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a1ff58b155
9 Commits
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a1ff58b155
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ci: suffix debug-build artifacts to avoid release filename collision (#808)
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* ci: suffix debug-build artifacts to avoid release filename collision `actions/download-artifact@v8` with `merge-multiple: true` extracts every artifact into the same Release/ directory in parallel. Release and Debug builds of the same platform produced identical CPack/AppImage filenames (isle-0.1-Windows-x64.zip, isle-0.1-Linux-x64.tar.gz, Isle_Portable-x86_64.AppImage), so the parallel writes raced on the same path and intermittently produced corrupt archives in the release. Append `-debug` to CPACK_PACKAGE_FILE_NAME when ISLE_DEBUG is set, and rename the AppImage in the same case, so each matrix entry contributes a unique filename to the release. Fixes #646 * ci: drop Debug matrix entries and replace ISLE_DEBUG with ISLE_CITRO3D_DEBUG The Linux (Debug) and MSVC (x64 Debug) jobs only differed from their Release counterparts in -DISLE_DEBUG=ON. ISLE_DEBUG was only consulted in one place: miniwin/CMakeLists.txt for the Nintendo 3DS citro3d library selection (citro3dd vs citro3d) — which the Nintendo 3DS matrix row never enabled. So Linux (Debug)/MSVC (x64 Debug) produced binaries identical to their Release builds and collided with them in the release artifact merge, which is what corrupted #646. Drop the two duplicate matrix entries and the now-unused ISLE_DEBUG plumbing, and reintroduce the 3DS knob as ISLE_CITRO3D_DEBUG scoped to its actual use site. Reverts the -debug filename suffix added in the previous commit; with the duplicates gone there is nothing left to disambiguate. Fixes #646 * Remove leftover ISLE_DEBUG=OFF from emscripten Dockerfile and flatpak manifest These passed -DISLE_DEBUG=OFF, which is now an unknown CMake variable. |
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7b114bbe59
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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. |
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03cb40190a
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Replace NGINX with Vite dev server in Docker setup (#777)
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- 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) |
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0f96ee20b4
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Use legacy frontend build for isle.pizza Dockerfile
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996900ae9a
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Pin Emscripten version in Dockerfile | ||
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078b1b52d0
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Update Dockerfile | ||
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be73b40ae8
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Add monkey patch to Emscripten to disable OffscreenCanvas at runtime (#493)
* Add runtime option to disable OffscreenCanvas in web port * Remove old patch |
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8f429e85fb
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Improve Web port Docker setup (#479) | ||
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de31c12a9e
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Add Docker image for Emscripten port (#466)
* Add Docker web port image
* Comment out master
* Optimize
* Slim down image
* Revert "Comment out master"
This reverts commit
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