mxbmrp3

MXBMRP3 Architecture Guide

This document explains how the MXBMRP3 plugin works, from the ground up. It’s designed to help new contributors understand the codebase quickly.

What Is This Project?

MXBMRP3 is a HUD (Heads-Up Display) plugin for PiBoSo racing simulators (MX Bikes, GP Bikes, WRS, KRP). The plugin displays real-time racing information on screen: lap times, standings, speedometer, track map, and more.

The plugin is a Windows DLL (with .dlo extension) that each game loads at startup. The game calls our exported functions to send us data and request rendering instructions. A multi-game translation layer allows the same core code to work across all supported games.

Project Structure

mxbmrp3/
├── mxbmrp3/                    # Main plugin source code
│   ├── vendor/piboso/          # Game API definitions and exports
│   │   ├── mxb_api.h/.cpp      # MX Bikes API header and DLL exports
│   │   ├── gpb_api.h/.cpp      # GP Bikes API header and DLL exports
│   │   ├── krp_api.h/.cpp      # Kart Racing Pro API header and DLL exports
│   │   └── wrs_api.h           # WRS API header (stubbed)
│   ├── game/                   # Multi-game abstraction layer
│   │   ├── unified_types.h     # Game-agnostic data structures
│   │   ├── game_config.h       # Compile-time game selection
│   │   └── adapters/           # Per-game type converters
│   │       ├── mxbikes_adapter.h
│   │       ├── gpbikes_adapter.h
│   │       └── ...
│   ├── core/                   # Core infrastructure
│   │   ├── plugin_manager.*    # Main coordinator, routes API callbacks
│   │   ├── plugin_data.*       # Central game state cache
│   │   ├── hud_manager.*       # Owns and updates all HUDs
│   │   ├── input_manager.*     # Keyboard and mouse input
│   │   ├── xinput_reader.*     # XInput controller state and rumble
│   │   ├── rumble_profile_manager.* # Per-bike rumble profiles (JSON)
│   │   ├── settings_manager.*  # Save/load configuration (INI file)
│   │   ├── stats_manager.*     # Unified stats, personal bests, odometers (JSON)
│   │   ├── asset_manager.*     # Dynamic asset discovery (fonts, textures, icons)
│   │   ├── font_config.*       # User-configurable font categories
│   │   ├── color_config.*      # User-configurable color palette
│   │   ├── fmx_manager.*       # FMX trick detection and scoring
│   │   ├── fmx_types.h         # FMX data structures and enums
│   │   ├── http_server.*       # Embedded HTTP server with SSE streaming
│   │   ├── event_log_types.h   # Event log entry types and filter flags
│   │   ├── plugin_constants.h  # All named constants
│   │   └── plugin_utils.*      # Shared helper functions
│   ├── handlers/               # Event processors (one per API callback type)
│   │   ├── draw_handler.*      # Frame rendering and FPS tracking
│   │   ├── event_handler.*     # Event lifecycle (init/deinit)
│   │   ├── run_*_handler.*     # Player-only events
│   │   └── race_*_handler.*    # Multiplayer race events
│   ├── hud/                    # Display components
│   │   ├── base_hud.*          # Abstract base class for all HUDs
│   │   ├── *_hud.*             # Full HUDs (complex, configurable)
│   │   ├── *_widget.*          # Simple widgets (focused display)
│   │   ├── settings_hud.*      # Main SettingsHud (menu build / _input / _render) — in hud/, matches *_hud.*
│   │   └── settings/           # Settings UI helpers (NOT settings_hud.*)
│   │       ├── settings_layout.*   # Layout helper context
│   │       └── settings_tab_*.cpp  # Individual tab renderers
│   └── diagnostics/            # Debugging tools
│       ├── logger.*            # Debug logging to file
│       └── timer.h             # Performance measurement
├── mxbmrp3_data/               # Runtime assets (discovered dynamically)
│   ├── fonts/                  # .fnt files (bitmap fonts)
│   ├── textures/               # .tga files (HUD backgrounds with variants)
│   ├── icons/                  # .tga files (rider icons for map/radar)
│   └── web/                    # Web overlay (HTML/CSS/JS served by HttpServer)
│       └── logos/              # Logo slideshow PNGs (auto-detected by /api/logos)
├── tests/                      # All automated tests (Layers 1-4)
│   ├── unit/                   #   Layer 1: pure-logic unit tests (doctest, no game)
│   ├── integration/            #   Layers 2 & 3: mingw cross-build + Wine
│   │   ├── harness/            #     PluginHost, tape.h, assertions, doctest
│   │   ├── tests/              #     doctest integration tests (+ fixtures/ tapes)
│   │   └── tapes/              #     full master captures (git-ignored)
│   └── web/                    #   Layer 4: Playwright overlay tests (?demo)
├── tools/                      # Dev tools & scripts
│   ├── icon_gen.py             #   SVG -> .tga icon generator; mdmp_analyze.py; etc.
│   ├── mxbmrp3_replay/         #   Real-time tape replay / overlay preview (MSVC)
│   ├── mxbmrp3_fontgen/        #   Portable PiBoSo .fnt bitmap-font generator (MSVC + build.sh)
│   └── mxbmrp3_hud_window/     #   Companion-window demo/screenshot harness (headless Wine)
├── assets/                     # Source art (helmet .pdn, icon .svg)
├── crash_analysis/             # Crash catalogue (known_game_crashes.json + docs)
├── build_all/                  # Meta-project: builds all 3 games (MSVC All-Release)
└── mxbmrp3.sln                 # VS solution (mxbmrp3, mxbmrp3_replay, mxbmrp3_fontgen, build_all)

See TESTING.md for the test layers.

The Big Picture

Here’s how data flows through the plugin:

┌─────────────────────────────────────────────────────────────────────────┐
│                    GAME ENGINE (MX Bikes / GP Bikes / etc.)             │
└─────────────────────────────────────────────────────────────────────────┘
                                    │
                                    ▼
                    ┌───────────────────────────────┐
                    │   mxb_api.cpp / gpb_api.cpp   │
                    │   (Per-Game DLL Exports)      │
                    │                               │
                    │  Startup(), Draw(), RunLap(), │
                    │  RaceEvent(), etc.            │
                    └───────────────────────────────┘
                                    │
                                    ▼
                    ┌───────────────────────────────┐
                    │      Game Adapters            │
                    │   (mxbikes_adapter.h, etc.)   │
                    │                               │
                    │  Convert game structs to      │
                    │  Unified:: types              │
                    └───────────────────────────────┘
                                    │
                                    ▼
                    ┌───────────────────────────────┐
                    │      PluginManager            │
                    │   (Main Coordinator)          │
                    │                               │
                    │  Receives Unified:: types,    │
                    │  routes to handlers           │
                    └───────────────────────────────┘
                                    │
              ┌─────────────────────┼─────────────────────┐
              ▼                     ▼                     ▼
     ┌─────────────────┐   ┌─────────────────┐   ┌─────────────────┐
     │    Handlers     │   │   DrawHandler   │   │  InputManager   │
     │                 │   │                 │   │                 │
     │ Process events, │   │ Triggers HUD    │   │ Tracks mouse,   │
     │ update data     │   │ render cycle    │   │ keyboard state  │
     └─────────────────┘   └─────────────────┘   └─────────────────┘
              │                     │
              ▼                     │
     ┌─────────────────┐            │
     │   PluginData    │◄───────────┘
     │  (State Cache)  │
     │                 │
     │ Stores all game │
     │ state, notifies │
     │ on changes      │
     └─────────────────┘
              │
              │ notifies
              ├──────────────────────────┐
              ▼                          ▼
     ┌─────────────────┐       ┌─────────────────┐
     │   HudManager    │       │   HttpServer    │
     │                 │       │                 │
     │ Owns all HUDs,  │       │ Builds JSON on  │
     │ marks dirty,    │       │ game thread,    │
     │ collects output │       │ streams via SSE │
     └─────────────────┘       └─────────────────┘
              │                          │
              ▼                          ▼
     ┌─────────────────┐       ┌─────────────────┐
     │      HUDs       │       │  Web Overlay    │
     │                 │       │  (Browser/OBS)  │
     │ Build quads &   │       │                 │
     │ strings for     │       │ Standings tower │
     │ rendering       │       │ Event log       │
     └─────────────────┘       │ Focus card      │
              │                └─────────────────┘
              │ returns render data
              ├──────────────────────────┐
              │                          ▼ (2nd frame, if enabled)
              │                 ┌─────────────────┐
              │                 │ CompanionWindow │
              │                 │ + sw renderer   │
              │                 │                 │
              │                 │ Draws the same  │
              │                 │ quads/strings   │
              │                 │ in its own OS   │
              │                 │ window (2nd mon)│
              │                 └─────────────────┘
              ▼
┌─────────────────────────────────────────────────────────────────────────┐
│                    GAME ENGINE (MX Bikes / GP Bikes / etc.)             │
│                          (Renders our output)                           │
└─────────────────────────────────────────────────────────────────────────┘

The CompanionWindow is an optional second render target: HudManager builds a second frame with collectSurface(companion) and submits it to a standalone OS window (drag it to a second monitor). It draws the same primitives with an in-process software renderer (hud_sw_renderer) instead of the game engine. See Core Components §13.

