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8 changed files with 21 additions and 331 deletions

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@ -1,82 +0,0 @@
# Netcode revival (branch `netcode-revival`)
Goal: revive Skate 3's **original** Xbox 360 multiplayer — the game's own
RakNet-based peer-to-peer netcode — instead of only the ghost co-presence
layer. `main` keeps the working ghost multiplayer + releases; this branch
carries the netcode work and stays clearly separate.
The transport is **RakNet over XNet/XSocket** (confirmed: rexglue's XNet
comments reference RakNet, and the game's `socket → setsockopt → bind →
sendto` sequence matches `RakPeer::Startup`). The game speaks its own
protocol; we only need the **platform netcode layer to work** (implement
rexglue's stubbed XNet session APIs + route the game's UDP through the
relay). We do not decode the game protocol.
## Architecture
- **Virtual addressing**: each machine gets a stable `XNADDR` (virtual IP
`10.80.0.x` + unique 6-byte `abEnet` → RakNet GUID). `XNetXnAddrToInAddr` /
`XNetServerToInAddr` resolve those into the socket layer's address space.
- **Relay = P2P stabilizer**: session UDP is forwarded outbound through the
relay (tagged `game` vs `ghost`) to the destination member's real socket;
on a LAN the transport can go direct. The server stabilizes NAT/remote
play but is not required on a LAN.
- **Session registry in the relay**: `XNetQosListen` advertises a session;
`XNetQosLookup` returns discovered sessions; the lobby/room-code UI stays
as the manual join path.
- **Ghost layer is kept** as the guaranteed fallback (co-presence that works
for everyone even if the netcode path fails).
## Phase 0 — XNet session/address layer (done, rexglue `767bd6e`)
Implemented in `rexglue-sdk/src/kernel/xam/xam_net.cpp`:
- `XNetGetTitleXnAddr`: stable virtual identity (was loopback + `0xCC` MAC).
- `XNetXnAddrToInAddr` / `XNetInAddrToXnAddr` / `XNetServerToInAddr` /
`XNetXnAddrToMachineId` / `XNetInAddrToString`: resolve virtual addresses
(were failure / `666.666.666.666`).
- `XNetQosListen`: accept advertisement (was `X_ERROR_FUNCTION_FAILED`).
- `XNetQosLookup`: success + empty `XNQOS` + completion signal (Phase 1
fills it from the relay registry).
- `XNetCreateKey` / `XNetRegisterKey` / `XNetUnregisterKey`: session keys.
- `XNetConnect` / `XNetGetConnectStatus`: report established.
- `getsockopt`: real basic reads off the native socket.
- `XNetSetSystemLinkPort`: accept.
## Phase 1 — relay game-transport + session registry (done, built)
- v5 relay: `kTypeGame` (opaque game UDP, unicast or room-broadcast) +
`kTypeSessionQuery`/`Reply` (discovery). JoinPayload carries the virtual IP.
- rexglue `XNetTransport`: joins the same relay + room as the ghost client,
routes `sendto` to `10.80.0.x` peers through the relay, injects inbound
game datagrams into the game's sockets, and serves session discovery to
`XNetQosLookup`.
- Wire structs byte-verified against the game's proto (sizes 7/31/1410/25/801)
with `static_assert`s on both sides.
## Test recipe (two instances on one machine, local relay)
1. Build: `cmake --build out/build/linux-relwithdebinfo --target ghost_relay skate3 -j$(nproc)`
2. Start the local relay: `./out/build/linux-relwithdebinfo/ghost_relay --port 40001`
3. Launch instance A: `./out/build/linux-relwithdebinfo/skate3`
Launch instance B (same machine; the relay loops them via 127.0.0.1).
4. In each instance's M menu: set `skate3_ghost_server = 127.0.0.1`, enable
multiplayer, join the SAME room code. The relay then routes both the ghost
poses and the game's own netcode traffic.
5. Verify in the log (stdout): `xnet transport: connecting to relay ...`,
`xnet transport: relay joined`, and on session search
`xnet transport: session reply with N session(s)`. Enable the game's
online flow (invite/join) and check whether RakNet establishes a session.
6. Two instances bind the same UDP data port → the second may fail to bind.
If so, the game's socket bind must become relay-aware (bind to an
ephemeral port in relay mode) — a known Phase 3 item.
