Exemple #1
0
        //GET the teams from the server
        private static IEnumerator GetTeams(SongListViewController slvc, Action <List <Team> > teamsGottenCallback = null)
        {
            UnityWebRequest www = UnityWebRequest.Get($"{discordCommunityApi}/teams/");

            Logger.Debug($"REQUESTING TEAMS: {discordCommunityApi}/teams/");
            www.timeout = 30;
            yield return(www.SendWebRequest());

            if (www.isNetworkError || www.isHttpError)
            {
                Logger.Error($"Error getting teams: {www.error}");
                slvc.ErrorHappened($"Error getting teams: {www.error}");
            }
            else
            {
                try
                {
                    //Clear out existing teams
                    Team.allTeams.Clear();

                    //Get the list of songs to download, and map out the song ids to the corresponding gamemodes
                    var node = JSON.Parse(www.downloadHandler.text);
                    foreach (var team in node)
                    {
                        var teamObject =
                            new Team(
                                team.Key,
                                team.Value["teamName"],
                                team.Value["captainId"],
                                team.Value["color"],
                                team.Value["requiredTokens"],
                                team.Value["nextPromotion"]
                                );
                        Team.allTeams.Add(teamObject);
                    }

                    teamsGottenCallback?.Invoke(Team.allTeams);
                }
                catch (Exception e)
                {
                    Logger.Error($"Error parsing teams data: {e}");
                    slvc.ErrorHappened($"Error parsing teams data: {e}");
                    yield break;
                }
            }
        }
Exemple #2
0
        //GET the user's profile data from the server
        private static IEnumerator GetUserData(SongListViewController slvc, string userId, Action <Player> userDataGottenCallback = null)
        {
            UnityWebRequest www = UnityWebRequest.Get($"{discordCommunityApi}/playerstats/{userId}");

            Logger.Debug($"GETTING PLAYER DATA: {discordCommunityApi}/playerstats/{userId}");
            www.timeout = 30;
            yield return(www.SendWebRequest());

            if (www.isNetworkError || www.isHttpError)
            {
                Logger.Error($"Error getting player stats: {www.error}");
                slvc.ErrorHappened($"Error getting player stats: {www.error}");
            }
            else
            {
                try
                {
                    var node = JSON.Parse(www.downloadHandler.text);

                    //If there is a message from the server, display it
                    if (node["message"] != null && node["message"].ToString().Length > 1)
                    {
                        slvc.ErrorHappened(node["message"]);
                        yield break;
                    }

                    //If the client is out of date, show update message
                    if (VersionCode < Convert.ToInt32(node["version"].Value))
                    {
                        slvc.ErrorHappened($"Version {SharedConstructs.Version} is now out of date. Please download the newest one from the Discord.");
                    }

                    Player.Instance.Team          = node["team"];
                    Player.Instance.Tokens        = Convert.ToInt32(node["tokens"].Value);
                    Player.Instance.ServerOptions = (ServerFlags)Convert.ToInt32(node["serverSettings"].Value);

                    userDataGottenCallback?.Invoke(Player.Instance);
                }
                catch (Exception e)
                {
                    Logger.Error($"Error parsing playerstats data: {e}");
                    slvc.ErrorHappened($"Error parsing playerstats data: {e}");
                    yield break;
                }
            }
        }
Exemple #3
0
        public static async void PlaySong(IPreviewBeatmapLevel level, BeatmapCharacteristicSO characteristic, BeatmapDifficulty difficulty, OverrideEnvironmentSettings overrideEnvironmentSettings = null, ColorScheme colorScheme = null, GameplayModifiers gameplayModifiers = null, PlayerSpecificSettings playerSettings = null, Action <StandardLevelScenesTransitionSetupDataSO, LevelCompletionResults> songFinishedCallback = null)
        {
            Action <IBeatmapLevel> SongLoaded = (loadedLevel) =>
            {
                MenuTransitionsHelper _menuSceneSetupData = Resources.FindObjectsOfTypeAll <MenuTransitionsHelper>().First();
                _menuSceneSetupData.StartStandardLevel(
                    loadedLevel.beatmapLevelData.GetDifficultyBeatmap(characteristic, difficulty),
                    overrideEnvironmentSettings,
                    colorScheme,
                    gameplayModifiers ?? new GameplayModifiers(),
                    playerSettings ?? new PlayerSpecificSettings(),
                    null,
                    "Menu",
                    false,
                    null,
                    (standardLevelScenesTransitionSetupData, results) => songFinishedCallback?.Invoke(standardLevelScenesTransitionSetupData, results)
                    );
            };

            if ((level is PreviewBeatmapLevelSO && await HasDLCLevel(level.levelID)) ||
                level is CustomPreviewBeatmapLevel)
            {
                Logger.Debug("Loading DLC/Custom level...");
                var result = await GetLevelFromPreview(level);