Core Components

1. The Plugin API (vendor/piboso/*_api.*)

Each PiBoSo game defines a C API that plugins must implement. The APIs are nearly identical, with game-specific struct variations. Each game has its own API file:

Key exported functions (same across all games):

Function When Called Purpose
Startup() Game starts Initialize plugin, return telemetry rate
Shutdown() Game closes Clean up resources
EventInit() Track loaded Receive track/vehicle info
RunInit() Player goes on track Session begins
RunTelemetry() Every physics tick Receive vehicle telemetry (100Hz)
RunLap() Lap completed Receive lap time
Draw() Every frame Return quads/strings to render
RaceEvent() Online race starts Receive race info
RaceClassification() Continuously Receive standings updates

The API uses C structs to pass data. Each game’s structs have different field names and contents:

The adapter layer (game/adapters/*.h) converts these game-specific structs to unified types (Unified::TelemetryData, Unified::VehicleEventData, etc.) that the core plugin uses.

Exception barrier (vendor/piboso/api_guard.h): Every DLL export wraps its body in API_GUARD_CATCH("ExportName"). The host game doesn’t support C++ exceptions across the DLL boundary, so any uncaught throw from PluginManager downward would terminate the host process. The macro catches std::exception and ... at the boundary, logs via DEBUG_WARN_F, and returns a sensible fallback value. When adding a new export, follow the same pattern.

Boundary validation (version skew): PiBoSo has reshaped plugin structs between game versions before — the EventInit/RaceCommunication defensive copies exist for exactly that — so the array-style callbacks don’t trust the game’s framing. RaceClassification/RaceTrackPosition/SpectateVehicles reject a mismatch between the game-supplied _iElemSize and the compiled sizeof (warn-once, then return — the feature fails safe instead of indexing with the wrong stride, which misreads every entry past index 0 and runs off the real array), null-check _pData/_pArray when counts are positive, guard the defensive-copy memcpy against a null _pData, and std::clamp entry counts to 0..MAX_RACE_ENTRIES (clamping negatives too, not just capping from above). Applied identically across MXB/GPB/KRP. The symptom of skew is empty standings/map plus a single “element size N != expected M” log line. New array-style callbacks must follow the same pattern.

2. PluginManager (core/plugin_manager.*)

The central coordinator. It:

Note: PluginManager is game-agnostic - it never sees raw game API structs, only Unified::* types.

// Example: mxb_api.cpp converts and forwards to PluginManager:
// In mxb_api.cpp:
void RunLap(void* _pData, int _iDataSize) {
    auto* gameData = static_cast<SPluginsBikeLap_t*>(_pData);
    auto unified = Adapter::toPlayerLap(gameData);  // Convert to unified type
    PluginManager::getInstance().handleRunLap(&unified);
}

// PluginManager receives unified type:
void PluginManager::handleRunLap(Unified::PlayerLapData* psLapData) {
    RunLapHandler::getInstance().handleRunLap(psLapData);
}

3. PluginData (core/plugin_data.*)

The single source of truth for all game state. This singleton:

Key data structures:

Per-rider map lifecycle. PluginData holds many maps keyed by raceNum (m_standings, m_riderLapLog, m_lastValidOfficialGap, m_raceStartPositions, m_lastSfPositions, m_lastSplitPositions, m_cachedHazardTypes, …). Every such map must be erased in removeRaceEntry() (per-rider teardown) and reset in clear() (session/event teardown). The memory is trivial; the real hazard is raceNum reuse — the game can hand a departed rider’s number to a new joiner mid-event, who would otherwise transiently inherit the old rider’s standings entry, gap cache, and position-gain reference points until the next classification overwrote them. A batch of six maps was found reset in clear() but not erased in removeRaceEntry(), so adding a new per-rider map means wiring up both sites.

// Example: Handler stores data, HUD reads it
// In handler:
PluginData::getInstance().updateSpeedometer(speed, gear, rpm, fuel);

// In HUD:
const BikeTelemetryData& data = PluginData::getInstance().getBikeTelemetry();
int speedMph = data.speedometer * MS_TO_MPH;

4. HudManager (core/hud_manager.*)

Owns and orchestrates all HUD instances. It:

5. Handlers (handlers/*)

Each handler processes a specific category of game events. They’re all singletons.

Run Handlers (player-only, single-player or your own bike):

Race Handlers (all riders in online races):

Other Handlers:

6. ProfileManager (core/profile_manager.*)

Manages HUD layout profiles for different game contexts:

Features:

7. RumbleProfileManager (core/rumble_profile_manager.*)

Manages per-bike rumble profiles stored in a JSON file:

Features:

XInputReader (core/xinput_reader.*) — dedicated I/O thread, send policy & connection cost. Every XInputGetState/XInputSetState runs on a dedicated I/O thread (ioThreadMain, started in PluginManager::initialize, stopped in shutdown after the plugin worker is joined), so a slow/degraded controller driver can never stall whichever thread drives telemetry/hotkeys — the game thread in legacy mode, the plugin worker in threaded mode. The split follows the same “state producer vs. blocking I/O” rule as HttpServer/Discord: the caller keeps the rumble policy + all effect math (it feeds the RumbleHud graph and must stay on the state thread), and only the actual OS calls move. Concretely: update() is now a cheap copy of the snapshot the I/O thread published (no XInput call); setVibration() runs its unchanged policy on the caller and posts the resulting 8-bit motor pair, which the I/O thread executes; setControllerIndex() just sets the atomic slot + a “poll now” flag (the I/O thread detects the change and stops rumble on the old/all slots). The handoffs are a short mutex around two small buffers (never held across an XInput call) plus a couple of atomics; the I/O thread is the sole caller of XInput* on the hot path. The tuning below is unchanged — it just runs on the I/O thread now:

8. StatsManager (core/stats_manager.*)

Unified stats system that tracks per-track/bike stats, global race stats, personal bests, and odometer data in a single JSON file ({save_path}/mxbmrp3/mxbmrp3_stats.json).

Per track+bike stats (TrackBikeStats):

Personal bests (StatsPersonalBestData):

Global stats (GlobalStats):

Per-bike odometers:

Session transients (not persisted):

Features:

Non-finite hardening. The persisted floats (per-bike odometer, totalDistanceM, topSpeedMs) are integrated from speed × dt and gated by >=/> movement/record comparisons. Those comparisons reject NaN but not +Inf, so a single non-finite speed sample from a physics glitch would integrate into the odometer and top speed — persisted state that never recovers without hand-editing the JSON. updateTelemetry sanitizes the sample at the top (!std::isfinite → treated as 0, so crash/gear edge detection still runs that tick), and the three floats are clamped through finiteOrZero() (a file-static helper in stats_manager.cpp) on load so an already-corrupted file heals instead of re-adopting the bad value. Any new persisted float needs the same guard at both write and load.

