Beispiel #1
0
        public async void HandleSongStart()
        {
            // Check if level data is actually available in BS_Utils before proceeding further. It isn't available in the tutorial
            if (!BS_Utils.Plugin.LevelData.IsSet)
            {
                Plugin.log.Debug("BS_Utils level data is not present. Probably due to the tutorial being active.");
                return;
            }

            GameStatus gameStatus = statusManager.gameStatus;

            // Check for multiplayer early to abort if needed: gameplay controllers don't exist in multiplayer until later
            multiplayerSessionManager = FindFirstOrDefaultOptional <MultiplayerSessionManager>();
            multiplayerController     = FindFirstOrDefaultOptional <MultiplayerController>();

            if (multiplayerSessionManager && multiplayerController)
            {
                Plugin.log.Debug("Multiplayer Level loaded");

                // public event Action<DisconnectedReason> MultiplayerSessionManager#disconnectedEvent;
                multiplayerSessionManager.disconnectedEvent += OnMultiplayerDisconnected;

                // public event Action<State> MultiplayerController#stateChangedEvent;
                multiplayerController.stateChangedEvent += OnMultiplayerStateChanged;

                // Do nothing until the next state change to Gameplay.
                if (multiplayerController.state != MultiplayerController.State.Gameplay)
                {
                    return;
                }

                multiplayerLocalActivePlayerFacade = FindFirstOrDefaultOptional <MultiplayerLocalActivePlayerFacade>();

                if (multiplayerLocalActivePlayerFacade != null)
                {
                    multiplayerLocalActivePlayerFacade.playerDidFinishEvent += OnMultiplayerLevelFinished;
                }
            }
            else if (!doDelayedSongStart)
            {
                doDelayedSongStart = true;

                return;
            }

            // `wants_to_play_next_level` is set for players who don't want to play the song aka want to spectate aka are not "active". `isSpectating` is apparently not spectating.
            gameStatus.scene       = multiplayerSessionManager.isSpectating || !multiplayerSessionManager.LocalPlayerHasState(NetworkConstants.wantsToPlayNextLevel) ? "Spectator" : "Song";
            gameStatus.multiplayer = multiplayerSessionManager.isConnectingOrConnected;

            pauseController                  = FindFirstOrDefaultOptional <PauseController>();
            scoreController                  = FindWithMultiplayerFix <ScoreController>();
            beatmapObjectManager             = (BeatmapObjectManager)scoreControllerBeatmapObjectManagerField.GetValue(scoreController);
            gameplayManager                  = FindFirstOrDefaultOptional <StandardLevelGameplayManager>() as MonoBehaviour ?? FindFirstOrDefaultOptional <MissionLevelGameplayManager>();
            beatmapObjectCallbackController  = FindWithMultiplayerFix <BeatmapObjectCallbackController>();
            gameplayModifiersSO              = FindFirstOrDefault <GameplayModifiersModelSO>();
            audioTimeSyncController          = FindWithMultiplayerFix <AudioTimeSyncController>();
            playerHeadAndObstacleInteraction = (PlayerHeadAndObstacleInteraction)scoreControllerHeadAndObstacleInteractionField.GetValue(scoreController);
            gameSongController               = FindWithMultiplayerFix <GameSongController>();
            gameEnergyCounter                = FindWithMultiplayerFix <GameEnergyCounter>();

            if (multiplayerController)
            {
                // NOOP
            }
            else if (gameplayManager is StandardLevelGameplayManager)
            {
                Plugin.log.Debug("Standard Level loaded");
            }
            else if (gameplayManager is MissionLevelGameplayManager)
            {
                Plugin.log.Debug("Mission Level loaded");
            }

            gameplayCoreSceneSetupData = BS_Utils.Plugin.LevelData.GameplayCoreSceneSetupData;

