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skate-3-rust-engine/docs/hails-additions/PULL-REQUESTS.md
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Hails a4ec831a02 Audio: host clock on physics steps, review fixes, world / NPC audio hook-in
Review fixes:
- The audio host takes each physics step exactly once (one-step pulses latched, nothing while paused or silenced,
  at most 4 steps per frame), so pushes and other one-frame events are never dropped or doubled. e2e at 60 fps and
  above is byte-identical; 30 / 45 fps change only by the latch and the step pair.
- Removed the emitter PROFILES fallback, the stray trace dump and the audition script; data-gated tests are
  #[ignore = "needs the private install data"] and fail loudly when run without it; per-post log lines behind
  SKATE_AUDIO_TRACE; checked bank parsing, finite output, camera-cut Doppler reset, fewer render allocations.
- The 15 verdict-settled A/B switches are removed; their "on" behaviour is the only one (byte-identical).

World / NPC audio, hookable by engine systems and mods:
- Map-change fix: world and NPC hosts reset when the map's banks are unloaded, so surviving objects sound again.
- Engine surface (skate-game::world_audio): TrafficAudio / PedAudio / NpcSkaterAudio components, horn / alarm /
  speech messages, read-back of who is audible; retail limits (4 cars within 40 m, 15 peds within 50 m with
  footsteps for the nearest 3, one NPC skater within 30 m), measured in the recompilation.
- Mod surface (Lua API 2, `sdk.world_audio.*`); test mod `mods/world-audio-test/` (cars, peds, a ghost skater).
- Per-skater audio state builder (local player output identical); remote players take the NPC skater slot; an
  opt-in non-retail "more audible" setting.
- Docs: doc 15 "Hooking up world audio", doc 11 sections, PR plan.
2026-10-03 16:21:12 -06:00

9.7 KiB
Raw Blame History

Planned upstream pull requests

The fork's changes will be offered to SK8-ENGINE/skate-3-rust-engine as separate pull requests, one per type of change, so each can be reviewed and merged on its own. None have been opened yet. Each PR description is drawn from the linked document(s), which hold the full context (problem, root cause, evidence, verification, open questions).

PR Type Title Documents Fork commits Depends on Status
A Setup fix Setup: enable Windows long paths for the pro roster (ISO argument-order half dropped: upstream fixed it in 713fe70/7ae67f2) 02 (01 superseded upstream) 0a88f7a; PR branch setup/xiso-option-order-and-long-paths = 4352417 + merge of upstream 7ae67f2 (d7cd6a2, upstream lines at both ISO call sites) — Draft upstream #23, retitled; diff vs upstream main = tools/setup.py only
B Feature (input) SDL3 gamepad input with XInput fallback 03 3d485c8 — Draft upstream #24
C Gameplay data Authored map spawns and headings 04 b495ed6, f00b329 — Draft upstream #27
D Gameplay data Skip collision volumes that have no surface IDs 05 dec7ade, d68c3ee (comment: the boxes are retail trigger volumes) — Draft upstream #25; description corrected 2026-10-02 (SkateSchool box coordinates, see doc 05 "Correction")
E Performance Indexed stock collection lookups (game startup −5.5 s) 07 810defa — Merged upstream as #26 (2026-10-02, 4003812)
F Tooling Streaming map validator (--validate-maps) wired into setup 06 18f41a3 E (speed only) Draft upstream #28
H Gameplay + rendering Water: detection and bail, shallow water solid / deep water floats, board floats, water camera + vignette, entry splash, water look (family 33 cube blur + tint, anti-tiling, body-size calming, slower waves), animated water (frame-state buffer fix, ocean PCA from default.xex, XEX2 unpacker), ripple scale 09 gameplay/water (af1b350…55776dc), upstream branch water/retail-water (8a6e328, one commit on 60efdef) — (carries #28's install.py spawn() split verbatim) Draft upstream #30
I Test fix sky_shader_validates: add the VERTEX_POSITIONS shader def Bevy sets for real meshes 10 b7865d0 — Not opened; tiny, can go upstream alone
J Feature (audio) Game audio: setup group audio extracts the disc's audio (vgmstream r2117) and the native data (AEMS banks, MixMap, grains, Splice banks, vault tuning); a native port of the retail audio runtime (crates/skate-audio, crates/skate-audio-fma) plays all world and player audio; volume settings and --mute 11, 15 gameplay/audio (latest pushed 870940e); upstream PR branch audio/retail-audio mirrors it exactly (843cca9). History: batch commit f438017 "New audio who dis" (merged as ca7b4f3, 2026-10-02), then follow-up commits H (branched from gameplay/water, #30, uses its water detection) and #35 (50 solver iterations; needed for retail-like pops — #32 carries the same commit until #35 merges). Overlaps upstream #4/#1 (not adopted; doc 11) Draft upstream #32, Work in Progress. State 2026-10-03: native runtime is the only path; every retail player component ported; user: "basically retail". Road to ready (.claude/todo/pr32-ready.md): code-review fixes (host clock = physics steps, stray files, data tests, fallback) → world / NPC audio built out in #32 with an engine- and mod-facing hook-in surface (P0–P2 done 2026-10-03, uncommitted: map-change fix, world_audio components + sdk.world_audio, dev mod mods/world-audio-test; doc 15; P3–P5 next) → publish the specs, repoint .claude/ references → moddability pass → second optimisation pass → move the non-audio tools to L → full regression check. #32's description is kept current (standing rule). Commits only when the user asks.
G Performance (setup) Skip decoding duplicate stream copies; run the customiser beside the maps; parallel clothing library and pro roster, plus a native RefPack DLL in Build.ps1 08 8327e94 (+ overlap hunks of install.py in 18f41a3) — Draft upstream #29
K Gameplay fix (physics) Board/skater solver: 50 constraint iterations (retail live value) instead of RWMaxIterations = 25 12 physics/solver-iterations (3f6e989, cherry-picked from gameplay/audio's 7a9e6dc onto main 7ae67f2) — (one-file change in physics/settings.rs) Open upstream: #35 (2026-10-03). #32 depends on it for retail-like pops and carries the same commit until #35 merges. Open question in the PR: the asset-gated customiser_equipment_reaches_ground_force_and_torque test (doc 12). Tests: 309 pass; the 2 failures (pipelines_accept_…, sky_shader_validates) also fail on main.
L Tooling Development and research tools in tools/<name>/ (regression checks, setup equivalence, collision / world-stream / audio-file / vault readers, audio e2e and bench; recomp trace and code search, reference only) 14 uncommitted (on gameplay/audio working tree) audio-e2e / audio-bench / audio-file-inspect need J's native audio and setup modules; setup-equivalence/compare_refpack.py needs G's RefPack DLL; regression-checks/check_maps.py uses F's --validate-maps (falls back to --check-assets without it) Not opened; the generic folders could go first, the audio ones with or after J

