- park-mod reload <name> [<name>...] reads a spawned park's file again and
swaps its objects in place, keeping its timer; all or none, within
park_limits, and players are told the park was updated
- park-mod config add <name> | <mod folder> | <map> [| <key>] and
park-mod config remove <name> change maps.park_mods without a restart,
validated like the startup config and saved like the map pool; removing a
spawned park's entry removes the park too
- The client's admin "/" menu lists reload, config add and config remove
- README.txt and help cover the new commands; server_park_mods tests reload
(in place, timer kept, refused when not spawned or broken) and config
add/remove (saved, refusals, by an admin)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Y2G4APEkhHgVs59RDL3XWD
- maps.park_mods binds a Park Editor park mod (Mods/<folder>/parks/<key>.park.json)
to a name and the map it was built on; maps.park_limits caps the parks and
objects spawned at once (3 and 512 by default)
- park-mod list | add <name> [<name>...] [minutes] | remove <name> [<name>...] | clear,
from the console, as /park-mod by admins, and by players through custom votes
- A spawned park is the layout of the server's own SteamID and epoch, sent like a
player's: games since 1.0.0 already show it, it counts against no player's
object limit, nobody can move or delete it, and it stays when players leave
- Objects players' games would not take (not Build Kit items, broken values) are
skipped and logged; a missing or broken park is an error line when spawning
- Optional expiry (1-1440 min) with a warning in chat a minute before; every
park goes on a map change and none survive a restart
- [parks] log lines name who did it: console, the admin, or "a vote"; a vote's
refusal reaches chat
- park-mod is reserved for custom commands; README.txt documents the settings,
commands and a park/unpark vote
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Y2G4APEkhHgVs59RDL3XWD
eleport <players> <player|x y z>, from the console or for a role with
the command: one player (a name's start or a SteamID64) or up to 64
SteamID64s joined by commas, to a player or a place. Several stand in
tpall's ring round the target; one sent to a place lands on it. Those
not connected or not in the world yet are skipped and named, and each
use is logged. tpall and tphere share the ring code. The name is
reserved, and it is in help, the chat list, README.txt and
README-roles.txt.
The server window merged in #170 did not compile on main. Its admin
card listed the admins a config no longer has: it lists the players
given a role, and gives or takes the admin role with the role command.
The "autostart" setting it reads is added to the config (off unless
set). A second read of Steam's debug lines is removed: they already
come with the direct notes.
Co-Authored-By: Robin Möller <moelrobi@gmail.com>
Dedicated servers: roles, with their tags, commands and permissions
A dedicated server had one list of admins who could do everything, and
everyone else could do nothing. It now has roles, kept in
data/roles.json beside the bans: each a name, the tag its players wear
in the game, the server commands it may use, what it may do besides
commands, and a rank.
A server starts with five: player (everyone given no role: chat, votes,
parties, private messages), vip (a reserved slot), moderator (kick, ban,
messages, giving out lower roles), admin (everything) and muted. The
default role is whoever was given none; a role has what the default has
as well as its own unless it says it does not inherit. A reserved slot
is a permission, so a role's players have one without being listed.
Nobody kicks, bans or changes the role of a player whose rank is theirs
or higher, or gives out a role that is; the console is above every role.
"*" is every command but role and reserved, which a role has only when
it lists them.
New commands: role <player or SteamID64> <role>|none, roles, and roles
reload. "admin add|remove" and "admins" are gone: the admins an older
config lists are moved into the admin role the first time the server
starts, and leave the config.
In the game, a player's role tag and colour show in chat and on their
nametag, and each control in the Multiplayer menu, the map, time of
day, world layers and parks follows the command it needs rather than
one admin flag, as do the commands chat offers.
Protocol 48: the roster carries each player's tag, and a new
permissions packet tells a player what their role gives them. Older
games and servers do not connect to newer ones.
Also fixes a name clash that kept the server config tests from
compiling.
A hacked game was resizing its skateboard and reporting it at another
player's position, so everyone saw an oversized board riding on them,
and with player collision on it knocked them about.
A skateboard is now held to within 10% of its size, apart from the limit
on resized body parts: on a dedicated server when its scale limit is on,
and in every player's game whatever sent the pose. Another player's
board is solid only within 3 m of its own skater; one further off is
seen and not felt.
