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https://github.com/isledecomp/isle-portable.git
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734623cdd7
11 Commits
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7566d5c468
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Skip LMB hold threshold for immediate movement when RMB is held
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> |
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99c871ab16
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Nick bricks memories (#21)
* WIP: Add animation completion protocol message for Nick Brick's Memories Add MSG_ANIM_COMPLETE (15) protocol message broadcast by the host on natural animation completion. Contains a 64-bit random event ID, the SI object ID, and per-participant data (charIndex, displayName). - BroadcastAnimComplete: gathers participants from session slots, resolves spectator characters from display actors, generates event ID - HandleAnimComplete: filters observers (only participants get callback), builds JSON with eventId/objectId/participants for frontend - OnAnimationCompleted callback in PlatformCallbacks, implemented for Emscripten (CustomEvent dispatch) and Native (SDL_Log) - GetDisplayName() getter on RemotePlayer Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> * Fix participant ordering in animation completion message Emit the local player first in the JSON participants array so the frontend can rely on participants[0] being self when reporting to the server. Extract participant JSON-building into a lambda to avoid duplication. Retain null-termination safety for displayName. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> * Disable workers.dev and preview URLs for relay server Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> * Fix path actor assertion failure / freeze on repeated vehicle enter/exit When the third-person camera is active, LMB triggers both forward movement and vehicle interaction. This leaves the previous actor with m_worldSpeed > 0 when entering a vehicle, causing it to wander on the path system in non-user-nav mode. On exit, SetBoundary() overwrites m_boundary without updating m_destEdge, creating a boundary/edge mismatch. On the next vehicle enter, the stale spline finishes and SwitchBoundary asserts (debug) or loops infinitely (release). Stop the previous actor from wandering by zeroing its world speed on enter. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> * Add hold threshold to disambiguate LMB click from hold-to-walk A 300ms time threshold prevents brief clicks (for interacting with world objects) from also triggering forward movement in third-person camera mode. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> * Add missing SDL_timer.h include for SDL_GetTicks Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> * Remove maxActors setting from multiplayer — NPCs are always disabled The maxActors room setting added unnecessary complexity for a feature that should always be off in multiplayer. Remove it from the relay server protocol, room configuration API, C++ client, and simplify NPC enforcement to be unconditional. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> --------- Co-authored-by: Claude Opus 4.6 (1M context) <noreply@anthropic.com> |
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647bd28a07
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Claude/npc animations local playback (#20)
* WIP: NPC animation local playback Add NpcAnimCatalog and NpcAnimPlayer for playing NPC interaction animations directly on player ROIs in multiplayer, bypassing the singleplayer streaming pipeline. - NpcAnimCatalog: reads animation entries from LegoAnimationManager with eligibility filtering per actor - NpcAnimPlayer: minimal SI file reader (header + offset table only, then single MxSt read per object), extracts animation/audio/phoneme data from ISLE.SI composite objects - Skeletal animation with position rebasing (absolute world coords converted to player-relative deltas) - Audio via LegoCacheSound with proper WaveFormat parsing from SI chunks, wall-clock sync via SDL_GetTicks - Phoneme lip sync with FLC decode, palette update, and proper texture restore on cleanup - Movement lock via Controller::m_npcAnimPlaying flag - Test trigger: emote 0 plays first eligible NPC animation Still WIP: debug logging present, network sync not implemented, needs testing with more animations. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> * WIP: Fix NPC animation playback, props, crash safety, and movement lock - Fix SI file reading: use declared offset count, handle RIFF word-alignment for odd-sized MxCh chunks, parse WaveFormat struct directly (not RIFF WAV) - Fix animation type matching: use presenter name instead of MxOb::Type enum (skeletal anim is type Object=0x0B, phoneme is type Video=0x03) - Fix animation positioning: compute full rigid-body rebase transform (savedTransform * inverse(animPose0)) so all motion, rotation, and extra actor positions are preserved relative to the player's current pose - Add extra character support: use CharacterCloner::Clone for root-level characters (RHODA, RD, BD, PG), extend AssignROIIndices to match non-*-prefixed root-level nodes against extra ROIs - Fix phoneme: update palette via SetEntries after FLC decode, restore original texture by passing saved pointer (not NULL), initialize filetype_/volume_ to avoid UBSan errors - Fix sync: use SDL_GetTicks (wall-clock) instead of Timer()->GetTime() (game timer stalls during freezes), defer clock start to first Tick - Fix crash on camera transition: add NPC anim stop callback in Controller::Deactivate and OnWorldDisabled (fires before ROI destruction) - Block camera toggle and scroll/zoom disable during NPC animation - Block player movement and camera-relative input during NPC animation - Add StopNpcAnimation() public API on NetworkManager - Add EnsureROIMapVisibility in Tick for prop visibility Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> * WIP: Fix rebase for nested camera nodes, revert test to eligible[0] Accumulate parent transforms when computing the player's animation- space world pose at time 0. Fixes position offset for animations with nested '-' nodes (e.g. -SBA001BU -> -TILT -> BU) where the local transform alone didn't account for parent TILT offset. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> * WIP: Catalog filtering, prop LOD trimming, click anim blocking - Split NpcAnimCatalog into NPC (location==-1) and cam (location>=0) buckets - Filter by display actor's character index (not actorId) - Eligibility: require all 5 main actor bits set (no counterpart for now) - DisplayActorToCharacterIndex maps display actor -> g_characters index - Trim trailing digits/underscores from prop LOD names matching original game's e_managedInvisibleRoiTrimmed logic (LETR12 -> letr) - Handle *-prefixed non-actor root siblings as props via CreateAutoROI - Block click animations during NPC animation playback (both local and remote player paths) - Remove verbose per-entry catalog logging Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> * WIP: Actor metadata ROI creation, vehicle reuse, AssignROIIndices fix - Replace scanForCharacters heuristic with LegoAnimActorEntry metadata loop (GetNumActors/GetActorType/GetActorName) matching original game - Player identified by animation name suffix, not tree position - Handle all actor types: managed actors (2), trimmed props (3), exact props (4), scene ROIs (5/6), and scene actors (0/1) - Vehicle ROI reuse: borrow existing ride vehicle ROI for type 0/1 actors when CreateAutoROI fails, restore name on Stop - Fix AssignROIIndices: check extras before claiming root to handle tree ordering (BIKESY before SY) - Use GetRefCount(ROI*) for cleanup instead of name-based Exists() - Block click animations during NPC anim playback - Vehicle animation not yet fully working (known issue) Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> * WIP: Fix vehicle animation, skip Controller tick during NPC anim The ride animation and SyncTransformFromNative in Controller::Tick were overwriting ROI transforms set by NpcAnimPlayer every frame. Skip the entire ride animation path and non-vehicle character animation path when m_npcAnimPlaying is true, so only NpcAnimPlayer controls ROI positioning during NPC animations. Also add comprehensive ROI map and tree assignment debug logging. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> * Move SI parsing from NpcAnimPlayer into libweaver Replace ~300 lines of custom RIFF/MxOb/MxCh parsing in NpcAnimPlayer with libweaver's new HeaderOnly read mode and slot-based ReadObject API. This reuses ReadChunk's existing logic for the full MxSt->MxOb->MxCh chain, eliminating code duplication. Extract HD/CD path resolution into a shared ResolveGamePath utility (extensions/common/pathutils), replacing the duplicated pattern in NpcAnimPlayer, SiLoader, and TextureLoader. Update libweaver to 17c7736 (HeaderOnly + ReadObject support). Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> * Refactor animation playback into Multiplayer::Animation namespace Split the monolithic NpcAnimPlayer and NpcAnimCatalog into five focused components under extensions/multiplayer/animation/: - Catalog: AnimInfo index with category enum, stores all animations - Loader: SI file I/O, parsing, AnimData cache - Controller: Play/Tick/Stop orchestrator, ROI creation, rebase matrix - AudioPlayer: LegoCacheSound timed playback - PhonemePlayer: FLC decoding, texture swap, lip sync Also removes ~50 SDL_Log debug calls, renames all NpcAnim* references to match the new structure, simplifies the camera animation callback API, and documents AnimUtils divergences from the original game. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> * DRY: Extract TrimLODSuffix helper and AnimData::ReleaseTracks - controller.cpp: Extract repeated digit/underscore trimming loop into static TrimLODSuffix() (was duplicated 3 times in CreateExtraROIs) - loader.cpp: Extract duplicated track cleanup loops into AnimData::ReleaseTracks() (was in both destructor and move-assignment) Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> * Updates * Clarify animation system separation with renames and DRY extractions Rename Controller → ScenePlayer to distinguish multi-actor scene animations from simple character poses. Rename AnimData → SceneAnimData to avoid confusion with the character lookup tables. Rename animdata.h/cpp → charactertables.h/cpp to reflect their actual content (walk/idle/emote/vehicle tables). Extract ApplyTree, TrimLODSuffix, and ResolvePropLODName into AnimUtils to reduce duplication across CharacterAnimator and ScenePlayer. