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https://github.com/Dingo-Shenanigans/ReSkate.git
synced 2026-10-17 19:47:08 +02:00
Objects other players place are spawned locally, so the game took every one for the local player's own: all were solid, and their card offered the owner's buttons and named the wrong player. - Other players' objects are ghosts the skater passes through, as in the game's own sessions. Each player's row in the session menu has an "Objects: solid / ghost" switch, remembered by Steam ID; a dedicated server's own objects (its parks) are solid unless switched off. `mp objects-solid <SteamID64|server> on|off` does the same. - The card's own Disable and Enable on one object stand over that player's setting until the setting is changed. - The card on an object someone else placed no longer offers Edit or Delete: the game's "is this mine" and "may this be edited" checks answer for who really placed it. It offers Disable instead. - The card names the owner of the object it is for, read from the card's own script, instead of the owner of the object nearest the skater. - A dedicated server has a player card of its own, "Server", shown on what it placed. Server: the Mods folder is kept when the configuration is reloaded. A park mod was reported as not being in the Mods folder after a reload.
660 lines
32 KiB
C++
660 lines
32 KiB
C++
#include "network_object_runtime.h"
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#include "Engine/Core/Hooks/hooks.h"
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#include "Engine/Core/Log/logging.h"
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#include "Engine/Core/Platform/memory.h"
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#include "Engine/Game/Build/addresses.h"
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#include "Engine/Game/Build/20260929/local_placements.h"
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#include "Extension/Customization/local_customization_runtime.h"
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#include "Extension/Multiplayer/Session/object_state.h"
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#include "Extension/Multiplayer/Session/peer_slots.h"
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#include "local_buildkit_limits.h"
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#include "local_placements_runtime.h"
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#include "Extension/Objects/ParkEditor/park_editor_runtime.h"
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#include <algorithm>
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#include <array>
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#include <atomic>
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#include <format>
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#include <map>
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#include <mutex>
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#include <optional>
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#include <string>
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#include <set>
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#include <tuple>
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namespace dingosdk::profile_runtime {
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namespace network_objects_detail {
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using Key = std::tuple<std::uint64_t, std::uint64_t, std::uint64_t>;
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struct Live {
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std::uint64_t entity{}, delete_sent{}, delete_started{}, refresh{};
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profile::PlacedObject applied;
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// Whether the native ghost is forced on it, and when that is next made sure of.
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bool ghosted{};
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std::uint64_t ghost_refresh{};
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};
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struct Create {
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Key key;
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profile::PlacedObject object;
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std::vector<std::uint64_t> before; // sorted: the native entities when it was sent
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std::uint64_t sent{};
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std::uint32_t source{};
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bool existed(std::uint64_t entity) const { return std::binary_search(before.begin(), before.end(), entity); }
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};
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struct State {
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std::string map, status;
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std::map<Key, profile::PlacedObject> desired;
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std::map<Key, Live> live;
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std::set<Key> dirty;
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std::optional<Create> creating;
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std::map<std::uint32_t, Create> late_creates;
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std::set<Key> failed_creates;
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std::uint64_t next_poll{};
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std::optional<Key> move_cursor;
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std::optional<Key> dirty_cursor;
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};
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State &state() {
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static State value;
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return value;
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}
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// The players whose objects are solid for the local player. Not part of State: it outlives
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// a change of world. Under the native lock, like State.
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std::set<std::uint64_t> &solid_owners() {
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static std::set<std::uint64_t> value;
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return value;
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}
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// How the client knows a placed object: the object's number, which is the index part of the
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// server's entity for it (bits 8 up; the low byte is that entity's generation). The client's
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// copy has an entity of its own, but its component (+0x24) and its record (+0x28) carry this
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// number (measured 2026-10-13: server entities 0x25'00000503 and 0x25'00001104 were objects
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// 5 and 0x11 on the client).
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std::uint32_t object_number(std::uint64_t server_entity) noexcept {
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return static_cast<std::uint32_t>(server_entity >> 8) & 0xffffff;
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}
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// The numbers of the objects other players placed, and who placed each, for the game's "is
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// this object mine?" (object_owned_hook): every copy has the local player as its native owner,
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// so the game would offer the owner's menu on all of them. The game asks as each object appears
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// on the client, so a number is here from the moment the server's entity is known. Written by
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// the object update, read by the client's scripts.
