Commit Graph
171 Commits
Author SHA1 Message Date
AyeZeeBB 91c939ea4f Server: limit how far a mod may resize part of a skater for other players
- bone_scale_limit in ReSkateServer.json, and the bone-scale command:
  the most a bone may be scaled in the poses the server passes on, 1 to
  8, and its inverse the least. 1 shows every skater at the game's own
  proportions; 0 (the default, "bone-scale off") is no limit
- A "big head" mod sets one joint's scale in the body's bind pose
  (animation/dingo/cas_rsp_body_bind, the head from 1 to 4). The game
  applies it to the bone, and the bone's scale travels in every pose,
  which is how players without the mod see it. The game's own skeleton
  has no scaled joint, so 1 changes nothing for anyone else
- The player with the mod still sees it on their own screen: the server
  decides only what the others are sent
- Changing it sends whole states again, so nobody keeps a reference
  with the old sizes in it
- Dedicated servers only; a lobby's host has no such setting
2026-10-07 19:42:48 -05:00
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
AyeZeeBB d04920c793 Server: the nearest players always at the full rate; whole states once a minute; relay routes in net
- The crowd limit always sends a player the nearest 8 others at the
  full rate and the next 12 at ten a second, whatever the budget. It
  gave everyone the low rate first and the nearest what was left, and
  with enough players on (about 120 at the default budget, fewer at a
  lower one) nothing was left: nobody was at the full rate, and since a
  skater's sound follows the full rate, nobody was heard either
- Whole pose and sound states are sent every minute instead of every 8
  seconds. A whole pose measured 3.7 KB against 0.7 KB for a difference
  from one, however old the reference, and at every 8 seconds they were
  about a seventh of what a busy server sent
- "net" lists which of Steam's relay locations the connections go
  through, and "net <player>" that player's: Steam reports pings of
  several hundred ms on a server measured at 55-84 ms directly, and
  this says which way the route went
2026-10-07 16:02:26 -05:00
AyeZeeBB d540b88640 Dedicated servers run at 20 TPS; still players at the low rate; message commands in the "/" menu
Server
- Dedicated servers run at 20 network updates a second, fixed for now:
  whatever tps says in ReSkateServer.json is read as 20, and the tps
  command no longer changes it. A busy server's traffic, in and out, is
  its players' poses, and 20 a second is a third less than 30. Lobbies
  keep their own choice
- A player who has not moved or turned for three seconds is sent on at
  five poses a second; the full rate is back with their first movement
- "net" shows what a pose costs as sent, and what it would cost against
  a reference renewed every second, every quarter second, and against
  the pose before, measured on every fourth pose that arrives. It only
  measures: a nearer reference packs smaller, and this says by how much
  before the server is made to send them that way
Game
- The "/" menu on a dedicated server lists /w for everyone, and /msg,
  /msg-party and /msg-admins for admins. The server already answered
  them; the menu is the game's own list and never had them
v1.1.5
2026-10-07 15:27:05 -05:00
AyeZeeBB 737c1611af Server: only change to a map the server has
- The map command, from the console or an admin, refuses a map the
  server does not have: the game's own maps are always allowed, a
  custom one only when its mod folder is in the server's Mods. It
  accepted any level path before, so a server could move everyone to a
  map it had no mod for
- A map setting in ReSkateServer.json that names a map the server does
  not have now stops the server at start, saying to add the map's mod
  or change the map
- The map change itself checks too, whatever asks for it. Votes,
  rotation and the map pool were already limited to known maps
2026-10-07 15:16:53 -05:00
AyeZeeBB 7050fad406 Launcher: trucks back on MODS; Thunderstore button reads as a link out
- The MODS tile shows the skate tool again, faded like the wheel on
  SETTINGS. Thunderstore's mark is no longer drawn there
- The mod manager's Thunderstore button is laid out as a link sign, the
  name, then Thunderstore's mark at the far end, so it is plainly a way
  out to a website. The sign is drawn (a box with an arrow leaving its
  corner); the name is no longer in capitals
- It keeps Thunderstore's green on its dark blue and its height
2026-10-07 15:12:35 -05:00
AyeZeeBB 56b687b058 Launcher: Thunderstore's mark on MODS and its button; ask about enabled mods' updates only
- The MODS tile shows Thunderstore's mark in its own green instead of
  the skate tool, which stays as the fallback when the mark is not
  built in
- "Open Thunderstore" in the mod manager is a branded button: the mark
  and name in Thunderstore green on its dark blue, taller than the
  plain buttons beside it
- The mark is a new asset, assets/launcher/icon_thunderstore.png,
  embedded like the other tile icons
- A disabled mod's update is no longer asked about before PLAY or
  counted on the MODS tile, and "UPDATE AND PLAY" no longer installs
  it. A disabled mod does not load, so its update stays on the Mods
  page, where it can still be updated by choice
2026-10-07 15:01:55 -05:00
AyeZeeBB c98c3f3207 Keep busy dedicated servers playable; hold stale skaters instead of rebuilding them
No protocol change: a server built from this still takes 1.1.4 players.

