diff --git a/CMakeLists.txt b/CMakeLists.txt index f9d1e773..0479c577 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -151,6 +151,25 @@ if(DINGOSDK_BUILD_MULTIPLAYER_TESTS) dingosdk_lz4 dingosdk_zstd dingosdk_miniz dingosdk_word_filter OpenSSL::Crypto dingosdk_plugins dl pthread) endif() add_test(NAME server_locks COMMAND dingosdk_server_lock_tests) + # What the server's plugins see of the server and do there: its players' skaters, its map, its park mods. + add_executable(dingosdk_server_plugin_tests Server/Test/server_plugin_tests.cpp Server/server_host.cpp Server/server_party.cpp + Extension/Multiplayer/Session/party_book.cpp Server/server_config.cpp Server/server_update.cpp Server/server_release.cpp + $<$:Launcher/updater.cpp> Server/global_bans.cpp Server/server_words.cpp Extension/Multiplayer/developer_identity.cpp + Extension/Multiplayer/word_lists.cpp Extension/Multiplayer/Net/protocol.cpp Extension/Multiplayer/Net/delta_codec.cpp + Extension/Multiplayer/Net/wire_codec.cpp Extension/Multiplayer/Remote/playback_buffers.cpp + Extension/Multiplayer/Session/password.cpp Server/server_activity.cpp Server/server_votes.cpp Server/server_commands.cpp + Server/server_parks.cpp Extension/Throwdowns/throwdown_wire.cpp Server/server_plugins.cpp) + target_include_directories(dingosdk_server_plugin_tests PRIVATE "${PROJECT_SOURCE_DIR}") + target_include_directories(dingosdk_server_plugin_tests SYSTEM PRIVATE "${PROJECT_SOURCE_DIR}/External/steam_networking") + if(WIN32) + target_link_libraries(dingosdk_server_plugin_tests PRIVATE dingosdk_launcher_support dingosdk_world_layer_scan dingosdk_json + dingosdk_lz4 dingosdk_zstd dingosdk_logging dingosdk_miniz dingosdk_word_filter dingosdk_https winhttp bcrypt winmm + dingosdk_plugins) + else() + target_link_libraries(dingosdk_server_plugin_tests PRIVATE dingosdk_launcher_support dingosdk_world_layer_scan dingosdk_json + dingosdk_lz4 dingosdk_zstd dingosdk_miniz dingosdk_word_filter OpenSSL::Crypto dingosdk_plugins dl pthread) + endif() + add_test(NAME server_plugins COMMAND dingosdk_server_plugin_tests "${PROJECT_SOURCE_DIR}/Server/Test/fixtures/park_mods") add_executable(dingosdk_server_release_tests Server/Test/server_release_tests.cpp Server/server_release.cpp) target_include_directories(dingosdk_server_release_tests PRIVATE "${PROJECT_SOURCE_DIR}") target_link_libraries(dingosdk_server_release_tests PRIVATE dingosdk_json) @@ -387,6 +406,12 @@ if(DINGOSDK_BUILD_ANIMATION_STUDIO_TESTS) target_include_directories(dingosdk_arm_reach_tests PRIVATE "${PROJECT_SOURCE_DIR}") target_link_libraries(dingosdk_arm_reach_tests PRIVATE dingosdk_json) add_test(NAME arm_reach COMMAND dingosdk_arm_reach_tests) + # Something carried (reskate.skater.carry): held out, aimed, both hands, crouched with the feet kept. + add_executable(dingosdk_carry_tests Extension/Skater/Test/carry_tests.cpp Extension/Skater/carry.cpp Extension/Skater/arm_reach.cpp + Extension/AnimationStudio/anim_core.cpp) + target_include_directories(dingosdk_carry_tests PRIVATE "${PROJECT_SOURCE_DIR}") + target_link_libraries(dingosdk_carry_tests PRIVATE dingosdk_json) + add_test(NAME carry COMMAND dingosdk_carry_tests) endif() option(DINGOSDK_BUILD_REPLAY_KEYFRAMES_TESTS "Build replay keyframe smoothing regression tests" OFF) if(DINGOSDK_BUILD_REPLAY_KEYFRAMES_TESTS) @@ -431,6 +456,11 @@ if(DINGOSDK_BUILD_PLUGIN_TESTS AND WIN32) add_executable(dingosdk_trick_watch_tests Extension/Skater/Test/trick_watch_tests.cpp Extension/Skater/trick_watch.cpp) target_include_directories(dingosdk_trick_watch_tests PRIVATE "${PROJECT_SOURCE_DIR}") add_test(NAME trick_watch COMMAND dingosdk_trick_watch_tests) + # The board's shader parameters (Extension/Customization/board_material.h): the walk over a board + # laid out as the game holds it, what plugins may set, and holding and putting back. + add_executable(dingosdk_board_material_tests Extension/Customization/Test/board_material_tests.cpp) + target_include_directories(dingosdk_board_material_tests PRIVATE "${PROJECT_SOURCE_DIR}") + add_test(NAME board_material COMMAND dingosdk_board_material_tests) endif() get_property(project_targets DIRECTORY PROPERTY BUILDSYSTEM_TARGETS) foreach(target IN LISTS project_targets) diff --git a/Engine/Game/Build/20260929/native_cosmetics.h b/Engine/Game/Build/20260929/native_cosmetics.h index d4b922ee..03818f3a 100644 --- a/Engine/Game/Build/20260929/native_cosmetics.h +++ b/Engine/Game/Build/20260929/native_cosmetics.h @@ -1,5 +1,6 @@ #pragma once #include +#include #include // Remote skater and skateboard cosmetics. @@ -26,6 +27,27 @@ inline constexpr std::array set_shader_parameter_prefix{ 0x55,0x48,0x8d,0x6c,0x24,0xc9,0x48,0x81}; // Initialized ColorRgb type descriptor; validate its type hash, size and index. inline constexpr std::uintptr_t color_rgb_type = 0x7780c50; +// A material instance's own shader parameters (an AppearanceItem's named material): a hash map at +// +0x268 of buckets, +0x270 its bucket count, +0x274 how many it holds. A node holds its ParamDbKey +// at +0 (identity, size, type index and count words, then the key's 64-bit hash at +8), the value +// at +0x10, the value's type object at +0x20, flags at +0x28 (bit 0 set on every live one) and the +// next node at +0x40. A value written there shows once the material is marked changed at +0x2f6 and +// its item publishes its materials (publish_materials). Read from the running game's board, 2026-10-22. +inline constexpr std::size_t material_parameters = 0x268; +inline constexpr std::size_t material_parameter_buckets = 0x270; +inline constexpr std::size_t material_parameter_count = 0x274; +inline constexpr std::size_t material_changed = 0x2f6; +inline constexpr std::size_t parameter_value = 0x10; +inline constexpr std::size_t parameter_type = 0x20; +inline constexpr std::size_t parameter_flags = 0x28; +inline constexpr std::size_t parameter_next = 0x40; +// The type hash (the first word of the TypeInfo a type object points to; its size is the word at +// +6) of each kind of value the board's materials hold: ColorRgb, Float32, an integer (values like +// 13 on the deck, which pick how it is drawn) and a boolean (a switch the shader was compiled with). +inline constexpr std::uint32_t color_rgb_type_hash = 0x885eff59; +inline constexpr std::uint32_t float_type_hash = 0x2bb65c2d; +inline constexpr std::uint32_t integer_type_hash = 0x8e4a817e; +inline constexpr std::uint32_t boolean_type_hash = 0x36ed3444; // Finds a named entry in a loaded table by the FNV-1a hash of its name: // (out, name, table, flag, context) -> out, the fifth passed on the stack. // The skater loader's preset lookups reach it through a Lua binding that diff --git a/Engine/Game/Skater/Test/first_person_cycle_tests.cpp b/Engine/Game/Skater/Test/first_person_cycle_tests.cpp index ea2f4748..52c9c077 100644 --- a/Engine/Game/Skater/Test/first_person_cycle_tests.cpp +++ b/Engine/Game/Skater/Test/first_person_cycle_tests.cpp @@ -58,12 +58,49 @@ void presses() { expect(high && !first_person, "the third press of each round returns to the high camera"); } } + +// With a plugin's camera in the cycle: high -> low -> first person -> the plugin's camera -> high, and +// without first person (or on foot, where it cannot start) high -> low -> the plugin's camera -> high. +void plugin() { + for (const bool with_first_person : {true, false}) { + bool high = true, first_person = false, on = false; + const auto press = [&] { + CycleState state{with_first_person, first_person, !first_person && !on, true, on, !on}; + const auto write = cycle_height_write(state, !high); + high = write.high; + if (write.step == CycleStep::enter) first_person = true; + if (write.step == CycleStep::leave) first_person = false; + if (write.plugin == CycleStep::enter) on = true; + if (write.plugin == CycleStep::leave) on = false; + }; + for (int round = 0; round < 3; ++round) { + expect(high && !first_person && !on, "each round starts on the high camera"); + press(); + expect(!high && !first_person && !on, "first press: low camera"); + if (with_first_person) { + press(); + expect(!high && first_person && !on, "second press: first person"); + } + press(); + expect(!high && !first_person && on, "then the plugin's camera, the low camera behind it"); + press(); + } + expect(high && !first_person && !on, "out of the plugin's camera: the high camera"); + } + // No plugin in the cycle: the first-person cycle as before. + expect(same(cycle_height_write({true, true, false, false, false, true}, true), true, CycleStep::leave), + "without a plugin's camera, first person -> high"); + // Turned on by the plugin itself over the high camera: the button still takes it out to high. + const auto out = cycle_height_write({false, false, true, true, true, false}, false); + expect(out.high && out.plugin == CycleStep::leave, "a plugin's camera on by itself: the button leaves it for high"); +} } // namespace int main() { off(); steps(); presses(); + plugin(); if (failures) { std::printf("%d first-person cycle test(s) failed\n", failures); return 1; diff --git a/Engine/Game/Skater/first_person_cycle.h b/Engine/Game/Skater/first_person_cycle.h index 8ee30393..00563bf1 100644 --- a/Engine/Game/Skater/first_person_cycle.h +++ b/Engine/Game/Skater/first_person_cycle.h @@ -1,4 +1,5 @@ #pragma once +#include #include namespace dingosdk::first_person { @@ -7,20 +8,46 @@ namespace dingosdk::first_person { // (true is the high camera). With the option on, ReSkate turns that into high -> low -> first // person -> high by changing the value written: the step into first person keeps the low camera // behind it, and the step out of first person always lands on the high camera. +// +// A plugin's camera can be in the cycle too, last (reskate.camera.cycle): high -> low -> first +// person -> the plugin's camera -> high (without first person in it, or where first person cannot +// start: high -> low -> the plugin's camera -> high). Its step keeps the low camera behind it as well. enum class CycleStep : std::uint8_t { none, enter, leave }; struct CycleState { bool enabled{}; // the option is on and the local skater is in control bool first_person{}; // first person has the camera bool can_enter{}; // first person can take the camera now: on the board, no Freecam + bool plugin_enabled{}; // a plugin's camera is in the cycle now + bool plugin{}; // that camera is on + bool plugin_can_enter{}; // that camera is off and can start }; struct CycleWrite { - bool high{}; // the height the game keeps - CycleStep step{}; // what first person does + bool high{}; // the height the game keeps + CycleStep step{}; // what first person does + CycleStep plugin{}; // what the plugin's camera does }; constexpr CycleWrite cycle_height_write(const CycleState& state, bool high) noexcept { - if (!state.enabled) return {high, CycleStep::none}; - if (state.first_person) return {true, CycleStep::leave}; - if (high && state.can_enter) return {false, CycleStep::enter}; - return {high, CycleStep::none}; + // The plugin's camera is last: out of it, the high camera. + if (state.plugin_enabled && state.plugin) return {true, CycleStep::none, CycleStep::leave}; + if (state.enabled && state.first_person) { + if (state.plugin_enabled && state.plugin_can_enter) return {false, CycleStep::leave, CycleStep::enter}; + return {true, CycleStep::leave, CycleStep::none}; + } + if (high) { // the game steps low -> high: first person, else the plugin's camera, comes in between + if (state.enabled && state.can_enter) return {false, CycleStep::enter, CycleStep::none}; + if (state.plugin_enabled && state.plugin_can_enter) return {false, CycleStep::none, CycleStep::enter}; + } + return {high, CycleStep::none, CycleStep::none}; } + +// The plugin's half of the link (the plugin runtime keeps it). Each tick the plugin in the cycle has +// its flags published; the height write (on the thread that handles the button) leaves the step it +// asks of the plugin's camera in `request`, taken on the plugin runtime's next tick. +enum PluginFlag : std::uint8_t { plugin_flag_enabled = 1, plugin_flag_on = 2, plugin_flag_can_enter = 4 }; +struct PluginLink { + std::atomic flags{}; + std::atomic request{}; // a CycleStep + std::atomic published{}; // GetTickCount64 when the flags were published +}; +inline PluginLink plugin_link{}; } diff --git a/Extension/Customization/Test/board_material_tests.cpp b/Extension/Customization/Test/board_material_tests.cpp new file mode 100644 index 00000000..55d455f7 --- /dev/null +++ b/Extension/Customization/Test/board_material_tests.cpp @@ -0,0 +1,256 @@ +#include "Extension/Customization/board_material.h" +#include +#include +#include +#include + +namespace { +using namespace dingosdk; +using namespace dingosdk::board_material; +namespace n = addr::native_cosmetics; + +void check(bool ok, const std::string& message) { + if (ok) return; + std::cerr << "FAILED: " << message << '\n'; + std::exit(1); +} + +// Memory as the game lays a board out, by pages; a read of a page never written fails. +struct Memory { + std::map> pages; + void put_bytes(std::uintptr_t at, const void* data, std::size_t size) { + for (std::size_t i = 0; i < size; ++i, ++at) pages[at & ~std::uintptr_t{4095}][at & 4095] = static_cast(data)[i]; + } + template void put(std::uintptr_t at, const T& value) { put_bytes(at, &value, sizeof(value)); } + bool operator()(std::uintptr_t at, void* out, std::size_t size) const { + for (std::size_t i = 0; i < size; ++i, ++at) { + const auto page = pages.find(at & ~std::uintptr_t{4095}); + if (page == pages.end()) return false; + static_cast(out)[i] = page->second[at & 4095]; + } + return true; + } +}; + +constexpr std::uintptr_t base = 0x140000000; +constexpr std::uint64_t number_key = 0x841c7d74837f1d39ULL, integer_key = 0xb00abec403499469ULL, switch_key = 0xa5f9a6b8098279adULL; + +struct Board { + Memory memory; + std::uintptr_t entity = 0x10000000; + std::uintptr_t next = 0x20000000; // where the next allocation goes + std::uintptr_t grip{}, deck{}, trucks{}; + std::uintptr_t deck_item{}; + std::map grip_nodes; + std::uintptr_t take(std::size_t size) { + const auto at = next; + next += (size + 0xfff) & ~std::size_t{0xfff}; + std::vector zero(size); + memory.put_bytes(at, zero.data(), zero.size()); + return at; + } + // A type object and its information, in the game's image as the real ones are. + std::uintptr_t type(std::uintptr_t object, std::uint32_t hash, std::uint16_t size) { + const auto info = object + 0x100; + memory.put(base + object, base + info); + memory.put(base + info, hash); + memory.put(base + info + 6, size); + return base + object; + } + struct Value { + std::uint64_t key; + std::uintptr_t type; + std::uint16_t size; + std::array raw{}; + std::uint32_t flags = 3; + }; + std::uintptr_t material(const std::vector& values, std::map* nodes = nullptr) { + const auto at = take(0x300), buckets = take(16); + memory.put(at + n::material_parameters, buckets); + memory.put(at + n::material_parameter_buckets, 1); + memory.put(at + n::material_parameter_count, static_cast(values.size())); + memory.put(buckets + 8, 0xdead0000); // the map's end + std::uintptr_t previous{}; + for (const auto& v : values) { + const auto node = take(0x48); + memory.put(node, developer_hoodie_detail::ParameterKey{0x1234, v.size, 1, 1, v.key}); + memory.put(node + n::parameter_value, v.raw); + memory.put(node + n::parameter_type, v.type); + memory.put(node + n::parameter_flags, v.flags); + memory.put(previous ? previous + n::parameter_next : buckets, node); + previous = node; + if (nodes) (*nodes)[v.key] = node; + } + return at; + } + std::uintptr_t item(std::uintptr_t appearance, std::string_view slot, const std::vector>& materials) { + const auto at = take(0x200), name = take(256), buckets = take(16); + memory.put_bytes(name, slot.data(), slot.size()); + memory.put(at + 0x30, name); + memory.put(at + 0x48, appearance + 0x40); + memory.put(at + 0xb0, 2); + memory.put(at + 0x1f0, buckets); + memory.put(at + 0x1f8, 1); + memory.put(at + 0x1fc, static_cast(materials.size())); + memory.put(buckets + 8, 0xdead0000); + std::uintptr_t previous{}; + for (const auto& [material_name, material] : materials) { + const auto node = take(0x30); + memory.put(node, developer_hoodie_detail::material_hash(material_name)); + memory.put(node + 8, material); + memory.put(previous ? previous + 0x28 : buckets, node); + previous = node; + } + return at; + } + Board() { + const auto colour = type(0x7780c50, n::color_rgb_type_hash, 12), number = type(0x765db28, n::float_type_hash, 4), + integer = type(0x765da68, n::integer_type_hash, 4), toggle = type(0x7780f50, n::boolean_type_hash, 4); + const auto bits = [](float a, float b = 0, float c = 0) { + std::array raw{}; + const std::array f{a, b, c}; + std::memcpy(raw.data(), f.data(), sizeof(f)); + return raw; + }; + grip = material({{graphic_colour, colour, 12, bits(.2f, .3f, .4f)}, + {number_key, number, 4, bits(1)}, + {integer_key, integer, 4, {13}}, + {switch_key, toggle, 4, {1}}, + {0x1111, colour, 12, bits(.5f, .5f, .5f), 0}}, // not live: bit 0 of its flags clear + &grip_nodes); + deck = material({{base_colour, colour, 12, bits(.5f, .5f, .5f)}}); + trucks = material({{base_colour, colour, 12, bits(.1f, .1f, .1f)}}); + const auto collection = take(0x80), cosmetic = take(0x200), appearance = take(0x100), list = take(24); + memory.put(entity, base + addr::engine::board_entity_vtable); + memory.put(entity + 0x70, collection); + memory.put(collection, entity); + memory.put(collection + 8, 2); + memory.put(collection + 0x20, cosmetic); + memory.put(collection + 0x40, appearance); + memory.put(cosmetic, base + n::cosmetic_component_vtable); + memory.put(cosmetic + 0x18, collection); + memory.put(appearance, base + addr::engine::skater_appearance_vtable); + memory.put(appearance + 0x18, collection); + deck_item = item(appearance, developer_board_detail::slots[0], {{"Deck_Mat", deck}, {"DeckTop_Mat", grip}}); + memory.put(list, deck_item); + memory.put(list + 8, item(appearance, developer_board_detail::slots[1], {{"Truck_Mat", trucks}})); + memory.put(appearance + 0x90, list); + memory.put(appearance + 0x98, list + 16); + memory.put(appearance + 0xa0, list + 24); + } + detail::Found walk() { return detail::walk(memory, base, entity); } + Colour colour_at(std::uintptr_t node) { + Colour c{}; + memory(node + n::parameter_value, c.data(), sizeof(c)); + return c; + } +}; + +const detail::Material* part_of(const detail::Found& found, Part part) { + for (const auto& m : found.materials) + if (m.part == part) return &m; + return nullptr; +} + +void walks_the_board() { + Board board; + const auto found = board.walk(); + check(!found.pending && found.materials.size() == 3, "The board's three materials are found"); + const auto* grip = part_of(found, Part::grip); + const auto* deck = part_of(found, Part::deck); + check(grip && deck && part_of(found, Part::trucks) && !part_of(found, Part::wheels), "each as its part, and no wheels without their slot"); + check(grip->address == board.grip && grip->item == board.deck_item && grip->nodes.size() == 5, "The grip is the deck slot's DeckTop_Mat"); + const auto& p = grip->nodes; + check(p[0].parameter.kind == Kind::colour && p[0].parameter.key == graphic_colour && p[0].parameter.value == Colour{.2f, .3f, .4f}, + "A colour reads as one"); + check(p[1].parameter.kind == Kind::number && p[1].parameter.value[0] == 1, "a number as one"); + check(p[2].parameter.kind == Kind::integer && p[2].parameter.integer == 13, "an integer as one"); + check(p[3].parameter.kind == Kind::toggle && p[3].parameter.integer == 1, "a switch as one"); + check(p[4].parameter.kind == Kind::other, "and a value not live is of no kind plugins set"); +} + +void refuses_what_picks_the_look() { + Board board; + const auto found = board.walk(); + Kind kind{}; + check(detail::refusal(found, Part::grip, graphic_colour, {1, 0, 0}, true, kind).empty() && kind == Kind::colour, "A colour may be held"); + check(detail::refusal(found, Part::grip, number_key, {-3, 0, 0}, false, kind).empty() && kind == Kind::number, "and a number"); + check(detail::refusal(found, Part::grip, integer_key, {13, 0, 0}, false, kind).find("only read") != std::string::npos, + "An integer, which picks how the board is drawn, is not"); + check(detail::refusal(found, Part::grip, switch_key, {0, 0, 0}, false, kind).find("only read") != std::string::npos, "nor a switch"); + check(!detail::refusal(found, Part::grip, 0x1111, {.5f, .5f, .5f}, true, kind).empty(), "nor a value that is not live"); + check(!detail::refusal(found, Part::grip, graphic_colour, {1.5f, 0, 0}, true, kind).empty(), "A colour is 0 to 1"); + check(!detail::refusal(found, Part::grip, graphic_colour, {1, 0, 0}, false, kind).empty(), "and a number is not a colour"); + check(!detail::refusal(found, Part::grip, number_key, {1000, 0, 0}, false, kind).empty(), "A number has bounds"); + check(detail::refusal(found, Part::wheels, base_colour, {1, 0, 0}, true, kind).find("no parameter") != std::string::npos, + "A part without the key says so"); +} + +void holds_and_puts_back() { + Board board; + std::vector saved; + std::vector holds{{"glow", Part::grip, graphic_colour, Kind::colour, {1, 0, 0}}}; + int writes{}, publishes{}; + auto write = [&](std::uintptr_t material, std::uintptr_t node, Kind kind, const Colour& value) { + ++writes; + board.memory.put_bytes(node + n::parameter_value, value.data(), kind == Kind::colour ? sizeof(Colour) : sizeof(float)); + board.memory.put(material + n::material_changed, 1); + return true; + }; + auto publish = [&](std::uintptr_t item) { + check(item == board.deck_item, "The grip's item publishes its materials"); + ++publishes; + }; + const auto tick = [&] { + const auto found = board.walk(); + detail::apply(saved, holds, found, write, publish); + }; + const auto node = board.grip_nodes[graphic_colour]; + tick(); + check(board.colour_at(node) == Colour{1, 0, 0} && writes == 1 && publishes == 1, "A held colour is written and published"); + std::uint8_t changed{}; + board.memory(board.grip + n::material_changed, &changed, 1); + check(changed == 1, "and its material marked changed"); + for (int i = 0; i < 6; ++i) tick(); + check(writes == 1 && publishes == 1 + developer_hoodie_detail::settle_publishes, "A colour standing still is published until it shows, then left"); + holds[0].value = {0, 1, 0}; + tick(); + check(board.colour_at(node) == Colour{0, 1, 0} && writes == 2, "A new value is written"); + // The game sets its own while it is held: held again. + board.memory.put(node + n::parameter_value, Colour{.7f, .7f, .7f}); + tick(); + check(board.colour_at(node) == Colour{0, 1, 0} && writes == 3, "What is held wins over a change"); + holds.clear(); + publishes = 0; + for (int i = 0; i < 8; ++i) tick(); + check(board.colour_at(node) == Colour{.7f, .7f, .7f} && writes == 4, "Let go, it goes back to the board's own (the game's latest)"); + check(saved.empty() && publishes == 1 + developer_hoodie_detail::settle_publishes, "and is published until that shows"); + + // A number, let go after the game changed it: left as the game has it. + holds = {{"glow", Part::grip, number_key, Kind::number, {4, 0, 0}}}; + tick(); + float number{}; + board.memory(board.grip_nodes[number_key] + n::parameter_value, &number, 4); + check(number == 4, "A held number is written"); + holds.clear(); + board.memory.put(board.grip_nodes[number_key] + n::parameter_value, 9.0f); + tick(); + board.memory(board.grip_nodes[number_key] + n::parameter_value, &number, 4); + check(number == 9 && saved.empty(), "and one the game changed is not put back"); + + // A recipe on its way: nothing is written. + holds = {{"glow", Part::grip, graphic_colour, Kind::colour, {0, 0, 1}}}; + auto found = board.walk(); + found.pending = true; + const auto before = writes; + detail::apply(saved, holds, found, write, publish); + check(writes == before, "Nothing is written while the board is being dressed"); +} +} // namespace + +int main() { + walks_the_board(); + refuses_what_picks_the_look(); + holds_and_puts_back(); + std::cout << "board material tests passed\n"; +} diff --git a/Extension/Customization/board_material.cpp b/Extension/Customization/board_material.cpp new file mode 100644 index 00000000..5015b2d5 --- /dev/null +++ b/Extension/Customization/board_material.cpp @@ -0,0 +1,121 @@ +#include "board_material.h" +#include "Engine/Core/Log/logging.h" +#include "Engine/Core/Platform/memory.h" +#include "Extension/Multiplayer/Remote/native_pose_layout.h" +#include "Extension/Multiplayer/Remote/native_skater.h" +#include +#include + +namespace dingosdk::board_material { +namespace { +struct State { + std::uintptr_t base{}, client{}; + std::vector holds; + std::vector saved; + std::optional functions; // the material publisher's bytes, once checked + std::uint64_t reported{}; +}; +State& state() { + static auto* value = new State; // what is held may still be out at exit + return *value; +} +const auto peek = [](std::uintptr_t address, void* out, std::size_t size) { return memory::peek_bytes(address, out, size); }; + +bool write_value(std::uintptr_t material, std::uintptr_t node, const float* value, std::size_t bytes) noexcept { + __try { + std::memcpy(reinterpret_cast(node + addr::native_cosmetics::parameter_value), value, bytes); + *reinterpret_cast(material + addr::native_cosmetics::material_changed) = 1; + return true; + } __except (EXCEPTION_EXECUTE_HANDLER) { return false; } +} +bool publish_materials(std::uintptr_t base, std::uintptr_t item) noexcept { + __try { + reinterpret_cast(base + addr::native_cosmetics::publish_materials)(item, 0); + return true; + } __except (EXCEPTION_EXECUTE_HANDLER) { return false; } +} +bool functions_match(State& s) { + if (!s.functions) { + std::array bytes{}; + s.functions = peek(s.base + addr::native_cosmetics::publish_materials, bytes.data(), bytes.size()) && + bytes == addr::native_cosmetics::publish_materials_prefix; + if (!