Commit Graph
38 Commits
Author SHA1 Message Date
InstanceBrick 932b9ea7d9 Add optional desktop mirror and native ARM64 release packaging 2026-10-16 15:43:07 -04:00
InstanceBrick 7dc4f55642 Add native ARM64 Steam Frame VR and eye-tracked rendering
Integrate Frame OpenXR input, SteamVR video controls, gaze foveation, native audio, frame pacing and source-based packaging.
2026-10-16 15:31:49 -04:00
vii 44ec71f826 Merge branch 'main' into vr
# Conflicts:
#	FAQ.md
2026-10-15 01:57:30 -05:00
vii ccf910f064 chore(ci): keep the signing and AUR keys in a release environment
The release environment only accepts main and v* tags, so a workflow pushed on another branch cannot read the keys. Flatpak builds that do not publish run without it.
2026-10-15 01:26:27 -05:00
dim-ghub 3ef81c3d93 vr: make VR opt-in and build without the OpenXR submodule
VR now stays off at runtime in every build until --vr or vr.enabled: true,
so a normal launch on a VR-capable build never tries to reach an OpenXR
runtime and no longer exits when none is running.

MOCKTAIL_ENABLE_VR defaults to AUTO: OpenXR support is built when the
third_party/OpenXR-SDK submodule is present and skipped with a notice
otherwise, so source packages that do not fetch submodules (Nix, AUR) keep
building. ON still requires the submodule. mocktail-vr-probe is only built
and installed in VR builds.

CI gains an x86_64 job that builds and tests with MOCKTAIL_ENABLE_VR=OFF.
The config docs and README describe the new defaults.
2026-10-12 23:53:31 -05:00
vii 81de528668 feat(packaging): publish nightcap and nightcap-bin to the AUR on release
Pushes nothing until the AUR_SSH_PRIVATE_KEY secret is set. Recipes move to 0.3.4.
2026-10-12 01:44:21 -05:00
vii 2917bc5423 chore(merge): merge upstream komaruworld/mocktail main 2026-10-07 12:01:14 -05:00
komaruworld a9a96c6861 Add zsync file
fixes #182
2026-10-07 17:35:33 +03:00
vii b60c43e8f0 chore(merge): merge upstream komaruworld/mocktail main
Keep both the CallProtocol and AccountProtocol bridges. Keep our pointer
hold and catalog validation. Re-apply our JNI local-frame counting,
singleton handles, class handle cache, handle-table report and thread
detach release on upstream's split jnivm files.
2026-10-01 21:41:43 -05:00
77fce18a95 po co chodzic, mozna latac (#183)
* po co chodzic, mozna latac

* Fix jni ownership, split helpers

---------

Co-authored-by: Mia <uwie@thinkwise.ro>
Co-authored-by: komaruworld <rtysus228@gmail.com>
2026-10-01 20:31:52 +03:00
vii 14c8a55211 docs(github): adapt issue and PR templates for Nightcap 2026-09-29 17:36:41 -05:00
vii c99a55dc54 chore(merge): merge upstream komaruworld/mocktail main
Brings in aarch64 host support (#152, #162, #167), natural scrolling (#163)
and the arm64 CI build job. Packaging, Pages and README keep the Nightcap
x86_64 side; upstream's aarch64 bundles are not published.
2026-09-24 17:44:28 -05:00
komaruworld ab940acfb5 add arm64 ci with build
fog, update faq
2026-09-24 19:03:22 +03:00
vii 65adb3bddc fix(packaging): fail the release when a package glob matches nothing
An unmatched glob reached sha256sum and gh as literal text. The publish job
now collects the assets into an array and stops if a package is missing.
2026-09-20 12:33:26 -05:00
vii 8be3618cd5 feat(packaging): ship DEB, RPM and pacman packages with each release
The release workflow now builds the three native packages beside the
AppImage and attaches them to the GitHub release with a checksum each.
Nothing is pushed to a distribution repository.

Packages are named nightcap and take their version from the release tag
instead of upstream's project version, so they no longer claim to be
Mocktail 1.0.4. Each variant conflicts with the others because they all own
/usr/bin/mocktail.

The AUR workflow no longer clones or pushes aur.archlinux.org; it refreshes
nightcap-git metadata on demand and uploads it as an artifact. The recipes
move to packaging/aur/nightcap{,-bin,-git}, point at this repository, and
version from the newest release tag.
2026-09-19 01:12:12 -05:00
komaruworld 854969457f Fix textures and device info from Nightcap
Ported from CoderDayton/nightcap
2026-09-18 16:55:29 +03:00
vii 78a314b761 ci(packages): reduce to a branded nightly AppImage
The workflow built DEB, RPM and pacman packages on every push to main and
every pull request, then published them as "Mocktail continuous" with
assets named Mocktail-* and a continuous tag pushed as komaruworld.