            // Register event listeners
            // PauseController doesn't exist in multiplayer
            if (pauseController != null)
            {
                // public event Action PauseController#didPauseEvent;
                pauseController.didPauseEvent += OnGamePause;
                // public event Action PauseController#didResumeEvent;
                pauseController.didResumeEvent += OnGameResume;
            }
            // public ScoreController#noteWasCutEvent<NoteData, NoteCutInfo, int multiplier> // called after CutScoreBuffer is created
            scoreController.noteWasCutEvent += OnNoteWasCut;
            // public ScoreController#noteWasMissedEvent<NoteData, int multiplier>
            scoreController.noteWasMissedEvent += OnNoteWasMissed;
            // public ScoreController#scoreDidChangeEvent<int, int> // score
            scoreController.scoreDidChangeEvent += OnScoreDidChange;
            // public ScoreController#comboDidChangeEvent<int> // combo
            scoreController.comboDidChangeEvent += OnComboDidChange;
            // public ScoreController#multiplierDidChangeEvent<int, float> // multiplier, progress [0..1]
            scoreController.multiplierDidChangeEvent += OnMultiplierDidChange;

            beatmapObjectManager.noteWasSpawnedEvent += OnNoteWasSpawned;
            // public event Action<BeatmapEventData> BeatmapObjectCallbackController#beatmapEventDidTriggerEvent
            beatmapObjectCallbackController.beatmapEventDidTriggerEvent += OnBeatmapEventDidTrigger;
            // public event Action GameSongController#songDidFinishEvent;
            gameSongController.songDidFinishEvent += OnLevelFinished;
            // public event Action GameEnergyCounter#gameEnergyDidReach0Event;
            gameEnergyCounter.gameEnergyDidReach0Event += OnEnergyDidReach0Event;
            if (gameplayManager is ILevelEndActions levelEndActions)
            {
                // event Action levelFailedEvent;
                levelEndActions.levelFailedEvent += OnLevelFailed;
            }

            IDifficultyBeatmap diff  = gameplayCoreSceneSetupData.difficultyBeatmap;
            IBeatmapLevel      level = diff.level;

            gameStatus.partyMode = Gamemode.IsPartyActive;

            gameplayModifiers         = gameplayCoreSceneSetupData.gameplayModifiers;
            gameplayModiferParamsList = gameplayModifiersSO.CreateModifierParamsList(gameplayModifiers);

            PlayerSpecificSettings playerSettings   = gameplayCoreSceneSetupData.playerSpecificSettings;
            PracticeSettings       practiceSettings = gameplayCoreSceneSetupData.practiceSettings;

            float songSpeedMul = gameplayModifiers.songSpeedMul;

            if (practiceSettings != null)
            {
                songSpeedMul = practiceSettings.songSpeedMul;
            }

            int beatmapObjectId    = 0;
            var beatmapObjectsData = diff.beatmapData.beatmapObjectsData;

            // Generate NoteData to id mappings for backwards compatiblity with <1.12.1
            noteToIdMapping = new NoteData[beatmapObjectsData.Count(obj => obj is NoteData)];
            lastNoteId      = 0;

            foreach (BeatmapObjectData beatmapObjectData in beatmapObjectsData)
            {
                if (beatmapObjectData is NoteData noteData)
                {
                    noteToIdMapping[beatmapObjectId++] = noteData;
                }
            }

            gameStatus.songName                = level.songName;
            gameStatus.songSubName             = level.songSubName;
            gameStatus.songAuthorName          = level.songAuthorName;
            gameStatus.levelAuthorName         = level.levelAuthorName;
            gameStatus.songBPM                 = level.beatsPerMinute;
            gameStatus.noteJumpSpeed           = diff.noteJumpMovementSpeed;
            gameStatus.noteJumpStartBeatOffset = diff.noteJumpStartBeatOffset;
            // 13 is "custom_level_" and 40 is the magic number for the length of the SHA-1 hash
            gameStatus.songHash       = Regex.IsMatch(level.levelID, "^custom_level_[0-9A-F]{40}", RegexOptions.IgnoreCase) && !level.levelID.EndsWith(" WIP") ? level.levelID.Substring(13, 40) : null;
            gameStatus.levelId        = level.levelID;
            gameStatus.songTimeOffset = (long)(level.songTimeOffset * 1000f / songSpeedMul);
            gameStatus.length         = (long)(level.beatmapLevelData.audioClip.length * 1000f / songSpeedMul);
            gameStatus.start          = GetCurrentTime() - (long)(audioTimeSyncController.songTime * 1000f / songSpeedMul);
            if (practiceSettings != null)
            {
                gameStatus.start -= (long)(practiceSettings.startSongTime * 1000f / songSpeedMul);
            }
            gameStatus.paused          = 0;
            gameStatus.difficulty      = diff.difficulty.Name();
            gameStatus.difficultyEnum  = Enum.GetName(typeof(BeatmapDifficulty), diff.difficulty);
            gameStatus.characteristic  = diff.parentDifficultyBeatmapSet.beatmapCharacteristic.serializedName;
            gameStatus.notesCount      = diff.beatmapData.cuttableNotesCount;
            gameStatus.bombsCount      = diff.beatmapData.bombsCount;
            gameStatus.obstaclesCount  = diff.beatmapData.obstaclesCount;
            gameStatus.environmentName = level.environmentInfo.sceneInfo.sceneName;