*s.functions) + logging::log(logging::Level::warning, logging::Channel::customization, + "Board parameters: the material publisher differs from the supported build; plugins cannot set them."); + } + return *s.functions; +} +// The local player's board as it is now (a change of cosmetics can replace it); none out of play. +std::optional board(State& s) { + if (!s.base || !s.client) return std::nullopt; + try { + const auto local = multiplayer::capture_local(s.base, s.client, false); + if (!local.ready) return std::nullopt; + const auto entity = multiplayer::read_native_board(peek, s.base, local.entity).entity; + if (!entity) return std::nullopt; + return detail::walk(peek, s.base, entity); + } catch (const std::exception& error) { + // (Once in a while: a board being built reads as unfinished for a few ticks.) + if (const auto now = GetTickCount64(); now - s.reported > 10000) { + s.reported = now; + logging::log(logging::Level::debug, logging::Channel::customization, "Board parameters: {}", error.what()); + } + return std::nullopt; + } +} +} // namespace + +std::optional> read(Part part) { + auto& s = state(); + const auto found = board(s); + if (!found) return std::nullopt; + std::vector out; + // The first of the part's materials: another (a variant) holds the same keys. + for (const auto& material : found->materials) + if (material.part == part) { + for (const auto& node : material.nodes) out.push_back(node.parameter); + break; + } + return out; +} + +std::string set(std::string_view owner, Part part, std::uint64_t key, const Colour& value, bool colour) { + auto& s = state(); + const auto name = part_names[static_cast(part)]; + const auto found = board(s); + if (!found) return "there is no board in play"; + Kind kind{}; + if (auto why = detail::refusal(*found, part, key, value, colour, kind); !why.empty()) return why; + if (!functions_match(s)) return "board parameters are unavailable with this game build"; + const auto held = std::find_if(s.holds.begin(), s.holds.end(), [&](const detail::Hold& h) { return h.part == part && h.key == key; }); + if (held != s.holds.end() && held->owner != owner) return std::format("{} holds the {}'s {:016x}", held->owner, name, key); + if (held == s.holds.end() && + static_cast(std::count_if(s.holds.begin(), s.holds.end(), [&](const detail::Hold& h) { return h.owner == owner; })) >= most_held) + return std::format("a plugin holds at most {} board parameters", most_held); + const Colour kept = colour ? value : Colour{value[0], 0, 0}; + if (held != s.holds.end()) held->value = kept; + else s.holds.push_back({std::string(owner), part, key, kind, kept}); + return {}; +} + +void clear(std::string_view owner, std::optional part, std::optional key) { + auto& holds = state().holds; + std::erase_if(holds, [&](const detail::Hold& h) { return h.owner == owner && (!part || h.part == *part) && (!key || h.key == *key); }); +} + +void tick(std::uintptr_t base, std::uintptr_t client) noexcept { + try { + auto& s = state(); + s.base = base, s.client = client; + if (s.holds.empty() && s.saved.empty()) return; + if (!functions_match(s)) return; + const auto found = board(s); + if (!found) return; + auto write = [](std::uintptr_t material, std::uintptr_t node, Kind kind, const Colour& value) { + return write_value(material, node, value.data(), kind == Kind::colour ? sizeof(Colour) : sizeof(float)); + }; + auto publish = [&](std::uintptr_t item) { (void)publish_materials(s.base, item); }; + detail::apply(s.saved, s.holds, *found, write, publish); + } catch (...) {} +} +} // namespace dingosdk::board_material diff --git a/Extension/Customization/board_material.h b/Extension/Customization/board_material.h new file mode 100644 index 00000000..6e20a3d1 --- /dev/null +++ b/Extension/Customization/board_material.h @@ -0,0 +1,265 @@ +#pragma once +#include "developer_board_material.h" +#include +#include +#include +#include +#include +#include + +// The shader parameters of the local player's own board as plugins read and set them +// (reskate.board.parameters): each part's material instance holds a few values of its own (read +// from the running game, 2026-10-22: the deck and its grip eight each, the trucks and wheels three), +// which the renderer takes for that board alone. A plugin may hold a colour or a number there; an +// integer or a switch picks how the board is drawn (the foil looks the store sells among them), so +// those are only read. Nothing of the board's items changes and nobody else sees it: other players +// draw this board from its cosmetics, as they are. +namespace dingosdk::board_material { +enum class Part : std::uint8_t { deck, grip, trucks, wheels }; +inline constexpr std::array part_names{"deck", "grip", "trucks", "wheels"}; +enum class Kind : std::uint8_t { colour, number, integer, toggle, other }; +using Colour = std::array; +struct Parameter { + std::uint64_t key{}; + Kind kind{Kind::other}; + Colour value{}; // a colour, or a number in [0] + std::int32_t integer{}; // an integer, or a switch's 0 or 1 +}; +// The two colours known by what they colour (the developer board animates them): the graphic's and +// the base's. +inline constexpr std::uint64_t graphic_colour = developer_board_detail::graphic_color; +inline constexpr std::uint64_t base_colour = developer_board_detail::base_color; +// What a plugin may set: a colour of 0 to 1 a channel, as the board's own are, or a number. +inline constexpr float most_number = 100.0f; +inline constexpr std::size_t most_held = 32; + +// Client thread. The part's parameters as its material holds them now; none without a board. +std::optional> read(Part part); +// Held by `owner` and written every tick until cleared: a colour (all three), or a number +// (`value[0]`, `colour` false). Empty when held, else why not. +std::string set(std::string_view owner, Part part, std::uint64_t key, const Colour& value, bool colour); +// What `owner` holds of that part and key (all its parts, all its keys) put back. +void clear(std::string_view owner, std::optional part = std::nullopt, std::optional key = std::nullopt); +// Each client tick while the skater is in play: what is held written, what is let go put back. +void tick(std::uintptr_t base, std::uintptr_t client) noexcept; + +namespace detail { +struct Node { + std::uintptr_t address{}; + Parameter parameter; +}; +struct Material { + std::uintptr_t item{}, address{}; + Part part{}; + std::vector nodes; +}; +struct Found { + std::vector materials; + bool pending{}; // a recipe on its way: nothing is written +}; +// Each part's named material on the board's slot controllers; the deck slot holds two. +struct Target { + std::string_view material; + std::size_t slot; + Part part; +}; +inline constexpr std::array targets{{ + {"Deck_Mat", 0, Part::deck}, + {"DeckTop_Mat", 0, Part::grip}, + {"Truck_Mat", 1, Part::trucks}, + {"Wheel_mat", 2, Part::wheels}, +}}; +inline constexpr std::size_t most_nodes = 512; + +inline Kind kind_of(std::uint32_t type_hash, std::uint16_t type_size, const developer_hoodie_detail::ParameterKey& key, bool live) noexcept { + namespace n = addr::native_cosmetics; + if (!live || key.count != 1 || key.size != type_size) return Kind::other; + if (type_hash == n::color_rgb_type_hash && type_size == sizeof(Colour)) return Kind::colour; + if (type_hash == n::float_type_hash && type_size == 4) return Kind::number; + if (type_hash == n::integer_type_hash && type_size == 4) return Kind::integer; + if (type_hash == n::boolean_type_hash && type_size == 4) return Kind::toggle; + return Kind::other; +} +template std::vector parameters(Memory& m, std::uintptr_t material) { + namespace n = addr::native_cosmetics; + const auto buckets = m.ptr(material, n::material_parameters); + const auto size = m.template get(material, n::material_parameter_buckets); + const auto total = m.template get(material, n::material_parameter_count); + std::vector out; + if (!buckets || !size) return out; + m.check(size <= 1024 && total <= most_nodes, "Board parameter map exceeds bounds."); + const auto sentinel = m.ptr(buckets, size * 8ULL); + for (std::uint32_t b = 0; b < size; ++b) { + std::uint32_t visited{}; + for (auto node = m.ptr(buckets, b * 8ULL); node && node != sentinel; node = m.ptr(node, n::parameter_next)) { + m.check(++visited <= total && out.size() < total, "Board parameter chain exceeds bounds."); + const auto key = m.template get(node); + const auto raw = m.template get>(node, n::parameter_value); + const auto type = m.ptr(node, n::parameter_type); + Parameter p; + p.key = key.hash; + if (type) { + const auto info = m.ptr(type); + // A type's information is in the game's image, as the board's colour descriptor is. + if (info >= m.base && info < m.base + 0x09144000) + p.kind = kind_of(m.template get(info), m.template get(info, 6), key, + (m.template get(node, n::parameter_flags) & 1) != 0); + } + if (p.kind == Kind::colour || p.kind == Kind::number) { + std::memcpy(p.value.data(), raw.data(), p.kind == Kind::colour ? sizeof(Colour) : sizeof(float)); + m.check(std::all_of(p.value.begin(), p.value.end(), [](float v) { return std::isfinite(v); }), "Board parameter is invalid."); + } else if (p.kind == Kind::integer) { + p.integer = static_cast(raw[0]); + } else if (p.kind == Kind::toggle) { + p.integer = raw[0] != 0; + } + out.push_back({node, p}); + } + } + return out; +} +// The board actor's parts (developer_board_detail::materials walks the same way to its colours). +template Found walk(Read& read, std::uintptr_t base, std::uintptr_t entity) { + using namespace multiplayer; + CosmeticMemory m{read, base}; + Found out; + m.check(m.ptr(entity) == base + addr::engine::board_entity_vtable, "Board actor type differs."); + const auto component = m.component(entity); + out.pending = m.template get(component, 0x10a) || m.template get(component, 0x10d); + const auto appearance = read_native_component(read, entity, base + addr::engine::skater_appearance_vtable); + const auto begin = m.ptr(appearance, 0x90), end = m.ptr(appearance, 0x98), capacity = m.ptr(appearance, 0xa0); + m.check(begin <= end && end <= capacity && (end - begin) % 8 == 0 && (capacity - begin) / 8 <= 64 && (begin || !capacity), + "Board controller array exceeds bounds."); + const auto& slots = developer_board_detail::slots; + std::array seen{}; + for (auto entry = begin; entry < end; entry += 8) { + const auto item = m.ptr(entry); + if (!item) continue; + m.check(m.ptr(item, 0x48) == appearance + 0x40, "Board controller ownership differs."); + const auto assigned = std::find(slots.begin(), slots.end(), m.text(m.ptr(item, 0x30))); + if (assigned == slots.end()) continue; + const auto slot = static_cast(assigned - slots.begin()); + m.check(!seen[slot], "Board has duplicate slot controllers."); + seen[slot] = true; + if (!(m.template get(item, 0xb0) & 2)) { out.pending = true; continue; } + const auto buckets = m.ptr(item, 0x1f0); + const auto size = m.template get(item, 0x1f8), total = m.template get(item, 0x1fc); + if (!total) { out.pending = true; continue; } + m.check(buckets && size && size <= 256 && total <= 128, "Board material map exceeds bounds."); + const auto sentinel = m.ptr(buckets, size * 8ULL); + for (const auto& target : targets) { + if (target.slot != slot) continue; + const auto hash = developer_hoodie_detail::material_hash(target.material); + auto node = m.ptr(buckets, (hash % size) * 8ULL); + std::uint32_t visited{}; + for (; node && node != sentinel && visited < total; ++visited, node = m.ptr(node, 0x28)) + if (m.template get(node) == hash) break; + if (!node || node == sentinel || visited == total) continue; + std::array variants{}; + for (std::size_t v = 0; v < variants.size(); ++v) { + const auto material = m.ptr(node, 8 + v * 8); + if (!material || std::find(variants.begin(), variants.begin() + v, material) != variants.begin() + v) continue; + variants[v] = material; + out.materials.push_back({item, material, target.part, parameters(m, material)}); + } + } + } + return out; +} + +inline const char* kind_name(Kind kind) noexcept { + switch (kind) { + case Kind::colour: return "a colour"; + case Kind::number: return "a number"; + case Kind::integer: return "an integer"; + case Kind::toggle: return "a switch"; + default: return "of a kind plugins do not set"; + } +} +// Whether `value` may be held on that key of the part: empty, and its kind in `kind`, else why not. +inline std::string refusal(const Found& found, Part part, std::uint64_t key, const Colour& value, bool colour, Kind& kind) { + const auto name = part_names[static_cast(part)]; + std::optional has; + for (const auto& material : found.materials) + if (material.part == part) + for (const auto& node : material.nodes) + if (node.parameter.key == key) has = node.parameter.kind; + if (!has) return std::format("the {} has no parameter {:016x}", name, key); + if (*has != Kind::colour && *has != Kind::number) + return std::format("{:016x} is {}, which picks how the board is drawn; plugins only read it", key, kind_name(*has)); + if ((*has == Kind::colour) != colour) return std::format("{:016x} is {}", key, kind_name(*has)); + if (colour && !std::all_of(value.begin(), value.end(), [](float c) { return c >= 0 && c <= 1; })) + return "a colour's channels are 0 to 1"; + if (!colour && !(std::abs(value[0]) <= most_number)) return std::format("a number is -{0} to {0}", most_number); + kind = *has; + return {}; +} +// A value a plugin holds, and what was found where it was written. +struct Hold { + std::string owner; + Part part{}; + std::uint64_t key{}; + Kind kind{}; + Colour value{}; +}; +struct Saved { + std::uintptr_t material{}, node{}; + Kind kind{}; + Colour original{}, last{}; + std::uint8_t settling{}; // publishes still owed for `last` +}; +inline bool same(Kind kind, const Colour& a, const Colour& b) noexcept { + return kind == Kind::colour ? a == b : a[0] == b[0]; +} +// One tick, as the developer board's colours go (developer_hoodie_detail::animate): what is held +// written where it is not yet, and published until it shows (the renderer shows a value one publish +// late); what is no longer held put back while it is still ours, a value changed by the game since +// left as the game has it. write(material, node, kind, value) -> written; publish(item). +template +void apply(std::vector& saved, const std::vector& holds, const Found& live, Write& write, Publish& publish) { + if (live.pending) return; + using developer_hoodie_detail::settle_publishes; + std::vector next; + std::vector shown; + for (const auto& material : live.materials) { + bool show{}; + for (const auto& node : material.nodes) { + const auto& p = node.parameter; + if (p.kind != Kind::colour && p.kind != Kind::number) continue; + const auto hold = std::find_if(holds.begin(), holds.end(), [&](const Hold& h) { + return h.part == material.part && h.key == p.key && h.kind == p.kind; + }); + const auto at = std::find_if(saved.begin(), saved.end(), [&](const Saved& s) { + return s.material == material.address && s.node == node.address && s.kind == p.kind; + }); + const Saved* was = at == saved.end() ? nullptr : &*at; + const bool ours = was && same(p.kind, p.value, was->last); + const auto original = ours ? was->original : p.value; + if (hold != holds.end()) { + if (same(p.kind, p.value, hold->value)) { + const std::uint8_t left = ours ? was->settling : 0; + next.push_back({material.address, node.address, p.kind, original, hold->value, static_cast(left ? left - 1 : 0)}); + show = show || left != 0; + } else if (write(material.address, node.address, p.kind, hold->value)) { + next.push_back({material.address, node.address, p.kind, original, hold->value, settle_publishes}); + show = true; + } else if (was) { + next.push_back(*was); + } + } else if (was && (ours || same(p.kind, p.value, was->original))) { + // Back to the board's own value, and published until it shows. + const bool first = !same(p.kind, was->last, was->original); + const bool back = same(p.kind, p.value, was->original) || write(material.address, node.address, p.kind, was->original); + const std::uint8_t left = first ? settle_publishes : was->settling ? was->settling - 1 : 0; + if (!back) next.push_back(*was); + else if (left) next.push_back({material.address, node.address, p.kind, was->original, was->original, left}); + show = show || back; + } + } + if (show && std::find(shown.begin(), shown.end(), material.item) == shown.end()) shown.push_back(material.item); + } + saved = std::move(next); + for (const auto item : shown) publish(item); +} +} // namespace detail +} // namespace dingosdk::board_material diff --git a/Extension/Multiplayer/Hud/custom_nametags.h b/Extension/Multiplayer/Hud/custom_nametags.h index 578f2efd..d699540c 100644 --- a/Extension/Multiplayer/Hud/custom_nametags.h +++ b/Extension/Multiplayer/Hud/custom_nametags.h @@ -2,6 +2,7 @@ #include "Extension/UI/Overlay/overlay.h" #include "Extension/Multiplayer/developer_identity.h" #include +#include #include #include #include @@ -64,6 +65,9 @@ void publish_custom_nametags(std::uintptr_t base, std::vector pla bool show_bubbles, float bubble_distance, float name_distance = 120.f, bool dots = true) noexcept; void set_custom_nametags_enabled(bool enabled) noexcept; +// Held off for now (a plugin's reskate.session.nametags(false), filming): no names drawn over the +// players while it lasts, whatever the nametag setting is; chat bubbles still show. +inline std::atomic nametags_held_off{false}; bool custom_nametags_enabled() noexcept; // The overlay's feed (any thread): nothing while off, stale, or while the game hides nametags. overlay::Nametags custom_nametags(); diff --git a/Extension/Multiplayer/Remote/native_skater.cpp b/Extension/Multiplayer/Remote/native_skater.cpp index 5f298dee..abe724f2 100644 --- a/Extension/Multiplayer/Remote/native_skater.cpp +++ b/Extension/Multiplayer/Remote/native_skater.cpp @@ -556,6 +556,9 @@ NativeFrame capture_local(std::uintptr_t base, std::uintptr_t client, bool captu cache = {base, client, frame.context, player, frame.entity, frame.parent, component, frame.board_entity}; frame.ready = true; + // The pose as it is sent, after anyone who changes only what is drawn of the board has had it. + if (capture_pose) + if (const auto filter = shared().sent_pose_filter.load(std::memory_order_acquire)) filter(component, frame.pose); } catch (const std::exception &e) { cache = {}; frame.detail = e.what(); @@ -612,6 +615,9 @@ void set_render_pose_listener(RenderPosePublished listener) noexcept { void set_animation_evaluated_listener(AnimationEvaluated listener) noexcept { shared().evaluated_listener.store(listener, std::memory_order_release); } +void set_local_sent_pose_filter(LocalSentPoseFilter filter) noexcept { + shared().sent_pose_filter.store(filter, std::memory_order_release); +} void set_local_pose_filter(LocalPoseFilter filter) noexcept { shared().pose_filter.store(filter, std::memory_order_release); } diff --git a/Extension/Multiplayer/Remote/native_skater.h b/Extension/Multiplayer/Remote/native_skater.h index 868c5753..88ea2080 100644 --- a/Extension/Multiplayer/Remote/native_skater.h +++ b/Extension/Multiplayer/Remote/native_skater.h @@ -43,6 +43,11 @@ void set_animation_evaluated_listener(AnimationEvaluated listener) noexcept; // what other players receive of the local skater. using LocalPoseFilter = void (*)(std::uintptr_t component, std::vector &skater) noexcept; void set_local_pose_filter(LocalPoseFilter filter) noexcept; +// Then, with the whole pose capture_local returns (the skater and the board), so a change to what is +// drawn of the board (Extension/Skater/board_pose.h, a bone hidden from everyone) is in what the +// others see too. One listener; nullptr for none. Client thread. +using LocalSentPoseFilter = void (*)(std::uintptr_t component, Pose &pose) noexcept; +void set_local_sent_pose_filter(LocalSentPoseFilter filter) noexcept; // A pose override of the local skater (Extension/Skater/skater_animation.cpp): called after the // listener above, so it sees (and may change) the pose first person left. void set_pose_override_listener(AnimationEvaluated listener) noexcept; diff --git a/Extension/Multiplayer/Remote/native_skater_internal.h b/Extension/Multiplayer/Remote/native_skater_internal.h index 85d9476d..0aedebc5 100644 --- a/Extension/Multiplayer/Remote/native_skater_internal.h +++ b/Extension/Multiplayer/Remote/native_skater_internal.h @@ -58,6 +58,7 @@ struct HookState { std::atomic destroyed_listener{}; std::atomic evaluated_listener{}; std::atomic pose_filter{}; + std::atomic sent_pose_filter{}; // A pose override of the local skater (Extension/Skater/skater_animation.cpp), after the one above. std::atomic override_listener{}; std::atomic override_render_listener{}; diff --git a/Extension/Multiplayer/Session/session.cpp b/Extension/Multiplayer/Session/session.cpp index 6ab4bf37..93300b1c 100644 --- a/Extension/Multiplayer/Session/session.cpp +++ b/Extension/Multiplayer/Session/session.cpp @@ -485,7 +485,8 @@ void render(Session &s, std::uintptr_t client, const NativeFrame &local, std::ui // each frame. std::vector nametags; const bool bubbles = s.chat_bubbles; - const bool labels = s.nametags || bubbles; + const bool names = s.nametags && !nametags_held_off.load(std::memory_order_relaxed); + const bool labels = s.nametags || bubbles; // (published even while names are held off, so none linger) if (labels) refresh_friends(s); // The newest chat lines from `sender` still inside the bubble duration, oldest first, // filtered the same way the chat panel filters them, each with the opacity it has left @@ -821,7 +822,7 @@ void render(Session &s, std::uintptr_t client, const NativeFrame &local, std::ui if (labels) publish_custom_nametags(s.base, std::move(nametags), local.ready ? std::optional(local.pose.root.position) : std::nullopt, - s.nametags, bubbles, s.chat_bubbles_distance, s.nametag_distance, + names, bubbles, s.chat_bubbles_distance, s.nametag_distance, s.nametag_dots); } } // namespace diff --git a/Extension/Plugins/Test/plugin_tests.cpp b/Extension/Plugins/Test/plugin_tests.cpp index 7fc6c282..0391a85e 100644 --- a/Extension/Plugins/Test/plugin_tests.cpp +++ b/Extension/Plugins/Test/plugin_tests.cpp @@ -45,6 +45,13 @@ struct FakeGame final : Game { return {}; } void outfit_clear(std::string_view plugin, std::string_view slot) override { calls.push_back(std::format("outfit clear {} {}", plugin, slot)); } + std::string camera_cycle(std::string_view plugin, CycleCamera place) override { + calls.push_back(std::format("cycle {} {}", plugin, place == CycleCamera::out ? "out" : place == CycleCamera::ready ? "ready" : "active")); + return {}; + } + std::vector cycle_news; + std::vector take_camera_cycle() override { return std::exchange(cycle_news, {}); } + void hide_nametags(std::string_view plugin, bool hidden) override { calls.push_back(std::format("nametags {} {}", plugin, hidden ? "off" : "on")); } std::set> installed; // items found by their whole ending, as Pack/ std::string outfit_find(std::string_view ending) override { if (installed.contains(ending)) return "Pack/" + std::string(ending); @@ -60,8 +67,25 @@ struct FakeGame final : Game { calls.push_back(std::format("board {} {} {:.1f} {}", plugin, bone, value.position[1], world ? "world" : "local")); return {}; } - std::string board_hide(std::string_view plugin, int bone) override { calls.push_back(std::format("board hide {} {}", plugin, bone)); return {}; } + std::string board_hide(std::string_view plugin, int bone, bool everyone) override { + calls.push_back(std::format("board hide {} {}{}", plugin, bone, everyone ? " everyone" : "")); + return {}; + } void board_park(std::string_view plugin, std::vector bones) override { calls.push_back(std::format("board park {} {}", plugin, bones.size())); } + std::optional> board_parameters(int part) override { + if (part != 1) return std::vector{}; + return std::vector{{0x873f48af36e50d59ULL, "colour", {.2f, .3f, .4f}, 0}, + {0x841c7d74837f1d39ULL, "number", {1, 0, 0}, 0}, + {0xb00abec403499469ULL, "integer", {}, 13}, + {0xa5f9a6b8098279adULL, "switch", {}, 1}}; + } + std::string board_set_parameter(std::string_view plugin, int part, std::uint64_t key, std::array value, bool colour) override { + calls.push_back(std::format("board parameter {} {} {:016x} {} {:.1f}", plugin, part, key, colour ? "colour" : "number", value[0])); + return {}; + } + void board_clear_parameter(std::string_view plugin, int part, std::optional key) override { + calls.push_back(std::format("board parameter clear {} {} {}", plugin, part, key ? std::format("{:016x}", *key) : "all")); + } // The general services a game layer in Lua reads and drives (plugin_api_services.cpp). std::optional telemetry; std::optional skater_telemetry(std::string_view) override { return telemetry; } @@ -150,8 +174,18 @@ struct FakeGame final : Game { return {}; } std::optional mouse_motion(std::string_view) override { return MouseMotion{3, -2, 1}; } - std::string skater_pose(std::string_view plugin, const std::vector& offsets, float weight) override { + static const char* shown_name(Shown shown) { return shown == Shown::others ? "others" : shown == Shown::me ? "me" : "everyone"; } + std::string skater_carry(std::string_view plugin, std::optional c) override { + calls.push_back(c ? std::format("carry {} {}{} {:.1f} {:.1f} {:.1f} front {:.2f} grip {} w {:.2f} crouch {:.2f} hunch {:.2f} turn {:.2f} step {:.2f}{}{} {}", + plugin, c->left ? "left" : "right", c->both ? " both" : "", c->front[0], c->front[1], c->front[2], + c->front_from_grip[2], c->worn.has_value(), c->weight, c->crouch, c->hunch, c->turn, c->step, + c->still ? " still" : "", c->push_straightens ? " push" : "", shown_name(c->shown)) + : std::format("carry {} none", plugin)); + return {}; + } + std::string skater_pose(std::string_view plugin, const std::vector& offsets, float weight, Shown shown) override { std::string text = std::format("pose {} {:.2f}", plugin, weight); + if (shown != Shown::everyone) text += std::format(" {}", shown_name(shown)); auto sorted = offsets; std::sort(sorted.begin(), sorted.end(), [](const auto& a, const auto& b) { return a.joint < b.joint; }); for (const auto& o : sorted) text += std::format(" {}:{:.2f},{:.2f},{:.2f},{:.2f}x{:.2f}", o.joint, o.rotation[0], o.rotation[1], o.rotation[2], o.rotation[3], o.scale); @@ -181,7 +215,8 @@ struct FakeGame final : Game { } std::string skater_reach(std::string_view plugin, std::optional r) override { calls.push_back(r ? std::format("reach {} {} {:.1f} {:.1f} {:.1f} {} {:.2f}", plugin, r->left ? "left" : "right", r->at[0], r->at[1], r->at[2], - r->rotation.has_value(), r->weight) + r->rotation.has_value(), r->weight) + + (r->shown != Shown::everyone ? std::format(" {}", shown_name(r->shown)) : std::string{}) : std::format("reach {} none", plugin)); return {}; } @@ -227,6 +262,7 @@ struct FakeGame final : Game { return {}; } std::optional board_velocity() override { return Vec3{1, -2, 3}; } + std::optional board_spin() override { return Vec3{0, 4, 0}; } std::optional last_slam() override { return SlamNews{7.5f, 12, 100}; } std::string wipeout(float force) override { calls.push_back(std::format("wipeout {:.1f}", force)); @@ -510,6 +546,15 @@ struct FakeGame final : Game { calls.push_back(std::format("announce {} {}", plugin, text)); return {}; } + std::vector server_parks() override { return {{"street", "San Vansterdam", true, true, 12, 5}, {"plaza", "Isle of Grom", false, false, 0, 0}}; } + std::string spawn_park(std::string_view plugin, std::string_view name, unsigned minutes) override { + calls.push_back(std::format("park spawn {} {} {}", plugin, name, minutes)); + return name == "plaza" ? "plaza belongs on Isle of Grom, and the server is on San Vansterdam." : std::string{}; + } + std::string remove_park(std::string_view plugin, std::string_view name) override { + calls.push_back(std::format("park remove {} {}", plugin, name)); + return {}; + } std::optional camera_view() override { return CameraView{{1, 2, 3}, {0, 0, 1}, 60}; } std::string set_camera(std::string_view plugin, const std::array& pose, float fov) override { calls.push_back(std::format("camera {} {:.1f} {:.1f} {:.1f} back {:.2f} {:.2f} {:.2f} fov {:.0f}", plugin, pose[12], pose[13], pose[14], @@ -834,6 +879,10 @@ void a_permission_must_be_declared() { assert(not ok and err:find("needs the \"skater.control\" permission"), err) ok, err = pcall(reskate.mods.content, "parks") assert(not ok and err:find("needs the \"mods.read\" permission"), err) + ok, err = pcall(reskate.board.set_parameter, "grip", "graphic", {r = 1, g = 0, b = 0}) + assert(not ok and err:find("needs the \"board\" permission"), err) + ok, err = pcall(reskate.board.parameters, "deck") + assert(not ok and err:find("needs the \"board\" permission"), err) reskate.console.print("never") )")}); stopped(host, "bare", "raised an error"); @@ -1348,6 +1397,71 @@ void plugins_reach_cruise_and_read_the_mouse() { "skater.animation, skater.read, skater.control, input and overlay are needed\n" + environment.all()); } +// What the Filmer's port needs besides: something carried (seen by the others only), a pose only you +// see, a step in the camera height cycle and its event, the nametags held off, the board hidden from +// everyone, and a camcorder in the hand wear slot. +void plugins_carry_and_take_a_step_in_the_camera_cycle() { + TestEnvironment environment; + auto& game = environment.fake; + Host host(environment, Side::client); + const std::string main = R"( + local steps = {} + reskate.on("camera_cycle", function(step) table.insert(steps, step) end) + assert(reskate.skater.carry({at = vector.create(1, 2, 3), rotation = {0, 1, 0, 0}, both = true, front = vector.create(0, -0.143, -0.248), + grip = {rotation = {0.5, -0.5, 0.5, 0.5}, offset = vector.create(0.12, 0.04, -0.03)}, crouch = 0.22, hunch = 1.0, turn = 0.5, + step = 0.5, step_phase = 1.25, still = true, push_straightens = true, weight = 0.75, shown = "others"})) + assert(reskate.skater.carry({hand = "left", at = vector.create(0, 1, 0), rotation = {0, 0, 0, 1}})) + assert(reskate.skater.carry(nil)) + assert(not pcall(reskate.skater.carry, {at = vector.create(0, 1, 0)}), "a carry needs a rotation") + assert(not pcall(reskate.skater.carry, {at = vector.create(0, 1, 0), rotation = {0, 0, 0, 1}, crouch = 1}), "a crouch is 0 to 0.6 m") + assert(not pcall(reskate.skater.carry, {at = vector.create(0, 1, 0), rotation = {0, 0, 0, 1}, shown = "them"}), "shown is everyone, others or me") + assert(reskate.skater.pose({[48] = {scale = 0}}, 1, {shown = "me"})) + assert(reskate.skater.reach({at = vector.create(1, 2, 3), shown = "others"})) + assert(reskate.camera.cycle("ready") and reskate.camera.cycle("active") and reskate.camera.cycle(nil)) + assert(not pcall(reskate.camera.cycle, "on"), "ready or active") + reskate.session.nametags(false) + reskate.session.nametags(true) + assert(reskate.board.hide(2, {others = true})) + assert(reskate.outfit.set("handwear_l", "Own_HandwearGlove_Gen_GloveFingerless_00001")) + local ok, why = reskate.outfit.set("shoes", "Own_Shoes_00001") + assert(not ok and why == "only tattoo, moles, eyewear and hand wear slots", why) + assert(reskate.input.bind("toggle") and reskate.input.bind("slap", "Pad.LB"), "an action with no key of its own, and one with") + reskate.on("tick", function() + if #steps > 0 then reskate.log("steps " .. table.concat(steps, " ")) steps = {} end + end) + reskate.log("carried") + )"; + host.apply({package("filmer", {{manifest_file, manifest(R"("skater.animation", "camera", "session.nametags", "board", "outfit", "input")")}, + {"plugin/main.lua", main}})}); + ticks(host, environment, 1); + running(host, "filmer", environment); + check(environment.logged("[filmer] carried"), "The calls work\n" + environment.all()); + check(game.called("carry filmer right both 1.0 2.0 3.0 front -0.25 grip true w 0.75 crouch 0.22 hunch 1.00 turn 0.50 step 0.50 still push others") && + game.called("carry filmer left 0.0 1.0 0.0 front 0.00 grip false w 1.00 crouch 0.00 hunch 0.00 turn 0.00 step 0.00 everyone") && + game.called("carry filmer none"), + "Carried in both hands for the others, in one, and let go\n" + environment.all()); + check(game.called("pose filmer 1.00 me 48:0.00,0.00,0.00,1.00x0.00") && game.called("reach filmer right 1.0 2.0 3.0 false 1.00 others"), + "A pose only you see, a reach only the others see\n" + environment.all()); + check(game.called("cycle filmer ready") && game.called("cycle filmer active") && game.called("cycle filmer out"), "In the cycle, on, and out"); + check(game.called("nametags filmer off") && game.called("nametags filmer on"), "The nametags held off and given back"); + check(game.called("board hide filmer 2 everyone"), "The board hidden from everyone"); + check(game.called("outfit filmer handwear_l Own_HandwearGlove_Gen_GloveFingerless_00001 0 false"), "A camcorder in the hand wear slot"); + check(game.binds.contains("filmer/toggle") && game.binds["filmer/toggle"] == 0 && game.binds["filmer/slap"] == combo_of("Pad.LB"), + "An action the player puts on a key themselves"); + // The button's steps reach the plugin in the cycle, and nobody else. + game.cycle_news = {{"filmer", true}, {"someone", false}, {"filmer", false}}; + ticks(host, environment, 2); + check(environment.logged("[filmer] steps enter leave"), "The camera cycle's steps as events\n" + environment.all()); + // Each needs its permission. + host.apply({package("sneaky", {{manifest_file, manifest()}, {"plugin/main.lua", R"( + reskate.log(tostring(pcall(reskate.skater.carry, {at = vector.create(0, 0, 0), rotation = {0, 0, 0, 1}})) .. " " .. + tostring(pcall(reskate.camera.cycle, "ready")) .. " " .. tostring(pcall(reskate.session.nametags, false)) .. " " .. + tostring(pcall(reskate.on, "camera_cycle", function() end))) + )"}})}); + ticks(host, environment, 1); + check(environment.logged("[sneaky] false false false false"), "skater.animation, camera and session.nametags are needed\n" + environment.all()); +} + // Reading a skater's joints, and the physics tuning read and set. void plugins_read_joints_and_tune_physics() { TestEnvironment environment; @@ -1954,6 +2068,46 @@ void plugins_server_copies_are_the_authority() { running(player_host, "mode-p", player); } +// A dedicated server's park mods, for a server copy with