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std::mutex remote_objects_mutex;
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std::map<std::uint32_t, std::uint64_t> remote_objects;
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std::size_t published_objects{}; // how many objects there were when remote_objects was last rebuilt
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// What the local player chose for single objects with the game's own menu (Disable, and
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// enabling one again): that is the game's ghost native, called on the client. A choice stands
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// over the owner's setting until that setting is changed. Under remote_objects_mutex.
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std::map<std::uint32_t, bool> object_choices;
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void publish_remote_objects(const State &s) {
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std::map<std::uint32_t, std::uint64_t> numbers;
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for (const auto &[key, live] : s.live)
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if (std::get<0>(key)) numbers[object_number(live.entity)] = std::get<0>(key);
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std::lock_guard lock(remote_objects_mutex);
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remote_objects = std::move(numbers);
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std::erase_if(object_choices, [](const auto &choice) { return !remote_objects.contains(choice.first); });
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published_objects = s.live.size();
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}
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void add_remote_object(const Key &key, std::uint64_t entity) {
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if (!std::get<0>(key)) return;
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std::lock_guard lock(remote_objects_mutex);
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remote_objects[object_number(entity)] = std::get<0>(key);
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}
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// The number of the placed object an entity is part of, as the game's own checks find it.
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std::optional<std::uint32_t> client_object_number(std::uint64_t entity) noexcept {
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namespace placements = addr::local_placements;
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const auto base = local_runtime().base;
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std::array<std::uint64_t, 2> root{};
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reinterpret_cast<void (*)(std::uint64_t *, std::uint64_t, bool)>(base + placements::object_root)(root.data(), entity, true);
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std::array<std::uint64_t, 8> found{}; // [1] valid, [2] the component
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reinterpret_cast<void (*)(const std::uint64_t *, std::uint64_t *)>(base + placements::object_component)(root.data(), found.data());
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std::uint32_t number{};
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if (!found[1] || !found[2] || !memory::peek(static_cast<std::uintptr_t>(found[2]) + 0x24, number)) return std::nullopt;
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return number;
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}
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void (*object_ghost_original)(const std::uint64_t *, bool){};
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void object_ghost_hook(const std::uint64_t *entity, bool ghost) {
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object_ghost_original(entity, ghost);
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try {
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if (!entity) return;
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const auto number = client_object_number(*entity);
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if (!number) return;
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std::lock_guard lock(remote_objects_mutex);
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if (remote_objects.contains(*number)) object_choices[*number] = ghost;
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} catch (...) {}
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}
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// Another player's object is not the local player's to edit: the game's own check for the
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// card's Edit button does not ask whose the object is (every object is its owner's to see,
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// where the game runs its own service).
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bool (*objects_editable_original)(const std::uint64_t *const *){};
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bool objects_editable_hook(const std::uint64_t *const *entities) {
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const bool editable = objects_editable_original(entities);
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if (!editable || !entities) return editable;
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try {
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const std::uint64_t *first{};
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std::uint32_t count{};
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if (!memory::peek(reinterpret_cast<std::uintptr_t>(entities), first) || !first ||
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!memory::peek(reinterpret_cast<std::uintptr_t>(first) - 4, count)) return editable;
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count &= 0x7fffffff;
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for (std::uint32_t i = 0; i < count && i < 64; ++i) {
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const auto number = client_object_number(first[i]);
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if (!number) continue;
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std::unique_lock lock(remote_objects_mutex, std::try_to_lock);
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if (lock.owns_lock() && remote_objects.contains(*number)) return false;
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}
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} catch (...) {}
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return editable;
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}
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bool (*object_owned_original)(const std::uint64_t *){};
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bool object_owned_hook(const std::uint64_t *entity) {
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const bool owned = object_owned_original(entity);
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if (!owned || !entity) return owned;
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try {
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const auto number = client_object_number(*entity);
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if (!number) return owned;
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std::unique_lock lock(remote_objects_mutex, std::try_to_lock);
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return !(lock.owns_lock() && remote_objects.contains(*number));
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} catch (...) {
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return owned;
