Commit Graph
23 Commits
Author SHA1 Message Date
AyeZeeBB 7676c1d5ea Shader registry guard: no registration of a destroyed database, no lookup index past its records
The shader expression registry registers a database from a queued job, and builds its per-key item
lists from the database's lookup without a bounds check. A database destroyed before its job ran,
or a lookup index past its items, left the registry holding pointers that crash it later
(Skate.exe+0x3f7cf33, +0x3f7ceed, +0x20960b in Sentry). The guard skips a registration for a
database already destroyed and points an out-of-range index at a valid item of the same key,
logging each.
2026-10-17 14:27:20 -05:00
zeex64 20d58a4b73 Merge pull request #262 from Kalmarv/pr/tod-v3
Time of day: the new one loads only after the old one has unloaded
2026-10-16 20:35:04 -05:00
AyeZeeBB 290089e16d crash fix 2026-10-16 17:34:06 -05:00
AyeZeeBB ea3f081367 World: big maps no longer run out of spatial cull IDs while loading
A spatial transaction queue gives every object it tracks a cull ID from a
free list made once, when the queue is, at the game's
InitialCullIdListSize (40,000 in its config), and never grown. A custom
map with more objects (Cardiff) emptied it while loading and the next
insert read entry 0xffffffff of the list (crash at 0x489cfe9).

- spatial_cull_ids: as each queue makes its list, its size setting is
  raised to 262,144, one ID for every entity slot the entity pages hold;
  a larger configured value is kept. 12 bytes an ID per queue.
- The contract checks the list maker and how it reads the setting; it is
  installed at startup with the other world pools.
2026-10-15 20:01:48 -05:00
AyeZeeBB 719cba1166 Freezes and crashes: the game's threads no longer wait on ReSkate's slow work
Players reported the game hanging for about a second while skating. A
profile showed the memory line in the log walking every heap
(HeapSummary) on the client thread, 0.5 to 2 s every two minutes. An
audit of everything that runs on the game's update and render threads
found more of the same, and Sentry's top crashes had causes of ours.

Freezes:
- Memory log line: no heap walk or thread snapshot; the GPU part and the
  write happen on a thread of their own.
- Profile database: synchronous=NORMAL in WAL mode. A save is still kept
  when the game crashes; every play event no longer waits for the disk
  inside the game's hooks.
- ReSkate's own preferences and values (menu clicks, session sliders,
  Discord) are saved by a background writer in order; reads see a value
  until it is saved.
- Input: the foreground window and the keyboard are sampled on a thread
  of their own (GetAncestor and GetAsyncKeyState stalled the client tick
  40-50 ms when another program held Windows' lock); flight input uses
  the sample; ClipCursor at most twice a second while a menu has the
  pointer.
- Hooks installed while the game runs go in one transaction per place
  (HookBatch): throwdowns, remote players, the party, Hall of Meat.
- Off the update thread: the host's map package lookup (one table read in
  the background, not the Mods folder per offer), the trainer's map file
  and settings save, Board Break's settings save, mod music playlists and
  their covers, the Spotify station covers.
- Off the render thread: the Modding page's and the deck card's Mods
  folder reads. The overlay's three startup waits share five seconds.
- Less work per frame: Steam names reused while one a frame is asked
  again, 2 friends a tick, steam_api64.dll checked once per process,
  cosmetic names read in place rather than a system call per character,
  an outfit load no longer copies the inventory per slot, the throwdown
  type scan runs at background priority over resident memory, the Board
  Break deck label is kept a minute.

Crashes:
- Render-resource pool: the metadata fields are written to the state
  owner only. The other renderer is 0x2daa00 bytes, and +0x11aae28 is far
  past its end (store_field crash; heap corruption in every release).
- Other players' skateboard effects: a stale skateboard component is no
  longer followed, and the joint lookup is walked with a bound first (an
  endless loop in reused memory ended in GameStall).
- Launcher: Oodle decodes into the buffer it asks for with corrupt data
  possible, and its assertions no longer stop the process (heap corruption
  in the store-copy scan; a breakpoint in oo2core).