Server: what each player is sent
- A crowd limit: each player is sent at most crowd_budget poses a second
  (default 600, 0 for none; "crowd <n>|off"). Everyone at 5 a second at
  least, the nearest at the full rate, the next nearest at 10. Before,
  everyone within full-rate distance was sent at the full rate, which a
  crowd of 40 turned into more than a connection carries
- A skater's sound goes only to players within the full-rate distance,
  and in a crowd only from the nearest; it went to everyone
- A player who joins, or arrives after a map change, is shown the others
  about seven a second, nearest first, and none while what they were
  already sent is still on its way. Before, every outfit and every
  stream went at once (and to everyone at once after a map change)
- Whole pose and sound states every 8 seconds instead of 2, on the
  source's own clock, and slower pose rates sent on that clock too, so
  recipients share one patch and compression (DeltaCache) instead of one
  each. The settings survive a map change
- Object updates wait for a connection that is behind

Server: Steam connections
- send_rate (default 900 KB/s, "rate <KB/s>") is set as both Steam's
  minimum and maximum, for open connections and each new one. With only
  the maximum raised a connection stayed at Steam's 256 KB/s; set high,
  what was lost was resent until the connection was full of resends
  (about 1.1 MB/s reaches a player through the relays)
- A 4 MB send buffer, and a refused must-arrive message no longer ends
  the player's session at once: 15 seconds of refusals do (30 for object
  updates). A full queue used to drop everyone who was behind together

Server: seeing what is going on
- "net [player]": every connection's ping, delivery, queue and rate, the
  traffic by kind (poses, sound, voice, outfits, objects), who uploads
  most, and how busy the server's loop is
- A [network] line in the log every minute
- A leave or failed join says how it ended: closed by the player's game
  with Steam's reason, connection lost, or closed by the server and why
- The queue time no longer prints Steam's "unknown" as a number

Server: other
- Reserved slots: reserved_slots and reserved in ReSkateServer.json, and
  the "reserved" command; admins always have one
- The speed check flags a game at about 1.5x and over (was 1.06x), and
  tells only that player; for the admins it is in the log

Game
- A remote skater with no pose for a second stays where it was for up to
  eight seconds instead of being destroyed and rebuilt three seconds
  later. On a busy server one slow frame did that to many players at
  once, and the rebuilding made the next frames slower still
- Every waiting message is read each frame (at most 128 were)
- On an official server the role tags (Dev, Staff, Homie, Creator) show
  for every player, not only the few the game is connected to directly;
  community servers keep the old rule
- The server browser searches Steam at most every 15 seconds (45 after an
  empty answer) and keeps the last list for 15 minutes when Steam returns
  nothing, up from 2
- The game's own connections send at up to 900 KB/s
2026-10-07 14:43:45 -05:00
AyeZeeBB 07fef3820d Limit how many objects each player can place (protocol 43)
Limit how many objects each player can place (protocol 43)

