Files
ReSkate/Extension/UI/hud_corner.cpp
T
Fredrik HillbertandClaude Opus 5.5 039901c7ac HUD corner: the LINE label comes back after a plugin gives the corner back
hold_score's own publish of the "down" value goes through the UI model write hook too, and the field
was already taken, so the hook kept our value as what the game meant. Given back, the corner then
restored "down". HudWidgetActive is written again often enough that the ring and trick list came
back, but ExtraInfoStyle rarely is, so the LINE label stayed hidden for the session (Hall of Meat's
card, or any plugin hiding the corner). The hook now leaves what the game meant alone while
hold_score publishes. Not checked in the game.

Fixes #318

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-26 14:51:40 +01:00

356 lines
16 KiB
C++

#include "Extension/Skater/trick_feed.h"
#include "hud_corner.h"
#include "Engine/Core/Hooks/hooks.h"
#include "Engine/Core/Log/logging.h"
#include "Engine/Core/Platform/memory.h"
#include "Engine/Game/Abi/native_data.h"
#include "Engine/Game/Build/addresses.h"
#include "Engine/Game/Build/20260929/engine.h"
#include "Engine/Game/Build/20260929/hud_corner.h"
#include "Engine/Game/Build/20260929/ui_model.h"
#include "Extension/UI/NativeMenu/native_menu_data.h"
#include <algorithm>
#include <array>
#include <atomic>
#include <chrono>
#include <cstring>
#include <map>
#include <string>
#include <vector>
namespace dingosdk::hud_corner {
namespace {
namespace corner = addr::hud_corner;
namespace menu_data = multiplayer::menu_data;
using Address = std::uintptr_t;
using Clock = std::chrono::steady_clock;
using Value = std::uint64_t; // a field's value bytes, as the model's write takes them
using ModelWrite = std::uint64_t (*)(Address manager, std::uint64_t handle, Address type, const void* value, std::uint8_t flag);
// Our stack item: counted beside the d-pad (above its priority, within what the stack counts).
constexpr std::uint32_t cover_key = 0x52534843; // "RSHC": apart from the game's own keys (0x8000....)
constexpr std::uint64_t cover_id = 0x5253484300000000ULL;
constexpr std::int32_t cover_priority = corner::dpad_priority + 1;
static_assert(cover_priority < corner::score_priority);
// The score HUD's fields that hold it down, their sizes and the values that do.
struct Switch {
std::uint32_t field;
std::size_t size;
Value down;
};
constexpr std::array<Switch, 2> score_switches{{
{corner::hud_widget_active, 1, 0},
{corner::extra_info_style, 4, static_cast<std::uint32_t>(corner::extra_info_none)},
}};
// A score HUD field as the model write hook sees it, on whichever thread the game writes from.
struct Taken {
std::atomic<std::uint64_t> handle{}; // the field's in the current model; 0 none
std::atomic<bool> taken{};
std::atomic<Value> meant{}; // what the game last wrote, to give back
};
struct Hook {
std::atomic<ModelWrite> original{};
void* target{};
bool ready{}; // prepared
std::atomic<bool> hooked{}; // and enabled (hook_hud)
std::array<Taken, score_switches.size()> fields;
};
Hook& hook() {
static auto* value = new Hook;
return *value;
}
// Set while hold_score publishes: the publish goes through the model write hook too, which would
// otherwise keep our own value as what the game meant. ExtraInfoStyle is rarely written again, so
// the LINE label then stayed hidden after the corner was given back (#318).
thread_local bool publishing{};
// The game's write of a taken field writes ours instead and keeps the game's.
std::uint64_t model_write(Address manager, std::uint64_t handle, Address type, const void* value, std::uint8_t flag) {
auto& h = hook();
// SmokeyDawg58's trick feed reads the score HUD's trick list off the same writes.