Timings (Send performance timings):
- A frame of half a second or more in a level is sent as game.freeze:
  where the time went (ReSkate's tick, the game's frame, or outside it),
  whether the renderer kept presenting, and ReSkate's busiest zones.
- Closing the game sends the level session it was in.

Music after a connection drop:
- Spotify device: an account Spotify could not be reached with is kept and
  tried again (3 s doubling to a minute); a session that drops is taken
  up again. Only an account Spotify refuses is asked for anew.
- YouTube playlist pictures that could not be fetched are tried again,
  from 30 s to 10 minutes apart.
2026-10-15 18:10:53 -05:00
KalmarvandClaude Opus 5.5 e7786068ce Time of day: the new one loads only after the old one has unloaded
Switching time of day could load the new layer while the old one was
still loaded: the apply loop goes through the layers in catalog order
and sends one event a pass, so going to an earlier time (WeatherDay ->
Evening) sent the load first, and nothing waited for an unload to finish.
Two times of day at once carry both times' lights, and a level with many
lights overflowed the engine's light tables.

A time-of-day layer is now asked to load only once every sibling time of
day that is to be off reports requested and loaded both false; until then
its row says "Waiting for the old time of day".

An unload is no longer sent while the engine is still loading the layer
itself. The engine ignored it, so at a level load the level's own time of
day could stay loaded beside the saved one, and with the wait above the
saved one never loaded.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-15 13:50:51 -06:00
AyeZeeBB 164fdffbd0 Descriptor heaps: dense custom maps no longer overflow the GPU's descriptor heap and crash it
The renderer gives each frame 131,072 shader-visible descriptors past a persistent 120,000, in
heaps of 333,333. Dense custom maps (the Los Santos City sublevels, San Andreas) draw more than
that in a frame, and the renderer wrote past the end of the heap: shaders read garbage
descriptors, which faulted or hung the GPU (page faults at nonsense addresses, in draws, texture
fetches and ray tracing alike). ReSkate now patches the device setup at boot so each heap is
D3D12's 1,000,000 and a frame may use 524,288; heaps are 644,288 descriptors. LS-B2, LS-B3 and
San Andreas (210,000 a frame at its peak) now hold.

Also in this change:
- Memory: perf memory owners/heap/gpu/report, a ledger of who commits the game's RAM; the
  render-resource pool no longer allocates its 115 MB twice; the EadpErrorsData arena is
  capped at 32 MiB (EA's error reporting is blocked anyway).
- Crash reports: tagged with the map, destination, graphics card and driver version (protocol
  v3), so Sentry can group GPU hangs by map and card.
- GPU diagnostics (--gpu-diagnostics): a fuller DRED report, the device-removal and video
  memory watches, a large-draw watch, a record of which game code made and freed each GPU heap
  and resource, checks of every GPU address bound, and a meter of each descriptor heap's use.
- World pools: peak use of entity pages, render instances and spatial blocks in the log.
- dingosdk_mod_mesh_check: checks every MeshSet a mod ships against its geometry; the MeshSet
  reader now knows static meshes' layout.
2026-10-15 13:57:11 -05:00
KalmarvandClaude Opus 5.5 3468f556b0 Lights: a level with more of one kind than the game's table holds no longer crashes it
The game keeps each kind of light (PbrSpotLight, PbrSphereLight, ...) in a
table of 8,192 and crashes at Skate.exe+0x4ea4094 when a level makes more.
- Each kind's light factory is hooked: once the kind's table is nearly full
  it gives no entity, as the game's own factory does for a light it should
  not make. The light is not drawn and the game goes on.
- Said in the log: the kind of light and how many were left out.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 09:40:06 -06:00
AyeZeeBB f356c1eafd Music screen: large playlists no longer empty it, and two logs say why things fail
Music screen: large playlists no longer empty it, and two logs say why things fail
Music screen
- The screen's list was turned down whole, and came up empty (the game's own
  Featured row too), once it held more than 1,024 songs: a few large YouTube
  Music, Spotify or local playlists went over that. The most is now 2,000
  songs and 16,384 places in playlists (music_ui_most_songs,
  music_ui_most_places); 2,000 because the screen's own table of songs is
  read only up to 2,048.
- The rows of the player's playlists are counted as they are registered and
  held under that: with no room left, the rest of a playlist is left out of
  its list (it still plays) and the screen is never empty for it.
- A row whose "artist - title" is longer than the screen takes is left out;
  one such row turned the whole list down as well.
- Said in the log: how many songs were left unlisted, and, should the list
  still be turned down, what it held.
Logs
- Spotify device: librespot's own warnings and errors are written at the
  warning level again; only the rest of what it says stays at debug. A
  player whose Spotify connects and stays silent had nothing to send.
- Multiplayer: a message turned down with "Join code, sender identity, or
  multiplayer protocol did not match" now says which of the three it was,
  its size and first bytes, and whether it came from a dedicated server.
2026-10-13 17:38:50 -05:00
AyeZeeBB 4ac1343b95 Crash reports: self-hosted Sentry instead of Backtrace, and opt-in performance timings
Crash dumps now go to the project's own Sentry server. The launcher's
out-of-process helper is unchanged; only where it posts and what it expects
back are:

