app: demo-path signed-in mode + scripted gameplay input harness
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d686fd83ad
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3 changed files with 174 additions and 1 deletions
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@ -133,6 +133,11 @@ void ApplyDemoPathProfileOverride() {
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!rex::cvar::Query<bool>("skate3_demo_path_probe")) {
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return;
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}
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if (rex::cvar::Query<bool>("skate3_demo_path_signed_in")) {
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// Closer-to-real-use runs: keep the user's profile and save so the boot
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// flow resumes their career instead of a signed-out session.
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return;
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}
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rex::cvar::SetFlagByName("user_profile_signed_in", "false");
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rex::cvar::SetFlagByName("user_live_signed_in", "false");
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@ -3,10 +3,17 @@
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#include "generated/skate3_init.h"
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#include <atomic>
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#include <chrono>
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#include <cstdint>
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#include <cstdlib>
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#include <limits>
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#include <sstream>
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#include <string>
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#include <thread>
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#include <vector>
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#include <rex/cvar.h>
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#include <rex/graphics/ultrawide_debug.h>
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#include <rex/input/input.h>
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#include <rex/kernel/xam/input_injection.h>
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#include <rex/logging.h>
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@ -21,6 +28,22 @@ REXCVAR_DEFINE_BOOL(skate3_demo_path, false, "Skate 3",
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"Probe and automate the boot path to gameplay");
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REXCVAR_DEFINE_BOOL(skate3_demo_path_probe, false, "Skate 3",
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"Log Skate 3 boot/frontend states used by the demo path");
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REXCVAR_DEFINE_BOOL(skate3_demo_path_signed_in, false, "Skate 3",
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"Demo path: keep the real signed-in profile (and its save) instead of "
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"forcing a signed-out boot");
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REXCVAR_DEFINE_STRING(skate3_demo_path_gameplay_inputs, "", "Skate 3",
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"Demo path: comma-separated pad inputs injected once after gameplay "
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"settles (tokens: a b x y start back lb rb lt rt up down left right l3 "
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"r3; a ':ms' suffix overrides the delay AFTER that input, e.g. rt:1500). "
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"Map switch to PCU Library: "
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"start,a,rt:1500,rt:1500,down,down,a,down,down,down,down,down,a,a");
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REXCVAR_DEFINE_INT32(skate3_demo_path_input_settle_ms, 2500, "Skate 3",
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"Demo path: wait this long after gameplay is reached before injecting "
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"skate3_demo_path_gameplay_inputs")
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.range(0, 60000);
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REXCVAR_DEFINE_INT32(skate3_demo_path_input_delay_ms, 600, "Skate 3",
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"Demo path: delay between injected gameplay inputs")
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.range(50, 10000);
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namespace skate3::demo_path {
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namespace {
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@ -182,6 +205,150 @@ extern "C" REX_FUNC(Skate3DemoPath_LanguageSelectUpdateHook) {
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sub_82639400(ctx, base);
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}
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// Scripted post-gameplay input sequence (e.g. driving the pause-menu map
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// switch that reproduces the sticky-slow-GPU state). Runs on its own thread
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// with real-time pacing: waits for the gameplay presence context, lets the
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// scene settle, then injects one pad input at a time.
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struct GameplayInputToken {
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const char* name;
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uint16_t buttons;
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uint8_t left_trigger;
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uint8_t right_trigger;
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};
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constexpr GameplayInputToken kGameplayInputTokens[] = {
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{"a", rex::input::X_INPUT_GAMEPAD_A, 0, 0},
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{"b", rex::input::X_INPUT_GAMEPAD_B, 0, 0},
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{"x", rex::input::X_INPUT_GAMEPAD_X, 0, 0},
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{"y", rex::input::X_INPUT_GAMEPAD_Y, 0, 0},
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{"start", rex::input::X_INPUT_GAMEPAD_START, 0, 0},
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{"back", rex::input::X_INPUT_GAMEPAD_BACK, 0, 0},
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{"lb", rex::input::X_INPUT_GAMEPAD_LEFT_SHOULDER, 0, 0},
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{"rb", rex::input::X_INPUT_GAMEPAD_RIGHT_SHOULDER, 0, 0},
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{"lt", 0, 255, 0},
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{"rt", 0, 0, 255},
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{"up", rex::input::X_INPUT_GAMEPAD_DPAD_UP, 0, 0},
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{"down", rex::input::X_INPUT_GAMEPAD_DPAD_DOWN, 0, 0},
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{"left", rex::input::X_INPUT_GAMEPAD_DPAD_LEFT, 0, 0},
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{"right", rex::input::X_INPUT_GAMEPAD_DPAD_RIGHT, 0, 0},
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{"l3", rex::input::X_INPUT_GAMEPAD_LEFT_THUMB, 0, 0},
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{"r3", rex::input::X_INPUT_GAMEPAD_RIGHT_THUMB, 0, 0},
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};
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const GameplayInputToken* FindGameplayInputToken(const std::string& name) {
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for (const GameplayInputToken& token : kGameplayInputTokens) {
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if (name == token.name) {
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return &token;
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}
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}
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return nullptr;
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}
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std::atomic<bool> g_input_worker_quit{false};
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std::thread g_input_worker;
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void JoinGameplayInputWorker() {
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g_input_worker_quit.store(true, std::memory_order_relaxed);
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if (g_input_worker.joinable()) {
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g_input_worker.join();
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}
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}
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bool InterruptibleSleepMs(int64_t total_ms) {
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constexpr int64_t kSliceMs = 100;