server.parks: listed, spawned and removed +// as the server's park-mod does. Not for a copy without the permission, nor for a player's copy. +void plugins_server_copies_spawn_park_mods() { + TestEnvironment server, player, blind; + const std::string main = R"( + reskate.console.command("parks", "x", function() + local list = reskate.server.parks() + assert(#list == 2 and list[1].name == "street" and list[1].here and list[1].spawned and list[1].objects == 12 and list[1].minutes_left == 5) + assert(list[2].map == "Isle of Grom" and not list[2].here and not list[2].spawned) + assert(reskate.server.park_spawn("street", 30)) + assert(reskate.server.park_spawn("street")) + local ok, why = reskate.server.park_spawn("plaza") + assert(not ok and why:find("belongs on Isle of Grom"), why) + assert(reskate.server.park_remove("street")) + assert(not pcall(reskate.server.park_spawn, "Street"), "a park mod's name, lower case") + assert(not pcall(reskate.server.park_spawn, "street 5; map grom"), "one name and nothing else") + assert(not pcall(reskate.server.park_spawn, "street", 0), "minutes 1 to 1440") + assert(not pcall(reskate.server.park_spawn, "street", 1441), "minutes 1 to 1440") + reskate.log("parks done") + end) + )"; + const auto parks = [&](const char* id, const char* permissions, const char* side) { + return package(id, {{manifest_file, manifest(permissions, side)}, {"plugin/main.lua", main}}); + }; + Host server_host(server, Side::server), player_host(player, Side::client), blind_host(blind, Side::server); + server_host.apply({parks("parks-s", R"("console", "server.parks")", "server")}); + player_host.apply({parks("parks-p", R"("console", "server.parks")", "client")}); + blind_host.apply({parks("parks-b", R"("console", "server")", "server")}); + for (auto* host : {&server_host, &player_host, &blind_host}) host->run_console("parks"); + check(server.logged("[parks-s] parks done"), "A server copy could not use the park mods\n" + server.all()); + check(server.fake.called("park spawn parks-s street 30") && server.fake.called("park spawn parks-s street 0") && + server.fake.called("park spawn parks-s plaza 0") && server.fake.called("park remove parks-s street"), + "The spawns and removal did not reach the server, by the plugin's id"); + check(!server.fake.called("park spawn parks-s Street") && !server.fake.called("park spawn parks-s street 1441"), "A refused call reached the server"); + check(!player.logged("parks done") && player.all().find("server copy") != std::string::npos, + "A player's copy used the server's park mods\n" + player.all()); + check(!blind.logged("parks done") && blind.all().find("server.parks") != std::string::npos, + "A plugin without server.parks used the park mods\n" + blind.all()); +} + // Clips on the skater's body: from the package or recorded, played, replacing a trick. void plugins_animate_the_skater() { TestEnvironment environment; @@ -2110,10 +2264,27 @@ void the_wider_set_reaches_the_game() { assert(reskate.board.hide(3)) reskate.board.park({12, 13, 14, 15}) assert(reskate.board.toss({12, 4}, {velocity = vector.create(1, 3, 0), spin = vector.create(0, 5, 0), ground = -2})) + local grip = reskate.board.parameters("grip") + assert(#grip == 4 and grip[1].key == "873f48af36e50d59" and grip[1].name == "graphic" and grip[1].type == "colour", "the grip's parameters") + assert(math.abs(grip[1].value.g - 0.3) < 1e-6 and grip[2].value == 1 and grip[2].name == nil, "a colour and a number") + assert(grip[3].type == "integer" and grip[3].value == 13 and grip[4].type == "switch" and grip[4].value == true, "an integer and a switch") + assert(#reskate.board.parameters("wheels") == 0) + assert(reskate.board.set_parameter("grip", "graphic", {r = 1, g = 0, b = 0})) + assert(reskate.board.set_parameter("deck", "841C7D74837F1D39", 2.5)) + assert(not pcall(reskate.board.parameters, "rail"), "a part is one of four") + assert(not pcall(reskate.board.set_parameter, "grip", "123", 1), "a key is 16 hex digits") + assert(not pcall(reskate.board.set_parameter, "grip", "graphic", {r = 1}), "a colour has three channels") + assert(not pcall(reskate.board.set_parameter, "grip", "graphic", math.huge), "a value is finite") + reskate.board.clear_parameter("grip", "base") + reskate.board.clear_parameter() reskate.log("deck fine") end) reskate.console.command("physics", "x", function() assert(reskate.board.motion().velocity.y == -2) + local m = reskate.board.motion() + assert(m.spin.y == 4, "the board's spin") + assert(m.place.position.y == 0 and m.place.rotation[4] == 1, "where the board is") + assert(math.abs(m.deck.position.y - 0.1) < 1e-6, "and its deck, on the board's place") assert(reskate.skater.wipeout(2)) local again, two = reskate.skater.wipeout(2) assert(not again and two:find("2 s"), "one wipeout every 2 s") @@ -2236,6 +2407,9 @@ void the_wider_set_reaches_the_game() { check(environment.logged("[wide] deck fine") && game.called("board wide 12 2.0 world") && game.called("board hide wide 3") && game.called("board park wide 4") && game.called("board toss wide 2 3 -2"), "A plugin changes what is drawn of the board\n" + environment.all()); + check(game.called("board parameter wide 1 873f48af36e50d59 colour 1.0") && game.called("board parameter wide 0 841c7d74837f1d39 number 2.5") && + game.called("board parameter clear wide 1 8c46cd354b18a9e2") && game.called("board parameter clear wide -1 all"), + "and holds its shader parameters\n" + environment.all()); host.run_console("physics"); check(environment.logged("[wide] physics fine") && game.called("wipeout 2.0"), "The board's motion reads, and a wipeout is asked for\n" + environment.all()); ticks(host, environment, 10); @@ -3178,6 +3352,77 @@ void the_throwdowns_page_lists_the_stock_cards_and_plugin_modes() { check(again.revision() > before && again.definitions().size() == 3 && again.definitions()[0].id == "native.skate", "S.K.A.T.E. is back when it goes"); } +// The Filmer (contrib/plugins/filmer): an AI filmer follows a skater riding a carving line, then you film +// someone, with your skater carrying the camcorder for the others; all within the 2 ms a tick a plugin has. +void filmer_follows_and_films() { + TestEnvironment environment; + auto& game = environment.fake; + const std::string plugin = "filmer"; + Host host(environment, Side::client); + host.apply({contributed(plugin)}); + running(host, plugin, environment); + SkaterTelemetry t; + t.skater = true; + t.physics_state = 100; + t.speed = 6; + game.telemetry = t; + environment.local_skater = SkaterState{{0, 0.9f, 0}, 0, 6, 0, false, 0}; + host.set_level("sanvan"); + const auto ride = [&](int count) { + for (int i = 0; i < count; ++i) { + auto& skater = *environment.local_skater; + static int step = 0; + skater.heading = 0.4f * std::sin(static_cast(++step) * 0.012f); + skater.position[0] += std::sin(skater.heading) * 6.0f * 0.0167f; + skater.position[2] += std::cos(skater.heading) * 6.0f * 0.0167f; + game.telemetry->position = skater.position; + game.telemetry->heading = skater.heading * 57.29578f; + ticks(host, environment, 1); + } + }; + check(host.run_console("filmer mode follow"), "filmer mode follow"); + ride(900); + running(host, plugin, environment); + check(!environment.logged(".lua:"), "The Filmer follows without an error\n" + environment.all()); + check(game.called("camera filmer"), "It shows its camera\n" + environment.all()); + check(game.called("look filmer 1.00 100"), "with the VX look over the fisheye\n" + environment.all()); + check(game.called("cycle filmer active"), "in the camera height cycle, on"); + { + // Where the AI filmer's lens is: behind the skater (never in front), a filmer's distance off, low. + float x{}, y{}, z{}; + bool found = false; + for (auto it = game.calls.rbegin(); it != game.calls.rend() && !found; ++it) + if (it->starts_with("camera filmer ")) found = static_cast(std::istringstream(it->substr(14)) >> x >> y >> z); + const auto& at = environment.local_skater->position; + const float heading = environment.local_skater->heading; + const float dx = x - at[0], dz = z - at[2]; + const float away = std::sqrt(dx * dx + dz * dz), along = dx * std::sin(heading) + dz * std::cos(heading); + std::cout << "Filmer follow: the lens " << away << " m from the skater, " << along << " m along, " << y << " m up\n"; + check(found && away > 0.8f && away < 6.0f && along < 0.0f && y > 0.0f && y < 1.5f, + "The AI filmer rides behind the skater, a filmer's distance off, low\n" + environment.all()); + } + const auto follow_ms = status_of(host, plugin).tick_ms; + std::cout << "Filmer follow: " << follow_ms << " ms a tick (its budget is 2 ms)\n"; + check(follow_ms < 2.0, "The Filmer follows within its 2 ms a tick"); + // You film the skater ahead of you, holding the camcorder out for the others to see. + environment.lines.clear(); + check(host.run_console("filmer mode film"), "filmer mode film"); + ride(600); + running(host, plugin, environment); + check(!environment.logged(".lua:"), "You film without an error\n" + environment.all()); + check(game.called("carry filmer right both") && game.called(" push others") && game.called("hide skater filmer on") && + game.called("board hide filmer 2"), + "Your skater carries the camcorder for the others, and you, looking through it, do not see your skater or board\n" + environment.all()); + check(game.called("hide filmer false false false stick true false true"), "The right stick and its click are the camera's"); + const auto film_ms = status_of(host, plugin).tick_ms; + std::cout << "Filmer film: " << film_ms << " ms a tick\n"; + check(film_ms < 2.0, "You film within the 2 ms a tick"); + check(host.run_console("filmer slap") && environment.printed("Clip 1 marked"), "A slap marks a clip\n" + printed_lines(environment)); + check(host.run_console("filmer mode off"), "filmer mode off"); + ticks(host, environment, 30); + check(game.called("carry filmer none") && game.called("camera release filmer"), "Off: the camcorder put down and the camera given back\n" + environment.all()); +} + void smokey_throwdowns_register_and_play_one_up() { namespace kit = dingosdk::throwdowns::kit; TestEnvironment environment; @@ -3616,6 +3861,7 @@ int main() { run(plugins_place_world_entities); run(plugins_have_what_a_prop_hunt_needs); run(plugins_reach_cruise_and_read_the_mouse); + run(plugins_carry_and_take_a_step_in_the_camera_cycle); run(plugins_read_joints_and_tune_physics); run(plugins_type_and_use_the_room); run(plugins_touch_hide_and_ray_at_players); @@ -3623,6 +3869,7 @@ int main() { run(plugins_edit_clips); run(animator_studio_records_and_saves); run(plugins_server_copies_are_the_authority); + run(plugins_server_copies_spawn_park_mods); run(plugins_animate_the_skater); run(plugins_play_their_own_sounds); run(plugins_have_menu_panels); @@ -3647,6 +3894,7 @@ int main() { run(hall_of_meat_scores_a_bail); run(grind_exits_pick_the_side); run(smokey_throwdowns_register_and_play_one_up); + run(filmer_follows_and_films); run(plugins_drive_the_throwdown_kit); run(fit_check_turns_the_board_and_saves_it); run(item_tabs_keep_tabs_and_wear_on_top); diff --git a/Extension/Plugins/plugin_api.cpp b/Extension/Plugins/plugin_api.cpp index 609d5398..b2d618ab 100644 --- a/Extension/Plugins/plugin_api.cpp +++ b/Extension/Plugins/plugin_api.cpp @@ -17,7 +17,7 @@ namespace { struct Event { std::string_view name, permission; }; -constexpr std::array events{{ +constexpr std::array events{{ {"load", {}}, {"unload", {}}, {"tick", {}}, {"level_loaded", {}}, {"level_unloading", {}}, {"trick_started", "events.tricks"}, {"trick_landed", "events.tricks"}, {"line_broken", "events.tricks"}, {"draw", "overlay"}, {"player_joined", "session.read"}, {"player_left", "session.read"}, {"message", "net.session"}, @@ -25,7 +25,7 @@ constexpr std::array events{{ {"throwdown", "throwdowns"}, {"action", "input"}, {"screen_closed", "ui.screen"}, {"board_landed", "events.skater"}, {"body_hit", "events.skater"}, {"bail_end", "events.skater"}, {"physics_step", "events.physics"}, {"launch", "events.skater"}, {"trick_notes", "events.tricks"}, - {"throwdown_ui", "throwdowns"}, {"touch", "session.skaters"}, {"touch_end", "session.skaters"}, + {"throwdown_ui", "throwdowns"}, {"touch", "session.skaters"}, {"touch_end", "session.skaters"}, {"camera_cycle", "camera"}, }}; constexpr std::size_t maximum_key = 128; constexpr std::size_t maximum_command = 48; diff --git a/Extension/Plugins/plugin_api_world.cpp b/Extension/Plugins/plugin_api_world.cpp index bfa4e26d..40f72379 100644 --- a/Extension/Plugins/plugin_api_world.cpp +++ b/Extension/Plugins/plugin_api_world.cpp @@ -141,7 +141,9 @@ struct WorldApi { if (!shape.across && !shape.along && !shape.up) luaL_argerror(L, 2, "a launch's shape sets across, along or up"); return result(L, game(plugin).shape_launch(plugin.id(), from, shape)); } - // board.motion(): the board's velocity in the last physics step, or nil. + // board.motion(): the board's velocity and spin in the last physics step, and where it and its deck + // were last drawn in the world (bone 1, the board's place, is drawn in the world; the deck is bone 3 + // on bone 2 on it), or nil. static int board_motion(lua_State* L) { auto& plugin = plugin_of(L); need(L, plugin, "skater.read", "reskate.board.motion"); @@ -150,9 +152,41 @@ struct WorldApi { lua_pushnil(L); return 1; } - lua_createtable(L, 0, 1); + lua_createtable(L, 0, 4); push_position(L, *v); lua_setfield(L, -2, "velocity"); + if (const auto spin = game(plugin).board_spin()) { + push_position(L, *spin); + lua_setfield(L, -2, "spin"); + } + if (const auto bones = game(plugin).board_bones()) { + const auto push_place = [&](const anim_studio::Joint& at, const char* field) { + lua_createtable(L, 0, 2); + push_position(L, at.position); + lua_setfield(L, -2, "position"); + push_quaternion(L, at.rotation); + lua_setfield(L, -2, "rotation"); + lua_setfield(L, -2, field); + }; + const auto joint = [&](int b) { + const auto& bone = (*bones)[static_cast(b)]; + anim_studio::Joint j; + j.position = bone.position; + j.rotation = anim_studio::normalised(bone.rotation); + return j; + }; + // A child placed on its parent: turned by it, and moved by it from its own position. + const auto on = [](const anim_studio::Joint& parent, const anim_studio::Joint& child) { + anim_studio::Joint out; + const auto moved = anim_studio::rotate(parent.rotation, child.position); + out.position = {parent.position[0] + moved[0], parent.position[1] + moved[1], parent.position[2] + moved[2]}; + out.rotation = anim_studio::normalised(anim_studio::multiply(parent.rotation, child.rotation)); + return out; + }; + const auto place = joint(1); + push_place(place, "place"); + push_place(on(on(place, joint(2)), joint(3)), "deck"); + } return 1; } // ---- camera ------------------------------------------------------------------------------------- @@ -225,6 +259,20 @@ struct WorldApi { need(L, plugin, "camera", "reskate.camera.held"); return result(L, game(plugin).camera_status(plugin.id())); } + // camera.cycle(state): the plugin's camera as a step of the camera height button's cycle: nil (out + // of it), "ready" (in it, off) or "active" (in it, on). For 300 ms, so every tick. + static int camera_cycle(lua_State* L) { + auto& plugin = plugin_of(L); + need(L, plugin, "camera", "reskate.camera.cycle"); + auto state = Game::CycleCamera::out; + if (!lua_isnoneornil(L, 1)) { + const std::string_view s = luaL_checkstring(L, 1); + if (s == "ready") state = Game::CycleCamera::ready; + else if (s == "active") state = Game::CycleCamera::active; + else luaL_argerror(L, 1, "a camera's place in the cycle is nil, \"ready\" or \"active\""); + } + return result(L, game(plugin).camera_cycle(plugin.id(), state)); + } static int camera_get(lua_State* L) { auto& plugin = plugin_of(L); need(L, plugin, "camera", "reskate.camera.get"); @@ -727,6 +775,15 @@ struct WorldApi { game(plugin).set_nametag(plugin.id(), player, std::move(text), colour_at(L, 3, 0xffffffff)); return 0; } + // session.nametags(shown): false holds the names over the other players off (until true, or the + // plugin stops); chat bubbles still show. + static int nametags(lua_State* L) { + auto& plugin = plugin_of(L); + need(L, plugin, "session.nametags", "reskate.session.nametags"); + luaL_checktype(L, 1, LUA_TBOOLEAN); + game(plugin).hide_nametags(plugin.id(), !lua_toboolean(L, 1)); + return 0; + } // 0xRRGGBBAA from Lua, as the overlay draws it (IM_COL32: 0xAABBGGRR). static std::uint32_t colour_at(lua_State* L, int index, std::uint32_t fallback) { if (lua_isnoneornil(L, index)) return fallback; @@ -1223,9 +1280,100 @@ struct WorldApi { } return out; } - // skater.reach({hand = "right"|"left", at = vector, rotation = {x, y, z, w}?, weight = 0..1}): the - // hand joint taken to `at` in the world (turned to `rotation`), in the pose drawn and sent; for - // 0.3 s, so every tick. nil lets the arm go. + // A `shown` field: who sees a pose, a carry or a reach ("everyone", "others" or "me"). + static Game::Shown shown_field(lua_State* L, int table, const char* what) { + lua_getfield(L, table, "shown"); + Game::Shown shown = Game::Shown::everyone; + if (!lua_isnil(L, -1)) { + const std::string_view s = luaL_checkstring(L, -1); + if (s == "others") shown = Game::Shown::others; + else if (s == "me") shown = Game::Shown::me; + else if (s != "everyone") luaL_error(L, "%s's shown is \"everyone\", \"others\" or \"me\"", what); + } + lua_pop(L, 1); + return shown; + } + // A number field from 0 or `low` to `high`, `fallback` when not given. + static float number_field(lua_State* L, int table, const char* key, float fallback, double low, double high, const char* message) { + lua_getfield(L, table, key); + float value = fallback; + if (!lua_isnil(L, -1)) { + const double v = luaL_checknumber(L, -1); + if (!(v >= low && v <= high)) luaL_error(L, "%s", message); + value = static_cast(v); + } + lua_pop(L, 1); + return value; + } + // skater.carry({at = vector, rotation = {x, y, z, w}, hand, both, front, grip, weight, crouch, hunch, + // still, turn, step, step_phase, push_straightens, shown}): something held out in the hands and + // aimed, its front at `at`; for 0.3 s, so every tick. nil lets it go. + static int carry(lua_State* L) { + auto& plugin = plugin_of(L); + need(L, plugin, "skater.animation", "reskate.skater.carry"); + if (lua_isnoneornil(L, 1)) return result(L, game(plugin).skater_carry(plugin.id(), std::nullopt)); + luaL_checktype(L, 1, LUA_TTABLE); + Game::Carry goal; + lua_getfield(L, 1, "hand"); + if (!lua_isnil(L, -1)) { + const std::string hand = luaL_checkstring(L, -1); + if (hand != "right" && hand != "left") luaL_error(L, "a carry's hand is \"right\" or \"left\""); + goal.left = hand == "left"; + } + lua_pop(L, 1); + lua_getfield(L, 1, "both"); + goal.both = lua_toboolean(L, -1); + lua_pop(L, 1); + lua_getfield(L, 1, "at"); + goal.front = position_of(L, lua_gettop(L), "the carry's point"); + lua_pop(L, 1); + lua_getfield(L, 1, "rotation"); + if (lua_isnil(L, -1)) luaL_error(L, "a carry needs a rotation {x, y, z, w}: the way the thing held points"); + goal.aim = quaternion_at(L, lua_gettop(L)); + lua_pop(L, 1); + lua_getfield(L, 1, "front"); + if (!lua_isnil(L, -1)) { + goal.front_from_grip = position_of(L, lua_gettop(L), "a carry's front"); + for (const auto v : goal.front_from_grip) + if (std::abs(v) > 1) luaL_error(L, "a carry's front is at most 1 m from its grip on each axis"); + } + lua_pop(L, 1); + lua_getfield(L, 1, "grip"); + if (!lua_isnil(L, -1)) { + luaL_checktype(L, -1, LUA_TTABLE); + const int grip = lua_gettop(L); + std::pair, Vec3> worn{{0, 0, 0, 1}, {}}; + lua_getfield(L, grip, "rotation"); + if (!lua_isnil(L, -1)) worn.first = quaternion_at(L, lua_gettop(L)); + lua_pop(L, 1); + lua_getfield(L, grip, "offset"); + if (!lua_isnil(L, -1)) { + worn.second = position_of(L, lua_gettop(L), "a grip's offset"); + for (const auto v : worn.second) + if (std::abs(v) > 0.5f) luaL_error(L, "a grip's offset is at most 0.5 m from the hand on each axis"); + } + lua_pop(L, 1); + goal.worn = worn; + } + lua_pop(L, 1); + goal.weight = number_field(L, 1, "weight", 1, 0, 1, "a carry's weight is 0 to 1"); + goal.crouch = number_field(L, 1, "crouch", 0, 0, 0.6, "a carry's crouch is 0 to 0.6 m"); + goal.hunch = number_field(L, 1, "hunch", 0, 0, 1.2, "a carry's hunch is 0 to 1.2 radians"); + goal.turn = number_field(L, 1, "turn", 0, -3.2, 3.2, "a carry's turn is -pi to pi radians"); + goal.step = number_field(L, 1, "step", 0, 0, 1, "a carry's step is 0 to 1"); + goal.step_phase = number_field(L, 1, "step_phase", 0, -1e6, 1e6, "a carry's step_phase is a finite number"); + lua_getfield(L, 1, "still"); + goal.still = lua_toboolean(L, -1); + lua_pop(L, 1); + lua_getfield(L, 1, "push_straightens"); + goal.push_straightens = lua_toboolean(L, -1); + lua_pop(L, 1); + goal.shown = shown_field(L, 1, "a carry"); + return result(L, game(plugin).skater_carry(plugin.id(), goal)); + } + // skater.reach({hand = "right"|"left", at = vector, rotation = {x, y, z, w}?, weight = 0..1, shown}): + // the hand joint taken to `at` in the world (turned to `rotation`), in the pose drawn and sent (or + // one of them); for 0.3 s, so every tick. nil lets the arm go. static int reach(lua_State* L) { auto& plugin = plugin_of(L); need(L, plugin, "skater.animation", "reskate.skater.reach"); @@ -1252,6 +1400,7 @@ struct WorldApi { goal.weight = static_cast(w); } lua_pop(L, 1); + goal.shown = shown_field(L, 1, "a reach"); return result(L, game(plugin).skater_reach(plugin.id(), goal)); } // A skater's joint: a number 0..394 of the animation skeleton, or one of a few names. @@ -1334,7 +1483,13 @@ struct WorldApi { } const double weight = luaL_optnumber(L, 2, 1); if (!(weight >= 0 && weight <= 1)) luaL_argerror(L, 2, "a weight is 0 to 1"); - return result(L, game(plugin).skater_pose(plugin.id(), offsets, static_cast(weight))); + // options = {shown = "everyone" | "others" | "me"} + auto shown = Game::Shown::everyone; + if (!lua_isnoneornil(L, 3)) { + luaL_checktype(L, 3, LUA_TTABLE); + shown = shown_field(L, 3, "a pose"); + } + return result(L, game(plugin).skater_pose(plugin.id(), offsets, static_cast(weight), shown)); } // skater.joint(joint): {position, rotation, scale} of one of the local skater's joints, or nil. static int skater_joint(lua_State* L) { @@ -1540,7 +1695,15 @@ struct WorldApi { static int board_hide(lua_State* L) { auto& plugin = plugin_of(L); need(L, plugin, "board", "reskate.board.hide"); - return result(L, game(plugin).board_hide(plugin.id(), bone_number(L, 1))); + // options = {others = true}: hidden from the other players too + bool everyone = false; + if (!lua_isnoneornil(L, 2)) { + luaL_checktype(L, 2, LUA_TTABLE); + lua_getfield(L, 2, "others"); + everyone = lua_toboolean(L, -1); + lua_pop(L, 1); + } + return result(L, game(plugin).board_hide(plugin.id(), bone_number(L, 1), everyone)); } static int board_clear(lua_State* L) { auto& plugin = plugin_of(L); @@ -1589,6 +1752,109 @@ struct WorldApi { if (!within(plugin.services_.now_ms(), plugin.control_second_, plugin.controls_, 4)) return result(L, "asked more than 4 times in a second"); return result(L, game(plugin).board_toss(plugin.id(), std::move(bones), velocity, spin, static_cast(ground))); } + // ---- board parameters: the shader values of a part of the local board (board_material.h) --------------- + static constexpr std::array board_parts{"deck", "grip", "trucks", "wheels"}; + // The two colours known by what they colour (board_material.h graphic_colour and base_colour). + static constexpr std::array, 2> named_board_parameters{{ + {"graphic", 0x873f48af36e50d59ULL}, {"base", 0x8c46cd354b18a9e2ULL}}}; + static int board_part(lua_State* L, int index) { + const std::string_view name = luaL_checkstring(L, index); + for (std::size_t i = 0; i < board_parts.size(); ++i) + if (name == board_parts[i]) return static_cast(i); + luaL_argerror(L, index, "a part is \"deck\", \"grip\", \"trucks\" or \"wheels\""); + return 0; + } + static std::uint64_t board_parameter_key(lua_State* L, int index) { + std::size_t length{}; + const char* text = luaL_checklstring(L, index, &length); + for (const auto& [name, key] : named_board_parameters) + if (std::string_view(text, length) == name) return key; + std::uint64_t key{}; + const auto [end, error] = std::from_chars(text, text + length, key, 16); + if (length != 16 || error != std::errc{} || end != text + length) luaL_argerror(L, index, "a key is 16 hex digits, \"graphic\" or \"base\""); + return key; + } + // parameters(part): {{key = "873f48af36e50d59", name = "graphic", type = "colour", value = {r, g, b}}, ...} + // as the part's material holds them now, or nil without a board. A number's value is a number, an + // integer's an integer, a switch's true or false. + static int board_parameters(lua_State* L) { + auto& plugin = plugin_of(L); + need(L, plugin, "board", "reskate.board.parameters"); + const auto found = game(plugin).board_parameters(board_part(L, 1)); + if (!found) { + lua_pushnil(L); + return 1; + } + lua_createtable(L, static_cast(found->size()), 0); + int at = 0; + for (const auto& p : *found) { + lua_createtable(L, 0, 4); + const auto key = std::format("{:016x}", p.key); + lua_pushlstring(L, key.data(), key.size()); + lua_setfield(L, -2, "key"); + for (const auto& [name, known] : named_board_parameters) + if (known == p.key) { + lua_pushlstring(L, name.data(), name.size()); + lua_setfield(L, -2, "name"); + } + lua_pushlstring(L, p.type.data(), p.type.size()); + lua_setfield(L, -2, "type"); + if (p.type == "colour") { + lua_createtable(L, 0, 3); + const char* channels[] = {"r", "g", "b"}; + for (std::size_t c = 0; c < 3; ++c) { + lua_pushnumber(L, p.value[c]); + lua_setfield(L, -2, channels[c]); + } + lua_setfield(L, -2, "value"); + } else if (p.type == "number") { + lua_pushnumber(L, p.value[0]); + lua_setfield(L, -2, "value"); + } else if (p.type == "integer") { + lua_pushinteger(L, p.integer); + lua_setfield(L, -2, "value"); + } else if (p.type == "switch") { + lua_pushboolean(L, p.integer != 0); + lua_setfield(L, -2, "value"); + } + lua_rawseti(L, -2, ++at); + } + return 1; + } + // set_parameter(part, key, value): a colour {r, g, b} (0 to 1) or a number held on the part until + // cleared, on this screen; an integer or a switch is only read. + static int board_set_parameter(lua_State* L) { + auto& plugin = plugin_of(L); + need(L, plugin, "board", "reskate.board.set_parameter"); + const int part = board_part(L, 1); + const auto key = board_parameter_key(L, 2); + std::array value{}; + bool colour{}; + if (lua_type(L, 3) == LUA_TTABLE) { + colour = true; + const char* channels[] = {"r", "g", "b"}; + for (std::size_t c = 0; c < 3; ++c) { + lua_getfield(L, 3, channels[c]); + if (!lua_isnumber(L, -1)) luaL_argerror(L, 3, "a colour is {r, g, b}, each 0 to 1"); + value[c] = static_cast(lua_tonumber(L, -1)); + lua_pop(L, 1); + } + } else { + value[0] = static_cast(luaL_checknumber(L, 3)); + } + if (!std::all_of(value.begin(), value.end(), [](float v) { return std::isfinite(v); })) luaL_argerror(L, 3, "a value is finite"); + return result(L, game(plugin).board_set_parameter(plugin.id(), part, key, value, colour)); + } + // clear_parameter([part [, key]]): what the plugin holds there put back (every part, every key). + static int board_clear_parameter(lua_State* L) { + auto& plugin = plugin_of(L); + need(L, plugin, "board", "reskate.board.clear_parameter"); + const int part = lua_isnoneornil(L, 1) ? -1 : board_part(L, 1); + std::optional key; + if (!lua_isnoneornil(L, 2)) key = board_parameter_key(L, 2); + game(plugin).board_clear_parameter(plugin.id(), part, key); + return 0; + } // ---- outfit ------------------------------------------------------------------------------------------ // set(slot, item, {placement = {...}, covers = bool}): the item worn over the outfit in that slot. static int outfit_set(lua_State* L) { @@ -1596,11 +1862,13 @@ struct WorldApi { need(L, plugin, "outfit", "reskate.outfit.set"); const auto slot = checked_text(L, 1, 48, "a slot's name"); const auto item = checked_text(L, 2, 200, "an item's name"); - // Only the face and skin layers, and eyewear (Extension/Skater/outfit_overlay.h). + // Only the face and skin layers, eyewear and hand wear (Extension/Skater/outfit_overlay.h): the + // game has no menu for hand wear, so a camera or a glove a plugin puts in the hand goes there. std::string lowered = slot; for (auto& c : lowered) c = static_cast(c >= 'A' && c <= 'Z' ? c + 32 : c); - if (lowered.find("tattoo") == std::string::npos && lowered.find("moles") == std::string::npos && lowered.find("eyewear") == std::string::npos) - return result(L, "only tattoo, moles and eyewear slots"); + if (lowered.find("tattoo") == std::string::npos && lowered.find("moles") == std::string::npos && lowered.find("eyewear") == std::string::npos && + lowered.find("hand") == std::string::npos) + return result(L, "only tattoo, moles, eyewear and hand wear slots"); std::vector placement; bool covers{}; if (!lua_isnoneornil(L, 3)) { @@ -1752,9 +2020,9 @@ struct WorldApi { return 1; } // ---- server: what only the session's authority does ---------------------------------------------- - static Plugin& authority(lua_State* L, const char* what) { + static Plugin& authority(lua_State* L, const char* what, const char* permission = "server") { auto& plugin = plugin_of(L); - need(L, plugin, "server", what); + need(L, plugin, permission, what); if (!plugin.services_.authority()) luaL_error(L, "%s is for the plugin's server copy (reskate.side is \"server\": \"side\" \"server\" or \"both\" in reskate-plugin.json)", what); if (!within(plugin.services_.now_ms(), plugin.server_second_, plugin.server_calls_, 20)) luaL_error(L, "more than 20 server calls in a second"); @@ -1795,6 +2063,51 @@ struct WorldApi { auto& plugin = authority(L, "reskate.server.unban"); return result(L, game(plugin).unban(player_of(L, 1))); } + // ---- server.parks: a dedicated server's park mods ----------------------------------------------- + // parks(): {name, map, here (fits the map running now), spawned, objects, minutes_left}[]; + // park_spawn(name, minutes?): for that long (1-1440), or until removed; park_remove(name). + static std::string park_name(lua_State* L, int index) { + const std::string name = luaL_checkstring(L, index); + const bool ok = !name.empty() && name.size() <= 16 && std::all_of(name.begin(), name.end(), [](char c) { + return (c >= 'a' && c <= 'z') || (c >= '0' && c <= '9') || c == '-' || c == '_'; + }); + if (!ok) luaL_argerror(L, index, "a park mod's name: 1 to 16 of a-z 0-9 - _"); + return name; + } + static int server_parks(lua_State* L) { + auto& plugin = authority(L, "reskate.server.parks", "server.parks"); + const auto parks = game(plugin).server_parks(); + lua_createtable(L, static_cast(parks.size()), 0); + for (std::size_t i = 0; i < parks.size(); ++i) { + const auto& p = parks[i]; + lua_createtable(L, 0, 6); + lua_pushlstring(L, p.name.data(), p.name.size()); + lua_setfield(L, -2, "name"); + lua_pushlstring(L, p.map.data(), p.map.size()); + lua_setfield(L, -2, "map"); + lua_pushboolean(L, p.here); + lua_setfield(L, -2, "here"); + lua_pushboolean(L, p.spawned); + lua_setfield(L, -2, "spawned"); + lua_pushinteger(L, static_cast(p.objects)); + lua_setfield(L, -2, "objects"); + lua_pushinteger(L, static_cast(p.minutes_left)); + lua_setfield(L, -2, "minutes_left"); + lua_rawseti(L, -2, static_cast(i + 1)); + } + return 1; + } + static int server_park_spawn(lua_State* L) { + auto& plugin = authority(L, "reskate.server.park_spawn", "server.parks"); + const auto name = park_name(L, 1); + const auto minutes = lua_isnoneornil(L, 2) ? 