Files
AyeZeeBB 0ae0e71f0f Map downloads on join, faster mod merging, connect cards in the server browser
Map downloader
- A host or dedicated server now tells joiners which Thunderstore package
  its map comes from (the Mods folder name plus manifest.json).
- A player without the map gets a card: icon, name, author, version and
  description, with DOWNLOAD and CANCEL. It works with mouse, keyboard and
  controller.
- Only packages listed as Maps in the ReSkate community are offered, and
  never deprecated, rejected or NSFW ones.
- On yes the package is downloaded, installed into Mods and applied as a
  live mod, then the session loads the map. A small card on the right
  shows the progress, so the player can keep skating.
- The player stays connected while it downloads: the host gives a player
  who says they are fetching the map up to 45 minutes instead of the
  usual load time.
- When the server changes map with the player in it, the card says so.
- Protocol version 47: map package on map_offer and world_state, and a
  "fetching the map" flag on map_request and world_ready.

Joining
- The pause-menu server browser shows a CONNECTING card over the page
  while a join is under way, and a COULDN'T CONNECT card with the reason
  when it does not get in.
- The session and voice tabs no longer show before the player is in.
- Leaving without the map (declined or cancelled download) no longer
  counts towards the failed-join limit, on servers and player hosts.

Input
- A card that asks something holds the game's input until the buttons
  are released.
- Steam's overlay hooks XInput in front of ReSkate and answers the game
  itself, so a controller reached the game behind menus. ReSkate now
  hooks that hook as well.

Mod merging
- Mods are read on several threads, at launch and for live merges. A live
  merge runs below the game's priority.
- The paid-cosmetics check reads the game's files and the mods on several
  threads.
- A live merge reuses the paid-cosmetics verdicts it already has and
  reports its progress and timings.

Launcher
- NSFW mods and their categories are not shown in the mod browser.
2026-10-10 13:15:04 -05:00

44 lines
2.4 KiB
C++

#pragma once
#include <Windows.h>
#include <string>
namespace dingosdk::overlay::detail {
extern thread_local unsigned overlay_input_access;
struct OverlayInputAccess {
OverlayInputAccess() { ++overlay_input_access; }
~OverlayInputAccess() { --overlay_input_access; }
};
// The WM_INPUT packet the window procedure has already noted (note_raw_mouse_packet)
// while that message is handled on this thread; the game reading the same packet
// through GetRawInputData is then not noted a second time.
extern thread_local HRAWINPUT noted_raw_input;
bool block_polled_input();
// How the game read its controllers while a card held its input (prompt_input_active), for the
// log when the hold ends: which of the ways the overlay can keep input from it the game used.
struct PromptReads {
unsigned xinput{}, xinput_other_thread{}, direct_input{}, hid{}, raw{};
};
PromptReads take_prompt_reads() noexcept;
// For the same log: whose code XInput's entry points lead to first now ("ReSkate.dll" while
// the capture's hooks are the first there). Another program's hook put in front of them
// (Steam's or Discord's overlay) can answer the game itself and never come here.
std::string xinput_entry_owners();
// Puts the capture back in front of such a hook (it hooks that hook's function). Cheap when
// there is nothing to do; called about once a second while a controller is being read.
void keep_xinput_capture_first();
bool install_input_capture();
// Skate's controller mode registers the mouse with RIDEV_NOLEGACY, which stops
// the Windows cursor from moving. While the overlay owns the pointer the mouse
// is registered without it; the game's own registration returns on close.
// Call on the game window's thread; does nothing when nothing changed.
void sync_raw_mouse_registration();
// The same, when the caller already knows whether the overlay owns the pointer
// (owns_menu_cursor), as the window procedure does once per mouse message.
void sync_raw_mouse_registration(bool overlay_owns_pointer);
// One raw mouse packet, from whichever path the game read it (WM_INPUT,
// GetRawInputData or GetRawInputBuffer).
void note_raw_mouse_packet(const RAWMOUSE& mouse);
void note_raw_mouse_packet(const RAWMOUSE& mouse, bool overlay_owns_pointer);
// The game window's input messages (keys, mouse), for the input-mode log (input_capture.cpp).
void note_input_message(UINT message, WPARAM wp) noexcept;
}