Commit Graph
26 Commits
Author SHA1 Message Date
AyeZeeBB 719cba1166 Freezes and crashes: the game's threads no longer wait on ReSkate's slow work
Players reported the game hanging for about a second while skating. A
profile showed the memory line in the log walking every heap
(HeapSummary) on the client thread, 0.5 to 2 s every two minutes. An
audit of everything that runs on the game's update and render threads
found more of the same, and Sentry's top crashes had causes of ours.

Freezes:
- Memory log line: no heap walk or thread snapshot; the GPU part and the
  write happen on a thread of their own.
- Profile database: synchronous=NORMAL in WAL mode. A save is still kept
  when the game crashes; every play event no longer waits for the disk
  inside the game's hooks.
- ReSkate's own preferences and values (menu clicks, session sliders,
  Discord) are saved by a background writer in order; reads see a value
  until it is saved.
- Input: the foreground window and the keyboard are sampled on a thread
  of their own (GetAncestor and GetAsyncKeyState stalled the client tick
  40-50 ms when another program held Windows' lock); flight input uses
  the sample; ClipCursor at most twice a second while a menu has the
  pointer.
- Hooks installed while the game runs go in one transaction per place
  (HookBatch): throwdowns, remote players, the party, Hall of Meat.
- Off the update thread: the host's map package lookup (one table read in
  the background, not the Mods folder per offer), the trainer's map file
  and settings save, Board Break's settings save, mod music playlists and
  their covers, the Spotify station covers.
- Off the render thread: the Modding page's and the deck card's Mods
  folder reads. The overlay's three startup waits share five seconds.
- Less work per frame: Steam names reused while one a frame is asked
  again, 2 friends a tick, steam_api64.dll checked once per process,
  cosmetic names read in place rather than a system call per character,
  an outfit load no longer copies the inventory per slot, the throwdown
  type scan runs at background priority over resident memory, the Board
  Break deck label is kept a minute.

Crashes:
- Render-resource pool: the metadata fields are written to the state
  owner only. The other renderer is 0x2daa00 bytes, and +0x11aae28 is far
  past its end (store_field crash; heap corruption in every release).
- Other players' skateboard effects: a stale skateboard component is no
  longer followed, and the joint lookup is walked with a bound first (an
  endless loop in reused memory ended in GameStall).
- Launcher: Oodle decodes into the buffer it asks for with corrupt data
  possible, and its assertions no longer stop the process (heap corruption
  in the store-copy scan; a breakpoint in oo2core).

Timings (Send performance timings):
- A frame of half a second or more in a level is sent as game.freeze:
  where the time went (ReSkate's tick, the game's frame, or outside it),
  whether the renderer kept presenting, and ReSkate's busiest zones.
- Closing the game sends the level session it was in.

Music after a connection drop:
- Spotify device: an account Spotify could not be reached with is kept and
  tried again (3 s doubling to a minute); a session that drops is taken
  up again. Only an account Spotify refuses is asked for anew.
- YouTube playlist pictures that could not be fetched are tried again,
  from 30 s to 10 minutes apart.
2026-10-15 18:10:53 -05:00
zeex64 e88853add8 Merge pull request #242 from Kalmarv/pr/help-v2
Console: "help perf" lists the perf commands
2026-10-15 14:15:45 -05:00
AyeZeeBB 164fdffbd0 Descriptor heaps: dense custom maps no longer overflow the GPU's descriptor heap and crash it
The renderer gives each frame 131,072 shader-visible descriptors past a persistent 120,000, in
heaps of 333,333. Dense custom maps (the Los Santos City sublevels, San Andreas) draw more than
that in a frame, and the renderer wrote past the end of the heap: shaders read garbage
descriptors, which faulted or hung the GPU (page faults at nonsense addresses, in draws, texture
fetches and ray tracing alike). ReSkate now patches the device setup at boot so each heap is
D3D12's 1,000,000 and a frame may use 524,288; heaps are 644,288 descriptors. LS-B2, LS-B3 and
San Andreas (210,000 a frame at its peak) now hold.