## Phase 2 — invite UI
- `XamShowGameInviteUI` / `XamShowFriendsUI` as ImGui `XamDialog`s backed by
the relay lobby (real player list). Receive side (`XamNotifyCreateListener`
/ `XamSessionRefObjByHandle`) already works.
## Phase 3 — iterate to playable
Whatever the game needs past discovery (RakNet handshake, ports, privilege
fakes). Ghost stays as fallback throughout.
## Notes
- Testing is done with **two instances on one machine** (no second device);
the relay loops them via `127.0.0.1`. A headless harness may be added.
- Build: `clang-22` override, preset `linux-relwithdebinfo`, per
`docs/build.md` — same as `main`.

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@ -27,7 +27,6 @@
#include <rex/cvar.h> #include <rex/cvar.h>
#include <rex/logging.h> #include <rex/logging.h>
#include <rex/system/xnet_transport.h>
#if defined(_WIN32) #if defined(_WIN32)
#include <windows.h> #include <windows.h>
@ -364,10 +363,6 @@ void SendJoin(GhostSock sock, const GhostAddr& to, bool ping) {
std::memcpy(jp.room, g_room, g_room_len); std::memcpy(jp.room, g_room, g_room_len);
jp.room_len = g_room_len; jp.room_len = g_room_len;
} }
// v5: the machine's virtual IP (10.80.0.x) so the relay can route the
// game's own netcode and answer session queries. Mirrors the XNet layer's
// identity (single source of truth in the rexglue transport).
jp.virtual_ip = rex::system::XNetTransport::LocalVirtualIp();
// Display name: JOIN carries it so the relay can echo it in the roster; // Display name: JOIN carries it so the relay can echo it in the roster;
// the LAN discovery PING carries it too (a host can tag probes). // the LAN discovery PING carries it too (a host can tag probes).
CurrentDisplayName(jp.name, &jp.name_len); CurrentDisplayName(jp.name, &jp.name_len);
@ -726,11 +721,6 @@ void GhostNetworkLoop() {
const double dt = std::min(now - last_tick, 0.25); const double dt = std::min(now - last_tick, 0.25);
last_tick = now; last_tick = now;
// netcode-revival: the game's frontend refuses "Xbox Live features"
// before calling any rexglue API when its internal live flag is 0; force
// it so the party/EA flow can start. Runs regardless of ghost enable.
rex::system::XNetTransport::Instance().ForceLiveFlag();
if (!Enabled()) { if (!Enabled()) {
ResetSession(); ResetSession();
std::this_thread::sleep_for(std::chrono::milliseconds(50)); std::this_thread::sleep_for(std::chrono::milliseconds(50));
@ -738,27 +728,11 @@ void GhostNetworkLoop() {
} }
const bool debug = Debug(); const bool debug = Debug();
const uint16_t port = uint16_t(REXCVAR_GET(skate3_ghost_port));
std::string server = REXCVAR_GET(skate3_ghost_server); std::string server = REXCVAR_GET(skate3_ghost_server);
if (server.empty()) { if (server.empty()) {
server = kGhostDefaultServer; server = kGhostDefaultServer;
} }
// A server string may carry its own port ("host:port"); prefer it over
// the port slider so the relay resolve AND the game's netcode transport
// agree on the endpoint.
std::string host = server;
uint16_t port = uint16_t(REXCVAR_GET(skate3_ghost_port));
const size_t colon = server.rfind(':');
if (colon != std::string::npos && colon != 0 &&
colon != server.size() - 1) {
host = server.substr(0, colon);
try {
const int p = std::stoi(server.substr(colon + 1));
if (p > 0 && p <= 65535) {
port = uint16_t(p);
}
} catch (...) {
}
}
const std::string room_str = REXCVAR_GET(skate3_ghost_room); const std::string room_str = REXCVAR_GET(skate3_ghost_room);
char room_buf[kGhostMaxRoomLen] = {}; char room_buf[kGhostMaxRoomLen] = {};
uint8_t room_len = 0; uint8_t room_len = 0;
@ -775,13 +749,6 @@ void GhostNetworkLoop() {
g_room_len = room_len; g_room_len = room_len;
} }
} }
// A typed/clicked room change re-joins the relay on the next tick
// instead of waiting up to the heartbeat interval.
