0 s and 5.0 s.
- The encoder's frame submit is detoured and the permit set before the
  original runs, for the replay editor's encoder only (matched by its
  vtable). The frame is encoded on the render thread before the call
  returns, so the renderer is held to the pace the encoder keeps and no
  frame is lost. The replay still runs fast on screen during an export:
  that is the encoder's speed, not the file's.
- The same clip afterwards, frame rate uncapped, MP4 1080p: 505 frames
  at 30 fps and 1008 at 60, 16.8 s both, audio as long as the video.
  WebM and 4K take the same path and were not run again.
- Addresses are in Engine/Game/Build/20260929/replay_export.h. The hook
  starts with the others in runtime_init.cpp.
2026-10-03 20:57:07 -05:00
AyeZeeBB 984656150d Give the Linux server 64 bits of session entropy and a pinned Steam lib
Two follow-ups to the Linux server support in #6. Both are Linux-only, so
neither reached a Windows player.

Session codes
- nonce()'s fallback for a container with no /dev/urandom read
  "i < 4 && !value", which ended the loop as soon as the first round
  produced anything: one round of sixteen bits instead of four. Over
  200k draws that is 62k distinct codes with a ceiling of 0xffff, rather
  than 200k across the full range.

libsteam_api.so
- It was fetched from a mirror's main branch with no hash, by CI and by
  the script every server operator runs, and it is loaded into the
  server process. A branch name is whatever that branch holds on the day
  it runs.
- Pinned to mirror commit df2baabf574a and checked against its SHA-256
  (385840 bytes, eb2dd015...). The size and export checks already there
  catch a wrong file; a hash is what catches a swapped one.
- --sdk-url still overrides the URL and drops the check, since a
  different URL has a different hash; --sdk-sha256 keeps it.
2026-10-03 19:54:06 -05:00
zeex64 c6618daabb Merge pull request #6 from jnslol/linux-server-native
Linux dedicated server (native binary)
2026-10-03 19:52:20 -05:00
juan 7fe51ecf26 Merge upstream/main (v1.0.5/v1.0.6): best-GPU launcher, per-archive mod index, UTF-8 paths
- Conflict in launcher_support.h: kept Linux guards, took upstream's
  validated_remote_load_library(note) signature + comment.
- Upstream's path_utf8() helper is portable; merged cleanly into the
  Linux closure. Build + 8/8 portable ctest green.
2026-10-03 21:37:35 -03:00
AyeZeeBB f815658bf1 Draw the launcher on the best GPU; hide the CoreGameAssets layer
A blank launcher window (Launcher/gui_renderer.cpp, Launcher/gui.cpp)

Reported as a launcher that showed nothing, from someone with a GT 1030.
The log named the card it had used: Intel HD Graphics 4600, the onboard
chip beside it.
- D3D12CreateDevice(nullptr, ...) takes whichever adapter DXGI lists
  first, which on a PC with onboard graphics beside a real card is the
  onboard one. It now walks EnumAdapterByGpuPreference with
  HIGH_PERFORMANCE, skips software adapters and takes the first that
  gives a device, as a game would. The old default adapter and WARP
  remain behind it, so no working setup loses its device.
- That chip's Direct3D 12 driver cannot build a pipeline, and the ImGui
  backend creates one on the first frame while ignoring whether it
  worked (imgui_impl_dx12.cpp:792). Every draw then does nothing and the
  window shows only ClearRenderTargetView's colour, which is near black.
  Untextured shapes sample the font atlas's white pixel, so a failed
  atlas looks identical -- the drawn background disappears with the
  text. The pipeline and font texture are built in init now and checked,
  and a failure says to update the driver and that the card may be below
  what ReSkate and skate. need.
- None of this was diagnosable, because the renderer logged nothing at
  all. It now records the adapter, its memory and whether it is the
  software fallback; the window size, scale, system DPI and work area;
  the font atlas size and whether it built; and the first frame drawn.
  Those four lines are what turned "blank window, healthy log" into the
  two bugs above, and they separate a missing device from a missing
  pipeline from a window that draws and is still black.