Also in this change:
- Memory: perf memory owners/heap/gpu/report, a ledger of who commits the game's RAM; the
  render-resource pool no longer allocates its 115 MB twice; the EadpErrorsData arena is
  capped at 32 MiB (EA's error reporting is blocked anyway).
- Crash reports: tagged with the map, destination, graphics card and driver version (protocol
  v3), so Sentry can group GPU hangs by map and card.
- GPU diagnostics (--gpu-diagnostics): a fuller DRED report, the device-removal and video
  memory watches, a large-draw watch, a record of which game code made and freed each GPU heap
  and resource, checks of every GPU address bound, and a meter of each descriptor heap's use.
- World pools: peak use of entity pages, render instances and spatial blocks in the log.
- dingosdk_mod_mesh_check: checks every MeshSet a mod ships against its geometry; the MeshSet
  reader now knows static meshes' layout.
2026-10-15 13:57:11 -05:00
KalmarvandClaude Opus 5.5 99e79f123a Console: "help perf" lists the perf commands, and a wrong word after a command says where to look
help <command> showed only that command when it was also the first word of others: help
perf showed the HUD toggle and not perf hud, perf status, perf sample and the rest, and the
same held for help log, music, reset, boardbreak and roadrash. help listed a family only
when no command had the family's name. It now lists them after the command's own details,
by name or by alias (Registry::under).
"perf hdu" answered "Too many arguments. Usage: perf"; when the command has others under
it, the error now ends "Use help perf for the commands under it."

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 09:36:32 -06:00
AyeZeeBB 4ac1343b95 Crash reports: self-hosted Sentry instead of Backtrace, and opt-in performance timings
Crash dumps now go to the project's own Sentry server. The launcher's
out-of-process helper is unchanged; only where it posts and what it expects
back are:

- The default endpoint is the Sentry project's minidump URL. Report
  attributes travel as Sentry tags, with the release as reskate@<version>.
- An upload counts as accepted when the server answers with an event ID.
- "backtrace" is "crash_report" throughout: the namespace, files, CMake
  targets, DINGOSDK_CRASH_REPORT_URL, DINGOSDK_BUILD_CRASH_REPORT_TESTS and
  the RESKATE_CRASH_REPORT_URL override.

Performance timings are new, and off unless "Send performance timings" is
ticked in the launcher's settings (RESKATE_TRACING=1). A small tracer
(Engine/Core/Debug/trace.h) posts each finished step to Sentry as a
transaction from a background thread; the launcher and the game it starts
share one trace. Timed: the update check, the Steam download, Thunderstore
installs, the mod merge, starting the game, the launch up to the first
playable level, each level load, joining a session, fetching the identity
lists, and the time spent in each level with its average frame rate and
long frames. Turning crash reports off turns timings off too.
2026-10-12 23:24:33 -05:00
AyeZeeBB 86aa8d38fb Music: local files, online radio, equaliser, queue, and a Music page in the menu
Sources
- Local Files: add a folder of music from the setup page (MP3, M4A, AAC, Ogg,
  FLAC, WAV; up to 200 songs a folder, 12 folders). Names and covers come from
  the files' tags. Each folder is a tile in its own row.
- Online Radio: find stations by name (radio-browser.info) or add a stream's
  address (MP3, AAC, .pls, .m3u; no HLS). Each station is a tile in its own
  row; the track name follows what the station sends. Up to 24.
- Both are decoded by the library built into the DLL (SpotifyHelper), which
  now plays files and HTTP streams as well as a program's output, reads tags
  and embedded pictures, and accepts MPEG-2 ADTS from AAC stations.

Sound
- Five-band equaliser (60 Hz, 250 Hz, 1 kHz, 4 kHz, 12 kHz) and loudness
  levelling, applied to every source on its way into the game.
- Loudness, the speakers option, the equaliser and levelling are now kept in
  music-settings.json between sessions.