            ColorScheme colorScheme = gameplayCoreSceneSetupData.colorScheme ?? new ColorScheme(gameplayCoreSceneSetupData.environmentInfo.colorScheme);

            gameStatus.colorSaberA       = colorScheme.saberAColor;
            gameStatus.colorSaberB       = colorScheme.saberBColor;
            gameStatus.colorEnvironment0 = colorScheme.environmentColor0;
            gameStatus.colorEnvironment1 = colorScheme.environmentColor1;
            if (colorScheme.supportsEnvironmentColorBoost)
            {
                gameStatus.colorEnvironmentBoost0 = colorScheme.environmentColor0Boost;
                gameStatus.colorEnvironmentBoost1 = colorScheme.environmentColor1Boost;
            }
            gameStatus.colorObstacle = colorScheme.obstaclesColor;

            try {
                // From https://support.unity3d.com/hc/en-us/articles/206486626-How-can-I-get-pixels-from-unreadable-textures-
                // Modified to correctly handle texture atlases. Fixes #82.
                var active = RenderTexture.active;

                var sprite = await level.GetCoverImageAsync(CancellationToken.None);

                var texture   = sprite.texture;
                var temporary = RenderTexture.GetTemporary(texture.width, texture.height, 0, RenderTextureFormat.Default, RenderTextureReadWrite.Linear);

                Graphics.Blit(texture, temporary);
                RenderTexture.active = temporary;

                var spriteRect = sprite.rect;
                var uv         = sprite.uv[0];

                var cover = new Texture2D((int)spriteRect.width, (int)spriteRect.height);
                // Unity sucks. The coordinates of the sprite on its texture atlas are only accessible through the Sprite.uv property since rect always returns `x=0,y=0`, so we need to convert them back into texture space.
                cover.ReadPixels(new Rect(
                                     uv.x * texture.width,
                                     texture.height - uv.y * texture.height,
                                     spriteRect.width,
                                     spriteRect.height
                                     ), 0, 0);
                cover.Apply();

                RenderTexture.active = active;
                RenderTexture.ReleaseTemporary(temporary);

                gameStatus.songCover = System.Convert.ToBase64String(ImageConversion.EncodeToPNG(cover));
            } catch {
                gameStatus.songCover = null;
            }

            gameStatus.ResetPerformance();

            UpdateModMultiplier();

            gameStatus.songSpeedMultiplier = songSpeedMul;
            gameStatus.batteryLives        = gameEnergyCounter.batteryLives;

            gameStatus.modObstacles          = gameplayModifiers.enabledObstacleType.ToString();
            gameStatus.modInstaFail          = gameplayModifiers.instaFail;
            gameStatus.modNoFail             = gameplayModifiers.noFailOn0Energy;
            gameStatus.modBatteryEnergy      = gameplayModifiers.energyType == GameplayModifiers.EnergyType.Battery;
            gameStatus.modDisappearingArrows = gameplayModifiers.disappearingArrows;
            gameStatus.modNoBombs            = gameplayModifiers.noBombs;
            gameStatus.modSongSpeed          = gameplayModifiers.songSpeed.ToString();
            gameStatus.modNoArrows           = gameplayModifiers.noArrows;
            gameStatus.modGhostNotes         = gameplayModifiers.ghostNotes;
            gameStatus.modFailOnSaberClash   = gameplayModifiers.failOnSaberClash;
            gameStatus.modStrictAngles       = gameplayModifiers.strictAngles;
            gameStatus.modFastNotes          = gameplayModifiers.fastNotes;
            gameStatus.modSmallNotes         = gameplayModifiers.smallCubes;
            gameStatus.modProMode            = gameplayModifiers.proMode;
            gameStatus.modZenMode            = gameplayModifiers.zenMode;

            var environmentEffectsFilterPreset = diff.difficulty == BeatmapDifficulty.ExpertPlus ? playerSettings.environmentEffectsFilterExpertPlusPreset : playerSettings.environmentEffectsFilterDefaultPreset;

