Compare commits
No commits in common. "main" and "v2.0.2-mp1" have entirely different histories.
main
...
v2.0.2-mp1
8 changed files with 42 additions and 213 deletions
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@ -50,37 +50,12 @@ Per-platform notes:
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| Platform | Build machine | Command |
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|---|---|---|
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| Linux | any Linux with the toolchain (README: Ubuntu 24.04 + Clang 20) | `./tools/release/release.sh` |
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| Windows | a **Windows** machine (Visual Studio MSVC + Windows SDK, D3D12) | `tools\release\windows-build.cmd` (see below) |
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| macOS | an **Apple Silicon/Intel Mac** (Homebrew LLVM + MoltenVK, per README) | `./tools/release/release.sh` |
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| Windows | a **Windows** machine (MSVC/clang-cl + Windows SDK, D3D12) | run the same script on Windows (`--os windows`) |
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| macOS | an **Apple Silicon/Intel Mac** (Homebrew LLVM + MoltenVK, per README) | run the same script on macOS |
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Cross-compiling Windows/macOS from a Linux box is not practical for this
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stack (D3D12 needs the Windows SDK, Cocoa/MoltenVK need a Mac), so each
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platform's release is built on that platform.
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### Windows build
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On a Windows box, the known build issues (multiple Windows SDKs, Git Bash
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`%LIB%` mangling, missing submodules) are handled by the launcher:
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```bat
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tools\release\windows-build.cmd --tag v2.0.2-mp1 --upload
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```
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It loads the MSVC environment (`vcvarsall.bat x64 <SDK>`), sets
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`MSYS2_ARG_CONV_EXCL=*` so Git Bash doesn't corrupt `%LIB%`, initializes the
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submodules (including the self-heal), and runs `release.sh`. Config via env:
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- `VCVARSALL` — path to `vcvarsall.bat` (default: VS 18 Community x64).
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- `WINSDK` — Windows SDK version (default `10.0.26100.0`; try `10.0.22621.0`
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if yours differs — a broken SDK default is what causes `kernel32.lib`
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`LNK1104`).
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- `GITBASH` — path to Git for Windows `bash.exe`.
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`release.sh` now auto-detects the Title Update package (repo root or
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`game/`), falls back to PowerShell `Compress-Archive` when `zip` is missing,
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and no longer requires `python3` for the upload JSON parsing. The Windows
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build also needs the game dump (`game/default.xex` + `EAWebkit.xex`) and the
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TU package present on that box (build-time only, never shipped).
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stack (D3D12 on Windows, Cocoa/MoltenVK on macOS need their native SDKs), so
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each platform's release is built on that platform.
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## Option B — automated via Forgejo Actions (optional)
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@ -17,7 +17,6 @@
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#include "skate3_native_ghost_net.h"
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#include "skate3_native_ghost_relay.h"
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#include "skate3_native_entity.h"
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#include "skate3_native_guest_read.h"
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#include "skate3_native_palette.h"
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@ -739,15 +738,8 @@ void GhostNetworkLoop() {
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RoomSet(room_buf, room_len, room_str.c_str());
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{
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std::lock_guard<std::mutex> lock(g_mu);
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// A non-empty room cvar is the user's explicit choice: sync it into
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// the active room. An EMPTY cvar means "server auto-assigns" - keep
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// the code the relay handed back on HELLO. Overwriting the assigned
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// code with the empty cvar every 25 ms is what made the room code
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// flicker in and out of the multiplayer menu.