- The default endpoint is the Sentry project's minidump URL. Report
  attributes travel as Sentry tags, with the release as reskate@<version>.
- An upload counts as accepted when the server answers with an event ID.
- "backtrace" is "crash_report" throughout: the namespace, files, CMake
  targets, DINGOSDK_CRASH_REPORT_URL, DINGOSDK_BUILD_CRASH_REPORT_TESTS and
  the RESKATE_CRASH_REPORT_URL override.

Performance timings are new, and off unless "Send performance timings" is
ticked in the launcher's settings (RESKATE_TRACING=1). A small tracer
(Engine/Core/Debug/trace.h) posts each finished step to Sentry as a
transaction from a background thread; the launcher and the game it starts
share one trace. Timed: the update check, the Steam download, Thunderstore
installs, the mod merge, starting the game, the launch up to the first
playable level, each level load, joining a session, fetching the identity
lists, and the time spent in each level with its average frame rate and
long frames. Turning crash reports off turns timings off too.
2026-10-12 23:24:33 -05:00
AyeZeeBB a83cb83bb4 Raise the streamed texture limit to 32764, and warn when it is close
The game can stream 20480 textures at once. When a map and its mods
need one more, it takes a slot past the end of its table and waits for
ever on a byte that is part of a counter: a hang, then a crash in the
hang's own report (crash reports of 2026-10-11).

The limit is raised to 32764, the most a texture's 16-bit handle can
index, before the game makes its texture streaming manager:

- The manager is allocated longer (6.0 MB, was 2.3 MB) and its slot
  table and per-slot floats moved behind its end. Each of the 226
  instructions that hold one of those offsets or sizes gets another
  number; no code is added. Its four fixed lists are pointed at longer
  storage once the constructor has run.
- The renderer keeps a block of floats per slot for each of four
  layers. Its object grows to match (27 instructions), and the two
  places that index a layer's block as layer * 20480 become a multiply
  by the new count, in the same twelve bytes.
- Three functions keep 20480 entries on their own stack. Two list
  filters go through a longer list a stretch at a time, and the sort
  is given scratch room of its own past that many. Up to 20480 they
  run as the game wrote them.

Every instruction is checked byte for byte first, and nothing is
changed if any differs or the manager already exists. An empty
texture_limit_stock.txt beside the game leaves the limit as it is.

Players are told when they come close: a notice at 90% of the limit
in force and an error at 100%, each once until use falls below 80%.
The log records each new high in steps of 5%.

Also: when a function of the game finds its stack written over, the
game ends itself with exit code 0xc0000409 and no crash report. The
log now names that function and its callers first.