9. FmxManager (core/fmx_manager.*)

Manages FMX (Freestyle Motocross) trick detection and scoring:

Data types are defined in fmx_types.h:

Display settings are split between global and per-profile:

10. HttpServer (core/http_server.*)

Embedded HTTP server that streams race data to browser-based overlays (OBS browser source):

Threading model:

SSE streaming (/api/events):

JSON data contract (raw data, no filtering — web UI filters client-side):

Static file serving:

Zero-client gating (game-thread cost): onDataChanged() builds the full JSON snapshot (tens of KB of string work) on the game thread. Standings changes fire from every RaceTrackPosition callback, so on a full grid with OBS closed that was many wasted builds per second. The build is gated on client activityhasActiveClients(), i.e. a live SSE connection or an /api/state poll within the last 5s; while inactive the cache is just marked stale, and the first notification after a client appears rebuilds it (one telemetry tick in-session). The gate is split by change-type frequency, and the split is load-bearing: high-frequency types (Standings, EventLog) are gated, but the rare transition types (SessionData, RaceEntries, SpectateTarget) always rebuild, client or not. Why: the plugin receives no callbacks at all while the player sits in menus (the game stops calling it), so every quiet period is entered via a rare-type change — if that snapshot were skipped, a client connecting later would be served a stale in-session snapshot with no rebuild opportunity ever arriving. Don’t move the rare types behind the gate, and keep this no-callbacks-in-menus constraint in mind for anything that tries to defer work “to the next game-thread tick.”

Feature gating:

11. Event Log System (core/event_log_types.h, hud/event_log_hud.*)

Timestamped feed of race events, used by both the in-game HUD and web overlay:

Event types (defined in event_log_types.h):

Filter flags:

Storage:

12. CrashHandler (core/crash_handler.*)

Top-level Structured Exception Handling (SEH) filter for unhandled hardware faults: access violations, stack overflows, divide-by-zero, illegal instructions. These faults live below the C++ exception system: catch (...) doesn’t intercept them, so they would otherwise crash the host without leaving any diagnostic context behind. The CrashHandler complements the C++ exception barrier at the DLL boundary by handling the failure modes the C++ machinery can’t reach.

What it does:

Minidump contents:

Design constraints inside the filter:

What it does NOT do:

13. CompanionWindow & Software Renderer (core/companion_window.*, core/hud_sw_renderer.*)

A standalone, in-process OS window that renders the plugin’s own HUD outside the game, so a player can drag it to a second monitor (telemetry on one screen, standings on another). It is not a network mirror and shares nothing with the web overlay — it reads the plugin’s live render primitives directly from memory and draws them itself.

How it renders (hud_sw_renderer): the game normally hands our quads/strings to its own engine to draw. The companion has no engine, so hud_sw_renderer is a from-scratch software rasterizer for the exact same primitives: scanline convex-quad fill, affine (rotation-capable) sprite blit with bilinear atlas sampling, and text drawn from the game’s own PiBoSo .fnt bitmap fonts (see tools/mxbmrp3_fontgen). Crucially it reproduces the game’s texture stage: a texel is modulated by the quad’s color (out.rgb = tex.rgb × color.rgb, coverage = tex.a × color.a) so per-quad opacity and the white-icon colorization the game does come out identical — a divergence here shows up as icons that ignore opacity or never tint. Presented via a plain Win32 window (StretchDIBits), natively on Windows and under Proton/Wine. Normalized HUD coords map into a centered 16:9 viewport (Image::setViewport) so the HUD keeps its aspect and never distorts in a non-16:9 window — but the renderer draws into the full client, so elements positioned outside [0,1] (negative / past 1, exactly as the in-game HUD allows) land in the surrounding area instead of being clipped to a letterbox. The window is freely resizable to any shape; only the content scale is 16:9, not the usable area.

Threading: the game thread calls submit() once per Draw with a cheap POD copy of the current frame (quads/strings + the font/sprite registration tables) under a mutex. A dedicated window thread owns the Win32 message loop and renders the latest snapshot on its own cadence — so the window stays live and interactive in menus, when the game issues no Draw calls. Enabled via the [Display] INI target; identified by its window class (isCompanionHwnd()) so input can tell the two surfaces apart.

Window behavior: persisted geometry + maximized state (window thread writes as the user moves/resizes; game thread reads at save time), never takes focus from the game (WS_EX_NOACTIVATE is kept for the window’s whole life, not cleared after show — input is routed by the window under the cursor, so the companion never needs activating to interact with), hides the OS cursor over its client area (the plugin draws its own), and closing it (the X button) falls the display target back to In-game via a consumed consumeUserClosed() flag.

Per-surface decoupling (the “two settings menus” model): the companion is not a dumb clone — each HUD carries an optional second instance of its on/off + position (base_hud.h: m_bCompanionConfigured / m_bCompanionVisible / m_fCompanionOffsetX/Y). While a HUD is unconfigured its getCompanion*() accessors fall back to the game values (so both windows look identical, and a game-side change is reflected); the first companion-side edit snapshots the game state into the companion instance and thereafter the two are independent. HudManager::collectSurface(companion) builds the companion frame as a second pass (into m_companionQuads/m_companionStrings) gated on CompanionWindow::isEnabled()collectSurface(false) stays byte-identical to the old single-frame game path. Which surface the settings menu / a drag edits is chosen by InputManager::getActiveSurface() (the focused window). Everything else — colors, fonts, sizes, columns — stays shared (one profile).

Feature gating: runtime only (the [Display] target: In-game / Companion / Both). Wired to analytics as feat_companion.

14. DirectorManager (core/director_manager.*)

An auto-director for spectating and replays: it drives the broadcast camera by scoring an “interest” model over the field and cutting to the most compelling story, with broadcast-style pacing. It is a global (broadcast) feature persisted in the [Director] INI section like HelmetOverlay/Rumble — not per-profile — and is fully passive except while spectating or replaying. It is off by default (opt-in, so an upgrade never silently seizes a spectator’s camera or overrides click-to-spectate); the DirectorWidget status button is shown by default for discoverability (one click enables, and the choice persists).

What it can and cannot control. The plugin can choose the spectated rider (SpectateVehicles) and a named camera (SpectateCameras) through SpectateHandler via the proven piSelect/return-1 one-shot pattern, but it cannot author camera angles beyond the game’s named set. So the director’s job is exactly two decisions — subject selection plus a name-based camera baseline (CameraRole: Auto / Trackside / Start / Front Fender / Helmet 1 / Helmet 2 / Rear Fender / Forks / Free-Roam). Auto hands framing to the game’s own trackside director; Trackside is the plugin-picked TV shot used for every story cut.

Three drivers, one decision function. Everything funnels into evaluate(), which internally coalesces to ~3×/sec (300 ms) and early-outs unless enabled and spectating/replaying:

The decision pipeline (evaluate()). After the coalesce gate it: re-seeds edge baselines if the prior decision was a pause (seedOnly, so a crash/overtake/fastest-lap edge that happened while yielded never fires a stale cut on resume); yields to a broadcaster hand-flying the camera; adopts a rider the caster manually spectated (with a grace period); and honors the rider lock (pins the subject but still rotates the camera on the shot cadence so it doesn’t freeze). It then snapshots the racing, on-track field (skipping DNS/retired/pitting/finished-on-slow-down riders), sorted by position, and runs a fixed priority ladder — each rung is a cutTo()+return, so higher stories pre-empt lower ones:

  1. Incident (highest) — a fresh crash or a confirmed hazard (down / wrong-way) on the followed rider cuts instantly to forced Trackside and holds, extending while the rider stays a hazard up to a hard cap. Position-weighted pre-emption protects a live battle/overtake from a lower-order tip-over.
  2. Fastest lap — flash to a new overall-fastest-lap holder, then hold briefly (honors the min-shot floor so a flurry doesn’t machine-gun the camera).
  3. (non-race) Fastest sectors / pace — a rider who just beat a session-best individual sector (S1/S2/S3, derived from cumulative splits) is the core timing story; it interrupts and rides the hot lap on Trackside.
  4. (non-race) Timing show — otherwise sit on the session pace-setter (rank P1), dipping to the next rider for variety past the max shot.
  5. (race) Scored stories — a leader baseline (so there’s never dead air) competes with battles (PluginData::getBattleGroups, the same definition the overlay uses), overtakes (detected from official position-order flips, a short reward window), lappers (a front-runner working through backmarkers, opt-in), and drops (a rider tumbling ≥3 places in a rolling window, opt-in). The best score wins; a second-best “alt” subject exists so the max-shot can force variety.
  6. Finish lock — on the leader’s final lap or once they finish, lock to the front (the lead battle if P1/P2 are close, else solo), run a brief winner celebration, then follow the front-most rider still running to the flag. Bypasses the min-shot so it snaps to the finish.

