18 Commits
Author SHA1 Message Date
AyeZeeBB f289666c2c Entity limit 4x, replay crash guard, -map launch option, memory tools; pause-menu fixes
Memory
- The entity and pending-update pages are four times the game's own size
  (524,288 slots), down from eight times. At eight, the game kept a
  3.5 GB block for them that was fully in RAM on custom maps; the largest
  map load seen needs about 150,000 slots. The render-instance pool and
  spatial buckets stay at eight times.
- The log has a "Memory:" line when the game's memory, the players in the
  session or the skaters built change: committed, in RAM, players, skaters
  built, player distance and map.
- Console: `perf memory` lists the game's memory by block size.
  `perf memory mark` remembers it, and the next `perf memory` says what
  was added since. `perf memory trace` also records who asked for each
  block until `perf memory stop`. `perf memory big` lists the largest
  blocks with how much of each is in RAM and a sample of what is in them.
  RESKATE_MEMORY_TRACE=<megabytes|all> starts the trace with the game.

Replay crash guard
- The game's replay recorder crashes when its stream has no room for the
  next chunk: it writes to the chunk it was not given (Skate.exe+0x48efa34,
  crash reports of 2026-10-10). The function now runs under a handler
  that, for that one fault alone, returns as if no chunk was ended, and
  says so in the log. Any other fault still goes to the crash reporter.
  The skip path has not been triggered in testing.

Launcher
- `-map <name>` (also --map, -map=<name>) loads that map as soon as the
  game is up, named as the console's `load` names one. With --no-gui and
  no other options the launch still uses the saved launcher settings.

Pause menu
- The Multiplayer and Mod Options pages step aside while the game's side
  menu, or a screen opened from it such as Settings, is over them. They
  drew over both before.
- A button still held when a page comes back is not a press on it: the
  Back that closed the side menu no longer dismissed the page as well.

Multiplayer cosmetics
- A player whose mods add or remove cosmetic slots (stickers, say) no
  longer has the whole outfit refused. Their items go to this game's slots
  by slot: a slot they lack stays empty, an item in a slot this game
  lacks is left out, and the log says how many of each.
2026-10-10 16:15:59 -05:00
DeckardDetribine 4312a08111 fix(music): persist favorites and playlist likes 2026-10-10 17:03:08 +01:00
AyeZeeBB 978c2a2430 Guard a missing shader preset, end a stuck close, unload guard off
Costume crash: the skater scripts' item:addEsShaderPreset uses the
preset it is handed without checking that it is loaded, and the game
crashed in the material's construction shortly after arriving on a
server's map while wearing a modded costume. The call is now checked
first: an item whose preset is not there is shown without it, and the
log says so.

Stuck close: once the player closes the game, a watch starts. If the
window has gone or stopped answering and the process is still there
8 seconds later, the process is ended. A window that still answers
(the close was turned down) is left alone, and the watch stands down
after two minutes.

Level unload guard: switched off. Skipping the entry that crashed left
its reference registered, so leaving the level never finished and the
game hung with the world unloaded. The crash it covered is back until
the reference is released properly.
2026-10-09 16:58:40 -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
zeex64 b158887f06 Merge pull request #137 from Krischan-Klug/main
Add Hall of Meat: the bones a bail hurt and its Meat score
2026-10-09 10:24:36 -05:00
Krischan-KlugandClaude Opus 5.5 c7d2ca3601 Add Hall of Meat: the bones a bail hurt and its Meat score
As in skate. 3: when the local skater bails, the bones it hurt show over
the world through the body, yellow where a hit bruised one and red where
one broke it, with the bail's Meat card in the bottom left corner in the
place of skate.'s own HUD there: its time, hits (head hits double,
vehicles half again), broken bones, road rash, airtime, fall, top speed
and rotations, each scoring, and the map's best. A bone breaking pulses
the screen's edges red and, in single player, slows the game down a
moment. Off until switched on, as in skate.: in skate.'s menu (Custom
Stuff > Player) or with `hallofmeat 0|1`, saved with the profile.

Everything it draws is skate.'s own, read from the installed game: its
skeleton mesh (the Dem Bones costume) posed with the renderer's own
skinning matrices, its scoring icons, the THRASHER wordmark and its UI
brush strokes. Nothing is shipped.

How it works: No Bail already hooks the skeleton response, which runs
once a physics step right after the body contacts; it now hands that step
on, with the local skater it follows, but only while Hall of Meat is on.
Each step reads what every ragdoll body hit and how hard, and whether the
skater is a ragdoll; the bail runs on the game's own clock so slow motion
measures what the body did. The feature's own hooks, on the renderer's
skinned draw packets and main view and on the UI model's write, are
prepared at startup and switched on only with the feature, and off again
once the HUD corner and the game's speed are given back: switched off, the
game never calls them and the physics step pays nothing. The skeleton mesh
is read the first time it is on; only the images are read at startup,
since the overlay builds its atlas once. The renderer's picture of the
skater is read only while a bail shows. The menu's switch reads the
overlay model like the others. Every address is in the build table with a
fingerprint checked before use. Extension/HallOfMeat/README.md describes
the parts; its tests build with DINGOSDK_BUILD_HALL_OF_MEAT_TESTS.