World layers (Engine/Vfs/world_layer_scan.cpp)
- CoreGameAssets had a row like any other, and switching it off took the
  world away with no clue which row had done it. essential_layer keeps
  its node, so its children are still found and still switchable, and
  drops its row -- which removes it from the menu, from "world <key>
  off" and from layer sync at once, rather than hiding it in one place
  and leaving it reachable from another.
- Choices are stored by row key, not by index, so no saved setting
  shifts, and an "off" already stored for it has no row to apply to: a
  profile that turned it off fixes itself on the next launch.
- The cache stamp goes to 2, so a cache written before this is rebuilt
  instead of keeping the row alive on existing installs.
- The scan test asserted one row per node, which this breaks on purpose.
  It now checks the counts differ, that no row's key holds
  "coregameassets", and that the node is still there. Against a real
  install: 262 rows to 261, six maps, passing.
v1.0.6
2026-10-03 19:21:51 -05:00
AyeZeeBB abdda77946 Give each mod archive its own index; unblock launches and saves
Mod archives (Engine/Vfs/mod_merge*)
- A free archive index no longer has to sit at or below the highest index
  the layout already declares. The engine keeps archives in a table keyed
  by layer, install chunk and a 16-bit index, with no range to stay
  inside; what it cannot survive is a reference to an archive the layout
  never declared. Indices are taken lowest first, per package directory.
- So a mod that collides takes an index of its own and its file is hard
  linked rather than concatenated, and no two mods share one archive's
  4 GB of addressable bytes. Sharing is left for a mod added while the
  game runs, which has no declared index to take, and for a directory
  with no index left.
- A placement addresses its payload with a 32-bit offset, so both append
  paths now refuse to cross 4 GB instead of wrapping round and pointing
  the game at some other payload: CasStore::write fails with the archive
  that is full, and the live-apply path checks archive 1's size plus the
  mod's before appending and asks for a restart, which gives the mod an
  archive of its own anyway.

Injection through a hooked LoadLibraryW (Engine/Core/Platform)
- A player could not launch at all: "Child LoadLibraryW entry bytes match
  neither Windows' kernel32 file nor this process". Anti-virus and
  overlays hook the entry with a jump to a per-process trampoline, so the
  bytes differ in the launcher and in the child and neither comparison
  could match. The guard already allowed the same hook when both
  processes carried it identically, so it refused on an accident of how
  the hook was written rather than on intent.
- inline_jump_length recognises the forms a hooking engine writes (rel32
  jmp or call, push/ret, jmp [rip], mov rax/jmp rax, short jmp). When one
  is present and every byte after it still matches the clean kernel32
  file, the launch goes ahead: the body is Windows' own, and the provider
  image already matched on timestamp, checksum and size. A wholesale
  replacement is still refused, and now says so.
- The failure names the modules loaded into Skate that came from neither
  Windows nor the game folder, instead of guessing at "security
  software". An accepted hook is logged as a warning with the same list.

Launching (Launcher/launch.cpp)
- Exporting loose scripts is a convenience, and a folder that would not
  take it was failing the whole launch: fs::create_directories threw and
  nothing caught it. The export is skipped, RESKATE_LOOSE_FILES goes to
  0 so the runtime does not look for files that are not there, and Skate
  starts. Someone whose install is under Program Files can play; only
  editing loose scripts is lost.

Failures worth reading (Launcher/problem.h)
- A hooked LoadLibraryW, a refused write and ERROR_ELEVATION_REQUIRED
  each explain themselves now. Windows reports the last two in the user's
  own language -- "Zugriff verweigert", "La operación solicitada requiere
  elevación" -- so the rules key on the operation names and the error
  number, which are never translated.

Saved skaters (Extension/Customization, Extension/Profile)
- Outfits stopped saving and every slot showed the standard skater. The
  load hook marks a preset blocked on entry and clears it only on a full
  success, so a load refused for a catalog that was not ready yet left
  the preset blocked for the session and every later save was refused as
  previous_load_rejected. The game asks once per level load and does not
  ask again, so one lost race cost a skater until a restart. Logs show
  the catalog arriving three seconds after the refused load, at startup
  and again on a map switch 17 minutes later.
- The record is remembered in CosmeticRuntime::pending_loads and applied
  by retry_pending_cosmetic_loads from the customization pump, which
  already waits for refresh_cosmetic_catalog. The preset stays blocked
  until a load really succeeds, so nothing is written over the outfit on
  disk.
- Those records belong to the loadout manager's array, which can be
  replaced in between, so each pointer is checked against the live array
  exactly as a save checks one -- manager current, begin/end sane, 0x48
  stride, at most 10 records, in range and aligned. A record that no
  longer belongs is dropped as retry_record_moved rather than written
  through.
v1.0.5
2026-10-03 18:30:28 -05:00
AyeZeeBB 1004e012bf Write paths as UTF-8, not the ANSI code page
A player whose game sat under a folder named U+200E (left-to-right mark,
an invisible directory on their Desktop) could not launch: the status
tile read "No mapping for the Unicode character exists in the target
multi-byte code page". Nothing was wrong with their mods, and the merge
in their log had just succeeded.

fs::path::string() converts to the process's ANSI code page and throws
exactly that when a character has no mapping there. initfs.cpp called it
on the normal path, not in an error handler, so exporting loose files
threw on every launch. Their log stops right where that export begins.
Cyrillic, CJK or accented characters in an install path do the same on a
code page that cannot hold them.

