- docs/ghost-multiplayer.md: the full beta guide - player usage, cvars, relay deployment (VPS build/install, free-tunnel option, verification), logging/troubleshooting and security notes. - tools/ghost_relay.service: hardened systemd unit for the public relay (Restart=on-failure, NoNewPrivileges, PrivateTmp, ProtectSystem). - tools/ghost_relay_deploy.sh: one-shot build + install + enable script for the VPS (GHOST_RELAY_PORT / GHOST_RELAY_VERBOSE overrides; opens the UDP port via ufw). Verified: the exact build line compiles and runs. - README: multiplayer pointer under 'How Do I Play?'.
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6.7 KiB
Markdown
178 lines
No EOL
6.7 KiB
Markdown
# Ghost multiplayer (beta)
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A from-scratch "ghost player" layer for the Skate 3 recomp native renderer:
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every player's skater skeleton is relayed through a small UDP server so other
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players see a real character model (driven by the remote skeleton) plus a
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nameplate. Nothing touches the game's own netcode, animation or physics.
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## How it works
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- **Topology:** every client connects **outbound** (UDP) to a relay. No port
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forwarding on any client. The relay forwards each player's pose stream to
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the other members of the same **room** (a 4-8 character code).
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- **Relay:** either the public `ghost_relay` server (below) or a player's
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game in LAN host mode. When the configured relay is unreachable, the game
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automatically starts an in-process relay on the LAN (UDP broadcast
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discovery) so same-network play still works.
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- **Protocol:** versioned (`kGhostVersion`). A mismatched client/server is
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refused with a clear message rather than silently misbehaving.
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- **Rendering:** ghosts are drawn with **this player's own character model**
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driven by the remote skeleton (bone palettes, no mesh transfer). Cloth
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garments drape in the remote root frame; nameplates label each ghost with
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the owner's display name.
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- **Logs:** everything important is logged to the game's log file (next to
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the executable in `logs/`). The relay logs refusals/caps to its own output.
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## Player usage
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1. Launch the game, press **M** to open the multiplayer menu.
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2. Tick **Enable ghost multiplayer**.
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3. Enter a **room code** (or leave empty to get an auto-assigned one, shown
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in the menu — share it with friends). Players sharing a code see each
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other.
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4. Use **Browse rooms (lobby)** to see who is on the configured relay and
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click a room to join it.
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5. Set a **display name** for your nameplate (default: your OS user name).
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Settings (server, room, name, port, rate) persist across restarts.
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### Configuration cvars
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| cvar | default | meaning |
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|---|---|---|
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| `skate3_ghost_enable` | false | master switch (also the menu toggle) |
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| `skate3_ghost_server` | `""` | relay `host[:port]`; empty = the compiled-in default |
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| `skate3_ghost_port` | `40001` | UDP port (outbound + LAN discovery/host) |
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| `skate3_ghost_room` | `""` | room code; empty = server assigns one |
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| `skate3_ghost_name` | `""` | nameplate name; empty = OS user name |
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| `skate3_ghost_rate` | `15` | pose broadcast rate (Hz) |
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| `skate3_ghost_lan` | `true` | LAN auto-discovery + auto-host fallback |
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| `skate3_ghost_draw_local` | `false` | debug: show your own capture cube |
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| `skate3_ghost_debug` | `false` | verbose ghost logging |
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The compiled-in default relay address is `kGhostDefaultServer` in
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`src/native/skate3_native_ghost_proto.h` — set it to your relay before
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shipping a build.
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## Deploying the relay (public server)
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The relay is a single dependency-free binary (plain sockets, no rexglue).
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Run it on a public VPS (any size; the workload is a few UDP forwards, a
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small VPS is plenty) or on your own machine behind a free tunnel
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(playit.gg / ngrok / Tailscale Funnel).