            // Backwards compatibility for <1.13.4
            gameStatus.staticLights           = environmentEffectsFilterPreset != EnvironmentEffectsFilterPreset.AllEffects;
            gameStatus.leftHanded             = playerSettings.leftHanded;
            gameStatus.playerHeight           = playerSettings.playerHeight;
            gameStatus.sfxVolume              = playerSettings.sfxVolume;
            gameStatus.reduceDebris           = playerSettings.reduceDebris;
            gameStatus.noHUD                  = playerSettings.noTextsAndHuds;
            gameStatus.advancedHUD            = playerSettings.advancedHud;
            gameStatus.autoRestart            = playerSettings.autoRestart;
            gameStatus.saberTrailIntensity    = playerSettings.saberTrailIntensity;
            gameStatus.environmentEffects     = environmentEffectsFilterPreset.ToString();
            gameStatus.hideNoteSpawningEffect = playerSettings.hideNoteSpawnEffect;

            statusManager.EmitStatusUpdate(ChangedProperties.AllButNoteCut, "songStart");
        }
Beispiel #2
0
        private void OnActiveSceneChanged(Scene oldScene, Scene newScene)
        {
            GameStatus gameStatus = statusManager.gameStatus;

            gameStatus.scene = newScene.name;

            if (newScene.name == "MenuCore")
            {
                // Menu
                gameStatus.scene = "Menu";

                Gamemode.Init();

                // TODO: get the current song, mode and mods while in menu
                gameStatus.ResetMapInfo();

                gameStatus.ResetPerformance();

                // Release references for AfterCutScoreBuffers that don't resolve due to player leaving the map before finishing.
                noteCutMapping.Clear();

                statusManager.EmitStatusUpdate(ChangedProperties.AllButNoteCut, "menu");
            }
            else if (newScene.name == "GameCore")
            {
                // In game
                gameStatus.scene = "Song";

                gamePauseManager = FindFirstOrDefault <GamePauseManager>();
                scoreController  = FindFirstOrDefault <ScoreController>();
                gameplayManager  = Resources.FindObjectsOfTypeAll <StandardLevelGameplayManager>().FirstOrDefault() as MonoBehaviour ?? Resources.FindObjectsOfTypeAll <MissionLevelGameplayManager>().FirstOrDefault();
                beatmapObjectCallbackController  = FindFirstOrDefault <BeatmapObjectCallbackController>();
                gameplayModifiersSO              = FindFirstOrDefault <GameplayModifiersModelSO>();
                audioTimeSyncController          = FindFirstOrDefault <AudioTimeSyncController>();
                playerHeadAndObstacleInteraction = FindFirstOrDefault <PlayerHeadAndObstacleInteraction>();
                gameEnergyCounter = FindFirstOrDefault <GameEnergyCounter>();

                gameplayCoreSceneSetupData = BS_Utils.Plugin.LevelData.GameplayCoreSceneSetupData;

                // Register event listeners
                // private GameEvent GamePauseManager#_gameDidPauseSignal
                AddSubscriber(gamePauseManager, "_gameDidPauseSignal", OnGamePause);
                // private GameEvent GamePauseManager#_gameDidResumeSignal
                AddSubscriber(gamePauseManager, "_gameDidResumeSignal", OnGameResume);
                // public ScoreController#noteWasCutEvent<NoteData, NoteCutInfo, int multiplier> // called after AfterCutScoreBuffer is created
                scoreController.noteWasCutEvent += OnNoteWasCut;
                // public ScoreController#noteWasMissedEvent<NoteData, int multiplier>
                scoreController.noteWasMissedEvent += OnNoteWasMissed;
                // public ScoreController#scoreDidChangeEvent<int, int> // score
                scoreController.scoreDidChangeEvent += OnScoreDidChange;
                // public ScoreController#comboDidChangeEvent<int> // combo
                scoreController.comboDidChangeEvent += OnComboDidChange;
                // public ScoreController#multiplierDidChangeEvent<int, float> // multiplier, progress [0..1]
                scoreController.multiplierDidChangeEvent += OnMultiplierDidChange;
                // private GameEvent GameplayManager#_levelFinishedSignal
                AddSubscriber(gameplayManager, "_levelFinishedSignal", OnLevelFinished);
                // private GameEvent GameplayManager#_levelFailedSignal
                AddSubscriber(gameplayManager, "_levelFailedSignal", OnLevelFailed);
                // public event Action<BeatmapEventData> BeatmapObjectCallbackController#beatmapEventDidTriggerEvent
                beatmapObjectCallbackController.beatmapEventDidTriggerEvent += OnBeatmapEventDidTrigger;

                IDifficultyBeatmap diff  = gameplayCoreSceneSetupData.difficultyBeatmap;
                IBeatmapLevel      level = diff.level;

                gameStatus.partyMode = Gamemode.IsPartyActive;
                gameStatus.mode      = Gamemode.GameMode;

                gameplayModifiers = gameplayCoreSceneSetupData.gameplayModifiers;
                PlayerSpecificSettings playerSettings   = gameplayCoreSceneSetupData.playerSpecificSettings;
                PracticeSettings       practiceSettings = gameplayCoreSceneSetupData.practiceSettings;

                float songSpeedMul = gameplayModifiers.songSpeedMul;
                if (practiceSettings != null)
                {
                    songSpeedMul = practiceSettings.songSpeedMul;
                }
                float modifierMultiplier = gameplayModifiersSO.GetTotalMultiplier(gameplayModifiers);

                gameStatus.songName        = level.songName;
                gameStatus.songSubName     = level.songSubName;
                gameStatus.songAuthorName  = level.songAuthorName;
                gameStatus.levelAuthorName = level.levelAuthorName;
                gameStatus.songBPM         = level.beatsPerMinute;
                gameStatus.noteJumpSpeed   = diff.noteJumpMovementSpeed;
                gameStatus.songHash        = level.levelID.Substring(0, Math.Min(32, level.levelID.Length));
                gameStatus.songTimeOffset  = (long)(level.songTimeOffset * 1000f / songSpeedMul);
                gameStatus.length          = (long)(level.beatmapLevelData.audioClip.length * 1000f / songSpeedMul);
                gameStatus.start           = GetCurrentTime() - (long)(audioTimeSyncController.songTime * 1000f / songSpeedMul);
                if (practiceSettings != null)
                {
                    gameStatus.start -= (long)(practiceSettings.startSongTime * 1000f / songSpeedMul);
                }
                gameStatus.paused          = 0;
                gameStatus.difficulty      = diff.difficulty.Name();
                gameStatus.notesCount      = diff.beatmapData.notesCount;
                gameStatus.bombsCount      = diff.beatmapData.bombsCount;
                gameStatus.obstaclesCount  = diff.beatmapData.obstaclesCount;
                gameStatus.environmentName = level.environmentSceneInfo.sceneName;

                gameStatus.maxScore = ScoreController.MaxModifiedScoreForMaxRawScore(ScoreController.MaxRawScoreForNumberOfNotes(diff.beatmapData.notesCount), gameplayModifiers, gameplayModifiersSO);
                gameStatus.maxRank  = RankModel.MaxRankForGameplayModifiers(gameplayModifiers, gameplayModifiersSO).ToString();

                try {
                    // From https://support.unity3d.com/hc/en-us/articles/206486626-How-can-I-get-pixels-from-unreadable-textures-
                    var texture   = level.GetCoverImageTexture2DAsync(CancellationToken.None).Result;
                    var active    = RenderTexture.active;
                    var temporary = RenderTexture.GetTemporary(
                        texture.width,
                        texture.height,
                        0,
                        RenderTextureFormat.Default,
                        RenderTextureReadWrite.Linear
                        );

                    Graphics.Blit(texture, temporary);
                    RenderTexture.active = temporary;

                    var cover = new Texture2D(texture.width, texture.height);
                    cover.ReadPixels(new Rect(0, 0, temporary.width, temporary.height), 0, 0);
                    cover.Apply();

                    RenderTexture.active = active;
                    RenderTexture.ReleaseTemporary(temporary);

                    gameStatus.songCover = System.Convert.ToBase64String(
                        ImageConversion.EncodeToPNG(cover)
                        );
                } catch {
                    gameStatus.songCover = null;
                }

                gameStatus.ResetPerformance();

                gameStatus.modifierMultiplier  = modifierMultiplier;
                gameStatus.songSpeedMultiplier = songSpeedMul;
                gameStatus.batteryLives        = gameEnergyCounter.batteryLives;

                gameStatus.modObstacles          = gameplayModifiers.enabledObstacleType.ToString();
                gameStatus.modInstaFail          = gameplayModifiers.instaFail;
                gameStatus.modNoFail             = gameplayModifiers.noFail;
                gameStatus.modBatteryEnergy      = gameplayModifiers.batteryEnergy;
                gameStatus.modDisappearingArrows = gameplayModifiers.disappearingArrows;
                gameStatus.modNoBombs            = gameplayModifiers.noBombs;
                gameStatus.modSongSpeed          = gameplayModifiers.songSpeed.ToString();
                gameStatus.modNoArrows           = gameplayModifiers.noArrows;
                gameStatus.modGhostNotes         = gameplayModifiers.ghostNotes;
                gameStatus.modFailOnSaberClash   = gameplayModifiers.failOnSaberClash;
                gameStatus.modStrictAngles       = gameplayModifiers.strictAngles;
                gameStatus.modFastNotes          = gameplayModifiers.fastNotes;

                gameStatus.staticLights = playerSettings.staticLights;
                gameStatus.leftHanded   = playerSettings.leftHanded;
                gameStatus.swapColors   = playerSettings.swapColors;
                gameStatus.playerHeight = playerSettings.playerHeight;
                gameStatus.disableSFX   = playerSettings.disableSFX;
                gameStatus.noHUD        = playerSettings.noTextsAndHuds;
                gameStatus.advancedHUD  = playerSettings.advancedHud;

                statusManager.EmitStatusUpdate(ChangedProperties.AllButNoteCut, "songStart");
            }
        }
Beispiel #3
0
        public async void HandleSongStart()
        {
            GameStatus gameStatus = statusManager.gameStatus;

            // Check for multiplayer early to abort if needed: gameplay controllers don't exist in multiplayer until later
            multiplayerSessionManager = FindFirstOrDefaultOptional <MultiplayerSessionManager>();
            multiplayerController     = FindFirstOrDefaultOptional <MultiplayerController>();

            if (multiplayerSessionManager && multiplayerController)
            {
                Plugin.log.Debug("Multiplayer Level loaded");

                // public event Action<DisconnectedReason> MultiplayerSessionManager#disconnectedEvent;
                multiplayerSessionManager.disconnectedEvent += OnMultiplayerDisconnected;

                // public event Action<State> MultiplayerController#stateChangedEvent;
                multiplayerController.stateChangedEvent += OnMultiplayerStateChanged;

                // Do nothing until the next state change to Gameplay.
                if (multiplayerController.state != MultiplayerController.State.Gameplay)
                {
                    return;
                }

                multiplayerLocalActivePlayerFacade = FindFirstOrDefaultOptional <MultiplayerLocalActivePlayerFacade>();

                if (multiplayerLocalActivePlayerFacade != null)
                {
                    multiplayerLocalActivePlayerFacade.playerDidFinishEvent += OnMultiplayerLevelFinished;
                }
            }
            else if (!doDelayedSongStart)
            {
                doDelayedSongStart = true;

                return;
            }

            // `wants_to_play_next_level` is set for players who don't want to play the song aka want to spectate aka are not "active". `isSpectating` is apparently not spectating.
            gameStatus.scene       = multiplayerSessionManager.isSpectating || !multiplayerSessionManager.LocalPlayerHasState(NetworkConstants.wantsToPlayNextLevel) ? "Spectator" : "Song";
            gameStatus.multiplayer = multiplayerSessionManager.isConnectingOrConnected;

            pauseController = FindFirstOrDefaultOptional <PauseController>();
            scoreController = FindFirstOrDefault <ScoreController>();
            gameplayManager = FindFirstOrDefaultOptional <StandardLevelGameplayManager>() as MonoBehaviour ?? FindFirstOrDefaultOptional <MissionLevelGameplayManager>();
            beatmapObjectCallbackController  = FindFirstOrDefault <BeatmapObjectCallbackController>();
            gameplayModifiersSO              = FindFirstOrDefault <GameplayModifiersModelSO>();
            audioTimeSyncController          = FindFirstOrDefault <AudioTimeSyncController>();
            playerHeadAndObstacleInteraction = (PlayerHeadAndObstacleInteraction)scoreControllerHeadAndObstacleInteractionField.GetValue(scoreController);
            gameSongController = FindFirstOrDefault <GameSongController>();
            gameEnergyCounter  = FindFirstOrDefault <GameEnergyCounter>();

