* Add multiplayer extension
* Fix animation system to work when host is outside ISLE world
- Move TickHostSessions outside m_inIsleWorld gate so the host can
coordinate animations from any world
- Load animation catalog early in HandleCreate so the host can
coordinate before entering the ISLE world
- Use network-reported positions for remote player location detection
instead of requiring spawned ROIs
- Always erase sessions at launch — the host's job ends when the
animation starts; clients play and complete independently
- Replace BroadcastAnimComplete with locally-driven completion
callbacks: host generates eventId at launch, clients cache
completion JSON at start time, fire it when ScenePlayer finishes
- Make StopAnimation only do local cleanup (stop playback, cancel
own interest, reset coordinator) without destroying the session
host, so other players' sessions survive world transitions
- Broadcast state=0 in ResetAnimationState for full teardown paths
(shutdown, reconnect, host migration) so clients aren't left with
stale session state
* Fix use-after-free crash in ScenePlayer when remote player disconnects mid-animation
When a remote player's ROI is destroyed (disconnect, timeout, or respawn),
notify all active ScenePlayer instances to null out dangling references
before the ROI is freed. The animation engine already handles null ROI map
entries gracefully, so playback continues for remaining participants.
* Fix crash when performer's child ROIs are left dangling in ScenePlayer
NotifyROIDestroyed now walks the parent chain to also invalidate child
ROIs of the destroyed performer (head, limbs, etc.) that were placed
into the roiMap by BuildROIMap. The ancestor walk happens once; all
other fields are cleaned with simple pointer equality.
* Allow spectator to play click animation during scene playback
* Make PTATCAM track spectator ROI instead of camera in ScenePlayer
* Only regenerate emscripten version files when git state changes
Replace add_custom_target(ALL) with add_custom_command(OUTPUT) so the
version script only runs when .git/HEAD or the current branch ref file
changes, instead of on every build.
* Fix ROI name collision causing dangling pointers in NPC locomotion roiMaps
When ScenePlayer created cloned NPC ROIs for cooperative animations, it
renamed them to match the original character name and added them to the
ViewManager. This created a name collision: two ROIs with the same name.
The original game's AppendROIToScene searches by name and stops at the
first match, so if a locomotion BuildROIMap ran while the clone existed,
it could capture pointers to the clone's child ROIs. When the clone was
later destroyed (CleanupProps), those roiMap entries became dangling
pointers, crashing in AnimateWithTransform at roi.h:151 (SetVisibility).
Fix: use the alias mechanism (already supported by AnimUtils::BuildROIMap)
instead of renaming clones. Also unify all ROI name generation behind a
shared counter to prevent character manager key collisions.
CI / ${{ matrix.name }} (false, -DCMAKE_SYSTEM_NAME=WindowsStore -DCMAKE_SYSTEM_VERSION=10.0.26100.0, false, false, Visual Studio 17 2022, true, Xbox One, windows-latest, amd64, false, true) (push) Has been cancelled
CI / ${{ matrix.name }} (false, -DCMAKE_TOOLCHAIN_FILE=/opt/devkitpro/cmake/3DS.cmake, false, devkitpro/devkitarm:latest, false, Ninja, true, Nintendo 3DS, ubuntu-latest, true) (push) Has been cancelled
CI / ${{ matrix.name }} (false, -DCMAKE_TOOLCHAIN_FILE=/opt/devkitpro/cmake/Switch.cmake, false, devkitpro/devkita64:latest, false, Ninja, Nintendo Switch, true, ubuntu-latest, true) (push) Has been cancelled
Introduces a third person camera system with orbit camera, input handling
(mouse/keyboard/touch/gamepad), display actor cloning, and camera-relative
movement. Includes shared character utilities (animator, cloner, customizer)
and an IExtraAnimHandler interface for optional animation extensions.
Also includes generic base game fixes and extension system improvements.
* Use SDL IOStream in for MXIOINFO
* Use SDL IOStream for WDB file
* Use SDL IOStream for LegoStorage
* Update README.md
* Fixes
* Add names to skip.yml
* Add #include <stdio.h> where necessary
* Implement/fix Ghidra imports for multiple and virtual inheritance
Unfortunately, the handling in Ghidra is still far from perfect. This is a good place to start, though.
* Support offsets in vbase pointers
* Support `this adjust`
* minor stylistic improvement
* Improvements to documentation
---------
Co-authored-by: jonschz <jonschz@users.noreply.github.com>
* Implement `LegoRaceCar::HandleSkeletonKicks` and dependents
* Fix typo
* Spike to fix array comparisons (needs refactor)
* Refactor: Dedicated method for array element matching
* Address review comments
* Reformat with new version of black
* Apply more review comments
* Address more review comments
---------
Co-authored-by: jonschz <jonschz@users.noreply.github.com>
* feat: Reuse enums instead of recreating them every time
* feat: Support verifying return values larger than 4 bytes
* feat: Ignore `__$ReturnUdt` in template functions
* run formatter
---------
Co-authored-by: jonschz <jonschz@users.noreply.github.com>
* Refactor returned data structure for extensibility
* feature: Import stub functions but don't overwrite their argument list
Ghidra might have auto-detected some arguments, so we don't want to overwrite that if the stub's argument list has not been verified
Closes#1009
---------
Co-authored-by: jonschz <jonschz@users.noreply.github.com>
* Add draft for Ghidra function import script
* feature: Basic PDB analysis [skip ci]
This is a draft with a lot of open questions left. Please do not merge
* Refactor: Introduce submodules and reload remedy
* refactor types and make them Python 3.9 compatible
* run black
* WIP: save progress
* fix types and small type safety violations
* fix another Python 3.9 syntax incompatibility
* Implement struct imports [skip ci]
- This code is still in dire need of refactoring and tests
- There are only single-digit issues left, and 2600 functions can be imported
- The biggest remaining error is mismatched stacks
* Refactor, implement enums, fix lots of bugs
* fix Python 3.9 issue
* refactor: address review comments
Not sure why VS Code suddenly decides to remove some empty spaces, but they don't make sense anyway
* add unit tests for new type parsers, fix linter issue
* refactor: db access from pdb_extraction.py
* Fix stack layout offset error
* fix: Undo incorrect reference change
* Fix CI issue
* Improve READMEs (fix typos, add information)
---------
Co-authored-by: jonschz <jonschz@users.noreply.github.com>