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if (room_len != 0) {
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std::memcpy(g_room, room_buf, kGhostMaxRoomLen);
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g_room_len = room_len;
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}
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std::memcpy(g_room, room_buf, kGhostMaxRoomLen);
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g_room_len = room_len;
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}
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if (sock == GHOST_INVALID_SOCKET) {
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@ -902,7 +894,24 @@ void GhostNetworkLoop() {
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} // namespace
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// ---- capture (per built frame; see OnFrameSceneBuilt) ----------------------
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// ---- capture (sim thread; hook in skate3_native_render.cpp) ------------------
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void OnLocalSkaterTick(uint8_t* base) {
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if (!Enabled()) {
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return;
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}
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const uint32_t entity = skate3::native_palette::CurrentPackOwner();
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if (entity == 0) {
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return;
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}
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float world[16];
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if (!ReadEntityWorld(base, entity, world)) {
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return;
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}
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std::lock_guard<std::mutex> lock(g_mu);
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std::memcpy(g_local_world, world, sizeof(g_local_world));
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g_local_valid = true;
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g_local_time = NowSec();
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}
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namespace {
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// Identity rows for a bone (column-vector affine [R|t]): the safe padding
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@ -972,33 +981,6 @@ void OnFrameSceneBuilt(uint8_t* base,
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g_local_pose_count = rows;
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g_local_pose_valid = true;
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g_local_pose_time = NowSec();
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// Local player's world transform for the self-check cube / the wire
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// pos/rot. Resolve the body item's OWNING ENTITY (ctx -> entity store)
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// and read its world matrix - the reliable player signal. The previous
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// UBT-hook capture could pick an NPC skater (UpdateBoneTransforms fires
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// for them too), which put the cube on a nearby NPC.
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float world[16];
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bool have_world = false;
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if (body->ctx != 0) {
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skate3::native_entity::CtxInfo info;
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if (skate3::native_entity::LookupCtx(body->ctx, &info) && info.entity != 0 &&
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ReadEntityWorld(base, info.entity, world)) {
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have_world = true;
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}
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}
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if (!have_world) {
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// Fallback: the body item's root bone translation (the player's pelvis
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// world position); identity rotation is fine for a debug cube.
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std::memset(world, 0, sizeof(world));
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world[0] = world[5] = world[10] = world[15] = 1.0f;
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world[12] = body->bones[3];
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world[13] = body->bones[7];
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world[14] = body->bones[11];
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}
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std::memcpy(g_local_world, world, sizeof(g_local_world));
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g_local_valid = true;
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g_local_time = NowSec();
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}
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void EnsureNetworkThread() {
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@ -31,12 +31,13 @@ struct FrameScene;
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namespace skate3::native_ghost {
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// ---- host-side capture (called from skate3_native_render.cpp) -------------
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void OnLocalSkaterTick(uint8_t* base);
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// ---- host-side pose capture (called from BuildFrameScene pre-publish) -----
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// Snapshot the local player's skater skeleton (the highest-bone-count
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// skinned non-ropa character item near the camera) as the pose this client
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// broadcasts, plus the local player's world transform (resolved from that
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// item's owning entity). Called every built frame; gated internally on the
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// enable cvar.
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// broadcasts. Called every built frame; gated internally on the enable cvar.
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void OnFrameSceneBuilt(uint8_t* base, const skate3::native_scene::FrameScene& scene);
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// ---- network thread lifecycle -------------------------------------------------
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@ -45,19 +45,7 @@ void GhostDialog::Toggle() {
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void GhostDialog::SyncBuffersFromCvars() {
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const std::string room = REXCVAR_GET(skate3_ghost_room);
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if (!room.empty()) {
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std::snprintf(room_input_, sizeof(room_input_), "%s", room.c_str());
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} else {
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// Auto-assigned room: the active code comes from the connection, not the
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// (empty) cvar - surface it in the input so the user can see/copy it.
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skate3::native_ghost::Status st;
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if (skate3::native_ghost::GetStatus(&st) && st.room_len > 0) {
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std::snprintf(room_input_, sizeof(room_input_), "%.*s",
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int(st.room_len), st.room);
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} else {
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room_input_[0] = '\0';
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}
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}
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std::snprintf(room_input_, sizeof(room_input_), "%s", room.c_str());
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const std::string server = REXCVAR_GET(skate3_ghost_server);
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std::snprintf(server_input_, sizeof(server_input_), "%s", server.c_str());
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const std::string name = REXCVAR_GET(skate3_ghost_name);
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@ -104,21 +92,8 @@ void GhostDialog::OnDraw(ImGuiIO& io) {
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ImGui::SetKeyboardFocusHere(-1);
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}
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ImGui::SameLine();
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// Copy the ACTIVE room (the one this player is actually in), which for an
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// auto-assigned room lives in the connection state, not the cvar.