A cut only fires past the min-shot floor (except the by-design bypasses: acquire / subject-gone / incident / finish); holding the max-shot forces a variety cut to the alt subject or a round-robin airtime dip so the camera never sticks.

Scoring weights (posWeight gives P1 ≈ 1.8× fading to 1.0 by ~P11): battle = closeness × posWeight × 2 × sizeBoost (bigger nose-to-tail groups score higher); overtake = posWeight × 3 × passBoost (a multi-place move outranks a routine battle); lapper × 1.2; drop × 1.6 × dropBoost; leader baseline posWeight(1) × 0.6. All battle/overtake/drop logic is race-only and keyed on official gaps/positions (not live gaps, which flicker); overtake and drop detection defer through the opening lap so the start scramble doesn’t fire spurious cuts.

Camera selection (pickShot). A battle is framed Trackside on the front rider; every Nth cut (the “variety” cadence) dips to a direction-correct onboard — the front rider gets a rearward cam to see the chaser, a chaser gets a forward cam to see the hunt — rotating through the group and the enabled camera pool, never pointing an onboard up an empty track. Solo shots draw from the full enabled onboard pool or fall back to Auto.

Manual control & yielding. A deliberate stick push (gamepad takeover) grabs Free-Roam and pauses the director without opening a menu; it auto-resumes after the caster stops flying (the Resume after seconds, or a 3 s fallback when resume is Off so the caster isn’t trapped). A caster manually spectating a different rider is adopted with a grace window. The reclaim path is careful not to adopt a Free-Roam camera’s unstable “spectated” rider (which would re-arm the yield every eval and trap the director on manual forever).

Consumers. Two, both reading the director’s published status:

Observability & tests. Every cut logs one parseable line — Director cut: t=<ms> #<num> shot=<type> cam=<name> partner=<num> reason=<reason> (reasons: acquire / subject-gone / story / maxshot / return / incident / fastest / pace / finish) — so a whole broadcast can be reconstructed offline: tools/director_report.py runs off a real log, and tests/integration/tests/director_broadcast_test.cpp runs the same analysis headless off a recorded tape (the two share the cut-log format — keep them in step with cutTo()). The MXBMRP3_Test_*-adjacent testSetNowMs() hook injects a simulated wall-clock so a headless replay drives the real pacing from recorded timestamps. Further coverage: the integration director_test.cpp and director_lock_test.cpp, and the pure-logic unit test tests/unit/test_director_airtime.cpp (the header-only pickNextAirtimeNum lull round-robin).

Threading. All access (hotkeys, settings, UI dispatch, onDataChanged, the per-frame polls) is on the game thread, so the members are deliberately non-atomic; a future background writer would have to make the touched fields atomic (see the cross-thread-flags invariant in CLAUDE.md).

15. PluginThread — game-thread isolation (core/plugin_thread.*) — EXPERIMENTAL, opt-in

An opt-in mode ([Advanced] pluginThread=1, off by default) that moves all of the plugin’s per-frame and per-event work onto a dedicated worker thread, so a hiccup on our side — a slow HUD rebuild, a lock, a page fault, a degraded-driver call — can never stall the game’s frame. It exists because every PiBoSo callback (Draw, RunTelemetry, RaceTrackPosition, …) normally runs on the game’s own thread; under this mode the game thread only ever does two O(1), allocation-free things.

The two game-thread touchpoints:

The worker thread drains the command queue (running the handlers, which own all PluginData/HudManager mutation) and, on a frame request, runs HudManager::produceFrame() — the shared body of the old draw(): input poll, hotkeys, HUD rebuilds, companion submit, display-target gate. So the single-threaded-ownership property the codebase already relies on (“PluginData is not thread-safe; it’s touched only on the game thread”) still holds — the worker thread has simply taken over the game thread’s role as the sole owner. onDataChangedHttpServer::buildJsonSnapshot and the overlay-force hotkeys therefore also run on the worker (same thread that mutates PluginData), so the web overlay stays consistent; the SSE network threads keep reading the mutex-guarded cached string exactly as before.

Frame handoff is a triple buffer (core/render_frame_buffer.h, header-only + unit-tested): the worker only ever writes the write slot, the game only ever reads the display slot, and the invariant write != display always holds, so the worker can keep producing at full rate while the game holds a frame for the whole interval between two Draw calls (the game reads the quads after Draw returns — a double buffer would let the producer overwrite the slot still being read).

Not routed through the worker: Startup/Shutdown/DrawInit are one-shot lifecycle and run synchronously; SpectateVehicles/SpectateCameras must answer the game synchronously (return the selection that frame), so they stay on the game thread. To keep that race-free, SpectateHandler’s five request/tracking fields are std::atomic (the director sets the pending rider/camera on the worker; the callbacks read them on the game thread), and the one call that cascades into real PluginData mutation — handleSpectateVehiclessetSpectatedRaceNum (which clears telemetry and notifies HudManager/HttpServer) — is routed onto the worker via the queue, so only the synchronous answer (reading an atomic + the game’s own array, writing piSelect) runs on the game thread.

Performance metrics stay live (the PerformanceHud + BenchmarkWidget). In sync mode DrawHandler updates PluginData’s debug metrics every frame; threaded Draw bypasses DrawHandler, so the worker publishes them instead (PluginThread::buildAndPublishFrameupdateDebugMetrics, on the worker = the PluginData owner). FPS is measured from the real Draw cadence on the game thread (an EMA in requestFrame), so it’s the true frame rate even if the worker rebuilds less often. There’s a deliberate semantic shift: in threaded mode “plugin time” is the worker’s build cost, not game-thread cost — the game-thread cost is ~0 by design (that’s the whole feature). So a pluginPercent > 100% reads as “the off-thread build takes longer than a frame, so some frames reuse the previous build” — a useful capacity signal — not “the game is stalled.” The BenchmarkWidget already ran inside produceFrame() (on the worker), so its per-callback timings, collectRenderTimeUs, and FPS sampling were already consistent; the worker additionally fills its totalQuads/totalStrings (previously set in the bypassed DrawHandler).

Lifecycle: the worker is spawned last in PluginManager::initialize() (after settings load, so the flag is known) and joined first in shutdown() (before any singleton it touches is torn down); stop() then drains any remaining queued commands inline so PluginData is consistent for the shutdown-time stats/settings saves. Both the init-rollback path and ~PluginThread are backstops. When the flag is off, enabled() is false, every routing helper is a no-op, and the plugin runs exactly as before (synchronous, on the game thread) — the shipping default and the whole test suite are unchanged. Wired to analytics as feat_thread (adoption rate of the [Advanced] pluginThread flag).

Runtime toggle (no restart): the mode can be switched live — edit [Advanced] pluginThread and press the RELOAD_CONFIG hotkey. PluginManager::handleDraw calls PluginThread::reconcileEnabled() once per frame on the game thread, which start()s or stop()s the worker to match the flag. Doing it on the game thread is essential: a RELOAD_CONFIG processed in threaded mode runs on the worker (hotkeys are handled inside produceFrame), so stop()ing from there would join the worker to itself — instead the worker only flips the (atomic) flag, and the next game-thread reconcileEnabled() performs the join. A threaded→legacy switch blocks that one frame for up to a single build while joining; acceptable for an explicit, rare action. stop() drains the queue inline, so no in-flight callback is lost across the switch.

