Files
ReSkate/Extension/Profile/local_profile_objects.cpp
T
AyeZeeBB 8444553402 Throwdowns: the throwdown kit, so a mode is a plugin and the SDK knows no particular mode
Plugins register modes (card, replaces, order, flag, players) and publish documents through
reskate.throwdowns.ui: the setup page, the waiting card, HUD slots themed on the game's HUD_<theme>_*
widgets, the match panel, flags and match restrictions. SmokeyDawg58's native plumbing
(throwdown_menu.cpp and its .inl files) renders them and posts throwdown_ui events back. kit::flag
is the one native flag registration. General services added for it: reskate.files, reskate.ui.dialog,
reskate.skater push/hold/bone_cam, reskate.camera.pad_flight, reskate.physics competition,
reskate.session.world, reskate.tricks feed/gesture, and world entities.

His ten modes are now Lua in his plugin: the rules, referee and wire (td/rules, referee, wire), and
every page and HUD document (td/ui*.lua). Extension/Modes and reskate.modes are gone, along with
every race and 1-UP branch in the SDK. The plugin test drives each mode through kit events.

A native setup page is never written to while it closes into flag placement: its rows are not
republished, the stock page is put back once the exit is over, and the stock Players slider is left
alone while a plugin flag is out. This fixes the crashes on the Deathrace button and on 1-UP's
Confirm.
2026-10-20 01:04:54 -05:00