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if (ImGui::Button("Copy")) {
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skate3::native_ghost::Status st;
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if (skate3::native_ghost::GetStatus(&st) && st.room_len > 0) {
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char buf[skate3::native_ghost::kGhostMaxRoomLen + 1] = {};
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std::memcpy(buf, st.room, st.room_len);
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ImGui::SetClipboardText(buf);
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copy_feedback_ = true;
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}
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}
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if (copy_feedback_) {
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ImGui::SameLine();
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ImGui::TextDisabled("copied");
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copy_feedback_ = false;
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ImGui::SetClipboardText(REXCVAR_GET(skate3_ghost_room).c_str());
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}
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ImGui::TextDisabled("Empty = the server assigns one; share it with friends.");
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@ -27,7 +27,6 @@ class GhostDialog final : public rex::ui::ImGuiDialog {
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bool visible_ = false;
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bool synced_ = false;
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bool copy_feedback_ = false;
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char room_input_[16] = {};
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char server_input_[128] = {};
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char name_input_[skate3::native_ghost::kGhostMaxNameLen + 1] = {};
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@ -473,6 +473,9 @@ extern "C" REX_FUNC(sub_827A52C8) {
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__imp__sub_827A52C8(ctx, base);
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if (skate3::native_render::Enabled()) {
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skate3::native_palette::OnBoneTransforms(base, parts, count);
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// Ghost multiplayer: capture the local player's world transform (the
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// pack-owner entity at this point is the player's SkaterPresEntity).
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skate3::native_ghost::OnLocalSkaterTick(base);
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}
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}
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|
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@ -78,46 +78,14 @@ if [ ! -f "$GAME_ROOT/default.xex" ]; then
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exit 1
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fi
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# ---- helpers (Windows Git Bash lacks zip/python; provide fallbacks) ---------
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json_id() { # read JSON on stdin, print the value of "id"
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if command -v python3 >/dev/null 2>&1; then
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python3 -c "import sys,json
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try: print(json.load(sys.stdin).get('id',''))
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except Exception: print('')"
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elif command -v python >/dev/null 2>&1; then
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python -c "import sys,json
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try: print(json.load(sys.stdin).get('id',''))
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except Exception: print('')"
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else
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grep -o '"id":[0-9]*' | head -1 | cut -d: -f2
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fi
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}
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make_zip() { # make_zip <zipname> <dir>
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if command -v zip >/dev/null 2>&1; then
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(cd "$(dirname "$2")" && zip -r "$(basename "$1")" "$(basename "$2")")
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elif command -v 7z >/dev/null 2>&1; then
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7z a -tzip "$1" "$2" >/dev/null
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elif command -v powershell >/dev/null 2>&1; then
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powershell -NoProfile -Command "Compress-Archive -Path '$2' -DestinationPath '$1' -Force"
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else