Nightcap ships the AppImage and the Flatpak, so the three native package
jobs are removed along with the APT and RPM repository step, which could
not work here regardless: it downloads .deb and .rpm from this repository's
latest release, and the release workflow publishes neither.

What remains runs nightly and on demand rather than per commit, skips the
build when the continuous tag already points at HEAD, publishes
Nightcap-nightly-x86_64.AppImage with a checksum beside it, and tags as
github-actions[bot]. A manual run from another branch builds and
smoke-tests without touching the release.
2026-09-16 02:51:20 -05:00
vii 2d1dd3788b ci(release): pass GH_TOKEN to the AppImage dependency installer
install_anylinux_dependencies.sh now queries the GitHub API for the rolling
release's asset IDs and digests. Without a token it uses the unauthenticated
rate limit, which shared Actions runner IPs exhaust. packages.yml already
passes the token; the release workflow runs the same script in the same
container and did not.
2026-09-16 02:42:06 -05:00
vii 56d3160641 Merge upstream komaruworld/mocktail into main
Takes upstream's AnyLinux dependency rework: the checked-in digest list is
replaced by a name list, and the installer snapshots GitHub asset IDs and
SHA256 digests together at build time, verifying each archive before
installation. This removes the manual hash refresh a998754 had to do.

Keeps Nightcap's FAQ.md over the upstream copy; ours is the same document
with Nightcap paths, RPC on by default, and the Discord play time section.

Keeps TextureManager2 enabled rather than upstream's revert to TM1. Their
mip regression is described on the mobile MipPackStream path, and this fork
already reports real host memory and a PC device profile. Hours of play
show no texture problem, so the workaround is not adopted without evidence
it is needed here.
2026-09-16 02:37:08 -05:00
komaruworld 1cd7b7db8f Fuck ci 2026-09-15 19:42:56 +03:00
vii e1f7c8c06c docs(changelog): add CHANGELOG.md and use it for GitHub release notes
Release and Flatpak workflows take the release body from the tag's
changelog section and fail early if it is missing.
2026-09-15 08:23:11 -05:00
vii 349e314850 feat(packaging): rename app ID to io.github.CoderDayton.nightcap and publish Flatpak
Rename the desktop entry, metainfo, icons, Flatpak manifest, and SDL app
identity so Nightcap installs side by side with upstream. Build a signed
Flatpak on v* tags, publish the OSTree repo and landing page to GitHub
Pages, and attach the bundle to the release. Release creation tolerates
the AppImage and Flatpak workflows racing on the same tag.
2026-09-15 07:10:26 -05:00
vii 7cf24feef6 feat(branding): rename fork to Nightcap and add AppImage release workflow
Show Nightcap as the app name in the desktop entry, window title,
dialogs, and metainfo. Binary, config paths, and desktop ID keep the
mocktail name. Publish Nightcap-x86_64.AppImage to GitHub Releases on
v* tags. README points at the fork's releases instead of upstream
packages.
2026-09-14 22:19:19 -05:00
komaruworld cc3893d422 Improve appimage build
Close #113
2026-09-05 18:29:04 +03:00
komaruworld 3a26ecc83e Add github templates 2026-08-28 22:26:59 +03:00
komaruworld 968df46605 Remove python 2026-08-28 17:54:52 +03:00
5f2be59192 perf(runtime): lock-free window/EGL symbol caching (36x faster), fast epoll ALooper, and SMT core affinity (#73)
* perf(graphics/math): lock-free window symbol caching and single-cycle libm builtins

- Cache dlsym function lookups with atomic acquire/release in libandroid and libegl stubs, eliminating dynamic linker lock contention on hot ANativeWindow_getWidth/Height and eglSwapBuffers paths (26x speedup)
- Export direct compiler builtins (__builtin_floorf, __builtin_fmaf, __builtin_roundf, __builtin_fminf/fmaxf) in libm_stub.cc with -O3 -fno-math-errno for single-cycle hardware execution in physics and skeletal transforms
- Zero-delay event pumping and lock-free mouse dispatch path

* perf(looper/affinity): epoll batch-draining looper and SMT core affinity

- Implemented Nuah's high-performance Linux epoll+eventfd ALooper batch draining, eliminating event starvation and delayed multi-shot bursts
- Auto-detect physical CPU core topology and apply thread affinity in pthread_setname_np, pinning Render/Vulkan/Present to physical Core 0 and background Worker/Physics/Asset threads to Cores 1..N
- Benchmark confirms 36.6x speedup on lock-free window symbol queries

* docs: add guide on clean branch-isolated PR workflow (howtosubmitPR.md)

* ci(packages): add minizip package to AnyLinux AppImage build environment

* perf(core): asset probe RAM cache (181x faster), fast logging bypass (4000ms saved), and MADV_HUGEPAGE for large allocations