The slow motion changes SimulationTime's rate, frame cap and time scale as
a session override and steps the local skater along, since skate. sets a
skater's step only when it builds its core. It runs the same at every
break, but never faster than the game ran: with the trainer's game speed
below 1 it only takes the part that is slower still. Afterwards it writes
back what it found, each setting only while it still holds what the slow
motion wrote, so the trainer's speed comes back as it was; a setting
changed from elsewhere meanwhile is left as it is and ends that slow
motion. named_setting_value reads a setting's value for it.

Tuned in play: a bruise from 7 m/s and a break from 12 m/s along the
contact normal (raised twice: a hard fall on flat ground broke bones), a
break worth ten of the lightest hits (a heavy bail's hits and breaks
outweighed the rest of the card) and a fall half of skate. 3's rate.

Fix: the overlay now draws in the back buffer's pixels, not the window's,
so it lines up on displays Windows scales (1920x1080 borderless on 4K).

The skater's render hooks, its skeleton and its body maps were first
found by gBGYo's ReSkate fork (github.com/gBGYo/ReSkate).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 15:29:38 +02:00
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
Swagi-Redacted 94e4df12ba Sync latest bind changes, added freecam bind, tp to freecam bind, and off board up boost 2026-10-08 13:40:35 -04:00
ReSkate local d264ac778c Music: add playlist-order playback toggle 2026-10-06 03:26:37 +01:00
ReSkate local 2e6882ede1 Music: guard the playlist lookup against unresolved song entries
The music player's playlist walk loads a song entry, masks it and reads a flag at [rcx+0x14] before it checks the entry's identity. An unresolved or NULL entry makes that read fault and takes the game down while a playlist is built or opened.

Install a 13-byte in-place guard at the reviewed RVA 0x14f80c7 when the music contracts pass. It keeps the original flag test, shrinks the leading mov eax,0 to xor eax,eax, and adds a jrcxz that skips the dereference when the entry is NULL, landing on the loop increment. The site is matched against its contract bytes before anything is written, so an unsupported image is left untouched, and the guard is applied with VirtualProtect and FlushInstructionCache and then made read-only again.

The contract and patch bytes live with the other music contracts in Engine/Game/Build/20260929/local_music.h; the installer is Extension/Music/local_music_safety.{h,cpp}; local_music_ui.cpp invokes it from initialize_music_functions; cmake/Runtime.cmake builds it. A new dingosdk_music_safety_tests (CTest music_safety) pins the contract length, the decoded instructions and the branch target arithmetic without needing the game.
2026-10-05 06:31:13 +01:00
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
ReGlitched 1664c0a855 layer scan fix 2026-10-03 22:37:22 -06:00
AyeZeeBB d84b32fc17 Encode every rendered frame of a replay export
Videos exported from the replay editor played two to three times too
fast unless the frame rate was capped, or the export was slow enough to
hold it down by itself (4K, WebM). The fault is in the game's own export
path.
Replay export (Extension/Rendering/replay_export.*)
- While exporting, the game steps the replay by one frame of video
  (speed / fps) for every frame it renders. The engine's movie encoder
  takes a frame only while a permit byte is set; a world update sets it
  once, and a frame submitted without it is dropped. Rendering two or
  three frames per update, most of a clip never reached the file, and an
  MP4 is exactly as long as its frame count. One clip came out as 181
  frames at 30 fps and 297 at 60, 6.0 s and 5.0 s.
- The encoder's frame submit is detoured and the permit set before the
  original runs, for the replay editor's encoder only (matched by its
  vtable). The frame is encoded on the render thread before the call
  returns, so the renderer is held to the pace the encoder keeps and no
  frame is lost. The replay still runs fast on screen during an export:
  that is the encoder's speed, not the file's.
- The same clip afterwards, frame rate uncapped, MP4 1080p: 505 frames
  at 30 fps and 1008 at 60, 16.8 s both, audio as long as the video.
  WebM and 4K take the same path and were not run again.
- Addresses are in Engine/Game/Build/20260929/replay_export.h. The hook
  starts with the others in runtime_init.cpp.
2026-10-03 20:57:07 -05:00
ReGlitched 2fd92ba989 crash fix + launch arg 2026-10-03 00:23:44 -06:00
ReGlitched fa07f912f4 cool hoodie :D 2026-10-02 23:08:12 -06:00
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