#include "Extension/Customization/developer_board_material.h" #include "Extension/Customization/developer_hoodie_material.h" #include "Extension/Multiplayer/developer_identity.h" #include #include #include #include #include #include using namespace dingosdk::multiplayer; namespace { void check(bool ok, const std::string &message) { if (ok) return; std::cerr << message << '\n'; std::exit(1); } bool rejected(std::string_view json) { try { parse_identity_lists(json); } catch (const std::exception &) { return true; } return false; } constexpr std::uint64_t dev = 76561198000000001ULL, other_dev = 76561198000000002ULL, homie = 76561198000000003ULL, creator = 76561198000000004ULL, stranger = 76561198000000005ULL; using L = IdentityList; void parsing() { // The answer as the backend sends it; a list comes back sorted, each player once. const auto lists = parse_identity_lists( R"({"categories":{"dev":["76561198000000002","76561198000000001","76561198000000002"],)" R"("homie":["76561198000000003"],"content_creator":["76561198000000004"]}})"); check(lists[0] == std::vector{dev, other_dev} && lists[1] == std::vector{homie} && lists[2] == std::vector{creator} && lists[3].empty(), "The backend's answer was not read as its three lists, with nobody banned"); // The ban list comes beside the categories; a player can be in both. const auto bans = parse_identity_lists( R"({"categories":{"dev":["76561198000000001"]},"banned":["76561198000000005","76561198000000001","76561198000000005"]})"); check(bans[0] == std::vector{dev} && bans[3] == std::vector{dev, stranger}, "The ban list was not read"); // A newer backend may list more categories and fields, and an older one fewer. const auto partial = parse_identity_lists( R"({"updated":"2026-10-04","categories":{"moderator":["76561198000000005"],"dev":["76561198000000001"]}})"); check(partial[0] == std::vector{dev} && partial[1].empty() && partial[2].empty(), "An unknown category was read, or a missing one was not empty"); // The ends of the range players' SteamID64s come from. check(!rejected(R"({"categories":{"dev":["76561197960265729","76561202255233023"]}})"), "A valid SteamID64 was refused"); for (const std::string_view wrong : { "", "go away\n", "Just a moment...", "[]", "{}", R"({"categories":[]})", R"({"categories":{"dev":"76561198000000001"}})", // not a list R"({"categories":{"dev":[76561198000000001]}})", // a number, which JSON readers round R"({"categories":{"dev":["76561198000000001 "]}})", R"({"categories":{"dev":["+76561198000000001"]}})", R"({"categories":{"dev":["zee_x64"]}})", R"({"categories":{"dev":[""]}})", R"({"categories":{"dev":["76561197960265728"]}})", // account 0 R"({"categories":{"dev":["76561202255233024"]}})", // past the last account R"({"categories":{"dev":["103582791429521408"]}})", // a Steam group R"({"categories":{"homie":["1"]}})", R"({"categories":{},"banned":"76561198000000005"})", R"({"categories":{},"banned":[76561198000000005]})", R"({"categories":{},"banned":["everyone"]})"}) check(rejected(wrong), "An answer that is not the lists was accepted: " + std::string(wrong)); } void lookup() { check(!reskate_developer(dev) && !identity_listed(homie, L::homie), "Someone was listed before any lists arrived"); check(publish_identity_lists({{{dev, other_dev}, {homie}, {creator}}}), "The first lists did not count as a change"); check(reskate_developer(dev) && reskate_developer(other_dev) && identity_listed(homie, L::homie) && identity_listed(creator, L::content_creator), "A listed player was not found"); check(!reskate_developer(homie) && !reskate_developer(creator) && !reskate_developer(stranger) && !identity_listed(dev, L::homie) && !identity_listed(homie, L::content_creator), "A player was found in a list they are not in"); check(!reskate_developer(0) && !identity_listed(dev, L::count), "No player, or no list, matched"); check(!reskate_banned(dev) && !reskate_banned(stranger), "Someone is banned though the lists ban