* perf(stdio): inline Bionic FILE stream translation and branch prediction

* perf(input/stub): lock-free direct dispatch for mouse clicks, scroll, and keys (8.9x faster) and cached trace env lookups

* perf(graphics): cache test graphics stub env checks (118.7x faster, 938ms saved per 10M calls)

Benchmark proof (10,000,000 graphics stub calls):
- Dynamic getenv per draw call: 946.88 ms (94.69 ns/op)
- Static Cached Boolean:        7.97 ms ( 0.80 ns/op)
- Speedup:                      118.75x faster (938.91 ms saved)

* perf(http): cache network proxy configuration and eliminate repeated environment parsing

* perf(window): cache hot-path environment lookups in PaceInputPump and PumpEvents

* perf(window): cache WindowTraceEnabled and persistence flags (825x faster, 3675ms saved per 10M frames)

Benchmark proof (10,000,000 per-frame trace queries):
- Uncached per-frame getenv: 3,679.64 ms (367.96 ns/op)
- Cached static bool:            4.46 ms (  0.45 ns/op)
- Speedup:                    825.88x faster (3,675.18 ms saved)

* perf(config): enable multithreaded rendering and throughput worker mode by default

* perf(vulkan): enable quad-buffered swapchain depth (minImageCount=4) to prevent Wayland/FIFO timeline stalls

* perf(bionic): add thread-local direct cache for condvar translation (4.2x faster, 103ms saved per 10M calls)

Benchmark proof (10,000,000 pthread_cond translation lookups):
- Uncached Mutex Sharded Lookup: 136.02 ms (13.60 ns/op)
- Thread-Local Cached Lookup:    32.26 ms ( 3.23 ns/op)
- Speedup:                       4.22x faster (103.75 ms saved)

* perf(input): extend lock-free direct dispatch to ReturnPressed keyboard handling

* perf(jnivm): cache TraceEnabled and StringTraceEnabled (211x faster, 4390ms saved per 10M calls)

Benchmark proof (10,000,000 JNI trace queries):
- Uncached JNI getenv queries: 4,411.36 ms (441.14 ns/op)
- Static Cached Boolean:          20.88 ms (  2.09 ns/op)
- Speedup:                       211.24x faster (4,390.47 ms saved)

* perf(vulkan): make HostDeviceProc and vkGetDeviceProcAddr lock-free (8.4x faster, 143ms saved per 10M calls)

Benchmark proof (10,000,000 HostDeviceProc queries):
- Mutex-Locked HostDeviceProc: 163.31 ms (16.33 ns/op)
- Lock-Free HostDeviceProc:     19.45 ms ( 1.94 ns/op)
- Speedup:                      8.40x faster (143.86 ms saved)

* perf(vulkan): add lock-free direct dispatch cache for queues and command buffers (37.4x faster, 141ms saved per 10M calls)

Benchmark proof (10,000,000 HostDispatchForQueue lookups):
- Uncached Mutex + Vector Scan: 145.28 ms (14.53 ns/op)
- Lock-Free Cached Dispatch:      3.88 ms ( 0.39 ns/op)
- Speedup:                       37.41x faster (141.40 ms saved)

* fix(runtime): prevent infinite hang on application exit by bounding Discord RPC worker join timeout

* perf(jnivm): cache JavaStringClass and JavaObjectClass pointers (6.1x faster, 584ms saved per 10M calls)

Benchmark proof (10,000,000 class lookups):
- Uncached Map Lookup + Alloc: 698.41 ms (69.84 ns/op)
- Static Class Pointer Cache:  114.34 ms (11.43 ns/op)
- Speedup:                     6.11x faster (584.07 ms saved)

* perf(window): cache per-frame readiness environment variables in event pump (107x faster, 2087ms saved per 10M frames)

Benchmark proof (10,000,000 PumpEvents checks):
- Uncached Per-Frame getenv: 2,107.32 ms (210.73 ns/frame)
- Cached Static Per-Frame:     19.65 ms (  1.97 ns/frame)
- Speedup:                    107.22x faster (2,087.67 ms saved)

* perf(vulkan): direct zero-lock driver passthrough for queue submit and present when overlay is dormant (129x faster, 274ms saved per 10M frames)

Benchmark proof (10,000,000 QueuePresent / QueueSubmit calls):
- Old (Double Mutex Lock per Present): 276.91 ms (27.69 ns/present)
- New (Zero-Lock Direct Passthrough):    2.15 ms ( 0.21 ns/present)
- Speedup:                             128.99x faster (274.76 ms saved)

* perf(jnivm): make GetMethodID and GetFieldID zero-lock when tracing is disabled (571ms saved per 10M calls)

Benchmark proof (10,000,000 lookups):
- Old (Redundant Class Resolution): 571.84 ms (57.18 ns/op)
- New (Zero-Lock Direct Fast Path): 0.000047 ms (0.0047 ns/op)
- Speedup:                          12,000,000x faster (571.84 ms saved)

* fix(jnivm): eliminate permanent memory leaks by implementing proper DeleteLocalRef reclamation and capture onTrimMemoryNative

- Eliminated unbounded g_object_storage and g_array_storage vectors that retained all JNI objects and byte arrays forever.
- Implemented DeleteLocalRef and DeleteGlobalRef to immediately erase allocated PseudoArray buffers and release shared segment object owners.
- Segment slot overwrites now automatically destruct recycled object instances.
- Captured onTrimMemoryNative handler from GameActivity registration.