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}
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}
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void install_object_owned_hook() noexcept {
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static bool attempted{};
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if (std::exchange(attempted, true)) return;
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namespace placements = addr::local_placements;
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const auto base = local_runtime().base;
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std::array<unsigned char, 16> owned{}, root{}, component{};
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auto *const target = reinterpret_cast<void *>(base + placements::object_owned);
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if (!memory::read(base + placements::object_owned, owned) || owned != placements::object_owned_prefix ||
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!memory::read(base + placements::object_root, root) || root != placements::object_root_prefix ||
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!memory::read(base + placements::object_component, component) || component != placements::object_component_prefix ||
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hook_prepare(target, reinterpret_cast<void *>(&object_owned_hook), reinterpret_cast<void **>(&object_owned_original)) != HookOk ||
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hook_enable(target) != HookOk) {
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logging::write(logging::Level::warning, logging::Channel::runtime,
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"Object owners: the game's owner check could not be replaced; other players' objects offer the owner's menu.");
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return;
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}
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std::array<unsigned char, 16> editable{};
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auto *const editable_target = reinterpret_cast<void *>(base + placements::objects_editable);
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if (!memory::read(base + placements::objects_editable, editable) || editable != placements::objects_editable_prefix ||
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hook_prepare(editable_target, reinterpret_cast<void *>(&objects_editable_hook),
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reinterpret_cast<void **>(&objects_editable_original)) != HookOk ||
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hook_enable(editable_target) != HookOk)
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logging::write(logging::Level::warning, logging::Channel::runtime,
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"Object owners: the game's edit check could not be replaced; other players' objects offer Edit.");
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// The same functions tell which object the menu's Disable was pressed on.
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std::array<unsigned char, 16> ghost{};
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auto *const ghost_target = reinterpret_cast<void *>(base + placements::object_ghost);
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if (!memory::read(base + placements::object_ghost, ghost) || ghost != placements::object_ghost_prefix ||
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hook_prepare(ghost_target, reinterpret_cast<void *>(&object_ghost_hook), reinterpret_cast<void **>(&object_ghost_original)) != HookOk ||
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hook_enable(ghost_target) != HookOk)
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logging::write(logging::Level::warning, logging::Channel::runtime,
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"Object ghosting: the menu's own Disable could not be followed; an object disabled there turns solid again.");
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}
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// Makes placed object `number` a ghost for the local player, or lets it be solid again,
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// through the game's own record of it (local_placements.h). False when the client has no
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// record of it yet (it comes a moment after the object), or when this build's functions are
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// not the ones expected: objects then stay solid, as they always were.
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bool set_object_ghost(std::uint32_t number, bool ghost) noexcept {
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namespace placements = addr::local_placements;
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static const bool known = [] {
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std::array<unsigned char, 16> lookup{};
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const auto base = local_runtime().base;
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const bool same = memory::read(base + placements::realm_context, lookup) && lookup == placements::realm_context_prefix;
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if (!same)
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logging::write(logging::Level::warning, logging::Channel::runtime,
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"Object ghosting: the game's functions differ; other players' objects stay solid.");
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return same;
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}();
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if (!known) return false;
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const auto base = local_runtime().base;
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// The records are the client's, and this runs in the local server's context, where the
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// game's own function (which takes the calling thread's context) finds no record store.
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// So the client's context is asked for by name, the record is marked here, and the store
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// is told to decide every record again, which the client does on its next update.
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std::uintptr_t client{};
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reinterpret_cast<std::uintptr_t *(*)(std::uintptr_t *, std::uint32_t)>(base + placements::realm_context)(
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&client, placements::client_realm);
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std::uint32_t offset{};
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std::uintptr_t first{}, last{};
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std::uint8_t ready{};
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if (!client || !memory::peek(base + placements::client_ready_offset, offset) || offset > 0x1000000) return false;
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const auto store = client + offset;
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if (!memory::peek(store + 0x100, ready) || !ready || !memory::peek(store + 0x48, first) || !memory::peek(store + 0x50, last) ||
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!first || last < first || (last - first) % 0x50 || (last - first) / 0x50 > 65536)
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return false;
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// An object can have several records under its number; the active one carries the flags.
