Files
AyeZeeBB 28118efc27 Objects: other players' objects are ghosts by default, and their card is a visitor's
Objects other players place are spawned locally, so the game took every one
for the local player's own: all were solid, and their card offered the
owner's buttons and named the wrong player.
- Other players' objects are ghosts the skater passes through, as in the
  game's own sessions. Each player's row in the session menu has an
  "Objects: solid / ghost" switch, remembered by Steam ID; a dedicated
  server's own objects (its parks) are solid unless switched off.
  `mp objects-solid <SteamID64|server> on|off` does the same.
- The card's own Disable and Enable on one object stand over that player's
  setting until the setting is changed.
- The card on an object someone else placed no longer offers Edit or
  Delete: the game's "is this mine" and "may this be edited" checks answer
  for who really placed it. It offers Disable instead.
- The card names the owner of the object it is for, read from the card's
  own script, instead of the owner of the object nearest the skater.
- A dedicated server has a player card of its own, "Server", shown on what
  it placed.
Server: the Mods folder is kept when the configuration is reloaded. A park
mod was reported as not being in the Mods folder after a reload.
2026-10-13 03:37:45 -05:00

318 lines
17 KiB
C++

#pragma once
#include "distance_settings.h"
#include "object_placement.h"
#include "role_commands.h"
#include "session_limits.h"
#include "tick_settings.h"
#include "voice_settings.h"
#include <array>
#include <chrono>
#include <cstddef>
#include <cstdint>
#include <string>
#include <string_view>
#include <vector>
namespace dingosdk {
constexpr unsigned max_map_rotation = 1440; // minutes a server's rotation keeps one map, at most
// A dedicated server's name: 1 to 64 letters, digits, spaces and - _ / [ ] ( ), with a
// letter or digit among them and no space at either end. A server refuses any other
// name, and the server browser does not show one.
inline constexpr char server_name_rule[] = "1 to 64 letters, numbers, spaces and - _ / [ ] ( )";
[[nodiscard]] constexpr bool valid_server_name(std::string_view name) noexcept {
if (name.empty() || name.size() > 64 || name.front() == ' ' || name.back() == ' ') return false;
bool named{};
for (const auto c : name) {
const bool word = (c >= 'a' && c <= 'z') || (c >= 'A' && c <= 'Z') || (c >= '0' && c <= '9');
if (!word && std::string_view(" -_/[]()").find(c) == std::string_view::npos) return false;
named |= word;
}
return named;
}
struct MultiplayerLobby {
std::uint64_t id{}, owner{};
std::string name, map, code;
bool password_required{};
int players = 1, capacity = multiplayer_player_limit;
// A dedicated server rather than a player's lobby: joined by its code.
bool dedicated{};
// A dedicated server the ReSkate team runs (developer_identity.h): first in the browser.
bool official{};
int ping = -1; // ms, when the server answered directly
// A dedicated server that takes direct connections: its address (host byte order) and UDP
// port, 0 for none.
std::uint32_t direct_ip{};
int direct_port{};
// Steam friends skating there now, by name (steam_social.h).
std::vector<std::string> friends;
};
// "Ana, Ben and 2 more": the friends in a server, as a browser row has room for.
inline std::string lobby_friends_text(const MultiplayerLobby &lobby, std::size_t named = 2) {
std::string text;
for (std::size_t i = 0; i < lobby.friends.size() && i < named; ++i) text += (i ? ", " : "") + lobby.friends[i];
if (lobby.friends.size() > named) text += " and " + std::to_string(lobby.friends.size() - named) + " more";
return text;
}
struct MultiplayerPlayer {
std::uint64_t id{};
std::string name;
bool connected{}, visible{};
std::string native_status, cosmetic_status, audio_status, ui_status;
std::string route;
float pose_hz{};
unsigned pose_target_tps = 20;
float distance_m = -1;
std::uint64_t pose_age_ms{};
float native_pose_hz{}, native_board_hz{};
float native_animation_hz{}, native_animation_ms{}, pose_apply_ms{};
std::uint64_t native_animation_skipped{};
std::string playback;
unsigned prediction_ms{};
bool correcting{};
std::uint64_t epoch{};
// The player's party (0 = none), whether they lead it, and whether it is the local player's.