- Servers and lobby hosts set how many objects each player may have
  placed: object_limit in ReSkateServer.json and the "objects" command,
  "Objects per player" in the host options. Default 100; 0 is no limit
- The host and a server's admins are not limited
- At the limit a player's game refuses another object, from the native
  object tool and the park editor, and the menu shows how many they have
  placed
- Enforced by the host or server, which shows everyone no more than the
  limit of each player's layout; objects already shown keep their place
- The limit travels in the roster, which takes the protocol to version
  43: builds before this cannot join sessions with builds after it
- The protocol tests link again (the server browser needs the identity
  lists since the official servers change)
2026-10-07 10:03:54 -05:00
AyeZeeBB 3d259667d7 Sort servers by players by default; allow / in server names
- The server browser opens sorted by most players, in the overlay and
  the native menu; official and friends' servers still come first
- Dedicated server names may contain "/" (builds before this hide a
  server whose name has one)
v1.1.4
2026-10-07 00:28:58 -05:00
AyeZeeBB 101e1af6e4 Official, staff and friends in the server browser; server tokens; Linux self-update
Server browser
- Official servers (the backend's "official_servers") sort first and are
  drawn in ReSkate blue
- Servers Steam friends are skating in sort next, drawn in green with the
  friends' names; searching a friend's name finds their server
- A player in a session they joined can join another server straight from
  the list; hosts still end their session first, and a Steam friend's join
  offer never replaces a session
- Joining a dedicated server from the list records it as the player's
  public session, so friends see it and the row shows HERE
- Blocked servers (the backend's "blocked_servers") are hidden and cannot
  be joined, by code either
- When the backend sets "server_tokens_required", dedicated servers that
  signed in without a login token are hidden, except on the player's own
  network
- A search that gets no internet list from Steam keeps the last list for
  two minutes, and waits six seconds before treating it as empty
Roles
- New Staff tag from the backend's "staff" list: green name, badge and
  item animation, ranked after Dev
- Staff can pick a rainbow for their items on the Special page; it is sent
  as a solid colour older builds can show, so the protocol is unchanged
Dedicated server
- steam_token: sign in with a Steam game server login token and keep the
  same Steam ID every start; empty signs in anonymously as before
- A listed server without a token says so at startup, and when the token
  rule starts or stops hiding it
- Linux servers update themselves from the release's "server_linux"
  tarball, with the machine's curl and tar, pinned by SHA-256, and carry
  on in the same process
Launcher
- Only create the MiniDumpWriteDump API-set shim under Wine/Proton
2026-10-07 00:19:56 -05:00
zeex64 62082426cb Merge pull request #51 from xThrasherrr/fix/perf-sample-thread-id
Let `perf sample` take the thread id it advertises
2026-10-06 16:52:49 -05:00
zeex64 c0dd56ce92 Merge pull request #77 from xThrasherrr/fix/server-dm-shadowed-line