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echo "ERROR: no zip tool found (install zip, 7z, or use PowerShell)"; exit 1
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fi
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}
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# ---- build ------------------------------------------------------------------
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TU_ARGS=""
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if [ -n "$TU" ]; then
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if [ ! -f "$TU" ]; then echo "ERROR: title update package not found: $TU"; exit 1; fi
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TU_ARGS="-DSKATE3_TITLE_UPDATE_PACKAGE=$TU"
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elif [ -n "$(ls "$REPO"/TU_12K2276_* "$GAME_ROOT"/TU_12K2276_* 2>/dev/null | head -1)" ]; then
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TU="$(ls "$REPO"/TU_12K2276_* "$GAME_ROOT"/TU_12K2276_* 2>/dev/null | head -1)"
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echo "==> Using title update package: $TU"
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TU_ARGS="-DSKATE3_TITLE_UPDATE_PACKAGE=$TU"
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fi
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echo "==> Release $TAG ($EXT) preset=$PRESET game=$GAME_ROOT"
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echo "==> Configure"
|
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echo "==> Configure (extra args: ${CMAKE_ARGS:-none})"
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cmake --preset "$PRESET" -DSKATE3_GAME_DATA_ROOT="$GAME_ROOT" $TU_ARGS $CMAKE_ARGS
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echo "==> Generate recompiled code"
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cmake --build --preset "$PRESET" --target generate-all --parallel
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|
@ -148,7 +116,7 @@ if [ -f "$OUT/game/default.xexp" ]; then
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fi
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cp README.md "$STAGE/"
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rm -f "$NAME.zip"
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make_zip "$NAME.zip" "$STAGE"
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zip -r "$NAME.zip" "$STAGE"
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rm -rf "$STAGE"
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echo "==> Packaged: $NAME.zip ($(du -h "$NAME.zip" | cut -f1))"
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sha256sum "$NAME.zip"
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|
@ -164,11 +132,15 @@ if [ "$UPLOAD" = 1 ]; then
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RELEASE_ID="$(curl -s -X POST "$INSTANCE/api/v1/repos/$REPO_FULL/releases" \
|
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-H "$AUTH" -H "Content-Type: application/json" \
|
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-d "{\"tag_name\":\"$TAG\",\"name\":\"Skate 3 Recomp $TAG\",\"target_commitish\":\"main\"}" \
|
||||
| json_id)"
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||||
| python3 -c "import sys,json
|
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try: print(json.load(sys.stdin).get('id',''))
|
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except Exception: print('')")"
|
||||
|
||||
if [ -z "$RELEASE_ID" ]; then
|
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RELEASE_ID="$(curl -s "$INSTANCE/api/v1/repos/$REPO_FULL/releases/tags/$TAG" -H "$AUTH" \
|
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| json_id)"
|
||||
| python3 -c "import sys,json
|
||||
try: print(json.load(sys.stdin).get('id',''))
|
||||
except Exception: print('')")"
|
||||
fi
|
||||
if [ -z "$RELEASE_ID" ]; then
|
||||
echo "ERROR: could not create/find release '$TAG'"; exit 1
|
||||
|
|
@ -176,14 +148,9 @@ if [ "$UPLOAD" = 1 ]; then
|
|||
|
||||
curl -s -X POST "$INSTANCE/api/v1/repos/$REPO_FULL/releases/$RELEASE_ID/assets" \
|
||||
-H "$AUTH" -F "attachment=@$NAME.zip" -F "name=$NAME.zip" \
|
||||
| if command -v python3 >/dev/null 2>&1 || command -v python >/dev/null 2>&1; then
|
||||
PY=python3; command -v python3 >/dev/null 2>&1 || PY=python
|
||||
"$PY" -c "import sys,json
|
||||
| python3 -c "import sys,json
|
||||
try:
|
||||
a=json.load(sys.stdin); print('Uploaded asset', a.get('name'), a.get('size'), 'bytes')
|
||||
except Exception as e: print('upload response parse failed:', e)"
|
||||
else
|
||||
echo "Upload request sent (no python to parse the response)"
|
||||
fi
|
||||
echo "==> Done: https://git.mithraic.cloud/$REPO_FULL/releases/tag/$TAG"
|
||||
fi
|
||||
|
|
@ -1,73 +0,0 @@
|
|||
@echo off
|
||||
rem One-click Windows release build for skate3recomp-multiplayer.
|
||||
rem
|
||||
rem Fixes the known Windows build issues documented in /mnt/archive/Issues.txt
|
||||
rem (and mirrored in docs/releases.md):
|
||||
rem 1. stable Windows SDK so kernel32.lib resolves (vcvarsall with an SDK
|
||||
rem version instead of the broken default),
|
||||
rem 2. Git Bash %LIB% mangling (MSYS2_ARG_CONV_EXCL=*),
|
||||
rem 3. missing rexglue submodules (git submodule update --init + self-heal).