0 : luaL_checkinteger(L, 2); + if (!lua_isnoneornil(L, 2) && (minutes < 1 || minutes > 1440)) luaL_argerror(L, 2, "minutes, 1 to 1440 (none: until removed)"); + return result(L, game(plugin).spawn_park(plugin.id(), name, static_cast(minutes))); + } + static int server_park_remove(lua_State* L) { + auto& plugin = authority(L, "reskate.server.park_remove", "server.parks"); + return result(L, game(plugin).remove_park(plugin.id(), park_name(L, 1))); + } // A player's permissions: player.permissions is what the server holds for them now, read-only; // permissions:clone() is a copy to change; player:apply_permissions(copy) makes it theirs. static constexpr std::array, 6> permission_fields{{ @@ -2134,10 +2447,11 @@ struct WorldApi { auto& plugin = plugin_of(L); need(L, plugin, "input", "reskate.input.bind"); const auto action = checked_text(L, 1, 48, "an action's name"); - const auto key = checked_text(L, 2, 60, "a key"); if (action.empty()) luaL_argerror(L, 1, "an action needs a name"); - const auto combo = combo_of(key); - if (!combo) luaL_error(L, "\"%s\" is not a key: 0-9, A-Z, Space, F1-F12 with Ctrl, Shift or Alt; or Pad.A, Pad.LB+Pad.RB...", key.c_str()); + // nil: no key of its own; the player can put it on one in the Binds page. + const auto key = lua_isnoneornil(L, 2) ? std::string{} : checked_text(L, 2, 60, "a key"); + const auto combo = key.empty() ? 0u : combo_of(key); + if (!key.empty() && !combo) luaL_error(L, "\"%s\" is not a key: 0-9, A-Z, Space, F1-F12 with Ctrl, Shift or Alt; or Pad.A, Pad.LB+Pad.RB...", key.c_str()); if (!plugin.binds_.contains(action) && plugin.binds_.size() >= 16) luaL_error(L, "at most 16 actions"); if (const auto why = game(plugin).bind(plugin.id(), action, combo); !why.empty()) return result(L, why); plugin.binds_.insert(action); @@ -2455,10 +2769,11 @@ void WorldApi::install(Plugin& plugin, lua_State* L) { lua_setfield(L, -2, "__metatable"); lua_setfield(L, LUA_REGISTRYINDEX, "reskate.permissions"); add_functions(L, "skater", {{"state", state}, {"noclip", noclip}, {"boost", boost}, {"freeze", freeze}, {"wipeout", wipeout}, {"xray", xray}, - {"shape_launch", shape_launch}, {"hide", hide_skater}, {"reach", reach}, {"hand", hand}, {"joint", skater_joint}, {"pose", skater_pose}}); + {"shape_launch", shape_launch}, {"hide", hide_skater}, {"reach", reach}, {"carry", carry}, {"hand", hand}, {"joint", skater_joint}, {"pose", skater_pose}}); add_functions(L, "board", {{"motion", board_motion}, {"bones", board_bones}, {"set", board_set}, {"hide", board_hide}, {"clear", board_clear}, - {"park", board_park}, {"fit", board_fit}, {"toss", board_toss}}); - add_functions(L, "camera", {{"look", camera_look}, {"set", camera_set}, {"follow", camera_follow}, {"release", camera_release}, {"held", camera_held}, {"get", camera_get}}); + {"park", board_park}, {"fit", board_fit}, {"toss", board_toss}, {"parameters", board_parameters}, + {"set_parameter", board_set_parameter}, {"clear_parameter", board_clear_parameter}}); + add_functions(L, "camera", {{"look", camera_look}, {"set", camera_set}, {"follow", camera_follow}, {"release", camera_release}, {"held", camera_held}, {"get", camera_get}, {"cycle", camera_cycle}}); add_functions(L, "trainer", {{"set_point", set_point}, {"back", back}}); add_functions(L, "hud", {{"hide", hide_hud}, {"corner", hud_corner}}); add_functions(L, "time", {{"slow", slow}, {"speed", speed}}); @@ -2469,7 +2784,7 @@ void WorldApi::install(Plugin& plugin, lua_State* L) { add_functions(L, "world", {{"set_time", set_time}, {"set_control", set_control}, {"set_park", set_park}, {"pick", world_pick}}); add_functions(L, "travel", {{"locations", locations}, {"levels", levels}, {"go", go}, {"load", load}}); add_functions(L, "ai", {{"spawn", ai_spawn}, {"clear", ai_clear}, {"count", ai_count}}); - add_functions(L, "session", {{"skaters", skaters}, {"tag", tag}, {"joint", session_joint}, {"touch", session_touch}, + add_functions(L, "session", {{"skaters", skaters}, {"tag", tag}, {"nametags", nametags}, {"joint", session_joint}, {"touch", session_touch}, {"touching", session_touching}, {"hide", session_hide}, {"hidden", session_hidden}, {"raycast", session_raycast}}); add_functions(L, "voice", {{"set_volume", voice_volume}}); @@ -2483,7 +2798,8 @@ void WorldApi::install(Plugin& plugin, lua_State* L) { add_functions(L, "outfit", {{"set", outfit_set}, {"clear", outfit_clear}, {"find", outfit_find}, {"slots", outfit_slots}, {"status", outfit_status}}); add_functions(L, "audio", {{"play", audio_play}, {"set", audio_set}, {"stop", audio_stop}, {"playing", audio_playing}}); add_functions(L, "server", {{"kick", server_kick}, {"say", server_say}, {"tell", server_tell}, {"move", server_move}, - {"ban", server_ban}, {"unban", server_unban}}); + {"ban", server_ban}, {"unban", server_unban}, {"parks", server_parks}, {"park_spawn", server_park_spawn}, + {"park_remove", server_park_remove}}); add_functions(L, "throwdowns", {{"state", throwdown_state}, {"host", throwdown_host}, {"cancel", throwdown_cancel}, {"hosting", throwdown_hosting}, {"mode", throwdown_mode}, {"remove_mode", throwdown_remove_mode}}); add_functions(L, "music", {{"current", current}, {"play", play}, {"pause", pause}, {"next", next}, {"previous", previous}, diff --git a/Extension/Plugins/plugin_game.h b/Extension/Plugins/plugin_game.h index 1388066a..6ea2fa9f 100644 --- a/Extension/Plugins/plugin_game.h +++ b/Extension/Plugins/plugin_game.h @@ -333,6 +333,8 @@ public: virtual std::vector hidden_players(std::string_view /*plugin*/) { return {}; } // A short tag beside a player's nametag, the plugin's own (empty text takes it away). virtual void set_nametag(std::string_view /*plugin*/, std::uint64_t, std::string, std::uint32_t) {} + // The names over the other players held off while any plugin asks (chat bubbles still show). + virtual void hide_nametags(std::string_view /*plugin*/, bool /*hidden*/) {} // 0 mutes, 1 is as heard, up to 10. The local player's ears only. virtual std::string voice_volume(std::uint64_t, float) { return unavailable; } // Chat lines after `sequence`, as this player sees them (filtered when they filter). @@ -564,6 +566,17 @@ public: virtual void release_camera(std::string_view /*plugin*/) {} // "" while the plugin's view is the one shown, otherwise why not. virtual std::string camera_status(std::string_view /*plugin*/) { return unavailable; } + // The plugin's camera as a step of the game's camera height button cycle (Engine/Game/Skater/ + // first_person_cycle.h): out of it, in it and off (ready to start), or in it and on. Held 300 ms, + // so said every tick; one plugin at a time. The steps the button asks for come back from + // take_camera_cycle, for the plugin in the cycle. + enum class CycleCamera : std::uint8_t { out, ready, active }; + virtual std::string camera_cycle(std::string_view /*plugin*/, CycleCamera) { return unavailable; } + struct CycleNews { + std::string plugin; + bool enter{}; + }; + virtual std::vector take_camera_cycle() { return {}; } // Holds the skater where it is (noclip, with no input), while any plugin asks. virtual std::string freeze(std::string_view /*plugin*/, bool) { return unavailable; } // ---- the session's authority (plugins' server copies) -------------------------------------------- @@ -583,6 +596,18 @@ public: }; virtual std::optional permissions(std::uint64_t) { return std::nullopt; } virtual std::string apply_permissions(std::string_view /*plugin*/, std::uint64_t, const Permissions&) { return unavailable; } + // A dedicated server's park mods (server.parks): those it has set up, whether each fits the map + // running now and is spawned (its objects, and minutes left; 0 until removed). Spawning one (for + // `minutes`, 0 until removed) or removing it goes as the server's own park-mod does. + struct ServerPark { + std::string name, map; + bool here{}, spawned{}; + std::size_t objects{}; + unsigned minutes_left{}; + }; + virtual std::vector server_parks() { return {}; } + virtual std::string spawn_park(std::string_view /*plugin*/, std::string_view /*name*/, unsigned /*minutes*/) { return unavailable; } + virtual std::string remove_park(std::string_view /*plugin*/, std::string_view /*name*/) { return unavailable; } // ---- skater.animation: clips on the local skater's body (Extension/Skater/skater_animation.h) ------ // One plugin plays at a time; none while a throwdown runs. A replacement plays when the game does // `trick` ("kickflip") with that pop ("" any, "low", "mid", "high"); a null clip takes it away. @@ -616,6 +641,9 @@ public: virtual void pause_clip(std::string_view /*plugin*/, bool /*paused*/) {} virtual std::optional clip_time(std::string_view /*plugin*/) { return std::nullopt; } virtual bool clip_playing(std::string_view /*plugin*/) { return false; } + // Who sees a pose, a carry or a reach of the local skater (Extension/Skater/skater_animation.h + // Shown): everyone, only the other players (sent, not drawn), or only this player (drawn, not sent). + enum class Shown : std::uint8_t { everyone, others, me }; // An arm of the local skater reaching (Extension/Skater/arm_reach.h): its hand joint to `at` in the // world, turned to `rotation` when given, `weight` of the way; held 0.3 s, set every tick. One // plugin at a time; none ends that plugin's. Empty when done, else why not. @@ -624,18 +652,36 @@ public: Vec3 at{}; std::optional> rotation; float weight{1}; + Shown shown{}; }; virtual std::string skater_reach(std::string_view /*plugin*/, std::optional) { return unavailable; } + // Something held out in the local skater's hands and aimed (Extension/Skater/carry.h): its front + // to `front` in the world, pointing as `aim` says (its -Z the way it points); held 0.3 s, set every + // tick. One plugin at a time; none ends that plugin's. Empty when done, else why not. + struct Carry { + bool left{}, both{}; + Vec3 front{}; + std::array aim{0, 0, 0, 1}; + Vec3 front_from_grip{}; + // Worn on the hand: the item's rotation in the hand joint's frame, and its grip from the hand joint. + std::optional, Vec3>> worn; + float weight{1}, crouch{}, hunch{}, turn{}, step{}, step_phase{}; + bool still{}, push_straightens{}; + Shown shown{}; + }; + virtual std::string skater_carry(std::string_view /*plugin*/, std::optional) { return unavailable; } // Joints of the local skater turned (in their own frame) and scaled on top of the animation, in - // the pose drawn and sent (Extension/Skater/skater_animation.h pose); held 0.3 s, so set every - // tick; empty ends it. One plugin at a time. + // the pose drawn and sent (Extension/Skater/skater_animation.h pose) or one of them (`shown`); held + // 0.3 s, so set every tick; empty ends it. One plugin at a time. struct JointOffset { std::uint16_t joint{}; std::array rotation{0, 0, 0, 1}; float scale{1}; Vec3 offset{}; // added to its position, in its parent's frame }; - virtual std::string skater_pose(std::string_view /*plugin*/, const std::vector&, float /*weight*/) { return unavailable; } + virtual std::string skater_pose(std::string_view /*plugin*/, const std::vector&, float /*weight*/, Shown /*shown*/) { + return unavailable; + } // Where a hand joint of the local skater is in the world, as last evaluated (after any reach). struct HandPlace { Vec3 position{}; @@ -711,7 +757,8 @@ public: }; virtual std::optional> board_bones() { return std::nullopt; } virtual std::string board_set(std::string_view /*plugin*/, int, const BoardBone&, bool /*world*/) { return unavailable; } - virtual std::string board_hide(std::string_view /*plugin*/, int) { return unavailable; } + // `everyone`: hidden from the other players too, not only on this screen. + virtual std::string board_hide(std::string_view /*plugin*/, int, bool /*everyone*/) { return unavailable; } virtual void board_clear(std::string_view /*plugin*/, int /*bone, -1: all*/) {} virtual void board_park(std::string_view /*plugin*/, std::vector) {} virtual std::string board_toss(std::string_view /*plugin*/, std::vector, const Vec3&, const Vec3&, float) { return unavailable; } @@ -721,6 +768,23 @@ public: float axle = 1.0f; }; virtual std::string board_fit(std::string_view /*plugin*/, std::optional) { return unavailable; } + // The shader parameters of a part of the local board (Extension/Customization/board_material.h): + // part 0 the deck, 1 its grip, 2 the trucks, 3 the wheels. `type` is "colour", "number", + // "integer", "switch" or "other"; `value` a colour's three channels or a number in [0], and + // `integer` an integer's or a switch's. None without a board. + struct BoardParameter { + std::uint64_t key{}; + std::string type; + std::array value{}; + std::int32_t integer{}; + }; + virtual std::optional> board_parameters(int /*part*/) { return std::nullopt; } + // A colour (`colour`, all three) or a number (value[0]) held there until cleared; empty when held. + virtual std::string board_set_parameter(std::string_view /*plugin*/, int /*part*/, std::uint64_t, std::array, bool /*colour*/) { + return unavailable; + } + // Part -1: every part; no key: every key. + virtual void board_clear_parameter(std::string_view /*plugin*/, int /*part*/, std::optional) {} // ---- variants: of the plugin's own mod (Engine/Vfs/mod_list.h Variants) ----------------------------- struct VariantState { std::vector installed; // its "order" first @@ -736,6 +800,8 @@ public: // ---- the skater's physics ----------------------------------------------------------------------- virtual SkaterNews take_skater_news() { return {}; } virtual std::optional board_velocity() { return std::nullopt; } + // Its spin in that step: angular velocity in the world, radians a second. + virtual std::optional board_spin() { return std::nullopt; } virtual std::optional last_slam() { return std::nullopt; } // Every physics step since the last tick (kept once asked for: at most 512). virtual std::vector take_physics_steps() { return {}; } diff --git a/Extension/Plugins/plugin_game_runtime.cpp b/Extension/Plugins/plugin_game_runtime.cpp index fe713b79..70409d7c 100644 --- a/Extension/Plugins/plugin_game_runtime.cpp +++ b/Extension/Plugins/plugin_game_runtime.cpp @@ -18,6 +18,7 @@ #include "Extension/Skater/skater_events.h" #include "Extension/Skater/outfit_overlay.h" #include "Extension/Skater/board_pose.h" +#include "Extension/Customization/board_material.h" #include "Engine/Vfs/mod_catalog.h" #include "Engine/Core/Log/logging.h" #include @@ -25,6 +26,8 @@ #include "Extension/Skater/game_speed.h" #include "Extension/Skater/launches.h" #include "Extension/Skater/pad_hide.h" +#include "Engine/Game/Skater/first_person_cycle.h" +#include "Extension/Multiplayer/Hud/custom_nametags.h" #include "Extension/Skater/xray.h" #include "Extension/UI/hud_corner.h" #include "Extension/Throwdowns/custom_modes.h" @@ -376,6 +379,11 @@ public: void set_nametag(std::string_view plugin, std::uint64_t player, std::string text, std::uint32_t colour) override { plugin_feed::set_tag(std::string(plugin), player, std::move(text), colour); } + void hide_nametags(std::string_view plugin, bool hidden) override { + if (hidden) nametag_hiders_.emplace(plugin); + else if (const auto at = nametag_hiders_.find(plugin); at != nametag_hiders_.end()) nametag_hiders_.erase(at); + multiplayer::nametags_held_off.store(!nametag_hiders_.empty(), std::memory_order_relaxed); + } std::string voice_volume(std::uint64_t player, float volume) override { const auto id = std::to_string(player); const auto mute = multiplayer::command("voice-mute", id + (volume <= 0 ? " on" : " off")); @@ -456,7 +464,7 @@ public: // ---- input ------------------------------------------------------------------------------------------- std::string bind(std::string_view plugin, std::string_view action, std::uint32_t combo) override { - if (!valid_action_binding(combo)) return "that is not a key or pad combo"; + if (combo && !valid_action_binding(combo)) return "that is not a key or pad combo"; // (0: none of its own) binds_[{std::string(plugin), std::string(action)}].own = combo; publish_binds(); return {}; @@ -501,7 +509,7 @@ public: std::string board_set(std::string_view plugin, int bone, const BoardBone& value, bool world) override { return board_pose::set(plugin, bone, {value.position, value.rotation, value.scale}, world ? board_pose::Space::world : board_pose::Space::local); } - std::string board_hide(std::string_view plugin, int bone) override { return board_pose::hide(plugin, bone); } + std::string board_hide(std::string_view plugin, int bone, bool everyone) override { return board_pose::hide(plugin, bone, everyone); } void board_clear(std::string_view plugin, int bone) override { board_pose::clear(plugin, bone); } void board_park(std::string_view plugin, std::vector bones) override { board_pose::park(plugin, std::move(bones)); } std::string board_toss(std::string_view plugin, std::vector bones, const Vec3& velocity, const Vec3& spin, float ground) override { @@ -511,6 +519,24 @@ public: if (!fit) return board_pose::fit(plugin, std::nullopt); return board_pose::fit(plugin, board_pose::Fit{fit->plates, fit->axle}); } + std::optional> board_parameters(int part) override { + const auto found = board_material::read(static_cast(part)); + if (!found) return std::nullopt; + std::vector out; + for (const auto& p : *found) { + using board_material::Kind; + const char* type = p.kind == Kind::colour ? "colour" : p.kind == Kind::number ? "number" : p.kind == Kind::integer ? "integer" + : p.kind == Kind::toggle ? "switch" : "other"; + out.push_back({p.key, type, p.value, p.integer}); + } + return out; + } + std::string board_set_parameter(std::string_view plugin, int part, std::uint64_t key, std::array value, bool colour) override { + return board_material::set(plugin, static_cast(part), key, value, colour); + } + void board_clear_parameter(std::string_view plugin, int part, std::optional key) override { + board_material::clear(plugin, part < 0 ? std::nullopt : std::optional(static_cast(part)), key); + } // ---- variants ------------------------------------------------------------------------------------ // The mod's folder is read again at most every 2 s: a menu page asks every frame. std::optional variants(std::string_view plugin, const std::filesystem::path& package) override { @@ -805,6 +831,7 @@ public: pad_hide::hide(plugin, {h.left_trigger, h.right_trigger, h.left_x_grinding, h.right_stick, h.left_stick_click, h.right_stick_click}); return {}; } + std::optional board_spin() override { return skater_events::board_spin(); } std::optional board_velocity() override { skater_events::want(); return skater_events::board_velocity(); @@ -978,7 +1005,10 @@ public: screen_look::slap(); return {}; } - std::string skater_pose(std::string_view plugin, const std::vector& offsets, float weight) override { + static skater_animation::Shown shown_of(Shown shown) { + return shown == Shown::others ? skater_animation::Shown::others : shown == Shown::me ? skater_animation::Shown::me : skater_animation::Shown::everyone; + } + std::string skater_pose(std::string_view plugin, const std::vector& offsets, float weight, Shown shown) override { const auto now = GetTickCount64(); if (!poser_.empty() && poser_ != plugin && now < pose_at_ + 300) return offsets.empty() ? std::string{} : poser_ + " poses the skater"; if (offsets.empty()) { @@ -992,7 +1022,65 @@ public: pose_at_ = now; std::vector out; for (const auto& o : offsets) out.push_back({o.joint, o.rotation, o.scale, o.offset}); - skater_animation::pose(std::move(out), weight); + skater_animation::pose(std::move(out), weight, shown_of(shown)); + return {}; + } + std::string camera_cycle(std::string_view plugin, CycleCamera state) override { + const auto now = GetTickCount64(); + auto& link = first_person::plugin_link; + if (!cycler_.empty() && cycler_ != plugin && now < cycle_at_ + 300) + return state == CycleCamera::out ? std::string{} : cycler_ + " is in the camera cycle"; + if (state == CycleCamera::out) { + if (cycler_ == plugin) { + link.flags.store(0, std::memory_order_release); + cycler_.clear(); + } + return {}; + } + if (cycler_ != plugin) link.request.store(0, std::memory_order_release); // (a step asked of another plugin) + cycler_ = plugin; + cycle_at_ = now; + link.flags.store(static_cast(first_person::plugin_flag_enabled | + (state == CycleCamera::active ? first_person::plugin_flag_on : first_person::plugin_flag_can_enter)), + std::memory_order_release); + link.published.store(now, std::memory_order_release); + return {}; + } + std::vector take_camera_cycle() override { + const auto step = static_cast(first_person::plugin_link.request.exchange(0, std::memory_order_acq_rel)); + if (step == first_person::CycleStep::none || cycler_.empty() || GetTickCount64() >= cycle_at_ + 300) return {}; + return {{cycler_, step == first_person::CycleStep::enter}}; + } + std::string skater_carry(std::string_view plugin, std::optional goal) override { + const auto now = GetTickCount64(); + if (!carrier_.empty() && carrier_ != plugin && now < carry_at_ + 300) { + if (!goal) return {}; + return carrier_ + " has the skater carrying"; + } + if (!goal) { + if (carrier_ == plugin) { + skater_animation::carry(std::nullopt); + carrier_.clear(); + } + return {}; + } + carrier_ = plugin; + carry_at_ = now; + carry::Goal g; + g.hand = goal->left ? arm_reach::Hand::left : arm_reach::Hand::right; + g.both = goal->both; + g.front = goal->front; + g.aim = goal->aim; + g.front_from_grip = goal->front_from_grip; + if (goal->worn) g.worn = carry::Grip{goal->worn->first, goal->worn->second}; + g.weight = goal->weight; + g.crouch = goal->crouch; + g.hunch = goal->hunch; + g.still = goal->still; + g.turn = goal->turn; + g.step = goal->step; + g.step_phase = goal->step_phase; + skater_animation::carry(g, goal->push_straightens, shown_of(goal->shown)); return {}; } std::string skater_reach(std::string_view plugin, std::optional goal) override { @@ -1015,7 +1103,7 @@ public: g.at = goal->at; if (goal->rotation) g.rotation = *goal->rotation; g.weight = goal->weight; - skater_animation::reach(g); + skater_animation::reach(g, shown_of(goal->shown)); return {}; } static Tuning tuning_of(const trainer::TuningValue& v) { @@ -1085,6 +1173,7 @@ public: launches::tick(client); outfit_overlay::tick(); board_pose::tick(base, local_skater_component(base, client)); + board_material::tick(base, client); const bool allowed = !multiplayer::local_throwdown_active(); const auto component = local_skater_component(base, client); skater_animation::tick(base, component, allowed); @@ -1582,6 +1671,7 @@ public: board_pose::clear(plugin); board_pose::park(plugin, {}); (void)board_pose::fit(plugin, std::nullopt); + board_material::clear(plugin); cancel_throwdown(plugin); multiplayer::custom_throwdowns::remove_plugin(plugin); if (capturer_ == plugin) capturer_.clear(); @@ -1611,6 +1701,15 @@ public: skater_animation::pose({}, 1); poser_.clear(); } + if (carrier_ == plugin) { + skater_animation::carry(std::nullopt); + carrier_.clear(); + } + if (cycler_ == plugin) { + first_person::plugin_link.flags.store(0, std::memory_order_release); + cycler_.clear(); + } + hide_nametags(plugin, false); if (room_owner_ == plugin) room_leave(plugin); if (const auto seen = telemetry_seen_.find(plugin); seen != telemetry_seen_.end()) telemetry_seen_.erase(seen); plugin_feed::release_tags(std::string(plugin)); @@ -1645,6 +1744,11 @@ private: std::vector enabled_mods_; std::string reacher_; // the plugin holding the skater's arm (skater_reach) std::string poser_; // the plugin turning the skater's joints (skater_pose) + std::string carrier_; // the plugin having the skater carry something (skater_carry) + std::uint64_t carry_at_{}; + std::set> nametag_hiders_; // the plugins holding the nametags off (hide_nametags) + std::string cycler_; // the plugin whose camera is in the camera height cycle (camera_cycle) + std::uint64_t cycle_at_{}; std::string room_owner_; // the plugin in the character room (room_open) std::uint64_t pose_at_{}; std::string looker_; // the plugin whose look is on the screen (screen_look) diff --git a/Extension/Plugins/plugin_host.cpp b/Extension/Plugins/plugin_host.cpp index 5827101a..4a0cdf2e 100644 --- a/Extension/Plugins/plugin_host.cpp +++ b/Extension/Plugins/plugin_host.cpp @@ -316,6 +316,11 @@ void Host::follow_game() { } if (wants("events.skater")) for (const auto& launch : game.take_launches()) each([&](Plugin& plugin, const std::string&) { plugin.launched(launch); }); + // The camera height button asking the plugin in its cycle to start or stop its camera. + for (const auto& news : game.take_camera_cycle()) + each([&](Plugin& plugin, const std::string&) { + if (plugin.id() == news.plugin) plugin.game_event("camera_cycle", "camera", Json(news.enter ? "enter" : "leave")); + }); // Touching (reskate.session.touch): the bodies read once for every plugin that has it on. { std::optional> list; diff --git a/Extension/Plugins/plugin_manifest.cpp b/Extension/Plugins/plugin_manifest.cpp index 914fb012..58376927 100644 --- a/Extension/Plugins/plugin_manifest.cpp +++ b/Extension/Plugins/plugin_manifest.cpp @@ -12,15 +12,16 @@ namespace { // "camera" the free and pad-flown cameras and the Bone Cam (reskate.skater.bone_cam); // "session.read" spectating and the session's world (reskate.session.world); "events.tricks" the // trick events, the trick list's feed and flick diagrams (reskate.tricks); "throwdowns" the -// throwdown kit (modes, documents, the native flag); "variants" choosing which of its own mod's +// throwdown kit (modes, documents, the native flag); "server.parks" a dedicated server's park mods +// (reskate.server.parks, park_spawn, park_remove); "variants" choosing which of its own mod's // variants is in the game (reskate.package.choose). A manifest's "resident" list and "variants" are // the merge's (Engine/Vfs/mod_list.h ResidentAssets, Variants), not the plugin host's. -constexpr std::array permissions{ +constexpr std::array permissions{ "console", "storage", "overlay", "menu", "ui.screen", "input", "hud", "events.tricks", "events.skater", "skater.read", "skater.teleport", "skater.control", "skater.animation", "trainer", "camera", "world.raycast", "world.objects", "world.entities", "world.environment", "world.ai", "travel", "session.read", "session.skaters", "session.nametags", "net.session", "net.http", "voice.control", "chat.read", - "chat.send", "chat.local", "server", "throwdowns", "replay", "music", "progression.read", "settings.read", "audio.ui", "audio", "outfit", "board", "mods.read", + "chat.send", "chat.local", "server", "server.parks", "throwdowns", "replay", "music", "progression.read", "settings.read", "audio.ui", "audio", "outfit", "board", "mods.read", "events.physics", "game.speed", "files", "variants", "settings.write", "room", "capture"}; } diff --git a/Extension/Skater/Test/carry_tests.cpp b/Extension/Skater/Test/carry_tests.cpp new file mode 100644 index 00000000..d59600c4 --- /dev/null +++ b/Extension/Skater/Test/carry_tests.cpp @@ -0,0 +1,178 @@ +// Something carried apart from the game: held out in front of the chest when it points level, higher +// when it points up, turned the way it is aimed when worn on the hand, the other hand under it, the +// hips lowered with the feet kept where they were, the body turned, and a broken pose left alone. +#include "Extension/Skater/carry.h" +#include +#include +#include +#include +#include +#include + +using namespace dingosdk; +using namespace dingosdk::carry; +namespace { +void check(bool value, const char* message) { if (!value) throw std::runtime_error(message); } +float distance(const Vec3& a, const Vec3& b) { + return std::sqrt((a[0] - b[0]) * (a[0] - b[0]) + (a[1] - b[1]) * (a[1] - b[1]) + (a[2] - b[2]) * (a[2] - b[2])); +} +bool same_turn(const Quat& a, const Quat& b) { return std::abs(a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3]) > 0.999f; } + +// A skater standing, facing +Z (its right at -X), arms hanging out to the sides: upper arms 0.3 m, +// forearms 0.28 m, thighs and shins 0.45 m, the knees a little forward. +constexpr float upper_length = 0.3f, fore_length = 0.28f; +std::vector standing() { + std::vector pose(395); + pose[0].position = {4, 0, -2}; + pose[1].position = {0, 0.95f, 0}; + for (const std::size_t j : {42u, 43u, 44u, 45u}) pose[j].position = {0, 0.1f, 0}; + pose[101].position = {0, 0.1f, 0}; + pose[102].position = {0, 0.05f, 0}; + pose[103].position = {0, 0.1f, 0}; + for (const auto hand : {Hand::right, Hand::left}) { + const auto joints = arm_reach::chain(hand); + const float x = hand == Hand::right ? -1.0f : 1.0f; + pose[joints[7]].position = {0.15f * x, 0, 0}; + pose[joints[8]].position = {0.05f * x, 0, 0}; + pose[joints[9]].position = {0, -upper_length, 0}; + pose[joints[10]].position = {0, -fore_length, 0}; + } + for (const auto& leg : {right_leg, left_leg}) { + const float x = leg[3] == 8 ? -1.0f : 1.0f; + pose[leg[3]].position = {0.1f * x, 0, 0}; + pose[leg[4]].position = {0, -0.45f, 0.03f}; + pose[leg[5]].position = {0, -0.45f, -0.03f}; + } + return pose; +} +std::array arm(const std::vector& pose, Hand hand) { + std::array w{}; + check(arm_reach::compose(pose, arm_reach::chain(hand), w), "The arm composes"); + return w; +} +Placed placed(const std::vector& pose, std::span path) { + std::array w{}; + check(arm_reach::compose(pose, path, w), "The joints compose"); + return w[path.size() - 1]; +} +// Pointing at +Z, tipped up by `up` radians. +Quat aimed(float up) { return anim_studio::multiply(anim_studio::axis_angle({0, 1, 0}, std::numbers::pi_v), anim_studio::axis_angle({1, 0, 0}, up)); } + +void held_level_in_front_of_the_chest() { + auto pose = standing(); + const Vec3 shoulder = arm(pose, Hand::right)[8].position; + Goal goal; + goal.front = {shoulder[0], shoulder[1], shoulder[2] + 2.0f}; // asked for far off: held where a person holds it + goal.aim = aimed(0); + goal.front_from_grip = {0, -0.143f, -0.248f}; + goal.worn = Grip{}; + const auto held = carry::carry(pose, goal); + check(held.valid, "Carried"); + const auto w = arm(pose, Hand::right); + check(held.front[2] - w[8].position[2] > 0.25f, "out in front of the shoulder"); + check(held.front[1] < w[8].position[1], "and below it"); + check(std::abs(distance(w[8].position, w[9].position) - upper_length) < 1e-4f, "The upper arm keeps its length"); + check(std::abs(distance(w[9].position, w[10].position) - fore_length) < 1e-4f, "and the forearm its length"); + check(same_turn(held.item.rotation, goal.aim), "Worn, it points the way it is aimed"); +} + +void aimed_up_it_comes_up() { + auto level = standing(), up = standing(); + Goal goal; + goal.front = {4, 1.4f, 0}; + goal.front_from_grip = {0, -0.143f, -0.248f}; + goal.aim = aimed(0); + const auto low = carry::carry(level, goal); + goal.aim = aimed(1.2f); + const auto high = carry::carry(up, goal); + check(low.valid && high.valid, "Carried both ways"); + check(high.front[1] > low.front[1] + 0.2f, "Aimed up, it is held higher"); +} + +void the_other_hand_holds_it_too() { + auto pose = standing(); + const auto before = arm(pose, Hand::left)[10].position; + Goal goal; + goal.front = {4, 1.3f, 0.5f}; + goal.aim = aimed(0); + goal.both = true; + const auto held = carry::carry(pose, goal); + check(held.valid, "Carried in both hands"); + const auto left = arm(pose, Hand::left)[10].position; + check(distance(left, before) > 0.2f, "The other hand comes up to it"); + check(distance(left, held.item.position) < 0.3f, "and holds it"); +} + +void the_feet_stay_as_the_hips_go_down() { + auto pose = standing(); + const auto right_foot = placed(pose, right_leg).position, left_foot = placed(pose, left_leg).position; + const float hips = placed(pose, std::span(right_leg).first(3)).position[1]; + Goal goal; + goal.front = {4, 1.2f, 0.5f}; + goal.aim = aimed(-0.3f); + goal.crouch = 0.2f; + goal.hunch = 0.8f; + check(carry::carry(pose, goal).valid, "Carried, crouched"); + check(std::abs(placed(pose, std::span(right_leg).first(3)).position[1] - (hips - 0.2f)) < 1e-3f, "The hips go down"); + check(distance(placed(pose, right_leg).position, right_foot) < 2e-3f, "the right foot stays where it was"); + check(distance(placed(pose, left_leg).position, left_foot) < 2e-3f, "and the left"); + const Vec3 head = placed(pose, head_chain).position; + check(head[2] > -2.0f + 0.05f, "The back curls over toward it"); +} + +void the_body_turns() { + auto pose = standing(); + Goal goal; + goal.front = {4, 1.3f, 0.5f}; + goal.aim = aimed(0); + goal.turn = std::numbers::pi_v / 2; + check(carry::carry(pose, goal).valid, "Carried, turned"); + const auto facing = body_facing(pose); + check(std::abs(facing[0]) > 0.99f, "The body turns a quarter round"); +} + +void no_weight_and_a_broken_pose() { + auto pose = standing(); + const auto before = pose; + Goal goal; + goal.front = {4, 1.3f, 0.5f}; + goal.aim = aimed(0); + goal.crouch = 0.3f; + goal.weight = 0; + check(carry::carry(pose, goal).valid, "Carried with no weight"); + for (std::size_t i = 0; i < pose.size(); ++i) + check(same_turn(pose[i].rotation, before[i].rotation) && distance(pose[i].position, before[i].position) < 1e-5f, "leaves the pose as it was"); + auto again = standing(); + goal.weight = 1; + goal.both = true; + goal.hunch = 0.6f; + goal.turn = 0.5f; + check(carry::carry(again, goal).valid, "Carried with everything"); + for (std::size_t i = 0; i < again.size(); ++i) + if (std::find(written.begin(), written.end(), i) == written.end()) + check(same_turn(again[i].rotation, before[i].rotation) && distance(again[i].position, before[i].position) < 1e-5f, + "A carry writes only the joints it says it writes"); + auto broken = standing(); + broken[48].rotation[0] = NAN; + check(!carry::carry(broken, goal).valid, "A broken arm carries nothing"); + goal.front = {NAN, 0, 0}; + auto fine = standing(); + check(!carry::carry(fine, goal).valid, "A point that is not a number is refused"); +} +} // namespace + +int main() { + try { + held_level_in_front_of_the_chest(); + aimed_up_it_comes_up(); + the_other_hand_holds_it_too(); + the_feet_stay_as_the_hips_go_down(); + the_body_turns(); + no_weight_and_a_broken_pose(); + } catch (const std::exception& error) { + std::cerr << "FAILED: " << error.what() << '\n'; + return 1; + } + std::cout << "carry: all passed\n"; + return 0; +} diff --git a/Extension/Skater/board_pose.cpp b/Extension/Skater/board_pose.cpp index 1690a096..2a8976f1 100644 --- a/Extension/Skater/board_pose.cpp +++ b/Extension/Skater/board_pose.cpp @@ -1,6 +1,7 @@ #include "board_pose.h" #include "Extension/AnimationStudio/anim_core.h" #include "Extension/Multiplayer/Remote/native_pose_layout.h" +#include "Extension/Multiplayer/Remote/native_skater.h" #include #include #include @@ -60,6 +61,7 @@ Quat about(const Vec3& axis, float angle) { // The pose a bone is written with, as the client tick asked it. struct Wanted { bool hidden{}; + bool everyone{}; // hidden from the other players too Quat rotation{0, 0, 0, 1}; Vec3 position{}; Space space{}; @@ -90,6 +92,8 @@ Shared& shared() { } std::atomic base_now{}, holder_now{}; std::atomic any{}; +// The bones hidden from everyone, as bits (bone b is bit b), for the sent pose filter without the lock. +std::atomic hidden_from_all{}; // How every board is fitted (fit): the baseplates held on the deck, and the wheels' spread. Read by // the render hook without the lock; the owner is under it. std::atomic fitted{}, fit_plates{}; @@ -117,7 +121,24 @@ bool store_float(std::uintptr_t address, float value) noexcept { return false; } } -void refresh_any(Shared& s) { any.store(!s.wanted.empty() || !s.parked.empty() || s.piece.has_value(), std::memory_order_release); } +void refresh_any(Shared& s) { + any.store(!s.wanted.empty() || !s.parked.empty() || s.piece.has_value(), std::memory_order_release); + std::uint32_t bits = 0; + for (const auto& [b, want] : s.wanted) + if (want.hidden && want.everyone) bits |= 1u << b; + hidden_from_all.store(bits, std::memory_order_release); +} +// The local skater's pose as it is sent: the bones hidden from everyone out of sight in it too, as they +// are drawn here. board[0] is the board entity's place in the world, then its rig's bones from 0. +void on_sent_pose(std::uintptr_t, multiplayer::Pose& pose) noexcept { + const auto bits = hidden_from_all.load(std::memory_order_acquire); + if (!bits) return; + for (int b = first_writable; b < bones; ++b) + if ((bits & (1u << b)) && static_cast(b + 1) < pose.board.size()) { + auto& at = pose.board[static_cast(b + 1)].position; + if (length(at) < 100.0f) at[1] -= 2000.0f; + } +} std::string take(Shared& s, std::string_view owner) { if (!s.owner.empty() && s.owner != owner) return s.owner + " holds the board"; s.owner = owner; @@ -175,16 +196,16 @@ std::string set(std::string_view owner, int bone, const Bone& value, Space space auto& s = shared(); std::lock_guard lock(s.mutex); if (auto why = take(s, owner); !why.empty()) return why; - s.wanted[bone] = {false, normalised(value.rotation), value.position, space}; + s.wanted[bone] = {false, false, normalised(value.rotation), value.position, space}; refresh_any(s); return {}; } -std::string hide(std::string_view owner, int bone) { +std::string hide(std::string_view owner, int bone, bool everyone) { if (bone < first_writable || bone >= bones) return "a board's bone is 2 to 15"; auto& s = shared(); std::lock_guard lock(s.mutex); if (auto why = take(s, owner); !why.empty()) return why; - s.wanted[bone] = {true}; + s.wanted[bone] = {true, everyone}; refresh_any(s); return {}; } @@ -265,6 +286,11 @@ void tick(std::uintptr_t base, std::uintptr_t component) noexcept { } catch (...) {} base_now.store(base, std::memory_order_release); holder_now.store(holder, std::memory_order_release); + static bool sending{}; + if (!sending) { + multiplayer::set_local_sent_pose_filter(&on_sent_pose); + sending = true; + } } void on_render_pose(std::uintptr_t animation_interface) noexcept { diff --git a/Extension/Skater/board_pose.h b/Extension/Skater/board_pose.h index 404f396c..2e8a37a2 100644 --- a/Extension/Skater/board_pose.h +++ b/Extension/Skater/board_pose.h @@ -28,7 +28,9 @@ inline constexpr int bones = 16, first_writable = 2; // Client thread. One owner holds the local board's bones at a time; empty when taken, else why not. std::string set(std::string_view owner, int bone, const Bone& value, Space space); -std::string hide(std::string_view owner, int bone); +// `everyone`: hidden from the other players too (the board as you are sent: Extension/Multiplayer/ +// Remote/native_skater.h's sent pose filter), not only on this screen. +std::string hide(std::string_view owner, int bone, bool everyone = false); void clear(std::string_view owner, int bone = -1); // These bones go out of sight on every board, other players' included (a breakable deck's // stretches, which the game would draw as cracks). diff --git a/Extension/Skater/carry.cpp b/Extension/Skater/carry.cpp new file mode 100644 index 00000000..8ecf9c75 --- /dev/null +++ b/Extension/Skater/carry.cpp @@ -0,0 +1,465 @@ +#include "carry.h" +#include +#include + +namespace dingosdk::carry { +namespace { +using anim_studio::conjugate; +using anim_studio::multiply; +using anim_studio::normalised; +using anim_studio::rotate; +using arm_reach::chain; +using arm_reach::compose; + +Vec3 add(const Vec3& a, const Vec3& b) { return {a[0] + b[0], a[1] + b[1], a[2] + b[2]}; } +Vec3 sub(const Vec3& a, const Vec3& b) { return {a[0] - b[0], a[1] - b[1], a[2] - b[2]}; } +Vec3 scaled(const Vec3& a, float k) { return {a[0] * k, a[1] * k, a[2] * k}; } +float dot(const Vec3& a, const Vec3& b) { return a[0] * b[0] + a[1] * b[1] + a[2] * b[2]; } +Vec3 cross(const Vec3& a, const Vec3& b) { return {a[1] * b[2] - a[2] * b[1], a[2] * b[0] - a[0] * b[2], a[0] * b[1] - a[1] * b[0]}; } +float length(const Vec3& a) { return std::sqrt(dot(a, a)); } +Vec3 unit(const Vec3& a, const Vec3& fallback) { + const float l = length(a); + return l > 1e-6f && std::isfinite(l) ? scaled(a, 1.0f / l) : fallback; +} +bool finite(const Vec3& v) { return std::isfinite(v[0]) && std::isfinite(v[1]) && std::isfinite(v[2]); } +bool finite(const Quat& q) { return std::isfinite(q[0]) && std::isfinite(q[1]) && std::isfinite(q[2]) && std::isfinite(q[3]); } +// The shortest turn taking direction `from` onto direction `to`. +Quat arc(const Vec3& from, const Vec3& to) { + const Vec3 a = unit(from, {0, 0, 1}), b = unit(to, {0, 0, 1}); + const float d = dot(a, b); + if (d < -0.9999f) { // half a turn: about any axis square to `from` + Vec3 axis = cross({1, 0, 0}, a); + if (length(axis) < 1e-3f) axis = cross({0, 1, 0}, a); + axis = unit(axis, {0, 1, 0}); + return {axis[0], axis[1], axis[2], 0.0f}; + } + const Vec3 c = cross(a, b); + return normalised({c[0], c[1], c[2], 1.0f + d}); +} +// Part way from a to b, the short way round. +Quat blend(const Quat& a, Quat b, float t) { + t = std::clamp(t, 0.0f, 1.0f); + if (a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3] < 0.0f) + for (auto& v : b) v = -v; + return normalised({a[0] + (b[0] - a[0]) * t, a[1] + (b[1] - a[1]) * t, a[2] + (b[2] - a[2]) * t, a[3] + (b[3] - a[3]) * t}); +} +Quat about_up(float radians) { return {0.0f, std::sin(radians / 2), 0.0f, std::cos(radians / 2)}; } +// The world turn `world` as the local rotation of a joint whose parent is placed at `parent`. +Quat local_of(const Placed& parent, const Quat& world) { return normalised(multiply(conjugate(parent.rotation), world)); } +// The way an aimed thing faces round the upright (level, unit), steady however steeply it points up or +// down: straight down, its forward has no level part left, but its up does (the top of it is the way +// it faces). +Vec3 level_heading(const Quat& aim) { + const Quat q = normalised(aim); + const Vec3 forward = rotate(q, {0.0f, 0.0f, -1.0f}), up = rotate(q, {0.0f, 1.0f, 0.0f}); + const float sin_p = std::clamp(forward[1], -1.0f, 1.0f), cos_p = std::sqrt(std::max(0.0f, 1.0f - sin_p * sin_p)); + return unit(Vec3{forward[0] * cos_p - up[0] * sin_p, 0.0f, forward[2] * cos_p - up[2] * sin_p}, {0.0f, 0.0f, 1.0f}); +} + +// In an arm's chain: chest, shoulder, upper arm, forearm, hand. +constexpr std::size_t chest = 6, shoulder = 7, upper = 8, fore = 9, hand_at = 10; +// Held, not worn: from the wrist joint to the middle of the palm along the hand. +constexpr float palm_from_wrist = 0.075f; +// Where the other hand takes it, in the item's own frame (right, up, back; the grip at the origin), for +// a right-hand grip: the left side of it, underneath. Mirrored for a left grip. +constexpr Vec3 support_from_grip{-0.08f, -0.16f, -0.04f}; +// The body as a column the arm keeps out of: about the hips' and chest's line, this far out at most +// (and inside the shoulders). +constexpr float body_radius = 0.24f; +// Its front is held at least this far out in front of the shoulder (along the aim), and at least this +// far below it. +constexpr float min_reach_out = 0.4f, below_shoulder = 0.05f; +// Toward the holding hand's own side it comes up this much (all the way square to that side). +constexpr float side_lift = 0.2f; + +// One foot lifted `up` metres and moved by `move` (a step), the knee bending to it the way it already +// bends; the foot keeps its turn. +bool step_foot(std::span pose, std::span path, float up, const Vec3& move) noexcept { + std::array now{}; + if (!compose(pose, path, now)) return false; + const Vec3 hip = now[3].position, knee = now[4].position; + const Vec3 ankle = add(now[5].position, add(Vec3{0.0f, up, 0.0f}, move)); + const float a = length(sub(knee, hip)), b = length(sub(now[5].position, knee)); + if (!(a > 0.1f && b > 0.1f)) return true; + const float d = std::clamp(length(sub(ankle, hip)), std::abs(a - b) + 0.01f, (a + b) * 0.999f); + const Vec3 along = unit(sub(ankle, hip), {0, -1, 0}); + Vec3 pole = sub(knee, add(hip, scaled(along, dot(sub(knee, hip), along)))); + pole = unit(pole, Vec3{0.0f, 0.0f, 1.0f}); + const float cos_a = std::clamp((a * a + d * d - b * b) / (2.0f * a * d), -1.0f, 1.0f); + const float sin_a = std::sqrt(std::max(0.0f, 1.0f - cos_a * cos_a)); + const Vec3 new_knee = add(hip, add(scaled(along, a * cos_a), scaled(pole, a * sin_a))); + const Quat foot_world = now[5].rotation; + const Quat thigh_world = normalised(multiply(arc(sub(knee, hip), sub(new_knee, hip)), now[3].rotation)); + pose[path[3]].rotation = local_of(now[2], thigh_world); + if (!compose(pose, path, now)) return false; + const Quat shin_world = normalised(multiply(arc(sub(now[5].position, now[4].position), sub(ankle, now[4].position)), now[4].rotation)); + pose[path[4]].rotation = local_of(now[3], shin_world); + if (!compose(pose, path, now)) return false; + pose[path[5]].rotation = local_of(now[4], foot_world); + return true; +} + +struct One { + Hand hand = Hand::right; + Vec3 front{}; + Quat aim{0, 0, 0, 1}; + Vec3 front_from_grip{}; + std::optional worn; + float weight = 1.0f; + // The front reached for where it is (no holding it out in front and below the shoulder): the + // supporting hand's reach. + bool free{}; +}; + +// One arm holding the item (its upper arm and forearm, and the hand when it is worn). +Held hold_one(std::span pose, const One& goal) noexcept { + const auto joints = chain(goal.hand); + std::array w{}; + if (!compose(pose, joints, w)) return {}; + const Quat aim = normalised(goal.aim); + const Vec3 s = w[upper].position, e = w[fore].position, h = w[hand_at].position; + const float a = length(sub(e, s)), b = length(sub(h, e)); + if (!(a > 0.05f && b > 0.05f && a < 1.0f && b < 1.0f)) return {}; + const float scale = std::max(w[hand_at].scale, 0.1f); + // Where its front is shown held: where it was asked for, but out in front of the shoulder along + // the aim and no higher than the shoulder, as a person holds a thing they point (a front up by the + // head or tucked against the body would fold the arm up into the face). + Vec3 front = goal.front; + float to_own_side = 0.0f; + if (!goal.free) { + const Vec3 ahead = level_heading(aim); + const float out = dot(sub(front, s), ahead); + // Toward the holding hand's own side the arm would stretch across to its full length: it comes + // in closer and up a little there, the elbow bent. + Vec3 own_side = sub(s, w[chest].position); + own_side[1] = 0.0f; + own_side = unit(own_side, ahead); + const float toward_side = std::clamp(dot(ahead, own_side), 0.0f, 1.0f); + to_own_side = toward_side; + // Where it is held follows the aim in one smooth sweep: level, out in front at the chest, under + // the eyes; aimed down, lower and a little closer, all the way down to the stomach; aimed up, + // higher and closer to the face, up over the head. + const float pointing_y = std::clamp(rotate(aim, {0.0f, 0.0f, -1.0f})[1], -1.0f, 1.0f); + const float up_part = std::max(pointing_y, 0.0f), down_part = std::max(-pointing_y, 0.0f); + const float height = -below_shoulder - 0.13f * (1.0f - up_part) + 0.55f * up_part - 0.45f * down_part; + const float reach_out = (min_reach_out + 0.08f * (1.0f - up_part)) * (1.0f - 0.35f * toward_side) * (1.0f - 0.55f * up_part) * + (1.0f - 0.15f * down_part); + const Vec3 across = cross({0.0f, 1.0f, 0.0f}, ahead); + const float lateral = std::clamp(dot(sub(front, s), across), -0.3f, 0.3f); + const float out_now = std::max(out, 0.0f); + // (Further out than that only toward the other side, across the body.) + const float out_held = toward_side > 0.0f && out_now > reach_out + 0.1f ? out_now - (out_now - reach_out - 0.1f) * toward_side : reach_out; + front = add(add(s, scaled(ahead, out_held)), scaled(across, lateral)); + front[1] = s[1] + height + side_lift * toward_side; + } + const Grip worn = goal.worn.value_or(Grip{}); + const Quat hand_world = normalised(multiply(aim, conjugate(worn.item))); + const Vec3 grip_offset = scaled(rotate(hand_world, worn.from_wrist), scale); + Vec3 palm_goal = goal.worn ? sub(sub(front, rotate(aim, goal.front_from_grip)), grip_offset) : sub(front, rotate(aim, goal.front_from_grip)); + if (!goal.free) { + // The hand itself out in front of the shoulder and not up over it: with the hand tucked in over + // the shoulder the arm can only fold up, the elbow rising by the head. Aimed up it comes up and + // in a little, smoothly with the tilt. + const Vec3 forward = level_heading(aim); + const float up_part = std::clamp(rotate(aim, {0.0f, 0.0f, -1.0f})[1], 0.0f, 1.0f); + const float out_min = (0.24f - 0.06f * up_part) * (1.0f - 0.35f * to_own_side); + const float out_now = dot(sub(palm_goal, s), forward); + if (out_now < out_min) palm_goal = add(palm_goal, scaled(forward, out_min - out_now)); + const float top = s[1] + 0.04f + 0.22f * up_part + side_lift * to_own_side; + if (palm_goal[1] > top) palm_goal[1] = top; + } + { + // The body as a column through the hips and chest: the hand's target, and the straight reach to + // it from the shoulder, kept out of it (pushed out along the way they came closest). + const Vec3 low = w[2].position, high = w[chest].position; + const float bottom = low[1] - 0.35f, top = high[1] + 0.15f; + const auto axis_at = [&](float y) { + const float t = std::clamp((y - low[1]) / std::max(high[1] - low[1], 0.05f), 0.0f, 1.0f); + return Vec3{low[0] + (high[0] - low[0]) * t, y, low[2] + (high[2] - low[2]) * t}; + }; + // As wide as the body is: inside the shoulders (the arm hangs from the column's edge). + Vec3 shoulder_out = sub(s, axis_at(s[1])); + shoulder_out[1] = 0.0f; + const float radius = std::min(body_radius, length(shoulder_out) * 0.85f); + for (int round = 0; round < 3; ++round) { + float nearest = radius; + Vec3 out_dir{}; + for (int k = 3; k <= 8; ++k) { + const Vec3 p = add(s, scaled(sub(palm_goal, s), static_cast(k) / 8.0f)); + if (p[1] < bottom || p[1] > top) continue; + Vec3 radial = sub(p, axis_at(p[1])); + radial[1] = 0.0f; + const float r = length(radial); + if (r < nearest) { + nearest = r; + Vec3 side_out = sub(s, w[chest].position); + side_out[1] = 0.0f; + out_dir = unit(radial, unit(side_out, {goal.hand == Hand::left ? -1.0f : 1.0f, 0, 0})); + } + } + if (nearest >= radius) break; + palm_goal = add(palm_goal, scaled(out_dir, radius - nearest + 0.01f)); + } + } + const float palm = goal.worn ? 0.0f : palm_from_wrist * scale, b_palm = b + palm; + // Never held at full stretch: the elbow keeps a bend (it comes in a little rather than the arm + // locking straight). + const float reach = (a + b_palm) * (goal.free ? 0.995f : 0.93f); + const float wanted = length(sub(palm_goal, s)); + const float d = std::clamp(wanted, std::abs(a - b_palm) + 0.02f, reach); + const Vec3 direction = unit(sub(palm_goal, s), {0, -1, 0}); + const Vec3 target = add(s, scaled(direction, d)); + // The elbow out from the body and a little down and back: the shoulder's side of the chest. + Vec3 side = sub(s, w[chest].position); + side[1] = 0.0f; + side = unit(side, {goal.hand == Hand::left ? -1.0f : 1.0f, 0, 0}); + // (Forward for the elbow: the way the arm reaches, level; reaching nearly straight up it has almost + // none, and would flip about, so it leans on the way the item points then.) + const Vec3 forward = level_heading(aim); + Vec3 ahead{direction[0], 0.0f, direction[2]}; + ahead = add(ahead, scaled(forward, std::max(0.0f, 0.6f - length(ahead)))); + ahead = unit(ahead, forward); + Vec3 pole = add(add(scaled(side, 0.8f), Vec3{0.0f, -0.45f, 0.0f}), scaled(ahead, -0.35f)); + { + // Raised (up to the eye, up over the head): the elbow comes round to the front and a little out, + // as an arm does lifting something up in front of the face, gradually with the aim; never back + // behind the shoulder, never winged straight out. + const float lifted = std::clamp((rotate(aim, {0.0f, 0.0f, -1.0f})[1] - 0.1f) / 0.8f, 0.0f, 1.0f); + const float ease_in = lifted * lifted * (3.0f - 2.0f * lifted); + if (ease_in > 0.0f) { + const Vec3 lifted_pole = add(add(scaled(side, 0.85f), Vec3{0.0f, -0.4f, 0.0f}), scaled(forward, 0.35f)); + pole = add(scaled(pole, 1.0f - ease_in), scaled(lifted_pole, ease_in)); + } + } + pole = sub(pole, scaled(direction, dot(pole, direction))); + { + // The elbow hangs: whatever way the arm reaches, it bends with the elbow below the line from + // shoulder to hand (and out to the side), never folding up over the shoulder. (Reaching up high, + // straight down from that line would put it back behind the shoulder: there it only comes down + // as far as it can without going back.) + Vec3 hang = sub(Vec3{0.0f, -1.0f, 0.0f}, scaled(direction, -direction[1])); + const float back = dot(hang, forward); + if (back < 0.0f) hang = sub(hang, scaled(forward, back)); + hang = sub(hang, scaled(direction, dot(hang, direction))); + const float hang_len = length(hang); + if (hang_len > 0.05f) pole = add(unit(pole, side), scaled(hang, 0.6f / hang_len)); + } + pole = unit(pole, side); + const float cos_a = std::clamp((a * a + d * d - b_palm * b_palm) / (2.0f * a * d), -1.0f, 1.0f); + const float sin_a = std::sqrt(std::max(0.0f, 1.0f - cos_a * cos_a)); + const Vec3 elbow = add(s, add(scaled(direction, a * cos_a), scaled(pole, a * sin_a))); + const Vec3 wrist = add(elbow, scaled(unit(sub(target, elbow), direction), b)); + // The upper arm turned onto the new elbow, then the forearm (as the upper arm left it) onto the wrist. + const Quat turn_upper = arc(sub(e, s), sub(elbow, s)); + const Quat upper_world = normalised(multiply(turn_upper, w[upper].rotation)); + const Quat turn_fore = arc(rotate(turn_upper, sub(h, e)), sub(wrist, elbow)); + const Quat fore_world = normalised(multiply(turn_fore, multiply(turn_upper, w[fore].rotation))); + // Back to each joint's own rotation, part way by the weight. + const float weight = std::clamp(goal.weight, 0.0f, 1.0f); + auto& upper_bone = pose[joints[upper]]; + auto& fore_bone = pose[joints[fore]]; + upper_bone.rotation = blend(upper_bone.rotation, normalised(multiply(conjugate(w[shoulder].rotation), upper_world)), weight); + fore_bone.rotation = blend(fore_bone.rotation, normalised(multiply(conjugate(upper_world), fore_world)), weight); + if (goal.worn) { + // The hand, from the forearm as it now is, turned so the worn item points along the aim. + if (!compose(pose, joints, w)) return {}; + auto& hand_bone = pose[joints[hand_at]]; + hand_bone.rotation = blend(hand_bone.rotation, normalised(multiply(conjugate(w[fore].rotation), hand_world)), weight); + } + // Where the hand ended up, from the pose as it now is. + if (!compose(pose, joints, w)) return {}; + Held held; + if (goal.worn) { + held.item.rotation = normalised(multiply(w[hand_at].rotation, worn.item)); + held.item.position = add(w[hand_at].position, scaled(rotate(w[hand_at].rotation, worn.from_wrist), scale)); + } else { + // Held: the grip lies on the forearm's line, past the wrist. + const Vec3 along = unit(sub(w[hand_at].position, w[fore].position), {0, -1, 0}); + held.item.position = add(w[hand_at].position, scaled(along, palm_from_wrist * scale)); + held.item.rotation = aim; + } + held.front = add(held.item.position, rotate(held.item.rotation, goal.front_from_grip)); + held.valid = finite(held.item.position) && finite(held.front); + held.reached = wanted <= reach + 0.01f; + return held; +} +} // namespace + +bool crouch(std::span pose, float depth, float twist) noexcept { + if (!((depth > 0.001f || std::abs(twist) > 0.001f) && std::isfinite(depth) && std::isfinite(twist))) return true; + depth = std::clamp(depth, 0.0f, 0.6f); + struct Leg { + std::span path; + std::array before{}; + }; + std::array legs{{{right_leg}, {left_leg}}}; + for (auto& leg : legs) + if (!compose(pose, leg.path, leg.before)) return false; + // The hips down, in their parent's frame (the skater's placement). + const auto& parent = legs[0].before[1]; + auto& hips = pose[hips_joint]; + const Vec3 drop = rotate(conjugate(parent.rotation), Vec3{0.0f, -depth, 0.0f}); + hips.position = add(hips.position, scaled(drop, 1.0f / std::max(parent.scale, 0.1f))); + // Turned round the upright, the feet staying where they are. + if (std::abs(twist) > 0.001f) { + std::array now{}; + if (!compose(pose, legs[0].path, now)) return false; + hips.rotation = local_of(parent, normalised(multiply(about_up(twist), now[2].rotation))); + } + for (auto& leg : legs) { + std::array now{}; + if (!compose(pose, leg.path, now)) return false; + const Vec3 hip = now[3].position, knee = leg.before[4].position, ankle = leg.before[5].position; + const float a = length(sub(leg.before[4].position, leg.before[3].position)), b = length(sub(ankle, knee)); + if (!(a > 0.1f && b > 0.1f)) continue; + const float d = std::clamp(length(sub(ankle, hip)), std::abs(a - b) + 0.01f, (a + b) * 0.999f); + const Vec3 along = unit(sub(ankle, hip), {0, -1, 0}); + // The knee bends the way it already does (forward of the hip-to-ankle line). + const Vec3 old_line = unit(sub(ankle, leg.before[3].position), along); + const Vec3 old_mid = add(leg.before[3].position, scaled(old_line, dot(sub(knee, leg.before[3].position), old_line))); + Vec3 pole = sub(knee, old_mid); + pole = sub(pole, scaled(along, dot(pole, along))); + pole = unit(pole, Vec3{0.0f, 0.0f, 1.0f}); + const float cos_a = std::clamp((a * a + d * d - b * b) / (2.0f * a * d), -1.0f, 1.0f); + const float sin_a = std::sqrt(std::max(0.0f, 1.0f - cos_a * cos_a)); + const Vec3 new_knee = add(hip, add(scaled(along, a * cos_a), scaled(pole, a * sin_a))); + // Thigh, then shin, turned onto the new knee and the ankle; the foot keeps its turn in the world. + const Quat thigh_world = normalised(multiply(arc(sub(now[4].position, hip), sub(new_knee, hip)), now[3].rotation)); + pose[leg.path[3]].rotation = local_of(now[2], thigh_world); + if (!compose(pose, leg.path, now)) return false; + const Quat shin_world = normalised(multiply(arc(sub(now[5].position, now[4].position), sub(ankle, now[4].position)), now[4].rotation)); + pose[leg.path[4]].rotation = local_of(now[3], shin_world); + if (!compose(pose, leg.path, now)) return false; + pose[leg.path[5]].rotation = local_of(now[4], leg.before[5].rotation); + } + return true; +} + +bool hunch(std::span pose, const Vec3& toward, float angle, float look, float twist) noexcept { + if (!