std::uint32_t party{};
bool party_leader{}, party_member{};
// The local player made this player's placed objects solid; they are ghosts otherwise.
bool objects_solid{};
};
// A party invite waiting for an answer (dedicated servers).
struct MultiplayerPartyInvite {
std::uint64_t from{};
std::string name;
};
struct MultiplayerClientTiming {
float callback_hz{}, gap_max_ms{}, work_ms{}, work_max_ms{};
// Capture/setup, receive/routing, encode/send, remote playback, diagnostics.
std::array<float, 5> mean_ms{}, peak_ms{};
};
// The host settings last used, saved in the local profile, so the host pages
// open with them. The password itself is never saved.
struct MultiplayerHostPreferences {
bool loaded{}, public_lobby{true}, password_required{};
int capacity = multiplayer_lobby_player_limit;
unsigned tps = multiplayer_default_tps;
std::string lobby_name;
};
// The least time between two searches of the lobby and server lists, whoever asks: the
// browser's refresh, a page opening, the console. The browser counts it down.
inline constexpr std::uint64_t multiplayer_browse_interval_us = 10000000;
// Session text chat. A message is UTF-8 without control characters, at most
// this many bytes; the log keeps the most recent lines of the session.
inline constexpr std::size_t multiplayer_chat_max_bytes = 200;
inline constexpr std::size_t multiplayer_chat_history = 50;
struct MultiplayerChatLine {
std::uint64_t sequence{}; // local arrival order, increasing within the process
std::uint64_t sender{}; // Steam id; 0 for a notice from ReSkate itself
std::uint64_t received{}; // local monotonic time (microseconds) the line arrived
std::string name, text;
bool local{}; // sent by this player
// The sender's role, as their nametag shows it: its colour (IM_COL32 layout, 0 = none)
// and a tag shown in a box before the name ("Dev", "ReSkate Admin", "Content Creator", "Centrix", "Homie", "Admin", "Host", "Friend", "Server" or empty).
std::uint32_t color{};
std::string tag;
// With the chat filter on, `text` is masked and this is the line as sent (same length), so
// the overlay can keep emote names the filter caught; empty when nothing was masked.
std::string unmasked;
bool server{}; // said by the dedicated server itself: its console, welcome or answers
// The colour of the line's own text when it is not the usual one (IM_COL32 layout, 0 = usual):
// a dedicated server's lines, in the colour its owner chose.
std::uint32_t text_color{};
};
// A command typed into chat with a leading "/" (shown as the player types "/").
struct MultiplayerChatCommand {
std::string name; // "/vote map"
std::string usage; // "/vote map <map>"
std::string description;
std::string argument; // what Tab completes after it: "player", "map", "time" or ""
};
// What the chat overlay reads each frame: cheap to copy, unlike the full model.
// The vote a dedicated server is running or has just finished, for the card above chat.
struct MultiplayerVote {
std::uint32_t id{}; // 0: none
std::string label; // "change the map to ..."
unsigned yes{}, no{}, needed{}, seconds{}; // seconds: left of a running one
std::uint8_t outcome{}; // 0 running, 1 passed, 2 failed, 3 cancelled
std::uint8_t mine{}; // this player's answer: 0 none yet, 1 yes, 2 no; in a poll, 1 + the answer's index
bool may_vote{}; // not the player a kick vote is about
std::uint32_t yes_bind{}, no_bind{}; // the player's binds for Yes and No (controller_bindings.h), 0: none
// A poll: a question (`label`) with answers and a count for each, instead of yes and no.
bool poll{};
std::vector<std::string> answers;
std::vector<unsigned> counts;
// The poll is the rotation's vote for the next map: its answers are maps (and "Random map",
// "Stay here"), and it is shown as the maps to pick from.
bool next_map{};
};
// A dedicated server's announcement, for its card. `id` 0: none showing.
struct MultiplayerAnnouncement {
std::uint32_t id{};
std::string text;
unsigned seconds{}; // how long it still shows
};
struct MultiplayerChat {
bool available{}; // in a session that can carry chat
std::uint64_t latest{}; // sequence of the newest line, 0 when empty
std::vector<MultiplayerChatLine> lines;
std::vector<MultiplayerChatCommand> commands; // what "/" offers in this session
std::vector<std::string> players, maps; // what their arguments complete to
MultiplayerVote vote;
MultiplayerAnnouncement announcement;
};
// A player this PC's lobbies never admit, kept in the local profile.