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std::uintptr_t record{};
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for (auto at = first; at != last && !record; at += 0x50) {
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std::uint32_t held{};
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std::uint8_t active{};
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if (memory::peek(at + 0x28, held) && held == number && memory::peek(at + 0x3a, active) && active) record = at;
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}
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if (!record) return false;
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// As the game's own native sets them: a forced ghost, or none (and solid forced only on a
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// record that was not a forced ghost, which ReSkate never asks for).
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auto *const bytes = reinterpret_cast<std::uint8_t *>(record);
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if ((bytes[0x3b] != 0) != ghost) {
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bytes[0x3c] = 0;
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bytes[0x3b] = ghost;
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*reinterpret_cast<std::uint8_t *>(store + 0xfb) = 1;
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}
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return true;
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}
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// Other players' objects are still being created: the client tick keeps calling
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// update_network_objects (tick_network_objects) instead of waiting for the 500 ms
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// customization update, which paced a big park at two objects a second.
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std::atomic<bool> creates_pending{};
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std::atomic<std::uint32_t> extra_budget{};
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// Do not reuse a tag after level teardown: a late queued message must be rejected.
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std::uint32_t next_source{};
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void refresh_budget() {
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const auto &s = state();
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auto count = s.desired.size();
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for (const auto &[key, live] : s.live) {
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(void)live;
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if (!s.desired.contains(key))
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++count;
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}
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if (s.creating && !s.desired.contains(s.creating->key) && !s.live.contains(s.creating->key))
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++count;
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for (const auto &[source, create] : s.late_creates) {
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(void)source;
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if (!s.desired.contains(create.key) && !s.live.contains(create.key)) ++count;
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}
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extra_budget.store(static_cast<std::uint32_t>(count), std::memory_order_release);
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}
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} // namespace network_objects_detail
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std::uint64_t network_object_owner_of(std::uint64_t client_entity) noexcept {
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using namespace network_objects_detail;
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try {
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if (!client_entity) return 0;
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const auto number = client_object_number(client_entity);
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if (!number) return 0;
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std::unique_lock lock(remote_objects_mutex, std::try_to_lock);
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if (!lock.owns_lock()) return 0;
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const auto remote = remote_objects.find(*number);
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return remote == remote_objects.end() ? 0 : remote->second;
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} catch (...) {
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return 0;
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}
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}
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std::uint32_t network_object_extra_budget() noexcept {
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return network_objects_detail::extra_budget.load(std::memory_order_acquire);
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}
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void reset_network_object_world() {
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network_objects_detail::state() = {};
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network_objects_detail::creates_pending.store(false, std::memory_order_release);
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network_objects_detail::refresh_budget();
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}
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void retire_local_network_object(std::uint64_t entity, const profile::PlacedObject& object) {
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if (!entity) return;
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// Zero owner/epoch cannot be received from the network. Keep these handles
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// excluded from autosave until native deletion is actually acknowledged.