static std::string s_last_room;
if (room_len != 0 && s_last_room != room_str) {
s_last_room = room_str;
g_peer_public.last_join = 0.0;
}
if (sock == GHOST_INVALID_SOCKET) { if (sock == GHOST_INVALID_SOCKET) {
sock = GhostSocketCreate(/*allow_broadcast=*/true); sock = GhostSocketCreate(/*allow_broadcast=*/true);
@ -796,7 +763,7 @@ void GhostNetworkLoop() {
if (server != last_server || port != last_port) { if (server != last_server || port != last_port) {
GhostAddr a; GhostAddr a;
g_peer_public.configured = g_peer_public.configured =
GhostResolve(host + ":" + std::to_string(port), port, &a); GhostResolve(server + ":" + std::to_string(port), port, &a);
if (g_peer_public.configured) { if (g_peer_public.configured) {
g_peer_public.addr = a; g_peer_public.addr = a;
} else { } else {
@ -814,14 +781,6 @@ void GhostNetworkLoop() {
// keeps the roster/name labels current as members join and leave), and // keeps the roster/name labels current as members join and leave), and
// reconnect when the HELLO stream goes quiet. // reconnect when the HELLO stream goes quiet.
if (g_peer_public.configured) { if (g_peer_public.configured) {
// netcode-revival: keep the game's own netcode transport on the same
// relay + room (idempotent; reconnect happens on any change).
char active_room[kGhostMaxRoomLen] = {};
{
std::lock_guard<std::mutex> lock(g_mu);
std::memcpy(active_room, g_room, g_room_len);
}
rex::system::XNetTransport::Instance().SetRelay(host.c_str(), port, active_room);
if (now - g_peer_public.last_join >= kJoinIntervalSec) { if (now - g_peer_public.last_join >= kJoinIntervalSec) {
SendJoin(sock, g_peer_public.addr, /*ping=*/false); SendJoin(sock, g_peer_public.addr, /*ping=*/false);
g_peer_public.last_join = now; g_peer_public.last_join = now;

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@ -23,7 +23,7 @@
namespace skate3::native_ghost { namespace skate3::native_ghost {
constexpr uint32_t kGhostMagic = 0x54484753u; // "GHST" (LE) constexpr uint32_t kGhostMagic = 0x54484753u; // "GHST" (LE)
constexpr uint8_t kGhostVersion = 5; constexpr uint8_t kGhostVersion = 4;
constexpr uint16_t kGhostDefaultPort = 40001; constexpr uint16_t kGhostDefaultPort = 40001;
constexpr uint32_t kGhostMaxRoomLen = 8; constexpr uint32_t kGhostMaxRoomLen = 8;
constexpr uint32_t kGhostMaxRoster = 32; constexpr uint32_t kGhostMaxRoster = 32;
@ -53,10 +53,6 @@ enum PacketType : uint8_t {
kTypePoseChunk = 7, // client -> relay -> other members: { PoseChunkPayload } kTypePoseChunk = 7, // client -> relay -> other members: { PoseChunkPayload }
kTypeList = 8, // client -> relay: request the room list (empty payload) kTypeList = 8, // client -> relay: request the room list (empty payload)
kTypeRooms = 9, // relay -> client: { RoomsPayload } (the lobby browser) kTypeRooms = 9, // relay -> client: { RoomsPayload } (the lobby browser)
// netcode-revival (v5): the game's own RakNet UDP rides the same relay.
kTypeGame = 10, // client -> relay -> member: { GamePayload } (opaque)
kTypeSessionQuery = 11, // client -> relay: request sessions in my room
kTypeSessionReply = 12, // relay -> client: { SessionReplyPayload }
}; };
// True byte-packing: the struct layouts below must match the wire format // True byte-packing: the struct layouts below must match the wire format
@ -76,17 +72,13 @@ struct PacketHeader {
// JOIN and PING share the room payload (PING may carry the probing client's // JOIN and PING share the room payload (PING may carry the probing client's
// room so LAN hosts can answer only matching rooms); JOIN additionally // room so LAN hosts can answer only matching rooms); JOIN additionally
// carries the client's display name, which the relay echoes to room members // carries the client's display name, which the relay echoes to room members
// in the HELLO roster so nameplates can label every ghost. v5 adds the // in the HELLO roster so nameplates can label every ghost.