struct MultiplayerBan {
std::uint64_t id{}; // SteamID64
std::string name; // as they were known when banned; may be empty
std::int64_t added{}; // Unix time
};
inline constexpr float player_distance_least = 50.f, player_distance_unlimited = 1000.f;
struct MultiplayerModel {
VoiceModel voice;
std::vector<MultiplayerBan> bans;
unsigned tps = multiplayer_default_tps;
ObjectPlacement object_placement = ObjectPlacement::everyone;
// Objects each player may have placed in this session (0: no limit), the limit this
// player is held to (0 for the host and a server's admins), and how many they have placed.
unsigned object_limit{}, object_limit_own{}, objects_placed{};
// This player may resize the objects they place (a dedicated server can turn it off for its
// players; its admins always may).
bool object_scaling{true};
// Host setting: whether guests may use noclip / No Bail (the host and server admins always may).
bool guest_noclip{true}, guest_no_bail{true}, guest_boosts{true};
// Host setting: guests skate with the host's physics tuning (on a dedicated server: the
// game's own). Guest: what that does here, while enforced.
bool enforce_tuning{true};
std::string tuning_status;
// Local display preference: the floating name label above each peer.
bool nametags{true};
// Local: whether session text chat shows at all (and T opens it).
bool chat_visible{true};
// Local: bad words in chat names and messages show as **** (on by default).
bool chat_filter{true};
// Local, for ReSkate's nametags: `nametag_distance` is how far away a player's name still
// shows (past it they are a dot), `nametag_dots` whether those dots and the ones at the
// screen's edge for off-screen players show at all, `nametags_friends` names only the
// player's Steam friends.
// Local: how far away another player still gets a skater built for them, in metres. Past
// it they keep their nametag or dot. Each skater costs memory and frame time, in view or
// not. `player_distance_unlimited` and above: every player, however far.
float player_distance{120.f};
// Local: connect straight to dedicated servers that offer it (their "connection": "direct")
// instead of through Steam's relays. Off: always the relays, and no server sees this PC's address.
bool prefer_direct{true};
float nametag_distance{120.f};
bool nametag_dots{true};
bool nametags_friends{};
// Local: chat bubbles above each skater's head. `chat_bubbles_distance` is how far away
// a player may be and still show one, `chat_bubbles_duration` how many seconds a line
// stays before it fades, `chat_bubbles_history` how many recent lines stack up.
// `chat_bubbles_own` also shows this player's own lines.
bool chat_bubbles{true};
bool chat_bubbles_own{};
float chat_bubbles_distance{40.f};
float chat_bubbles_duration{5.f};
int chat_bubbles_history{3};
// Local: the tag the ReSkate backend gives this player ("Dev", "ReSkate Admin", "Content Creator", "Centrix" or "Homie"; empty
// for most players) and its role colour, and whether they show it, and the animated items
// that come with it, to everyone.
// The local player is on the ReSkate team's developer, staff or homie list: the player list
// gives each player's Steam ID.
bool steam_ids_shown{};
std::string identity_tag;
std::uint32_t identity_tag_colour{};
bool identity_tag_shown{true}, identity_items_shown{true};
// Local: how each of this player's marked cosmetics is coloured, for the Special page: what
// they wear in each slot ("Top", "Shoes", ...), then the parts of their board. mode: 0 what
// their list gives (`identity_animation`: "RAINBOW", "GREEN", "RED", "BLUE" or "GOLD"), 1 off, 2 a gradient
// between the two colours they picked, 3 the first of them alone, 4 the rainbow (offered
// when `identity_rainbow`: to the staff). speed: 0 normal, 1 slow, 2 fast.
struct IdentityStyle {
std::string name;
int mode{}, speed{};
std::array<float, 3> from{}, to{};
};
std::vector<IdentityStyle> identity_styles;
bool identity_rainbow{};
std::string identity_animation;
float voice_range = default_voice_range; // how far the host (or server) forwards proximity voice
// In a dedicated server's session: the server is the host but not a player.
