#include "developer_board.h" #include "Engine/Core/Platform/memory.h" #include "Engine/Core/Log/logging.h" #include "Extension/Multiplayer/Steam/steam_social.h" #include "Extension/Multiplayer/Remote/native_skater.h" #include #include namespace dingosdk { namespace { void report_board(std::uintptr_t entity, std::uint64_t steam_id, std::string_view message, logging::Level level) noexcept { struct Report { std::uintptr_t entity{}; std::uint64_t at{}; std::uint32_t message{}; }; static std::array reports{}; const auto now = GetTickCount64(); const auto hash = developer_board_detail::material_hash(message); auto *entry = &reports.front(); for (auto &candidate : reports) { if (candidate.entity == entity) { entry = &candidate; break; } if (candidate.at < entry->at) entry = &candidate; } if (entry->entity == entity && (entry->message == hash || now - entry->at < 5000)) return; *entry = {entity, now, hash}; logging::log(level, logging::Channel::customization, "Board items (Steam {}, actor {:#x}): {}", steam_id, entity, message); } bool write_color(std::uintptr_t base, const developer_board_detail::Binding &binding, const developer_board_detail::Color &color) noexcept { __try { if (!binding.node) { const developer_board_detail::NativeColor value{color, 0, base + addr::native_cosmetics::color_rgb_type}; // Let the engine allocate/copy/hash a missing typed parameter. Priority // zero allows later native appearance presets to replace this override. return reinterpret_cast( base + addr::native_cosmetics::set_shader_parameter)(binding.material, &binding.key, &value, 0) != 0; } std::memcpy(reinterpret_cast(binding.node + 0x10), color.data(), sizeof(color)); *reinterpret_cast(binding.material + 0x2f6) = 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; } } // What each of the board's cosmetics does for this player: deck, grip tape, trucks, wheels. using Animations = std::array; Animations board_animations(std::uint64_t steam_id, const multiplayer::MarkStyles &styles) noexcept { const auto mark = multiplayer::identity_mark(steam_id); Animations out; for (std::size_t i = 0; i < out.size(); ++i) out[i] = developer_board_detail::item_animation(mark, styles[multiplayer::skater_mark_items + i]); return out; } bool any_on(const Animations &animations) noexcept { return std::any_of(animations.begin(), animations.end(), [](const auto &animation) { return animation.on; }); } } // namespace void update_developer_board(std::uintptr_t base, std::uintptr_t board, std::uint64_t steam_id, std::uint64_t generation, DeveloperBoardState &state, const multiplayer::MarkStyles &styles) noexcept { const auto animations = board_animations(steam_id, styles); const bool listed = any_on(animations); if (!board) { state = {}; return; } if (!listed && state.colors.empty()) return; try { auto read = [](std::uintptr_t address, void *out, std::size_t size) { return memory::peek_bytes(address, out, size); }; std::array publisher{}; std::array setter{}; if (!read(base + addr::native_cosmetics::publish_materials, publisher.data(), publisher.size()) || publisher != addr::native_cosmetics::publish_materials_prefix || !read(base + addr::native_cosmetics::set_shader_parameter, setter.data(), setter.size()) || setter != addr::native_cosmetics::set_shader_parameter_prefix) { report_board(board, steam_id, "material functions differ from the supported build", logging::Level::warning); return; } const auto live = developer_board_detail::materials(read, base, board); bool published = true; auto write = [base](const auto &binding, const auto &color) { return write_color(base, binding, color); }; auto publish = [base, &published](std::uintptr_t item) { if (!publish_materials(base, item)) published = false; }; developer_board_detail::animate(state, live, board, generation, animations, GetTickCount64(), write, publish); // The colours of the parts that are on: found, and taken. const auto wanted = std::count_if(live.bindings.begin(), live.bindings.end(), [&](const auto &binding) { return animations[binding.part].on; }); const auto taken = std::count_if(state.colors.begin(), state.colors.end(), [&](const auto &saved) { return animations[saved.binding.part].on; }); if (!published) report_board(board, steam_id, "native material publication failed", logging::Level::warning); else if (listed && !live.pending && taken < wanted) report_board(board, steam_id, "waiting for the remaining board color overrides", logging::Level::warning); else if (listed && taken) report_board(board, steam_id, "animation active on the board", logging::Level::info); } catch (const std::exception &error) { report_board(board, steam_id, error.what(), logging::Level::warning); } catch (...) {} } void tick_local_developer_board(std::uintptr_t base, std::uintptr_t client, bool ready) noexcept { static DeveloperBoardState state; if (!ready) return; try { const auto social = multiplayer::steam_social_snapshot(); const auto id = social && multiplayer::own_items_shown() ? social->local.id : 0; const auto styles = developer_hoodie_detail::own_styles.load(); if (!any_on(board_animations(id, styles)) && state.colors.empty()) return; const auto local = multiplayer::capture_local(base, client, false); if (!local.ready) return; auto read = [](std::uintptr_t address, void *out, std::size_t size) { return memory::peek_bytes(address, out, size); }; // Cosmetic changes can replace the board while retaining the skater. // Re-resolve the actual local association, rather than capture's cached board. const auto board = multiplayer::read_native_board(read, base, local.entity); update_developer_board(base, board.entity, id, local.context, state, styles); } catch (...) {} } } // namespace dingosdk