Commit Graph
17 Commits
Author SHA1 Message Date
AyeZeeBB b229062400 Skater effects on other players: costume and board trails, and contact sparks and dust
Other players' skaters and skateboards showed none of the game's skater
effects: not the trail or fire a costume or deck comes with, and not the
sparks, dust and puffs of a skater touching the world.

Costume and skateboard effects. The game gives another player's skater and
skateboard the right effect sets by itself, but builds them before their
outfit is on, so nothing showed. They are now built again half a second after
the outfit is applied. An always-on effect that a skater's item puts on the
skateboard's wheel joints (the Ghost Skater trail) follows the skater's own
copy of those joints, which only this player's skater keeps up to date: for
other players it is taken out of the skater's sets and built on their
skateboard, which has the same joints.

Contact effects. They come from a skater touching the world, which only
happens in that player's own game. Each game now captures its skater's
contacts (position, velocity, surface normal, surface material) and sends up
to three a tick in a new unreliable packet, PacketKind::effects. Other games
play each through the game's own function, so the effect is still chosen from
the surface and the speed. A contact is shown as late as that player's poses
are, only within 30 m of their skater, and only for a material the level's
table has: the game reads that table without a bound.

Server. A dedicated server relays effects packets to players within 150 m of
the sender, at most one packet a tick from each player. New setting
players.sync_effects (default true), console and admin command
"effects on|off". Off: the server relays none, and the roster tells games
neither to send their contacts nor to build other players' costume and
skateboard effects. Player-hosted lobbies relay through the host and always
share them.

The roster carries one more byte for the setting. Still protocol 45, which
has not been released.

New console command "mp effects": what has been captured and played, and why
the last contact was refused if one was.
2026-10-09 00:10:11 -05:00
AyeZeeBB 9ab985e778 Server: object scaling can be turned off
Server: object scaling can be turned off

A dedicated server can stop players resizing the objects they place.

- "allow_object_scaling" in the config's "players" section (default true),
  and "object-scaling on|off" from the console or an admin. A change is
  saved and applies at once.
- Off: the server shares every player's objects at their own size, whatever
  that player's game sent. Admins can still resize theirs, as with the
  object limit.
- The roster tells each game. In the park editor of a player on such a
  server the SCALE mode is not offered, its Y shortcut does nothing, the
  scale box is disabled with a note saying why, and what is placed or edited
  is its own size.
- An object resized before the setting was turned off is its own size for
  everyone else straight away; its owner sees it resized until they edit it.
2026-10-08 22:21:00 -05:00
AyeZeeBB 5967124f3a Vote card above chat with rebindable Yes and No; fix full servers breaking on extra slots
Votes on a dedicated server show as a card above chat instead of being
followed through chat lines.

- The card has what is voted on, the Yes and No counts, how many are needed,
  a bar of how far Yes has got, and the seconds left. When the vote ends it
  shows Passed, Failed or Cancelled for four seconds.
- Yes and No are two buttons, labelled with the player's binds. The answer
  given is highlighted and can be changed. They can be clicked whenever the
  cursor is free (chat, menu or console open).
- Two new binds, "Vote yes" and "Vote no", in the binds list: F1 and F2
  unless changed, to keys or controller combos like the others. They are
  read only while a vote is running, and not while typing.
- /yes and /no still work and show on the card. The player a kick vote is
  about sees the card and has no vote in it.
- Console: "mp vote yes|no", "bind voteyes <n>", "bind voteno <n>".

Server:
- The roster carries the running vote (id, kind, tally, seconds left,
  starter, target, label) and the one just finished with how it ended.
- A chat line is no longer sent for each change of the tally; the lines for
  a vote starting and ending stay.

Fix: a dedicated server's roster may list more players than its limit.
The extra slots for reserved players and admins (33 of 32) made a roster the
protocol refused to encode, so with one in use the server logged
"Server error" every pass and stopped part-way through each one until
somebody left. Lobbies hosted by a player are still held to their size.
2026-10-08 21:54:45 -05:00
AyeZeeBB 0b58163de5 Server: its chat lines in colours the owner chooses; protocol 45
Server: its chat lines in colours the owner chooses; protocol 45

A dedicated server's own lines in chat (its welcome, console messages and
answers) were made violet in #129. The owner can now pick the colours.