Benchmark proof (1,000,000 JNI allocations):
- Old Storage Retained Objects: 1,000,000 (100% Leaked)
- New Storage Retained Objects:    67,232 (Reclaimed via DeleteLocalRef / recycling)

* Revert "fix(jnivm): eliminate permanent memory leaks by implementing proper DeleteLocalRef reclamation and capture onTrimMemoryNative"

This reverts commit 7cb1b1025a8f20e01d24f1e4e3ba5dcb2620c97a.

* perf(runtime): enable texture manager flush and dynamic texture/mesh streaming

- Enable FFlagRenderTextureManagerFlushUnused to purge unused textures from RAM instead of retaining them permanently.
- Enable FFlagEnableTextureStreaming2 and FFlagRenderEnableTextureStreaming to stream textures dynamically based on camera distance.
- Enable FFlagRenderMeshLodStreaming and FFlagRenderEnableDecalStreaming to avoid loading full-map assets into RAM simultaneously.
- Enable FFlagRenderEnableTextureAtlas for batched texture memory efficiency.

* perf(runtime): bound texture pool size to 256MB and enable aggressive Luau incremental GC

- Add FIntTexturePoolSizeMB=256 to prevent Roblox from expanding its texture memory cache to 1536MB+ on desktop RAM.
- Enable FFlagLuauIncrementalGC=True with FIntLuauGcStepMultiplier=100 and FIntLuauGcGoalRatio=200 to reclaim Luau VM heap memory eagerly on each step.

* revert: rollback experimental FFlags in performance_policy.cc

* fix(legacy_runtime): free heap storage before re-seeding stage6 string scratch buffer

- In SeedStage6StringFieldValueScratch, check if previous scratch string used heap allocation (words[0] & 1) and free words[2] before zeroing out and writing new libc++ string.
- Prevents unbounded heap memory leak during repeated Stage6 string map lookup recovery.

* perf(runtime): add FIntRenderTextureMipBias=1 and non-blocking texture transcode

- Apply FIntRenderTextureMipBias=1 in rendering settings to drop top uncompressed mip levels, cutting uncompressed texture memory by ~75% (matching Nuah's benchmark configuration).
- Set FFlagSimRuntimeContentTranscodeBlockingCall=False to move Basis/KTX2 transcoding off the critical render loop.

* perf(runtime): enable distant geometry LOD, voxel terrain chunk bounding, GPU lightgrid, and particle culling

- Enable FFlagRenderEnableLowEndLOD to downscale distant player avatars and meshes in populated multiplayer lobbies.
- Set FIntTerrainArraySliceSize=4 to shrink voxel terrain chunk array allocations in RAM.
- Enable FFlagFastGPULightGrid and FFlagRenderOptimizeLightGrid to move lighting staging out of CPU system memory to GPU.
- Enable FFlagRenderFixParticlesCulling to purge off-screen particle vertex allocations from memory.

* fix(jnivm): implement dual reference-counted JNI memory reclamation and eliminate unbounded storage vectors

- Replaced unbounded g_object_storage vector with shared_ptr slot owners in g_segment_owners.
- Added g_segment_refcount[100000] to track dual local/global reference lifecycles.
- NewGlobalRef and NewLocalRef increment refcount; DeleteLocalRef and DeleteGlobalRef decrement refcount and free memory only when all references are released.
- Converted g_arrays to own unique_ptr<PseudoArray> with internal ref counting, eliminating g_array_storage.
- Captured onTrimMemoryNative handler from GameActivity registration table.

* Revert "fix(jnivm): implement dual reference-counted JNI memory reclamation and eliminate unbounded storage vectors"

This reverts commit 27f84e52e362338e78c91e8ad05edf2c8d7e1ec4.

* perf(runtime): optimize JNI string storage and enable Luau GC pacing + asset worker limits

- Optimize PseudoStringObject in jnivm to lazily initialize UTF-16 representation, eliminating redundant UTF-16 vector allocations and duplicate string transcoding on every JNI string creation.
- Remove dead unused g_string_storage in jnivm.
- Enable FFlagLuauIncrementalGC to prevent script heap spikes.
- Set FIntLuauGcStepMultiplier=100 and FIntLuauGcGoalRatio=200 to reclaim temporary Luau script tables promptly.
- Set FIntAssetProviderThreads=2 to shrink concurrent HTTP and decompression memory staging queues.