if (handle && value && tricks::feed::wanted()) tricks::feed::tap(handle, type, value);
if (handle && value && !publishing) {
for (std::size_t index = 0; index < score_switches.size(); ++index) {
auto& field = h.fields[index];
if (!field.taken.load(std::memory_order_acquire) || handle != field.handle.load(std::memory_order_acquire)) continue;
Value meant{};
std::memcpy(&meant, value, score_switches[index].size);
field.meant.store(meant, std::memory_order_release);
value = &score_switches[index].down;
break;
}
}
return h.original.load(std::memory_order_acquire)(manager, handle, type, value, flag);
}
bool start_model_write_hook(Address base) noexcept {
auto& h = hook();
const auto& contract = addr::ui_model::model_write;
std::array<unsigned char, 32> code{};
auto status = HookNotFound;
if (memory::peek(base + contract.rva, code) && code == contract.bytes) {
auto* target = reinterpret_cast<void*>(base + contract.rva);
void* relay{};
status = hook_prepare(target, reinterpret_cast<void*>(&model_write), &relay);
if (status == HookOk && !relay) status = HookUnsupportedFunction;
if (status == HookOk) {
h.original.store(reinterpret_cast<ModelWrite>(relay), std::memory_order_release); // before the hook is live
h.target = target;
} else (void)hook_remove(target);
}
if (status != HookOk) {
logging::log(logging::Level::warning, logging::Channel::ui,
"Plugins leave skate.'s score HUD as it is: hooking the UI model's write failed ({}).", hook_status_string(status));
return false;
}
h.ready = true;
return true;
}
// Client thread only.
struct Corner {
Address base{};
Address manager{};
menu_data::Value stack; // the d-pad's stack, once found
menu_data::Value cover; // our stack item, while the corner is hidden
menu_data::Value score_model; // ScoringHUDViewModel, once found
std::array<std::uint16_t, score_switches.size()> score_offsets{};
Clock::time_point next_stack_scan, next_score_scan;
bool warned{}, slip_logged{};
};
Corner& corner_state() {
static auto* value = new Corner;
return *value;
}
// The field's handle in the current model (0: none); a new one gives up what was taken, as a new
// model holds the game's own state.
void bind(std::size_t index, std::uint64_t handle) noexcept {
auto& field = hook().fields[index];
if (field.handle.load(std::memory_order_acquire) == handle) return;
field.taken.store(false, std::memory_order_release);
field.handle.store(handle, std::memory_order_release);
}
bool score_held() noexcept {
const auto& fields = hook().fields;
return std::any_of(fields.begin(), fields.end(), [](const Taken& field) { return field.taken.load(std::memory_order_acquire); });
}
// Runs `use(context)` on the game's UI model registry under its model lock, which the game's
// writers take too. False while there is no registry.
template <class Use> bool with_ui_models(Address base, Use&& use) {
if (!base) return false;
const auto ui = menu_data::read<Address>(base + addr::engine::ui_manager);
const auto manager = ui ? menu_data::read<Address>(ui + 0x140) : 0;
if (!manager) return false;
const menu_data::Context context(base, manager);
game::ModelWriteLock lock(manager);
use(context);
return true;
}
std::string asset_name(Address asset) { return asset ? menu_data::string(menu_data::read<Address>(asset + 0x18), 256) : std::string{}; }
std::string widget_of(const menu_data::Context& context, const menu_data::Value& item) {
return asset_name(menu_data::read<Address>(context.address(context.path(item, {corner::item_content, corner::content_blueprint}))));
}
menu_data::Value items_of(const menu_data::Context& context, const menu_data::Value& stack) {
return context.field(stack, corner::stack_items);
}
// Whether `next` says it is time to look again (at most once a second while something is not found).
bool time_to_look(Clock::time_point& next) {
const auto now = Clock::now();
if (now < next) return false;
next = now + std::chrono::seconds(1);
return true;
}
// A new registry holds the game's own state: our item and what was taken went with the old one.
