Commit Graph

12 Commits

Author SHA1 Message Date
foxtacles
7b114bbe59
Add multiplayer extension (#789)
* 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.
2026-04-05 17:13:15 +02:00
foxtacles
7e4a86fb39
Add third person camera extension (#786)
Some checks failed
CI / clang-format (push) Has been cancelled
CI / ${{ matrix.name }} (false, --toolchain /usr/local/vitasdk/share/vita.toolchain.cmake, false, false, Ninja, Vita, ubuntu-latest, true, true) (push) Has been cancelled
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
CI / ${{ matrix.name }} (false, emcmake, false, false, true, Ninja, Emscripten, ubuntu-latest, true) (push) Has been cancelled
CI / ${{ matrix.name }} (false, false, false, Ninja, true, MSVC (arm64), windows-latest, amd64_arm64, false) (push) Has been cancelled
CI / ${{ matrix.name }} (false, false, true, Ninja, true, MSVC (x86), windows-latest, amd64_x86, false) (push) Has been cancelled
CI / ${{ matrix.name }} (false, true, false, Ninja, true, MSVC (x64), windows-latest, amd64, false) (push) Has been cancelled
CI / ${{ matrix.name }} (false, true, true, false, Ninja, true, MSVC (x64 Debug), windows-latest, amd64, false) (push) Has been cancelled
CI / ${{ matrix.name }} (true, false, -DCMAKE_SYSTEM_NAME=iOS, false, false, Xcode, true, iOS, macos-15, true) (push) Has been cancelled
CI / ${{ matrix.name }} (true, false, false, false, Ninja, Android, ubuntu-latest, true) (push) Has been cancelled
CI / ${{ matrix.name }} (true, false, true, false, Ninja, macOS, macos-latest, true) (push) Has been cancelled
CI / ${{ matrix.name }} (true, true, false, Ninja, true, mingw-w64-x86_64, mingw64, msys2 mingw64, windows-latest, msys2 {0}, true) (push) Has been cancelled
CI / ${{ matrix.name }} (true, true, true, false, Ninja, true, Linux (Debug), ubuntu-latest, true) (push) Has been cancelled
CI / ${{ matrix.name }} (true, true, true, false, Ninja, true, Linux, ubuntu-latest, true) (push) Has been cancelled
CI / Flatpak (${{ matrix.arch }}) (aarch64, ubuntu-22.04-arm) (push) Has been cancelled
CI / Flatpak (${{ matrix.arch }}) (x86_64, ubuntu-latest) (push) Has been cancelled
CI / C++ (push) Has been cancelled
Docker / Publish web port (push) Has been cancelled
CI / Release (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.
2026-03-31 01:00:07 +02:00
Christian Semmler
bae8c292f5
Update miniaudio to 0.11.24 (#774) 2026-01-30 19:42:06 -08:00
Anonymous Maarten
a90c7cb985
libweaver: support system library and use latest wip read flags (#735)
* Use system libweaver when DOWNLOAD_DEPENDENCIES is disabled

* Update to latest libweaver master
2025-11-23 00:26:54 +00:00
Anonymous Maarten
85ff14e997
Remove debug window (#736)
* Remove debug window

* LEGO1: remove a few exports

* LEGO1: Remove a few `friend class DebugViewer` declarations
2025-11-21 14:20:37 +00:00
Anonymous Maarten
3f974f7317
Fix build with disabled precompiled headers (#724) 2025-10-24 20:56:11 +00:00
Christian Semmler
d10ac7e77c
Add hdmusic.si asset pack, extend SiLoader with Replace directive (#671)
* Replace SI objects

* Changes

* Fix

* Remove obsolete file

* Add delete handler

* Updates

* Update assets

* Configure git LFS

* Add HD music

* Move files to LFS

* chmod files

* fix gitattributes

* Fixes

* Fixes

* Add other HD music

* Fix file perms

* Add comment

* Minor update

* Refactor

* Fix

* Add LFS flag

* Add check for file replace

* Exclude assets from CPack

* Attempt fix

* Update libweaver

* Fix MxDSBuffer leak

* Add .lfsconfig

* Set LFS URL

* Fix LFS CI

* Fix

* Space
2025-08-16 21:21:39 +02:00
Christian Semmler
841db2a577
Add SI Loader extension (#664)
* SiLoader draft