// Admins it lists may change its settings, and its map through Levels.
// server_admin: the player's role there has at least one of the server's commands.
bool dedicated{}, server_admin{};
// Their role on it (empty: none), the tag it wears, whether it has every command or the
// ones listed, and what it gives beyond commands (the protocol's role_* bits).
std::string server_role, server_role_tag;
bool server_all_commands{};
std::vector<std::string> server_commands;
std::uint32_t server_permissions{};
// `bans` is the dedicated server's list (for its admins) rather than this PC's.
bool server_bans{};
unsigned server_ban_total{};
// For its admins: the levels (assets) the dedicated server can switch to.
std::vector<std::string> server_maps;
std::vector<std::string> server_map_pool; // in rotation order; empty: every map
unsigned server_map_rotation{}; // minutes per map (0: off)
bool server_map_votes{}; // players may vote for a map
MultiplayerHostPreferences saved_host;
bool force_world_layers{};
std::uint64_t host_id{};
std::string local_name;
std::string lobby_name;
std::string object_status;
MultiplayerClientTiming client_timing;
MultiplayerDistances distances;
bool password_required{};
int players = 1, capacity = multiplayer_player_limit;
std::vector<MultiplayerPlayer> roster;
// The local player's party. Players form their own, in a lobby as on a dedicated server
// (`parties`: invite, leave, kick... are available in any session).
std::uint32_t party{};
bool party_leader{}, party_open{}, parties{};
std::vector<MultiplayerPartyInvite> party_invites; // newest last
bool active{}, hosting{}, connected{}, echo{}, remote_visible{}, local_ready{};
// The session is connected but waiting on its map, which this PC does not have and is
// being asked about or downloaded: not yet a session the player is in.
bool map_fetching{};
std::uint64_t local_id{}, peer_id{}, sent{}, received{}, dropped{}, pose_updates{}, board_pose_updates{};
std::size_t skater_bones{}, board_bones{};
std::string invite, map;
// The code of the session this player is in, as host or guest (`invite` is a host's own).
std::string join_code;
std::string status = "Multiplayer is off.";
std::string native_status;
std::string cosmetic_status;
std::string audio_status;
std::uint64_t audio_captured{}, audio_played{};
std::string peer_name, player_ui_status;
std::uint64_t player_map_updates{};
bool public_host{}, lobby_listed{}, lobby_searching{}, lobby_joining{}, lobby_searched{};
std::uint64_t public_lobby{}; // Verified public listing, never a private invitation.
std::string lobby_status, browser_status = "Refresh to find public ReSkate lobbies.";
// When the lists may be searched again, on the steady clock in microseconds (browse_wait).
std::uint64_t browse_ready_us{};
std::vector<MultiplayerLobby> lobbies;
bool network_telemetry{};
unsigned prioritized_connections{};
std::uint64_t cosmetic_queue_us{};
unsigned direct_connections{}, fallback_streams{}, direct_upload_limit{};
int ping_ms{}, send_rate{}, pending_bytes{};
float outgoing_bps{}, incoming_bps{}, delivery_local = -1, delivery_remote = -1;
std::uint64_t queue_us{}, skipped_updates{}, send_failures{}, invalid_messages{}, sent_bytes{},
raw_sent_bytes{};
};
// Whether the player's role on the dedicated server they are on has one of its commands.
// Whole seconds until the lobby and server lists may be searched again; 0 when they may be now.
inline int browse_wait(const MultiplayerModel& model) noexcept {
const auto now = static_cast<std::uint64_t>(std::chrono::duration_cast<std::chrono::microseconds>(
std::chrono::steady_clock::now().time_since_epoch()).count());
return model.browse_ready_us > now ? static_cast<int>((model.browse_ready_us - now + 999999) / 1000000) : 0;
}
inline bool server_can(const MultiplayerModel& model, std::string_view command) noexcept {
return model.dedicated && role_allows(model.server_all_commands, model.server_commands, command);
}
inline bool multiplayer_controls_level(const MultiplayerModel& model) noexcept {
// The level choice of a player who may change the server's map is sent to the server, which moves everyone.
return model.lobby_joining || (model.active && !model.hosting && !model.echo && !server_can(model, "map"));
}
} // namespace dingosdk