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From 2.1.1's Sentry reports (60,000 in three days, 2026-10-21): - Textures: a stale render texture handle takes the game's default texture instead of reading through null (Skate.exe+0x3e897fb, a third of all reports, every one with TheVlixOne-Nike_Pack 2.3.x). - Physics: the wake pass's bitset is made as long as the world's owner list once indices pass 20000, after long multiplayer sessions (+0x3d99e2f, +0x3d9ee43, +0x3d9ee47). - Music: more than 1024 candidates are picked by ReSkate; the game's shuffle wrote past its stack table. - Streaming: a staged read's piece that reaches past its 64 KB buffer is left unfilled (VCRUNTIME memcpy). - Multiplayer: a remote skater or board whose parent bus link is damaged is left alive instead of destroyed (+0x2b94cd0). - Mesh pool: on an integrated GPU its budget is capped by the RAM and page file free; the Memory line says what the PC has left. Launcher: - A folder with non-ASCII letters is a hard stop (the boot crash +0x18df4cf came after "Start anyway"). - The game's data files are checked against the supported build's sizes (from Steam's manifest); missing, cut-short or online-only files send the player to verifying. - One game per folder: the launcher will not merge or start while one runs there, and ReSkate.dll holds the folder's mutex. - Advice on the ready screen for PCs short of RAM and page file; reports carry pc.ram_gb and pc.commit_free_gb. Stuck loads: - A load in one stage for two minutes sends a stuck-load report (every thread's stack and the log, error.type stall, load.stage, load.seconds) while the game goes on (crash protocol 6). - A load the player closes sends its timing with the stage it was in. Logs: the PanelTrace diagnostics and the neighborhood unlock override's observation lines are gone.
65 lines
3.4 KiB
C++
65 lines
3.4 KiB
C++
#pragma once
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#include "Engine/Core/Platform/launcher_support.h"
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#include "updater.h"
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#include <filesystem>
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#include <functional>
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#include <string>
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#include <vector>
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namespace dingosdk::launcher_app {
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struct Session {
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std::filesystem::path self;
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launcher::SiblingPaths paths;
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};
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// Resolves ReSkateLauncher.exe and its sibling game files and opens ReSkate.log.
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Session open_session(const std::string& log_level);
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// Skate.exe and steam_api64.dll are present and exactly the supported build.
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bool game_files_supported(const launcher::SiblingPaths& paths);
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// The build number the installed game's data says it is (Data\layout.toc), or empty when
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// there is none or it cannot be read.
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std::string game_data_build(const launcher::SiblingPaths& paths);
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// Whether the game's data is missing or of another build than the supported one, whatever
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// Skate.exe is: Steam updated the game under it, a copy of an updated game was put here, or a
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// download stopped part-way. Such a game has to be verified against the supported build, file
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// by file, not only topped up. Also true when a file of the supported build's data is missing,
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// of another size, or kept online only by a cloud folder (game_data_damage). False when the
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// data's build cannot be told and every file is there.
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bool game_data_mismatched(const launcher::SiblingPaths& paths);
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// Advice for a PC whose RAM and page file are too small for the game with mods; empty when they
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// are enough.
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std::string memory_advice();
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// What is wrong with the game's data files against the supported build's list, for the log; empty
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// when every file is there, of its size, and on this PC.
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std::string game_data_damage(const launcher::SiblingPaths& paths);
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// The config's depot/manifest ships the build this launcher was compiled for.
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bool config_matches_build(const launcher_update::Config& config);
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void relaunch(const std::filesystem::path& self, const std::vector<std::wstring>& arguments);
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// Under Wine/Proton with MangoHud on, restarts the launcher with MangoHud off for
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// its own window and returns true. The game it starts still gets MangoHud.
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bool relaunch_without_mangohud(const std::filesystem::path& self, const std::vector<std::wstring>& arguments);
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// Steam's client process is running and signed in to an account (or, started by the native
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// Steam client through a compatibility tool, it has a signed-in account). When it is not,
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// start_game runs the game in offline mode.
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bool steam_signed_in();
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// Running under Wine (Proton, or a Wine-based tool on macOS).
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bool under_wine();
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// Why steam_signed_in() is false, for ReSkate.log; empty when it is true.
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std::wstring steam_offline_reason();
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// Display name of the signed-in Steam account (UTF-8), or empty when Steam is
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// not running, signed out, or the name cannot be read.
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std::string steam_persona_name();
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// The signed-in account's profile picture in Steam's avatar cache, or empty
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// when Steam is not running, signed out, or has not cached it.
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std::filesystem::path steam_avatar_path();
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// Validates, starts, injects and resumes Skate; returns its process id.
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// `created` receives the id as soon as the process exists (ReSkate's startup
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// splash can open before this returns). Throws a user-facing message.
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DWORD start_game(const Session& session, const launcher::LaunchOptions& options,
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const std::function<void(DWORD)>& created = {});
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} // namespace dingosdk::launcher_app
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