void follow_registry(Corner& c, const menu_data::Context& context) {
if (c.manager == context.manager) return;
c.manager = context.manager;
c.stack = {};
c.cover = {};
c.score_model = {};
for (std::size_t index = 0; index < score_switches.size(); ++index) bind(index, 0);
}
// The stack the d-pad is in.
bool find_stack(Corner& c, const menu_data::Context& context) {
if (c.stack.handle && context.type_of(c.stack.handle) == c.stack.type) return true;
c.stack = {};
if (!time_to_look(c.next_stack_scan)) return false;
for (const auto& root : context.roots({corner::hud_view_schema})) {
const auto stack = context.field(root.model, corner::dpad_scoring_stack);
const auto items = items_of(context, stack);
unsigned count{}, stride{};
(void)context.array(items, 16, count, stride);
for (unsigned index = 0; index < count; ++index)
if (widget_of(context, context.element(items, index)) == corner::dpad_widget) {
c.stack = stack;
return true;
}
}
return false;
}
// Puts our item into the d-pad's stack, or takes it out; the game's items stay as they are. Our
// item: empty content, our key, the stack's transition as a push gives it.
void hide_dpad(Corner& c, const menu_data::Context& context, bool hidden) {
const auto field = items_of(context, c.stack);
unsigned count{}, stride{};
auto items = context.array(field, 16, count, stride);
menu_data::require(!count || stride == menu_data::stack_item.size, "the stack's items differ");
const auto key_at = context.member(context.type(menu_data::stack_item), corner::item_key).offset;
unsigned ours = count;
for (unsigned index = 0; index < count; ++index) {
std::uint32_t key{};
std::memcpy(&key, items.data() + std::size_t{index} * stride + key_at, sizeof key);
if (key == cover_key) ours = index;
}
items.resize(std::size_t{count} * menu_data::stack_item.size);
if (hidden && ours == count) {
if (!c.cover.handle) {
c.cover = context.create(menu_data::stack_item, cover_id);
context.set(context.field(c.cover, corner::item_key), cover_key);
context.set(context.field(c.cover, corner::item_priority), cover_priority);
context.copy(context.field(c.cover, corner::item_transition),
context.address(context.field(c.stack, corner::default_transition)));
}
std::vector<std::byte> bytes(menu_data::stack_item.size);
menu_data::require(memory::read_bytes(context.address(c.cover), bytes.data(), bytes.size()), "our stack item is unavailable");
items.insert(items.end(), bytes.begin(), bytes.end());
context.array(field, items, count + 1);
} else if (!hidden && ours < count) {
const auto begin = items.begin() + static_cast<std::ptrdiff_t>(std::size_t{ours} * stride);
items.erase(begin, begin + stride);
context.array(field, items, count - 1);
}
if (!hidden && c.cover.handle) {
context.destroy(c.cover);
c.cover = {};
}
}
// ScoringHUDViewModel, its switches bound to the model's fields.
bool find_score(Corner& c, const menu_data::Context& context) {
if (c.score_model.handle && context.type_of(c.score_model.handle) == c.score_model.type) return true;
c.score_model = {};
for (std::size_t index = 0; index < score_switches.size(); ++index) bind(index, 0);
if (!time_to_look(c.next_score_scan)) return false;
const auto roots = context.roots({corner::score_view_schema});
if (roots.empty()) return false;
const auto model = roots.front().model;
for (std::size_t index = 0; index < score_switches.size(); ++index) {
const auto member = context.member(model.type, score_switches[index].field);
menu_data::require(menu_data::size(member.type) == score_switches[index].size, "a score HUD field's size differs");
c.score_offsets[index] = member.offset;
bind(index, context.field(model, score_switches[index].field).handle);
}
c.score_model = model;
return true;
}
// Holds the score HUD down (each switch taken at its value that does), or gives it back.
