#include "Extension/UI/NativeMenu/native_tools_view.h" #include #include using namespace dingosdk; using namespace dingosdk::native_tools; void check(bool condition, const char* message) { if (!condition) throw std::runtime_error(message); } struct Capture { unsigned calls{}; std::string command, root, destination, spawn; overlay::DebugRequest debug; }; int main() { try { { // A BAM root with its seven time-of-day layers, as the level scan finds them. WorldLayerCatalog catalog{{{"Levels/Game/BAM_LevelRoot/Root", WorldMap::bam, -1, true}}, {0}, {}}; for (const auto* time : time_of_day_keys) { const auto slot = static_cast(catalog.nodes.size()); catalog.nodes.push_back({std::string("Levels/Game/BAM_LevelRoot/TOD_") + time, WorldMap::bam, 0, false}); catalog.layers.push_back({std::string("bam_tod_") + time, time, "", WorldMap::bam, slot, slot, "Lighting"}); } install_world_layer_catalog(std::move(catalog)); } State state; overlay::Model model; Capture capture; overlay::CallbacksV3 cb; cb.user = &capture; cb.queue_load = [](void* user, const char* root, const char*, const char* destination, const char* spawn, char*, std::size_t) { auto& c = *static_cast(user); ++c.calls; c.root = root; c.destination = destination; c.spawn = spawn; return true; }; cb.queue_debug = [](void* user, const overlay::DebugRequest& request, char*, std::size_t) { auto& c = *static_cast(user); ++c.calls; c.debug = request; return true; }; cb.queue_console_command = [](void* user, const char* command, char*, std::size_t) { auto& c = *static_cast(user); ++c.calls; c.command = command; return true; }; model.levels = {{std::string(root_asset), "Root"}, {"Studio/Example", "Studio", {"EntryA"}, {}, false}}; model.can_queue_load = true; activate(state, model, cb, "select-level", "Studio/Example"); check(capture.calls == 0 && state.destination == "Studio/Example", "Selecting a detached level must not load it"); activate(state, model, cb, "load-level", ""); check(capture.calls == 1 && capture.root == root_asset && capture.destination == "Studio/Example" && capture.spawn == "EntryA", "Detached level uses its sole manifest spawn automatically"); model.levels.back().native_registered = true; activate(state, model, cb, "load-level", ""); check(capture.calls == 2 && capture.spawn.empty(), "Registered level uses the engine's default spawn without retaining a previous selection"); check(state.feedback.empty(), "Accepted changes do not display queue diagnostics"); model.multiplayer.active = true; check(!can_load(state, model, cb), "Guest cannot load a level even with an otherwise ready loader"); const auto guest_page = render(state, model, cb, 0); check(std::none_of(guest_page.main.begin(), guest_page.main.end(), [](const auto& row) { return row.command == "select-level"; }), "Guest level choices are visibly locked"); check(std::none_of(guest_page.side.begin(), guest_page.side.end(), [](const auto& row) { return row.command == "load-level"; }), "Guest load button has no activation delegate"); activate(state, model, cb, "load-level", ""); check(capture.calls == 2 && state.feedback == "Only the lobby host can change levels.", "A stale level action cannot load after joining a host"); model.multiplayer.hosting = true; check(can_load(state, model, cb), "Host retains level controls"); model.multiplayer = {}; check(can_load(state, model, cb), "Level controls return when the host ends the lobby"); model.multiplayer.lobby_joining = true; check(!can_load(state, model, cb), "Joining cannot race a manual level change"); model.multiplayer = {}; model.can_queue_load = false; activate(state, model, cb, "load-level", ""); check(capture.calls == 2, "Stale load button cannot queue during transition"); model.can_queue_load = true; model.levels.pop_back(); activate(state, model, cb, "load-level", ""); check(capture.calls == 2 && state.destination.empty(), "Removed level selection must not load"); model.world.map = WorldMap::bam; model.parks.available = true; activate(state, model, cb, "park-lot", "financial"); activate(state, model, cb, "park-family", ""); activate(state, model, cb, "load-park", ""); check(capture.command == "park financial flumppark_01", "Selected park targets its own lot"); const auto calls = capture.calls; model.parks.controlled_by_host = true; activate(state, model, cb, "load-park", ""); check(capture.calls == calls, "Host ownership is rechecked on activation"); activate(state, model, cb, "noclip", ""); check(capture.calls == calls, "Unavailable debug control cannot queue"); model.debug.noclip = true; activate(state, model, cb, "noclip", ""); check(capture.debug.action == overlay::DebugAction::set_noclip && !capture.debug.enabled, "Active noclip can always be disabled"); model.graphics.available = true; model.graphics.ready[0] = true; model.graphics.enabled[0] = false; activate(state, model, cb, "graphics", "film_grain"); check(capture.command == "graphics film_grain 1", "Toggle reads effective authored graphic state"); model.progression.challenges_enabled = true; model.progression.challenges_hidden = true; activate(state, model, cb, "challenges", ""); check(capture.command == "challenges 1", "Hidden challenges use show command"); model.world.ready = true; model.world_controls.population_available = true; model.world_controls.choices.traffic = 3; activate(state, model, cb, "traffic", ""); check(capture.command == "environment traffic -1", "Population cycles back to authored default"); const auto locked_parks = render(state, model, cb, parks_section); const auto load = std::find_if(locked_parks.side.begin(), locked_parks.side.end(), [](const auto& row) { return row.id == "load-park"; }); check(load != locked_parks.side.end() && load->command.empty(), "Host-owned park action is visibly unavailable"); cb.queue_debug = [](void*, const overlay::DebugRequest&, char* result, std::size_t size) { std::snprintf(result, size, "Queued for the game update thread."); return true; }; activate(state, model, cb, "noclip", ""); check(state.feedback.empty(), "Successful callback diagnostics stay out of the menu"); model.debug.status = "Native callback diagnostic"; const auto player_page = render(state, model, cb, player_section); check(std::none_of(player_page.side.begin(), player_page.side.end(), [](const auto& row) { return row.title.find("Native callback") != std::string::npos; }), "Debug model status stays out of the player menu"); const auto find = [](const std::vector& rows, std::string_view id) { return std::find_if(rows.begin(), rows.end(), [&](const auto& row) { return row.id == id; }); }; // Hall of Meat sits with the player's other switches. const auto meat_row = [&] { const auto page = render(state, model, cb, player_section); return *find(page.main, "hall-of-meat"); }; check(meat_row().title == "Hall of Meat: Off" && meat_row().command.empty(), "Hall of Meat waits until it started"); model.hall_of_meat = {true, false}; activate(state, model, cb, "hall-of-meat", ""); check(meat_row().command == "hall-of-meat" && capture.command == "hallofmeat 1", "Hall of Meat turns on"); model.hall_of_meat = {true, true}; activate(state, model, cb, "hall-of-meat", ""); check(meat_row().title == "Hall of Meat: On" && capture.command == "hallofmeat 0", "and off again"); // Road Rash's switches sit there too; its blood and its healing wait for it to be on. const auto rash_row = [&](std::string_view id) { const auto page = render(state, model, cb, player_section); return *find(page.main, id); }; check(rash_row("road-rash").title == "Road Rash: Off" && rash_row("road-rash").command.empty(), "Road Rash waits until it started"); model.road_rash = {true, false, true}; check(rash_row("road-rash-blood").command.empty() && rash_row("road-rash-heal").command.empty(), "Its blood and healing wait for it"); activate(state, model, cb, "road-rash", ""); check(rash_row("road-rash").command == "road-rash" && capture.command == "roadrash 1", "Road Rash turns on"); model.road_rash = {true, true, true}; check(rash_row("road-rash").title == "Road Rash: On" && rash_row("road-rash-blood").title == "Road Rash blood: On", "and shows it"); activate(state, model, cb, "road-rash-blood", ""); check(capture.command == "roadrashblood 0", "The blood switches off"); activate(state, model, cb, "road-rash-heal", ""); check(capture.command == "roadrash heal", "and the skater heals"); // Board Break's switch sits there too, with the deck that is in the game; another deck waits for a deck pack. check(rash_row("board-break").title == "Board Break: Off" && rash_row("board-break").command.empty(), "Board Break waits until it started"); model.board_break = {true, true, false, "None"}; check(rash_row("board-break").title == "Board Break: On" && rash_row("board-break-deck").command.empty(), "Without a deck pack there is no deck to change"); activate(state, model, cb, "board-break", ""); check(capture.command == "boardbreak 0", "Board Break turns off"); model.board_break = {true, true, true, "Wide"}; check(rash_row("board-break-deck").title == "Board Break deck: Wide" && rash_row("board-break-deck").command == "board-break-deck", "The deck in the game shows"); activate(state, model, cb, "board-break-deck", ""); check(capture.command == "boardbreak deck next", "and steps to the next one"); // Grind exit triggers: the switch, what LT / RT mean, and the stance toe/heel needs. const auto grind_row = [&](std::string_view id) { const auto page = render(state, model, cb, player_section); const auto row = find(page.main, id); return row == page.main.end() ? Row{} : *row; }; check(grind_row("grind-exits").title == "Grind exit triggers: Off" && grind_row("grind-exits").command.empty(), "Grind exit triggers wait until they started"); model.grind_exit = {true, false, true, 0}; activate(state, model, cb, "grind-exits", ""); check(grind_row("grind-exits").command == "grind-exits" && capture.command == "grindexit exits on", "Grind exit triggers turn on"); check(grind_row("grind-exit-sides").title == "Input Mode: Toe / Heel" && grind_row("grind-exit-stance").title == "Your stance: Not set", "Toe / heel shows the stance it needs"); activate(state, model, cb, "grind-exit-stance", ""); check(capture.command == "grindexit stance goofy", "The stance is set"); model.grind_exit = {true, true, true, 2}; activate(state, model, cb, "grind-exit-stance", ""); check(capture.command == "grindexit stance regular", "and changed"); activate(state, model, cb, "grind-exit-sides", ""); check(capture.command == "grindexit sides travel", "LT / RT switch to left / right of travel"); model.grind_exit = {true, true, false, 2}; check(grind_row("grind-exit-sides").title == "Input Mode: Left / Right" && grind_row("grind-exit-stance").id.empty(), "which needs no stance"); activate(state, model, cb, "grind-exits", ""); check(capture.command == "grindexit exits off", "and the triggers turn off"); // Pop-out strength steps down from the full exit and wraps back to it. check(grind_row("grind-exit-strength").title == "Pop-out strength: 100%", "Pop-out strength shows the full exit"); activate(state, model, cb, "grind-exit-strength", ""); check(capture.command == "grindexit strength 75", "and steps down"); model.grind_exit.strength = 40; activate(state, model, cb, "grind-exit-strength", ""); check(capture.command == "grindexit strength 25", "a slider value steps to the next lower step"); model.grind_exit.strength = 25; activate(state, model, cb, "grind-exit-strength", ""); check(capture.command == "grindexit strength 100", "and the lowest wraps to the full exit"); model.multiplayer.local_name = "steam_name"; model.player_card = {true, "Card Name", {}}; const auto card_page = render(state, model, cb, player_section); const auto field = find(card_page.side, "card-name"); check(field != card_page.side.end() && field->input && field->title == "steam_name" && field->argument == "Card Name", "Card name field shows the Steam name as its hint and the saved name as its text"); check(find(card_page.side, "card-name-reset")->command == "card-name-reset", "A custom card name can be reset"); model.player_card.custom_name.clear(); const auto steam_page = render(state, model, cb, player_section); check(find(steam_page.side, "card-name-reset")->command.empty(), "Steam name reset is idle without a custom name"); { State parks; overlay::Model m; m.world.map = WorldMap::bam; m.parks.available = true; m.parks.choices.fill("flumppark_01"); Capture log; auto controls = cb; controls.user = &log; const auto control = [&](const Page& page, std::string_view id) -> const Row& { const auto found = find(page.main, id); check(found != page.main.end() && found->button, "Random park controls are controller-focusable buttons"); return *found; }; auto page = render(parks, m, controls, parks_section); check(control(page, "load-random-parks").title == "Load Random Parks" && control(page, "load-random-parks").command == "load-random-parks", "Controller exposes random loading for all lots"); check(control(page, "park-random-on-launch").title == "Randomize on Launch: Off", "Launch toggle reads the shared preference"); parks.parks.fill("megapark_01"); activate(parks, m, controls, "load-random-parks", {}); check(log.calls == 1 && log.command == "park random", "Random loading queues one shared command, not three separate rolls"); check(parks.parks == ParkChoices{}, "Accepted random loading discards every staged layout"); sync(parks, m); check(parks.parks == m.parks.choices, "A reroll of the same saved layouts still replaces staged selections"); m.parks.controlled_by_host = true; page = render(parks, m, controls, parks_section); check(control(page, "load-random-parks").command.empty(), "Guests cannot activate random loading"); activate(parks, m, controls, "load-random-parks", {}); check(log.calls == 1, "A stale random button cannot load after joining a host"); activate(parks, m, controls, "park-random-on-launch", {}); check(log.calls == 2 && log.command == "park random-on-launch 1", "Guests can save their own next-launch preference"); m.parks.randomize_on_launch = true; page = render(parks, m, controls, parks_section); check(control(page, "park-random-on-launch").title == "Randomize on Launch: On", "Controller reflects changes from the other menu"); activate(parks, m, controls, "park-random-on-launch", {}); check(log.calls == 3 && log.command == "park random-on-launch 0", "Launch toggle uses the latest shared state"); // A role on a dedicated server with