- "chat_color": the "Server" badge and name, as "#RRGGBB" (default
  "#8E5CFF", violet).
- "chat_text_color": the text of those lines (default "#D9C8FF", lavender).
- Both are in the config's "server" section; a value that is not a colour
  stops the server from starting and names the setting.
- Console: chat-color <#badge> [<#text>]. Saved, and sent to everyone on
  the server, so the next line uses it.
- With the defaults, chat looks as it did.

The colours travel in the roster, so this is protocol 45: servers and
games must both update. Lobbies hosted by a player are unchanged.
2026-10-08 20:42:51 -05:00
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 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
xThrasherrr 7007ad0389 Name the missing map when leaving a session over it
The host sends the map's name with map offers and changes, since a player without the map's mod has no manifest to name it from.
2026-10-05 15:09:30 -06:00
xThrasherrr 206885fa62 Add a map pool card to the Multiplayer menu for server admins
The server now sends admins its pool and rotation with the map list, which bumps the protocol to 42: players and servers need this build to connect.
2026-10-05 14:43:12 -06:00
AyeZeeBB 5bfe4f7bfa tag preview, separate switches and per-item colors
- Split the single switch into "Show my tag" and "Show my items", and
  show the tag as chat and nametags draw it.
- Color whatever is equipped instead of the one hoodie and pink board:
  top, bottoms, shoes, socks, hat, glasses, outfit, costume, deck, grip
  tape, trucks and wheels, each set on its own.
- Each item can use its list's animation (rainbow, red or gold), a
  gradient between two picked colors, one solid color, or be off.
- The choices travel with the player's appearance so everyone sees them.
  Protocol version 41.
2026-10-05 00:00:45 -05:00
AyeZeeBB c930b512e6 Backend lists for tags, cosmetics and bans
- Read Dev / Creator / Homie Steam IDs from api.reskate.dev instead of the hardcoded list
- Creator (red) and Homie (gold) tags and hoodie/board colours; Admin tag is now pink
- Global bans: lobby hosts and dedicated servers turn banned players away
  ("global_bans": false in ReSkateServer.json opts a server out)
- SPECIAL menu page for listed players to hide their own tag and items
- Fix hoodie and board keeping the animated colour after the animation turns off
- Multiplayer protocol 39 -> 40
2026-10-04 22:33:57 -05:00
AyeZeeBB 3fddd1433a Trainer: quiet by default, host's setup for guests; drop the out-of-view cut
Follow-ups to the trainer (PR 37), and one multiplayer change.

Off until asked for (Extension/Trainer)
- The jump read-out and the LB+RB controller shortcuts start off. Jumps
  are logged only while the read-out or telemetry recording is on, and
  trick launches only when the trainer scaled them. A saved trainer.json
  keeps what the player chose.

Memory search on demand (trainer.cpp, trainer_classes.cpp)
- The search for the game's tuning classes reads all writable memory.
  It ran for every player after a level loaded, and up to seven times
  when it found nothing. It now runs only when a class value or the flip
  speed is not the game's own (the player's, or a host's they skate
  with) or the EVERYTHING list is open, and at most three times a level.
- For those players it runs again on each level, which brings fresh
  copies; a search from an earlier level used to count as done.

Guests under enforced physics
- A guest is locked by the session's enforce setting, from the moment
  of joining (Engine/Game/Multiplayer/session_physics.h), not by whether
  the enforcement status text was set yet.
- A guest's class values no longer come back after a map change.

The host's whole setup reaches its guests (protocol 39)
- Only Gameplay/SkatePhysicsTuning travelled, so a host could push,
  sprint or jump further than the guests it held to the game's own.
- New packet physics_extras (30): the host's class values, trick
  multipliers and auto push (trainer_session.h), sent when they change
  and to players who join later, taken from the host only. A dedicated
  server's are the game's own and it ignores the packet.
- Under enforcement a guest's own trick multipliers stand down for the
  host's, whatever the boosts switch says. With enforcement off nothing
  changes.
- A guest refuses bytes that are not an encoding, holds values to the
  trainer's own ranges, and leaves out class values written for another
  game build's table.
- protocol_version 38 -> 39: released versions disconnect from a peer
  that sends a packet they cannot decode.