Dedicated servers also check for a board kept on another player
(Server/board_check.h): one away from its own skater that stays beside
one other player while that player travels 8 m over at least 3 seconds.
The board is then no longer passed on to the others until it has behaved
for half a minute, and the log and the admins in the game are told who.
New setting anti_cheat.pinned_board and command board-check:
off | warn (default) | kick.
- announce-to <player> <text>: the announcement card goes to that player only.
- Announcements are no longer posted in chat, only shown as the card; the
now pointless "card" setting is gone (old files' value is ignored).
- ReSkateServer.json "commands": the owner's own /commands, each with a reply
and/or server commands run as the console ({player}, {map}, {arg}), an
optional admin-only flag, and never listed in /help.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NYHTXYAUyibUbfztfcriYB
A hacked client could move its skater's bones anywhere and stretch the
skater across the map for everyone: the server limited a bone's scale
but not its place.
Server: new anti_cheat setting bone_reach_limit, default 1 metre (0.5
to 20, 0 for off; console bone-reach <0.5-20>|off). A body or board
bone further than that from its parent is pulled back before the pose
is passed on. On the game's rig these bones never move (the longest, a
thigh, is 0.44 m). The fourteen skater bones that do move by metres
(they follow the board and the body in a fall) are held to 100 m, and
the board's rig to 5 m from the board.
Client: every pose a game is shown is held to 2 m reach and 8x bone
scale, whoever sent it, which covers servers that have not updated and
sessions without a dedicated server. A client used to accept up to
100x scale.
The limits come from two recorded play sessions; the exempt bones are
picked by index for the current build's 395-bone rig. The pose codec
bench now prints each recording's bone reach, and reads recordings made
by earlier versions.
The console (stdin, mp server, scripts) can now start the real vote and poll
cards instead of faking them with chat lines:
vote <map|kick|tod|<custom vote>> [argument]
poll <question> | <answer> | <answer>... and poll end
poll-run <command with {answer}> | <question> | <answer>...
A server vote keeps every check a player's has (the vote is on, min_players,
one vote at a time, the map pool, the tod list, the custom choices, admins
cannot be kicked) but has no cooldown and no yes of its own; its starter is 0.
A server poll may be asked whatever "polls" says. Chat reads "The server
started a vote to ..." / "The server asks: ...". poll-run runs its command
for a clear winner, as the console, and nothing on a tie or no answers; it
is refused from anywhere but the console.
start_vote, start_poll and end_poll take a Guest * (nullptr: the console)
and return why they did not start; every player message and log line is
unchanged.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QVkhUHpDKhPgxS3HNWNXB8
Builds on the 2.0.0 vote card. Protocol 46: a server's vote can now be a
poll, and the roster carries who may start polls, the owner's own votes
and the current announcement.
Custom votes (votes.custom): the server owner defines /vote <name> [choice]
in ReSkateServer.json. When one passes, the server runs its command as the
console; {map} is the current map and {arg} the player's choice, which must
be one of the vote's "choices", so players never put free text into a
command. They show in /help, /vote list and the "/" menu.
Polls: /poll <question> | <answer> | ... with 2 to 6 answers. A poll runs
nothing. Players answer by clicking a row on the vote card or with /1, /2...;
the card shows each answer's count, then the result for a few seconds.
votes.polls says who may start one (off, admins, everyone), poll_seconds how
long it runs, and /poll end ends it early (its starter or an admin).
More vote settings: each vote may have its own seconds, cooldown_seconds and
min_players; starter_votes_yes says whether starting a vote counts as a yes.
The "votes" admin command sets all of them.
Announcements: "announce <text>" posts a chat line and shows a card at the
top of every player's screen. The new "announcements" section holds messages
the server posts in turn every interval_minutes while players are on;
"card": false keeps them to chat. Managed with the "announcements" command.
Older configs gain the new settings with their defaults on first start.
Server/README.txt documents them.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01WbSRfNf5T9wX4XMMQ5kwia
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.
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.
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.
Conflicts in Server/server_host.cpp: main changed the command code after this
branch moved it to Server/server_commands.cpp. The moved copy now has what
main added since: the "chat-color" command, "park random", and its line in
the help text.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>