every command (the park one among them). m.multiplayer.dedicated = m.multiplayer.server_admin = m.multiplayer.server_all_commands = true; page = render(parks, m, controls, parks_section); check(!control(page, "load-random-parks").command.empty(), "Dedicated-server admins keep random park controls"); activate(parks, m, controls, "load-random-parks", {}); check(log.calls == 4 && log.command == "park random", "Server admin sends one shared command for server-side routing"); m.world.map = WorldMap::grom; activate(parks, m, controls, "load-random-parks", {}); check(log.calls == 4, "Random loading is unavailable on maps without these park lots"); m.world.map = WorldMap::bam; m.parks.available = false; activate(parks, m, controls, "load-random-parks", {}); activate(parks, m, controls, "park-random-on-launch", {}); check(log.calls == 4, "Unavailable park controls cannot queue actions"); m.parks.available = true; controls.queue_console_command = nullptr; page = render(parks, m, controls, parks_section); check(control(page, "load-random-parks").command.empty() && control(page, "park-random-on-launch").command.empty(), "Missing command callbacks disable both controls"); controls.queue_console_command = [](void*, const char*, char*, std::size_t) { return false; }; parks.parks.fill("megapark_01"); activate(parks, m, controls, "load-random-parks", {}); check(parks.parks[0] == "megapark_01" && !parks.feedback.empty(), "A rejected queue retains staged choices and reports failure"); } { // Time of day forces one of a map's seven time layers, others off. overlay::Model world; world.world.available = world.world.ready = true; world.world.map = WorldMap::bam; world.world.supported.assign(world_layers().size(), true); State tod; Capture log; overlay::CallbacksV3 record; record.user = &log; record.queue_console_command = [](void* user, const char* command, char*, std::size_t) { auto& c = *static_cast(user); ++c.calls; c.command = command; return true; }; check(time_of_day_available(world, record) && time_of_day(world) == 0, "Time of day starts at the level's default"); activate(tod, world, record, "time-of-day", {}); check(log.calls == 7 && log.command == "world bam_tod_1_morning on", "Cycling selects Morning last, after the others are off"); for (unsigned slot = 0; slot < time_of_day_keys.size(); ++slot) world.world.choices[time_of_day_layer(WorldMap::bam, slot)] = slot == 4 ? "on" : "off"; check(time_of_day(world) == 5, "A single forced layer reads back as that time"); const auto page = render(tod, world, record, 0); check(std::any_of(page.side.begin(), page.side.end(), [](const auto& row) { return row.title == "Time of day: Night"; }), "The World page shows the current time of day"); for (unsigned slot = 0; slot < 6; ++slot) activate(tod, world, record, "time-of-day", {}); world.world.choices[time_of_day_layer(WorldMap::bam, 6)] = "on"; check(time_of_day(world) == 0, "Two forced times read as no single choice"); for (auto& choice : world.world.choices) choice = "default"; world.world.choices[time_of_day_layer(WorldMap::bam, 6)] = "on"; for (unsigned slot = 0; slot < 6; ++slot) world.world.choices[time_of_day_layer(WorldMap::bam, slot)] = "off"; log.calls = 0; activate(tod, world, record, "time-of-day", {}); check(log.calls == 7 && log.command.ends_with(" default"), "Cycling past the last time returns all seven to default"); world.world.controlled_by_host = true; log.calls = 0; activate(tod, world, record, "time-of-day", {}); check(log.calls == 0 && !time_of_day_available(world, record), "A host-forced lobby cannot change time of day"); } { overlay::Model maps; maps.levels = {{std::string(root_asset), "Root"}, {"levels/Game/BAM_LevelRoot/BAM_LevelRoot"}, {"levels/Game/DingoLevel_Splash/DingoLevel_Splash"}, {"Levels/Custom/Bedroom", "Bedroom"}}; maps.levels.back().custom = true; State split; const auto shows = [](const Page& page, std::string_view asset) { return std::any_of(page.main.begin(), page.main.end(), [&](const auto& row) { return row.argument == asset; }); }; const auto world_page = render(split, maps, cb, world_section), custom_page = render(split, maps, cb, custom_section); check(shows(world_page, maps.levels[1].asset) && !shows(world_page, "Levels/Custom/Bedroom"), "World lists only official levels"); check(shows(custom_page, "Levels/Custom/Bedroom") && !shows(custom_page, maps.levels[1].asset), "Custom Maps lists only mod levels"); check(!shows(world_page, maps.levels[2].asset) && !shows(custom_page, maps.levels[2].asset), "Splash is never listed"); activate(split, maps, cb, "select-level", maps.levels[2].asset); check(split.destination.empty(), "Splash cannot be selected"); } std::puts("Native ReSkate control checks passed."); return 0; } catch (const std::exception& e) { std::fprintf(stderr, "%s\n", e.what()); return 1; } }