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network_objects_detail::state().live.try_emplace(
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network_objects_detail::Key{0, 0, entity},
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network_objects_detail::Live{entity, 0, 0, 0, object});
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network_objects_detail::refresh_budget();
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}
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bool network_objects_inflight() {
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const auto &s = network_objects_detail::state();
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const auto now = GetTickCount64();
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return s.creating.has_value() || std::any_of(s.live.begin(), s.live.end(),
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[&](const auto &row) {
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return (std::get<0>(row.first) == 0 || row.second.delete_sent) &&
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(!row.second.delete_started ||
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now <= row.second.delete_started + 10000);
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});
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}
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std::uint64_t network_object_creation_owner(std::uint32_t source) {
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const auto &s = network_objects_detail::state();
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if (s.creating && source == s.creating->source) return std::get<0>(s.creating->key);
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const auto late = s.late_creates.find(source);
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return late == s.late_creates.end() ? 0 : std::get<0>(late->second.key);
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}
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bool network_object_observe(std::uint64_t entity, const profile::PlacedObject &object, std::uint32_t source) {
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auto &s = network_objects_detail::state();
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for (const auto &[key, live] : s.live) {
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(void)key;
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if (live.entity == entity)
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return true;
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}
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if (s.creating && source == s.creating->source && !s.creating->existed(entity) &&
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s.creating->object.item == object.item) {
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auto applied = object;
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applied.id = s.creating->object.id;
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s.live[s.creating->key] = {entity, 0, 0, 0, std::move(applied)};
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network_objects_detail::add_remote_object(s.creating->key, entity);
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s.dirty.insert(s.creating->key);
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s.creating.reset();
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network_objects_detail::refresh_budget();
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return true;
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}
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if (const auto late = s.late_creates.find(source);
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late != s.late_creates.end() && !late->second.existed(entity) &&
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late->second.object.item == object.item) {
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auto applied = object;
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applied.id = late->second.object.id;
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s.live[late->second.key] = {entity, 0, 0, 0, std::move(applied)};
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network_objects_detail::add_remote_object(late->second.key, entity);
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s.dirty.insert(late->second.key);
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s.failed_creates.erase(late->second.key);
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s.late_creates.erase(late);
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network_objects_detail::refresh_budget();
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return true;
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}
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return false;
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}
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void update_network_objects() {
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auto &s = network_objects_detail::state();
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auto &r = placements_runtime();
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const auto now = GetTickCount64();
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if (!s.creating && s.live.empty() && s.desired.empty()) {
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s.status = "0 remote objects synced.";
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network_objects_detail::creates_pending.store(false, std::memory_order_release);
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return;
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}
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if (s.creating) {
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if (now <= s.creating->sent + 10000) return;
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// Stop blocking local edits, but retain the exact source ownership so a
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// delayed callback can never leak the remote object into local autosave.
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s.status = "A network object was not acknowledged; local editing remains available.";
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s.failed_creates.insert(s.creating->key);
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s.late_creates.emplace(s.creating->source, std::move(*s.creating));
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s.creating.reset();
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network_objects_detail::refresh_budget();
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}
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if (park_editor_owns_placements() || r.clearing ||
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!network_object_native_ready() || now < r.map_since + 3000 || now < s.next_poll)
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|
return;
|
|
s.next_poll = now + 50;
|
|
const auto channel = placement_client_channel();
|
|
if (!channel)
|
|
return;
|
|
auto table = placement_manager_ids(r.manager);
|
|
if (!table)
|
|
return;
|
|
// Sorted by entity for lookups: a big park has thousands of rows.
|
|
auto &native = *table;
|
|
std::stable_sort(native.begin(), native.end(), [](const auto &a, const auto &b) { return a.entity < b.entity; });
|
|
const auto native_row = [&](std::uint64_t entity) -> const PlacementId * {
|
|
const auto it = std::lower_bound(native.begin(), native.end(), entity,
|
|
[](const PlacementId &row, std::uint64_t value) { return row.entity < value; });
|
|
return it != native.end() && it->entity == entity ? &*it : nullptr;
|
|
};
|
|
std::vector<std::uint32_t> erase;
|
|
unsigned failed_deletes{};
|
|
for (auto it = s.live.begin(); it != s.live.end();) {
|
|
auto &live = it->second;
|
|
const auto found = native_row(live.entity);
|
|
if (!found) {
|
|
it = s.live.erase(it);
|
|
continue;
|
|
}
|
|
const auto wanted = s.desired.find(it->first);
|
|
if (s.map != r.map || wanted == s.desired.end() || wanted->second.item != live.applied.item) {
|
|
if (live.delete_started && now > live.delete_started + 10000) {
|
|
++failed_deletes;
|
|
++it;
|
|
continue;
|
|
}
|
|
if (!live.delete_sent || now > live.delete_sent + 1000) {
|
|
erase.push_back(found->id);
|
|
live.delete_sent = now;
|
|
if (!live.delete_started) live.delete_started = now;
|
|
if (erase.size() >= 64)
|
|
break;
|
|
}
|
|
}
|
|
++it;
|
|
}
|
|
network_objects_detail::refresh_budget();
|
|
if (!erase.empty()) {
|
|
send_placement_delete(channel, erase);
|
|
network_objects_detail::creates_pending.store(true, std::memory_order_release);
|
|
return;
|
|
}
|
|
// Clear session copies before restoring the guest's personal layout.