// client's virtual IP (the 10.80.0.x identity XNet reports for this machine)
// so the relay can route the game's own UDP (kTypeGame) and answer session
// queries (kTypeSessionReply) with per-member addresses.
struct alignas(1) JoinPayload { struct alignas(1) JoinPayload {
uint8_t version; // protocol version (kGhostVersion); mismatches are refused uint8_t version; // protocol version (kGhostVersion); mismatches are refused
uint8_t room_len; uint8_t room_len;
char room[kGhostMaxRoomLen]; char room[kGhostMaxRoomLen];
uint8_t name_len; uint8_t name_len;
char name[kGhostMaxNameLen]; char name[kGhostMaxNameLen];
uint32_t virtual_ip; // host-order virtual IP (10.80.0.x); 0 = unknown
}; };
// One room member as reported in a HELLO roster: session id + display name. // One room member as reported in a HELLO roster: session id + display name.
@ -122,34 +114,6 @@ struct alignas(1) RoomsPayload {
RoomEntry rooms[kGhostMaxRooms]; RoomEntry rooms[kGhostMaxRooms];
}; };
// ---- netcode-revival: the game's own UDP through the relay ------------------
// Opaque game datagrams (the game's RakNet netcode) are wrapped by rexglue's
// XSocket relay-transport and forwarded by the relay to the destination
// member. dst_virtual_ip selects the recipient (0 = broadcast to every other
// member of the room); the relay re-stamps src_virtual_ip with the sender's
// identity before forwarding so the recipient can reply. data[] is capped so
// a full ~1400-byte UDP payload fits an MTU-safe datagram.
constexpr uint16_t kGhostGameData = 1400;
struct alignas(1) GamePayload {
uint32_t dst_virtual_ip; // recipient (10.80.0.x) or 0 = all room members
uint32_t src_virtual_ip; // filled by the relay on forward
uint16_t data_len; // bytes valid in data[]
uint8_t data[kGhostGameData];
};
// One discovered session (a member of the room) as reported to XNetQosLookup.
struct alignas(1) SessionEntry {
uint32_t session_id; // the member's relay session id
uint32_t virtual_ip; // the member's 10.80.0.x address (host order)
uint8_t name_len;
char name[kGhostMaxNameLen];
};
struct alignas(1) SessionReplyPayload {
uint8_t count; // entries in list[] (<= kGhostMaxRoster)
SessionEntry list[kGhostMaxRoster];
};
// Full-pose blob (the character-model path): the sender's skater skeleton, // Full-pose blob (the character-model path): the sender's skater skeleton,
// 3 float4 rows per bone (column-vector affine [R | t], model -> world, row // 3 float4 rows per bone (column-vector affine [R | t], model -> world, row
// k = bone k exactly as the scene renderer's bone ring expects). Flags bit 0 // k = bone k exactly as the scene renderer's bone ring expects). Flags bit 0

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@ -228,11 +228,6 @@ void GhostRelay::HandlePacket(const GhostAddr& from, const PacketBuf& p,
std::memcpy(me->name, jp.name, jp.name_len); std::memcpy(me->name, jp.name, jp.name_len);
me->name_len = jp.name_len; me->name_len = jp.name_len;
} }
// v5: the client's virtual IP identity (used to route kTypeGame and to
// answer kTypeSessionQuery). PING probes may omit it.
if (jp.virtual_ip != 0) {
me->virtual_ip = jp.virtual_ip;
}
// Empty room: assign one (uppercase alnum, 4 chars, seeded by the // Empty room: assign one (uppercase alnum, 4 chars, seeded by the
// session id and the wall of the receiving thread). // session id and the wall of the receiving thread).
if (me->room_len == 0) { if (me->room_len == 0) {
@ -331,73 +326,6 @@ void GhostRelay::HandlePacket(const GhostAddr& from, const PacketBuf& p,
break; break;
} }
case kTypeGame: {
// netcode-revival: the game's own RakNet UDP, opaque to us. Forward
// to the destination member (dst_virtual_ip, or every other member
// when 0), re-stamping the sender's virtual IP so the recipient can
// reply. Unknown addresses are dropped (a member with a bogus dst is
// gone or never joined).
