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- Split the single switch into "Show my tag" and "Show my items", and show the tag as chat and nametags draw it. - Color whatever is equipped instead of the one hoodie and pink board: top, bottoms, shoes, socks, hat, glasses, outfit, costume, deck, grip tape, trucks and wheels, each set on its own. - Each item can use its list's animation (rainbow, red or gold), a gradient between two picked colors, one solid color, or be off. - The choices travel with the player's appearance so everyone sees them. Protocol version 41.
113 lines
7.0 KiB
C++
113 lines
7.0 KiB
C++
#include "developer_board.h"
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#include "Engine/Core/Platform/memory.h"
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#include "Engine/Core/Log/logging.h"
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#include "Extension/Multiplayer/Steam/steam_social.h"
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#include "Extension/Multiplayer/Remote/native_skater.h"
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#include <Windows.h>
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#include <cstring>
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namespace dingosdk {
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namespace {
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void report_board(std::uintptr_t entity, std::uint64_t steam_id, std::string_view message, logging::Level level) noexcept {
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struct Report { std::uintptr_t entity{}; std::uint64_t at{}; std::uint32_t message{}; };
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static std::array<Report, 33> reports{};
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const auto now = GetTickCount64();
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const auto hash = developer_board_detail::material_hash(message);
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auto *entry = &reports.front();
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for (auto &candidate : reports) {
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if (candidate.entity == entity) { entry = &candidate; break; }
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if (candidate.at < entry->at) entry = &candidate;
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}
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if (entry->entity == entity && (entry->message == hash || now - entry->at < 5000)) return;
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*entry = {entity, now, hash};
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logging::log(level, logging::Channel::customization, "Board items (Steam {}, actor {:#x}): {}", steam_id, entity, message);
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}
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bool write_color(std::uintptr_t base, const developer_board_detail::Binding &binding, const developer_board_detail::Color &color) noexcept {
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__try {
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if (!binding.node) {
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const developer_board_detail::NativeColor value{color, 0, base + addr::native_cosmetics::color_rgb_type};
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// Let the engine allocate/copy/hash a missing typed parameter. Priority
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// zero allows later native appearance presets to replace this override.
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return reinterpret_cast<std::uint64_t (*)(std::uintptr_t, const developer_board_detail::ParameterKey *,
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const developer_board_detail::NativeColor *, std::uint8_t)>(
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base + addr::native_cosmetics::set_shader_parameter)(binding.material, &binding.key, &value, 0) != 0;
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}
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std::memcpy(reinterpret_cast<void *>(binding.node + 0x10), color.data(), sizeof(color));
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*reinterpret_cast<std::uint8_t *>(binding.material + 0x2f6) = 1;
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return true;
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} __except (EXCEPTION_EXECUTE_HANDLER) { return false; }
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}
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bool publish_materials(std::uintptr_t base, std::uintptr_t item) noexcept {
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__try {
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reinterpret_cast<void (*)(std::uintptr_t, int)>(base + addr::native_cosmetics::publish_materials)(item, 0);
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return true;
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} __except (EXCEPTION_EXECUTE_HANDLER) { return false; }
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}
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// What each of the board's cosmetics does for this player: deck, grip tape, trucks, wheels.
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using Animations = std::array<developer_board_detail::ItemAnimation, developer_board_detail::part_count>;
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Animations board_animations(std::uint64_t steam_id, const multiplayer::MarkStyles &styles) noexcept {
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const auto mark = multiplayer::identity_mark(steam_id);
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Animations out;
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for (std::size_t i = 0; i < out.size(); ++i)
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out[i] = developer_board_detail::item_animation(mark, styles[multiplayer::skater_mark_items + i]);
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return out;
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}
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bool any_on(const Animations &animations) noexcept {
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return std::any_of(animations.begin(), animations.end(), [](const auto &animation) { return animation.on; });
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}
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} // namespace
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void update_developer_board(std::uintptr_t base, std::uintptr_t board, std::uint64_t steam_id,
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std::uint64_t generation, DeveloperBoardState &state,
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const multiplayer::MarkStyles &styles) noexcept {
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const auto animations = board_animations(steam_id, styles);
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const bool listed = any_on(animations);
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if (!board) { state = {}; return; }
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if (!listed && state.colors.empty()) return;
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try {
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auto read = [](std::uintptr_t address, void *out, std::size_t size) { return memory::peek_bytes(address, out, size); };
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std::array<unsigned char, addr::native_cosmetics::publish_materials_prefix.size()> publisher{};
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std::array<unsigned char, addr::native_cosmetics::set_shader_parameter_prefix.size()> setter{};
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if (!read(base + addr::native_cosmetics::publish_materials, publisher.data(), publisher.size()) ||
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publisher != addr::native_cosmetics::publish_materials_prefix ||
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!read(base + addr::native_cosmetics::set_shader_parameter, setter.data(), setter.size()) ||
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setter != addr::native_cosmetics::set_shader_parameter_prefix) {
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report_board(board, steam_id, "material functions differ from the supported build", logging::Level::warning);
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return;
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}
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const auto live = developer_board_detail::materials(read, base, board);
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bool published = true;
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auto write = [base](const auto &binding, const auto &color) { return write_color(base, binding, color); };
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auto publish = [base, &published](std::uintptr_t item) { if (!publish_materials(base, item)) published = false; };
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developer_board_detail::animate(state, live, board, generation, animations, GetTickCount64(), write, publish);
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// The colours of the parts that are on: found, and taken.
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const auto wanted = std::count_if(live.bindings.begin(), live.bindings.end(),
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[&](const auto &binding) { return animations[binding.part].on; });
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const auto taken = std::count_if(state.colors.begin(), state.colors.end(),
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[&](const auto &saved) { return animations[saved.binding.part].on; });
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if (!published) report_board(board, steam_id, "native material publication failed", logging::Level::warning);
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else if (listed && !live.pending && taken < wanted)
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report_board(board, steam_id, "waiting for the remaining board color overrides", logging::Level::warning);
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else if (listed && taken) report_board(board, steam_id, "animation active on the board", logging::Level::info);
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} catch (const std::exception &error) {
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report_board(board, steam_id, error.what(), logging::Level::warning);
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} catch (...) {}
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}
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void tick_local_developer_board(std::uintptr_t base, std::uintptr_t client, bool ready) noexcept {
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static DeveloperBoardState state;
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if (!ready) return;
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try {
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const auto social = multiplayer::steam_social_snapshot();
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const auto id = social && multiplayer::own_items_shown() ? social->local.id : 0;
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const auto styles = developer_hoodie_detail::own_styles.load();
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if (!any_on(board_animations(id, styles)) && state.colors.empty()) return;
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const auto local = multiplayer::capture_local(base, client, false);
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if (!local.ready) return;
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auto read = [](std::uintptr_t address, void *out, std::size_t size) { return memory::peek_bytes(address, out, size); };
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// Cosmetic changes can replace the board while retaining the skater.
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// Re-resolve the actual local association, rather than capture's cached board.
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const auto board = multiplayer::read_native_board(read, base, local.entity);
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update_developer_board(base, board.entity, id, local.context, state, styles);
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} catch (...) {}
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}
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} // namespace dingosdk
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