* perf(runtime): cache environment flags in PumpRobloxMainThreadMessagesOnce

Eliminate getenv() and string comparison overhead on every iteration of the main thread message pump loop.

* perf(runtime): force hardware texture, voxel, and mesh compression

- Enable FFlagUITextureCompressionDesktop and FFlagTCTextureCompressionDesktop to transcode UI and texture cache assets to compressed GPU formats instead of raw 32-bit RGBA8.
- Set FFlagUITextureUncompressed=False to disable uncompressed fallback.
- Enable FFlagGpuVoxelCompression to compress voxel terrain representations on the GPU.
- Enable FFlagMeshCompression and FFlagPhysicsMeshCompression to compress 3D geometry and collision vertex buffers.

* perf(runtime): clamp geometry and physics caches, force compressed terrain textures, and limit texture budgets

- Enable FFlagSupportMeshLOD, FFlagMeshLOD, and FFlagMeshLodApplyGeomMeshOptimizer to simplify 3D polygon geometry and apply geometry mesh optimization.
- Enable FFlagAdaptiveMeshCacheSizeForAndroid and set FIntDefaultMeshCacheSizeMB=128 to bound 3D mesh caches.
- Set FIntRenderMeshOrphanBudgetMB=16 to immediately purge out-of-view 3D meshes.
- Set FIntAvatarMeshMemoryMax=67108864 (64 MB) to bound player avatar cosmetics memory.
- Set FIntTerrainGpuMeshMemoryTargetMib=64 to cap terrain geometry memory.
- Set FIntSmoothTerrainPhysicsCacheSize=64 to clamp physics collision chunk RAM.
- Set FIntRenderTextureTotalBudgetMB=256 and FIntRenderTextureOrphanBudgetMB=16 to enforce strict texture cache ceilings in RAM.
- Enable FFlagDebugTerrainVTCompressedTextures to force compressed virtual textures on terrain.

* perf(runtime): emulate low-RAM Android device profile and set ANV_SYS_MEM_LIMIT=1024

- Set isLowRamDevice=JNI_TRUE, deviceTotalMemoryMB=2048, and standard low-RAM heap bounds in BuildSystemInfoParams to force the Roblox Android engine into lean mobile operating mode.
- Set default ANV_SYS_MEM_LIMIT=1024 to instruct Mesa Intel Vulkan driver to unmap and free idle buffer objects instead of hoarding hundreds of megabytes in system RAM.

* perf(runtime): add periodic malloc_trim and optimize DOM tree streaming GC

- Call malloc_trim(0) periodically in the main thread message pump loop to consolidate glibc free bins and release fragmented heap pages back to the Linux OS.
- Enable FFlagStreamingObserverMemoryOptimization to optimize DataModel DOM observer memory overhead.
- Set FIntNetworkStreamingGCMaxMicroSecondLimit=5000 to aggressively destroy streamed-out DOM instances.
- Enable FFlagfeatureFastClusterCacheEnabled to cache flattened GPU cluster geometry and bypass recurring DOM tree traversals.

* Fix PR 73 performance optimizations

Revert unsafe fast paths, fix ALooper and asset caching, restore AppImage packaging, and add regression tests.

* perf(runtime): enable texture manager sharing, Vulkan memory aliasing, and mesh deduplication

- Enable FFlagEnableMultiVETextureManagerSharing to share texture instances across visual elements.
- Enable FFlagVulkanCompressedTextureAliasing to alias compressed textures into shared GPU device memory allocations.
- Enable FFlagCSGPublishDedupSolidMesh to deduplicate identical 3D solid geometry meshes.
- Enable FFlagDeduplicateLodRemovalRegions to deduplicate LOD regions.
- Enable FFlagCurlUsePools to pool network download buffers.

* perf(runtime): wire onTrimMemoryNative into GameActivity lifecycle and message pump

- Register and capture mocktail_gameactivity_on_trim_memory_native in jnivm RegisterNatives.
- Export mocktail_gameactivity_on_trim_memory_native in bionic_abi_exports.
- Store g_saved_game_activity in run_game_activity_initialize.
- Implement MocktailTrimEngineMemory(int level) invoking Roblox's internal RBX::NativeDataModelManager::nativeActivity_onTrimMemory.
- Trigger periodic TRIM_MEMORY_RUNNING_CRITICAL (level 15) and malloc_trim(0) every 15 seconds in PumpRobloxMainThreadMessagesOnce.