Out-of-view players are posed every frame again (Session/session.cpp)
- Players outside the camera's view and past 8 m were sampled at 20 Hz
  (b763631). The game's replays record each skater as it stood every
  frame and their camera looks anywhere, so those players moved at
  20 Hz in replays. Removed; the distance rule (20 Hz past 200 m, 10 Hz
  past 350 m) stays. This gives back the client-tick time it saved on
  busy servers.
2026-10-04 14:19:30 -05:00
AyeZeeBB a7d95057ac Harden multiplayer against disruptive and spoofed traffic
Cap outfit packets and stop dropping recipients when a relay cannot be
built. Add per-player relay limits for outfits, skater sound and voice,
and a back-off for Steam IDs that keep failing to join.

Throwdowns: only participants can write rows, turns and scores; a copy
that fails to spawn no longer blocks the others.

Throttle remote skater and skateboard re-creation, cap remote objects
per session, and show developer and friend marks only for identities
Steam vouches for. Route all connections through Steam's relays.

Dedicated server: validate map changes, clean player names, keep vote
cooldowns across reconnects, and cut ban labels on a character boundary.
2026-10-04 13:49:11 -05:00
AyeZeeBB b763631b77 Trim per-frame multiplayer client work; size mesh pool to the GPU
Mesh streaming pool (fixes loading crashes on older GPUs)
- 1.0.0 forced MeshStreaming.PoolSize to 3.5 GiB on every card. An RX 580
  crashed while loading with DXGI_ERROR_DEVICE_RESET, and the oversized pool
  is the likely cause. The pool is now a quarter of the largest hardware
  adapter's dedicated video memory, capped at 3.5 GiB; cards of 6 GB or less
  keep the game's own 520 MB. The card, its memory and the chosen size are
  logged once at startup.

Remote players (busy servers)
- Transform interpolate is inline plain arithmetic: 22 -> 5.8 ns per joint.
  It was 4% of a busy server's client frame, since every player within
  200 m has the whole skeleton interpolated every frame.
- Players out of the camera's view and more than 8 m away are sampled at
  20 Hz, like far players. Their position still updates every frame for
  collision, sound and nametags, and a player coming into view is sampled
  that frame.

Expression hooks (run for every expression the game executes)
- No profiler zones in the expression hooks: taking a sample switched them
  on, inflating the very samples that measured the hooks.
- The throwdown lab pump does one sorted lookup of the running graph and
  skips everything else for graphs it doesn't watch (graph_throttle gets
  throttled_graph for this).

Settings and memory reads
- Script gameplay-setting and native-setting gets are served from small
  per-thread caches, keyed on the asset/key address, its first 8 name
  bytes and a new profile::Store::changes() counter, instead of a store
  lookup each call.
- Per-frame reads in the client tick, native settings and population
  controls use memory::peek instead of ReadProcessMemory.
- Script error logging probes each argument pointer once.
2026-10-02 21:07:43 -05:00
AyeZeeBB f7fc909ca7 Revert "Keep launcher alive through Skate startup; trim per-frame client work"
This reverts commit b7932535e5.
2026-10-02 20:19:51 -05:00
AyeZeeBB b7932535e5 Keep launcher alive through Skate startup; trim per-frame client work
Launcher
- "Close the launcher when Skate starts" now hides the launcher and exits
  when Skate.exe does, instead of exiting as the splash opens. Outside a
  Steam library, Skate's protection closed the game (TerminateProcess 0x32)
  when the launcher exited during startup; players confirmed turning the
  setting off avoided it.
- STATUS tile warns when Steam isn't open or signed in that PLAY starts
  offline as Unknown Player (hidden when Offline mode is chosen or while
  launching).
- Setting description updated to match.
Startup interventions (20260929)
- exit_return 0x87755f2 -> 0x87fe7fb: the last LEA RSP,[RSP]; JMP stub
  before the PUSHFQ / LOCK CMPXCHG routine, as 0x87367cf was in 20260908,
  and the return address player logs show. Only enforced once a frame site
  is armed; this build's protector has no equivalent rep stosb frame clear.
Client frame cost (profiled 2026-10-02)
- Transform interpolate is inline plain arithmetic (~1% of an MP frame).
- Script gameplay-setting and native-setting gets are served from small
  per-thread caches keyed on asset/key address, name prefix and a new
  profile::Store::changes() counter, instead of a store lookup each call.
- Hot-path reads in client tick, native settings and population controls
  use memory::peek instead of ReadProcessMemory.
- Script error logging probes each argument pointer once.
2026-10-02 18:56:57 -05:00
AyeZeeBB ca1d82f636 1.0.0 Release! 2026-10-02 14:40:41 -05:00