Fix the server build by renaming a direct-message local that hid the command line
2026-10-06 16:51:39 -05:00
zeex64 8e81eb072e Merge pull request #80 from xThrasherrr/docs/readme-gaps
Document missing server commands and launcher flags in the READMEs
2026-10-06 16:51:01 -05:00
zeex64 5b92a7f601 Merge pull request #81 from xThrasherrr/fix/config-save-path
Keep non-ASCII paths from breaking the server, launcher and game
2026-10-06 16:50:32 -05:00
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
zeex64 207a46f315 Merge pull request #96 from DeckardDetribine/fix/large-music-catalogs
Music: reload artwork beyond the cache budget
2026-10-06 16:48:27 -05:00
xThrasherrr 2d3430cbd4 Write paths as UTF-8 in the remaining messages
Each built its text with path::string(), which throws for a character outside the ANSI code page, so the real error or message was replaced by a code-page error.
2026-10-06 13:23:26 -06:00
xThrasherrr 619331aa0b Print the log path from a non-ASCII game folder 2026-10-06 13:23:26 -06:00
xThrasherrr 87824ab811 Keep a non-ASCII data path from stopping the game at startup
Startup logged the mods folder, the merged patch and each map manifest with
path.string(), which throws outside the code page and fails runtime init.
2026-10-06 13:21:43 -06:00
xThrasherrr 7a37f6efc5 Keep listing saved parks when the parks folder holds an oddly named file 2026-10-06 13:21:42 -06:00
xThrasherrr c646906b0b Find the injected DLL in a game folder outside the ANSI code page
Toolhelp returns module paths through the ANSI code page, so a folder like "Skate Тест" came back with '?' in it, the injected DLL was never matched, and the launcher killed the game. The loader's own list keeps the real path.
2026-10-06 13:11:51 -06:00
DeckardDetribine e0b9367e71 fix(music): reload artwork beyond the cache budget 2026-10-06 17:47:06 +01:00
AyeZeeBB 2cdc5ee8df Fix costume merging, restrict server names, add Centrix tag
- Mod merge: rebuild a merged bundle's chunk metadata the way the game
  writes it (one record per chunk, in chunk GUID order), so costumes
  from different mods built on the same game costume keep their
  textures and meshes
- Merge audit checks that layout, and there is a new unit test for it
- Server names: only letters, numbers, spaces and - _ [ ] ( ),
  1 to 64 characters; the server browser hides servers with other names
- New Centrix tag from the backend's "centrix" list: blue and white
  name, badge and item animation, ranked after Dev and before Creator
v1.1.3
2026-10-05 23:39:16 -05:00
ReSkate local 6399119646 Music: verify shuffle preference persistence 2026-10-06 03:43:51 +01:00
ReSkate local d264ac778c Music: add playlist-order playback toggle 2026-10-06 03:26:37 +01:00
zeex64 0d5dfda243 Merge pull request #85 from jnslol/feat/chat-bubbles
Add chat bubbles above each skater
2026-10-05 20:59:03 -05:00
Juan 23151496f1 Add chat bubbles above each skater
A player's recent chat lines show as speech bubbles above their skater: newest nearest the head, older lines stacking upward, each popping in with a slight overshoot before it fades. Emotes render as their images, a message that is nothing but a few emotes shows them jumbo, and a message longer than a handful of lines is cut with an ellipsis so one line can never wall the screen off.