(std::abs(angle) + std::abs(look) + std::abs(twist) > 1e-4f) || !finite(toward)) return true; + Vec3 level{toward[0], 0.0f, toward[2]}; + if (length(level) < 1e-4f) return true; + level = unit(level, {0, 0, 1}); + // Turning about this bends the top of the body over toward `level`. + const Vec3 axis = unit(cross(Vec3{0.0f, 1.0f, 0.0f}, level), {1, 0, 0}); + // Spine, Spine1, Spine2, Spine3 share the back's angle; Neck, Neck1 and Head the look. + constexpr std::array share{0.15f, 0.25f, 0.3f, 0.3f, 0.35f, 0.25f, 0.4f}; + constexpr std::array twist_share{0.1f, 0.1f, 0.15f, 0.2f, 0.15f, 0.1f, 0.2f}; + for (std::size_t i = 0; i < back_joints.size(); ++i) { + std::array w{}; + if (!compose(pose, head_chain, w)) return false; + const std::size_t at = 3 + i; // its place in head_chain + const float turn = (i < 4 ? angle : look) * share[i]; + const Quat bend{axis[0] * std::sin(turn / 2), axis[1] * std::sin(turn / 2), axis[2] * std::sin(turn / 2), std::cos(turn / 2)}; + const Quat world = normalised(multiply(bend, multiply(about_up(twist * twist_share[i]), w[at].rotation))); + pose[back_joints[i]].rotation = local_of(w[at - 1], world); + } + return true; +} + +Held carry(std::span pose, const Goal& goal) noexcept { + if (pose.size() <= 343 || !finite(goal.front) || !finite(goal.aim) || !finite(goal.front_from_grip)) return {}; + const float body_weight = std::clamp(goal.weight, 0.0f, 1.0f); + if (std::abs(goal.turn) > 1e-4f && std::isfinite(goal.turn)) { + // The whole body turned round the upright through the hips: the hips (everything hangs from + // them) turned in place. + std::array w3{}; + if (!compose(pose, std::span(right_leg).first(3), w3)) return {}; + pose[hips_joint].rotation = local_of(w3[1], normalised(multiply(about_up(goal.turn * body_weight), w3[2].rotation))); + } + // Turning on the spot: the feet step round with it, one then the other, each lifted a little and + // set down a little in under the hips. + if (goal.step > 0.01f && std::isfinite(goal.step_phase)) { + const float phase = goal.step_phase - std::floor(goal.step_phase); + const bool right_foot = phase < 0.5f; + const float half = right_foot ? phase * 2.0f : (phase - 0.5f) * 2.0f; + const float lift = std::sin(half * 3.14159265f) * 0.09f * std::clamp(goal.step, 0.0f, 1.0f) * body_weight; + std::array leg{}; + const auto path = right_foot ? std::span(right_leg) : std::span(left_leg); + if (lift > 0.002f && compose(pose, path, leg)) { + Vec3 in = sub(leg[2].position, leg[5].position); + in[1] = 0.0f; + const float inward = std::min(length(in), 0.06f) * std::sin(half * 3.14159265f); + if (!step_foot(pose, path, lift, scaled(unit(in, {0, 0, 0}), inward * 0.5f))) return {}; + } + } + // Which way it points against the way the body faces (round the upright), for the body turning to + // it: the hips a quarter, the back and shoulders and head the rest. + float full = 0.0f, pitch = 0.0f; + Vec3 facing{0, 0, 1}; + if (goal.hunch > 0.0f || goal.crouch > 0.0f) { + facing = body_facing(pose); + const Vec3 level = level_heading(goal.aim); + full = std::clamp(std::atan2(dot(cross(facing, level), {0.0f, 1.0f, 0.0f}), dot(facing, level)), -1.6f, 1.6f); + pitch = std::asin(std::clamp(rotate(normalised(goal.aim), {0.0f, 0.0f, -1.0f})[1], -1.0f, 1.0f)); // down is negative + } + if (goal.still) + for (std::size_t i = 0; i < back_joints.size(); ++i) + pose[back_joints[i]].rotation = blend(pose[back_joints[i]].rotation, standing_back[i], body_weight); + constexpr float hips_share = 0.25f; + const bool turning = goal.hunch > 0.0f; + if ((goal.crouch > 0.0f || turning) && !crouch(pose, goal.crouch * body_weight, turning ? full * hips_share * body_weight : 0.0f)) return {}; + if (turning) { + // Over it, the way the body faces: toward the aim, but no more than 60 degrees off the body's own + // facing (never folded backwards). + const Vec3 toward = rotate(about_up(std::clamp(full, -1.05f, 1.05f)), facing); + // Pointed well up, it is held up to the eye instead: no curl over it, the head tilted back to + // it (eased in with the tilt). + const float up_t = std::clamp((pitch - 0.3f) / 0.6f, 0.0f, 1.0f); + // The back over it as it goes down with the aim, a little at level, more aimed down; the head + // down to it the same way, a touch at level, more as it goes down; aimed up, the head back. + const float amount = goal.hunch * std::clamp(0.45f - pitch * (pitch < 0.0f ? 0.55f : 0.7f), 0.2f, 1.2f) * body_weight * (1.0f - up_t); + const float look = std::clamp(0.2f - pitch * (pitch < 0.0f ? 0.18f : 0.45f), 0.1f, 0.65f) * body_weight * (1.0f - up_t) - + up_t * std::min(pitch, 1.2f) * 0.45f * body_weight; + // Up to the eye: the shoulders turn a little, the holding arm's shoulder coming forward, so the + // arm reaches out in front of the face. + float shoulders = 0.0f; + if (up_t > 0.0f) { + std::array arm{}; + if (compose(pose, chain(goal.hand), arm)) { + const Vec3 r = sub(arm[upper].position, arm[chest].position); + const float way = dot(cross({0.0f, 1.0f, 0.0f}, r), facing) >= 0.0f ? 1.0f : -1.0f; + shoulders = way * 0.35f * up_t * body_weight; + } + } + // The shoulders and head turn the rest of the way to it off to the side. + if (!hunch(pose, toward, amount, look, full * (1.0f - hips_share) * body_weight + shoulders)) return {}; + } + One first; + first.hand = goal.hand; + first.front = goal.front; + first.aim = goal.aim; + first.front_from_grip = goal.front_from_grip; + first.worn = goal.worn; + first.weight = goal.weight; + const auto held = hold_one(pose, first); + if (!held.valid || !goal.both) return held; + // The other hand to its side, underneath, where the first one put it. + Vec3 support = support_from_grip; + if (goal.hand == Hand::left) support[0] = -support[0]; + const Vec3 point = add(held.item.position, rotate(held.item.rotation, support)); + One other; + other.hand = goal.hand == Hand::left ? Hand::right : Hand::left; + other.aim = normalised(goal.aim); + other.weight = goal.weight; + other.free = true; + other.front = point; // (front_from_grip 0: its grip goes to `point`) + (void)hold_one(pose, other); + return held; +} + +float pushing(std::span pose) noexcept { + std::array r{}, l{}; + if (!compose(pose, right_leg, r) || !compose(pose, left_leg, l)) return 0.0f; + const float apart = std::abs(r[5].position[1] - l[5].position[1]); + return std::clamp((apart - 0.04f) / 0.06f, 0.0f, 1.0f); +} + +Vec3 body_facing(std::span pose) noexcept { + std::array right_thigh{}, left_thigh{}; + if (!compose(pose, right_leg, right_thigh) || !compose(pose, left_leg, left_thigh)) return {0, 0, 1}; + Vec3 across = sub(left_thigh[3].position, right_thigh[3].position); + across[1] = 0.0f; + return unit(cross(across, {0.0f, 1.0f, 0.0f}), {0, 0, 1}); +} +} diff --git a/Extension/Skater/carry.h b/Extension/Skater/carry.h new file mode 100644 index 00000000..8dcb2931 --- /dev/null +++ b/Extension/Skater/carry.h @@ -0,0 +1,82 @@ +#pragma once +#include "Extension/Skater/arm_reach.h" +#include +#include +#include +#include + +// Something held out in the hands and aimed, the way a person holds a camera or a phone they point: +// level, out in front at the chest; aimed down, lower and closer, down to the stomach; aimed up, up to +// the eye and over the head. The elbows keep a bend and the arms go round the body; the other hand can +// hold it too, from the side and underneath. The body can crouch over it (the feet kept where they +// are), curl its back over it and look down at it, turn on the spot after it and step round as it does. +// Pure maths on the 395-joint AnimBase pose (arm_reach.h), made from the Filmer's arm holding its +// camera (PR 343, filmer_hold.cpp); skater_animation.cpp applies it as the pose is evaluated, drawn and sent. +namespace dingosdk::carry { +using anim_studio::Joint; +using anim_studio::Quat; +using anim_studio::Vec3; +using arm_reach::Hand; +using arm_reach::Placed; + +// The legs from the root: the last three are thigh, shin and foot. The hips (7) carry them and the spine. +inline constexpr std::array right_leg{0, 1, 7, 8, 9, 10}; +inline constexpr std::array left_leg{0, 1, 7, 341, 342, 343}; +inline constexpr std::uint16_t hips_joint = 7; +// The back and head from the root: Spine, Spine1, Spine2, Spine3, Neck, Neck1, Head. +inline constexpr std::array head_chain{0, 1, 7, 42, 43, 44, 45, 101, 102, 103}; +inline constexpr std::array back_joints{42, 43, 44, 45, 101, 102, 103}; +// The back, neck and head as the skeleton stands (each joint's own turn, from its bind pose). +inline constexpr std::array standing_back{{{0.0f, 0.0f, 0.16592f, 0.98614f}, + {0.0f, 0.0f, -0.19038f, 0.98171f}, + {0.0f, 0.0f, -0.10393f, 0.99458f}, + {0.0f, 0.0f, 0.22027f, 0.97544f}, + {0.0f, 0.0f, 0.11357f, 0.99353f}, + {0.0f, 0.0f, -0.19607f, 0.98059f}, + {0.0f, 0.0f, -0.00959f, 0.99995f}}}; +// Every joint carry() may write, lowest first: the hips and legs, the back and head, both arms. +inline constexpr std::array written{7, 8, 9, 10, 42, 43, 44, 45, 46, 47, 48, 49, 101, 102, 103, 275, 276, 277, 278, 341, 342, 343}; + +// Worn on the hand (a cosmetic weighted wholly to the hand): the item's rows (right, up, back) in the +// hand joint's own frame, and where its grip is from the hand joint, in that frame, both from the +// skeleton's bind pose. The hand turns so the item points along the aim. +struct Grip { + Quat item{0, 0, 0, 1}; + Vec3 from_wrist{}; +}; +struct Goal { + Hand hand = Hand::right; + Vec3 front{}; // where the item's front (a lens, a screen) should be, in the world + Quat aim{0, 0, 0, 1}; // the item's rotation in the world: its -Z the way it points, +Y its top + Vec3 front_from_grip{}; // its front from where the hand grips it, in its own frame + std::optional worn; + float weight = 1.0f; // 0: the body as the animation has it, 1: carrying + bool both{}; // the other hand holds it too, from the side and underneath + float crouch{}; // how far the hips go down (metres), the feet kept where they are + float hunch{}; // how far the back curls over it (radians), the head looking down at it + bool still{}; // the back, neck and head from a still standing pose (no idle fidgets) + float turn{}; // the whole body turned round the upright through the hips (radians) + float step{}, step_phase{}; // turning on the spot: how much the feet step (0..1), where in the stride (one per 1) +}; +struct Held { + bool valid{}; + Placed item; // where the item's grip is, turned the way it points + Vec3 front{}; // where its front ended up (short of the goal when out of reach) + bool reached{}; +}; +// Bends the pose (in place) to carry the item as the goal says. Leaves the pose alone and returns +// invalid when the joints are not there, or the arm's bones are not an arm's length. +Held carry(std::span pose, const Goal& goal) noexcept; +// How much a pose is pushing on a board (0 to 1): one foot down on the ground well below the other. +float pushing(std::span pose) noexcept; +// Which way the body faces (level, in the world), from the line across its hips; {0, 0, 1} when the +// legs are not there. +Vec3 body_facing(std::span pose) noexcept; +// Lowers the hips by `depth` (metres) and turns them round the upright by `twist` (radians), bending +// the knees so each foot stays where it was, turned as it was. False when the legs are not there. +bool crouch(std::span pose, float depth, float twist = 0.0f) noexcept; +// Curls the back over toward `toward` (a direction in the world, level) by `angle` radians spread +// down the spine, and the neck and head on down by `look` more; first turns the upper body and the +// head round the upright by `twist` radians (most of it in the neck and head). +bool hunch(std::span pose, const Vec3& toward, float angle, float look, float twist = 0.0f) noexcept; +} diff --git a/Extension/Skater/client_debug.cpp b/Extension/Skater/client_debug.cpp index b748b7bc..dfb62b53 100644 --- a/Extension/Skater/client_debug.cpp +++ b/Extension/Skater/client_debug.cpp @@ -1276,12 +1276,22 @@ constexpr ULONGLONG cycle_flags_lifetime_ms = 250; bool first_person_camera_height_write(bool high) noexcept { const auto published = cycle_published.load(std::memory_order_acquire); const auto flags = cycle_flags.load(std::memory_order_acquire); + // A plugin's camera in the cycle (reskate.camera.cycle), last; its flags come from the plugin runtime. + auto& plugin = first_person::plugin_link; + const auto plugin_published = plugin.published.load(std::memory_order_acquire); + const auto plugin_flags = plugin.flags.load(std::memory_order_acquire); const auto now = GetTickCount64(); - if (now < published || now - published > cycle_flags_lifetime_ms) return high; + const bool fresh = now >= published && now - published <= cycle_flags_lifetime_ms; + const bool plugin_fresh = now >= plugin_published && now - plugin_published <= cycle_flags_lifetime_ms; + if (!fresh && !plugin_fresh) return high; const auto write = first_person::cycle_height_write( - {(flags & cycle_enabled) != 0, (flags & cycle_first_person) != 0, (flags & cycle_can_enter) != 0}, high); + {fresh && (flags & cycle_enabled) != 0, fresh && (flags & cycle_first_person) != 0, fresh && (flags & cycle_can_enter) != 0, + plugin_fresh && (plugin_flags & first_person::plugin_flag_enabled) != 0, plugin_fresh && (plugin_flags & first_person::plugin_flag_on) != 0, + plugin_fresh && (plugin_flags & first_person::plugin_flag_can_enter) != 0}, + high); if (write.step != first_person::CycleStep::none) cycle_request.store(static_cast(write.step), std::memory_order_release); + if (write.plugin != first_person::CycleStep::none) plugin.request.store(static_cast(write.plugin), std::memory_order_release); return write.high; } void first_person_cycle_tick(SourceTrial& trial, std::uintptr_t client, bool can_control, bool phase, DWORD error) { diff --git a/Extension/Skater/outfit_overlay.cpp b/Extension/Skater/outfit_overlay.cpp index 00d8f541..11afd8f9 100644 --- a/Extension/Skater/outfit_overlay.cpp +++ b/Extension/Skater/outfit_overlay.cpp @@ -24,7 +24,7 @@ namespace dingosdk::outfit_overlay { namespace { using skater_items::SkaterItems; using skater_items::lower; -constexpr std::string_view allowed[] = {"tattoo", "moles", "eyewear"}; +constexpr std::string_view allowed[] = {"tattoo", "moles", "eyewear", "hand"}; struct Wanted { std::string owner, item; @@ -387,7 +387,7 @@ bool allowed_slot(std::string_view slot) noexcept { std::string set(std::string owner, std::string slot, std::string item, std::vector placement, bool covers) { auto& s = state(); slot = lower(slot); - if (!allowed_slot(slot)) return "only tattoo, moles and eyewear slots"; + if (!allowed_slot(slot)) return "only tattoo, moles, eyewear and hand wear slots"; if (const auto taken = s.wanted.find(slot); taken != s.wanted.end() && taken->second.owner != owner) return taken->second.owner + " has that slot"; if (!content_cache::catalogs().available) return "the paid items are not known yet; try again in a moment"; if (profile_runtime::reserved_cosmetic(item)) return "that is a paid store item"; diff --git a/Extension/Skater/outfit_overlay.h b/Extension/Skater/outfit_overlay.h index a0a9d0ab..b55d533e 100644 --- a/Extension/Skater/outfit_overlay.h +++ b/Extension/Skater/outfit_overlay.h @@ -9,8 +9,9 @@ // owner puts an item in a slot of the skater's recipe (by the slot's name: "tattoo_legl", "moles", // "eyewear"); the skater wears them over the outfit through the game's own recipe copy, and is given // back to the game while one of its menus is up (the menus change the outfit), when nothing is worn, -// and when a plugin stops. Only the face and skin layers (tattoos, moles) and eyewear, and never a -// paid store item. Others see what the skater wears. Client thread throughout. +// and when a plugin stops. Only the face and skin layers (tattoos, moles), eyewear and hand wear (the +// game has no menu for it: a camera in the hand), and never a paid store item. Others see what the +// skater wears. Client thread throughout. namespace dingosdk::outfit_overlay { // The slots items may go in: a slot's name holds one of these. bool allowed_slot(std::string_view slot) noexcept; diff --git a/Extension/Skater/skater_animation.cpp b/Extension/Skater/skater_animation.cpp index 2cf706d5..a817ceec 100644 --- a/Extension/Skater/skater_animation.cpp +++ b/Extension/Skater/skater_animation.cpp @@ -10,6 +10,7 @@ #include #include #include +#include #include // The pose paths of Animation Studio (PR 297, anim_studio.cpp: on_animation, on_render, @@ -62,6 +63,8 @@ double now_seconds() noexcept { } // ---- transforms ------------------------------------------------------------------------------------ +// The smallest scale a posed joint is given: as small as hiding the skater makes its placement joint. +constexpr float smallest_scale = 0.001f; // One transform after another (parent, then child in the parent's frame); uniform scale. Joint compose(const Joint& parent, const Joint& child) noexcept { const float k = (parent.scale[0] + parent.scale[1] + parent.scale[2]) / 3.0f; @@ -265,10 +268,16 @@ struct Plan { std::uint64_t record_serial{}; std::optional reach; double reach_until{}, joints_until{}; // now_seconds() until which the reach holds, and the joints are read + Shown reach_shown{}; + std::optional carry; // carry(), until carry_until + double carry_until{}; + bool carry_push{}; + Shown carry_shown{}; std::vector joints_read; // joint(): the joints asked for, in order std::vector offsets; // pose(), until offsets_until float offsets_weight{1}; double offsets_until{}; + Shown offsets_shown{}; }; // The game menu's character room (PR 297's studio room): the spot of the menu's skater, how far from // it a rig counts as in the room, and the room's floor (measured 2026-10-10 on Stadium 1 and San @@ -310,6 +319,15 @@ struct Live { std::atomic base{}, component{}, board_holder{}; std::vector bones; std::vector pose, custom, scratch; + std::vector sent; // the pose the others are sent, when it is not the one drawn (Shown) + float carry_push{}; // how much a foot is down pushing, eased (carry's push_straightens) + // The game's own scale of each joint a pose() scaled in the pose drawn. The game never sets a joint's + // scale again, so the scale the last render wrote is still in the buffer at the next update: pose() + // scaled it again on top (a forearm at 0.001 was at 1e-6 the next frame, and on to 0), and it stayed + // when the pose ended (Filmer's own-view forearm, 2026-10-22: the arms gone after Filmer stopped, + // and on foot the body physics, which read the buffer, lost the skater). Put back at every update. + std::map> own_scale; + std::uintptr_t own_scale_buffer{}; // In the room: the placement written for the last render, and the game's own one before it. Joint room_written, game_placement; bool room_written_valid{}, game_placement_valid{}; @@ -544,8 +562,10 @@ void on_animation(std::uintptr_t component) noexcept { const bool reaching = snap->reach && now < snap->reach_until; const bool joints_wanted = now < snap->joints_until && !snap->joints_read.empty(); const bool posing = !snap->offsets.empty() && now < snap->offsets_until; + const bool carrying = snap->carry && now < snap->carry_until; const bool in_room = room_shown.load(std::memory_order_acquire); - if (!busy && !reaching && !joints_wanted && !posing && !in_room && (!snap->allowed || (!snap->play && snap->replacements.empty()))) { + if (!busy && !reaching && !carrying && !joints_wanted && !posing && !in_room && l.own_scale.empty() && + (!snap->allowed || (!snap->play && snap->replacements.empty()))) { std::lock_guard lock(pending().mutex); pending().bones.clear(); SetLastError(error); @@ -584,6 +604,18 @@ void on_animation(std::uintptr_t component) noexcept { l.game_placement_valid = true; } if (!room_shown.load(std::memory_order_acquire)) l.room_written_valid = false; + // Scaled joints get the game's own scale back first, in the buffer too (the body physics read it + // after this update; only the render gets the posed scale), and are posed again from it. + if (l.own_scale_buffer != layout.buffer) { + l.own_scale.clear(); // another skater's buffer: the game's scales + l.own_scale_buffer = layout.buffer; + } + for (const auto& [i, scale] : l.own_scale) { + auto& b = l.bones[i]; + if (std::memcmp(b.scale.data(), scale.data(), sizeof(scale)) == 0) continue; + std::memcpy(b.scale.data(), scale.data(), sizeof(scale)); + (void)poke(layout.buffer + i * sizeof(NativeBone), b.scale.data(), sizeof(scale)); + } l.pose.resize(layout.count); for (std::size_t i = 0; i < layout.count; ++i) l.pose[i] = joint_of(l.bones[i]); if (snap->play) { @@ -724,39 +756,78 @@ void on_animation(std::uintptr_t component) noexcept { first = 2; last = layout.count; } - // Joints turned and scaled, after the clip and before any reach: they join what is written. - if (posing) { + // [first, last) of a pose grown to take in [from, to). + const auto widen = [](std::size_t& first, std::size_t& last, std::size_t from, std::size_t to) { + if (last > first) { + first = std::min(first, from); + last = std::max(last, to); + } else { + first = from; + last = to; + } + }; + // Joints turned and scaled, after the clip; then something carried; then an arm reaching. Each + // goes into the pose drawn, the pose sent, or both (Shown), and its joints join what is written. + std::vector scaled_now; // joints scaled in the pose drawn this update + const auto pose_joints = [&](std::vector& pose, std::size_t& first, std::size_t& last) { const float w = std::clamp(snap->offsets_weight, 0.0f, 1.0f); for (const auto& o : snap->offsets) { if (o.joint < 2 || o.joint >= layout.count) continue; - auto& j = l.pose[o.joint]; + auto& j = pose[o.joint]; j.rotation = normalised(multiply(j.rotation, slerp(Quat{0, 0, 0, 1}, o.rotation, w))); - const float s = 1.0f + (o.scale - 1.0f) * w; + // Never quite 0: a joint at scale 0 has no inverse. This small, it is as good as gone. + const float s = std::max(1.0f + (o.scale - 1.0f) * w, smallest_scale); + if (s != 1.0f && &pose == &l.pose) { + l.own_scale.try_emplace(o.joint, j.scale); + scaled_now.push_back(o.joint); + } for (auto& k : j.scale) k *= s; for (std::size_t a = 0; a < 3; ++a) j.position[a] += o.offset[a] * w; - if (last > first) { - first = std::min(first, o.joint); - last = std::max(last, o.joint + 1u); - } else { - first = o.joint; - last = o.joint + 1u; - } + widen(first, last, o.joint, o.joint + 1u); } + }; + if (carrying && snap->carry_push) { + // Pushing on the board: the knees mostly straighten while the foot is down (eased, from the + // pose as the animation left it). + const float pushing = carry::pushing(std::span(l.pose.data(), l.pose.size())); + l.carry_push += (pushing - l.carry_push) * 0.256f; + } else { + l.carry_push = 0.0f; } - // An arm reaching, after the clip: its joints join what is written. - if (reaching) { + const auto carry_item = [&](std::vector& pose, std::size_t& first, std::size_t& last) { + auto goal = *snap->carry; + goal.crouch *= 1.0f - 0.65f * l.carry_push; + if (carry::carry(std::span(pose.data(), pose.size()), goal).valid) + widen(first, last, carry::written.front(), carry::written.back() + 1u); + }; + const auto reach_arm = [&](std::vector& pose, std::size_t& first, std::size_t& last) { const auto& goal = *snap->reach; - if (arm_reach::reach(std::span(l.pose.data(), l.pose.size()), goal).valid) { - const std::size_t from = arm_reach::first_written(goal.hand), to = arm_reach::last_written(goal.hand) + 1u; - if (last > first) { - first = std::min(first, from); - last = std::max(last, to); - } else { - first = from; - last = to; - } + if (arm_reach::reach(std::span(pose.data(), pose.size()), goal).valid) + widen(first, last, arm_reach::first_written(goal.hand), arm_reach::last_written(goal.hand) + 1u); + }; + const auto for_everyone = [](bool on, Shown shown) { return on && shown == Shown::everyone; }; + if (for_everyone(posing, snap->offsets_shown)) pose_joints(l.pose, first, last); + if (for_everyone(carrying, snap->carry_shown)) carry_item(l.pose, first, last); + if (for_everyone(reaching, snap->reach_shown)) reach_arm(l.pose, first, last); + // What only the others see goes on a copy that is sent; what only you see, on the pose drawn. + const bool split = (posing && snap->offsets_shown != Shown::everyone) || (carrying && snap->carry_shown != Shown::everyone) || + (reaching && snap->reach_shown != Shown::everyone); + std::size_t sent_from = first, sent_to = last; + if (split) { + l.sent = l.pose; + const auto apply = [&](Shown who, bool on, Shown shown, const auto& step) { + if (!on || shown != who) return; + if (who == Shown::others) step(l.sent, sent_from, sent_to); + else step(l.pose, first, last); + }; + for (const auto who : {Shown::others, Shown::me}) { + apply(who, posing, snap->offsets_shown, pose_joints); + apply(who, carrying, snap->carry_shown, carry_item); + apply(who, reaching, snap->reach_shown, reach_arm); } } + // A joint no longer scaled has had its own scale back since the top of this update: forgotten. + std::erase_if(l.own_scale, [&](const auto& entry) { return std::ranges::find(scaled_now, entry.first) == scaled_now.end(); }); if (joints_wanted) { const std::span pose(l.pose.data(), l.pose.size()); thread_local std::vector> placed; @@ -821,21 +892,27 @@ void on_animation(std::uintptr_t component) noexcept { pr.last_size = size; Probe::step(l.pose, pr.last_out, pr.out_turn, pr.out_move); } - // Other players are never sent the room: from joint 2 on only. - const std::size_t sent_first = std::max(first, 2); - auto& sp = sent_pose(); - std::lock_guard sent_lock(sp.mutex); - sp.component = component; - sp.first = static_cast(sent_first); - sp.last = static_cast(std::max(last, sent_first)); - sp.joints.assign(l.pose.begin() + static_cast(sent_first), - l.pose.begin() + static_cast(std::max(last, sent_first))); - sp.at = at; } else { auto& p = pending(); std::lock_guard lock(p.mutex); p.bones.clear(); } + // What the others are sent: the pose drawn, or its own copy (Shown). Other players are never + // sent the room: from joint 2 on only. + const auto& sent = split ? l.sent : l.pose; + if (!split) sent_from = first, sent_to = last; + if (sent_to > sent_from) { + for (std::size_t i = sent_from; i < sent_to; ++i) + if (!finite(sent[i])) throw std::runtime_error("a pose for the others was broken; nothing was sent"); + const std::size_t sent_first = std::max(sent_from, 2); + auto& sp = sent_pose(); + std::lock_guard sent_lock(sp.mutex); + sp.component = component; + sp.first = static_cast(sent_first); + sp.last = static_cast(std::max(sent_to, sent_first)); + sp.joints.assign(sent.begin() + static_cast(sent_first), sent.begin() + static_cast(std::max(sent_to, sent_first))); + sp.at = at; + } auto& pb = pending_board(); std::lock_guard lock(pb.mutex); pb.weight = board_weight > 0 && finite(board_target) ? board_weight : 0; @@ -1074,17 +1151,26 @@ void pause(bool paused) { bool playing() noexcept { return plan_draft.play.has_value() && finished_serial.load(std::memory_order_acquire) != plan_draft.serial; } -void pose(std::vector offsets, float weight) { +void pose(std::vector offsets, float weight, Shown shown) { plan_draft.offsets = std::move(offsets); plan_draft.offsets_weight = weight; + plan_draft.offsets_shown = shown; plan_draft.offsets_until = plan_draft.offsets.empty() ? 