Files
ReSkate/Extension/Customization/developer_hoodie.cpp
T
AyeZeeBB 5bfe4f7bfa tag preview, separate switches and per-item colors
- 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.
2026-10-05 00:00:45 -05:00

110 lines
6.2 KiB
C++

#include "developer_hoodie.h"
#include "Engine/Core/Platform/memory.h"
#include "Engine/Core/Log/logging.h"
#include "Extension/Multiplayer/Steam/steam_social.h"
#include "Extension/Multiplayer/Remote/native_skater.h"
#include <Windows.h>
#include <cstring>
#include <format>
namespace dingosdk {
namespace {
// Report a changed failure/activation at most once per actor per five seconds.
// Cosmetic streaming is transient; no per-frame log output or cached writes.
void report_hoodie(std::uintptr_t entity, std::uint64_t steam_id, std::string_view message,
logging::Level level) noexcept {
struct Report { std::uintptr_t entity{}; std::uint64_t at{}; std::uint32_t message{}; };
static std::array<Report, 33> reports{};
const auto now = GetTickCount64();
const auto hash = developer_hoodie_detail::material_hash(message);
auto *entry = &reports.front();
for (auto &candidate : reports) {
if (candidate.entity == entity) { entry = &candidate; break; }
if (candidate.at < entry->at) entry = &candidate;
}
if (entry->entity == entity && (entry->message == hash || now - entry->at < 5000)) return;
*entry = {entity, now, hash};
logging::log(level, logging::Channel::customization, "Skater items (Steam {}, actor {:#x}): {}",
steam_id, entity, message);
}
// NativeValue is owned by this material. Preserve its padding, type, priority,
// flags and key, and set the same dirty byte as the native addEsVector setter.
bool write_color(const developer_hoodie_detail::Binding &binding, const developer_hoodie_detail::Color &color) noexcept {
__try {
std::memcpy(reinterpret_cast<void *>(binding.node + 0x10), color.data(), sizeof(color));
*reinterpret_cast<std::uint8_t *>(binding.material + 0x2f6) = 1;
return true;
} __except (EXCEPTION_EXECUTE_HANDLER) { return false; }
}
bool publish_materials(std::uintptr_t base, std::uintptr_t item) noexcept {
__try {
reinterpret_cast<void (*)(std::uintptr_t, int)>(base + addr::native_cosmetics::publish_materials)(item, 0);
return true;
} __except (EXCEPTION_EXECUTE_HANDLER) { return false; }
}
// What each of the skater's marked cosmetics does for this player: top, bottoms, shoes, ...
using Animations = std::array<developer_hoodie_detail::ItemAnimation, developer_hoodie_detail::slots.size()>;
Animations skater_animations(std::uint64_t steam_id, const multiplayer::MarkStyles &styles) noexcept {
const auto mark = multiplayer::identity_mark(steam_id);
Animations out;
for (std::size_t i = 0; i < out.size(); ++i) out[i] = developer_hoodie_detail::item_animation(mark, styles[i]);
return out;
}
bool any_on(const Animations &animations) noexcept {
return std::any_of(animations.begin(), animations.end(), [](const auto &animation) { return animation.on; });
}
// Which cosmetics are coloured, and how many colours of each: what is equipped decides.
std::string coloured(const DeveloperHoodieState &state) {
std::array<unsigned, developer_hoodie_detail::slots.size()> colors{};
for (const auto &saved : state.colors) ++colors[saved.binding.part];
std::string out;
for (std::size_t i = 0; i < colors.size(); ++i)
if (colors[i]) out += std::format("{}{} ({})", out.empty() ? "" : ", ", multiplayer::mark_item_names[i], colors[i]);
return out.empty() ? "nothing equipped has a color to change" : "animation active on " + out;
}
} // namespace
void update_developer_hoodie(std::uintptr_t base, std::uintptr_t entity, std::uint64_t steam_id,
std::uint64_t generation, DeveloperHoodieState &state,
const multiplayer::MarkStyles &styles) noexcept {
const auto animations = skater_animations(steam_id, styles);
const bool listed = any_on(animations);
if (!entity) { state = {}; return; }
if (!listed && state.colors.empty()) return;
try {
auto read = [](std::uintptr_t address, void *out, std::size_t size) { return memory::peek_bytes(address, out, size); };
std::array<unsigned char, addr::native_cosmetics::publish_materials_prefix.size()> prefix{};
if (!read(base + addr::native_cosmetics::publish_materials, prefix.data(), prefix.size()) ||
prefix != addr::native_cosmetics::publish_materials_prefix) {
report_hoodie(entity, steam_id, "material publisher differs from the supported build", logging::Level::warning);
state = {}; return;
}
const auto live = developer_hoodie_detail::materials(read, base, entity);
bool published = true;
auto publish = [base, &published](std::uintptr_t item) { if (!publish_materials(base, item)) published = false; };
developer_hoodie_detail::animate(state, live, entity, generation, animations, GetTickCount64(), write_color, publish);
if (!published) report_hoodie(entity, steam_id, "native material publication failed", logging::Level::warning);
else if (listed && !live.pending) report_hoodie(entity, steam_id, coloured(state), logging::Level::info);
} catch (const std::exception &error) {
report_hoodie(entity, steam_id, error.what(), logging::Level::warning);
} catch (...) {
// Streaming/replacement may invalidate a controller. Never recover by
// writing cached addresses, or let an optional cosmetic stop the session.
}
}
void tick_local_developer_hoodie(std::uintptr_t base, std::uintptr_t client, bool ready) noexcept {
static DeveloperHoodieState state;
// Pausing/loading can temporarily make the local actor unavailable without
// destroying it. Keep originals until a fresh ownership walk succeeds.
if (!ready) return;
try {
const auto social = multiplayer::steam_social_snapshot();
const auto id = social && multiplayer::own_items_shown() ? social->local.id : 0;
const auto styles = developer_hoodie_detail::own_styles.load();
if (!any_on(skater_animations(id, styles)) && state.colors.empty()) return;
const auto local = multiplayer::capture_local(base, client, false);
if (local.ready) update_developer_hoodie(base, local.entity, id, local.context, state, styles);
else report_hoodie(client, id, local.detail, logging::Level::warning);
} catch (...) {}
}
} // namespace dingosdk