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PRACTICE > TELEPORT now shows the waypoint the player placed on the game's pause map, with a "Go to map waypoint" button. The console gets `trainer waypoint [info]` and `trainer ground <x> <z>`. Reading the waypoint (trainer_waypoint.cpp) - It is a point of interest in the map's registry, the one ReSkate's party markers register into (addr::native_party::map_manager), with kind DingoMapPOIType_Waypoint (3) and its world matrix at @0. - The registry is walked only while the TELEPORT card is drawn (the page notes it, like the class list) or the command runs, every 250 ms at most. A player who never opens the card pays nothing. - A registry the map has filled without a waypoint means it was removed; an empty or unreadable one keeps the last waypoint seen. A new level forgets it. Landing on the surface (trainer_landing.h) - The waypoint's height is not the ground: teleporting to it dropped the skater through the map. local_ground_height() casts the park editor's downward ray (editor::cast_surface) through the client physics world and takes the topmost hit. - The first ray starts at 1500 or 500 above the hint. A custom map can sit higher than that (a waypoint at Y 12 over ground at Y 1939 was seen in game), so a miss is cast again from 20000. - If collision there is still streaming in, the teleport goes to the hint's height and a 12 s watch puts the skater on the surface when it arrives (at most 6 corrections; the teleport is re-sent up to 3 times if it never arrives). - Teleports still go through go_to(), so they follow the host's noclip / teleport permission in a session. The decisions (ray spans, the watch, remember/forget) have no game in them and are tested by trainer_landing (DINGOSDK_BUILD_TRAINER_TESTS). README and CHANGELOG updated.
95 lines
4.9 KiB
C++
95 lines
4.9 KiB
C++
#include "runtime_internal.h"
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#include "Extension/Objects/local_placements_runtime.h"
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#include "Extension/Objects/ParkEditor/park_editor_runtime.h"
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#include "Extension/Objects/ParkEditor/park_editor_surface.h"
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#include <cmath>
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#include "Extension/World/local_world_layers.h"
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namespace dingosdk {
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using namespace profile_runtime;
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ObjectPersistenceModel local_profile_object_persistence() {
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std::lock_guard lock(local_runtime().native_mutex);
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auto& r = placements_runtime();
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ObjectPersistenceModel model;
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model.available = local_runtime().active.load() && r.store && !r.failed && !r.save_failed;
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model.enabled = r.enabled; model.map = r.map; model.clearing = r.clearing;
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if (const auto it = r.document.maps.find(r.map); it != r.document.maps.end()) model.count = it->second.size();
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model.busy = r.clearing || r.inflight.has_value();
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for (const auto& row : r.rows) model.rows.push_back({row.token, row.object.item, row.object.position, row.saved_id != 0, row.spawned});
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model.can_clear = model.available && world_layers_runtime().model.ready && !r.map.empty() &&
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!model.busy && model.count != 0;
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model.status = r.status;
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if (r.save_failed) model.status = "Object save failed. The previous file is retained; restart after checking objects.sqlite3.";
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if (!r.store || r.failed) model.status = "Object persistence is unavailable. Check objects.sqlite3 and the runtime log.";
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return model;
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}
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bool set_local_object_persistence(bool enabled) {
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std::lock_guard lock(local_runtime().native_mutex);
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auto& r = placements_runtime();
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if (!local_runtime().active || !r.store || r.failed || r.save_failed || park_editor_owns_placements()) return false;
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try {
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local_runtime().store->set_bool_option("ReSkate.ObjectPersistence", enabled);
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r.enabled = enabled;
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r.status = enabled ? "Object persistence enabled." : "Object persistence disabled. Saved layouts are retained.";
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return true;
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} catch (...) { r.status = "Could not save the object persistence option."; return false; }
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}
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bool clear_local_persisted_objects(std::string_view map) {
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std::lock_guard lock(local_runtime().native_mutex);
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auto& r = placements_runtime();
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if (!local_runtime().active || !placement_session_ready() || r.map != map) return false;
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std::set<std::uint64_t> tokens;
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for (const auto& row : r.rows) if (row.saved_id) tokens.insert(row.token);
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return begin_placement_delete(tokens);
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}
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bool delete_local_placed_object(std::string_view map, std::uint64_t token) {
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std::lock_guard lock(local_runtime().native_mutex);
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auto& r = placements_runtime();
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if (!local_runtime().active || !placement_session_ready() || r.map != map ||
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std::none_of(r.rows.begin(), r.rows.end(), [&](const auto& row) { return row.token == token; })) return false;
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return begin_placement_delete({token});
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}
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bool teleport_local_skater(const std::array<float, 3>& position) {
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std::lock_guard lock(local_runtime().native_mutex);
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auto& r = placements_runtime();
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if (!local_runtime().active || !r.teleport || !r.transition_ctor || !r.transition_destroy) return false;
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for (const auto v : position)
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if (!std::isfinite(v) || std::abs(v) > 1e6f) return false;
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r.position_teleport = position;
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r.position_teleport_at = GetTickCount64();
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return true;
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}
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std::optional<float> local_ground_height(float x, float z, float top, float bottom) {
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std::lock_guard lock(local_runtime().native_mutex);
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auto& r = placements_runtime();
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if (!local_runtime().active || !r.context) return {};
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for (const auto v : {x, z, top, bottom})
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if (!std::isfinite(v) || std::abs(v) > 1e5f) return {};
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if (!(top > bottom)) return {};
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static std::uintptr_t api_base{};
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static editor::NativeSurfaceApi api;
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if (api_base != local_runtime().base) { api = editor::surface_api(local_runtime().base); api_base = local_runtime().base; }
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if (!api.ready) return {};
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// The client physics world, resolved from the client TLS context like the park editor's
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// surface probe (the server context has no world).
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std::array<std::uintptr_t, 2> context{};
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r.context(context.data());
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if (!context[0]) return {};
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const auto world = api.world(context[0]);
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if (!world) return {};
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// Closest hit from the top: the topmost surface (a roof or deck above the street wins).
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const auto hit = editor::cast_surface(api, world, {x, top, z}, {x, bottom, z});
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if (!hit) return {};
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return (*hit)[1];
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}
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bool teleport_to_local_placed_object(std::string_view map, std::uint64_t token) {
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std::lock_guard lock(local_runtime().native_mutex);
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auto& r = placements_runtime();
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if (!local_runtime().active || !placement_session_ready() || r.map != map || r.clearing ||
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std::none_of(r.rows.begin(), r.rows.end(), [&](const auto& row) { return row.token == token; })) return false;
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r.teleport_token = token; r.teleport_queued_at = GetTickCount64();
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r.status = "Teleport queued...";
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return true;
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}
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}
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