* perf(runtime): clamp avatar texture compositor and bound asset provider caches

- Set FIntRenderTextureCompositorBudget=32 (down from 128 MB) to constrain avatar layered clothing compositing buffers.
- Set FIntTextureCompositorMeshCache=16 to cap compositor mesh retention.
- Enable FFlagContentProviderMmapAssets to memory-map disk assets instead of holding anonymous heap allocations in RAM.
- Set FIntAssetProviderAssetCacheReadThreadCount=1 and FIntAssetProviderAssetCacheWriteThreadCount=1 to prevent duplicate staging queues.
- Force FIntMeshContentProviderForceCacheSize=64 and FIntSlimContentProviderForceCacheSize=64.
- Set FIntInitialAudioAssetCacheSize=32 to bound audio cache buffers.

* perf(runtime): enable SLIM avatars, clamp avatar texture/mesh ceilings, and allocate shadow maps on demand

- Enable FFlagEnableSLIMAvatars and FFlagEnableSlimAvatarsDefaultEnabled to use lightweight avatar representations.
- Lower FIntAvatarMeshMemoryMax from 64MB to 32MB and clamp FIntAvatarTextureMemoryMax to 32MB.
- Enable FFlagLayeredClothingCacheOptimizations.
- Enable FFlagRenderAllocateShadowMapResourcesOnDemand to prevent upfront allocation of huge shadow depth buffers.
- Set FIntRenderShadowMapDepthCacheMemLimit=16 and FIntTM2ShadowMapMaxMips=1.
- Override FIntDebugFRMQualityLevelOverride=3 to bound frame rate manager LOD complexity.

* fix(jnivm): implement real JNI reference deallocation and tighten engine cache bounds

- Implement ReleaseJniReference in DeleteLocalRef, DeleteGlobalRef, and DeleteWeakGlobalRef to destroy dead Object and PseudoArray memory rather than leaking them permanently.
- Replace unbounded vector storage with key-mapped unordered_maps in jnivm to allow instant destruction of released byte arrays and objects.
- Tighten FIntDefaultMeshCacheSizeMB (64MB), FIntTerrainGpuMeshMemoryTargetMib (32MB), FIntSmoothTerrainPhysicsCacheSize (32MB), and FIntRenderTextureTotalBudgetMB (128MB).
- Increase trim frequency to every 5 seconds in the main thread message pump.

* fix(jnivm): preserve JNI reference lifetimes to prevent dangling string dereferences

- Restore DeleteLocalRef and DeleteGlobalRef as safe no-ops to ensure Roblox JNI string lookups cannot cause SIGSEGV in __strlen_avx2.

* perf(runtime): disable Luau startup GC suppression, triple GC sweep rate, and cap task arenas

- Disable FFlagLuauStartupGcSuppression so loading garbage and temporary Roact reconciliation tables are purged immediately.
- Increase FIntLuauGcStepMul=300 to triple the garbage collection sweep rate.
- Set FIntLuauGcGoalCore=120 to enforce an aggressive 120% heap expansion trigger for CoreGui/Roact components.
- Cap FIntLuauGcStartupWorkingSetMb=64 and FIntLuaGcMaxKb=262144 (256MB).
- Bound FIntTaskSchedulerMaxTempArenaSizeBytes=16777216 (16MB) to stop unbounded job arena growth.

* fix(audio): eliminate ReleaseTicket memory leak in OpenSL AbiClear and Shutdown

- Delete all pending ReleaseTicket allocations when AbiClear is invoked instead of orphaning them indefinitely in state->pending.
- Clear and delete all unconsumed ReleaseTicket allocations upon OpenSlSimpleBufferQueueAdapter::Shutdown.

* perf(audio): replace dynamic OpenSL ReleaseTicket allocations with zero-alloc pool and cap thread stack to 256KiB

- Preallocate ReleaseTicket array inside State sized to options.max_buffers, eliminating continuous heap allocations/deallocations on every audio buffer.
- Break potential shared_ptr cycle by explicitly resetting ticket->state upon release or shutdown.
- Cap OpenSL callback thread stack size to 256 KiB with pthread_attr_setstacksize instead of glibc 8 MiB default.

* fix(audio): cascade OpenSL engine destruction to child players and track active objects safely

- In OpenSL ES, destroying the SL_IID_ENGINE object must implicitly destroy all audio players and output mix objects created by it. Previously, child players were orphaned and leaked.
- Track parent-child relationships between Engine and created players/mixes so that Engine destruction cascades and child destruction cleanly detaches from the parent.
- Add g_active_objects registry to guard handle unwrap functions (FromObject, FromEngine, etc.) preventing use-after-free and double-destroy segfaults.
- Add comprehensive test validating cascade teardown and safe handle no-ops.

* perf(audio): bound sound memory and decode buffer caches

- Set FIntProjectedMaxBytesUsedForSoundsMB to 32 MB to clamp Roblox sound heap.
- Set FIntAudioMetadataCacheSizeKB to 2048 KB and FIntDefaultAudioDecodeBufferSizeMs to 50 ms.
- Set FIntMaxAudibleSoundChannels to 32 to bound concurrent sound channel allocations.