            if (multiplayerController)
            {
                // NOOP
            }
            else if (gameplayManager is StandardLevelGameplayManager)
            {
                Plugin.log.Debug("Standard Level loaded");
            }
            else if (gameplayManager is MissionLevelGameplayManager)
            {
                Plugin.log.Debug("Mission Level loaded");
            }

            gameplayCoreSceneSetupData = BS_Utils.Plugin.LevelData.GameplayCoreSceneSetupData;

            // Register event listeners
            // PauseController doesn't exist in multiplayer
            if (pauseController != null)
            {
                // public event Action PauseController#didPauseEvent;
                pauseController.didPauseEvent += OnGamePause;
                // public event Action PauseController#didResumeEvent;
                pauseController.didResumeEvent += OnGameResume;
            }
            // public ScoreController#noteWasCutEvent<NoteData, NoteCutInfo, int multiplier> // called after AfterCutScoreBuffer is created
            scoreController.noteWasCutEvent += OnNoteWasCut;
            // public ScoreController#noteWasMissedEvent<NoteData, int multiplier>
            scoreController.noteWasMissedEvent += OnNoteWasMissed;
            // public ScoreController#scoreDidChangeEvent<int, int> // score
            scoreController.scoreDidChangeEvent += OnScoreDidChange;
            // public ScoreController#comboDidChangeEvent<int> // combo
            scoreController.comboDidChangeEvent += OnComboDidChange;
            // public ScoreController#multiplierDidChangeEvent<int, float> // multiplier, progress [0..1]
            scoreController.multiplierDidChangeEvent += OnMultiplierDidChange;
            // public event Action<BeatmapEventData> BeatmapObjectCallbackController#beatmapEventDidTriggerEvent
            beatmapObjectCallbackController.beatmapEventDidTriggerEvent += OnBeatmapEventDidTrigger;
            // public event Action GameSongController#songDidFinishEvent;
            gameSongController.songDidFinishEvent += OnLevelFinished;
            // public event Action GameEnergyCounter#gameEnergyDidReach0Event;
            gameEnergyCounter.gameEnergyDidReach0Event += OnEnergyDidReach0Event;
            if (gameplayManager is ILevelEndActions levelEndActions)
            {
                // event Action levelFailedEvent;
                levelEndActions.levelFailedEvent += OnLevelFailed;
            }

            IDifficultyBeatmap diff  = gameplayCoreSceneSetupData.difficultyBeatmap;
            IBeatmapLevel      level = diff.level;

            gameStatus.partyMode = Gamemode.IsPartyActive;
            gameStatus.mode      = BS_Utils.Plugin.LevelData.GameplayCoreSceneSetupData.difficultyBeatmap.parentDifficultyBeatmapSet.beatmapCharacteristic.serializedName;

            gameplayModifiers = gameplayCoreSceneSetupData.gameplayModifiers;
            PlayerSpecificSettings playerSettings   = gameplayCoreSceneSetupData.playerSpecificSettings;
            PracticeSettings       practiceSettings = gameplayCoreSceneSetupData.practiceSettings;

            float songSpeedMul = gameplayModifiers.songSpeedMul;

            if (practiceSettings != null)
            {
                songSpeedMul = practiceSettings.songSpeedMul;
            }

            // Generate NoteData to id mappings for backwards compatiblity with <1.12.1
            noteToIdMapping = new NoteData[diff.beatmapData.cuttableNotesType + diff.beatmapData.bombsCount];
            lastNoteId      = 0;

            int beatmapObjectId    = 0;
            var beatmapObjectsData = diff.beatmapData.beatmapObjectsData;

            foreach (BeatmapObjectData beatmapObjectData in beatmapObjectsData)
            {
                if (beatmapObjectData is NoteData noteData)
                {
                    noteToIdMapping[beatmapObjectId++] = noteData;
                }
            }