0 : now_seconds() + 0.3; publish(); } -void reach(std::optional goal) { +void reach(std::optional goal, Shown shown) { plan_draft.reach = std::move(goal); + plan_draft.reach_shown = shown; plan_draft.reach_until = plan_draft.reach ? now_seconds() + 0.3 : 0; publish(); } +void carry(std::optional goal, bool push_straightens, Shown shown) { + plan_draft.carry = std::move(goal); + plan_draft.carry_push = push_straightens; + plan_draft.carry_shown = shown; + plan_draft.carry_until = plan_draft.carry ? now_seconds() + 0.3 : 0; + publish(); +} std::optional joint(std::uint16_t index) { if (index >= 395) return std::nullopt; const double now = now_seconds(); @@ -1181,7 +1267,8 @@ void tick(std::uintptr_t base, std::uintptr_t component, bool allowed) { } const double now = now_seconds(); const bool wanted = plan_draft.play || !plan_draft.replacements.empty() || recording() || - (plan_draft.reach && now < plan_draft.reach_until) || now < plan_draft.joints_until || + (plan_draft.reach && now < plan_draft.reach_until) || (plan_draft.carry && now < plan_draft.carry_until) || + now < plan_draft.joints_until || (!plan_draft.offsets.empty() && now < plan_draft.offsets_until) || room_watch.load(std::memory_order_acquire) || room_shown.load(std::memory_order_acquire) || now < room_restore_until.load(std::memory_order_acquire); if (wanted && !hooked && base) { diff --git a/Extension/Skater/skater_animation.h b/Extension/Skater/skater_animation.h index 3634b814..2404fef0 100644 --- a/Extension/Skater/skater_animation.h +++ b/Extension/Skater/skater_animation.h @@ -1,6 +1,7 @@ #pragma once #include "Extension/AnimationStudio/anim_core.h" #include "Extension/Skater/arm_reach.h" +#include "Extension/Skater/carry.h" #include #include #include @@ -55,19 +56,26 @@ void set_replacements(std::vector list); bool record(float seconds); bool recording() noexcept; std::shared_ptr take_recording(); -// An arm reaching (arm_reach.h), after any clip, in the pose drawn and sent to the other players; -// none ends it. It holds for 0.3 s: set it every tick. Unlike clips it is allowed in a throwdown. -void reach(std::optional goal); +// Who sees a pose, a carry or a reach: everyone (the pose drawn here and sent), only the other players +// (sent, not drawn: you look through a camera your skater is seen holding), or only you (drawn, not sent). +enum class Shown : std::uint8_t { everyone, others, me }; +// An arm reaching (arm_reach.h), after any clip and carry; none ends it. It holds for 0.3 s: set it +// every tick. Unlike clips it is allowed in a throwdown. +void reach(std::optional goal, Shown shown = Shown::everyone); +// Something held out in the hands (carry.h), after any pose and before any reach; none ends it. It +// holds for 0.3 s: set it every tick. `push_straightens`: riding, the knees straighten (most of the +// crouch let go) while a foot is down pushing. +void carry(std::optional goal, bool push_straightens = false, Shown shown = Shown::everyone); // Joints turned (in their own frame) and scaled on top of the animation and any clip, before any -// reach, in the pose drawn and sent; `weight` 0..1 of the way. Joints 0 and 1 (the skater's world -// placement) are left alone. It holds for 0.3 s: set it every tick; empty ends it. +// carry and reach; `weight` 0..1 of the way. Joints 0 and 1 (the skater's world placement) are left +// alone. It holds for 0.3 s: set it every tick; empty ends it. struct PoseOffset { std::uint16_t joint{}; anim_studio::Quat rotation{0, 0, 0, 1}; float scale{1}; anim_studio::Vec3 offset{}; // added to its position, in its parent's frame }; -void pose(std::vector offsets, float weight); +void pose(std::vector offsets, float weight, Shown shown = Shown::everyone); // Where a joint (of the 395) was in the world in the last pose evaluated, after any clip and reach; // empty without a skater. Asking keeps that joint read for two seconds, so the first ask comes back // empty; at most 32 joints are read at once. diff --git a/Extension/Skater/skater_events.cpp b/Extension/Skater/skater_events.cpp index ab40646d..45328619 100644 --- a/Extension/Skater/skater_events.cpp +++ b/Extension/Skater/skater_events.cpp @@ -30,6 +30,7 @@ struct Shared { std::deque falls; std::deque steps; std::array velocity{}; + std::optional> spin; std::uint64_t velocity_at{}; }; Shared& shared() { @@ -65,8 +66,9 @@ bool right_limb(skater_body::Bone bone) { default: return false; } } -// The board's root body velocity (as the grind exit control and Board Break read it). -bool read_board_velocity(const NoBailSkater& skater, std::array& velocity) noexcept { +// The board's root body velocity (as the grind exit control and Board Break read it), and its spin +// (angular velocity, radians a second) when that reads as one. +bool read_board_velocity(const NoBailSkater& skater, std::array& velocity, std::optional>* spin = nullptr) noexcept { std::uintptr_t holder{}, physics{}, type{}, bodies{}, owner{}; std::uint32_t count{}; if (!memory::peek(skater.core + sstate::board_holder_offset, holder) || !memory::peek(holder + sstate::board_physics_offset, physics) || @@ -76,7 +78,13 @@ bool read_board_velocity(const NoBailSkater& skater, std::array& veloc const auto body = bodies + sstate::board_root_body * sstate::physics_body_size; if (!memory::peek(body + sstate::body_owner_offset, owner) || owner != physics || !memory::peek(body + sstate::body_velocity_offset, velocity)) return false; - return std::all_of(velocity.begin(), velocity.end(), [](float v) { return std::isfinite(v) && std::abs(v) < 1000; }); + const auto sane = [](const std::array& value) { return std::all_of(value.begin(), value.end(), [](float v) { return std::isfinite(v) && std::abs(v) < 1000; }); }; + if (spin) { + std::array turning{}; + spin->reset(); + if (memory::peek(body + sstate::body_spin_offset, turning) && sane(turning)) *spin = turning; + } + return sane(velocity); } // The physics thread's own. @@ -98,12 +106,14 @@ void on_step(const NoBailSkater& skater, float seconds, bool wipeout) noexcept { std::uint32_t physics{}; if (memory::peek(skater.context + sstate::physics_state_offset, physics)) { std::array v{}; - const bool known = read_board_velocity(skater, v); + std::optional> spin; + const bool known = read_board_velocity(skater, v, &spin); const bool air = physics == 200 || physics == 201, grinding = physics >= 400 && physics < 500, rolling = physics >= 100 && physics < 200; if (known) { std::lock_guard lock(s.mutex); s.velocity = v; + s.spin = spin; s.velocity_at = now; } if (air && known) { @@ -218,6 +228,12 @@ std::optional> board_velocity() noexcept { if (!s.velocity_at || GetTickCount64() - s.velocity_at > 250) return std::nullopt; return s.velocity; } +std::optional> board_spin() noexcept { + auto& s = shared(); + std::lock_guard lock(s.mutex); + if (!s.velocity_at || GetTickCount64() - s.velocity_at > 250) return std::nullopt; + return s.spin; +} Slam last_slam() noexcept { auto& l = slam(); return {l.force.load(std::memory_order_relaxed), l.cause.load(std::memory_order_relaxed), l.at.load(std::memory_order_acquire)}; diff --git a/Extension/Skater/skater_events.h b/Extension/Skater/skater_events.h index 19bc6f09..1b7bc429 100644 --- a/Extension/Skater/skater_events.h +++ b/Extension/Skater/skater_events.h @@ -50,6 +50,8 @@ std::vector take_hits(); std::vector take_falls(); // The board's velocity in the last step (m/s), while it is known. std::optional> board_velocity() noexcept; +// Its spin then (angular velocity in the world, radians a second), while it is known. +std::optional> board_spin() noexcept; Slam last_slam() noexcept; // From No Bail's hooks (no_bail.cpp), beside Board Break's: a cause recorded, a wipeout chosen. void note_cause(std::int32_t reason, float magnitude) noexcept; diff --git a/Extension/UI/NativeMenu/native_menu_data.cpp b/Extension/UI/NativeMenu/native_menu_data.cpp index bdf81107..28eaf008 100644 --- a/Extension/UI/NativeMenu/native_menu_data.cpp +++ b/Extension/UI/NativeMenu/native_menu_data.cpp @@ -228,7 +228,7 @@ std::vector Context::array(Value value, unsigned maximum, unsigned& c return result; } void Context::array(Value target, std::span bytes, unsigned count) const { - require(kind(target.type) == 4 && count <= 1024, "Native menu list is invalid."); + require(kind(target.type) == 4 && count <= 4096, "Native menu list is invalid."); const auto stride = size(read
(read
(target.type) + 0x30)); require(bytes.size() == static_cast(count) * stride, "Native menu list element size differs."); address(target); diff --git a/Launcher/Test/mod_manager_tests.cpp b/Launcher/Test/mod_manager_tests.cpp index 6f311e7f..0e37ff66 100644 --- a/Launcher/Test/mod_manager_tests.cpp +++ b/Launcher/Test/mod_manager_tests.cpp @@ -506,6 +506,31 @@ int main() { "A dependency with a long name was not matched to its cut folder"); } + { + // What the mods give the game's data, for emptying the game's shader cache when it changes: the mods + // with a layout, in load order, with their files, and the variants in play. + const auto park = root / L"signature" / L"Park", skin = root / L"signature" / L"Skin"; + write(park / L"layout.toc", "toc"); + write(skin / L"layout.toc", "toc"); + const std::vector both{{"Park", park}, {"Skin", skin}}, swapped{{"Skin", skin}, {"Park", park}}; + const auto before = launcher_mods::game_data_signature(both, {}); + check(before == launcher_mods::game_data_signature(both, {}), "The same mods give the same signature"); + check(before != launcher_mods::game_data_signature(swapped, {}), "Another load order is another signature"); + check(before != launcher_mods::game_data_signature({{"Park", park}}, {}), "A mod taken out is another"); + check(before != launcher_mods::game_data_signature(both, {{"Skin", "red"}}), "Another variant is another"); + write(skin / L"Win32" / L"skin.sb", "bundle"); + check(before != launcher_mods::game_data_signature(both, {}), "A mod's files changing is another"); + // Emptying the cache: everything in it goes, the folder stays. + const auto cache = root / L"cache"; + write(cache / L"6803938.PcDx12", "shaders"); + write(cache / L"nested" / L"cache.manifest", "manifest"); + check(launcher_mods::empty_folder(cache).empty() && fs::is_directory(cache) && fs::is_empty(cache), "The shader cache is emptied, its folder kept"); + check(launcher_mods::empty_folder(root / L"no such folder").empty(), "No cache folder is nothing to do"); + check(launcher_mods::game_shader_cache().filename() == L"cache" && + launcher_mods::game_shader_cache().parent_path().filename() == L"Skate", + "The game's shader cache is ReSkate's own, under Game/Skate"); + } + std::error_code ignored; fs::remove_all(root, ignored); if (failures) { diff --git a/Launcher/Test/thunderstore_tests.cpp b/Launcher/Test/thunderstore_tests.cpp index b124df25..13df5082 100644 --- a/Launcher/Test/thunderstore_tests.cpp +++ b/Launcher/Test/thunderstore_tests.cpp @@ -87,6 +87,21 @@ int main() { check(desert.latest().file_size == 5368709120ull, "Sizes over 4 GB survive"); check(desert.downloads == 15 && desert.in_category("Maps") && !desert.in_category("Audio"), "Downloads add up across versions and categories are listed"); + { + // The GET MODS list's categories: hidden ones win, and with any shown only, a package needs one. + thunderstore::Package both; + both.categories = {"Maps", "Tools"}; + thunderstore::Package plain; + check(thunderstore::shown_by(both, {}) && thunderstore::shown_by(plain, {}), "No filter shows everything"); + check(thunderstore::shown_by(both, {{"Audio", "Maps"}, {}}) && !thunderstore::shown_by(plain, {{"Maps"}, {}}), + "Shown only: a package in any of them shows, one in none does not"); + check(!thunderstore::shown_by(both, {{}, {"Tools"}}) && thunderstore::shown_by(plain, {{}, {"Tools"}}), + "Hidden: a package in it is left out, one without it shows"); + check(!thunderstore::shown_by(both, {{"Maps"}, {"Tools"}}), "A hidden category wins over one shown only"); + const std::vector none{"No category"}; + check(thunderstore::shown_by(none, {{"No category"}, {}}) && !thunderstore::shown_by(none, {{}, {"No category"}}), + "An installed mod's own categories go by the same rule (MY MODS)"); + } const auto& cam = packages.at(1); check(cam.deprecated && cam.latest().icon.empty(), "Flags are read and non-HTTPS icons are dropped"); check(!error_of([] { thunderstore::parse_listing(R"({"error": "No cache available"})"); }).empty(), diff --git a/Launcher/gui_internal.h b/Launcher/gui_internal.h index 25db42af..d10caa50 100644 --- a/Launcher/gui_internal.h +++ b/Launcher/gui_internal.h @@ -218,6 +218,14 @@ struct Settings { std::uint64_t accepted_privacy{}, accepted_terms{}; // The version of the home screen's announcement the player hid (0: none): one newer shows. std::uint64_t announcement_hidden{}; + // GET MODS: the Thunderstore categories shown only, and those hidden (thunderstore.h CategoryFilter). + std::vector mod_categories_only, mod_categories_hidden; + // MY MODS: the same for the installed mods, by their Thunderstore categories ("No category" for a + // mod Thunderstore does not list, or lists in none). + std::vector installed_categories_only, installed_categories_hidden; + // What the mods gave the game's data at the last launch (launcher_mods::game_data_signature): a + // launch with other mods empties the game's shader cache first. + std::string shader_cache_mods; }; inline constexpr std::array log_levels{"trace", "debug", "info", "warning", "error", "critical", "off"}; @@ -495,7 +503,6 @@ struct Store { // The GET MODS page. std::array search{}; - std::string category; // empty = all int sort{}; std::string selected; // full_name, while its overview is open bool overview{}; // the overview popup is showing @@ -570,6 +577,8 @@ struct ModsPanel { std::array search{}; int filter{}; int order{}; + // Each Thunderstore package's categories by the folder it installs into, made again when a listing arrives. + std::map, std::less<>> categories_by_folder; std::set> marked; std::string anchor; // the last mod ticked: where a Shift-click range starts int place{}; // typed in a row's "move to position" popup @@ -704,6 +713,12 @@ ImTextureID package_icon(ModsPanel& panel, const thunderstore::Package& package) // when the mod never came from Thunderstore. void mod_icon(ModsPanel& panel, const thunderstore::Package* package, ImVec2 position, float size); void pump_icons(ModsPanel& panel); +// A category menu for a list of mods (GET MODS, MY MODS): each category shown only, hidden, or either, +// a click going round them, with how many mods are in each (category_count adds to that). One chosen +// before that no mod has now stays in the menu. True when the player changed what is chosen. +int& category_count(std::vector>& categories, const std::string& category); +bool category_menu(const char* id, std::vector& only, std::vector& hidden, + std::vector> categories, float width); // The GET MODS page body, under the page header. void browse_page(Launcher& launcher, const Fonts& fonts, ModsPanel& panel, float height, bool installing); // Everything Thunderstore knows about one package, in a popup over the page. diff --git a/Launcher/gui_launcher.cpp b/Launcher/gui_launcher.cpp index 8fa842ef..a0639b0b 100644 --- a/Launcher/gui_launcher.cpp +++ b/Launcher/gui_launcher.cpp @@ -1,6 +1,8 @@ #include "gui_internal.h" #include "depot_output.h" +#include "mod_manager.h" +#include "text_encoding.h" #include "start_maps.h" #include "Engine/Core/Json/json.h" @@ -76,6 +78,20 @@ Settings load_settings(const fs::path& path) { settings.accepted_privacy = json.value("accepted_privacy_version", settings.accepted_privacy); settings.accepted_terms = json.value("accepted_terms_version", settings.accepted_terms); settings.announcement_hidden = json.value("announcement_hidden", settings.announcement_hidden); + // At most 64 categories each, every one a short name. + const auto categories = [&](const char* key) { + std::vector list; + if (const auto found = json.find(key); found != json.end() && found->is_array()) + for (const auto& item : *found) + if (item.is_string() && !item.get().empty() && item.get().size() <= 64 && list.size() < 64) + list.push_back(item.get()); + return list; + }; + settings.mod_categories_only = categories("mod_categories_only"); + settings.mod_categories_hidden = categories("mod_categories_hidden"); + settings.installed_categories_only = categories("installed_categories_only"); + settings.installed_categories_hidden = categories("installed_categories_hidden"); + settings.shader_cache_mods = json.value("shader_cache_mods", std::string()); } catch (const std::exception& exception) { logging::log(logging::Level::warning, logging::Channel::launcher, "Ignoring launcher settings: {}", exception.what()); } @@ -107,6 +123,11 @@ void save_settings(const fs::path& path, const Settings& settings) { json["accepted_privacy_version"] = settings.accepted_privacy; json["announcement_hidden"] = settings.announcement_hidden; json["accepted_terms_version"] = settings.accepted_terms; + json["mod_categories_only"] = settings.mod_categories_only; + json["mod_categories_hidden"] = settings.mod_categories_hidden; + json["installed_categories_only"] = settings.installed_categories_only; + json["installed_categories_hidden"] = settings.installed_categories_hidden; + json["shader_cache_mods"] = settings.shader_cache_mods; std::ofstream output(path, std::ios::binary | std::ios::trunc); output << json.dump(2) << '\n'; } @@ -509,13 +530,35 @@ void Launcher::run_download(bool validate) { fail(std::format("The Steam download did not finish (exit code {}). {}", code, output.message)); } +// Shaders the game built for one set of mods, kept in its shader cache and reused by the next launch, +// were found to break the picture once the mods had changed many times: a launch with other mods than +// the last one's (what they give the game's data: launcher_mods::game_data_signature) starts the game +// with its shader cache empty, and it builds the shaders again. +void clear_shader_cache_if_mods_changed(Settings& settings, const std::string& signature) { + if (signature == settings.shader_cache_mods) return; + const auto cache = launcher_mods::game_shader_cache(); + const auto failed = launcher_mods::empty_folder(cache); + if (failed.empty()) { + logging::log(logging::Level::info, logging::Channel::launcher, "The mods changed since the last launch: the game's shader cache is emptied ({}).", + launcher_text::utf8(cache.wstring())); + settings.shader_cache_mods = signature; + return; + } + // (Tried again at the next launch.) + for (const auto& line : failed) + logging::log(logging::Level::warning, logging::Channel::launcher, "The game's shader cache could not be emptied: {}", line); +} + // The merge the game does behind its splash, done here instead, so a mod that // cannot be merged is a question the launcher can ask rather than a surprise // three minutes into a loading screen. The game reuses what this builds. bool Launcher::run_mod_merge() { const auto root = mods_data_root(); std::error_code error; - if (!fs::is_directory(root / mods::mods_folder, error)) return true; + if (!fs::is_directory(root / mods::mods_folder, error)) { + clear_shader_cache_if_mods_changed(settings_, {}); + return true; + } set(Phase::merging, "Preparing mods", "Merging what is installed", 0); trace::Scope timing("launcher.mod_merge", "task"); auto catalog = mods::load_catalog(root, [this](const mods::MergeProgress& progress) { @@ -529,6 +572,12 @@ bool Launcher::run_mod_merge() { logging::write(logging::Level::info, logging::Channel::launcher, note); for (const auto& warning : catalog.warnings) logging::write(logging::Level::warning, logging::Channel::launcher, warning); + { + std::vector data; + for (const auto& mod : catalog.mods) + if (mod.provides_layout) data.push_back({mod.name, mod.directory}); + clear_shader_cache_if_mods_changed(settings_, launcher_mods::game_data_signature(data, catalog.variants_in_play)); + } std::vector problems; if (!catalog.issue.empty()) diff --git a/Launcher/gui_mods.cpp b/Launcher/gui_mods.cpp index 56667ba9..795f00bd 100644 --- a/Launcher/gui_mods.cpp +++ b/Launcher/gui_mods.cpp @@ -401,7 +401,16 @@ std::string kind_of(const mods::Mod& mod) { // The rows the list shows, as places in the load order: what the search and the // filter leave, in the order asked for. -std::vector visible_mods(const ModsPanel& panel, const thunderstore::Installed& installed) { +// An installed mod's categories, as Thunderstore lists its package ("No category" when it lists none, +// or does not list the mod at all). +constexpr const char* no_category = "No category"; +std::vector categories_of(const ModsPanel& panel, const mods::Mod& mod) { + const auto found = panel.categories_by_folder.find(mod.name); + if (found == panel.categories_by_folder.end() || found->second.empty()) return {no_category}; + return found->second; +} + +std::vector visible_mods(const ModsPanel& panel, const thunderstore::Installed& installed, const thunderstore::CategoryFilter& categories) { const auto& entries = panel.list.entries; const auto query = folded(panel.search.data()); std::vector view; @@ -419,6 +428,7 @@ std::vector visible_mods(const ModsPanel& panel, const thunderstore::Instal case 7: keep = mod.outdated.empty() && (!conflict_winner(panel, mod.name).empty() || conflict_beats(panel, mod.name)); break; default: break; } + if (keep && !categories.empty()) keep = thunderstore::shown_by(categories_of(panel, mod), categories); if (keep && !query.empty()) keep = folded(mod.title).find(query) != std::string::npos || folded(mod.name).find(query) != std::string::npos || @@ -1124,7 +1134,7 @@ void installed_page(Launcher& launcher, const Fonts& fonts, ModsPanel& panel, co // ------------------------------------------------ search, filter, order, check, refresh const float combo = S(150), check = S(160), refresh = S(96), gap = S(10); - ImGui::SetNextItemWidth(std::max(S(140), ImGui::GetContentRegionAvail().x - (combo + gap) * 2 - check - gap - refresh - gap)); + ImGui::SetNextItemWidth(std::max(S(140), ImGui::GetContentRegionAvail().x - (combo + gap) * 3 - check - gap - refresh - gap)); // Ctrl+F jumps to the search, as it does in a browser. if (!installing && ImGui::GetIO().KeyCtrl && ImGui::IsKeyPressed(ImGuiKey_F, false) && !ImGui::IsPopupOpen(nullptr, ImGuiPopupFlags_AnyPopupId)) @@ -1142,6 +1152,15 @@ void installed_page(Launcher& launcher, const Fonts& fonts, ModsPanel& panel, co }; choice("##installed_filter", filter_names, panel.filter); ImGui::SameLine(0, gap); + { + std::vector> categories; + for (const auto& entry : entries) + for (const auto& category : categories_of(panel, entry.mod)) ++category_count(categories, category); + auto& settings = launcher.settings(); + if (category_menu("##installed_category", settings.installed_categories_only, settings.installed_categories_hidden, std::move(categories), combo)) + launcher.save(); + } + ImGui::SameLine(0, gap); choice("##installed_order", order_names, panel.order); ImGui::SameLine(0, gap); { @@ -1156,7 +1175,7 @@ void installed_page(Launcher& launcher, const Fonts& fonts, ModsPanel& panel, co ImGui::SameLine(0, gap); if (ImGui::Button("Refresh", ImVec2(refresh, 0))) refresh_mods(launcher, panel); - const auto view = visible_mods(panel, installed); + const auto view = visible_mods(panel, installed, {launcher.settings().installed_categories_only, launcher.settings().installed_categories_hidden}); // Dragging, and typing a place, move a mod among the others in the load order: the order the // list must be shown in for where it lands to be what it looks like. const bool reorder = panel.order == 0 && !installing; diff --git a/Launcher/gui_mods_browse.cpp b/Launcher/gui_mods_browse.cpp index cfeaf5fa..f16a04ce 100644 --- a/Launcher/gui_mods_browse.cpp +++ b/Launcher/gui_mods_browse.cpp @@ -208,7 +208,7 @@ bool nsfw(const ts::Package& package) { [](const std::string& category) { return lower(category) == "nsfw"; }); } -std::vector visible_packages(const Store& store, const ts::Installed& installed) { +std::vector visible_packages(const Store& store, const ts::Installed& installed, const ts::CategoryFilter& categories) { const auto query = lower(store.search.data()); std::vector result; for (const auto& package : store.packages) { @@ -217,7 +217,7 @@ std::vector visible_packages(const Store& store, const ts::I // or a category of that name. A deprecated one only shows once installed. if (nsfw(package)) continue; if (package.deprecated && !have) continue; - if (!store.category.empty() && !package.in_category(store.category)) continue; + if (!ts::shown_by(package, categories)) continue; if (!query.empty() && lower(package.title()).find(query) == std::string::npos && lower(package.owner).find(query) == std::string::npos && lower(package.latest().description).find(query) == std::string::npos) continue; @@ -240,6 +240,17 @@ std::vector visible_packages(const Store& store, const ts::I constexpr std::array sort_names{"Last updated", "Most downloaded", "Newest", "Top rated", "Name"}; +// GET MODS's categories: Thunderstore's, with how many mods are in each, kept in the launcher's settings. +void category_filter(Launcher& launcher, const Store& store, float width) { + std::vector> categories; + for (const auto& package : store.packages) { + if (nsfw(package)) continue; // (and no category that only they have) + for (const auto& category : package.categories) ++category_count(categories, category); + } + if (category_menu("##category", launcher.settings().mod_categories_only, launcher.settings().mod_categories_hidden, std::move(categories), width)) + launcher.save(); +} + // What installing `package` does now: install, update or reinstall. std::string action_label(const ts::Package& package, const ts::Installed& installed) { const auto found = installed.find(ts::folder_for(package.full_name)); @@ -250,6 +261,75 @@ std::string action_label(const ts::Package& package, const ts::Installed& instal } // namespace +int& category_count(std::vector>& categories, const std::string& category) { + for (auto& entry : categories) + if (entry.first == category) return entry.second; + return categories.emplace_back(category, 0).second; +} + +bool category_menu(const char* id, std::vector& only, std::vector& hidden, + std::vector> categories, float width) { + // One chosen before that no mod has now stays in the list, so it can be put back. + for (const auto* list : {&only, &hidden}) + for (const auto& category : *list) (void)category_count(categories, category); + std::sort(categories.begin(), categories.end(), [](const auto& a, const auto& b) { return lower(a.first) < lower(b.first); }); + const auto in = [](const std::vector& list, const std::string& name) { return std::find(list.begin(), list.end(), name) != list.end(); }; + std::string shown; + if (only.empty() && hidden.empty()) shown = "All categories"; + else if (hidden.empty()) shown = only.size() == 1 ? "Only " + only.front() : std::format("Only {} categories", only.size()); + else if (only.empty()) shown = hidden.size() == 1 ? "Hiding " + hidden.front() : std::format("Hiding {} categories", hidden.size()); + else shown = std::format("Only {}, hiding {}", only.size(), hidden.size()); + ImGui::SetNextItemWidth(width); + if (!ImGui::BeginCombo(id, shown.c_str(), ImGuiComboFlags_HeightLarge)) { + if (ImGui::IsItemHovered() && !(only.empty() && hidden.empty())) { + std::string tip; + if (!only.empty()) { + tip = "Showing only:"; + for (const auto& category : only) tip += "\n " + category; + } + if (!hidden.empty()) { + tip += std::string(tip.empty() ? "" : "\n") + "Hiding:"; + for (const auto& category : hidden) tip += "\n " + category; + } + ImGui::SetTooltip("%s", tip.c_str()); + } + return false; + } + bool changed = false; + ImGui::PushStyleColor(ImGuiCol_Text, color::muted); + ImGui::TextUnformatted("Click a category to show only it,"); + ImGui::TextUnformatted("again to hide it, again for either."); + ImGui::PopStyleColor(); + if (ImGui::Selectable("Every category", only.empty() && hidden.empty(), ImGuiSelectableFlags_DontClosePopups)) { + changed = !only.empty() || !hidden.empty(); + only.clear(); + hidden.clear(); + } + ImGui::Separator(); + for (const auto& [category, mods] : categories) { + const bool is_only = in(only, category), is_hidden = in(hidden, category); + const auto label = std::format("{} {} ({})##{}", is_only ? "+" : is_hidden ? "-" : " ", category, mods, category); + ImGui::PushStyleColor(ImGuiCol_Text, is_only ? color::good : is_hidden ? color::danger : color::text); + if (ImGui::Selectable(label.c_str(), is_only || is_hidden, ImGuiSelectableFlags_DontClosePopups)) { + // Either, then shown only, then hidden, then either again. + if (is_only) { + std::erase(only, category); + hidden.push_back(category); + } else if (is_hidden) { + std::erase(hidden, category); + } else { + only.push_back(category); + } + changed = true; + } + ImGui::PopStyleColor(); + if (ImGui::IsItemHovered()) + ImGui::SetTooltip("%s", is_only ? "Shown only. Click to hide it." : is_hidden ? "Hidden. Click to show it as any other." : "Click to show only this category (and any others shown only)."); + } + ImGui::EndCombo(); + return changed; +} + // Placed by hand: a row lays its own icon, text and badges out. void mod_icon(ModsPanel& panel, const thunderstore::Package* package, ImVec2 position, float size) { const ImVec2 end(position.x + size, position.y + size); @@ -300,6 +380,8 @@ void collect_listing(ModsPanel& panel) { if (store.incoming_error.empty()) { store.packages = std::move(store.incoming); store.loaded = true; + panel.categories_by_folder.clear(); + for (const auto& package : store.packages) panel.categories_by_folder[ts::folder_for(package.full_name)] = package.categories; store.error.clear(); } else { store.error = std::move(store.incoming_error); @@ -506,20 +588,7 @@ void browse_page(Launcher& launcher, const Fonts& fonts, ModsPanel& panel, float ImGui::SetKeyboardFocusHere(); ImGui::InputTextWithHint("##search", "Search mods (Ctrl+F)", store.search.data(), store.search.size()); ImGui::SameLine(); - std::vector categories; - for (const auto& package : store.packages) { - if (nsfw(package)) continue; // (and no category that only they have) - for (const auto& category : package.categories) - if (std::find(categories.begin(), categories.end(), category) == categories.end()) categories.push_back(category); - } - std::sort(categories.begin(), categories.end()); - ImGui::SetNextItemWidth(combo); - if (ImGui::BeginCombo("##category", store.category.empty() ? "All categories" : store.category.c_str())) { - if (ImGui::Selectable("All categories", store.category.empty())) store.category.clear(); - for (const auto& category : categories) - if (ImGui::Selectable(category.c_str(), store.category == category)) store.category = category; - ImGui::EndCombo(); - } + category_filter(launcher, store, combo); ImGui::SameLine(); ImGui::SetNextItemWidth(combo); if (ImGui::BeginCombo("##sort", sort_names[static_cast(std::clamp(store.sort, 0, 4))])) { @@ -572,7 +641,7 @@ void browse_page(Launcher& launcher, const Fonts& fonts, ModsPanel& panel, float } ImGui::Spacing(); const float body = std::max(S(120), height - (ImGui::GetCursorPosY() - top)); - const auto packages = visible_packages(store, installed); + const auto packages = visible_packages(store, installed, {launcher.settings().mod_categories_only, launcher.settings().mod_categories_hidden}); // ------------------------------------------------ the list ImGui::BeginChild("##store_list", ImVec2(0, body), ImGuiChildFlags_NavFlattened); diff --git a/Launcher/mod_manager.cpp b/Launcher/mod_manager.cpp index 2da908e1..c9b95807 100644 --- a/Launcher/mod_manager.cpp +++ b/Launcher/mod_manager.cpp @@ -570,6 +570,33 @@ std::vector orphaned_dependencies(const fs::path& mods, const std:: return result; } +std::string game_data_signature(const std::vector& mods, const std::map>& variants) { + std::string text; + for (const auto& mod : mods) text += mod.name + '=' + mods::mod_fingerprint(mod.directory) + ';'; + for (const auto& [mod, variant] : variants) text += "variant " + mod + '=' + variant + ';'; + return text; +} + +std::filesystem::path game_shader_cache() { + std::array local{}; + const auto size = GetEnvironmentVariableW(L"LOCALAPPDATA", local.data(), static_cast(local.size())); + if (!size || size >= local.size()) return {}; + return fs::path(local.data()) / L"ReSkate" / L"Game" / L"Skate" / L"cache"; +} + +std::vector empty_folder(const std::filesystem::path& folder) { + std::vector failed; + std::error_code error; + if (folder.empty() || !fs::is_directory(folder, error)) return failed; + for (fs::directory_iterator it(folder, error), end; !error && it != end; it.increment(error)) { + std::error_code removing; + fs::remove_all(it->path(), removing); + if (removing) failed.push_back(utf8(it->path().filename().wstring()) + ": " + removing.message()); + } + if (error) failed.push_back("the folder could not be read: " + error.message()); + return failed; +} + void remove(const fs::path& mods, const std::string& name) { if (!mods::valid_mod_name(name)) fail("\"" + name + "\" is not a mod folder."); const auto target = mods / from_utf8(name); diff --git a/Launcher/mod_manager.h b/Launcher/mod_manager.h index 797f6baf..b70acb67 100644 --- a/Launcher/mod_manager.h +++ b/Launcher/mod_manager.h @@ -3,6 +3,7 @@ #include #include #include +#include #include #include #include @@ -72,5 +73,21 @@ void forget_brought_in(const std::filesystem::path& mods_root, const std::vector std::vector orphaned_dependencies(const std::filesystem::path& mods_root, const