* Fixes

* Fixes

* Fix asset build on Windows

* Remove whitespace

* Package assets in CI

* Disable clang-tidy

* Fix NCC

* Try this

* Disable extensions on Xbox for now

* Update bitmap

* Update 3rdparty/CMakeLists.txt

Co-authored-by: Anonymous Maarten <madebr@users.noreply.github.com>

* Add DEPFILE for asset command

* Use assets.d instead of .d

---------

Co-authored-by: Anonymous Maarten <madebr@users.noreply.github.com>
2025-08-11 00:59:55 +00:00
Christian Semmler
54b56c6b13
Add MA_NO_RUNTIME_LINKING (#354) 2025-06-20 23:54:49 +00:00
Anonymous Maarten
9d06cd9e53
Show imgui window when starting app with --debug (#138)
* Show imgui window when starting app with --debug

* g_closed test in SDL_AppIterate is still needed

* Allow disabling isleapp debugging by configuring with -DISLE_DEBUG=OFF

* clang-format
2025-05-20 23:36:51 +02:00
Anders Jenbo
e92805e863
Let CMake handle fetching of libsmacker and miniaudio when DOWNLOAD_DEPENDENCIES is enabled (#67) 2025-05-09 23:34:52 +02:00
Anonymous Maarten
ec19d5edb0 Fix mingw build + copy d3drm from wine (#25)
* Fix engineConfig declaration crossing jump

This fixes the following error:
```
/src/isle-portable/LEGO1/omni/src/audio/mxsoundmanager.cpp: In member function 'virtual MxResult MxSoundManager::Create(MxU32, MxBool)':
/src/isle-portable/LEGO1/omni/src/audio/mxsoundmanager.cpp:119:1: error: jump to label 'done'
  119 | done:
      | ^~~~
/src/isle-portable/LEGO1/omni/src/audio/mxsoundmanager.cpp:78:22: note:   from here
   78 |                 goto done;
      |                      ^~~~
/src/isle-portable/LEGO1/omni/src/audio/mxsoundmanager.cpp:84:26: note:   crosses initialization of 'ma_engine_config engineConfig'
   84 |         ma_engine_config engineConfig = ma_engine_config_init();
      |                          ^~~~~~~~~~~~
```

* Fix 'invalid conversion from 'SDL_FunctionPointer' {aka 'void (*)()'} to 'void*'

* /SAFESEH:NO is a VC thing

* SDL3 is still instable

* Cannot forward declare and use enum

* Remove MusicManager from public LEGO1.DLL interface

* Copy d3d from wine git 6c5d17af07a318d754c0c21023b2d162a0d3725d

* Build d3drm-wine with 32-bit mingw

* cmake: move 3rd party targets to cmake script in 3rdparty directory

* cmake: bump minimum required CMake version to 3.25 to allow adding a subproject with SYSTEM automatically applied

An alternative would be to use SYSTEM in target_include_directories in the 3rd party cmake script.

* Add a minimal Findiniparser.cmake (not all distributions carry the upstream iniparser-config.cmake files)

* Add wine's d3drm headers

* cmake: merge ISLE_USE_DX5_LIBS into ISLE_USE_DX5

* cmake: Build all shared libraries in the binary output directory (to avoid PATH issues)

* ci: enable msys2 mingw32 build

* Disable clang-tidy on d3drm wine

* Thread functions must have SDLCALL call convention

* cmake: disable clang-tidy for miniaudio and libsmacker as well

* Hopefully fix c++ format and skip ncc naming violation

* clang-format violations keep up popping out of nowhere

* No need for lego/legoomni/include

* ncc: define SDLCALL as empty instead
2024-06-25 20:02:58 +02:00