Commit Graph

10 Commits

Author SHA1 Message Date
foxtacles
eb6d2b8728
Sync sky light (#9)
* Sync sky color and light position in multiplayer

Add ENTITY_SKY and ENTITY_LIGHT to the WorldEvent system so the host
controls sky color (hue/saturation via observatory sun/moon/palette
buttons) and light position (globe arrows) with the same
host-authoritative pattern used for plants and buildings. Non-host
players send requests to the host who applies and broadcasts. Sky/light
state is appended to the world snapshot so joining players get the
current values.

https://claude.ai/code/session_01X2cPVQEo7c92wpWA7QPPMG

* Clean up sky/light sync: remove debug logging, DRY apply logic, fix host routing

- Extract ApplySkyLightState helper to deduplicate sky/light apply code
  between RestoreSkyLightState and HandleWorldSnapshot
- Remove all SDL_Log debug calls and SDL_log.h includes
- Remove dead OnWorldEnabled method from WorldStateSync (replaced by
  OnHostChanged in OnSaveLoaded)
- Fix HandleSkyLightMutation host path: return FALSE to let local
  switch case proceed, instead of duplicating via ApplyWorldEvent
- Simplify isle.cpp HandleControl: split observatory cases into
  individual switch arms with single early-return multiplayer hook
- Add save load hooks to sync world state with multiplayer peers
- Fix player count to exclude local player without valid actor
- Support broadcast snapshots (targetPeerId=0) in relay server

---------
2026-03-08 05:55:00 +01:00
foxtacles
a9747dec11
Character customization (#8)
* WIP: Add character customization to multiplayer

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Refine character customization: fix message buffering, DRY up code, request-based model

- Register NetworkManager with TickleManager via HandleCreate hook in
  LegoOmni::Create(), so packets are processed continuously instead of
  buffering between Connect() and OnWorldEnabled()
- Spawn unspawned remote players in OnWorldEnabled() (created before
  world was ready)
- Switch to request-based customization: HandleROIClick sends
  MSG_CUSTOMIZE to server, server echoes to all peers, HandleCustomize
  applies state and plays effects
- DRY up SwitchVariant to delegate LOD cloning to ApplyHatVariant
- Add ApplyChange helper consolidating the switch-on-changeType pattern
- Fix InitFromActorInfo to derive dependent color parts from independent
  parts (matching Unpack rules)
- Remove dead code: m_hasBeenTicked, ApplyCustomizeChange on
  RemotePlayer, m_localCustomizeState on NetworkManager
- Add null ROI checks in HandleCustomize for unspawned players
- Move MSG_CUSTOMIZE constant to shared protocol.ts

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Fix

* Fix character customization bugs from code review

- BUG-1: Add bounds check in SwitchColor to prevent OOB access from
  unvalidated network input (p_partIndex could exceed array bounds)
- BUG-2: Enforce allowRemoteCustomize on receiver side in HandleCustomize
  (was only checked on sender side, byppassable by malicious client)
- BUG-3: Document stale-state sound asymmetry for remote targets
- OBS-1: Remove unused bodyVariantIndex from CustomizeState (never
  modified, wasted 3 bits per state message)
- NAME-1: Fix p_ prefix convention on ApplyCustomizeChange parameters
2026-03-07 23:20:55 +01:00
foxtacles
dcf3b66173
Fix 3rd person camera 180-degree flip after cam anim ends (#5)
* Fix 3rd person camera 180-degree flip after cam anim ends

When a cam anim (NPC interaction cutscene) ends, FUN_1004b6d0 places the
player actor at the camera's final position using the camera's direction,
which uses standard convention (z = visual forward). The 3rd person camera
relies on backward-z convention (z = visual backward, from TurnAround).
This mismatch caused the camera to face 180 degrees wrong permanently
after any cam anim.

Add a HandleCamAnimEnd extension hook in FUN_1004b6d0 that, when the 3rd
person camera is active, flips the ROI direction back to backward-z and
re-establishes the correct camera position.
2026-03-07 17:32:21 +01:00
foxtacles
37b328a595
3rd person camera (#3)
* Add feasibility plan for reusing multiplayer animation system for third-person camera

Evaluates reusing the multiplayer extension's RemotePlayer animation system
(BuildROIMap, AssignROIIndices, ApplyAnimationTransformation) for the local
player to enable a third-person camera mode. Conclusion: feasible with only
3 single-line extension hooks added to core game code.

https://claude.ai/code/session_01NC3zdQZ4nqEcYjyvStqcdD

* WIP: Third-person camera with animation reuse and movement fix

* Fix third-person camera bugs: vehicles, remote facing, emote distortion (#2)

- Fix spawn pose and building re-entry by applying idle frame 0 and
  reinitializing on world enable
- Handle vehicle transitions: ride animations for small vehicles,
  first-person fallback for large vehicles and helicopter
- Keep vehicle dashboards visible for exit controls
- Disable third-person camera for large vehicles, fix ROI cleanup
- Move HandleActorExit hook to end of Exit() for immediate reinit
- Fix remote player facing 180 degrees wrong by negating direction
  in BroadcastLocalState when third-person camera is active
- Fix Hat Tip emote distortion from compounding transform scale by
  saving clean parent transform at emote start and restoring after
  each frame's animation application

* DRY cleanup for third-person camera branch

- Extract shared DetectVehicleType() to protocol.h/cpp (was duplicated
  in ThirdPersonCamera and NetworkManager)
- Remove no-op HandlePostApplyTransform hook chain (called every frame
  for every LegoPathActor but did nothing)
- Add ThirdPersonCamera::ClearAnimCaches() helper (pattern repeated 5x)
- Add AnimUtils::EnsureROIMapVisibility() inline helper (loop repeated
  5x across ThirdPersonCamera and RemotePlayer)
- Remove redundant static_cast in multiplayer.cpp (UserActor() already
  returns LegoPathActor*)
- Delete THIRD_PERSON_CAMERA_ANIMATION_REUSE_PLAN.md development artifact
2026-03-07 01:38:45 +01:00
Christian Semmler
0997610bad
Extract PlatformCallbacks interface and consolidate Emscripten files
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.
2026-03-02 15:46:37 -08:00
foxtacles
29955df947
Export MultiplayerExt symbols accessed from isle executable (#1)
* 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>
2026-03-01 18:21:15 -08:00
Christian Semmler
5b56db3c33
Add room management, relay capacity, and rejection handling
- 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
2026-03-01 14:37:08 -08:00
Christian Semmler
762a5f3941
Add configurable room name, fix parameter naming in multiplayer extension
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.
2026-03-01 10:35:16 -08:00
Christian Semmler
12a63c105c
Implement multiplayer world state sync for plants and buildings
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.
2026-03-01 09:48:03 -08:00
Christian Semmler
5c8a2ffd3b
Implement multiplayer MVP: WebSocket networking, remote player rendering, vehicle support
- 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
2026-02-28 12:00:01 -08:00