if (me->refused) {
return;
}
if (p.h.payload_size != sizeof(GamePayload) || me->virtual_ip == 0) {
return;
}
GamePayload gp = {};
std::memcpy(&gp, p.payload, sizeof(gp));
if (gp.data_len > kGhostGameData) {
return;
}
me->last_seen = now;
PacketBuf out = p;
out.h.magic = kGhostMagic;
out.h.type = kTypeGame;
GamePayload* fwd = reinterpret_cast<GamePayload*>(out.payload);
fwd->src_virtual_ip = me->virtual_ip;
const uint16_t size = PacketSize(out);
uint32_t recipients = 0;
for (Client& c : clients_) {
if (&c == me || c.refused) {
continue;
}
if (c.room_len != me->room_len ||
!RoomEquals(c.room, c.room_len, me->room, me->room_len)) {
continue;
}
if (gp.dst_virtual_ip != 0 && c.virtual_ip != gp.dst_virtual_ip) {
continue;
}
GhostSockSendTo(sock_, c.addr, &out, size);
++recipients;
}
// Verbose: a windowed summary of game datagrams relayed, so the game's
// own netcode traffic is visible in the log.
if (verbose_.load(std::memory_order_relaxed) && recipients != 0) {
++game_forwards_;
if (now - last_game_log_ >= 2.0 || game_forwards_ == 1) {
GHOST_RELAY_INFO("game traffic: {} datagram(s) relayed to {} "
"member(s) in room '{}'",
game_forwards_, recipients,
std::string(me->room, me->room_len));
last_game_log_ = now;
game_forwards_ = 0;
}
}
break;
}
case kTypeSessionQuery: {
// netcode-revival: a client asks "who's in my room?" so XNetQosLookup
// can discover sessions. Report every OTHER member with a known
// virtual IP (their session id + address + name).
if (me->refused) {
return;
}
me->last_seen = now;
BuildSessionReply(from, *me);
break;
}
case kTypeLeave: { case kTypeLeave: {
const auto it = std::remove_if(clients_.begin(), clients_.end(), const auto it = std::remove_if(clients_.begin(), clients_.end(),
[&from](const Client& c) { [&from](const Client& c) {
@ -471,52 +399,14 @@ void GhostRelay::BuildRoomList(const GhostAddr& to) {
GhostSockSendTo(sock_, to, &out, PacketSize(out)); GhostSockSendTo(sock_, to, &out, PacketSize(out));
} }
void GhostRelay::BuildSessionReply(const GhostAddr& to, const Client& me) {
// mu_ is held by the caller. Report the OTHER members of the requester's
// room that have a known virtual IP (their relay session id + 10.80.0.x
// address + display name) - exactly the discovery data XNetQosLookup needs
// to hand the game.
SessionReplyPayload sr = {};
for (const Client& c : clients_) {
if (&c == &me || c.refused || c.virtual_ip == 0) {
continue;
}
if (c.room_len != me.room_len || !RoomEquals(c.room, c.room_len, me.room, me.room_len)) {
continue;
}
if (sr.count >= kGhostMaxRoster) {
break;
}
SessionEntry& e = sr.list[sr.count++];
e.session_id = c.session_id;
e.virtual_ip = c.virtual_ip;
e.name_len = c.name_len;
std::memcpy(e.name, c.name, c.name_len);
}
PacketBuf out;
BuildPacket(out, kTypeSessionReply, &sr, static_cast<uint16_t>(sizeof(sr)));
GhostSockSendTo(sock_, to, &out, PacketSize(out));
}
void GhostRelay::Sweep(double now) { void GhostRelay::Sweep(double now) {
std::lock_guard<std::mutex> lock(mu_); std::lock_guard<std::mutex> lock(mu_);
if (now <= 0.0) { if (now <= 0.0) {
return; return;
} }
const bool verbose = verbose_.load(std::memory_order_relaxed); clients_.erase(std::remove_if(clients_.begin(), clients_.end(),
clients_.erase(std::remove_if( [now](const Client& c) {
clients_.begin(), clients_.end(), return now - c.last_seen > kClientTimeoutSec;
[now, verbose](const Client& c) {
const bool stale = now - c.last_seen > kClientTimeoutSec;
if (stale && verbose) {
GHOST_RELAY_INFO("{} timed out ({}s silence; {} joined "
"room '{}')",
GhostAddrStr(c.addr),
int(now - c.last_seen), c.session_id,
std::string(c.room, c.room_len));
}
return stale;
}), }),
clients_.end()); clients_.end());
} }

View file

@ -52,11 +52,9 @@ class GhostRelay {
void SetVerbose(bool verbose) { verbose_ = verbose; } void SetVerbose(bool verbose) { verbose_ = verbose; }
private: private:
struct Client;
void Run(); void Run();