|
||||
rem
|
||||
rem Usage (from a normal cmd.exe / PowerShell prompt):
|
||||
rem tools\release\windows-build.cmd [--tag vX.Y.Z] [--upload]
|
||||
rem
|
||||
rem Config via environment variables:
|
||||
rem VCVARSALL path to vcvarsall.bat (default: VS 18 Community x64)
|
||||
rem WINSDK Windows SDK version (default 10.0.26100.0; try 10.0.22621.0
|
||||
rem if yours is different)
|
||||
rem GITBASH path to Git for Windows bash.exe
|
||||
setlocal
|
||||
|
||||
if "%VCVARSALL%"=="" set "VCVARSALL=%ProgramFiles%\Microsoft Visual Studio\18\Community\VC\Auxiliary\Build\vcvarsall.bat"
|
||||
if "%WINSDK%"=="" set "WINSDK=10.0.26100.0"
|
||||
if "%GITBASH%"=="" set "GITBASH=%ProgramFiles%\Git\bin\bash.exe"
|
||||
|
||||
if not exist "%VCVARSALL%" (
|
||||
echo [ERROR] vcvarsall.bat not found: %VCVARSALL%
|
||||
echo Set VCVARSALL to your Visual Studio install, e.g.
|
||||
echo "%%ProgramFiles%%\Microsoft Visual Studio\17\Community\VC\Auxiliary\Build\vcvarsall.bat"
|
||||
exit /b 1
|
||||
)
|
||||
if not exist "%GITBASH%" (
|
||||
echo [ERROR] Git Bash not found: %GITBASH%
|
||||
echo Install Git for Windows or set GITBASH.
|
||||
exit /b 1
|
||||
)
|
||||
|
||||
echo [1/3] Loading MSVC environment (x64, SDK %WINSDK%)
|
||||
call "%VCVARSALL%" x64 %WINSDK%
|
||||
if errorlevel 1 (
|
||||
echo [ERROR] vcvarsall failed. Try a different WINSDK, e.g.
|
||||
echo set WINSDK=10.0.22621.0
|
||||
exit /b 1
|
||||
)
|
||||
|
||||
rem Prevent Git Bash from converting/corrupting the MSVC environment.
|
||||
rem MSYS2_ARG_CONV_EXCL protects command-line ARGUMENTS; the actual
|
||||
rem kernel32.lib LNK1104 is caused by MSYS rewriting the %LIB% ENVIRONMENT
|
||||
rem variable (backslashes + semicolons), which requires MSYS2_ENV_CONV_EXCL.
|
||||
set "MSYS2_ARG_CONV_EXCL=*"
|
||||
set "MSYS2_ENV_CONV_EXCL=*"
|
||||
|
||||
if "%LIB%"=="" (
|
||||
echo [WARN] LIB is empty after vcvarsall - try a different WINSDK
|
||||
echo e.g. set WINSDK=10.0.22621.0
|
||||
)
|
||||
echo LIB=%LIB%
|
||||
|
||||
rem Convert the repo path to forward slashes for Git Bash (%~dp0 is
|
||||
rem tools\release\ with a trailing backslash; ..\.. reaches the repo root).
|
||||
set "REPO=%~dp0..\.."
|
||||
set "REPO=%REPO:\=/%"
|
||||
|
||||
echo [2/3] Initializing submodules (rexglue SDK + nested)
|
||||
"%GITBASH%" --login -c "cd '%REPO%' && git submodule update --init --jobs 4 && bash tools/ci/init-submodules.sh"
|
||||
if errorlevel 1 (
|
||||
echo [ERROR] submodule init failed.
|
||||
exit /b 1
|
||||
)
|
||||
|
||||
echo [3/3] Building release
|
||||
"%GITBASH%" --login -c "cd '%REPO%' && bash tools/release/release.sh %*"
|
||||
exit /b %errorlevel%
|
||||
endlocal
|
||||
Loading…
Add table
Reference in a new issue