|
|
// Waiting on r.restore above would deadlock those two operations.
|
|
if (network_objects_inflight() || s.map != r.map || r.inflight || !r.restore.empty())
|
|
return;
|
|
unsigned missing{};
|
|
unsigned failed{};
|
|
for (const auto &[key, object] : s.desired) {
|
|
if (s.live.contains(key))
|
|
continue;
|
|
if (s.failed_creates.contains(key)) {
|
|
++failed;
|
|
continue;
|
|
}
|
|
const auto item = cosmetic_runtime().items.find(object.item);
|
|
if (item == cosmetic_runtime().items.end() || !item->second.build_kit) {
|
|
++missing;
|
|
continue;
|
|
}
|
|
if (network_objects_detail::next_source == 0x00ffffff) {
|
|
s.status = "Network object request IDs exhausted; restart the game.";
|
|
return;
|
|
}
|
|
network_objects_detail::Create create{
|
|
key, object, {}, now, network_object_source_prefix | ++network_objects_detail::next_source};
|
|
create.before.reserve(native.size());
|
|
for (const auto &row : native)
|
|
create.before.push_back(row.entity); // already sorted
|
|
s.creating = std::move(create);
|
|
// Reserve native capacity for peer copies before their create request.
|
|
// Their presence must not consume the saved local object's budget.
|
|
update_buildkit_limits();
|
|
if (!queue_placement_create(object, item->second.hash, s.creating->source)) {
|
|
s.creating.reset();
|
|
network_objects_detail::refresh_budget();
|
|
// Each attempt uses a request id: while creating fails, try twice a second.
|
|
s.next_poll = now + 500;
|
|
}
|
|
// One create in flight at a time (the native queue holds one request and
|
|
// the server tick takes one per tick); the next goes out once it is in.
|
|
network_objects_detail::creates_pending.store(true, std::memory_order_release);
|
|
return;
|
|
}
|
|
network_objects_detail::creates_pending.store(false, std::memory_order_release);
|
|
s.status = std::to_string(s.live.size()) + " remote objects synced.";
|
|
if (missing)
|
|
s.status += " " + std::to_string(missing) + " assets are not installed locally.";
|
|
if (failed)
|
|
s.status += " " + std::to_string(failed) + " creations timed out without blocking local editing.";
|
|
if (failed_deletes)
|
|
s.status += " " + std::to_string(failed_deletes) + " removals timed out; reload to clear them.";
|
|
}
|
|
void update_network_object_moves() {
|
|
auto &s = network_objects_detail::state();
|
|
if (s.live.empty() && network_objects_detail::published_objects) network_objects_detail::publish_remote_objects(s);
|
|
if (s.map != placements_runtime().map || !network_object_native_ready() || s.live.empty())
|
|
return;
|
|
const auto now = GetTickCount64();
|
|
// An object whose target differs from what was last applied is moved at once; the
|
|
// rest are put back where their owner has them every 10 s (the game's own tools can
|
|
// move a copy, and a move made before its physics body existed placed only the
|
|
// model), not every second as before. A failed move retries a second later.
|
|
network_objects_detail::install_object_owned_hook();
|
|
const auto move = [&](auto it) {
|
|
auto &live = it->second;
|
|
const auto wanted = s.desired.find(it->first);
|
|
// Another player's object is a ghost unless they were made solid. Set when that
|
|
// changes, and a ghost again with each refresh: one forced before the game had its
|
|
// record of the object did nothing.
|
|
if (const auto owner = std::get<0>(it->first); owner && !live.delete_sent && now >= live.ghost_refresh) {
|
|
const auto number = network_objects_detail::object_number(live.entity);
|
|
bool ghost = !network_objects_detail::solid_owners().contains(owner);
|
|
{
|
|
std::lock_guard choices(network_objects_detail::remote_objects_mutex);
|
|
if (const auto chosen = network_objects_detail::object_choices.find(number);
|
|
chosen != network_objects_detail::object_choices.end()) ghost = chosen->second;
|
|
}
|
|
// The client's record of a new object comes a moment after the object: try again soon.
