Commit Graph
11 Commits
Author SHA1 Message Date
AyeZeeBB 48a9cb8f5b Music: Spotify, YouTube Music and External Audio through the in-game player
Three outside sources can now be played through the game's own music
player. Each has its own row in the music screen, shown only when it is
set up, with tiles that behave like the game's playlists: track name,
cover, pause, next, and pressing a row to start that track.

How the sound gets in
- The game's song decoder is hooked. While one of these tiles is on, the
  audio of the game song behind it (its "carrier") is replaced, block by
  block, with the outside source's audio. The game's volume, fades and
  pausing still apply.
- Rows are songs of our own registered with the game's music registry
  (copies of a real song's asset with their own artist and title), so no
  game song is borrowed or renamed to list a track.

Spotify
- The game is a Spotify Connect device ("ReSkate"), built on librespot
  and linked into ReSkate.dll (SpotifyHelper/, Rust). Audio, track info
  and controls come straight from Spotify. Needs Premium.
- Optional sign-in through the Web API lists the player's playlists and
  Liked Songs as tiles with their tracks.
- librespot can no longer end the process (it does so on a free account
  and on playback errors); only its thread is stopped.

YouTube Music
- Videos and playlists added by link. yt-dlp is fetched on request into
  <Local AppData>\ReSkate\bin and checked against its published sums;
  decoding is done in the DLL, so no ffmpeg.
- Private and age-restricted songs: cookies.txt or a browser's sign-in,
  with QuickJS fetched as the JavaScript runtime yt-dlp then needs
  (Node.js is used instead when installed).

External Audio
- Any app's sound, captured per process from Windows, with the app's own
  output turned down while it plays through the game.

Setup page
- "spotify setup" opens http://127.0.0.1:8421/: device status, sign-ins,
  YouTube links and tools, the external app, loudness. Loopback only;
  changes are accepted from its own page only.

Also
- Speakers in the world play the tile's audio; grabbing one keeps the
  player on their tile.
- Playlists added while the game runs are sent to the music screen live.
- MUSIC-SETUP.md: setup guide for players.

Building the Spotify device and the YouTube decoder needs cargo; without
it ReSkate.dll builds without them.
2026-10-12 03:16:36 -05:00
DeckardDetribine 63b747fd4a fix(music): play favorites sequentially in visible order 2026-10-11 11:32:30 +01:00
DeckardDetribine 4312a08111 fix(music): persist favorites and playlist likes 2026-10-10 17:03:08 +01:00
zeex64 f787733b5c Merge pull request #87 from DeckardDetribine/feature/music-playback-order
Music: preserve playlist order and add a Shuffle option
2026-10-06 16:49:52 -05:00
DeckardDetribine e0b9367e71 fix(music): reload artwork beyond the cache budget 2026-10-06 17:47:06 +01:00
ReSkate local d264ac778c Music: add playlist-order playback toggle 2026-10-06 03:26:37 +01:00
ReSkate local 3db1ef7ca5 Music: release Mods shelf before map unloading 2026-10-06 02:07:26 +01:00
zeex64 2c80bf1b8c Merge branch 'main' into fix/playlist-lookup-crash-guard 2026-10-05 17:00:52 -05:00
ReSkate local 2e6882ede1 Music: guard the playlist lookup against unresolved song entries
The music player's playlist walk loads a song entry, masks it and reads a flag at [rcx+0x14] before it checks the entry's identity. An unresolved or NULL entry makes that read fault and takes the game down while a playlist is built or opened.

Install a 13-byte in-place guard at the reviewed RVA 0x14f80c7 when the music contracts pass. It keeps the original flag test, shrinks the leading mov eax,0 to xor eax,eax, and adds a jrcxz that skips the dereference when the entry is NULL, landing on the loop increment. The site is matched against its contract bytes before anything is written, so an unsupported image is left untouched, and the guard is applied with VirtualProtect and FlushInstructionCache and then made read-only again.

The contract and patch bytes live with the other music contracts in Engine/Game/Build/20260929/local_music.h; the installer is Extension/Music/local_music_safety.{h,cpp}; local_music_ui.cpp invokes it from initialize_music_functions; cmake/Runtime.cmake builds it. A new dingosdk_music_safety_tests (CTest music_safety) pins the contract length, the decoded instructions and the branch target arithmetic without needing the game.
2026-10-05 06:31:13 +01:00
ReSkate localandClaude Sonnet 5.5 702e5c74d2 Music: serve mod cover artwork over HTTP/2 cleartext
The game fetches the artwork URL with HTTP/2 cleartext (h2c, prior knowledge), and only from 127.0.0.1. The loopback server spoke HTTP/1.1, so every cover request was answered with an HTTP/1.1 404 and mod playlist/song covers never appeared.

Speak h2c: complete the SETTINGS handshake, read the request header block (HEADERS and CONTINUATION frames), decode :path with a minimal HPACK decoder (static table and Huffman code from RFC 7541 in hpack_tables.h), and serve the matching image as HEADERS plus DATA frames with flow control. Keep the HTTP/1.1 path for other clients. Serve from one stable origin (http://127.0.0.1:47823/music-art/<mod>/<relative>) so the game's HTTP cache is reused, send Cache-Control and an ETag so it stops re-fetching, close gracefully (closing with unread frames queued makes Windows send RST and the client drops the tail), and use a non-blocking listener since several pollers share it.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-05 00:09:51 +01:00
ReSkate local 5a01b1b0de Music: support custom playlist and song cover artwork in mods 2026-10-05 00:09:41 +01:00