mirror of
https://github.com/Dingo-Shenanigans/ReSkate.git
synced 2026-10-24 15:56:18 +02:00
86fea38bcda4e85f5cd5efb2de87cdf4e97d0245
3
Commits
| Author | SHA1 | Message | Date | |
|---|---|---|---|---|
|
|
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. |
||
|
|
63955e51ff |
Launcher changelogs, download total, Discord joins skip the launcher window; Mod Options
Changelogs. The launcher's main screen has a CHANGELOGS tile in the bottom-left corner. It opens a panel with the newest GitHub release: its tag, title, date and notes. The notes are the release's description, read as markdown and drawn like a mod's README (headings, bullets, code, rules). A release published without a description shows what its GitHub page shows, the tagged commit's message, taken from the releases feed. Fetched once, the first time the panel opens; "Open on GitHub" goes to the releases page. Download total. On GET MODS, the bar for ticked mods now gives the size of what installing them downloads: "3 mods selected / 1.27 GB to download". It is the sum of each mod's newest version as Thunderstore lists it. Discord joins. The command the game registers for Discord to start ReSkate now passes --no-gui, so pressing Join with the game closed goes straight into the game instead of stopping at the launcher window. --no-gui with no other launch flags now starts the game with the launcher's saved settings (window size, menu and console keys, loose files, GPU diagnostics, Discord status, offline, log level, extra launch options), as pressing PLAY does. With flags of its own it behaves as before. Mod Options. The pause menu's "Custom Stuff" page is renamed "Mod Options", in the menu, the READMEs and the comments. Not tested in game: the Discord join with the game closed, and the renamed page. The changelog panel has only been seen with the earlier API-only fetch. |
||
|
|
c7d2ca3601 |
Add Hall of Meat: the bones a bail hurt and its Meat score
As in skate. 3: when the local skater bails, the bones it hurt show over the world through the body, yellow where a hit bruised one and red where one broke it, with the bail's Meat card in the bottom left corner in the place of skate.'s own HUD there: its time, hits (head hits double, vehicles half again), broken bones, road rash, airtime, fall, top speed and rotations, each scoring, and the map's best. A bone breaking pulses the screen's edges red and, in single player, slows the game down a moment. Off until switched on, as in skate.: in skate.'s menu (Custom Stuff > Player) or with `hallofmeat 0|1`, saved with the profile. Everything it draws is skate.'s own, read from the installed game: its skeleton mesh (the Dem Bones costume) posed with the renderer's own skinning matrices, its scoring icons, the THRASHER wordmark and its UI brush strokes. Nothing is shipped. How it works: No Bail already hooks the skeleton response, which runs once a physics step right after the body contacts; it now hands that step on, with the local skater it follows, but only while Hall of Meat is on. Each step reads what every ragdoll body hit and how hard, and whether the skater is a ragdoll; the bail runs on the game's own clock so slow motion measures what the body did. The feature's own hooks, on the renderer's skinned draw packets and main view and on the UI model's write, are prepared at startup and switched on only with the feature, and off again once the HUD corner and the game's speed are given back: switched off, the game never calls them and the physics step pays nothing. The skeleton mesh is read the first time it is on; only the images are read at startup, since the overlay builds its atlas once. The renderer's picture of the skater is read only while a bail shows. The menu's switch reads the overlay model like the others. Every address is in the build table with a fingerprint checked before use. Extension/HallOfMeat/README.md describes the parts; its tests build with DINGOSDK_BUILD_HALL_OF_MEAT_TESTS. The slow motion changes SimulationTime's rate, frame cap and time scale as a session override and steps the local skater along, since skate. sets a skater's step only when it builds its core. It runs the same at every break, but never faster than the game ran: with the trainer's game speed below 1 it only takes the part that is slower still. Afterwards it writes back what it found, each setting only while it still holds what the slow motion wrote, so the trainer's speed comes back as it was; a setting changed from elsewhere meanwhile is left as it is and ends that slow motion. named_setting_value reads a setting's value for it. Tuned in play: a bruise from 7 m/s and a break from 12 m/s along the contact normal (raised twice: a hard fall on flat ground broke bones), a break worth ten of the lightest hits (a heavy bail's hits and breaks outweighed the rest of the card) and a fall half of skate. 3's rate. Fix: the overlay now draws in the back buffer's pixels, not the window's, so it lines up on displays Windows scales (1920x1080 borderless on 4K). The skater's render hooks, its skeleton and its body maps were first found by gBGYo's ReSkate fork (github.com/gBGYo/ReSkate). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |