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The server took a player as away unless their skater moved or they chatted, talked or changed objects, so a pilot of the FPV drone plugin, whose skater stands still, was removed by the away limit. The game now notes when the player works the controls (keys, mouse, a gamepad's buttons, sticks and triggers, a joystick a plugin reads) and tells the server every 20 s while they do, with a new presence packet (protocol 54). The server counts it as activity, once in 10 s at most.
58 lines
3.1 KiB
C++
58 lines
3.1 KiB
C++
#pragma once
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#include <Windows.h>
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#include <array>
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#include <atomic>
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#include <cstddef>
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#include <cstdint>
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#include <string>
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namespace dingosdk::overlay::detail {
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extern thread_local unsigned overlay_input_access;
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struct OverlayInputAccess {
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OverlayInputAccess() { ++overlay_input_access; }
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~OverlayInputAccess() { --overlay_input_access; }
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};
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// The WM_INPUT packet the window procedure has already noted (note_raw_mouse_packet)
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// while that message is handled on this thread; the game reading the same packet
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// through GetRawInputData is then not noted a second time.
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extern thread_local HRAWINPUT noted_raw_input;
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bool block_polled_input();
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bool challenge_menu_key(int key) noexcept;
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// A key kept from the game now (hide_game_keys); never for ReSkate's own reads.
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bool key_hidden(unsigned key) noexcept;
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bool challenge_panel_owns_input() noexcept;
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// How the game read its controllers while a card held its input (prompt_input_active), for the
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// log when the hold ends: which of the ways the overlay can keep input from it the game used.
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struct PromptReads {
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unsigned xinput{}, xinput_other_thread{}, direct_input{}, hid{}, raw{};
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};
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PromptReads take_prompt_reads() noexcept;
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// For the same log: whose code XInput's entry points lead to first now ("ReSkate.dll" while
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// the capture's hooks are the first there). Another program's hook put in front of them
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// (Steam's or Discord's overlay) can answer the game itself and never come here.
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std::string xinput_entry_owners();
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// Puts the capture back in front of such a hook (it hooks that hook's function). Cheap when
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// there is nothing to do; called about once a second while a controller is being read.
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void keep_xinput_capture_first();
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bool install_input_capture();
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// Skate's controller mode registers the mouse with RIDEV_NOLEGACY, which stops
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// the Windows cursor from moving. While the overlay owns the pointer the mouse
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// is registered without it; the game's own registration returns on close.
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// Call on the game window's thread; does nothing when nothing changed.
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void sync_raw_mouse_registration();
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// The same, when the caller already knows whether the overlay owns the pointer
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// (owns_menu_cursor), as the window procedure does once per mouse message.
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void sync_raw_mouse_registration(bool overlay_owns_pointer);
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// One raw mouse packet, from whichever path the game read it (WM_INPUT,
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// GetRawInputData or GetRawInputBuffer).
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void note_raw_mouse_packet(const RAWMOUSE& mouse);
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void note_raw_mouse_packet(const RAWMOUSE& mouse, bool overlay_owns_pointer);
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// The game window's input messages (keys, mouse), for the input-mode log (input_capture.cpp).
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void note_input_message(UINT message, WPARAM wp) noexcept;
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// The player worked the controls just now (overlay.h controls_touched_at).
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void note_controls() noexcept;
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// A controller's state as it was read: `slot` 0 to 3 the XInput users, 4 ReSkate's own reads
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// (read_gamepad), 5 a joystick a plugin reads; `axes` the sticks (-1 to 1) and triggers (0 to 1).
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void note_pad(std::size_t slot, std::uint32_t buttons, const std::array<float, 6>& axes) noexcept;
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extern std::atomic<ULONGLONG> controls_at;
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}
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