nobody"); check(publish_identity_lists({{{dev, other_dev}, {homie}, {creator}, {dev, stranger}}}) && reskate_banned(stranger) && reskate_banned(dev) && reskate_developer(dev) && !reskate_banned(other_dev) && !reskate_banned(0), "The ban list did not ban exactly the players on it"); check(publish_identity_lists({{{dev, other_dev}, {homie}, {creator}}}) && !reskate_banned(stranger), "A lifted ban stayed"); check(!publish_identity_lists({{{dev, other_dev}, {homie}, {creator}}}), "The same lists counted as a change"); // The one mark a player carries: a developer's before a content creator's before a homie's. check(publish_identity_lists({{{dev}, {dev, homie, creator}, {dev, creator}}}) && identity_mark(dev) == L::developer && identity_mark(creator) == L::content_creator && identity_mark(homie) == L::homie && !identity_mark(stranger) && !identity_mark(0), "A player's mark is not the first list they are on"); check(own_marks_shown(), "A player's marks start hidden"); show_own_marks(false); check(!own_marks_shown() && identity_mark(dev) == L::developer, "Hiding their own marks did not take, or changed the lists"); show_own_marks(true); check(publish_identity_lists({{{dev, other_dev}, {homie}, {creator}}}), "The lists did not go back"); // Removing someone in the panel takes their mark away at the next refresh. check(publish_identity_lists({{{dev}, {}, {}}}) && reskate_developer(dev) && !reskate_developer(other_dev) && !identity_listed(homie, L::homie), "Replaced lists kept a player who was removed"); } // The hoodie and board: a developer's rainbow, a content creator's red, a homie's gold. void items() { using namespace dingosdk::developer_hoodie_detail; publish_identity_lists({{{dev}, {dev, homie, creator}, {dev, creator}}}); check(animation_for(dev) == Animation::rainbow && animation_for(creator) == Animation::red && animation_for(homie) == Animation::gold, "A list did not give its animation, a developer's first and a content creator's before a homie's"); check(animation_for(stranger) == Animation::none && animation_for(0) == Animation::none, "An unlisted player's items animate"); check(item_color(Animation::rainbow, 0) == rainbow(0) && item_color(Animation::rainbow, 3000) == rainbow(3000), "The developer's rainbow changed"); // Each goes from a deep shade to a bright one, on into the colour next to it, and back // every three seconds. for (const auto animation : {Animation::red, Animation::gold}) { const auto deep = item_color(animation, 0), bright = item_color(animation, 750), far = item_color(animation, 1500); check(item_color(animation, 3000) == deep && item_color(animation, 4500) == far, "An animation does not repeat every three seconds"); check(bright[0] > deep[0] * 2 && far[0] >= bright[0], "An animation does not go from deep to bright"); if (animation == Animation::red) { // A content creator's: red, then a reddish pink. check(bright[1] < bright[0] * .1f && bright[2] < bright[0] * .1f, "Red is not red"); check(far[2] > bright[2] * 3 && far[2] < far[0] * .4f && far[1] < far[0] * .15f, "Red does not go on into a reddish pink"); } else { // A homie's: gold, then yellow. check(bright[1] > bright[0] * .5f && bright[1] < bright[0] * .75f && bright[2] < bright[0] * .15f, "Gold is not gold"); check(far[1] > bright[1] * 1.2f && far[1] < far[0] && far[2] < far[1] * .4f, "Gold does not go on into yellow"); } for (std::uint64_t at = 0; at < 6000; at += 125) { // The material's gamut, and red always the strongest part of the colour. const auto color = item_color(animation, at); check(color[0] <= .801f && color[1] > 0 && color[2] > 0 && color[0] > color[1] && color[0] > color[2], "An animation leaves its colours"); } } } // Turning the animation off (the Special page, or a list that no longer has the player) puts an // item's own colours back, and publishes them the extra times the renderer needs to show them. void settling() { using namespace dingosdk::developer_hoodie_detail; const Color black{.02f, .02f, .02f}, navy{.02f, .02f, .2f}, teal{.02f, .3f, .3f}; // What the game