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https://github.com/Dingo-Shenanigans/ReSkate.git
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171 lines
7.8 KiB
C++
171 lines
7.8 KiB
C++
#pragma once
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#include "distance_settings.h"
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#include "object_placement.h"
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#include "session_limits.h"
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#include "tick_settings.h"
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#include "voice_settings.h"
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#include <array>
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#include <cstddef>
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#include <cstdint>
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#include <string>
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#include <vector>
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namespace dingosdk {
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struct MultiplayerLobby {
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std::uint64_t id{}, owner{};
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std::string name, map, code;
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bool password_required{};
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int players = 1, capacity = multiplayer_player_limit;
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// A dedicated server rather than a player's lobby: joined by its code.
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bool dedicated{};
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int ping = -1; // ms, when the server answered directly
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};
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struct MultiplayerPlayer {
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std::uint64_t id{};
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std::string name;
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bool connected{}, visible{};
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std::string native_status, cosmetic_status, audio_status, ui_status;
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std::string route;
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float pose_hz{};
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unsigned pose_target_tps = 20;
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float distance_m = -1;
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std::uint64_t pose_age_ms{};
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float native_pose_hz{}, native_board_hz{};
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float native_animation_hz{}, native_animation_ms{}, pose_apply_ms{};
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std::uint64_t native_animation_skipped{};
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std::string playback;
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unsigned prediction_ms{};
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bool correcting{};
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std::uint64_t epoch{};
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// The player's party (0 = none), whether they lead it, and whether it is the local player's.
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std::uint32_t party{};
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bool party_leader{}, party_member{};
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};
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// A party invite waiting for an answer (dedicated servers).
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struct MultiplayerPartyInvite {
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std::uint64_t from{};
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std::string name;
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};
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struct MultiplayerClientTiming {
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float callback_hz{}, gap_max_ms{}, work_ms{}, work_max_ms{};
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// Capture/setup, receive/routing, encode/send, remote playback, diagnostics.
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std::array<float, 5> mean_ms{}, peak_ms{};
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};
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// The host settings last used, saved in the local profile, so the host pages
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// open with them. The password itself is never saved.
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struct MultiplayerHostPreferences {
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bool loaded{}, public_lobby{true}, password_required{};
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int capacity = multiplayer_lobby_player_limit;
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unsigned tps = multiplayer_default_tps;
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std::string lobby_name;
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};
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// Session text chat. A message is UTF-8 without control characters, at most
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// this many bytes; the log keeps the most recent lines of the session.
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inline constexpr std::size_t multiplayer_chat_max_bytes = 200;
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inline constexpr std::size_t multiplayer_chat_history = 50;
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struct MultiplayerChatLine {
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std::uint64_t sequence{}; // local arrival order, increasing within the process
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std::uint64_t sender{}; // Steam id; 0 for a notice from ReSkate itself
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std::string name, text;
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bool local{}; // sent by this player
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// The sender's role, as their nametag shows it: its colour (IM_COL32 layout, 0 = none)
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// and a tag shown in a box before the name ("Dev", "Admin", "Host", "Friend" or empty).
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std::uint32_t color{};
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std::string tag;
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};
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// A command typed into chat with a leading "/" (shown as the player types "/").
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struct MultiplayerChatCommand {
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std::string name; // "/vote map"
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std::string usage; // "/vote map <map>"
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std::string description;
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std::string argument; // what Tab completes after it: "player", "map", "time" or ""
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};
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// What the chat overlay reads each frame: cheap to copy, unlike the full model.
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struct MultiplayerChat {
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bool available{}; // in a session that can carry chat
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std::uint64_t latest{}; // sequence of the newest line, 0 when empty
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std::vector<MultiplayerChatLine> lines;
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std::vector<MultiplayerChatCommand> commands; // what "/" offers in this session
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std::vector<std::string> players, maps; // what their arguments complete to
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};
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// A player this PC's lobbies never admit, kept in the local profile.
