Files
ReSkate/Extension/UI/NativeMenu/Test/native_menu_lifetime_tests.cpp
T
AyeZeeBB 76330e40bb Skater slot, menu and throwdown fixes; MY MODS rework; lobby parties
Skater slot, menu and throwdown fixes; MY MODS rework; lobby parties

Saved skaters (Extension/Customization, Extension/Skater)
- The selected slot, and slots before it, came up as the standard
  skater after a start or map change. The game asks for a slot's saved
  outfit once per level, and that happened before the cosmetics catalog
  could be read. The first selection now waits for the catalog (60 s at
  most), and later map changes check against the catalog already read.
- The retry from abdda77 is removed: the record it wrote to is a
  temporary on the game's stack, so it could never work.

Pause menu (Extension/UI/NativeMenu)
- ReSkate's entries stopped working after enough map changes: each
  level change took new slots in a fixed table of 1024 for the same
  buttons. A button now keeps its slot, and a full table hands out the
  slot that has gone longest unused.

Throwdowns (Extension/Throwdowns, Runtime/runtime_init.cpp)
- Multiplayer crashed when someone placed a throwdown after a map
  change. The event types are freed with the level but were cached for
  the process. They are now cleared when a level is left, checked
  before use, and looked for again in each level.

MY MODS (Launcher/gui_mods.cpp, gui.cpp)
- Search, a filter and an order; a switch per mod; a menu per row.
- Multi-select with tick boxes, Shift-click and Ctrl+A, and a bar to
  enable, disable, move, update or uninstall everything ticked.

Lobby parties (Extension/Multiplayer/Session)
- A lobby is no longer one party. Its host keeps parties the way a
  dedicated server does: invite, accept, join, leave, kick, promote,
  open and close, with "/p" party chat. The "Lobby party" switch is
  gone. Protocol version unchanged (38).

Mod merge (Engine/Vfs), follow-ups to e715b9b
- Files rewritten into the merged patch are tracked by position, so
  another mod's added assets no longer shift the lookup.
- Two mods adding different assets under one name is now noted, with
  whose copy the maps get.
- mod_merge_unshift_tests compiles with the launcher tests on.
2026-10-04 13:27:21 -05:00