Setup page
- Remade in the mod's own colours and type, with numbered steps per source.
- Queue pinned to the right: now playing, the playlist's songs with covers,
  find, and press to jump. Spotify's own queue shows once signed in.
- Cards for Local files and Online radio; equaliser and levelling under Sound.

In game
- MUSIC page in the menu: player and queue, sound settings, source status and
  a button for the setup page.
- "Loading song..." notice in the corner for songs that take a moment, with a
  switch to hide it. Presses made while a song is loading no longer restart it.
- The Spotify row is hidden when Spotify is not in use.
- Console: "spotify ..." is now "music ..." (music, music setup, music gain,
  music through, music spotify client|login|logout).

Logs
- The music sources' working lines (traces, per-song and per-bind lines,
  librespot's own) are debug only; stack captures are skipped unless debug
  logging is on. Grind exits: the per-pop line is debug only too.
- A "Pace:" line when the game takes the sound faster or slower than real
  time, to find why music sounds fast after tabbing back in.

Chat filter
- A run of digits is a number, not a word spelled with look-alikes: a race
  time such as 2:55.0 is no longer masked.
2026-10-12 16:03:35 -05:00
AyeZeeBB 1b15a04e29 Two hitches on the game thread, and profiler names without symbols
A 30 s profile on a 77-player server had four frames of 20 to 30 ms against a
usual 7.8 ms, from two things:

- The Park Editor read every mod's manifest every five seconds to list park
  mods, on the game's thread and whether or not its list was showing (the
  switch for that is never set): about 11 ms each time. The look every few
  seconds now runs on a thread of its own and is taken up when it is done;
  the one after making, renaming or removing a park is still at once.
- Connecting to a player asked Steam for their name, and waited on the Steam
  client for 7 to 10 ms each time a player came into reach. The link takes
  the name already read, if any: it only labels the link in diagnostics.

Profiler: a release ReSkate.dll has no symbols, and its functions were all
named after the nearest export. The check for that looked at the symbol's
size, but DbgHelp gives an export a size up to the next one. It now asks
whether the module's own symbols were loaded, and writes ReSkate.dll+0x<offset>
when they were not, to be named from the release's symbols afterwards
2026-10-11 14:50:27 -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
AyeZeeBB b9ffd72409 Replay drafts work, and the profiler lists the slowest frames
Replay drafts: the replay editor saves a draft as a pin on the recording
and a thumbnail in the game's media catalogue, which the Drafts screen
lists from. The game only makes that catalogue for a user signed in to
its backend, so under ReSkate a saved draft had nowhere to be listed.
ReSkate now registers the catalogue service and signs in a local user,
both with the game's own functions, so the game's Drafts screen works as
it was built: save, list, open and delete within a session.

A draft's footage stays in the recorder's memory, as it does in the
game, and does not outlive the session. Thumbnails of earlier sessions'
drafts are removed from the catalogue folder at startup; only folders
whose manifest is a replay draft's are touched.

Profiler: `perf sample` on the client thread now reports the slowest
client frames ahead of the function table, each with what it spent its
time in. An average over thirty seconds hides a single long frame.
2026-10-11 02:31:38 -05:00
AyeZeeBB f289666c2c Entity limit 4x, replay crash guard, -map launch option, memory tools; pause-menu fixes
Memory
- The entity and pending-update pages are four times the game's own size
  (524,288 slots), down from eight times. At eight, the game kept a
  3.5 GB block for them that was fully in RAM on custom maps; the largest
  map load seen needs about 150,000 slots. The render-instance pool and
  spatial buckets stay at eight times.
- The log has a "Memory:" line when the game's memory, the players in the
  session or the skaters built change: committed, in RAM, players, skaters
  built, player distance and map.
- Console: `perf memory` lists the game's memory by block size.
  `perf memory mark` remembers it, and the next `perf memory` says what
  was added since. `perf memory trace` also records who asked for each
  block until `perf memory stop`. `perf memory big` lists the largest
  blocks with how much of each is in RAM and a sample of what is in them.
  RESKATE_MEMORY_TRACE=<megabytes|all> starts the trace with the game.