                if (result != null && !(result?.isError == true))
                {
                    //HTTPstatus requires cover texture to be applied in here, and due to a fluke
                    //of beat saber, it's not applied when the level is loaded, but it *is*
                    //applied to the previewlevel it's loaded from
                    var loadedLevel = result?.beatmapLevel;
                    loadedLevel.SetField("_coverImageTexture2D", level.GetField <Texture2D>("_coverImageTexture2D"));
                    SongLoaded(loadedLevel);
                }
            }
            else if (level is BeatmapLevelSO)
            {
                Logger.Debug("Reading OST data without songloader...");
                SongLoaded(level as IBeatmapLevel);
            }
            else
            {
                Logger.Debug($"Skipping unowned DLC ({level.songName})");
            }
        }
Exemple #4
0
        //Returns the closest difficulty to the one provided, preferring lower difficulties first if any exist
        public static IDifficultyBeatmap GetClosestDifficultyPreferLower(IBeatmapLevel level, BeatmapDifficulty difficulty, string characteristic)
        {
            //First, look at the characteristic parameter. If there's something useful in there, we try to use it, but fall back to Standard
            var desiredCharacteristic = level.previewDifficultyBeatmapSets.FirstOrDefault(x => x.beatmapCharacteristic.serializedName == characteristic).beatmapCharacteristic ?? level.previewDifficultyBeatmapSets.First().beatmapCharacteristic;

            IDifficultyBeatmap[] availableMaps =
                level
                .beatmapLevelData
                .difficultyBeatmapSets
                .FirstOrDefault(x => x.beatmapCharacteristic.serializedName == desiredCharacteristic.serializedName)
                .difficultyBeatmaps
                .OrderBy(x => x.difficulty)
                .ToArray();

            IDifficultyBeatmap ret = availableMaps.FirstOrDefault(x => x.difficulty == difficulty);

            if (ret is CustomDifficultyBeatmap)
            {
                var extras       = Collections.RetrieveExtraSongData(ret.level.levelID);
                var requirements = extras?._difficulties.First(x => x._difficulty == ret.difficulty).additionalDifficultyData._requirements;
                Logger.Debug($"{ret.level.songName} is a custom level, checking for requirements on {ret.difficulty}...");
                if (
                    (requirements?.Count() > 0) &&
                    (!requirements?.ToList().All(x => Collections.capabilities.Contains(x)) ?? false)
                    )
                {
                    ret = null;
                }
                Logger.Debug((ret == null ? "Requirement not met." : "Requirement met!"));
            }

            if (ret == null)
            {
                ret = GetLowerDifficulty(availableMaps, difficulty, desiredCharacteristic);
            }
            if (ret == null)
            {
                ret = GetHigherDifficulty(availableMaps, difficulty, desiredCharacteristic);
            }

            return(ret);
        }
Exemple #5
0
        //Returns the next-lowest difficulty to the one provided
        private static IDifficultyBeatmap GetLowerDifficulty(IDifficultyBeatmap[] availableMaps, BeatmapDifficulty difficulty, BeatmapCharacteristicSO characteristic)
        {
            var ret = availableMaps.TakeWhile(x => x.difficulty < difficulty).LastOrDefault();

            if (ret is CustomDifficultyBeatmap)
            {
                var extras       = Collections.RetrieveExtraSongData(ret.level.levelID);
                var requirements = extras?._difficulties.First(x => x._difficulty == ret.difficulty).additionalDifficultyData._requirements;
                Logger.Debug($"{ret.level.songName} is a custom level, checking for requirements on {ret.difficulty}...");
                if (
                    (requirements?.Count() > 0) &&
                    (!requirements?.ToList().All(x => Collections.capabilities.Contains(x)) ?? false)
                    )
                {
                    ret = null;
                }
                Logger.Debug((ret == null ? "Requirement not met." : "Requirement met!"));
            }
            return(ret);
        }
Exemple #6
0
        //BSUtils: disable gameplay-modifying plugins

        private void BSUtilsDisableOtherPlugins()
        {
            BS_Utils.Gameplay.Gamemode.NextLevelIsIsolated("EventPlugin");
            Logger.Debug("Disabled game-modifying plugins through bs_utils :)");
        }
Exemple #7
0
        //GET the songs from the server, then start the Download coroutine to download and display them
        //TODO: Time complexity here is a mess.
        private static IEnumerator GetSongs(SongListViewController slvc, string userId, Action <List <Song> > songsGottenCallback = null)
        {
            UnityWebRequest www = UnityWebRequest.Get($"{discordCommunityApi}/songs/{userId}/");