193 lines
10 KiB
C++

#include "Extension/UI/NativeMenu/native_menu_lifetime.h"
#include <cstdio>
#include <array>
#include <map>
#include <stdexcept>
#include <string>
#include <vector>
using dingosdk::multiplayer::menu_data::OwnedMenuModels;
using dingosdk::multiplayer::menu_data::MenuLifetime;
using dingosdk::multiplayer::menu_data::MenuAction;
using dingosdk::multiplayer::menu_data::action_slot;
struct Model { unsigned handle, type; };
void check(bool value, const char* message) { if (!value) throw std::runtime_error(message); }
void map_transition() {
OwnedMenuModels<Model> owned;
std::map<unsigned, unsigned> live{{1, 100}, {2, 200}, {3, 300}};
owned.track({2, 200}); // First pause-menu instance.
owned.track({3, 300}); // Partially built replacement instance.
owned.track({3, 300}); // Engine create can return an existing owned root.
bool attached = true, assets_loaded = true;
std::vector<unsigned> destroyed;
const auto destroy = [&](Model value) {
check(!attached, "Detach tabs before destroying their data");
check(assets_loaded, "Release list templates while their assets are still loaded");
check(live.at(value.handle) == value.type, "Destroy only matching owned roots");
live.erase(value.handle);
destroyed.push_back(value.handle);
};
owned.release([&] { attached = false; }, destroy);
assets_loaded = false; // The common loader may now submit either menu's request.
check(owned.empty() && live.size() == 1 && live.contains(1), "Native base-game roots remain owned by the game");
check(destroyed == std::vector<unsigned>{3, 2}, "Partial builds and older menu models are released once");
owned.release([&] { throw std::runtime_error("Repeated teardown must be inert"); }, destroy);
assets_loaded = true;
live.emplace(4, 400);
owned.track({4, 400}); // Reopening after loading creates a fresh menu.
owned.release([] {}, destroy);
check(destroyed.back() == 4 && owned.empty(), "The next world gets an independent menu lifetime");
}
void interrupted_cleanup() {
OwnedMenuModels<Model> owned;
owned.track({10, 100}); owned.track({20, 200});
unsigned calls{};
bool failed{};
try {
owned.release([] { throw std::runtime_error("Detach failed"); }, [&](Model) { ++calls; });
} catch (const std::runtime_error&) { failed = true; }
check(failed && calls == 0 && !owned.empty(), "Failed detach must preserve models and prevent unload");
std::vector<unsigned> destroyed;
try {
owned.release([] {}, [&](Model value) {
if (value.handle == 10) throw std::runtime_error("Destroy failed");
destroyed.push_back(value.handle);
});
} catch (const std::runtime_error&) { }
owned.release([] {}, [&](Model value) { destroyed.push_back(value.handle); });
check(destroyed == std::vector<unsigned>{20, 10}, "Retry must finish cleanup without double destruction");
owned.track({30, 300});
owned.manager_replaced();
owned.release([] {}, [&](Model) { throw std::runtime_error("Old manager handle reused"); });
check(owned.empty(), "Replacing the native manager must discard its expired handles");
}
void window_close() {
MenuLifetime lifetime;
lifetime.before_transition(13, [] {});
std::array<OwnedMenuModels<Model>, 2> pages;
pages[0].track({10, 100}); pages[1].track({20, 200});
std::array<bool, 2> attached{true, true};
bool assets_loaded = true;
unsigned destroyed{}, cleanups{};
const auto cleanup = [&] {
++cleanups;
check(lifetime.blocked(), "Stop updates before cleanup can invoke UI callbacks");
for (unsigned slot = 0; slot < pages.size(); ++slot) {
pages[slot].release([&] { attached[slot] = false; }, [&](Model) {
check(!attached[slot] && assets_loaded,
"Close-window cleanup must release widget references before asset unload");
++destroyed;
});
}
};
for (unsigned state : {13U, 13U, 21U}) lifetime.before_transition(state, cleanup);
check(cleanups == 0 && !lifetime.blocked(), "Active-state notifications must not destroy menu models");
lifetime.before_transition(24, cleanup); // Before native state-24 handler.
assets_loaded = false; // The native handler unloads the widget asset arena.
for (unsigned state : {24U, 25U, 25U, 13U, 21U, 14U}) {
lifetime.before_transition(state, cleanup);
if (!lifetime.blocked()) pages[0].track({30, 300}); // A remaining client tick.
}
check(cleanups == 1 && destroyed == 2 && pages[0].empty() && pages[1].empty(),
"Both menu tabs must stay released through all remaining shutdown ticks");
for (auto& page : pages)
page.release([] {}, [&](Model) { throw std::runtime_error("Late widget release reproduces the shutdown crash"); });
MenuLifetime failed;
failed.before_transition(24, [] {}); // Cleanup can report failure without clearing the latch.
check(failed.blocked(), "Even an incomplete cleanup must prevent new models during shutdown");
}
void native_transition_without_load_request() {
