A mod that adds slots to a template made every outfit saved before it
fail to load (recipe_template_mismatch / slot_mismatch), and switching
the mod off did the same to every outfit saved with it. The preset was
blocked, so the player saw the standard skater until the profile
database was edited by hand.
Match the saved outfit to the template slot by slot instead of by
position. A template slot the outfit has no item for starts on the
game's default. A saved slot the template does not have is held, like
an item from a costume mod that is not installed, and a save writes it
back beside the template's slots. Template key, template version,
scalar count and recipe count still have to match.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
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.
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.
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.
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.