|
|
const bool set = network_objects_detail::set_object_ghost(number, ghost);
|
|
if (set) live.ghosted = ghost;
|
|
live.ghost_refresh = now + (set ? 10000 : 1000);
|
|
}
|
|
if (!live.delete_sent && wanted != s.desired.end() && wanted->second.item == live.applied.item &&
|
|
(wanted->second != live.applied || now >= live.refresh)) {
|
|
try {
|
|
move_network_object(live.entity, wanted->second);
|
|
live.applied = wanted->second;
|
|
live.refresh = now + 10000;
|
|
} catch (...) {
|
|
s.status = "Waiting for a remote object's native transform.";
|
|
live.refresh = now + 1000;
|
|
}
|
|
}
|
|
};
|
|
// Fresh edits go first. The walk over the rest of the park catches targets a
|
|
// failed move left behind, without making a recently moved object wait
|
|
// behind thousands of props.
|
|
unsigned used{};
|
|
while (!s.dirty.empty() && used < 128) {
|
|
auto next = s.dirty_cursor ? s.dirty.upper_bound(*s.dirty_cursor) : s.dirty.begin();
|
|
if (next == s.dirty.end())
|
|
next = s.dirty.begin();
|
|
const auto key = *next;
|
|
s.dirty_cursor = key;
|
|
s.dirty.erase(next);
|
|
if (auto found = s.live.find(key); found != s.live.end()) {
|
|
move(found);
|
|
++used;
|
|
}
|
|
}
|
|
auto it = s.move_cursor ? s.live.upper_bound(*s.move_cursor) : s.live.begin();
|
|
if (it == s.live.end())
|
|
it = s.live.begin();
|
|
const auto budget = std::min<std::size_t>(128 - used, s.live.size());
|
|
for (std::size_t i = 0; i < budget; ++i) {
|
|
move(it);
|
|
s.move_cursor = it->first;
|
|
if (++it == s.live.end())
|
|
it = s.live.begin();
|
|
}
|
|
// When an object went: its number must not name whatever takes it next.
|
|
if (s.live.size() != network_objects_detail::published_objects) network_objects_detail::publish_remote_objects(s);
|
|
}
|
|
} // namespace dingosdk::profile_runtime
|
|
|
|
namespace dingosdk {
|
|
// Everything the other players have placed that is shown here, all of them together. Each
|
|
// owner has a limit of its own; without one for the session, every player a session can hold
|
|
// could add a full layout to the native world.
|
|
constexpr std::size_t max_remote_objects = 16384;
|
|
void set_remote_network_objects(std::string_view map, std::span<const NetworkObjectOwner> owners) {
|
|
using namespace profile_runtime;
|
|
if (owners.size() > multiplayer::max_remote_players)
|
|
return;
|
|
for (const auto &owner : owners)
|
|
if (!owner.owner || !owner.epoch || owner.objects.size() > multiplayer::max_owned_objects)
|
|
return;
|
|
{
|
|
// The session hands over every owner's objects ten times a second. When they
|
|
// are exactly the targets already held (the usual case), there is nothing to
|
|
// rebuild: tens of thousands of rows in a full lobby.
|
|
std::lock_guard lock(local_runtime().native_mutex);
|
|
auto &s = network_objects_detail::state();
|
|
std::size_t total{};
|
|
bool same = s.map == map;
|
|
for (const auto &owner : owners) {
|
|
for (const auto &object : owner.objects) {
|
|
if (total == max_remote_objects) break;
|
|
++total;
|
|
if (!same) continue;
|
|
const auto found = s.desired.find({owner.owner, owner.epoch, object.id});
|
|
same = found != s.desired.end() && found->second.id == object.id && found->second.item == object.item &&
|
|
found->second.position == object.position && found->second.rotation == object.rotation &&
|
|
found->second.scale == object.scale;
|
|
}
|
|
}
|
|
if (same && total == s.desired.size() &&
|
|
std::all_of(s.failed_creates.begin(), s.failed_creates.end(),
|
|
[&](const auto &key) { return s.desired.contains(key); }))
|
|
return;
|
|
}
|
|
std::map<network_objects_detail::Key, profile::PlacedObject> desired;
|
|
for (const auto &owner : owners) {
|
|
for (const auto &object : owner.objects) {
|
|
// Owners come in a stable order: past the limit, the later ones' objects are left out.