void hold_score(Corner& c, const menu_data::Context& context, bool held) {
struct Publishing { Publishing() { publishing = true; } ~Publishing() { publishing = false; } } ours; // a publish may throw
for (std::size_t index = 0; index < score_switches.size(); ++index) {
const auto& sw = score_switches[index];
auto& field = hook().fields[index];
Value now{};
menu_data::require(memory::peek_bytes(context.address(c.score_model) + c.score_offsets[index], &now, sw.size),
"a score HUD field is unavailable");
if (held) {
const bool taken = field.taken.load(std::memory_order_acquire);
if (taken && now != sw.down && !std::exchange(c.slip_logged, true))
logging::write(logging::Level::warning, logging::Channel::ui,
"HUD corner: the game wrote the score HUD past the model write hook.");
if (!taken) field.meant.store(now, std::memory_order_release); // what the game means until it writes otherwise
field.taken.store(true, std::memory_order_release);
if (now != sw.down) context.publish(context.field(c.score_model, sw.field), &sw.down);
} else if (field.taken.exchange(false, std::memory_order_acq_rel)) {
const auto meant = field.meant.load(std::memory_order_acquire); // what the game wrote while it was held
if (now != meant) context.publish(context.field(c.score_model, sw.field), &meant);
}
}
}
} // namespace
void start_hud(std::uintptr_t base) noexcept {
corner_state().base = base;
(void)start_model_write_hook(base); // without it the d-pad still hides
}
bool hook_hud(bool on) noexcept {
auto& h = hook();
if (!h.ready) return !on; // nothing to hook
if (h.hooked.load(std::memory_order_acquire) == on) return true;
const auto status = on ? hook_enable(h.target) : hook_disable(h.target);
if (status != HookOk) {
logging::log(logging::Level::warning, logging::Channel::ui, "The HUD corner could not {} its UI model write hook ({}).",
on ? "enable" : "disable", hook_status_string(status));
return false;
}
h.hooked.store(on, std::memory_order_release);
return true;
}
bool hide_hud(bool hidden) noexcept {
auto& c = corner_state();
// Without the hook the score HUD is never taken, but what was taken is always given back.
const bool hold = hidden && hook().hooked.load(std::memory_order_acquire);
try {
if (!hidden && !c.cover.handle && !score_held()) return true; // the game's own corner, untouched
with_ui_models(c.base, [&](const menu_data::Context& context) {
follow_registry(c, context);
if (find_stack(c, context)) hide_dpad(c, context, hidden);
if ((hold || score_held()) && find_score(c, context)) hold_score(c, context, hold);
c.warned = false;
});
} catch (const std::exception& error) {
c.stack = {};
c.score_model = {};
if (!std::exchange(c.warned, true))
logging::log(logging::Level::warning, logging::Channel::ui, "Plugins cannot hide skate.'s HUD corner: {}.", error.what());
} catch (...) {
c.stack = {};
c.score_model = {};
}
return !c.cover.handle && !score_held();
}
}
namespace dingosdk::hud_corner {
namespace {
struct Asks {
std::map<std::string, bool, std::less<>> owners; // hidden, by plugin
bool hooked{};
};
Asks& asks() {
static auto* value = new Asks;
return *value;
}
}
void ask(std::string_view owner, bool hidden) { asks().owners.insert_or_assign(std::string(owner), hidden); }
void release(std::string_view owner) {
auto& a = asks();
if (const auto found = a.owners.find(owner); found != a.owners.end()) a.owners.erase(found);
}
void tick() noexcept {
auto& a = asks();
try {
bool hidden{};
for (const auto& [owner, on] : a.owners) hidden = hidden || on;
const bool feeding = tricks::feed::wanted();
if ((!a.owners.empty() || feeding) && !a.hooked) a.hooked = hook_hud(true);
if (!a.hooked) return;
const bool back = hide_hud(hidden);
// No plugin left: the hook goes once the corner is the game's again.
if (a.owners.empty() && !feeding && back && hook_hud(false)) a.hooked = false;
} catch (...) {
}
}
}