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> * Remove dta.py accidentally committed Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> * Fix CleanupProps corrupting global NPC actor state ReleaseActor looks up g_actorInfo[] by ROI name, which for renamed clones (e.g. "ma") matches the real global NPC and deletes its actor entity. Since all props are independent clones (not obtained via GetActorROI), use ReleaseAutoROI unconditionally — it performs identical map/ROI cleanup without touching g_actorInfo[]. Also removes the redundant explicit Remove() call since ReleaseAutoROI already calls RemoveROI() internally. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> * WIP: Add animation catalog rework, location proximity, and coordinator Prerequisite systems for cooperative animation reenactment feature: - Catalog: expanded CatalogEntry with performerMask, spectatorMask, location index. Exact character matching (replaces engine's lossy 2-char prefix). New CanTrigger() checks collective player eligibility (spectator + all performers, mutually exclusive roles). - LocationProximity: 2D XZ distance to nearest g_locations entry, integrated into Tickle with OnNearestLocationChanged callback. Remote player locations derived from ROI positions. - Coordinator: state machine (idle/interested/countdown/playing/completed), ComputeEligibility for frontend consumption (pre-filtered to local player's participable animations). Networking hooks are stubs. - NetworkManager: location proximity + coordinator integration, atomic request pattern for anim interest/cancel, state resets on all transition paths (world disable, disconnect, reconnect, stop). - Bridge: OnNearestLocationChanged callback (Emscripten + Native), mp_set_anim_interest / mp_cancel_anim_interest WASM exports. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> * WIP: Add push-based animation state bridge and slot fill computation Add OnAnimationsAvailable callback that pushes full animation eligibility state (location, coordinator state, per-animation slot fill status) to the frontend whenever relevant state changes. Uses a dirty flag system with 250ms cooldown (bypassed for interest changes) to batch updates. - Add CanTriggerDetailed to Catalog (refactor CanTrigger as wrapper) - Enrich EligibilityInfo with SlotInfo vector and CatalogEntry pointer - Add Coordinator::OnLocationChanged for auto-clearing stale interest - Add dirty flag triggers at all 7 state change points in NetworkManager - Build JSON payload with unified slots (performers + spectator) - Remove OnNearestLocationChanged (superseded by push-based approach) Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> * Ghastly * WIP * Fix animation session sync, camera-cancel, and state management bugs - Add m_cancelPending to coordinator to prevent stale session re-enrollment - Allow ClearInterest during countdown/playing for camera-cancel support - Camera toggle now cancels animation in any active state instead of blocking - Safety net: cancel animation when camera is disabled by any source - Push idle JSON when camera unavailable so frontend clears countdown UI - HandleCancel includes playing sessions and erases them (explicit cancel stops all) - HandleAnimCancel/HandleAnimUpdate detect playing→idle to stop local scenes - SendAnimUpdateToPlayer for targeted session sync to newly joined players - HandleHostAssign: skip ResetAnimationState on initial assignment to avoid race - IsPeerNearby helper for shared proximity checks - HandleAnimInterest: evict far-away participants when session is full - PushAnimationState: suppress session display when no participant is nearby - World filter in UpdateRemotePlayers and PushAnimationState - Set m_animStateDirty on camera change and remote player world change - Use anyInIsle instead of anyNearby for continuous proximity-based push Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> * Clean up animation code: extract DRY helpers, remove debug logging - Extract BuildAnimUpdateMsg() and ExtractSlotPeerIds() to deduplicate message-building logic in BroadcastAnimUpdate/SendAnimUpdateToPlayer - Replace manual tree iteration in controller.cpp with AnimUtils::ApplyTree - Remove all [Anim]/[SessionHost] SDL_Log debug calls and unused includes Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> * WIP: ScenePlayer multi-participant support and cam_anim playback Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> * WIP: Vehicle ROI support, alias-based ROI mapping, audio fix Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> * Refactor animation infrastructure: remove dead code, DRY, tighten data Remove all debug logging (~20 SDL_Log calls), dead fields (m_savedVehicleName, m_debugFirstTickLogged, boundingRadius, centerPoint), dead methods (RestoreVehicleROI, HasActiveSounds), and unused parameters (Tick's deltaTime). Tighten data structures: replace raw m_propROIs array with vector, derive isSpectator from charIndex via IsSpectator() method (SessionSlot, ParticipantROI), group action transform fields into sub-struct, replace vehicle category magic numbers with VehicleCategory enum. Extract DRY helpers: addAlias/createProp lambdas in SetupROIs, StopScenePlayback() in NetworkManager (5 call sites), combine dual slot iteration into single loop in HandleAnimStartLocally. Simplify Play() signature by removing redundant p_localROI/p_vehicleROI params. Fix bug: HandleAnimCancel now unlocks remote player ROIs when stopping during playback (was skipping unlock, leaving remotes permanently locked). Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> * Async SI asset preloading during animation countdown Preload animation data from isle.si on a background thread when the countdown starts (4s window), so ScenePlayer::Play() finds the data already cached and avoids a 500ms-1s main-thread stall. Adds Loader::PreloadAsync() with a one-shot MxThread subclass that opens its own si::File/Interleaf, parses the object, and inserts into the cache under MxCriticalSection. EnsureCached() joins any in-progress preload before falling back to synchronous load. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> * Refactor animation system: fix dangling pointer, DRY extractions, correctness - Fix dangling .c_str() in ScenePlayer::SetupROIs by using std::deque for aliasNames (vector reallocation invalidated stored pointers) - Push idle JSON fallback when userActor is null in PushAnimationState instead of silently returning with stale frontend state - Extract GetPerformerIndices() to eliminate 3 duplicate bit-iteration loops across coordinator.cpp and sessionhost.cpp - Promote CheckSpectatorMask to public Catalog method, replacing inlined duplicate in sessionhost.cpp - Extract Loader::OpenSIHeaderOnly() to consolidate duplicated SI file open/parse between OpenSI() and PreloadThread::Run() - Extract IDLE_ANIM_STATE_JSON constant to avoid string duplication - Clarify proximity radius distinction with comment Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> * Observer mode: uninvolved players see animations play out locally Non-participant players in the same world now see scene animations (cam_anim, npc_anim) play out on the performing players' ROIs as an ambient background scene. The observer's camera, movement, and vehicle are completely unaffected. Key changes: - HandleAnimStartLocally always runs (not just for session participants) - ScenePlayer gains observer mode: skips camera control, spectator hiding, and vehicle hiding - Preload during countdown for all clients, not just participants - Fix 1st person camera: skip display ROI check for observers (the display clone is destroyed in 1st person mode) - Track m_playingAnimIndex for observer early-stop detection Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> --------- Co-authored-by: Claude Opus 4.6 (1M context) <noreply@anthropic.com> |
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138cbcf6a3
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Add LMB forward movement to third person camera
When LMB is held in 3rd person mode, the character walks forward in the camera's facing direction. Works simultaneously with RMB camera rotation. Transitions between 1st and 3rd person are seamless while holding LMB. Also fixes RMB mouse cursor not reappearing when releasing after a 3rd-to-1st person transition. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> |
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e4dabad90c
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Guard against null GameState in ReinitForCharacter
GameState() can return null during shutdown when camera re-init is triggered. Add a null check before accessing m_currentArea. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> |
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aa48001eb3
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Disable third person camera and hide remote players in Isle overlay areas
Overlay areas (elevator rides, observatory, gas station/police doorways) stay within the Isle world but use fixed cameras with no free-roaming movement. The third person camera and player display were incorrectly staying active in these areas, and remote players remained visible at their last open-world position. Query GameState::m_currentArea at runtime to detect restricted areas, avoiding new state variables or hooks into decompiled code. Extract shared IsRestrictedArea() into a common header used by both the camera controller and multiplayer networking. On the multiplayer side, broadcast WORLD_NOT_VISIBLE as the worldId so remote clients hide the player via existing visibility logic, and exclude the local player from the player count when in a restricted area. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> |
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13f6239808
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Claude/fix platform compilation errors hol yw (#19)