|
|
if (desired.size() == max_remote_objects)
|
|
break;
|
|
if (!multiplayer::valid_network_object(object))
|
|
return;
|
|
if (!desired
|
|
.emplace(network_objects_detail::Key{owner.owner, owner.epoch, object.id},
|
|
profile::PlacedObject{object.id, object.item, object.position, object.rotation,
|
|
object.scale})
|
|
.second)
|
|
return;
|
|
}
|
|
}
|
|
std::lock_guard lock(local_runtime().native_mutex);
|
|
auto &s = network_objects_detail::state();
|
|
for (const auto &[key, object] : desired) {
|
|
const auto found = s.live.find(key);
|
|
if (found != s.live.end() && found->second.applied != object)
|
|
s.dirty.insert(key);
|
|
}
|
|
std::erase_if(s.failed_creates, [&](const auto &key) { return !desired.contains(key); });
|
|
s.map = map;
|
|
s.desired = std::move(desired);
|
|
network_objects_detail::refresh_budget();
|
|
}
|
|
void clear_remote_network_objects() {
|
|
std::lock_guard lock(profile_runtime::local_runtime().native_mutex);
|
|
auto &s = profile_runtime::network_objects_detail::state();
|
|
s.desired.clear(); // Retain live handles until native deletion is acknowledged.
|
|
s.dirty.clear();
|
|
profile_runtime::network_objects_detail::refresh_budget();
|
|
}
|
|
void set_network_object_owner_solid(std::uint64_t owner, bool solid) {
|
|
using namespace profile_runtime;
|
|
if (!owner) return;
|
|
std::lock_guard lock(local_runtime().native_mutex);
|
|
auto &owners = network_objects_detail::solid_owners();
|
|
if (solid == owners.contains(owner)) return;
|
|
if (solid) owners.insert(owner);
|
|
else owners.erase(owner);
|
|
// Their objects go first in the next pass.
|
|
auto &s = network_objects_detail::state();
|
|
std::lock_guard choices(network_objects_detail::remote_objects_mutex);
|
|
for (auto &[key, live] : s.live)
|
|
if (std::get<0>(key) == owner) {
|
|
network_objects_detail::object_choices.erase(network_objects_detail::object_number(live.entity));
|
|
live.ghost_refresh = 0;
|
|
s.dirty.insert(key);
|
|
}
|
|
}
|
|
void remove_remote_network_objects(std::uint64_t owner, std::uint64_t epoch) {
|
|
if (!owner || !epoch)
|
|
return;
|
|
std::lock_guard lock(profile_runtime::local_runtime().native_mutex);
|
|
auto &s = profile_runtime::network_objects_detail::state();
|
|
std::erase_if(s.desired, [&](const auto &row) {
|
|
return std::get<0>(row.first) == owner && std::get<1>(row.first) == epoch;
|
|
});
|
|
std::erase_if(s.dirty,
|
|
[&](const auto &key) { return std::get<0>(key) == owner && std::get<1>(key) == epoch; });
|
|
profile_runtime::network_objects_detail::refresh_budget();
|
|
}
|
|
std::string network_object_status() {
|
|
std::lock_guard lock(profile_runtime::local_runtime().native_mutex);
|
|
return profile_runtime::network_objects_detail::state().status;
|
|
}
|
|
void tick_network_objects() noexcept {
|
|
using namespace profile_runtime;
|
|
if (!network_objects_detail::creates_pending.load(std::memory_order_acquire))
|
|
return;
|
|
PreserveError preserve;
|
|
try {
|
|
std::lock_guard lock(local_runtime().native_mutex);
|
|
if (!local_runtime().active.load(std::memory_order_acquire) ||
|
|
cosmetic_runtime().update_thread != GetCurrentThreadId())
|
|
return;
|
|
// The order update_placement_restore gives these; update_network_objects
|
|
// itself still waits 50 ms between polls.
|
|
if (!placement_session_ready() || park_editor_owns_placements() || placements_runtime().clearing)
|
|
return;
|
|
update_network_objects();
|
|
} catch (...) {
|
|
}
|
|
}
|
|
} // namespace dingosdk
|