Replay crash guard
- The game's replay recorder crashes when its stream has no room for the
  next chunk: it writes to the chunk it was not given (Skate.exe+0x48efa34,
  crash reports of 2026-10-10). The function now runs under a handler
  that, for that one fault alone, returns as if no chunk was ended, and
  says so in the log. Any other fault still goes to the crash reporter.
  The skip path has not been triggered in testing.

Launcher
- `-map <name>` (also --map, -map=<name>) loads that map as soon as the
  game is up, named as the console's `load` names one. With --no-gui and
  no other options the launch still uses the saved launcher settings.

Pause menu
- The Multiplayer and Mod Options pages step aside while the game's side
  menu, or a screen opened from it such as Settings, is over them. They
  drew over both before.
- A button still held when a page comes back is not a press on it: the
  Back that closed the side menu no longer dismissed the page as well.

Multiplayer cosmetics
- A player whose mods add or remove cosmetic slots (stickers, say) no
  longer has the whole outfit refused. Their items go to this game's slots
  by slot: a slot they lack stays empty, an item in a slot this game
  lacks is left out, and the log says how many of each.
2026-10-10 16:15:59 -05:00
AyeZeeBB 8a4980c26a Discord Rich Presence, with joining from Discord
The game shows on the player's Discord profile where they are skating.
It talks to the Discord app on the same PC over its local pipe, with no
SDK; without Discord running nothing happens.
- Solo: "On <map>", "Solo skating", and how long they have been in.
- In a session: "On <map>", "Server: <name>" or "Lobby: <name>", the
  player count, and how long since they joined. A session with a
  password shows "Private server" or "Private lobby" and no name.
Joining: a status carries the session's join code when anyone may walk
in (no password, not full, a dedicated server or a publicly listed
lobby). Discord shows that as "Ask to Join"; the game answers yes for
the player at once, and the other player's game is handed the code and
joins. If their game is not running, Discord starts the ReSkate
launcher, which the game registers for under the player's own
discord-<application id> URL scheme.
Switches: "Discord status" in the launcher's settings (off starts the
game with --no-discord, and the game never opens Discord's pipe), and
the same in the in-game Multiplayer settings, kept in the profile.
The model gains join_code: the code of the session a player is in as
host or guest (invite was a host's only).
2026-10-09 22:51:22 -05:00
AyeZeeBB 70128cf2d7 Chat word lists from the backend, and warnings for words not allowed
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.
2026-10-09 21:54:40 -05:00
AyeZeeBB 574860da72 Binds for first person, the HUD, voice chat, time of day, No Bail, challenges, nametags and dots
Binds for first person, the HUD, voice chat, time of day, No Bail, challenges, nametags and dots

Eight more actions can be put on a keyboard key, a chord or a controller
combo, in the binds list beside the others. None is bound until the player
binds it.

- First person, Hide HUD, Voice chat on / off, Next time of day, No Bail,
  Show / hide challenges, Player nametags, Player dots.
- Each bind runs the console switch for it, so it follows the same rules as
  typing it: No Bail still answers to a server that has it off, and the time
  of day goes to the server for an admin where the server sets it.
- They are one table (action_binds): a bind is its name in the profile, the
  name "bind <name>" takes, its label and its command.
- "bind firstperson|hidehud|voicechat|tod|nobail|challenges|nametags|
  nametagdots <n>" sets one from the console; 0 clears it.
- They are not read while the menu, the console or the chat box is open.