* Add native platform multiplayer support via libwebsockets Add a general-purpose WebSocket transport using libwebsockets (v4.5-stable) for all non-Emscripten platforms, enabling multiplayer on desktop, mobile, and any other platform that libwebsockets supports. New files: - LwsTransport: implements NetworkTransport using lws client API with non-blocking event loop integration via lws_service(ctx, 0) in Receive() - NativeCallbacks: implements PlatformCallbacks with SDL_Log output Build integration: - libwebsockets fetched conditionally only when ISLE_EXTENSIONS=ON and not building for Emscripten, with SSL disabled (ws:// only) - Follows existing 3rdparty dependency patterns (FetchContent/find_package) https://claude.ai/code/session_01BojPvEEhREJ4xdihJfin3m * Fix Connect() reconnection guard to check context instead of connected flag The previous check (m_connected) would fail to clean up a stale lws context when reconnecting after a connection error, since the error handler already sets m_connected=false. Check m_context instead, matching the emscripten version's behavior of cleaning up any existing connection state. https://claude.ai/code/session_01BojPvEEhREJ4xdihJfin3m * Fix cross-platform compilation errors for libwebsockets multiplayer - Add ISLE_USE_WEBSOCKETS cmake option to conditionally build lws transport (disabled on Switch, 3DS, Vita, Emscripten which lack standard networking) - Disable lws internal -Werror (DISABLE_WERROR) to fix GCC/Clang builds - Override MSVC /WX with /WX- on the websockets target to fix MSVC builds - Skip precompiled headers for native transport files to avoid miniwin/windows.h type conflicts on MinGW - Guard native transport includes/instantiation with ISLE_USE_WEBSOCKETS define so platforms without lws gracefully skip multiplayer networking https://claude.ai/code/session_01UdLx6KWCXocF6guCQDq8C8 * Fix native WebSocket transport compilation errors and disconnect detection - Fix undefined variable: relayUrl → s_relayUrl in multiplayer.cpp - Fix interface mismatch: LwsTransport now implements WasDisconnected() matching the base class pure virtual - Add WasRejected() to NetworkTransport interface for parity between emscripten and native backends (rejected = closed before ever connected) - Fix post-connection disconnect detection: m_disconnected is now set unconditionally on any close/error, not only for pre-connection failures - Guard shared init code with #if defined(__EMSCRIPTEN__) || defined(ISLE_USE_WEBSOCKETS) to avoid creating a NetworkManager on platforms without a transport - Collapse identical CONNECTION_ERROR/CLOSED handlers into fallthrough Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> * Move exit code constants to networktransport.h and eliminate magic numbers Move EXIT_ROOM_FULL/EXIT_CONNECTION_LOST from NetworkManager (where they were unused) to the Multiplayer namespace in networktransport.h so both backends can reference them. Pass them into the emscripten inline JS as parameters instead of hardcoding 10/11. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> * Implement missing PlatformCallbacks pure virtuals in NativeCallbacks NativeCallbacks only overrode OnPlayerCountChanged, leaving three pure virtuals unimplemented (OnThirdPersonChanged, OnNameBubblesChanged, OnAllowCustomizeChanged), making it abstract and un-instantiable on MSVC. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> * Remove WebSocket subprotocol request to match browser behavior The relay server doesn't negotiate subprotocols, so lws requesting Sec-WebSocket-Protocol: lws-multiplayer caused the handshake to stall and freeze the game. The browser WebSocket API doesn't send this header. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> * Add debug logging to native WebSocket transport Temporary diagnostic logs to find where the game freezes on Windows: - Before/after lws_create_context, lws_client_connect_via_info, lws_service - In all lws callback events including unhandled reason codes - Suppress verbose lws internal logging Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> * Move lws_service to background thread to prevent game loop blocking lws_service(ctx, 0) blocks the main thread on Windows despite the 0ms timeout, freezing the game on a black screen. Move all libwebsockets event processing to a dedicated LwsServiceThread using MxThread, with MxCriticalSection-protected queues for thread-safe send/receive and std::atomic flags for connection state. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> * Fix service thread lifecycle for reconnect support MxThread is single-use: m_running is set TRUE in the constructor and never reset after Terminate(). Allocate LwsServiceThread on the heap so each connection gets a fresh instance. Also handle Start() failure to avoid deadlock in Terminate() if SDL thread creation fails. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> * Fix right-click camera turning on Desktop by tracking button state internally On Windows, SDL3 uses different mouse device IDs for button events (normal input) vs motion events (raw input during relative mouse mode). This causes motion.state to not reflect the right button being held, since the button state was recorded under a different device ID. Track right button state internally via SDL_EVENT_MOUSE_BUTTON_DOWN/UP instead of relying on motion.state, which works reliably across all platforms. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> * Restore cursor position after right-click camera drag on Desktop On Desktop, SDL_SetWindowRelativeMouseMode accumulates absolute position internally, so the cursor appears at a different location when released. Save the cursor position before entering relative mode and warp it back on release, matching the Emscripten pointer lock behavior. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> * Fix default * Add debug logging for peer ID assignment Logs the assigned peer ID when MSG_ASSIGN_ID is received to help diagnose whether ws:// connections are reaching the Durable Object. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> * Add missing SDL_log.h include for SDL_Log Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> * Add TLS/WSS support to native WebSocket transport via mbedTLS Cloudflare custom domains require wss:// for proper Worker routing. Fetch mbedTLS v3.6.3 via FetchContent and enable LWS_WITH_MBEDTLS so the Desktop client can connect over TLS. The transport now detects wss:// URLs and sets the appropriate SSL context and connection flags. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> * Disable iniparser test suite during FetchContent build iniparser's main branch added tests that require Ruby. Set BUILD_TESTING OFF in the block to skip test configuration. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> * Revert "Disable iniparser test suite during FetchContent build" This reverts commit abdd9b37bced18dd54486c1cfb23a53a2d1b3142. * Fix mbedTLS tarball MD5 hash Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> * Bump mbedTLS from 3.6.3 to 3.6.5 Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> * Use official mbedTLS release archive instead of GitHub auto-generated tarball The auto-generated tarball from /archive/refs/tags/ doesn't include the mbedtls_framework submodule, causing a build failure. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> * Fix mbedTLS download URL to use correct release tag format Release tags use 'mbedtls-3.6.5' not 'v3.6.5'. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> * Fix mbedTLS include dirs by setting cache vars inside block() scope mbedtls_SOURCE_DIR and mbedtls_BINARY_DIR are only available inside the block() where FetchContent_MakeAvailable runs. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> * Disable lws export targets to fix mbedTLS export set conflict lws install(EXPORT) fails because FetchContent'd mbedTLS targets aren't in an export set. LWS_WITH_EXPORT_LWSTARGETS OFF disables this since we don't need install rules. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> * Remove EXCLUDE_FROM_ALL from mbedTLS FetchContent mbedcrypto depends on internal sub-libraries (everest, p256m) that don't get built when EXCLUDE_FROM_ALL is set, causing link failures. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> * Add explicit build dependencies from websockets to mbedTLS internals The Visual Studio generator doesn't infer the build order for mbedTLS's internal sub-libraries (everest, p256m) when they are transitive dependencies through mbedcrypto. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> * Force mbedTLS to build as static libraries Without explicit BUILD_SHARED_LIBS OFF, mbedTLS (and its internal sub-libraries like everest) build as DLLs instead of static libs. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> * Remove unnecessary add_dependencies for mbedTLS internals The real issue was BUILD_SHARED_LIBS, not build ordering. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> * Scope BUILD_SHARED_LIBS to mbedTLS block instead of global cache CACHE BOOL FORCE writes to the global cache, leaking beyond the block() and preventing lego1.dll from being built as a shared lib. A regular variable is properly scoped by block(). Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> * Pre-set mbedTLS 3.x API check results for lws configure lws uses check_function_exists for mbedtls_md_setup but the check fails since mbedTLS targets aren't built at configure time. Without the result, lws falls back to the removed 2.x mbedtls_md_init_ctx. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> * Add debug logging to multiplayer initialization Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> * Enable verbose lws logging to diagnose TLS handshake failure Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> * Fix TLS: use ALLOW_INSECURE instead of SKIP_SERVER_CERT_HOSTNAME_CHECK SKIP_SERVER_CERT_HOSTNAME_CHECK also skips setting SNI (Server Name Indication) via mbedtls_ssl_set_hostname. Without SNI, Cloudflare can't route the connection to the Worker. ALLOW_INSECURE disables cert verification while still setting the SNI hostname. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> * Suppress CMake deprecation error for mbedTLS cmake_minimum_required Newer CMake versions (3.27+) error on old cmake_minimum_required values. Setting CMAKE_POLICY_VERSION_MINIMUM to 3.10 suppresses this for the mbedTLS subdirectory. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> * Fix left-click and cursor warp regression from right-click camera fix The mouse button handler ran relative-mouse-mode and cursor-warp logic for ALL button events, not just right-button events. Left clicks would enter the else branch, disabling relative mode and warping the cursor to a stale/zero position. Scope the entire block to right-button events only. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> * Move CMAKE_POLICY_VERSION_MINIMUM outside block() scope The variable may not propagate from block() scope into FetchContent's add_subdirectory call on some CMake versions. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> * Fix mbedTLS cmake_minimum_required deprecation error in CI CI uses -Werror=dev which makes the CMake deprecation warning for cmake_minimum_required(VERSION < 3.10) a fatal error. Patch mbedTLS's CMakeLists.txt via PATCH_COMMAND to use VERSION 3.10 instead. CMAKE_POLICY_VERSION_MINIMUM only works on CMake 4.x, not 3.28. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> * Rename ISLE_USE_WEBSOCKETS to ISLE_HAS_LWS and clean up multiplayer code Rename the CMake option and compile definition to better reflect the presence of the libwebsockets library. Remove debug SDL_Log calls and unused includes, extract magic numbers into named constants, add null guard for lws_cancel_service, and use inline constexpr for namespace constants. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> * Rename ISLE_HAS_LWS to ISLE_USE_LWS Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> * Fix uninitialized variable UB in WorldStateSync::HandleEntityMutation Split GetInfoArray() output parameter from FindEntityIndex() call to avoid undefined behavior from unspecified function argument evaluation order. MSVC evaluates right-to-left, reading `count` before GetInfoArray() initializes it, triggering _RTC_UninitUse and preventing entity mutation sync in multiplayer. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> --------- Co-authored-by: Claude <noreply@anthropic.com> |
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071e066e8d
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Lower 3rd-to-1st person camera switch distance to 0.5
Separate the switch-to-first-person threshold from the default starting distance so the camera can zoom in closer before transitioning. Both mouse and touch inputs use the same new SWITCH_TO_FIRST_PERSON_DISTANCE constant (0.5f), while MIN_DISTANCE (1.5f) remains as the default orbit distance when activating 3rd person mode. https://claude.ai/code/session_01KJ8KHH4XWx7F5VxhSNGo7M |
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74271aa189
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Fix mobile camera zoom/transition and name bubble issues
- Reduce pinch zoom sensitivity (15x → 6x multiplier) - Add cumulative deadzone threshold for 1st/3rd person transitions to prevent accidental mode switches from slight finger movement - Preserve camera touch tracking through 3rd→1st transition so the same fingers can pinch back without lifting (seamless round-trip) - On 1st→3rd transition, selectively clear only camera-owned fingers from LegoInputManager's touch scheme state, preserving any active left-side movement finger - Suppress camera gesture processing until finger positions re-sync after transition to prevent camera jumps from stale coordinates - Hide local player name bubble when transitioning to 1st person, restore on transition back to 3rd person Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> |
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ede39a8bde
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Add emote prop ROI support with dynamic detection from animation tree
Emote animations like Toss (CNs013Pa) reference prop nodes (POPMUG, *POPMUG01) that don't exist in the player's ROI hierarchy. This change dynamically detects unmatched animation tree nodes and creates prop ROIs for them, making pizza props visible during the Toss emote. - Add shared PropGroup struct for ride and emote prop lifecycle - Add CollectUnmatchedNodes to scan animation trees for missing ROIs - Extend BuildROIMap/AssignROIIndices to accept an array of extra ROIs - Add *-prefix fallback: subsequent *-nodes search extra ROIs - Add ResolvePropLODName mapping for node-to-LOD name differences - Refactor ride system to use PropGroup (no behavior change) - Clean up emote props on completion, movement interrupt, and world transition Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> |
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569c8b467b
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Separate extensions (#18)
* WIP * WIP * Make camera the single source of truth for broadcast state Remove redundant local copies of walkAnimId, idleAnimId, and displayActorIndex from NetworkManager. BroadcastLocalState now reads these from the camera's Controller, eliminating dual-copy sync issues. Additional cleanup: - Early-return on null cam in SendEmote/HandleCustomize for clarity - Only consume camera-dependent pending requests when cam is available - Move local name bubble creation from BroadcastLocalState to Tickle - Remove dead NetworkManager::SetDisplayActorIndex method Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com> * Fix clang format --------- Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com> |