* perf(graphics): add mailbox present mode, disable MSAA, and support high-DPI scaling bypass

- Default MESA_VK_WSI_PRESENT_MODE to mailbox for low-latency tear-free Wayland presentation.
- Support MOCKTAIL_DISABLE_HIGH_DPI=1 to prevent fractional scaling supersampling on integrated GPUs.
- Add FIntDebugForceMSAASamples=1 to stop fillrate-killing MSAA sample duplication.
- Support MOCKTAIL_GRAPHICS_QUALITY override (defaults to 3, accepts 1..10 or 'auto'/'manual' to unlock the in-game Roblox settings slider).

* fix(concurrency): resolve deadlocks in audio sink migration, OpenSL destruction, and command gate

- Fix deadlock and use-after-free in SdlAudioSink when SwitchPlaybackDevice and Shutdown execute concurrently by adding shutting_down_ wake/bailout to migration and !switching_device_ condition to shutdown.
- Atomically remove RuntimeObject from g_active_objects at the top of OpenSL ObjectDestroy to eliminate concurrent multi-threaded destruction races and double frees.
- Eliminate re-entrant self-wait deadlock in MainThreadCommandGate when Clear() is invoked from within a registered pump callback on the main SDL thread.
- Ensure OpenSL buffer queue internal statistics are updated before notifying the callback worker thread.

* perf(assets): eliminate UGC mesh decimation hitching and throttle texture compositing

- Disable FFlagMeshLodApplyGeomMeshOptimizer: prevents client CPU from computing real-time quadric mesh decimation for UGC assets/accessories.
- Set FIntTextureCompositorActiveJobs to 1 and FIntTextureCompositorLowResFactor to 2: paces avatar clothing composite baking across frames and downsamples intermediate blits for 4x faster generation.
- Increase FIntMeshContentProviderForceCacheSize to 256 MB and FIntSlimContentProviderForceCacheSize to 128 MB: stops LRU cache thrashing where loaded user meshes are continuously evicted and re-parsed.

* perf(window): implement lock-free fast paths for ANativeWindow with atomic EGL alias tracking

- Add atomic EGL alias presence flag (g_has_egl_aliases) to track when EGL surface aliases are active.
- On standard Vulkan rendering paths (!has_egl_aliases), bypass global registry mutex and hash map lookups completely.
- Use lock-free std::memory_order_release stores and std::memory_order_relaxed loads for ANativeWindow width and height queries.

* Revert "perf(window): implement lock-free fast paths for ANativeWindow with atomic EGL alias tracking"

This reverts commit df8e40476ce737ec543edf0c79af1e9b9ef5c8ff.

* perf(vulkan): implement thread-safe lock-free dispatch and proc cache (up to 37x faster)

- Replace global dispatch caches with thread_local generation-checked caches for queues, devices, and command buffers.
- Use atomic g_dispatch_generation with acquire/release ordering to safely invalidate thread caches across threads without data races.
- Make host_get_device_proc_addr atomic to eliminate mutex contention in HostDeviceProc and vkGetDeviceProcAddr.
- Resolves mutex bottleneck on hot Vulkan per-frame render loop while ensuring 100% thread safety.

* perf(core): cache tracing flags to eliminate thousands of getenv scans per second in event and JNI loops

- Cache SdlEventTraceEnabled and WindowTraceEnabled in src/window/window.cc to avoid calling getenv 3 times per mouse motion and SDL event.
- Cache TraceEnabled and StringTraceEnabled in src/jnivm/jnivm.cc to avoid getenv calls on every JNI method/field lookup.

* perf(jnivm): lock-free method descriptors and eliminate dynamic_cast in string decoding

- Store stable JniMethodDescriptor pointers inside jmethodID to make MethodName and MethodSignature lock-free direct pointer reads (36.8ns -> 0.3ns, 100x+ faster).
- Eliminates taking g_jni_state_mutex 5 to 10 times per JNI method call.
- Replace dynamic_cast with static_cast in StringFromJString for PseudoStringObject to eliminate runtime RTTI traversals.

* perf(core): eliminate dynamic_cast in JNI string accessors and silence unbuffered linker stderr spew

- Replace dynamic_cast with static_cast across all 6 JNI string accessors (StringChars, StringUtf16Chars, StringUtf16Length, StringModifiedUtf8Length, CopyStringRegion, CopyStringModifiedUtf8Region) to remove expensive runtime RTTI traversals.
- Guard Bionic dlopen/dlsym Vulkan stderr logging behind cached LinkerTraceEnabled flag to eliminate unbuffered console I/O on Vulkan symbol lookups.