- path_utf8() in Engine/Core/Platform/path_text.h: UTF-8 represents every
  path Windows allows, so it never throws.
- Every path that becomes a narrow string uses it -- 35 of them across 13
  files. Most are log lines and error messages, which were a second trap:
  reporting a problem with a path threw this instead of the problem.
- The ~45 .string() calls on Json values are untouched; those are not
  paths.

Nothing changes for an ASCII path, where both encodings agree, and a path
that is not ASCII had no working behaviour to preserve.

Reported with a log by a player on Discord. Moving the game to an ordinary
folder works around it on an unpatched build.
2026-10-03 17:36:12 -05:00
juan e00fbe95dd CI: bundle Steam libs in Linux asset
Fetch libsteam_api.so (SDK redist mirror, export-verified) and
steamclient+tier0/vstdlib (SteamCMD app 1007) and stage them into
ReSkateServer-Linux-<version>, mirroring the Windows zip's DLLs.
2026-10-03 19:23:31 -03:00
juan 88fb78aaca Merge upstream/main (v1.0.4): mod install naming, settings cache fix, Proton detect
- Conflict in cmake/Apps.cmake: kept Linux WIN32 guards, took upstream's
  Launcher/problem.h source + dingosdk_mods link.
- Upstream touched Windows-only areas; Linux server closure untouched.
- Verified: Linux configure + build + 8/8 portable ctest green.
2026-10-03 19:15:04 -03:00
AyeZeeBB 201571c225 Merge mods before launch; name the mod that could not be merged
A mod the merge could not use was left out silently. The game started
without it, three minutes into a loading screen, and only ReSkate.log said
which one.

Merging before launch
- PLAY runs the merge the game would have run behind its splash, on the
  launcher's worker, with the step and progress on the STATUS tile
  (Phase::merging). The launcher links dingosdk_mods for it, which costs
  about 600 KB of exe.
- When every mod merges, the launch goes ahead and the game's own
  load_catalog finds the patch already built, so the splash is shorter
  rather than the work being done twice.
- When mods were left out, the launch stops at Phase::mods_broken and a
  dialog names each one and its first problem, with three ways on: switch
  them off and play (which writes mods.json, so the next launch does not
  rediscover it the hard way), open the mod manager, or play anyway.
- Mods built for another game version do not block. They already have
  their own notice and message box, and blocking on them would stop play
  after every Steam update.
- The launcher resolves -dataPath out of the extra-arguments setting, so
  it merges against the root the game will read.

One SDK identity for both binaries
- Two places recorded "which ReSkate did this" as the module the code was
  running in, which is ReSkate.dll in the game and ReSkateLauncher.exe in
  the launcher now that both merge. merge_fingerprint hashes it, so the
  game matched no stamp the launcher wrote and merged everything a second
  time; sdk_identity keys the exclusions file, so each would have called
  the other's exclusions stale.
- Both now name ReSkate.dll beside the running executable. Skate.exe and
  ReSkateLauncher.exe sit beside it and launch.cpp enforces that, so the
  two agree, and unlike the data root it does not move under -dataPath.
  The value is unchanged from what the runtime computed before, so nothing
  re-merges on upgrade.

Naming the mod
- In game, a mod left out of the merge altogether said nothing on screen:
  only a mod that merged partially did, which is the lesser failure. Both
  are named now.
- The MOD MANAGER tile says which mod did not load, in the detail line's
  colour rather than a pill, clipped so a long name cannot run under the
  tile's artwork.
- MY MODS carries a line naming them above the list, and NOT LOADED and
  OUTDATED are badges on the row instead of words at the front of its
  summary.

MY MODS reaches Thunderstore parity
- Rows carry the package's icon, the same one the store shows, through a
  shared mod_icon(); a mod that never came from Thunderstore keeps the
  placeholder.
- An update is a button on the row, not a badge you had to open the mod to
  act on, and every row has Uninstall. Rows grew to fit, and "Remove" is
  "Uninstall" throughout.
- No pill for a mod that is up to date: the absence of an update button
  says it, and eight green pills said nothing eight times.