Local display options live under Settings > Interface > Multiplayer (on/off, own messages, distance, duration and how many recent lines stack) and the console gains mp chat-bubbles, chat-bubbles-own, chat-bubbles-distance, chat-bubbles-duration and chat-bubbles-history.

The chat panel and the bubbles now share one rich-text module (chat_rich), and a filtered message keeps its emote names: the bad-word mask is applied, but emote tokens are put back from the original before they are parsed.
2026-10-05 22:46:40 -03:00
ReSkate local 3db1ef7ca5 Music: release Mods shelf before map unloading 2026-10-06 02:07:26 +01:00
AyeZeeBB dcc5e31a67 Update server_host.cpp v1.1.2 2026-10-05 18:57:42 -05:00
AyeZeeBB 137273e274 carry added assets with a changed list, combine in-place values, list repeats once
Merge: carry added assets with a changed list, combine in-place values, list repeats once

Three merge bugs found by auditing 104 installed mods:

- A changed list (the music playlist) reached every bundle copy that holds
  it, but the songs a mod added beside it only reached copies of the bundle
  the mod added them to. The game keeps the playlist in eight bundles, so
  the other seven named songs they did not hold. Added assets now follow
  the change into whichever bundle copy takes it.
- An entry naming an asset that lost its name to another mod's asset is
  now dropped from the list, both in the merged bundle and in the list
  other mods' copies are given.
- Two mods changing values in place in one asset (lighting) kept one mod's
  copy whole and silently dropped the other's. Plain values are now
  combined, the higher-priority mod winning where both changed one. An
  edit that also moved a reference or resized a list is taken whole or not
  at all, and the merge notes whose changes are missing.
- A reference two mods both append to a list is listed once.
2026-10-05 18:53:51 -05:00
xThrasherrr 3fe6a7e607 Use UTF-8 for config paths in server messages
In a server folder outside the ANSI code page, path.string() threw while building the error for a failed config write. At startup that second throw escaped the catch in main, so the server crashed with an empty log instead of saying it could not write the config.
2026-10-05 17:51:03 -06:00
xThrasherrr 746ea6aca3 Document missing server commands and launcher flags in the READMEs 2026-10-05 17:45:57 -06:00
xThrasherrr ed8272a797 Fix the server build by renaming a direct-message local that hid the command line 2026-10-05 17:24:57 -06:00
AyeZeeBB a9742673da log changes 2026-10-05 17:27:50 -05:00
zeex64 8403d4a548 Merge pull request #66 from wishluna/tolerant-loadout-slots
Load a saved outfit whose slots differ from the template's
2026-10-05 17:10:35 -05:00
zeex64 1466359a14 Merge pull request #45 from xThrasherrr/fix/launcher-empty-arguments
Pass empty launch arguments to the game as ""
2026-10-05 17:05:05 -05:00
zeex64 bdbf5b015a Merge pull request #58 from DeckardDetribine/fix/propagate-added-assets-multi-mod
Vfs: carry added assets from every mod that edits a shared asset
2026-10-05 17:01:45 -05:00
zeex64 f262614119 Merge pull request #52 from xThrasherrr/fix/freecamfov-range
Reject freecamfov values the client would refuse
2026-10-05 17:01:23 -05:00
zeex64 f6d77b88b9 Merge pull request #57 from DeckardDetribine/fix/playlist-lookup-crash-guard
Music: guard the playlist traversal against unresolved song entries
2026-10-05 17:01:00 -05:00
zeex64 2c80bf1b8c Merge branch 'main' into fix/playlist-lookup-crash-guard 2026-10-05 17:00:52 -05:00
zeex64 9f9d611f7d Merge pull request #56 from DeckardDetribine/pr/mod-music-shelf
Music: add a native "Mods" shelf above Featured in the Music Player / Playlist Manager.
2026-10-05 17:00:01 -05:00
zeex64 5cb6cb57ae Merge pull request #53 from xThrasherrr/fix/help-developer-group
Drop the nonexistent Developer group from the help text
2026-10-05 16:59:32 -05:00
zeex64 e877af0620 Merge pull request #50 from VexFlint/fix/linux-console-crlf
Accept CRLF lines on the Linux server console
2026-10-05 16:58:49 -05:00
zeex64 0c3ca2bb68 Merge pull request #49 from VexFlint/fix/systemd-unit-duplicate-log
Send the systemd unit's stdout to the journal, not a second copy of the log
2026-10-05 16:58:30 -05:00
zeex64 f6e191cfbd Merge pull request #48 from DeckardDetribine/pr/mod-music-artwork
Music: custom playlist and song cover artwork for mods
2026-10-05 16:57:56 -05:00
zeex64 e4a534a366 Merge pull request #72 from Vebjorhk/fix/offline-pause-menu-tab
Fix empty Social page and dead Back when reopening offline pause menu
2026-10-05 16:56:46 -05:00
zeex64 022900d9fc Merge pull request #74 from xThrasherrr/feat/server-map-pool
Let server hosts choose the map pool and rotate through it
2026-10-05 16:53:52 -05:00
zeex64 f940e5eb2c Merge pull request #75 from moelrobi/claude/upbeat-fermat-61tz9j
Add server direct messages (msg, msg-party, msg-admins, /w)
2026-10-05 16:48:23 -05:00
AyeZeeBB de631ad9e6 leave out mods that copy store items, chat badge check
- Mods that add copies of store items under new names are no longer
  loaded. The launcher, mod manager and game say why.
- A chat line passed on by the host only shows a Dev/Creator/Homie
  badge when the player's own copy of it arrives too, so a host
  can't put one on a line that player never wrote.
2026-10-05 16:29:37 -05:00