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https://github.com/Dingo-Shenanigans/ReSkate.git
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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.
150 lines
7.6 KiB
C++
150 lines
7.6 KiB
C++
#include "ui_sound.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/supported_build.h"
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#include "Engine/Game/Build/20260929/native_party.h"
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#include "Engine/Game/Build/20260929/native_throwdowns.h"
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#include "Extension/Throwdowns/native_type_scan.h"
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#include <Windows.h>
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#include <array>
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#include <atomic>
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#include <optional>
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#include <thread>
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namespace dingosdk::multiplayer {
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namespace {
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namespace throwdowns = addr::native_throwdowns;
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namespace party = addr::native_party;
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// EBX TypeNameHash of the event, and the NameHash of its UiAudioEnum field.
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constexpr std::uint32_t play_one_shot = 1415301872U, sound_field = 1903611779U, none = ~0U;
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std::atomic<std::uint32_t> wanted{none};
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std::atomic<bool> preparing{};
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// The event's type object. Its type is defined by data a level's bundles carry: it is made
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// again, somewhere else, by each level, so it is found on the heap (off this thread) and
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// checked before every use.
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std::atomic<std::uintptr_t> type_object{};
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std::atomic<bool> scanning{}, off{};
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std::atomic<std::uint64_t> scan_after{};
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template<std::size_t Size> bool matches(std::uintptr_t address, const std::array<unsigned char, Size> &prefix) {
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std::array<unsigned char, Size> bytes{};
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return memory::read_bytes(address, bytes.data(), bytes.size()) && bytes == prefix;
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}
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// The five game functions used here are the ones this build's party and throwdown code calls.
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bool supported(std::uintptr_t base) {
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static const bool ok = [base] {
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if (!matches(base + throwdowns::type_construct, throwdowns::type_construct_prefix) ||
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!matches(base + throwdowns::type_destroy, throwdowns::type_destroy_prefix))
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return false;
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for (const auto rva : {party::current_context, party::event_dispatcher, party::event_post}) {
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bool found{};
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for (const auto &contract : party::party_request_contracts)
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if (contract.rva == rva) found = matches(base + rva, contract.bytes);
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if (!found) return false;
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}
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return true;
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}();
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return ok;
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}
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// Whether `object` is still the event's type: its record names the event and constructs
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// through code (the same test the throwdown code makes before it constructs one).
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bool type_alive(std::uintptr_t base, std::uintptr_t object) {
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std::uintptr_t record{}, construct{};
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std::uint32_t name{};
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if (!object || !memory::peek(object, record) || !memory::peek(record, name) || name != play_one_shot ||
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!memory::peek(record + 0x30, construct))
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return false;
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if (construct >= base && construct - base < supported_build::game_image_size) return true;
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MEMORY_BASIC_INFORMATION info{};
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return VirtualQuery(reinterpret_cast<const void *>(construct), &info, sizeof(info)) && info.State == MEM_COMMIT &&
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!(info.Protect & PAGE_GUARD) &&
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(info.Protect & (PAGE_EXECUTE | PAGE_EXECUTE_READ | PAGE_EXECUTE_READWRITE | PAGE_EXECUTE_WRITECOPY));
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}
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// Where the sound's number goes in an instance of the event: a 4-byte field.
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std::optional<std::uint16_t> sound_offset(std::uintptr_t type) {
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std::uintptr_t record{}, fields{};
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std::uint16_t count{};
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if (!memory::peek(type, record) || !memory::peek(record + 0x2a, count) || !memory::peek(record + 0x60, fields) || !fields || count > 16)
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return std::nullopt;
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for (unsigned i = 0; i < count; ++i) {
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const auto entry = fields + i * 0x18;
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std::uint32_t name{};
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std::uint16_t offset{}, size{};
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std::uintptr_t field_type{}, field_record{};
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if (!memory::peek(entry, name) || name != sound_field) continue;
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if (!memory::peek(entry + 8, offset) || !memory::peek(entry + 0x10, field_type) || !memory::peek(field_type, field_record) ||
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!memory::peek(field_record + 6, size) || size != 4)
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return std::nullopt;
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return offset;
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}
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return std::nullopt;
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}
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// Makes an instance of the event, sets the sound and raises it as the game raises its own
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// events (native_party.h: the dispatcher copies the instance, which is then destroyed).