Remaining limitations (all documented at the call sites):

Tests: tests/unit/test_render_frame_buffer.cpp pins the triple-buffer invariants (incl. a real 2-thread producer/consumer stress); tests/integration/tests/plugin_thread_test.cpp turns the worker on via a test hook, drives a synthetic race entirely through the off-thread path, pluginThreadFlush()es (a FIFO sentinel + idle-wait barrier, test-only), and asserts the standings match the synchronous path; and plugin_thread_golden_test.cpp is the real-data equivalence anchor — it replays the same committed golden tape as replay_golden_test (the ~8238-event real capture) through the worker thread and asserts the identical reconstructed result, proving no event is dropped, reordered, or raced across the queue on a real callback stream. Finally, plugin_thread_latency_test.cpp demonstrates the isolation itself: it injects an artificial 60 ms per-frame stall into produceFrame() (a stand-in for a heavy component like the Map HUD ribbon tessellation, via the test-only MXBMRP3_Test_SetProduceDelayMs) and measures the game’s Draw export — ~60 ms in sync mode (the stall is paid on the game thread) vs ~0.02 ms in threaded mode (paid on the worker instead). The stall hook is compiled out of every shipping DLL. A second case in the same file asserts the PerformanceHud metrics stay live off-thread (fps measured, plugin-time tracking the worker’s build). plugin_thread_switch_test.cpp exercises the runtime toggle — flips the flag mid-session and drives a frame, asserting the worker starts/stops via reconcileEnabled() and that standings stay correct across a legacy→threaded→legacy round trip.

The HUD System

BaseHud (hud/base_hud.*)

Abstract base class that all HUDs inherit from. Provides:

Rendering Infrastructure:

Dirty Flag System (for performance):

Positioning & Scaling:

Visibility & Interaction:

Two Types of Display Components

Full HUDs (complex, highly configurable):

Overlays (full-screen, telemetry-driven):

Widgets (simple, focused):

HUD Lifecycle

  1. Creation: HudManager creates all HUDs in initialize()
  2. Configuration: SettingsManager loads saved positions/settings
  3. Data Update: PluginData changes -> HudManager notifies -> HUD marked dirty
  4. Render Cycle: Every frame:
    • update() called -> if dirty, calls rebuildRenderData()
    • getQuads() and getStrings() return render data
  5. Shutdown: Settings saved, HUDs destroyed

Creating a New HUD

Here’s the pattern for adding a new HUD:

// 1. Create header: hud/my_hud.h
class MyHud : public BaseHud {
public:
    MyHud();
    void update() override;
    bool handlesDataType(DataChangeType type) const override;

private:
    void rebuildRenderData() override;
    void rebuildLayout() override;
};

// 2. Implement: hud/my_hud.cpp
MyHud::MyHud() {
    setDraggable(true);
    setPosition(0.1f, 0.1f);  // Top-left area
    m_quads.reserve(1);       // Background
    m_strings.reserve(5);     // Text lines
    rebuildRenderData();
}

bool MyHud::handlesDataType(DataChangeType type) const {
    return type == DataChangeType::SessionData;  // What triggers updates?
}

void MyHud::update() {
    if (isDataDirty()) {
        rebuildRenderData();
        clearDataDirty();
    } else if (isLayoutDirty()) {
        rebuildLayout();
        clearLayoutDirty();
    }
}

void MyHud::rebuildRenderData() {
    m_quads.clear();
    m_strings.clear();

    auto dim = getScaledDimensions();

    // Add background
    addBackgroundQuad(START_X, START_Y, width, height);

    // Add text
    addString("Hello", x, y, Justify::LEFT, Fonts::ROBOTO_MONO,
              ColorConfig::getInstance().getPrimary(), dim.fontSize);

    setBounds(START_X, START_Y, START_X + width, START_Y + height);
}

// 3. Register in HudManager::initialize()
auto myHudPtr = std::make_unique<MyHud>();
m_pMyHud = myHudPtr.get();
registerHud(std::move(myHudPtr));

// 4. Add settings tab in SettingsHud (optional)
// 5. Add save/load in SettingsManager (optional)

Rendering System

The game engine handles actual rendering. We just provide instructions.

Quads (SPluginQuad_t)

Rectangles with 4 corners. Used for:

struct SPluginQuad_t {
    float m_aafPos[4][2];    // 4 corners, each with (x, y)
    int m_iSprite;           // 0 = solid color, 1+ = sprite index
    unsigned long m_ulColor; // ABGR format
};

Strings (SPluginString_t)

Text to render:

struct SPluginString_t {
    char m_szString[100];    // Text content
    float m_afPos[2];        // Position (x, y)
    int m_iFont;             // Font index (1-based)
    float m_fSize;           // Font size
    int m_iJustify;          // 0=left, 1=center, 2=right
    unsigned long m_ulColor; // ABGR format
};

Font format & text encoding. The game’s .fnt bitmap fonts are a byte-indexed 256-glyph table built from CP1252 (see fontgen.cfg: code_page = 1252, glyphs 32–255). The renderer indexes by raw byte, so it cannot render UTF-8 — multi-byte rider names garble regardless of any truncation logic, which makes UTF-8-safe truncation in-game moot. The web overlay is the only UTF-8-aware renderer and handles names client-side. m_szString is char[100], so in-game strings are also length-bounded by the struct.

Header/label convention. Table column headers and axis labels go through BaseHud::addLabel() — the STRONG font at the Small size, vertically centered in the row via labelRowYOffset() — rather than a hand-rolled addString at data-font size. FriendsHud (column headers) and FmxHud (rotation-arc Pitch/Yaw/Roll labels) both deviated and were brought in line; new HUDs should use the helper.

Coordinate System

Color Format

Colors use ABGR (Alpha-Blue-Green-Red) format:

// Helper in plugin_utils.h
constexpr unsigned long makeColor(uint8_t r, uint8_t g, uint8_t b, uint8_t a = 255) {
    return (static_cast<unsigned long>(a) << 24) |
           (static_cast<unsigned long>(b) << 16) |
           (static_cast<unsigned long>(g) << 8) |
           static_cast<unsigned long>(r);
}

Settings & Persistence

SettingsManager (core/settings_manager.*)

The settings layer is split across several TUs (all SettingsManager): settings_manager.cpp (path resolution, serialize/build, save/load orchestration), settings_manager_global.cpp (global-section writeGlobalSettings/applyGlobalLine), settings_hud_profiles.cpp (per-profile capture/apply orchestration + profile switch/copy/reset), and settings_hud_registry.{cpp,h} (the per-HUD serializer registry, below). Shared free helpers live in settings_keys.h (INI key constants) and settings_serde.h (enum⇄string, bitmask save/load, base-HUD capture/apply, validators), all in namespace Settings.

Saves/loads HUD configuration to INI file format:

[StandingsHud]
visible=1
showTitle=1
backgroundOpacity=0.8
scale=1.0
offsetX=0.05
offsetY=0.1
displayRowCount=20

[SpeedWidget]
visible=1
scale=1.0
offsetX=0.4125
offsetY=0.6882

Settings are saved:

Parse robustness. Hand-editing the INI is a supported workflow (auto_save off, then the RELOAD_CONFIG hotkey), so every value-parsing site in loadSettings() must be exception-guarded — a single naked std::stoul/std::stof on a typo’d value throws out of the loader and aborts the parse mid-file, leaving the plugin half-configured for the session. The one offender found was the v4 base-section color path calling parseColorHex (a bare std::stoul) without a try/catch. parseColorHex itself stays a thin wrapper, so the guard belongs at each call site, wrapping the whole section’s branch.

Per-profile vs global sections

Settings fall into two kinds, persisted differently:

Per-HUD serializer registry (one list for capture / apply / serialize)

The per-profile HUD sections are driven by a single ordered tableSettings::hudSectionRegistry() in settings_hud_registry.cpp — where each row is { section name, capture fn, apply fn }. All three consumers iterate it:

So a HUD is registered for capture, apply, and on-disk serialization in exactly one place. This replaced three parallel hardcoded lists (the old captureToCache/applyProfile blocks plus a hudOrder[] array): a HUD present in capture/apply but missing from hudOrder was silently never written and reverted to default on restart (the FriendsHud bug). That drift is now structurally impossible, not merely caught. The cap_*/app_* functions are private static SettingsManager members (declared in settings_hud_registry_decls.inc) so they inherit its friend-ship with the HUD classes; hudSectionRegistry() is a friend so it can take their addresses. Guarded end-to-end by settings_sections_test (capture ⊆ serialized) and the two apply-path tests (settings_idempotency_test, settings_apply_values_test).