void HandlePacket(const GhostAddr& from, const PacketBuf& p, double now); void HandlePacket(const GhostAddr& from, const PacketBuf& p, double now);
void BuildRoomList(const GhostAddr& to); void BuildRoomList(const GhostAddr& to);
void BuildSessionReply(const GhostAddr& to, const Client& me);
void Sweep(double now); void Sweep(double now);
GhostSock sock_ = GHOST_INVALID_SOCKET; GhostSock sock_ = GHOST_INVALID_SOCKET;
@ -70,7 +68,6 @@ class GhostRelay {
struct Client { struct Client {
GhostAddr addr; GhostAddr addr;
uint32_t session_id = 0; uint32_t session_id = 0;
uint32_t virtual_ip = 0; // 10.80.0.x identity from the JOIN (0 = unknown)
char room[kGhostMaxRoomLen] = {}; char room[kGhostMaxRoomLen] = {};
uint8_t room_len = 0; uint8_t room_len = 0;
char name[kGhostMaxNameLen] = {}; char name[kGhostMaxNameLen] = {};
@ -84,11 +81,6 @@ class GhostRelay {
bool locked_ = false; bool locked_ = false;
char locked_room_[kGhostMaxRoomLen] = {}; char locked_room_[kGhostMaxRoomLen] = {};
uint8_t locked_room_len_ = 0; uint8_t locked_room_len_ = 0;
// Verbose game-traffic telemetry (netcode-revival): count forwarded game
// datagrams and log a windowed summary so the game's own RakNet traffic is
// observable without spamming the log per packet.
uint32_t game_forwards_ = 0;
double last_game_log_ = 0.0;
}; };
} // namespace skate3::native_ghost } // namespace skate3::native_ghost

View file

@ -3,13 +3,11 @@
#include <cmath> #include <cmath>
#include <cstring> #include <cstring>
#include <string> #include <string>
#include <vector>
#include <imgui.h> #include <imgui.h>
#include <rex/cvar.h> #include <rex/cvar.h>
#include <rex/logging.h> #include <rex/logging.h>
#include <rex/system/xnet_transport.h>
#include "native/skate3_native_ghost.h" #include "native/skate3_native_ghost.h"
#include "skate3_native_scene.h" #include "skate3_native_scene.h"
@ -99,12 +97,11 @@ void GhostDialog::OnDraw(ImGuiIO& io) {
ImGui::Separator(); ImGui::Separator();
ImGui::Text("Room code"); ImGui::Text("Room code");
// Commits on every change so the relay follows the typed code immediately
// (no Enter required - Enter was flaky here). Partial codes are harmless:
// the relay just moves you to each intermediate room as you type.
if (ImGui::InputText("##ghost_room", room_input_, sizeof(room_input_), if (ImGui::InputText("##ghost_room", room_input_, sizeof(room_input_),
ImGuiInputTextFlags_EnterReturnsTrue |
ImGuiInputTextFlags_CharsUppercase)) { ImGuiInputTextFlags_CharsUppercase)) {
REXCVAR_SET(skate3_ghost_room, std::string(room_input_)); REXCVAR_SET(skate3_ghost_room, std::string(room_input_));
ImGui::SetKeyboardFocusHere(-1);
} }
ImGui::SameLine(); ImGui::SameLine();
// Copy the ACTIVE room (the one this player is actually in), which for an // Copy the ACTIVE room (the one this player is actually in), which for an
@ -128,8 +125,10 @@ void GhostDialog::OnDraw(ImGuiIO& io) {
ImGui::Separator(); ImGui::Separator();
ImGui::Text("Display name"); ImGui::Text("Display name");
if (ImGui::InputText("##ghost_name", name_input_, sizeof(name_input_))) { if (ImGui::InputText("##ghost_name", name_input_, sizeof(name_input_),
ImGuiInputTextFlags_EnterReturnsTrue)) {
REXCVAR_SET(skate3_ghost_name, std::string(name_input_)); REXCVAR_SET(skate3_ghost_name, std::string(name_input_));
ImGui::SetKeyboardFocusHere(-1);
} }
ImGui::TextDisabled("Shown on your nameplate above the ghost. Empty = " ImGui::TextDisabled("Shown on your nameplate above the ghost. Empty = "
"your OS user name."); "your OS user name.");
@ -175,16 +174,14 @@ void GhostDialog::OnDraw(ImGuiIO& io) {
ImGui::Text("Relay server (optional)"); ImGui::Text("Relay server (optional)");
ImGui::PushItemWidth(-1.0f); ImGui::PushItemWidth(-1.0f);
// Commit on Enter OR when the field loses focus (clicking away), so a if (ImGui::InputText("##ghost_server", server_input_, sizeof(server_input_),
// swallowed Enter cannot leave the old server active. Not commit-on-change: ImGuiInputTextFlags_EnterReturnsTrue)) {
// partial hostnames would flap the connection while typing.
