Commit Graph
21 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 46cf65df0a Server: remove players who have been away too long
Server: remove players who have been away too long

A dedicated server can remove players who are away from their game.

- "afk_kick_minutes" in the config's "players" section: 1 to 1440, or 0
  (the default) for never. "afk-kick <minutes>|off" from the console or an
  admin; a change is saved and applies at once.
- Away is doing nothing a player at their game does: not moving or turning,
  not speaking, not sending chat, and not placing, moving or removing an
  object.
- A minute before the limit the player is told in chat; at the limit they
  are removed with a message saying why and that they can join again. The
  log has an "[afk]" line.
- Admins are never removed for it. The time starts once a player's game has
  loaded the map, and starts over after a map change and when the setting is
  changed.
2026-10-08 22:25:17 -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 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 f13995dfe8 Fix players freezing on dedicated servers; reserved slots are extra slots; bone scale limit 2
Fix players freezing on dedicated servers; reserved slots are extra slots; bone scale limit 2

Players stopping and jumping (1.1.6):
- The new sound messages begin with the same four bytes ("RMS1") as the
  pose updates games send each other over their direct links. The game
  took those pose updates for sound and discarded them, so a directly
  linked player moved only when a whole state arrived.
- Game: only messages from the dedicated server are read as its sound,
  pose or acknowledgement messages; anything from another player is
  decoded as what it is.
- Server: poses and sound go through the server to every player, whether
  or not two games have linked to each other. This fixes games still on
  1.1.6 without an update, at the cost of more outbound on small servers.

Reserved slots:
- "reserved_players_slots" no longer holds slots back. Anyone joins until
  max_players are on; the listed players and the admins can still join
  after that, each adding one slot beyond the limit (33/32 and so on).
- An admin who is also listed counts once, and the total never exceeds
  what a session can hold.
- The list holds up to 1024 players again. "reserved" in the console shows
  how many extra slots there are.

Server:
- "bone_scale_limit" is 2 by default. The game's own skater height is a
  bone scale, so 1 showed everyone at one height. A config that already
  has 1 written in it keeps it until changed.
2026-10-08 17:12:41 -05:00
AyeZeeBB 2833ab1f88 config in sections
Server config:
- Written in sections, in reading order: server, access, maps, players,
  anti_cheat, network, votes. A config from an older version, flat and
  under older names, is read as it is and written back this way on first
  start; only settings that are really new are reported as new.
- Renamed: no_bail, noclip, boosts, parties, voice_chat to allow_*;
  global_bans to use_global_bans; welcome to welcome_message; speed_check
  to speed_hack; score_check to modified_scoring; score_allow to
  allowed_scoring_mods; map_pool and map_rotation_minutes to maps.pool and
  maps.rotation_minutes. Console and admin commands are unchanged.
- Bans are kept in data/bans.json beside the config. A config that holds
  them has them moved there; a bans file that cannot be read stops the
  server from starting.
- Reserved slots are one list, "reserved_players_slots": a slot is kept
  for each listed player who is not on. "reserved_slots" and the
  "reserved slots <n>" command are gone; admins may take a kept slot but
  none is kept for them.
- "tps" is no longer in the file: dedicated servers run at 20.
- "bone_scale_limit" is 1 by default: resized body parts are off unless a
  server allows them.
- New: "pack_ms" (10), how long Steam may hold a message to pack it with
  others; "finger_distance" (25); "steam_debug", which logs what Steam's
  networking says, for connection faults.
2026-10-08 16:18:29 -05:00
AyeZeeBB 38d86e1b72 New pose and sound formats for dedicated servers; direct connections; protocol 44
Poses and skater sound between a dedicated server and its players use new
formats. Lobbies and the links between games are unchanged.

Poses (pose_codec.h, pose_batch.h):
- A pose is rounded once (rotations to 0.08 degrees, positions to a
  millimetre) and sent as its differences from a pose of the same player
  the receiver has acknowledged. Several players' poses share one message.
- The receiver acknowledges messages once a tick; the sender builds only on
  acknowledged poses, or on the whole pose it sent reliably. Loss costs the
  poses in that packet and nothing more.
- Fingers are not sent to players further than "finger_distance" (25 m).
- Games upload their own poses the same way, and the server acknowledges.
- About 300 B a pose at full rate against about 660 B before.
- The server no longer rounds rotations by distance: it saved little.

Sound (sound_codec.h):
- Each sample is sent as what changed since the one before, numbers rounded
  to 1/1024. One reliable message a tick carries every skater a player can
  hear. A stream is sent whole at its start and every two seconds.
- About 106 B a message against 368 B before, on a recording of real play.

Direct connections:
- "connection": "relay" (default) or "direct", with "direct_address" and
  "direct_port". A direct server listens on UDP and is listed with its
  address; players still sign in through Steam.
- Games connect straight to servers that offer it and fall back to the
  relays after 5 s. Setting and "mp direct-connections" to turn it off.

Server:
- "bone_scale_limit" is 1 by default: resized body parts are off unless a
  server allows them.
- Logs Steam's relay network status at start-up and in "net", and watches
  the Steam sign-in.
- "pack_ms" (10): how long Steam may hold a message to pack it with others.
- "steam_debug": logs what Steam's networking says, for connection faults.
- "relay_everything": sends poses and sound through the server even between
  games that have linked, for testing with few players.
- "net" shows pose sizes by rate, the share sent without fingers, and whole
  poses sent.

Game:
- Only ReSkate's nametags are shown; the game's own are removed.
- "mp pose-dump <seconds>" records the local skater's poses and sound.

Tests: pose_codec_tests covers exact round trips, chains of differences,
held fingers, damaged input, the sender and receiver over a link that
delays, loses and reorders, and the sound format; with a recording as its
argument it prints sizes on real play.

Protocol 44: servers and games must both update.
2026-10-07 23:10:13 -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 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
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 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 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 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
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
2026-10-05 23:39:16 -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 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
xThrasherrr b643f76c2f Let server hosts choose the map pool and rotate through it 2026-10-05 14:40:25 -06:00
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
xThrasherrr b20406897c Refuse server ports outside 1-65535 instead of wrapping them
A port of 70000 was narrowed to 4464 without a word, and the next saved
setting wrote 4464 over the owner's typo. The check sits in load_config
because config_error only ever sees the narrowed value.
2026-10-04 13:43:32 -06:00
AyeZeeBB ca1d82f636 1.0.0 Release! 2026-10-02 14:40:41 -05:00