One serialization, three consumers (save / load / reset)

Both save and load route global sections through a single pair of functions, so they can’t drift as settings are added:

Reset = replay the factory snapshot through the same applier. At startup (before the user’s INI is parsed, while every singleton holds its constructor defaults), captureFactoryDefaults() captures two snapshots:

Why two HUD caches? m_hudDefaults is the sparse-save baseline and has the user’s hand-edited base [HudName] keys folded in at load (so they round-trip). That makes it the wrong source for “reset to defaults” — it would restore the file’s baseline (or, after a plugin upgrade, an old version’s default) instead of this build’s. m_hudFactoryDefaults is captured before any folding, so reset always means this build’s defaults. Don’t collapse the two. (Migration note: legacy keys are read from their old section as a fallback and migrate to the new section on next save — e.g. update keys [General]/[Advanced][Updates], units [General][Display].)

SettingsHud (hud/settings_hud.*)

In-game settings menu (toggle with ~ key). Allows users to:

Settings Layout System

The settings UI uses a helper class (SettingsLayoutContext) for consistent layout across all tabs:

mxbmrp3/hud/settings_hud.h/.cpp  # Main SettingsHud class (in hud/, alongside settings_hud_input.cpp / settings_hud_render.cpp)
mxbmrp3/hud/settings/
├── settings_layout.h/.cpp       # SettingsLayoutContext helper
├── settings_tab_general.cpp     # General preferences & profiles
├── settings_tab_appearance.cpp  # Fonts & colors
├── settings_tab_standings.cpp   # Standings HUD options
├── settings_tab_map.cpp         # Track map options
├── settings_tab_radar.cpp       # Radar options
├── settings_tab_*.cpp           # Other tab implementations
└── ...

SettingsLayoutContext provides standardized control rendering:

Method Purpose
addSectionHeader(title) Section divider with label
addToggleControl(label, value, ...) On/Off toggle with < value > arrows
addCycleControl(label, value, ...) Multi-value cycle control
addStandardHudControls(hud) Common controls (Visible, Title, Texture, Opacity, Scale)
addWidgetRow(name, hud, ...) Table row for Widgets tab
addSpacing(factor) Vertical spacing

Control Width Standardization: All controls use VALUE_WIDTH = 10 to ensure vertical alignment - users can toggle settings by moving the mouse vertically without horizontal adjustment.

Tooltip System

Tooltips provide contextual help when hovering over controls. Strings are compiled into the plugin (no external file).

TooltipManager (core/tooltip_manager.h) is a header-only singleton that:

Tooltips are rendered when hovering over:

The row-wide tooltip regions are created by passing a tooltipId parameter to control helpers like addToggleControl() and addCycleControl().

Asset Management

The plugin uses a dynamic asset discovery system that scans subdirectories at startup.

AssetManager (core/asset_manager.*)

Discovers and registers assets from plugins/mxbmrp3_data/ subdirectories:

Directory File Type Purpose
fonts/ .fnt Bitmap fonts (game engine format)
textures/ .tga HUD background textures with variants (e.g., standings_hud_1.tga)
icons/ .tga Rider icons for map/radar display

Texture Variants: Textures can have numbered variants (e.g., standings_hud_1.tga, standings_hud_2.tga). Users can cycle through variants in settings.

Icon Discovery: Icons are discovered alphabetically. Use AssetManager::getIconSpriteIndex(filename) to get the sprite index for a specific icon by filename. Settings store icon filenames for persistence.

User Asset Overrides: Users can override bundled assets by placing custom files in the save directory:

FontConfig (core/font_config.*)

Maps semantic font categories to user-selected fonts:

Category Default Font Usage
TITLE EnterSansman-Italic HUD titles
NORMAL RobotoMono-Regular Standard text
STRONG RobotoMono-Bold Emphasized text
DIGITS RobotoMono-Regular Numeric displays
MARKER FuzzyBubbles-Regular Handwritten style
SMALL Tiny5-Regular Map/radar labels

The authoritative category set and defaults live in the FontCategory enum + FontConfig defaults (core/font_config.*) — add a category there and this table is illustrative, not exhaustive. Access via PluginConstants::Fonts::getTitle(), getNormal(), etc.

ColorConfig (core/color_config.*)

User-configurable color palette with semantic slots:

Input Handling

InputManager (core/input_manager.*)

Polls Windows for input state each frame:

Drag-and-Drop

HUDs can be dragged with right-click:

  1. handleMouseInput() detects click within bounds
  2. Saves initial position as drag origin
  3. Updates offset while button held
  4. validatePosition() keeps HUD on screen

Auto-Update System

The plugin includes an optional auto-update system that checks for new versions on GitHub.

UpdateChecker (core/update_checker.*)

Checks GitHub releases API for newer versions:

UpdateDownloader (core/update_downloader.*)

Downloads and installs plugin updates:

Update Flow:

  1. UpdateChecker detects new version → status = UPDATE_AVAILABLE
  2. User clicks “Install” in settings → UpdateDownloader starts
  3. Download → Verify → Backup existing → Extract → Install
  4. Status = READY → Restart required

Vendor Dependency: Uses vendor/miniz/ for ZIP extraction (public domain, single-file library).

Key Design Patterns

Singletons

Most core components are singletons:

class PluginData {
public:
    static PluginData& getInstance() {
        static PluginData instance;
        return instance;
    }
private:
    PluginData() = default;
};

Why? The plugin API gives us one entry point. The game calls our exported functions - we don’t create multiple instances.

Dirty Flag Pattern

Instead of rebuilding every frame:

  1. Data changes -> mark dirty
  2. Next render -> check dirty flag
  3. If dirty -> rebuild, clear flag
  4. If clean -> reuse cached data

This is crucial for performance since Draw() is called every frame.

Gate on the flags, not the frame. A HUD must rebuild only when isDataDirty()/isLayoutDirty() is set, never unconditionally per frame (unless the rebuild is trivially cheap). TelemetryHud was re-tessellating ~1600 line segments (each with a sqrt) every frame at 240fps for data that only changes at the 100Hz telemetry rate, so more than half the rebuilds produced identical output. (Becoming visible sets data-dirty via BaseHud::setVisible, so the first rebuild is unaffected.) The same proportionality applies to input polling: HotkeyManager refreshes only the bound keys each frame, doing the full 256-key GetAsyncKeyState sweep only while capturing a new binding.

The visibility/dirty flags are atomic. m_bVisible, m_bDataDirty, and m_bLayoutDirty are std::atomic<bool> — and setDataDirty() writes both dirty flags. Background workers legitimately mark HUDs dirty: the RecordsHud fetch thread flags itself and TimingHud on completion, and the update-checker/downloader callbacks reach VersionWidget::showUpdateNotification (m_bVisible + the atomic m_showingUpdateNotification) and SettingsHud::setDataDirty. The reads happen every frame on the game thread; plain bools made that a data race (benign on x86-64 but UB). Keep any flag written cross-thread atomic.

Second-level render caches key on their inputs. Where a rebuild is dominated by sub-geometry that doesn’t change every rebuild, cache it keyed on everything that affects its output. MapHud’s renderTrack() does this: every RaceTrackPosition marks the map dirty, but with rotation/zoom off the track ribbon is bit-identical between rebuilds, so its two tessellation passes are cached in m_ribbonQuads keyed by TrackRibbonKey (rotation, render bounds, scales, HUD offset, clip rect, LOD, zoom params, title row, the two colors — every input baked into the emitted quads). Any new input to the ribbon output must be added to the key, or the cache serves stale geometry. In rotate-to-player/zoom-follow modes the key changes every rebuild by design, so it’s a transparent pass-through there.