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// False when a step faulted: the sounds are switched off then.
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bool raise(std::uintptr_t base, std::uintptr_t type, std::uint16_t offset, std::uint32_t sound) noexcept {
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__try {
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const auto allocator = *reinterpret_cast<std::uintptr_t *>(base + throwdowns::event_allocator);
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const auto value = reinterpret_cast<std::uintptr_t (*)(std::uintptr_t, std::uintptr_t)>(base + throwdowns::type_construct)(type, allocator);
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if (!value) return true;
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*reinterpret_cast<std::uint32_t *>(value + offset) = sound;
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alignas(16) unsigned char context[16]{};
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reinterpret_cast<void (*)(void *)>(base + party::current_context)(context);
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const auto dispatcher = reinterpret_cast<std::uintptr_t (*)(void *)>(base + party::event_dispatcher)(context);
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if (dispatcher && *reinterpret_cast<std::uint8_t *>(dispatcher + 0x28)) {
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struct Options { float delay; std::uint32_t count; std::uint32_t flags; } options{0.f, 1, 0};
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reinterpret_cast<void (*)(std::uintptr_t, std::uintptr_t, const void *, void *, std::uintptr_t)>(base + party::event_post)(
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dispatcher, type, reinterpret_cast<const void *>(value), &options, 0);
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}
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reinterpret_cast<void (*)(std::uintptr_t, std::uintptr_t, std::uintptr_t)>(base + throwdowns::type_destroy)(type, allocator, value);
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return true;
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} __except (EXCEPTION_EXECUTE_HANDLER) {
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return false;
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}
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}
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} // namespace
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void queue_ui_sound(std::uint32_t sound) noexcept { wanted.store(sound, std::memory_order_relaxed); }
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void prepare_ui_sounds() noexcept {preparing.store(true,std::memory_order_relaxed);}
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void tick_ui_sounds(std::uintptr_t base, bool loading) noexcept {
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const auto sound = wanted.exchange(none, std::memory_order_relaxed);
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const bool warm=preparing.exchange(false,std::memory_order_relaxed);
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if ((sound == none && !warm) || loading || !base || off.load(std::memory_order_relaxed)) return;
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try {
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if (!supported(base)) {
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off = true;
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logging::log(logging::Level::info, logging::Channel::ui, "Menu sounds: this game build differs from the supported one; ReSkate's pages stay silent.");
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return;
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}
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const auto type = type_object.load(std::memory_order_acquire);
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if (!type_alive(base, type)) {
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// Not found yet, or left behind with the last level: look for it off this thread (the
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// scan takes a few hundred milliseconds). This sound is skipped; the next ones play.
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type_object.store(0, std::memory_order_release);
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if (GetTickCount64() < scan_after.load(std::memory_order_relaxed) || scanning.exchange(true)) return;
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std::thread([] {
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NativeTypeQuery query{play_one_shot, 0};
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try {
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find_native_types(std::span<NativeTypeQuery>(&query, 1), true);
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} catch (...) {}
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if (query.object) type_object.store(query.object, std::memory_order_release);
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else scan_after.store(GetTickCount64() + 5000, std::memory_order_relaxed);
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scanning.store(false);
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}).detach();
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return;
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}
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if(sound==none)return;
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const auto offset = sound_offset(type);
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if (!offset || !raise(base, type, *offset, sound)) {
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off = true;
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logging::log(logging::Level::warning, logging::Channel::ui, "Menu sounds: the game's sound event could not be raised; ReSkate's pages stay silent.");
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}
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} catch (...) {
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scanning.store(false);
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}
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}
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} // namespace dingosdk::multiplayer
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