            gameStatus.songName        = level.songName;
            gameStatus.songSubName     = level.songSubName;
            gameStatus.songAuthorName  = level.songAuthorName;
            gameStatus.levelAuthorName = level.levelAuthorName;
            gameStatus.songBPM         = level.beatsPerMinute;
            gameStatus.noteJumpSpeed   = diff.noteJumpMovementSpeed;
            // 13 is "custom_level_" and 40 is the magic number for the length of the SHA-1 hash
            gameStatus.songHash       = level.levelID.StartsWith("custom_level_") && !level.levelID.EndsWith(" WIP") ? level.levelID.Substring(13, 40) : null;
            gameStatus.levelId        = level.levelID;
            gameStatus.songTimeOffset = (long)(level.songTimeOffset * 1000f / songSpeedMul);
            gameStatus.length         = (long)(level.beatmapLevelData.audioClip.length * 1000f / songSpeedMul);
            gameStatus.start          = GetCurrentTime() - (long)(audioTimeSyncController.songTime * 1000f / songSpeedMul);
            if (practiceSettings != null)
            {
                gameStatus.start -= (long)(practiceSettings.startSongTime * 1000f / songSpeedMul);
            }
            gameStatus.paused          = 0;
            gameStatus.difficulty      = diff.difficulty.Name();
            gameStatus.notesCount      = diff.beatmapData.cuttableNotesType;
            gameStatus.bombsCount      = diff.beatmapData.bombsCount;
            gameStatus.obstaclesCount  = diff.beatmapData.obstaclesCount;
            gameStatus.environmentName = level.environmentInfo.sceneInfo.sceneName;

            try {
                // From https://support.unity3d.com/hc/en-us/articles/206486626-How-can-I-get-pixels-from-unreadable-textures-
                var texture   = (await level.GetCoverImageAsync(CancellationToken.None)).texture;
                var active    = RenderTexture.active;
                var temporary = RenderTexture.GetTemporary(
                    texture.width,
                    texture.height,
                    0,
                    RenderTextureFormat.Default,
                    RenderTextureReadWrite.Linear
                    );

                Graphics.Blit(texture, temporary);
                RenderTexture.active = temporary;

                var cover = new Texture2D(texture.width, texture.height);
                cover.ReadPixels(new Rect(0, 0, temporary.width, temporary.height), 0, 0);
                cover.Apply();

                RenderTexture.active = active;
                RenderTexture.ReleaseTemporary(temporary);

                gameStatus.songCover = System.Convert.ToBase64String(
                    ImageConversion.EncodeToPNG(cover)
                    );
            } catch {
                gameStatus.songCover = null;
            }

            gameStatus.ResetPerformance();

            UpdateModMultiplier();

            gameStatus.songSpeedMultiplier = songSpeedMul;
            gameStatus.batteryLives        = gameEnergyCounter.batteryLives;

            gameStatus.modObstacles          = gameplayModifiers.enabledObstacleType.ToString();
            gameStatus.modInstaFail          = gameplayModifiers.instaFail;
            gameStatus.modNoFail             = gameplayModifiers.noFailOn0Energy;
            gameStatus.modBatteryEnergy      = gameplayModifiers.energyType == GameplayModifiers.EnergyType.Battery;
            gameStatus.modDisappearingArrows = gameplayModifiers.disappearingArrows;
            gameStatus.modNoBombs            = gameplayModifiers.noBombs;
            gameStatus.modSongSpeed          = gameplayModifiers.songSpeed.ToString();
            gameStatus.modNoArrows           = gameplayModifiers.noArrows;
            gameStatus.modGhostNotes         = gameplayModifiers.ghostNotes;
            gameStatus.modFailOnSaberClash   = gameplayModifiers.failOnSaberClash;
            gameStatus.modStrictAngles       = gameplayModifiers.strictAngles;
            gameStatus.modFastNotes          = gameplayModifiers.fastNotes;

            gameStatus.staticLights = playerSettings.staticLights;
            gameStatus.leftHanded   = playerSettings.leftHanded;
            gameStatus.playerHeight = playerSettings.playerHeight;
            gameStatus.sfxVolume    = playerSettings.sfxVolume;
            gameStatus.reduceDebris = playerSettings.reduceDebris;
            gameStatus.noHUD        = playerSettings.noTextsAndHuds;
            gameStatus.advancedHUD  = playerSettings.advancedHud;
            gameStatus.autoRestart  = playerSettings.autoRestart;

            statusManager.EmitStatusUpdate(ChangedProperties.AllButNoteCut, "songStart");
        }