134 lines
7.0 KiB
C++

#include "runtime_internal.h"
#include "Engine/Game/Build/20260929/local_placements.h"
#include "Extension/Objects/local_placements_runtime.h"
#include "Extension/Objects/ParkEditor/park_editor_runtime.h"
#include "Extension/Objects/ParkEditor/park_editor_surface.h"
#include <cmath>
#include "Extension/World/local_world_layers.h"
namespace dingosdk {
using namespace profile_runtime;
ObjectPersistenceModel local_profile_object_persistence() {
std::lock_guard lock(local_runtime().native_mutex);
auto& r = placements_runtime();
ObjectPersistenceModel model;
model.available = local_runtime().active.load() && r.store && !r.failed && !r.save_failed;
model.enabled = r.enabled; model.map = r.map; model.clearing = r.clearing;
if (const auto it = r.document.maps.find(r.map); it != r.document.maps.end()) model.count = it->second.size();
model.busy = r.clearing || r.inflight.has_value();
for (const auto& row : r.rows) model.rows.push_back({row.token, row.object.item, row.object.position, row.saved_id != 0, row.spawned});
model.can_clear = model.available && world_layers_runtime().model.ready && !r.map.empty() &&
!model.busy && model.count != 0;
model.status = r.status;
if (r.save_failed) model.status = "Object save failed. The previous file is retained; restart after checking objects.sqlite3.";
if (!r.store || r.failed) model.status = "Object persistence is unavailable. Check objects.sqlite3 and the runtime log.";
return model;
}
bool set_local_object_persistence(bool enabled) {
std::lock_guard lock(local_runtime().native_mutex);
auto& r = placements_runtime();
if (!local_runtime().active || !r.store || r.failed || r.save_failed || park_editor_owns_placements()) return false;
try {
local_runtime().store->set_bool_option("ReSkate.ObjectPersistence", enabled);
r.enabled = enabled;
r.status = enabled ? "Object persistence enabled." : "Object persistence disabled. Saved layouts are retained.";
return true;
} catch (...) { r.status = "Could not save the object persistence option."; return false; }
}
bool clear_local_persisted_objects(std::string_view map) {
std::lock_guard lock(local_runtime().native_mutex);
auto& r = placements_runtime();
if (!local_runtime().active || !placement_session_ready() || r.map != map) return false;
std::set<std::uint64_t> tokens;
for (const auto& row : r.rows) if (row.saved_id) tokens.insert(row.token);
return begin_placement_delete(tokens);
}
bool delete_local_placed_object(std::string_view map, std::uint64_t token) {
std::lock_guard lock(local_runtime().native_mutex);
auto& r = placements_runtime();
if (!local_runtime().active || !placement_session_ready() || r.map != map ||
std::none_of(r.rows.begin(), r.rows.end(), [&](const auto& row) { return row.token == token; })) return false;
return begin_placement_delete({token});
}
bool teleport_local_skater(const std::array<float, 3>& position) {
return teleport_local_skater_transform({1,0,0,0,0,1,0,0,0,0,1,0,position[0],position[1],position[2],1});
}
bool teleport_local_skater_transform(const std::array<float,16>& transform) {
std::lock_guard lock(local_runtime().native_mutex);
auto& r = placements_runtime();
if (!local_runtime().active || !r.teleport || !r.transition_ctor || !r.transition_destroy) return false;
for (const auto v : transform)
if (!std::isfinite(v) || std::abs(v) > 1e6f) return false;
r.position_teleport = transform;
r.position_teleport_at = GetTickCount64();
return true;
}
// Upright at the spot, facing `heading` (radians about world up): the root's rows are right
// (cos h, 0, -sin h), up, forward (sin h, 0, cos h); h = 0 faces +Z.
bool teleport_local_skater_heading(const std::array<float, 3>& position, float heading) {
if (!std::isfinite(heading)) return false;
const float sh = std::sin(heading), ch = std::cos(heading);
return teleport_local_skater_transform({ch, 0, -sh, 0, 0, 1, 0, 0, sh, 0, ch, 0, position[0], position[1], position[2], 1});
}
bool local_skater_teleport_pending() {
std::lock_guard lock(local_runtime().native_mutex);
const auto& r = placements_runtime();
if (r.position_teleport) return true;
std::uintptr_t manager{}; std::uint32_t phase{};
return read(local_runtime().base + addr::local_placements::teleport_manager, manager) && manager &&
read(manager, phase) && phase != 0;
}
std::optional<float> local_ground_height(float x, float z, float top, float bottom) {
std::lock_guard lock(local_runtime().native_mutex);
auto& r = placements_runtime();
if (!local_runtime().active || !r.context) return {};
for (const auto v : {x, z, top, bottom})
if (!std::isfinite(v) || std::abs(v) > 1e5f) return {};
if (!(top > bottom)) return {};
static std::uintptr_t api_base{};
static editor::NativeSurfaceApi api;
if (api_base != local_runtime().base) { api = editor::surface_api(local_runtime().base); api_base = local_runtime().base; }
if (!api.ready) return {};
// The client physics world, resolved from the client TLS context like the park editor's
// surface probe (the server context has no world).
std::array<std::uintptr_t, 2> context{};
r.context(context.data());
if (!context[0]) return {};
const auto world = api.world(context[0]);
if (!world) return {};
// Closest hit from the top: the topmost surface (a roof or deck above the street wins).
const auto hit = editor::cast_surface(api, world, {x, top, z}, {x, bottom, z});
if (!hit) return {};
return (*hit)[1];
}
std::optional<std::array<float, 3>> local_surface_hit(const std::array<float, 3>& from, const std::array<float, 3>& to) {
std::lock_guard lock(local_runtime().native_mutex);
auto& r = placements_runtime();
if (!local_runtime().active || !r.context) return {};
for (const auto v : {from[0], from[1], from[2], to[0], to[1], to[2]})
if (!std::isfinite(v) || std::abs(v) > 1e5f) return {};
static std::uintptr_t api_base{};
static editor::NativeSurfaceApi api;
if (api_base != local_runtime().base) { api = editor::surface_api(local_runtime().base); api_base = local_runtime().base; }
if (!api.ready) return {};
std::array<std::uintptr_t, 2> context{};
r.context(context.data());
if (!context[0]) return {};
const auto world = api.world(context[0]);
if (!world) return {};
const auto hit = editor::cast_surface(api, world, {from[0], from[1], from[2]}, {to[0], to[1], to[2]});
if (!hit) return {};
return std::array<float, 3>{(*hit)[0], (*hit)[1], (*hit)[2]};
}
bool teleport_to_local_placed_object(std::string_view map, std::uint64_t token) {
std::lock_guard lock(local_runtime().native_mutex);
auto& r = placements_runtime();
if (!local_runtime().active || !placement_session_ready() || r.map != map || r.clearing ||
std::none_of(r.rows.begin(), r.rows.end(), [&](const auto& row) { return row.token == token; })) return false;
r.teleport_token = token; r.teleport_queued_at = GetTickCount64();
r.status = "Teleport queued...";
return true;
}
}