Files
ReSkate/Extension/Multiplayer/developer_identity.h
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

59 lines
3.6 KiB
C++

#pragma once
#include <array>
#include <atomic>
#include <cstddef>
#include <cstdint>
#include <optional>
#include <string_view>
#include <vector>
namespace dingosdk::multiplayer {
// Who the ReSkate backend lists in each of its Steam ID categories, and who it
// has banned. The lists are kept in its admin panel and read from
// api.reskate.dev, so they change without a release. Steam authenticates these
// identities. Each category has its tag in chat and on nametags (player_role)
// and its animation on the marked hoodie and board (developer_hoodie_material.h).
enum class IdentityList : std::uint8_t { developer, homie, content_creator, banned, count };
using IdentityLists = std::array<std::vector<std::uint64_t>, static_cast<std::size_t>(IdentityList::count)>;
inline constexpr std::string_view identity_lists_url = "https://api.reskate.dev/api/v1/steam-ids";
// The game's way of reading them (the dedicated server's is Server/global_bans.h). Called
// every client tick: reads the lists in the background, at startup and every ten
// minutes after (a minute after a failure). Offline mode reads them too, for the
// player's own hoodie and board.
void refresh_identity_lists() noexcept;
// Any thread. Nobody is listed until the first answer has arrived.
bool identity_listed(std::uint64_t id, IdentityList list) noexcept;
// Shared by the developer tag and the rainbow hoodie and board.
inline bool reskate_developer(std::uint64_t id) noexcept { return identity_listed(id, IdentityList::developer); }
// The category a player's tag and items come from: a developer's before a content creator's
// before a homie's. Most players are in none.
inline std::optional<IdentityList> identity_mark(std::uint64_t id) noexcept {
for (const auto list : {IdentityList::developer, IdentityList::content_creator, IdentityList::homie})
if (identity_listed(id, list)) return list;
return std::nullopt;
}
// The local player's own choices to go without their tag, and without their animated items
// (the menu's Special page, which only a listed player gets). Their appearance tells everyone
// else (Appearance::hide_tag, Appearance::hide_items).
inline std::atomic<bool> own_tag{true}, own_items{true};
inline bool own_tag_shown() noexcept { return own_tag.load(std::memory_order_relaxed); }
inline void show_own_tag(bool shown) noexcept { own_tag.store(shown, std::memory_order_relaxed); }
inline bool own_items_shown() noexcept { return own_items.load(std::memory_order_relaxed); }
inline void show_own_items(bool shown) noexcept { own_items.store(shown, std::memory_order_relaxed); }
// A global ban is enforced by whoever a player would play with: a host and a dedicated server
// turn them away, and a guest leaves a lobby they host, which their own game does not start
// either (session_receive.cpp, Server/server_host.cpp). A server can opt out ("global_bans"),
// so a banned player's own game still lets them try to join. Nobody is banned while the lists
// cannot be read.
inline bool reskate_banned(std::uint64_t id) noexcept { return identity_listed(id, IdentityList::banned); }
inline constexpr std::string_view banned_notice = "You are banned from ReSkate multiplayer.";
// The API's answer, {"categories":{"dev":["7656119..."],"homie":[],...},"banned":[]},
// as sorted lists. A category this build does not know is ignored and a list the
// answer leaves out is empty; an entry that is not a player's SteamID64 throws.
IdentityLists parse_identity_lists(std::string_view json);
// Puts sorted lists in use. False when they are the ones already in use.
bool publish_identity_lists(IdentityLists lists);
} // namespace dingosdk::multiplayer