Standard Pattern (Most HUDs)

Use processDirtyFlags() for HUDs that rely on DataChangeType notifications:

void MyHud::update() {
    processDirtyFlags();  // Handles isDataDirty/isLayoutDirty automatically
}

Self-Detection Pattern (Polling Widgets)

Some widgets display values that don’t trigger DataChangeType notifications (e.g., session time updates continuously but doesn’t fire SessionData). These widgets must poll PluginData and detect changes themselves:

void TimeWidget::update() {
    // 1. Poll fresh data
    int currentTime = pluginData.getSessionTime();

    // 2. Compare to cached "last rendered" value
    if (currentSeconds != m_cachedSeconds) {
        setDataDirty();  // Self-mark dirty
    }

    // 3. Process dirty flags
    if (isDataDirty()) {
        rebuildRenderData();
        m_cachedSeconds = currentSeconds;  // Update cache AFTER rebuild
        clearDataDirty();
        clearLayoutDirty();
    }
    else if (isLayoutDirty()) {
        rebuildLayout();
        clearLayoutDirty();
    }
}

Why can’t these use processDirtyFlags()? The cache update must happen after rebuildRenderData() using local variables calculated before the dirty check. The onAfterDataRebuild() hook exists for simpler cases, but these widgets use values computed at the top of update().

Hybrid Pattern (Change Detection Before, Standard After)

Some HUDs do change detection but don’t need post-rebuild caching:

void NoticesHud::update() {
    // Change detection - updates member state and marks dirty
    if (wrongWay != m_bIsWrongWay) {
        m_bIsWrongWay = wrongWay;  // State updated BEFORE dirty check
        setDataDirty();
    }

    processDirtyFlags();  // Can use standard helper
}

When to Use Which Pattern

Pattern Use When Examples
processDirtyFlags() HUD relies on DataChangeType notifications StandingsHud, IdealLapHud, MapHud
Hybrid Polls data but caches state BEFORE dirty check NoticesHud, GapBarHud
Self-Detection Needs to cache “last rendered value” AFTER rebuild TimeWidget, PositionWidget, LapWidget

Handler Singleton Macro

All handlers use this pattern:

// In header
class MyHandler {
public:
    static MyHandler& getInstance();
    void handleSomething(Data* data);
};

// In .cpp
DEFINE_HANDLER_SINGLETON(MyHandler)

void MyHandler::handleSomething(Data* data) {
    HANDLER_NULL_CHECK(data);
    // Process data...
}

Data Change Notifications

// PluginData notifies HudManager directly (no observer pattern overhead)
void PluginData::notifyHudManager(DataChangeType changeType) {
    HudManager::getInstance().onDataChanged(changeType);
}

// HudManager marks relevant HUDs as dirty
void HudManager::onDataChanged(DataChangeType changeType) {
    for (auto& hud : m_huds) {
        if (hud->handlesDataType(changeType)) {
            hud->setDataDirty();
        }
    }
}

The Standings firehose. DataChangeType::Standings is the highest-frequency notification: updateRealTimeGaps() runs on every RaceTrackPosition callback, and the per-rider GAP_UPDATE_THRESHOLD_MS (100ms) filter is structurally defeated on full grids — leader timing is quantized to 100 points per lap, so a gap steps by ~lapTime/100 (well above the threshold) whenever any rider crosses a quantization boundary, which on a 30+ grid is nearly every callback. Left unchecked, that rebuilt every table HUD (Standings/Timing/Pitboard/Friends) every frame during close racing. So the notification is time-coalesced to at most one per gapNotifyIntervalMs (default 100ms): a skipped notify is carried in m_gapNotifyPending and flushed by a later call, so the final change is never dropped. MapHud/RadarHud are unaffected — they rebuild from their own updateRiderPositions path.

New consumers must respect the firehose. Any new onDataChanged consumer beyond the HUDs sits on this hot path and must be trivially cheap or short-circuit before any string/alloc work, gated on whether its output is even consumed: HttpServer gates the snapshot build on hasActiveClients() (see HttpServer above), and SteamFriendsManager::updateLocalPresence fingerprints its raw inputs in a POD PresenceInputs compare and returns before building ~10 strings when nothing changed (session time bucketed per second, the finest granularity the self-row clock displays).

Constants & Configuration

All magic numbers live in plugin_constants.h:

namespace PluginConstants {
    namespace FontSizes {
        constexpr float NORMAL = 0.0200f;
        constexpr float LARGE = 0.0300f;
    }

    // Colors are configurable via ColorConfig singleton
    // ColorConfig::getInstance().getPrimary(), getSecondary(), etc.

    namespace Session {
        constexpr const char* RACE_1 = "Race 1";
        constexpr const char* RACE_2 = "Race 2";
    }
}

INI-only tuning knobs. A few power-user settings have no in-game control and are edited directly in the INI (documented inline, clamped on load, reset covered by the global-snapshot replay). Two were added for the performance work:

Debugging

Debug Logging

DEBUG_INFO("Plugin initialized");
DEBUG_INFO_F("Received %d riders", count);
DEBUG_WARN("Something unexpected");

Logs go to {save_path}/mxbmrp3/mxbmrp3.log

Performance Timing

SCOPED_TIMER_THRESHOLD("MyFunction", 100);  // Logs if > 100us

Build Configurations

Testing

The shipping plugin is MSVC/Windows-only, but the game-independent logic is covered by automated tests that run headless on Linux (and in CI on every push) with no game engine. TESTING.md is the canonical guide (layers, harness, how to add a test, philosophy); this is the architectural summary. Four layers:

  1. Unit (tests/unit/) — platform-independent pure logic (color math, formatting, parsing) compiled against the real headers with a plain C++17 compiler (doctest). Pins exact boundaries like isColorDark’s luma threshold (mirrored in overlay-util.js).
  2. Integration (tests/integration/tests/) — the heart of the suite. A mingw-w64 cross-build compiles the whole plugin to a Windows DLL; each doctest loads it under Wine and drives the real PiBoSo callbacks through a shared PluginHost, then asserts the plugin’s computed state. Exercises the full data flow: api exports → adapters → PluginData change detection → buildJsonSnapshot.
    • Observation seam: logic tests read PluginHost::snapshot() — the JSON snapshot built directly (a test hook), with no HTTP server/socket/rebuild gating — so they depend on the plugin’s computation, not the serving layer. One http_test covers the real server path. Internal state that never reaches the JSON (e.g. the real-time gap) is read via typed MXBMRP3_Test_* hooks (core/test_hooks.cpp, gated on MXBMRP3_TEST_BUILD).
    • Real-data golden masters: the in-plugin recorder (core/event_recorder, enabled via the hidden [Recorder] enabled=1 INI key) captures the real callback stream in-game to a tape; PluginHost::replayTape() replays it headlessly and asserts the reconstructed result. Two captured races are committed (slimmed) as fidelity anchors validating the synthetic scenarios.
  3. Specialized (tests/integration/run_*.sh) — settings persistence round-trip, config/callback fuzzing, CPU perf baseline.
  4. Web overlay (tests/web/) — Playwright drives the overlay’s ?demo mode in headless Chromium and asserts the rendered DOM (the client-side complement to the JSON-contract tests).

The cross-build is a test configuration only — Discord/analytics compiled out, SEH crash-handling MSVC-only, all gated by MXBMRP3_TEST_BUILD / _MSC_VER so the MSVC build is byte-for-byte unchanged. It is not a shippable artifact. Manual in-game testing on Windows is still the final check for rendering, input, and game-specific behaviour the headless build can’t reach. See TESTING.md to run everything and add tests.

Common Gotchas

  1. Don’t cache game data in HUDs for rendering - Always read fresh from PluginData when building render data. HUDs only cache formatted render data (m_quads, m_strings). Exception: Widgets that poll continuously-changing values (like session time) may cache “last rendered value” for change detection - see “Self-Detection Pattern” in Dirty Flag Pattern section.

  2. 0-based vs 1-based indexing - API uses 0-based lap numbers, UI shows 1-based. Check the API header comments.