// The multiplayer crash used the game's transition path. No ReSkate load
// was queued, so the scheduler's explicit cleanup never ran. Reopening the
// pause menu and later ticks must not retain/recreate the old asset refs.
for (unsigned leaving : {14U, 22U, 3U}) {
MenuLifetime lifetime;
std::array<OwnedMenuModels<Model>, 2> pages;
check(lifetime.blocked(), "Do not build menus before the first active world");
lifetime.before_transition(13, [] { throw std::runtime_error("Unexpected initial cleanup"); });
pages[0].track({10, 100}); pages[1].track({20, 200});
bool assets_loaded = true;
unsigned cleanups{}, destroyed{}, published{}, actions{};
const auto cleanup = [&] {
++cleanups;
check(lifetime.blocked(), "Block reentrant callbacks before native transition cleanup");
for (auto& page : pages) page.release([] {}, [&](Model) {
check(assets_loaded, "Destroy menu asset references before the engine frees assets");
++destroyed;
if (!lifetime.blocked()) ++actions;
});
};
lifetime.before_transition(leaving, cleanup);
assets_loaded = false;
for (unsigned state : {leaving, 3U, 4U, 8U, 9U, 12U}) {
lifetime.before_transition(state, cleanup);
if (!lifetime.blocked()) { ++published; ++actions; }
}
check(cleanups == 1 && destroyed == 2 && published == 0 && actions == 0,
"Native unload must clean both pages once and suppress updates/actions throughout loading");
for (auto& page : pages) page.release([] {}, [&](Model) {
throw std::runtime_error("Late model destruction reproduces the multiplayer crash");
});
assets_loaded = true;
lifetime.before_transition(leaving == 22 ? 21 : 13, cleanup);
check(!lifetime.blocked(), "The next active level/sublevel must allow reopening the menu");
pages[0].track({30, 300}); pages[1].track({40, 400});
lifetime.before_transition(14, cleanup);
check(cleanups == 2 && destroyed == 4, "Clean subsequent worlds, not just the first transition");
lifetime.before_transition(24, cleanup);
check(lifetime.blocked() && destroyed == 4, "Shutdown during loading must not release roots twice");
}
}
void action_slots() {
// A page's buttons, rendered the way the menu does it: every button asks for
// its command's slot on every pass, and a map load starts a new generation.
constexpr std::size_t capacity = 8;
std::array<MenuAction, capacity> actions;
std::size_t used{};
std::uint64_t pass{}, generation{};
const auto ask = [&](std::string command, std::string argument = {}) {
const auto slot = action_slot(used, capacity, [&](std::size_t i) -> const MenuAction& { return actions[i]; },
command, argument, pass);
if (!slot) return capacity;
actions[*slot] = {generation, std::move(command), std::move(argument), pass};
if (*slot == used) ++used;
return *slot;
};
const auto render = [&](std::initializer_list<const char*> buttons) {
++pass;
std::vector<std::size_t> slots;
for (const auto* button : buttons) slots.push_back(ask("load", button));
return slots;
};
const auto first = render({"a", "b", "c", "d", "e", "f"});
check(used == 6 && first == std::vector<std::size_t>{0, 1, 2, 3, 4, 5}, "Each command takes the next unused slot");
// Fifteen map loads filled the table when every generation took new slots.
for (unsigned load = 0; load < 100; ++load) {
++generation;
check(render({"a", "b", "c", "d", "e", "f"}) == first && used == 6,
"The same buttons after a map load keep their slots");
check(actions[0].generation == generation, "A kept slot belongs to the menu that is up now");
}
// A list whose rows change (lobbies, players): the slots of rows that went away are reused.
check(render({"a", "b", "c", "d", "e", "f", "g", "h"}).back() == 7 && used == capacity, "The table can fill");
check(render({"a", "b", "c", "d", "e", "f", "g", "h"}).back() == 7, "A full table still serves the commands it holds");
check(ask("load", "i") == capacity, "A slot a button asked for in this pass or the last is not given away");
render({"a", "b", "c", "d", "e", "f"});
check(ask("load", "i") == capacity, "One pass without its button is not enough: the pass may not be over");
const auto later = render({"a", "b", "c", "d", "e", "f", "i"});
check(later.back() == 6 && actions[6].argument == "i", "A slot no button has asked for is handed to a new command");
check(render({"a", "b", "c", "d", "e", "f", "i", "g"}).back() == 7 && actions[7].argument == "g",
"A command that lost its slot gets another when its button returns");
}
int main() {
try {
map_transition(); interrupted_cleanup(); window_close(); native_transition_without_load_request(); action_slots();
std::puts("Native menu lifetime: scheduled/native transitions, blocked callbacks, reload, shutdown, partial builds, retries and action slots passed.");
return 0;
} catch (const std::exception& e) {
std::fprintf(stderr, "%s\n", e.what()); return 1;
}
}