Console, which the binds use and anyone can type:
- Every on/off switch takes "toggle" ("nobail toggle", "hideui toggle").
- "firstperson 0|1", which was only in the menu.
- "tod next": the time of day after the current one.
- "mp voice-chat on|off|toggle": the player's own voice chat, leaving the
  rest of their voice settings; it says which way it went in their chat.
2026-10-08 22:39:05 -05:00
zeex64 4bfa71e94f Merge branch 'main' into main 2026-10-08 20:49:51 -05:00
zeex64 e57bae499a Merge pull request #105 from lennyblk/main
Name the file and the reason when cannot open it for SHA-256 on Linux
2026-10-08 20:42:27 -05:00
Swagi-Redacted 94e4df12ba Sync latest bind changes, added freecam bind, tp to freecam bind, and off board up boost 2026-10-08 13:40:35 -04:00
AyeZeeBB 7ee82b2771 Player distance and nametag settings; far players sent less and more coarsely; profiler addresses
Game
- Player distance (Settings > Interface, "player-distance"): how far
  away another player is still built as a skater, 50 to 1000 m, default
  120. Past it they keep their nametag or dot. All the way up shows
  everyone. A player already shown stays until 15% further out, so one
  skating along the edge is not built and taken down over and over. The
  game ran a full skater for every player on the server wherever they
  were, which is most of a frame on a full one
- Nametags are always ReSkate's own. The "ReSkate nametags" toggle, the
  "Nametag style" button and the nametag-style command are gone; the
  game's own nametags are never shown
- Nametag distance ("nametag-distance"): how far away a name still
  shows before it becomes a dot, 10 to 500 m. Default 120, was a fixed
  150, so by default the name and the skater go at the same distance
- Nametag dots ("nametag-dots"): off hides the dots for far players and
  the ones at the screen's edge for players off screen
- Friends' nametags only ("nametags-friends"): only Steam friends get a
  name or dot; chat bubbles still show for everyone

Server
- A player out of sight of another (half as far again as the low rate
  starts, 255 m by default) is sent to them once a second instead of
  five times. On a full server most players are out of each other's
  sight, and at five a second each they were most of what was sent
- Rotations are rounded before a pose is passed on, more coarsely the
  further away the recipient is: 0.04 degrees within the full rate's
  reach, 0.16 within the half rate's, a third of a degree past that,
  about 5 degrees out of sight. The pose is still an ordinary one. A
  bone that turned by less than a step is the same bytes as before, so
  the difference from the reference leaves it out, and the low bits of
  the ones that did turn pack away. By distance only: a player the
  crowd limit slowed keeps the fine rotations
- A recipient crossing from one precision to another is sent a whole
  state of that player, since a difference from a reference of another
  precision would carry every bone again
- "net" shows the size of the poses sent at each precision

Profiler
- A function in ReSkate.dll is reported by its address when the DLL has
  no symbols. A release build named every one of ours as the nearest of
  three exports, so a report could not say which was slow; the
  release's symbols name the address afterwards
2026-10-07 16:43:18 -05:00
BLACKETT, Lenny 3e3c749d30 Name the file and the reason when Linux cannot open it for SHA-256 2026-10-07 11:50:48 +02:00
AyeZeeBB 150560563a say which file cannot be read, and why
"Cannot open file for SHA-256" was all a player saw when the launcher
could not read ReSkate.dll, at startup and again right after each
download. That is an antivirus holding or blocking the file.

- A sharing violation is waited out for up to five seconds: a file that
  was just written is often held by the scanner for a moment.
- Otherwise the error names the file and its folder, says to add the
  folder to the antivirus exclusions where that is the likely cause, and
  carries the Windows error code.
2026-10-04 17:06:29 -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 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.
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 9ddbd0c7ce Linux build system: server-only target + portable warnings
- CMakeLists: allow Linux 64-bit, server-only includes, portable tests
- ProjectOptions: MSVC /W4 vs GCC -Wall, version.rc Windows-only
- Core/Dependencies: guard Windows-only libs, OpenSSL for launcher_support
- Apps: launcher/emote Windows-only, server Linux links OpenSSL/dl/pthread
- Fix launcher_support lambda return, cas_codec Oodle guards, steam dlerror crash
2026-10-03 16:57:18 -03:00
Juan eab493987c Port server core to Linux (win32 guards + OpenSSL/dlopen) 2026-10-03 16:49:14 -03:00
AyeZeeBB fa92191fc0 badword fix 2026-10-03 02:04:15 -05:00
AyeZeeBB ca1d82f636 1.0.0 Release! 2026-10-02 14:40:41 -05:00