  3. C++ exceptions must not cross the DLL boundary - The host game terminates if a C++ exception escapes a DLL export. Every export in vendor/piboso/*_api.cpp wraps its body in API_GUARD_CATCH (see vendor/piboso/api_guard.h). When adding a new export, follow the same pattern. Similarly, every std::thread body (HttpServer, UpdateChecker, UpdateDownloader, DiscordManager, RecordsHud::performFetch) wraps itself in a top-level try/catch, since an uncaught throw in a std::thread calls std::terminate(). For hardware faults that don’t go through the C++ exception system (null deref, OOB, divide-by-zero), the SEH filter in core/crash_handler.* writes a minidump for diagnosis but doesn’t prevent the crash.

  4. Game thread vs background threads - All PiBoSo API callbacks (Draw, RunTelemetry, etc.) run on the game thread. PluginData, HudManager, SettingsManager, and the various other managers are game-thread-only and not thread-safe. Background threads exist for I/O (HttpServer, DiscordManager, UpdateChecker, UpdateDownloader, RecordsHud’s fetch thread) and must NOT touch those singletons directly. They consume snapshots built on the game thread instead (see HttpServer::buildJsonSnapshot, DiscordManager::updateSnapshot). The Logger has its own internal mutex and is safe to call from any thread. Two corollaries for any HUD that grows a worker thread: (a) a mutex-guarded member is guarded at every access site, including private helpers that look like they’re already inside locked code — the crash-grade bug was RecordsHud::findPlayerPositionInRecords() iterating the live m_records vector unlocked while the fetch thread cleared and reallocated it under m_recordsMutex; the fix copies under the lock and passes the snapshot into the helper. (b) Snapshot game-thread inputs at task start, and join before teardown — the fetch worker branches on m_fetchProvider/m_fetchTrackName captured in startFetch() (not the live values the game thread mutates when cycling providers, which would parse the response with the wrong schema), and HudManager::clear() joins the fetch thread before nulling cached HUD pointers, because the worker calls getTimingHud().setDataDirty() on completion and would otherwise dereference a null m_pTiming on game exit mid-fetch.

  5. Sprite indices are 1-based - Index 0 means “solid color fill”, not “first sprite”.

  6. Font indices are 1-based - Font index 0 is invalid.

  7. Icon ordering is alphabetical - Icons in mxbmrp3_data/icons/ are discovered alphabetically. Use filename-based lookups via AssetManager for persistence; icon additions/removals won’t break saved settings.

Multi-Game Support

The plugin supports multiple PiBoSo racing games from a single codebase using compile-time game selection.

Supported Games

Game Mod ID Vehicle Type Splits Unique Features
MX Bikes mxbikes Bike (2 wheels) 2 Straight Rhythm
GP Bikes gpbikes Bike (2 wheels) 3 ECU/TC/AW, Tread temps
WRS wrs Car (4-6 wheels) 2 Rolling start, Turbo, Handbrake
KRP krp Kart (4 wheels) 2 Session series, Qualify heats

Build Configurations

Each game produces its own DLL:

Configuration Output Install Location
MXB-Release mxbmrp3.dlo MX Bikes plugins/
GPB-Release mxbmrp3_gpb.dlo GP Bikes plugins/
KRP-Release mxbmrp3_krp.dlo Kart Racing Pro plugins/
(future) mxbmrp3_wrs.dlo WRS plugins/

The Visual Studio project uses conditional compilation to include only the relevant API file:

<!-- MX Bikes API - excluded from GP Bikes builds -->
<ClCompile Include="vendor\piboso\mxb_api.cpp">
  <ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='GPB-Debug|x64'">true</ExcludedFromBuild>
  <ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='GPB-Release|x64'">true</ExcludedFromBuild>
</ClCompile>

Feature Flags

Compile-Time (game/game_config.h):

#if GAME_HAS_RACE_SPEED
void handleRaceSpeed(const Unified::RaceSpeedData* data);
#endif

Runtime (adapter constants):

if constexpr (Game::Adapter::HAS_RACE_SPEED) {
    // Show speed trap data
}

Key feature flags:

Variable Split Count

Games have different numbers of timing splits. Unified types use a dynamic count:

struct RaceLapData {
    int splits[MAX_SPLITS];  // MAX_SPLITS = 3
    int splitCount;          // Actual count (2 for MXB, 3 for GPB)
};

Updating Vendor APIs

When PiBoSo releases a new API version:

  1. Update the vendor header (mxb_api.h, gpb_api.h, etc.)
  2. Update the adapter to handle new/changed fields
  3. Update the API cpp if new callbacks are added
  4. Update unified types if new data needs to be shared

The adapter layer isolates changes - core HUDs don’t need modification for most API updates.

API Differences

Identical across all games:

Per-game variations:

Quick Reference: File Locations

What Where
API entry points (MX Bikes) vendor/piboso/mxb_api.cpp
API entry points (GP Bikes) vendor/piboso/gpb_api.cpp
Game adapters game/adapters/*_adapter.h
Unified types game/unified_types.h
Game config game/game_config.h
Central state core/plugin_data.cpp
HUD base class hud/base_hud.cpp
All constants core/plugin_constants.h
Asset manager core/asset_manager.cpp
Font configuration core/font_config.cpp
Color configuration core/color_config.cpp
Update checker core/update_checker.cpp
Update downloader core/update_downloader.cpp
XInput / Rumble core/xinput_reader.cpp
Stats manager core/stats_manager.cpp
Rumble profiles manager core/rumble_profile_manager.cpp
FMX trick detection core/fmx_manager.cpp
FMX types core/fmx_types.h
HTTP server core/http_server.cpp
Event log types/flags core/event_log_types.h
Event log HUD hud/event_log_hud.cpp
Web overlay (HTML/CSS/JS) mxbmrp3_data/web/
Settings UI hud/settings_hud.cpp (tabs in hud/settings/)
Settings layout helpers hud/settings/settings_layout.cpp
Settings tabs hud/settings/settings_tab_*.cpp
Tooltip definitions core/tooltip_manager.h (embedded)
Tooltip manager core/tooltip_manager.h
Settings file {save_path}/mxbmrp3/mxbmrp3_settings.ini
Stats file {save_path}/mxbmrp3/mxbmrp3_stats.json
Rumble profiles file {save_path}/mxbmrp3/mxbmrp3_rumble_profiles.json
Log file {save_path}/mxbmrp3/mxbmrp3.log
Build output (MX Bikes) build/MXB-Release/mxbmrp3.dlo
Build output (GP Bikes) build/GPB-Release/mxbmrp3_gpb.dlo
Runtime assets {game_path}/plugins/mxbmrp3_data/{fonts,textures,icons}/
User asset overrides {save_path}/mxbmrp3/{fonts,textures,icons}/

Quick Reference: Adding Features

Task Steps
Add new HUD Create class, inherit BaseHud, register in HudManager
Add new data type Add struct to PluginData, add DataChangeType enum
Add new per-HUD setting Add field + capture/apply in SettingsManager’s per-HUD cache; reset is automatic (snapshot)
Add new global setting Add to writeGlobalSettings() and applyGlobalLine() (one emit + one apply); reset is automatic
Add settings tab Create settings_tab_*.cpp, add tab enum, register in SettingsHud
Add tooltip Add entry to the maps in core/tooltip_manager.h, pass tooltipId to control helper
Add keyboard shortcut Handle in HudManager::processKeyboardInput()
Add new handler Create handler class, route from PluginManager
Add new font Place .fnt file in mxbmrp3_data/fonts/ (auto-discovered)
Add new texture Place .tga file in mxbmrp3_data/textures/ (auto-discovered)
Add new icon Place .tga file in mxbmrp3_data/icons/ (auto-discovered, alphabetical order)
Add new event log type Add enum to event_log_types.h, add flag, update eventLogTypeToFlag(), add to handlers
Add field to web overlay Add to HttpServer::buildJsonSnapshot() in http_server_snapshot.cpp, consume in the overlay scripts (overlay-*.js)
Add game-specific feature Add to unified_types.h, update adapters, add feature flag to game_config.h
Support new game Create adapter in game/adapters/, add API file in vendor/piboso/, update game_config.h