Move all Emscripten-specific multiplayer code under platforms/emscripten/
and introduce an abstract PlatformCallbacks interface for outbound
notifications, mirroring the existing NetworkTransport pattern. This
removes all #ifdef __EMSCRIPTEN__ blocks from networkmanager.cpp.
Move WASM exports (mp_set_walk_animation, mp_set_idle_animation,
mp_trigger_emote) from multiplayer.cpp into a dedicated
wasm_exports.cpp, added to the isle target (guarded by both
EMSCRIPTEN and ISLE_EXTENSIONS) so the linker keeps the symbols.
Replace the polling mp_get_player_count export with push-based
playerCountChanged CustomEvents dispatched from NetworkManager.
The count only reflects players visible in the Isle world: null
when the local player is outside Isle, filtered by remote player
worldId when inside. Remove the now-unused GetPlayerCount() method.
Implement the animation system from the Phase 1 plan:
Protocol: Add walkAnimId/idleAnimId fields to PlayerStateMsg (2 extra bytes
per 15Hz tick), add MSG_EMOTE (type 9) with EmoteMsg struct, and define
shared animation lookup tables (walk: 6 anims, idle: 3, emote: 2).
NetworkManager: Store local walk/idle animation indices, include them in
every state broadcast, handle incoming MSG_EMOTE by dispatching to the
target remote player's TriggerEmote(). Add SetWalkAnimation(),
SetIdleAnimation(), SendEmote(), GetPlayerCount() public API.
RemotePlayer: Replace per-animation raw pointers with AnimCache struct
and lazy m_animCacheMap (name -> ROI map, built on first use, cleared on
Despawn). UpdateFromNetwork() detects walk/idle ID changes and swaps the
active animation cache. UpdateAnimation() now has three states: moving
(configurable walk anim), emote (one-shot with duration tracking,
interrupted by movement), and idle (configurable idle anim after 2.5s
timeout). Add TriggerEmote() for one-shot emote playback.
WASM exports: mp_set_walk_animation(), mp_set_idle_animation(),
mp_trigger_emote(), mp_get_player_count() with EMSCRIPTEN_KEEPALIVE.
CMakeLists.txt adds EXPORTED_FUNCTIONS and EXPORTED_RUNTIME_METHODS
for Svelte ccall/cwrap access.
https://claude.ai/code/session_01BEYdu8gXr1QmYwzRRgaEA6
* Export MultiplayerExt symbols accessed from isle executable
When lego1 is built as a shared library (DLL), symbols used by the isle
executable through the Extension<T>::Call() template need to be exported.
Add LEGO1_EXPORT to MultiplayerExt::enabled and MultiplayerExt::CheckRejected()
which are referenced from isleapp.cpp via the template instantiation.
https://claude.ai/code/session_01HHMmowothg25fephi6iidq
* Use inline const instead of constexpr for extension function pointers
constexpr cannot be used with dllimport function addresses since they
are resolved at load time through the IAT, not at compile time. Change
to inline const which preserves the single-definition semantics (via
inline) while allowing runtime initialization of the function pointers.
https://claude.ai/code/session_01HHMmowothg25fephi6iidq
* Fix multiplayer extension link errors across DLL boundary
When lego1 is a shared library, Extension<T>::Call() instantiated from
isle.exe references MultiplayerExt::enabled and CheckRejected() which
are not exported. Instead of exporting internal symbols (which also
breaks constexpr with dllimport), add an exported IsMultiplayerRejected()
wrapper that keeps the Extension<T>::Call() instantiation inside lego1.
https://claude.ai/code/session_01HHMmowothg25fephi6iidq
* Guard IsMultiplayerRejected with EXTENSIONS ifdef
extensions.cpp is only compiled when ISLE_EXTENSIONS is ON, so the
wrapper function and its call site need #ifdef EXTENSIONS guards for
targets like x86 MSVC where extensions are disabled.
https://claude.ai/code/session_01HHMmowothg25fephi6iidq
* Move IsMultiplayerRejected definition to multiplayer.cpp
The function is declared in multiplayer.h and belongs with the rest of
the multiplayer extension code, not in the general extensions.cpp file.
https://claude.ai/code/session_01HHMmowothg25fephi6iidq
---------
Co-authored-by: Claude <noreply@anthropic.com>
- Remove hardcoded multiplayer config from emscripten config.cpp
- Add relay HTTP endpoints for room preview (GET) and creation (POST)
with capacity check, CORS headers, and configurable max players
- Add WebSocket rejection detection (room full/503) via onclose flag
- Add CheckRejected extension call in IsleApp::Tick for clean shutdown
through SDL_APP_SUCCESS path instead of calling exit()
- Set Module._exitCode in JS for sessionStorage-based toast after reload
- Animation ROI maps: lazily built and cached, invalidated on world change
- Room full UX: toast style with sessionStorage to survive page reload
- Rename Sneaky walk animation to Leaning
- Three animation categories: walking (6 options), idle (3 options), one-off emotes (2 options)
- Walk/idle selections carried as uint8_t indices in PlayerStateMsg (auto-sync on join)
- Emotes remain one-shot MSG_EMOTE messages with emoji popup for local player
- WASM exports: mp_set_walk_animation, mp_set_idle_animation, mp_trigger_emote (index-based)
- Identified all CNs###xx animations with UI labels and descriptions
- Remote player state machine: walk → stationary → idle timeout → emote support
- CNs004xx excluded (duplicate of CNs001xx)
- Configurable room size with relay-enforced ceiling (MAX_PLAYERS_CEILING)
- Room config written to isle.ini via OPFS (same pattern as existing settings)
- Multiplayer extension disabled in INI for solo play (zero overhead)
- Hash-based routing (#r/name) consistent with existing isle.pizza navigation
- Three-word Lego Island-themed room names (brave-red-brick style)
- Collapsible in-game overlay
- Animation research: identified CNs###xx generic animations, click body flip,
disassemble/reassemble, and procedural flip; documented playback mechanisms
and which are portable to remote players
- Animations broadcast-only (not played on local player)
- String-based animation names in protocol (matches internal lookup)
- Room full: game exits, frontend shows error modal on reload
- Removed future layers reference
- Tier 1 (plants + buildings): marked as implemented
- Tier 2 (NPC customization): downgraded to low value because NPCs are
randomly spawned and pathed per-session, so players never see the same
NPCs in the same locations
- Tier 4 (vehicles): corrected to account for autonomous vehicle coasting
after exit (m_worldSpeed is never reset), split into Tier 4a (visibility
only) and 4b (coasting position sync), increased effort estimate
- Updated priority order, effort summary, and opinion sections
Use 'using namespace Extensions' and value_or() instead of verbose
fully-qualified names and has_value()/value(), matching the pattern
used in legotextureinfo.cpp.
Read "multiplayer:room" from INI options (default "default") and use it
in Connect() instead of a hardcoded string. Return early if room is blank,
matching the relay URL check. Rename p_mgr to p_networkManager for consistency.
Split relay.ts into protocol.ts (constants, binary helpers), gameroom.ts
(Durable Object), and a thin relay.ts entry point. Replace magic numbers
with named constants matching protocol.h. Run wrangler directly as PID 1
in Docker so Ctrl+C shuts down gracefully instead of being swallowed by npx.
Move world state synchronization logic (snapshots, events, entity
mutation routing) into a dedicated WorldStateSync class, reducing
NetworkManager from ~790 to ~420 lines.
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
Right now when path to AppImage has spaces in it (for example if it gets installed in ~/Applications by a manager I'll be named "Isle Portable") I'll fail to execute with an error:
```
/tmp/.mount_Isle PCAHbep/AppRun: line 16: [: /home/damglador/Applications/Isle: binary operator expected
/tmp/.mount_Isle PCAHbep/AppRun: line 24: /tmp/.mount_Isle PCAHbep/usr/bin/isle-config: Input/output error
```
This patch should fix it.
Revert plant/building manager globals back to private class statics
(matching master) and use friend declarations for extension access.
Move CreateCharacterClone out of LegoCharacterManager into a new
CharacterCloner class in the multiplayer extension.
Add serialization framework using C++ templates and table-driven lookup
to sync plant and building state between players. Includes world snapshot
routing to requesting peer, relay server Docker support, and fixes for
building color sync, ride vehicle visibility, and ARM compilation.
- Replace manual vector math in UpdateTransform with CalcLocalTransform and vec.h macros (LERP3, SET3, MV3, DISTSQRD3, ZEROVEC3)
- Remove all SDL_Log debug logging from multiplayer code
- Strip extraneous comments that restate the code
- Extract CreateAndSpawnPlayer helper to consolidate repeated spawn pattern
- Simplify UpdateVehicleState control flow
- Remove unused includes (SDL_log.h, mxgeometry/mxmatrix.h)
- WebSocket relay server (Cloudflare Worker + Durable Object)
- Remote player character cloning with walk/idle/ride animations
- Vehicle support for remote players
- INI config for relay URL
- Extension hook for world transition ROI management
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
- Use Node.js runtime instead of OpenResty/NGINX
- Clone isle.pizza frontend from master branch
- Add entrypoint script that runs prepare:assets and starts Vite
- Remove ISLE_EMSCRIPTEN_HOST build flag
- Delete nginx.conf (no longer needed)
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) Waiting to run
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) Waiting to run
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) Waiting to run
SDL3 commit 1a27b5b838f added code that overwrites window dimensions
with CSS values when external_size is detected. This broke rendering
because the window was created with browser dimensions instead of
the requested 640x480.
Force the correct window size immediately after creation to ensure
the renderer initializes with the proper dimensions.
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) Waiting to run
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) Waiting to run
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) Waiting to run
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
* Clear unknowns in `LegoAnimPresenter`, `LegoLocomotionAnimPresenter` and `LegoHideAnimPresenter`
* Clear visibility unknowns in animation presenters
---------
Co-authored-by: Florian Kaiser <mail@floriankaiser.org>
Co-authored-by: Christian Semmler <mail@csemmler.com>