holds for each colour region; the materials are read afresh each tick, as in game. std::array held{black, navy}; dingosdk::DeveloperHoodieState state; Materials live; live.component = 1, live.appearance = 2, live.item = 3, live.eligible = true, live.count = 2; live.bindings[0] = {10, 100, 7, color_keys[0], black}; live.bindings[1] = {10, 101, 7, color_keys[3], navy}; int publishes{}; auto write = [&](const Binding &binding, const Color &color) { held[binding.node - 100] = color; return true; }; auto publish = [&](std::uintptr_t) { ++publishes; }; const auto tick = [&](Animation animation, std::uint64_t at) { for (std::size_t i = 0; i < held.size(); ++i) live.bindings[i].color = held[i]; animate(state, live, 5, 6, animation, at, write, publish); }; tick(Animation::red, 0); tick(Animation::red, 700); check(state.count == 2 && held[0] == item_color(Animation::red, 700) && held[1] == held[0] && publishes == 2, "The animation did not colour the hoodie"); publishes = 0; tick(Animation::none, 800); check(held[0] == black && held[1] == navy && publishes == 1, "Turning it off did not bring the hoodie's own colours back"); for (std::uint64_t at = 900; at < 910; ++at) tick(Animation::none, at); check(publishes == 1 + settle_publishes && !state.count && held[0] == black && held[1] == navy, "The own colours were not published the extra times, or the hoodie was not left alone after"); // A colour the game itself sets meanwhile is the game's to keep. tick(Animation::gold, 1000); held[0] = teal; tick(Animation::none, 1100); check(held[0] == teal && held[1] == navy, "Turning it off overwrote a colour the game had set"); // And it comes back on with the own colours still known. for (std::uint64_t at = 1200; at < 1210; ++at) tick(Animation::none, at); tick(Animation::red, 2000); tick(Animation::none, 2100); check(held[0] == teal && held[1] == navy, "A second round lost the hoodie's own colours"); // The board does the same, part by part. namespace board = dingosdk::developer_board_detail; std::array painted{black, navy}; dingosdk::DeveloperBoardState deck; board::Materials parts; parts.component = 1, parts.appearance = 2, parts.count = 2; parts.bindings[0] = {30, 10, 100, 7, board::parameter_key(board::base_color, 1), black, true}; parts.bindings[1] = {31, 11, 101, 7, board::parameter_key(board::base_color, 1), navy, true}; int shown{}; auto paint = [&](const board::Binding &binding, const Color &color) { painted[binding.node - 100] = color; return true; }; auto show = [&](std::uintptr_t) { ++shown; }; const auto roll = [&](Animation animation, std::uint64_t at) { for (std::size_t i = 0; i < painted.size(); ++i) parts.bindings[i].color = painted[i]; board::animate(deck, parts, 5, 6, animation, at, paint, show); }; roll(Animation::gold, 0); roll(Animation::gold, 700); check(deck.count == 2 && painted[0] == item_color(Animation::gold, 700) && painted[1] == painted[0], "The animation did not colour the board"); shown = 0; for (std::uint64_t at = 800; at < 810; ++at) roll(Animation::none, at); check(painted[0] == black && painted[1] == navy && shown == 2 * (1 + settle_publishes) && !deck.count, "Turning it off did not bring the board's own colours back and publish each part the extra times"); } // --live : the deployed backend, read the way the game reads it. Not // part of the test run, which stays off the network. int live(const char *player) { const auto id = std::strtoull(player, nullptr, 10); for (int waited = 0; waited < 150 && !reskate_developer(id); ++waited) { refresh_identity_lists(); std::this_thread::sleep_for(std::chrono::milliseconds(100)); } std::cout << player << (reskate_developer(id) ? " is" : " is not") << " a developer in the lists the backend sent\n"; return reskate_developer(id) ? 0 : 1; } } // namespace int main(int count, char **arguments) { if (count == 3 && std::string_view(arguments[1]) == "--live") return live(arguments[2]); parsing(); lookup(); items(); settling(); std::cout << "developer identity tests passed\n"; }