Fixes
- The install panel was drawn on the Mods page's own draw list after its
  children, and ImGui renders a child after its parent, so it was painted
  behind the mod rows along with its Cancel button: installs ran with no
  sign of it. It is its own window over the page now.
- pump_icons, which uploads decoded icons, only ran on the store page, so
  MY MODS showed placeholders until a visit to GET MODS uploaded them for
  it. The page does it for both lists.
- The merge dialog's closing advice overlapped its buttons.
v1.0.4
2026-10-03 17:08:03 -05:00
AyeZeeBB 0b4996e27a Fix settings reverting: saves never refreshed the settings caches
Changing a setting in the game's menu did not stick. The camera went
back to high on leaving the menu, grind assist and lean exit stayed at
20 / on, the compass and scoring ticker kept their old state, and the
Experimental tab's "reset to default" returned to whatever was set at
launch.
b763631 gave the settings hooks per-thread caches of saved values that
look a value up again only when profile::Store::changes() advances.
Only whole-profile commits advanced it. Every single save (a setting,
an option, an outfit) goes through Store::Update::commit(), which did
not, so the caches answered with launch-time values for the rest of
the session. native_setting_get also wrote the cached value back over
the new one when the two differed. The saves themselves reached the
database, so profiles are intact.
- Update::commit() advances the counter through Store::note_change(),
  after value_ holds the new values and before the lock is released.
  Store::commit() and the constructor use it too.
- A cache hit needs the whole key text, not the key's address and first
  8 bytes. Many keys share those bytes (egf_enable..., egf_exp_...,
  CRAS_HasSeen...Tab), so a reused address could answer for another
  setting. Still no heap string, store lock or map walk on a hit.
- An outfit that is not loaded or not saved is logged as a warning with
  its reason and preset (local_cosmetic_loadout_rejected). It was a
  debug event, so a player's log never said why an outfit was refused.
  Routine cases stay at debug.
- dingosdk_profile_change_tests (with the park editor tests): each kind
  of save advances changes(), an unchanged save does not, and saved
  values keep their types across a restart.
2026-10-03 16:35:12 -05:00
juan e6f82990d8 Linux console: survive transient FIFO writers
Control pipes driven by one-shot writers (echo cmd > fifo, fleet
tools) close the write end after each line; read()==0 then means
'no writers right now', not EOF. Only treat 0 as end-of-input for
non-FIFOs (/dev/null, files, terminals). Sleep briefly on empty
FIFO polls so POLLHUP does not spin.
2026-10-03 18:34:13 -03:00
andrewnakasandClaude Opus 5.5 15d105ce34 Trainer 0.1.4: auto push that works
The game hands its auto push flag to the animation and nothing comes of it.
With it on, the trainer's push code now brings a rolling skater that is not
braking up to the auto push speed.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-03 15:26:33 -06:00
AyeZeeBB e56db5d62b Merge branch 'main' of https://github.com/Dingo-Shenanigans/ReSkate 2026-10-03 16:21:14 -05:00
AyeZeeBB ff0633e2ef Detect Steam under Proton, where ActiveUser is never set
Under Steam + Proton on Linux the launcher always reported Steam as
offline, so the game ran on the offline stand-in and servers could not be
joined. steam_signed_in() needs ActiveProcess\ActiveUser, and Proton's
stand-in steam.exe only writes ActiveProcess\pid.
- When ActiveUser is missing and the launcher is running under Proton,
  the account comes from the native Steam client instead: the most recent
  entry in config/loginusers.vdf under STEAM_COMPAT_CLIENT_INSTALL_PATH,
  which Steam sets for compatibility tools and Wine's
  wine_get_dos_file_name maps to a DOS path.
- The Steam name on the launcher's plate and the SteamID that --offline
  reports are read from that directory too. Proton's
  C:\Program Files (x86)\Steam holds no account files, so offline mode
  fell back to 76561197960265729.
- loginusers.vdf's MostRecent key is matched in either case. Steam has
  also written it as "mostrecent", which picked the first account in the
  file instead of the most recent.
Windows is unchanged: the variable and the Wine export are both absent
there, so ActiveUser is still required.
Diagnosed, with a confirmed workaround and the suggested fix, by
BenjaminJAnderson.
Fixes Dingo-Shenanigans/ReSkate#5
Co-authored-by: BenjaminJAnderson <45207455+BenjaminJAnderson@users.noreply.github.com>
2026-10-03 16:21:10 -05:00