Opened 2026-10-01 as drafts from per-PR branches cut from upstream 60efdef (code only; docs/hails-additions stays in the fork). #29 (G) is stacked on #28 (F); in the upstream branches the customiser-overlap hunks of install.py live in G, and each branch has its own equivalence pairs (F: maps main→F; G: character/environment/maps from main and from F). Bodies: .claude/pr-drafts/.

Notes for whoever opens them:

  • Each PR needs its own branch cut from upstream main, containing only its commits (the fork's hails-additions branch carries all of them in sequence).
  • PR A overlaps upstream PR #9 (Linux/macOS port), which also fixes the extract-xiso argument order. If #9 lands first, drop that half of PR A.
  • PRs F and G both change the maps fingerprint and both add pairs to tools/asset_pipeline/pipeline-equivalence.json. The fork currently holds one combined pair per group (committed → F+G). When splitting into separate PRs, recompute each PR's pairs from its own tree (old = upstream base, new = that PR), and re-check the customiser fingerprint is unchanged.
  • install.py changes for PRs F and G are both in commit 18f41a3 (the customiser overlap — available_memory, overlap_customiser, Background — is interleaved with the validator wiring in _install). Separate them when cutting the PR G branch. PR G now changes the customiser fingerprint (one rebuild of the customiser, with identical output).
  • Upstream sync (2026-10-02, upstream main = 7ae67f2; fork PR Hailey-Ross/rusty-trucks#4 syncs our main): merging it into hails-additions, gameplay/water and gameplay/audio conflicts only in install.py / customiser_setup.py (the ISO argument order, same fix both sides — take upstream's lines). customiser_setup.py is in the customiser fingerprint, so the next setup refresh after the merge rebuilds the customiser once. water/retail-water merges clean. Upstream also created an empty audio-integration branch (= main), likely for PR #4/#1 audio.
  • PR F works without PR E but validates ~10× slower (each skater/camera load then takes ~5.5 s instead of ~0.2 s).
  • Pre-existing upstream test failures (present on untouched upstream 60efdef, not caused by these PRs): skate-core a_moving_group_8_body_reaches_native_impact_feedback_for_a_stationary_actor, predictive_contacts_and_retention_match_full_scan_for_every_primitive; skate-game production_factory_routes_three_handlers_and_all_five_conditions_to_grind_owner and embedded_static_rwcm_hits_distinct_actor_query_ids (both fixed upstream by #18 / #17, merged 2026-10-02 — gone once our branches merge upstream 7ae67f2), pipelines_accept_valid_group_outputs_when_fingerprint_changes, sky_shader_validates (fixed on gameplay/water, see 10); and three skate-data examples that do not compile (apt_data, hud_data, scoring_flow_data).
  • PR H includes setup changes (environment group: ocean_pca.py, particles.py) that refresh that group once, and a dev-only mod (mods/water-test-teleport/) that must be dropped from the upstream branch. The frame-state buffer fix (retail_render.rs write_frame_state) also unfreezes family-14 scrolling and the shadow floor, so it could go upstream on its own first.
  • Fork-only commits not meant for upstream: 167605a (ignore the local .claude/ workspace) and c2be42b (docs index; the docs travel with each PR).