The site table (texture_streaming_sites.inc) is generated from a sweep
of the supported build; texture_streaming.h describes the layout.

Tested in game below 20480 textures only. Nothing has run above the
old limit, where the three stack guards and the longer lists first
matter. At 32764 the game still hangs; the notice is the protection.
2026-10-11 19:26:23 -05:00
AyeZeeBB 9b79fd7829 Guard a crash when the game describes a failed load
Guard a crash when the game describes a failed load

When a load fails, the game writes "load <address> failed with error:"
and describes each part of the load's error in turn. That list can
hold parts that were never set, and the game calls through them: six
crash reports from one player on 2.0.5 and 2.0.6 all end at
Skate.exe+0x2e3ab9c, after eight parts that read "no error".

The guard hooks that one function. Before the game describes the
list, every part that is not one of the game's own objects is emptied,
so it reads "no error" as an empty part does; the description also
runs under an exception handler. The failed load is then the game's to
deal with, as it meant to.

What the game wrote goes to the log as a warning ("The game described
the error of a load that failed"), with how many parts were emptied,
so content that does not load can be traced. The game's message names
no asset, only an address.
2026-10-11 18:00:30 -05:00
AyeZeeBB 8351654222 Votes by those who vote, map versions, maps reload, and a crash leaving a map
Votes: a vote is decided by the votes cast, not by everyone on the server. It
passes when yes is its percentage of them, at the end of its time, or sooner
once the players still to vote could not change it. A kick still needs two
yes. The card's bar is yes in green from the left and no in red from the
right, with a mark where yes has to reach. No protocol change.

Map versions: a map installed at another version than the host's is no longer
loaded as it is. The download card offers the host's version (MAP VERSION,
UPDATE), which replaces the installed one and is applied while the game runs.
For that the live merge keeps each mod's fingerprint with where its archives
were placed, and places a mod again when its files have changed since: before,
a mod replaced while the game ran was read where the old one lay. When the
host's version is gone from Thunderstore, or the old one's files are in use,
the player is told and leaves the session.

Dedicated server: "maps reload" reads the Mods folder again, so a map copied
in while the server runs can be switched to at once. The server window reads a
copy of the map list.

Map names: a custom map's level is dingolevel_reskate_<map>, and "reskate" was
left in its name ("/map reskate badlands"). The map's own name is shown and
typed now; the old spelling still finds it.

as a level unloads, the game takes each mesh variation out of its registry by the
entry's mesh and reads it unchecked, and this map's meshes unload before
their databases. A guard on that one function has the read of a mesh that is
gone go on with the next entry, and logs how many were passed over.
2026-10-11 16:12:57 -05:00
AyeZeeBB a1621ee19e Dedicated servers: roles, with their tags, commands and permissions
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.
2026-10-11 03:52:13 -05:00
AyeZeeBB b7936a36c6 Steam IDs in the player list for the team; custom scripts switched off
Player list. A player on the developer, staff or homie list sees each
player's Steam ID in the overlay's PLAYERS list for the session they are
in, after "Host" / "Guest" and the distance, on their own row too. A click
copies it. The lists are the backend's, the same ones the tags come from;
every client in a session already knew the IDs, so this changes who is
shown them and nothing else.

Custom scripts. Nothing in scripts/Custom is read or run any more, whatever
the launcher's "Loose files" setting says: nothing used them, and a mod was
using the folder to load a DLL into the game (package.loadlib from its
init.lua). The loader is kept behind one switch (custom_scripts_enabled in
custom_script_loader.cpp) for the day they come back.

For that day, the loader now also takes Lua's ways of running native code
away before the first custom script runs: package.loadlib, require through
the two C searchers and package.cpath, os.execute and io.popen. If that
does not hold, no custom script runs.