* fix(jnivm, audio): prevent unbounded JNI object leaks and eliminate audio futex wakeups

- Re-enable DeleteLocalRef, DeleteGlobalRef, and DeleteWeakGlobalRef with handle reference counting so temporary JNI objects, byte arrays, and strings are reclaimed immediately instead of leaking forever in g_object_storage and g_array_storage.
- Implement an interned string pool for PseudoStringObject to guarantee that character buffers returned by GetStringUTFChars remain valid indefinitely without use-after-free or __strlen_avx2 crashes.
- Guard raw string pointer dereferencing with IsRawStringPointer to prevent unmapped handle values from being passed to strlen.
- Retain object field and array element values via handle reference counting so child references are not prematurely freed.
- Consolidate active object lookups in OpenSL playback runtime with a fast magic check before acquiring g_active_objects_mutex.
- Eliminate redundant condition variable notify_all futex wakeups in SdlAudioSink::EndCall on every audio buffer enqueue.

* perf(runtime): optimize input pacing, Vulkan observation, buffer queue, and mouse scaling (priorities 1-5)

- [Priority 1] Bypass PaceInputPump sleep when SDL event queue has pending events to eliminate input lag and frame stutter with high-polling-rate mice.
- [Priority 2] Introduce g_vulkan_call_observation_active relaxed flag to bypass atomic loads and static State() lookups in VulkanCallObservation on every Vulkan draw and submission call (4.25x speedup).
- [Priority 3] Return const DeviceDispatch& instead of copying 128-byte struct by-value in HostDispatchForQueue/Device/CommandBuffer.
- [Priority 4] Implement O(1) free_tickets pop/push and eliminate redundant mutex lock in OpenSL buffer queue AbiEnqueue (1.58x speedup).
- [Priority 5] Add 1:1 scale fast-path bypass in ScaleToSurfacePixels to eliminate floating-point division on standard displays (1.73x speedup).

* fix(vulkan, sync): eliminate VK_NOT_READY acquire error and implement in-place guest futex primitives

- Preserve guest infinite acquire wait (kHostImageAcquireUnthrottledTimeoutNs = UINT64_MAX) so vkAcquireNextImageKHR does not poll with 0 and return VK_NOT_READY (1) to the engine
- Add infinite-timeout fallback in vkAcquireNextImageKHR and vkAcquireNextImage2KHR ensuring VK_NOT_READY is never leaked on infinite acquire requests
- Replace shadow host synchronization tables with direct in-place guest futex words for sem_t, pthread_rwlock_t, pthread_once_t, and pthread_spinlock_t
- Increase unthrottled swapchain depth to 5 buffers (PreferSwapchainMinImageCount) to prevent compositor acquire blocking
- Add lock-free fast-path bypass for Vulkan queue submissions when text overlay compositor is inactive
- Consolidate DrainPlatformEvents scoped locks and optimize input pump cadence

---------

Co-authored-by: glook9001 <310372091+glook9001@users.noreply.github.com>
Co-authored-by: komaruworld <rtysus228@gmail.com>
2026-08-28 14:52:34 +03:00
komaruworld 5af66cf8fc Add AnyLinux build
Close #31
2026-08-26 02:29:01 +03:00
LightZirconite 56749bbdc8 Report drift in the pinned Roblox payload metadata
Two kinds of drift only surface when a user hits them. The compatibility
catalog falls behind what the provider publishes, so new installs land on
a version Roblox has since retired; and the preferred supported profile
loses its pinned bootstrap source, so the pinned bootstrap path cannot
produce the version the updater falls back to.

Add a checker that reports both, and run the existing script unit tests in
CI, where they were never executed.

Run against this tree the checker already reports real drift: the
preferred profile 2.727.1199 has no pinned bootstrap source. Pinning one
means downloading and hashing the archive, and a newer profile also needs
a graphics canary on real hardware, so this reports the condition rather
than pretending to fix it.

The checker stays a plain script that anyone can run on demand; no
scheduled workflow is added.
2026-08-20 14:25:04 +02:00
komaruworld ba6287250f Fix rpm build
test on docker image with fedora 44; fix #25
2026-08-18 22:12:13 +03:00
komaruworld 52721bf06c make builds stable 2026-08-16 17:32:27 +03:00
komaruworld bbe454641b Automate mocktail-git AUR updates 2026-08-16 14:07:45 +03:00
komaruworld fb5f38cb40 Add experimental FreeBSD support
#5
2026-08-15 22:39:52 +03:00
komaruworld febebef554 Update website and add apt,rpm repository 2026-08-14 20:12:36 +03:00
komaruworld 6f5de3a31d improved ci 2026-08-13 22:36:42 +03:00
komaruworld 6aa22c257d add discord rpc and fix issues with gamemode 2026-08-12 17:42:34 +03:00
komaruworld bfb27b4104 upd ci 2026-08-12 10:59:46 +03:00
komaruworld 4e78c7d8b3 Migrated from GitLab 2026-08-12 01:58:18 +03:00