ImGui::InputText("##ghost_server", server_input_, sizeof(server_input_));
if (ImGui::IsItemDeactivatedAfterEdit()) {
REXCVAR_SET(skate3_ghost_server, std::string(server_input_)); REXCVAR_SET(skate3_ghost_server, std::string(server_input_));
ImGui::SetKeyboardFocusHere(-1);
} }
ImGui::PopItemWidth(); ImGui::PopItemWidth();
ImGui::TextDisabled("Empty = built-in default relay. Press Enter or click " ImGui::TextDisabled("Empty = built-in default relay. No port forwarding "
"away to apply. No port forwarding needed on any client."); "needed on any client.");
ImGui::Separator(); ImGui::Separator();
@ -218,34 +215,6 @@ void GhostDialog::OnDraw(ImGuiIO& io) {
if (st.peer[0] != '\0') { if (st.peer[0] != '\0') {
ImGui::Text(" Relay: %s", st.peer); ImGui::Text(" Relay: %s", st.peer);
} }
// netcode-revival: the game's own netcode transport (RakNet via the relay).
{
using rex::system::XNetTransport;
ImGui::Text(" Netcode: %s",
XNetTransport::Instance().Active()
? "relay joined"
: "not connected");
const std::vector<rex::system::XNetSession> xnet_sessions =
XNetTransport::Instance().Sessions();
if (!xnet_sessions.empty()) {
ImGui::Text(" Sessions: %zu discoverable",
xnet_sessions.size());
}
// netcode-revival: the frontend "Xbox Live features" gate inputs, so we
// can see why a menu item is greyed out without needing stdout.
const XNetTransport::GateStatus gs = XNetTransport::Instance().GetGateStatus();
ImGui::TextDisabled("-- Party Play gate --");
ImGui::Text(" Live flag: %s value=%d",
gs.live_flag_mapped ? "mapped" : "NOT MAPPED",
gs.live_flag_value);
ImGui::Text(" Signin slot: 0=%u 1=%u 2=%u 3=%u", gs.signin_state[0],
gs.signin_state[1], gs.signin_state[2], gs.signin_state[3]);
ImGui::Text(" Signin info: %s%s%s%s", gs.signin_info_ok[0] ? "0" : "x",
gs.signin_info_ok[1] ? "1" : "x", gs.signin_info_ok[2] ? "2" : "x",
gs.signin_info_ok[3] ? "3" : "x");
ImGui::Text(" Link active: %s", gs.link_active ? "yes" : "no");
ImGui::Text(" Title online: %s", gs.title_online ? "yes" : "no");
}
if (st.refused) { if (st.refused) {
ImGui::TextColored(ImVec4(1.0f, 0.5f, 0.3f, 1.0f), ImGui::TextColored(ImVec4(1.0f, 0.5f, 0.3f, 1.0f),
" Refused by relay (protocol version mismatch)"); " Refused by relay (protocol version mismatch)");

View file

@ -12,9 +12,7 @@ struct LocalProfile {
std::string gamertag; std::string gamertag;
uint64_t xuid = 0; uint64_t xuid = 0;
bool signed_in = true; bool signed_in = true;
// netcode-revival: default the profile to Xbox Live signed-in so the bool live_signed_in = false;
// game's online gates (which require XamUserGetSigninState == 2) open.
bool live_signed_in = true;
}; };
struct LocalProfileStore { struct LocalProfileStore {

@ -1 +1 @@
Subproject commit 30ee3e2b8647d80a48ce823a75ea3facf60f60af Subproject commit 7eb0faf7787f5e01333c228b8e3f03c32f7295ea