The overlay's Mods page no longer has the INSTALLED / SCRIPTS tabs; it is
the installed mods. Editing the game's own Lua and config through loose
files is unchanged.
2026-10-10 10:52:59 -05:00
AyeZeeBB 464e189d61 Guard the game's level unload against an entry with no asset
Leaving a level could crash the game: an access violation in Skate.exe at
+0x3f5fc52, on one of its worker threads, with no ReSkate code on the stack.
Three reports from one PC show the same crash at the same address (two on
2.0.0, one on 1.1.8), each about half a second after leaving Skate3Improved on
a server of 81 to 101 players.

While a level unloads, a job walks each unloading object's table of 0x30-byte
entries and reads a number at +0xc8 of the asset each entry points to. An entry
whose asset never resolved holds null there, and the game reads it unchecked.

The loop is rewritten in place at startup so such an entry is skipped. The
2-byte nop before the loop makes room for a jz straight after the pointer is
masked, the two moves it displaced follow it, and the loop's jump back is
retargeted to the new start. Everything from the read on stays where it was;
nothing else in the function jumps into the rewritten bytes.

The patch is applied only when the game's 50 bytes are exactly what it was
written for. Otherwise the game runs as shipped and the log says why; startup
goes on either way. The log shows "Level unload crash guard: ready" when it is
in.

Not known: which asset is unresolved (the map's, or something another player
had equipped), and why it only happens some of the time. The reports hold
stacks only.
2026-10-09 14:49:33 -05:00
AyeZeeBB 574860da72 Binds for first person, the HUD, voice chat, time of day, No Bail, challenges, nametags and dots
Binds for first person, the HUD, voice chat, time of day, No Bail, challenges, nametags and dots

Eight more actions can be put on a keyboard key, a chord or a controller
combo, in the binds list beside the others. None is bound until the player
binds it.

- First person, Hide HUD, Voice chat on / off, Next time of day, No Bail,
  Show / hide challenges, Player nametags, Player dots.
- Each bind runs the console switch for it, so it follows the same rules as
  typing it: No Bail still answers to a server that has it off, and the time
  of day goes to the server for an admin where the server sets it.
- They are one table (action_binds): a bind is its name in the profile, the
  name "bind <name>" takes, its label and its command.
- "bind firstperson|hidehud|voicechat|tod|nobail|challenges|nametags|
  nametagdots <n>" sets one from the console; 0 clears it.
- They are not read while the menu, the console or the chat box is open.

Console, which the binds use and anyone can type:
- Every on/off switch takes "toggle" ("nobail toggle", "hideui toggle").
- "firstperson 0|1", which was only in the menu.
- "tod next": the time of day after the current one.
- "mp voice-chat on|off|toggle": the player's own voice chat, leaving the
  rest of their voice settings; it says which way it went in their chat.
2026-10-08 22:39:05 -05:00
ComputerKWasTaken 13a64c2e91 Add random community park loading and launch randomization 2026-10-04 16:40:57 -05:00
WackyHckyandClaude Opus 5.5 8fa971ceae Raise physics world body pool for large custom maps
Stock worlds allocate 8,200 bodies (+1 internal) from FBPhysicsWorldSize.
Studio maps give every collision part its own static body, so large maps
(e.g. a 41k-part GTA IV export) hit the FatalAssert
"bodyIndex < m_freeBodyList.capacity()" in FBPhysicsWorld::asyncAllocateBody
and crash on load.

Hook fb::FBPhysicsWorld creation (RVA 0x02606ff0) and raise the size
descriptor before it is copied into the job arguments, so every free list
and per-body array is sized consistently. BodyCount becomes 65,000 (kept
below 16 bits); the pools a static mesh body also draws from (geometry,
owner, hull/mesh, shape, aggregate/fixed shape, fixed partition,
persistent spatial index) scale by the same factor, capped at 2^20.
Contacts, joints, queries and culling tables keep their native sizes.

Both native callers build the descriptor on their own stack, so raising
it in place only affects that world. Contract bytes for the entry, the
descriptor copy, the internal-body increment and both call sites are
validated before the hook is enabled.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-05 06:26:20 +11:00
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