            Logger.Debug($"REQUESTING SONGS: {discordCommunityApi}/songs/{userId}/");

            www.timeout = 30;
            yield return(www.SendWebRequest());

            if (www.isNetworkError || www.isHttpError)
            {
                Logger.Error($"Error getting songs: {www.error}");
                slvc.ErrorHappened($"Error getting songs: {www.error}");
            }
            else
            {
                List <Song> songs = new List <Song>();
                try
                {
                    //Get the list of songs to download, and map out the song ids to the corresponding gamemodes
                    var node = JSON.Parse(www.downloadHandler.text);
                    foreach (var id in node)
                    {
                        var newSong = new Song()
                        {
                            Hash           = id.Value["songHash"],
                            SongName       = id.Value["songName"],
                            GameOptions    = (GameOptions)Convert.ToInt32(id.Value["gameOptions"].ToString()),
                            PlayerOptions  = (PlayerOptions)Convert.ToInt32(id.Value["playerOptions"].ToString()),
                            Difficulty     = (LevelDifficulty)Convert.ToInt32(id.Value["difficulty"].ToString()),
                            Characteristic = id.Value["characteristic"]
                        };

                        Logger.Debug($"ADDING SONG: {newSong.SongName} {newSong.Difficulty} {newSong.Characteristic}");
                        songs.Add(newSong);
                    }
                }
                catch (Exception e)
                {
                    Logger.Error($"Error parsing getsong data: {e}");
                    slvc.ErrorHappened($"Error parsing getsong data: {e}");
                    yield break;
                }

                //If we got songs, filter them as neccessary then download any we don't have
                List <Song> availableSongs = new List <Song>();

                //Filter out songs we already have and OSTS
                IEnumerable <Song> osts        = songs.Where(x => OstHelper.IsOst(x.Hash));
                IEnumerable <Song> alreadyHave = songs.Where(x => Collections.songWithHashPresent(x.Hash.ToUpper()));

                //Loads a level from a song instance, populates the Beatmap property and adds to the available list
                Action <Song> loadLevel = (song) =>
                {
                    if (Collections.songWithHashPresent(song.Hash.ToUpper()))
                    {
                        var levelId = Collections.levelIDsForHash(song.Hash).First();

                        var customPreview = Loader.CustomLevelsCollection.beatmapLevels.First(x => x.levelID == levelId) as CustomPreviewBeatmapLevel;

                        song.PreviewBeatmap = customPreview;

                        //TODO: Figure out proper async-ness here

                        /*var beatmapLevelResult = Task.Run(async () => await SongUtils.GetLevelFromPreview(customPreview));
                         * beatmapLevelResult.Wait();
                         *
                         * //TODO: add characteristic name field to the song data stored in the server
                         * song.Beatmap = SongUtils.GetClosestDifficultyPreferLower(beatmapLevelResult.Result?.beatmapLevel, (BeatmapDifficulty)song.Difficulty);
                         * availableSongs.Add(song);*/
                    }
                    else
                    {
                        slvc.ErrorHappened($"Could not load level {song.SongName}");
                    }
                };

                //Load the preview levels for what we have
                foreach (Song song in osts)
                {
                    foreach (IBeatmapLevelPack pack in Loader.BeatmapLevelsModelSO.allLoadedBeatmapLevelPackCollection.beatmapLevelPacks)
                    {
                        var foundLevel = pack.beatmapLevelCollection.beatmapLevels.FirstOrDefault(y => y.levelID.ToLower() == song.Hash.ToLower());
                        if (foundLevel != null)
                        {
                            song.PreviewBeatmap = foundLevel;
                        }
                    }
                }

                foreach (Song song in alreadyHave)
                {
                    loadLevel(song);
                }

                //Of what we already have, add the Levels to the availableSongs list
                availableSongs.AddRange(alreadyHave);
                availableSongs.AddRange(osts);

                //Remove what we already have from the download queue
                songs.RemoveAll(x => availableSongs.Contains(x)); //Don't redownload

                //Download the things we don't have, or if we have everything, show the menu
                if (songs.Count > 0)
                {
                    List <IEnumerator> downloadCoroutines = new List <IEnumerator>();
                    songs.ForEach(x =>
                    {
                        downloadCoroutines.Add(DownloadSongs(x.Hash, slvc));
                    });

                    //Wait for the all downloads to finish
                    yield return(SharedCoroutineStarter.instance.StartCoroutine(new ParallelCoroutine().ExecuteCoroutines(downloadCoroutines.ToArray())));

                    Action <Loader, Dictionary <string, CustomPreviewBeatmapLevel> > songsLoaded =
                        (_, __) =>
                    {
                        //Now that they're refreshed, we can populate their beatmaps and add them to the available list
                        songs.ForEach(x => loadLevel(x));
                        songsGottenCallback?.Invoke(availableSongs.Union(songs).ToList());
                    };

                    Loader.SongsLoadedEvent -= songsLoaded;
                    Loader.SongsLoadedEvent += songsLoaded;
                    Loader.Instance.RefreshSongs(false);
                }
                else
                {
                    songsGottenCallback?.Invoke(availableSongs);
                }
            }
        }