std::vector& removing, const std::vector& installed); +// What the mods give the game's data, as one line: each mod that ships a layout, in load order, with +// its folder name and its files' fingerprint (Engine/Vfs/mod_list.h mod_fingerprint), then the +// variants in play. A mod that only holds a plugin, or loose files the game does not draw with, is not +// in it. When it changes between launches, the launcher empties the game's shader cache: shaders built +// for the last set of mods, kept and reused, were found to break the picture after many changes. +struct DataMod { + std::string name; + std::filesystem::path directory; +}; +std::string game_data_signature(const std::vector& mods, const std::map>& variants); +// The game's own shader cache, kept apart from the normal game's (Extension/Boot/user_data_redirect.cpp): +// %LOCALAPPDATA%\ReSkate\Game\Skate\cache. Not the shader_cache folder the game ships with. +std::filesystem::path game_shader_cache(); +// Removes everything in `folder`, never the folder itself. What could not be removed, a line each. +std::vector empty_folder(const std::filesystem::path& folder); + } // namespace dingosdk::launcher_mods diff --git a/Launcher/thunderstore.cpp b/Launcher/thunderstore.cpp index 25aefea4..86263fd9 100644 --- a/Launcher/thunderstore.cpp +++ b/Launcher/thunderstore.cpp @@ -203,6 +203,13 @@ bool Package::in_category(std::string_view category) const { return std::find(categories.begin(), categories.end(), category) != categories.end(); } +bool shown_by(const Package& package, const CategoryFilter& filter) { return shown_by(package.categories, filter); } +bool shown_by(const std::vector& categories, const CategoryFilter& filter) { + const auto in = [&](const std::string& category) { return std::find(categories.begin(), categories.end(), category) != categories.end(); }; + if (std::any_of(filter.hidden.begin(), filter.hidden.end(), in)) return false; + return filter.only.empty() || std::any_of(filter.only.begin(), filter.only.end(), in); +} + std::vector parse_listing(std::string_view json) { const auto root = Json::parse(json, listing_limits); if (!root.is_array()) fail("The Thunderstore listing is not a JSON array."); diff --git a/Launcher/thunderstore.h b/Launcher/thunderstore.h index 481db0c5..7bd9516b 100644 --- a/Launcher/thunderstore.h +++ b/Launcher/thunderstore.h @@ -63,6 +63,15 @@ struct Package { Package at_version(std::string_view number) const; }; +// The GET MODS list's categories: those shown only (a package needs one of them, when there are +// any) and those hidden (a package in any of them is left out, whatever else it is in). +struct CategoryFilter { + std::vector only, hidden; + bool empty() const { return only.empty() && hidden.empty(); } +}; +bool shown_by(const Package& package, const CategoryFilter& filter); +bool shown_by(const std::vector& categories, const CategoryFilter& filter); + // "Team-Mod-1.2.3" as {"Team-Mod", "1.2.3"}: how a dependency is named. The version is // empty when the text does not end in one. std::pair split_dependency(std::string_view text); diff --git a/Server/Test/server_plugin_tests.cpp b/Server/Test/server_plugin_tests.cpp new file mode 100644 index 00000000..4a682735 --- /dev/null +++ b/Server/Test/server_plugin_tests.cpp @@ -0,0 +1,380 @@ +// The dedicated server's plugins (server_plugins.cpp) with the server's host, over a transport +// that is not Steam's and simulated players: what a server plugin sees of the players' skaters. +// +// dingosdk_server_plugin_tests +#include "Server/server_host.h" +#include "Extension/Multiplayer/Net/pose_batch.h" +#include "Extension/Multiplayer/Net/pose_codec.h" +#include "Extension/Multiplayer/Net/wire_codec.h" +#include "Extension/Multiplayer/Steam/steam_transport.h" +#include "Engine/Game/Build/supported_build.h" +#include "Engine/Game/World/world_names.h" + +#include +#include +#include +#include +#include +#include +#include +#include + +namespace dingosdk::multiplayer { +namespace { +// What the fake transport holds: what each player is sent, and what they send. +struct Wire { + TransportStatus status; + std::vector inbound; + std::map>> sent; +}; +Wire &wire() { + static Wire value; + return value; +} +} // namespace + +struct SteamTransport::Impl {}; +SteamTransport::SteamTransport() = default; +SteamTransport::~SteamTransport() = default; +bool SteamTransport::open() { return true; } +bool SteamTransport::open_game_server(void *) { return true; } +bool SteamTransport::host(unsigned) { + wire().status.ready = wire().status.hosting = true; + wire().status.local_id = (1ULL << 56) | (4ULL << 52) | 1; // a game server's SteamID, never a player's + return true; +} +bool SteamTransport::join(std::uint64_t, std::uint32_t, std::uint16_t) { return false; } +bool SteamTransport::listen_direct(std::uint16_t) { return true; } +void SteamTransport::set_packing(unsigned) {} +std::vector SteamTransport::take_direct_notes() { return {}; } +bool SteamTransport::set_steam_debug(bool) { return false; } +bool SteamTransport::connect_peer(std::uint64_t) { return false; } +void SteamTransport::allow_peers(std::span) {} +bool SteamTransport::socket_test() { return true; } +void SteamTransport::stop() {} +void SteamTransport::disconnect(std::uint64_t id, const char *) { + std::erase_if(wire().status.peers, [&](const TransportPeer &peer) { return peer.id == id; }); +} +void SteamTransport::poll() {} +bool SteamTransport::send(std::uint64_t id, std::span bytes, bool, bool, TrafficLane) { + if (std::none_of(wire().status.peers.begin(), wire().status.peers.end(), [&](const auto &peer) { return peer.id == id; })) return false; + wire().sent[id].emplace_back(bytes.begin(), bytes.end()); + return true; +} +void SteamTransport::send_batch(std::span messages) { + for (auto &message : messages) message.sent = send(message.id, message.bytes, message.reliable, message.fresh, message.lane); +} +std::vector SteamTransport::receive() { return std::exchange(wire().inbound, {}); } +std::string SteamTransport::name(std::uint64_t) { return {}; } +const TransportStatus &SteamTransport::status() const { return wire().status; } +std::string SteamTransport::take_closed(std::uint64_t) { return {}; } +std::string SteamTransport::link_report(std::uint64_t) { return {}; } +std::int64_t SteamTransport::pending(std::uint64_t) const { return 0; } +std::string SteamTransport::relay_status() const { return "OK"; } +bool SteamTransport::set_send_rate(int) { return true; } +int SteamTransport::send_rate() const { return 900 * 1024; } +std::vector SteamTransport::links() { return {}; } +bool SteamTransport::bind(void *, void *, void *) { return true; } +} // namespace dingosdk::multiplayer + +namespace { +using namespace dingosdk; +using namespace dingosdk::multiplayer; +using namespace dingosdk::server; + +int failures{}; +void check(bool ok, const std::string &what) { + if (!ok) { + std::fprintf(stderr, "FAIL: %s\n", what.c_str()); + ++failures; + } +} +bool has(const std::vector &lines, std::string_view text) { + return std::any_of(lines.begin(), lines.end(), [&](const auto &line) { return line.find(text) != std::string::npos; }); +} +void write(const std::filesystem::path &file, const std::string &text) { + std::filesystem::create_directories(file.parent_path()); + std::ofstream(file, std::ios::binary | std::ios::trunc) << text; +} + +// One player's game: its greeting, its world being ready, and its poses sent as a game sends +// them (pose_batch.h), standing at `at` and facing `heading` about world up. +struct Player { + std::uint64_t id{}, epoch{}, secret{}, map{}; + std::string name; + std::array at{}; + float heading{}; + std::uint32_t sequence{}; + struct Kept { + std::uint32_t sequence{}; + std::uint64_t time_us{}; + pose_codec::QuantPose pose; + }; + std::deque kept; + pose_batch::Sender upload; + + Packet header(PacketKind kind, std::uint64_t now) { + Packet p; + p.kind = kind; + p.session = secret; + p.map = map; + p.world = 1; + p.epoch = epoch; + p.source = id; + p.time_us = now; + p.sequence = ++sequence; + p.build = supported_build::game_sha256_bytes; + return p; + } + void hello(std::uint64_t now) { + wire().status.peers.push_back({id, true}); + auto p = header(PacketKind::hello, now); + p.text = name; + wire().inbound.push_back({id, encode_wire(p), now}); + } + void ready(std::uint64_t now) { + auto p = header(PacketKind::world_ready, now); + p.world_ready = true; + wire().inbound.push_back({id, encode_wire(p), now}); + } + void pose(std::uint64_t now) { + for (const auto &bytes : std::exchange(wire().sent[id], {})) + if (const auto read = pose_batch::Ack::read(bytes)) upload.ack(*read); + auto p = header(PacketKind::pose, now); + p.pose.root.position = at; + p.pose.root.rotation = {0.f, std::sin(heading * 0.5f), 0.f, std::cos(heading * 0.5f)}; + p.pose.skater.resize(pose_codec::finger_skeleton); + p.pose.skater[1].position = at; + p.pose.board.resize(16); + p.pose.board[0].position = at; + kept.push_back({p.sequence, p.time_us, pose_codec::quantize(p.pose)}); + while (kept.size() > 64) kept.pop_front(); + const auto find = [&](std::uint32_t sequence) -> std::optional { + for (auto it = kept.rbegin(); it != kept.rend(); ++it) + if (it->sequence == sequence) return pose_batch::KeptView{it->sequence, it->time_us, &it->pose}; + return {}; + }; + const auto emit = [&](std::span message, bool) { + wire().inbound.push_back({id, {message.begin(), message.end()}, now}); + return true; + }; + upload.begin(1, map); + upload.add(p.source, p.epoch, *find(p.sequence), find, false, false, pose_batch::Rate::full, now, emit); + upload.flush(emit); + } +}; + +int run(const std::filesystem::path &fixtures) { + const auto root = std::filesystem::temp_directory_path() / "reskate_server_plugin_tests"; + std::filesystem::remove_all(root); + std::filesystem::create_directories(root / "Mods"); + for (const auto *folder : {"popular skate 2 street park", "mixed park"}) + std::filesystem::copy(fixtures / folder, root / "Mods" / folder, std::filesystem::copy_options::recursive); + load_levels(root / "Mods"); // the retail maps + ServerConfig config; + config.file = root / "server" / "ReSkateServer.json"; + config.mods = root / "Mods"; + config.auto_update = false; + config.activity_log = false; + config.roles = default_roles(); + config.park_mods = {{"street", "popular skate 2 street park", "San Vansterdam", "bam"}, {"plaza", "mixed park", "Isle of Grom", "grom"}}; + check(config_error(config).empty(), "The test's config was refused: " + config_error(config)); + + // A plugin that prints the skaters it sees every 20th tick (a second here), and one without + // session.skaters. Ticks, not reskate.time: its clock is the real one, and this test's is not. + write(root / "Plugins" / "watcher" / "reskate-plugin.json", + R"({"api": 1, "entry": "plugin/main.lua", "side": "server", "permissions": ["console", "session.skaters"]})"); + write(root / "Plugins" / "watcher" / "plugin" / "main.lua", R"( + local ticks = 0 + reskate.on("tick", function() + ticks += 1 + if ticks % 20 ~= 0 then return end + local list = reskate.session.skaters() + reskate.console.print("skaters " .. #list) + for _, s in ipairs(list) do + reskate.console.print(string.format("skater %s at %.1f %.1f %.1f facing %.2f, %s", s.id, s.position.x, s.position.y, + s.position.z, s.heading, s.age_ms >= 0 and s.age_ms < 1000 and "fresh" or ("stale " .. s.age_ms))) + end + end) + )"); + write(root / "Plugins" / "blind" / "reskate-plugin.json", + R"({"api": 1, "entry": "plugin/main.lua", "side": "server", "permissions": ["console"]})"); + write(root / "Plugins" / "blind" / "plugin" / "main.lua", R"( + local ticks = 0 + reskate.on("tick", function() + ticks += 1 + if ticks % 20 ~= 0 then return end + local ok, why = pcall(reskate.session.skaters) + reskate.console.print(ok and "blind saw them" or "blind refused: " .. tostring(why)) + end) + reskate.console.command("blind parks", "park mods without server.parks", function() + local ok, why = pcall(reskate.server.parks) + reskate.console.print(ok and "blind listed parks" or "blind parks refused: " .. tostring(why)) + end) + )"); + + // One that says what the level is, and when it changes. + write(root / "Plugins" / "follower" / "reskate-plugin.json", + R"({"api": 1, "entry": "plugin/main.lua", "side": "server", "permissions": ["console"]})"); + write(root / "Plugins" / "follower" / "plugin" / "main.lua", R"( + reskate.on("level_unloading", function(name) reskate.console.print("unloading " .. name) end) + reskate.on("level_loaded", function(name) reskate.console.print("loaded " .. name) end) + local ticks = 0 + reskate.on("tick", function() + ticks += 1 + if ticks % 20 == 0 then reskate.console.print("level " .. reskate.level.current().name) end + end) + )"); + + // One that lists, spawns and removes park mods when the console asks it to. + write(root / "Plugins" / "parker" / "reskate-plugin.json", + R"({"api": 1, "entry": "plugin/main.lua", "side": "server", "permissions": ["console", "server.parks"]})"); + write(root / "Plugins" / "parker" / "plugin" / "main.lua", R"( + reskate.console.command("parker", "park mods, for the test", function(args) + local verb, name = args[1], args[2] + if verb == "list" then + for _, p in ipairs(reskate.server.parks()) do + reskate.console.print(string.format("park %s on %s, here %s, spawned %s, %d objects, %d min left", p.name, p.map, + tostring(p.here), tostring(p.spawned), p.objects, p.minutes_left)) + end + elseif verb == "spawn" then + local ok, why = reskate.server.park_spawn(name, tonumber(args[3])) + reskate.console.print("spawn " .. name .. ": " .. (ok and "done" or why)) + elseif verb == "remove" then + local ok, why = reskate.server.park_remove(name) + reskate.console.print("remove " .. name .. ": " .. (ok and "done" or why)) + elseif verb == "bad" then + local named = pcall(reskate.server.park_spawn, "Street; map grom") + local timed = pcall(reskate.server.park_spawn, "street", 5000) + reskate.console.print("bad " .. (named and "name taken" or "name refused") .. ", " .. (timed and "minutes taken" or "minutes refused")) + end + end) + )"); + + std::vector log; + SteamTransport transport; + Host host(config, transport, [&](const std::string &line) { log.push_back(line); }); + std::string error; + if (!host.start(error)) { + std::fprintf(stderr, "The server did not start: %s\n", error.c_str()); + return 1; + } + const auto invite = parse_invite(host.invite()); + if (!invite) { + std::fprintf(stderr, "No invite.\n"); + return 1; + } + std::vector players(2); + for (std::size_t i = 0; i < players.size(); ++i) { + auto &p = players[i]; + p.id = 76561198000000001ULL + i; + p.epoch = 5000 + i; + p.secret = invite->secret; + p.map = map_hash(map_destination(config.map)); + p.name = "Player " + std::to_string(i + 1); + } + players[0].at = {10.f, 2.f, -30.f}; + players[0].heading = 1.f; + players[1].at = {-4.f, 7.5f, 12.f}; + + std::uint64_t now = 1000000000ULL, next_ready = now; + bool posing{}; + const auto run_for = [&](std::uint64_t microseconds) { + for (const auto end = now + microseconds; now < end; now += 50000) { + if (now >= next_ready) { + next_ready = now + 1000000; + for (auto &p : players) p.ready(now); + } + if (posing) + for (auto &p : players) p.pose(now); + host.tick(now); + } + }; + // Before anyone is in the world, the plugin sees nobody. + run_for(3000000); + check(has(log, "skaters 0"), "The plugin did not run, or saw skaters on an empty server"); + check(std::any_of(log.begin(), log.end(), + [](const auto &line) { return line.starts_with("blind refused: ") && line.find("session.skaters") != std::string::npos; }), + "A plugin without session.skaters was not refused"); + check(!has(log, "blind saw them"), "A plugin without session.skaters saw the skaters"); + + // Joined and in the world, but no pose yet: still nobody to see. + for (auto &p : players) p.hello(now); + run_for(3000000); + log.clear(); + run_for(1100000); + check(has(log, "skaters 0"), "A player with no pose yet was a skater"); + + // Posing: each where their latest pose put them, facing as it faces. + posing = true; + run_for(3000000); + log.clear(); + run_for(1100000); + check(has(log, "skaters 2"), "The plugin did not see both skaters"); + check(has(log, "skater 76561198000000001 at 10.0 2.0 -30.0 facing 1.00, fresh"), "The first skater's place, heading or age is wrong"); + check(has(log, "skater 76561198000000002 at -4.0 7.5 12.0 facing 0.00, fresh"), "The second skater's place, heading or age is wrong"); + // A skater who stopped sending stays where they were, older. + posing = false; + run_for(2000000); + log.clear(); + run_for(1100000); + check(has(log, "skater 76561198000000001 at 10.0 2.0 -30.0 facing 1.00, stale"), "A skater's age did not grow without poses"); + + // Park mods: listed with whether they fit this map; spawned and removed through park-mod's own + // checks, logged by the plugin's name. + const auto plugin_command = [&](std::string_view line) { + log.clear(); + check(host.command(line) == "Ran by a plugin.", std::string(line) + " did not reach the plugin"); + }; + plugin_command("parker list"); + check(has(log, "park street on San Vansterdam, here true, spawned false, 0 objects, 0 min left"), "street is not listed as it is"); + check(has(log, "park plaza on Isle of Grom, here false, spawned false"), "plaza is not listed as on another map"); + plugin_command("parker spawn street 5"); + check(has(log, "spawn street: done"), "The plugin could not spawn street"); + check(has(log, "[parks] street spawned (") && has(log, "5 min) by plugin parker"), "The spawn was not logged as the plugin's"); + plugin_command("parker list"); + check(has(log, "park street on San Vansterdam, here true, spawned true, ") && has(log, " objects, 5 min left"), + "street is not listed as spawned for 5 min"); + plugin_command("parker spawn street"); + check(has(log, "spawn street: street is already spawned."), "A spawned park was spawned again"); + plugin_command("parker spawn plaza"); + check(has(log, "spawn plaza: plaza belongs on Isle of Grom"), "A park for another map was spawned"); + plugin_command("parker spawn nothing"); + check(has(log, "spawn nothing: there is no park mod called \"nothing\""), "A park that is not set up was spawned"); + plugin_command("parker bad"); + check(has(log, "bad name refused, minutes refused"), "A bad park name or time was taken"); + plugin_command("parker remove street"); + check(has(log, "remove street: done") && has(log, "[parks] street removed (by plugin parker)"), "The plugin could not remove street"); + plugin_command("parker remove street"); + check(has(log, "remove street: street is not spawned."), "A park not spawned was removed"); + plugin_command("blind parks"); + check(has(log, "blind parks refused: ") && has(log, "server.parks"), "A plugin without server.parks listed the parks"); + + // The level, as players' games name it, and its change heard when the server changes it. + const auto *first = find_level(config.map); + const auto other = std::find_if(levels().begin(), levels().end(), [&](const auto &l) { return l.asset != first->asset; }); + check(first && other != levels().end(), "The test needs two retail maps"); + log.clear(); + run_for(1100000); + check(has(log, "level " + first->asset), "level.current() is not the server's map: " + first->asset); + host.change_map(other->name); + log.clear(); + run_for(1100000); + check(has(log, "unloading " + first->asset) && has(log, "loaded " + other->asset), "The plugin did not hear the map change"); + check(has(log, "level " + other->asset) && !has(log, "level " + first->asset), "level.current() did not follow the map change"); + check(!has(log, "skaters 2"), "Skaters stayed on the old map's places after the map changed"); + if (failures) + for (const auto &line : log) std::fprintf(stderr, "log: %s\n", line.c_str()); + return failures ? 1 : 0; +} +} // namespace + +int main(int argc, char **argv) { + if (argc < 2) { + std::fprintf(stderr, "Usage: dingosdk_server_plugin_tests \n"); + return 2; + } + const int result = run(argv[1]); + if (result == 0) std::printf("server plugin tests passed\n"); + return result; +} diff --git a/Server/server_host.cpp b/Server/server_host.cpp index fa501a93..b4cc006b 100644 --- a/Server/server_host.cpp +++ b/Server/server_host.cpp @@ -215,6 +215,14 @@ std::optional> Host::player_position(std::uint64_t steam_id return std::nullopt; } +std::vector Host::skater_poses() const { + std::vector list; + for (const auto &[id, guest] : guests_) + if (guest && guest->handshaken && guest->world_ready && guest->latest_root && guest->pose_arrival && now_ >= guest->pose_arrival) + list.push_back({id, *guest->latest_root, now_ - guest->pose_arrival}); + return list; +} + // A player without the map is downloading it: the clock they are loading against starts over // each time they say so, for as long as map_fetch_limit_us from the first time. A slot is still // never held for good, and a player who stops saying it has the usual time to load. @@ -232,6 +240,11 @@ void Host::fetching(Guest &guest) { } std::string Host::invite() const { return format_invite({id_, secret_}); } std::string Host::map_name() const { return map_label(config_.map); } +std::string Host::map_level() const { + const auto destination = map_destination(config_.map); + const auto split = destination.find('|'); + return split == std::string::npos ? destination : destination.substr(split + 1); +} std::string Host::wire_map_label() const { // players without the map's mod still see its name auto label = map_name(); cut_text(label, max_member_name); diff --git a/Server/server_host.h b/Server/server_host.h index ae9edd04..2ad1843c 100644 --- a/Server/server_host.h +++ b/Server/server_host.h @@ -47,6 +47,9 @@ class Host { std::string invite() const; std::string map_name() const; + // The level players load for the map, as their games name it: a destination's level, after + // its "|". What the server's plugins see as reskate.level.current(). + std::string map_level() const; // "maps reload": reads Mods again and says what changed. Also after a map was updated. std::string reload_maps(); // The mod folder of the map in play while anyone is on (an update leaves it alone), or @@ -82,8 +85,29 @@ class Host { std::uint8_t player_locks(std::uint64_t id) const { return locks_of(id); } std::uint8_t set_locks(std::uint64_t id, std::uint8_t locks, const std::string &source); std::optional> player_position(std::uint64_t steam_id) const; + // Where each player in the world last said their skater was (their latest pose's root), and + // how long ago that arrived: what the server's plugins see of the skaters. + struct SkaterPose { + std::uint64_t id{}; + Transform root; + std::uint64_t age_us{}; + }; + std::vector skater_poses() const; void drop(std::uint64_t id, const std::string &reason, const std::string &detail = {}); void change_map(std::string_view map); // a level name, level path or destination + // The park mods set up (maps.park_mods), for the server's plugins: which fit the map running + // now, and which are spawned, with how many objects and minutes left (0: until removed). + struct ParkStatus { + std::string name, map; + bool here{}, spawned{}; + std::size_t objects{}; + unsigned minutes_left{}; + }; + std::vector park_status() const; + // One spawned (for `minutes`, 0 until removed) or removed for a server plugin, as "park-mod add" + // and "remove" do, with their checks and limits and their "[parks]" lines logged "by plugin + // ": "" when it is done, else why not. + std::string plugin_park(std::string_view plugin, bool spawn, std::string_view name, unsigned minutes); // A plugin message from the server's plugins (server_plugins.h) to one player, or everyone (0). void send_plugin_message(std::uint64_t to, const std::vector &bytes); @@ -527,6 +551,7 @@ class Host { ObjectState park_objects_; // never reset: its revisions only grow, so no game holds a newer one std::uint64_t park_object_ids_{}; bool by_vote_{}; // a passed custom vote's command is running (as the console) + std::string by_plugin_; // a server plugin's park-mod is running (plugin_park): "plugin " std::string park_mod_command(std::string_view argument, std::uint64_t admin); void publish_parks(); void remove_parks(std::string_view reason); // all of them, with the reason for the log diff --git a/Server/server_parks.cpp b/Server/server_parks.cpp index 6c73390d..75f03943 100644 --- a/Server/server_parks.cpp +++ b/Server/server_parks.cpp @@ -167,6 +167,42 @@ void Host::tick_parks() { publish_parks(); } +std::vector Host::park_status() const { + std::vector list; + for (const auto &park : config_.park_mods) { + ParkStatus status{park.name, park.map, same_map(park.map)}; + const auto up = std::find_if(parks_spawned_.begin(), parks_spawned_.end(), [&](const auto &s) { return s.name == park.name; }); + if (up != parks_spawned_.end()) { + status.spawned = true; + status.objects = up->objects.size(); + if (up->expires) status.minutes_left = static_cast((up->expires - std::min(up->expires, now_) + 59999999) / 60000000); + } + list.push_back(std::move(status)); + } + return list; +} + +std::string Host::plugin_park(std::string_view plugin, bool spawn, std::string_view name, unsigned minutes) { + const auto up = [&] { + return std::any_of(parks_spawned_.begin(), parks_spawned_.end(), [&](const auto &park) { return park.name == name; }); + }; + const bool was = up(); + by_plugin_ = "plugin " + std::string(plugin); + struct Reset { std::string &by; ~Reset() { by.clear(); } } reset{by_plugin_}; + const auto answer = park_mod_command(std::string(spawn ? "add " : "remove ") + std::string(name) + + (spawn && minutes ? " " + std::to_string(minutes) : std::string{}), 0); + // The console logs what park-mod answers; for a plugin it is logged here. + for (std::size_t at = 0; at < answer.size();) { + const auto end = std::min(answer.find('\n', at), answer.size()); + log_(answer.substr(at, end - at)); + at = end + 1; + } + if (was != spawn && up() == spawn) return {}; + // "[parks] could not be spawned: why", or a usage line + const auto colon = answer.find(": "); + return answer.starts_with("[parks] ") && colon != std::string::npos ? answer.substr(colon + 2) : answer; +} + // "park-mod list | add [...] [minutes] | remove [...] | clear | // reload [...] | config add | | [| ] | config remove ". // What it did is a "[parks]" line: the console and a vote log the reply, so it is logged here only @@ -175,7 +211,7 @@ std::string Host::park_mod_command(std::string_view argument, std::uint64_t admi const auto [action, rest] = split(argument); const auto verb = lower(action); const auto *by = admin ? find(admin) : nullptr; - const std::string who = by_vote_ ? "a vote" : by ? guest_name(*by) : admin ? std::to_string(admin) : "console"; + const std::string who = !by_plugin_.empty() ? by_plugin_ : by_vote_ ? "a vote" : by ? guest_name(*by) : admin ? std::to_string(admin) : "console"; const auto done = [&](const std::vector &lines) { std::string text; for (const auto &line : lines) { diff --git a/Server/server_plugins.cpp b/Server/server_plugins.cpp index 28f3c748..5eeb453e 100644 --- a/Server/server_plugins.cpp +++ b/Server/server_plugins.cpp @@ -6,6 +6,7 @@ #include #include +#include #include #include @@ -79,6 +80,27 @@ class ServerGame final : public Game { host_.set_locks(player, locks, "plugin " + std::string(plugin)); return {}; } + std::vector server_parks() override { + std::vector result; + for (auto &p : host_.park_status()) result.push_back({std::move(p.name), std::move(p.map), p.here, p.spawned, p.objects, p.minutes_left}); + return result; + } + std::string spawn_park(std::string_view plugin, std::string_view name, unsigned minutes) override { + return host_.plugin_park(plugin, true, name, minutes); + } + std::string remove_park(std::string_view plugin, std::string_view name) override { return host_.plugin_park(plugin, false, name, 0); } + // The skaters of the players in the world, as their latest poses put them. The server has + // no skater of its own, so this is every player's. + std::vector peer_skaters() override { + std::vector result; + for (const auto &s : host_.skater_poses()) { + const auto &q = s.root.rotation; + // The rotation's +Z about world up, as a client's plugin_game_runtime.cpp reads it. + const float heading = std::atan2(2 * (q[0] * q[2] + q[3] * q[1]), 1 - 2 * (q[0] * q[0] + q[1] * q[1])); + result.push_back({s.id, s.root.position, heading, static_cast(s.age_us) / 1000.0}); + } + return result; + } // Through the console's own ban and unban, so they keep its checks and save the bans file. std::string ban(std::uint64_t player) override { const auto answer = host_.command("ban " + std::to_string(player)); @@ -197,6 +219,9 @@ void ServerPlugins::tick(std::uint64_t now_us) { } const double dt = s.last_tick ? static_cast(now_us - s.last_tick) / 1000.0 : 0; s.last_tick = now_us; + // The map the server runs, so plugins hear level_unloading and level_loaded when it + // changes, as a game's plugins do (when the server changes it; players load it after). + s.plugins.set_level(s.server.map_level()); s.plugins.tick(dt); for (auto &bytes : std::exchange(s.environment.outbox, {})) s.server.send_plugin_message(wire::to_of(bytes), bytes); } catch (const std::exception &error) { diff --git a/cmake/Runtime.cmake b/cmake/Runtime.cmake index 76efb470..e75b228b 100644 --- a/cmake/Runtime.cmake +++ b/cmake/Runtime.cmake @@ -151,6 +151,7 @@ add_library(dingosdk_runtime SHARED Extension/Skater/pad_hide.cpp Extension/Skater/trick_rewrite.cpp Extension/Skater/arm_reach.cpp + Extension/Skater/carry.cpp Extension/UI/hud_corner.cpp Extension/Assets/morph_memory_pool.cpp Extension/Assets/native_render_resource_pool.cpp @@ -172,6 +173,7 @@ add_library(dingosdk_runtime SHARED Extension/Boot/discord_presence.cpp Extension/Customization/developer_hoodie.cpp Extension/Customization/developer_board.cpp + Extension/Customization/board_material.cpp Extension/Skater/skater_model.cpp Extension/Skater/skater_observer.cpp Extension/Skater/client_source_spawn.cpp