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while (total_ms > 0) {
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if (g_input_worker_quit.load(std::memory_order_relaxed)) {
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return false;
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}
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int64_t slice = total_ms < kSliceMs ? total_ms : kSliceMs;
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std::this_thread::sleep_for(std::chrono::milliseconds(slice));
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total_ms -= slice;
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}
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return !g_input_worker_quit.load(std::memory_order_relaxed);
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}
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void StartGameplayInputWorkerIfNeeded() {
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if (!AutomationEnabled()) {
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return;
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}
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const std::string sequence = REXCVAR_GET(skate3_demo_path_gameplay_inputs);
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if (sequence.empty()) {
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return;
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}
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const int32_t settle_ms = REXCVAR_GET(skate3_demo_path_input_settle_ms);
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const int32_t default_delay_ms = REXCVAR_GET(skate3_demo_path_input_delay_ms);
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struct SequenceEntry {
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const GameplayInputToken* token;
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int32_t delay_after_ms;
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};
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std::vector<SequenceEntry> tokens;
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std::stringstream stream(sequence);
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std::string raw_token;
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while (std::getline(stream, raw_token, ',')) {
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// Allow spaces around tokens.
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size_t begin = raw_token.find_first_not_of(" \t");
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size_t end = raw_token.find_last_not_of(" \t");
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if (begin == std::string::npos) {
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continue;
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}
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std::string name = raw_token.substr(begin, end - begin + 1);
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// Optional ':ms' suffix overriding the delay after this input (slower UI
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// transitions - the map-menu RT tabs - need more time to register).
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int32_t delay_after_ms = default_delay_ms;
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if (size_t colon = name.find(':'); colon != std::string::npos) {
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delay_after_ms = std::atoi(name.c_str() + colon + 1);
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if (delay_after_ms <= 0) {
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REXLOG_WARN("Skate 3 demo path: bad delay in gameplay input token '{}' - sequence "
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"disabled",
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name);
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return;
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}
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name.resize(colon);
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}
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const GameplayInputToken* token = FindGameplayInputToken(name);
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if (!token) {
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REXLOG_WARN("Skate 3 demo path: unknown gameplay input token '{}' - sequence disabled",
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name);
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return;
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}
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tokens.push_back({token, delay_after_ms});
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}
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if (tokens.empty()) {
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return;
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}
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g_input_worker = std::thread([tokens, settle_ms] {
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// Wait for the gameplay presence context (0x8001 == 1).
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while (rex::graphics::ultrawide_debug::Skate3GameplayContextValue() != 1) {
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if (!InterruptibleSleepMs(100)) {
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return;
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}
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}
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REXLOG_INFO("Skate 3 demo path: gameplay reached; injecting {} inputs after {} ms settle",
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tokens.size(), settle_ms);
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if (!InterruptibleSleepMs(settle_ms)) {
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return;
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}
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for (size_t i = 0; i < tokens.size(); ++i) {
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const GameplayInputToken* token = tokens[i].token;
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// ~8 polls at the game's 60 Hz input tick = a ~130 ms press. Triggers
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// are analog and debounced more heavily by the game's menus - hold them
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// for a human-tap-length ~270 ms.
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const bool is_trigger = token->left_trigger != 0 || token->right_trigger != 0;
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rex::kernel::xam::QueueSyntheticInput(token->buttons, token->left_trigger,
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token->right_trigger, is_trigger ? 16 : 8);
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REXLOG_INFO("Skate 3 demo path: injected gameplay input {}/{} '{}' (delay {} ms)", i + 1,
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tokens.size(), token->name, tokens[i].delay_after_ms);
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if (!InterruptibleSleepMs(tokens[i].delay_after_ms)) {
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return;
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}
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}
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REXLOG_INFO("Skate 3 demo path: gameplay input sequence complete");
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});
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std::atexit(JoinGameplayInputWorker);
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}
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} // namespace
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void InstallHooks(rex::runtime::FunctionDispatcher* dispatcher) {
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@ -194,6 +361,7 @@ void InstallHooks(rex::runtime::FunctionDispatcher* dispatcher) {
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dispatcher->SetFunction(0x826FE1D8, &Skate3DemoPath_ShowPressStartModeHook);
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dispatcher->SetFunction(0x82639400, &Skate3DemoPath_LanguageSelectUpdateHook);
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REXLOG_INFO("Skate 3 demo path: frontend probe hooks installed");
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StartGameplayInputWorkerIfNeeded();
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}
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bool ShouldForceIntroMovieComplete() {
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2
third_party/rexglue-sdk
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2
third_party/rexglue-sdk
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@ -1 +1 @@
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Subproject commit 198f138300a06a82ec0438e3696a082841fd8b7b
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Subproject commit f7bd059a94d6909b98eecd38edc008bd2e76dbe2
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