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struct MultiplayerBan {
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std::uint64_t id{}; // SteamID64
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std::string name; // as they were known when banned; may be empty
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std::int64_t added{}; // Unix time
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};
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struct MultiplayerModel {
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VoiceModel voice;
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std::vector<MultiplayerBan> bans;
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unsigned tps = multiplayer_default_tps;
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ObjectPlacement object_placement = ObjectPlacement::everyone;
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// Host setting: whether guests may use noclip / No Bail (the host and server admins always may).
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bool guest_noclip{true}, guest_no_bail{true}, guest_boosts{true};
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// Host setting: guests skate with the host's physics tuning (on a dedicated server: the
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// game's own). Guest: what that does here, while enforced.
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bool enforce_tuning{true};
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std::string tuning_status;
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// Local display preferences: a lobby shown as the game's own party (Lobby party),
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// and the floating name label above each peer.
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bool party_overlay{true}, nametags{true};
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// Nametag style: ReSkate's own (name, distance, role colours, dots) or the game's.
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bool custom_nametags{true};
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// Local: whether session text chat shows at all (and T opens it).
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bool chat_visible{true};
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// Local: bad words in chat names and messages show as **** (on by default).
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bool chat_filter{true};
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float voice_range = default_voice_range; // how far the host (or server) forwards proximity voice
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// In a dedicated server's session: the server is the host but not a player.
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// Admins it lists may change its settings, and its map through Levels.
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bool dedicated{}, server_admin{};
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// `bans` is the dedicated server's list (for its admins) rather than this PC's.
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bool server_bans{};
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unsigned server_ban_total{};
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// For its admins: the levels (assets) the dedicated server can switch to.
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std::vector<std::string> server_maps;
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MultiplayerHostPreferences saved_host;
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bool force_world_layers{};
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std::uint64_t host_id{};
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std::string local_name;
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std::string lobby_name;
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std::string object_status;
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MultiplayerClientTiming client_timing;
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MultiplayerDistances distances;
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bool password_required{};
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int players = 1, capacity = multiplayer_player_limit;
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std::vector<MultiplayerPlayer> roster;
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// The local player's party: a lobby is always one party led by the host; on a dedicated
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// server players form their own (`parties`: invite, leave, kick... are available).
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std::uint32_t party{};
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bool party_leader{}, party_open{}, parties{};
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std::vector<MultiplayerPartyInvite> party_invites; // newest last
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bool active{}, hosting{}, connected{}, echo{}, remote_visible{}, local_ready{};
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std::uint64_t local_id{}, peer_id{}, sent{}, received{}, dropped{}, pose_updates{}, board_pose_updates{};
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std::size_t skater_bones{}, board_bones{};
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std::string invite, map;
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std::string status = "Multiplayer is off.";
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std::string native_status;
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std::string cosmetic_status;
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std::string audio_status;
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std::uint64_t audio_captured{}, audio_played{};
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std::string peer_name, player_ui_status;
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std::uint64_t player_map_updates{};
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bool public_host{}, lobby_listed{}, lobby_searching{}, lobby_joining{}, lobby_searched{};
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std::uint64_t public_lobby{}; // Verified public listing, never a private invitation.
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std::string lobby_status, browser_status = "Refresh to find public ReSkate lobbies.";
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std::vector<MultiplayerLobby> lobbies;
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bool network_telemetry{};
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unsigned prioritized_connections{};
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std::uint64_t cosmetic_queue_us{};
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unsigned direct_connections{}, fallback_streams{}, direct_upload_limit{};
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int ping_ms{}, send_rate{}, pending_bytes{};
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float outgoing_bps{}, incoming_bps{}, delivery_local = -1, delivery_remote = -1;
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std::uint64_t queue_us{}, skipped_updates{}, send_failures{}, invalid_messages{}, sent_bytes{},
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raw_sent_bytes{};
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};
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inline bool multiplayer_controls_level(const MultiplayerModel& model) noexcept {
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// A server admin's level choice is sent to the server, which moves everyone.
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return model.lobby_joining || (model.active && !model.hosting && !model.echo && !model.server_admin);
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}
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} // namespace dingosdk
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