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### Build
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```sh
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# from the repo root
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cmake --preset linux-relwithdebinfo -DSKATE3_GAME_DATA_ROOT="$PWD/game"
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cmake --build --preset linux-relwithdebinfo --target ghost_relay --parallel
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# -> out/build/linux-relwithdebinfo/ghost_relay
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```
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Or compile in place (no CMake/rexglue needed, just a C++23 compiler):
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```sh
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g++ -std=c++23 -O2 -DSKATE3_RELAY_STANDALONE \
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-Isrc/native \
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tools/ghost_relay_main.cpp src/native/skate3_native_ghost_relay.cpp \
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-o ghost_relay
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```
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### Install on the VPS
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`tools/ghost_relay_deploy.sh` builds, installs and registers the service:
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```sh
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# copy the repo (or just tools/ + the relay sources) to the VPS, then:
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./tools/ghost_relay_deploy.sh # uses UDP 40001 by default
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GHOST_RELAY_PORT=40002 ./tools/ghost_relay_deploy.sh
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```
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Manual:
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```sh
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install -m 0755 ghost_relay /usr/local/bin/ghost_relay
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install -m 0644 tools/ghost_relay.service /etc/systemd/system/ghost-relay.service
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systemctl daemon-reload && systemctl enable --now ghost-relay
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ufw allow 40001/udp # open the port; nothing else is needed
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```
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The `ghost_relay.service` unit is:
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```ini
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[Unit]
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Description=Skate 3 recomp ghost multiplayer relay
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After=network-online.target
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Wants=network-online.target
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[Service]
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Type=simple
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ExecStart=/usr/local/bin/ghost_relay --port 40001 --max-clients 64
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Restart=on-failure
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RestartSec=2
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NoNewPrivileges=true
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PrivateTmp=true
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ProtectSystem=full
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[Install]
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WantedBy=multi-user.target
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```
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### Free-tunnel option (no VPS)
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The relay only needs a public UDP endpoint. Run it on any machine and expose
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it with a free tunnel that supports UDP (playit.gg is the most
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straightforward for games): it gives you a public `host:port` that forwards
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to your local relay. Point clients at it with `skate3_ghost_server` (or set
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it as the compiled-in default). No client-side port forwarding either way.
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### Verify
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```sh
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systemctl status ghost-relay
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journalctl -u ghost-relay -f # join/leave lines (--verbose)
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ss -ulnp | grep 40001 # listening on UDP
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```
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From a second machine:
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```sh
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printf '\x53\x47\x48\x54\x08\x00\x00' | nc -u <relay-ip> 40001 # LIST probe
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# expect a kTypeRooms reply (starts 'S G H T' + type 9 + payload)
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```
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## Logging & troubleshooting
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- **Game logs:** `<exe dir>/logs/` (SDK file logging; also where crash
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dumps land). Set `skate3_ghost_debug 1` (F12 menu) for verbose ghost
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lines.
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- **Relay logs:** `journalctl -u ghost-relay` (add `--verbose` to
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`ExecStart` for per-join/leave lines).
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- **"Refused by relay (protocol version mismatch)":** the game build and the
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relay must agree on `kGhostVersion` (both from the same build). Rebuild
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both.
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- **"Cannot resolve the relay"**: the default address is a placeholder until
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you set `skate3_ghost_server`; the game then falls back to LAN auto-host.
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- **Ghosts show as cubes**: the sender had no skeleton capture ready (menus,
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loading) — the cube is the graceful fallback.
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## Security notes
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- The relay is an anonymous UDP relay: any client that knows the address can
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join a room. It is intended for friends / a community, not untrusted
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internet strangers. Keep `--max-clients` sane and do not expose it beyond
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your intended audience.
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- Room codes are not passwords. Do not put personal information in the room
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code or display name.
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## Repository layout
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- `src/native/skate3_native_ghost_proto.h` — wire protocol
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- `src/native/skate3_native_ghost_net.h` — POSIX/Winsock UDP shim
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- `src/native/skate3_native_ghost_relay.{h,cpp}` — relay core (in-game host
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mode + standalone binary)
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- `src/native/skate3_native_ghost.{h,cpp}` — in-game client/capture
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- `src/skate3_native_ghost_dialog.{h,cpp}` — multiplayer menu + nameplates
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- `tools/ghost_relay_main.cpp`, `tools/ghost_relay.service`,
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`tools/ghost_relay_deploy.sh` — the standalone server |