public override Object ReadGameData(Boolean forSpotter)
 {
     CrewChiefV4.PCars2.PCars2SharedMemoryReader.PCars2StructWrapper structWrapper = new CrewChiefV4.PCars2.PCars2SharedMemoryReader.PCars2StructWrapper();
     structWrapper.ticksWhenRead = DateTime.UtcNow.Ticks;
     lock (this)
     {
         if (!initialised)
         {
             if (!InitialiseInternal())
             {
                 throw new GameDataReadException("Failed to initialise UDP client");
             }
         }
         previousGameState = StructHelper.Clone(currentGameState);
         currentGameState  = StructHelper.Clone(workingGameState);
         if (forSpotter)
         {
             newSpotterData = false;
         }
     }
     structWrapper.data = currentGameState;
     if (!forSpotter && dumpToFile && dataToDump != null && currentGameState.mTrackLocation != null &&
         currentGameState.mTrackLocation.Length > 0)
     {
         dataToDump.Add(structWrapper);
     }
     return(structWrapper);
 }
Esempio n. 2
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        // For double-file manual rolling starts. Will only work when the cars are all nicely settled on the grid - preferably
        // when the game thinks the race has just started
        public override Tuple <GridSide, Dictionary <int, GridSide> > getGridSide(Object currentStateObj)
        {
            CrewChiefV4.PCars2.PCars2SharedMemoryReader.PCars2StructWrapper currentWrapper = (CrewChiefV4.PCars2.PCars2SharedMemoryReader.PCars2StructWrapper)currentStateObj;
            pCars2APIStruct            latestRawData  = currentWrapper.data;
            int                        playerIndex    = PCars2GameStateMapper.getPlayerIndex(latestRawData);
            pCars2APIParticipantStruct playerData     = latestRawData.mParticipantData[playerIndex];
            float                      playerRotation = latestRawData.mOrientation[1];

            if (playerRotation < 0)
            {
                playerRotation = (float)(2 * Math.PI) + playerRotation;
            }
            playerRotation = (float)(2 * Math.PI) - playerRotation;
            float playerXPosition        = playerData.mWorldPosition[0];
            float playerZPosition        = playerData.mWorldPosition[2];
            int   playerStartingPosition = (int)playerData.mRacePosition;
            int   numCars = latestRawData.mNumParticipants;

            return(getGridSideInternal(latestRawData, playerRotation, playerXPosition, playerZPosition, playerStartingPosition, numCars));
        }
 public override Object ReadGameDataFromFile(String filename, int pauseBeforeStart)
 {
     if (dataReadFromFile == null || filename != lastReadFileName)
     {
         dataReadFromFileIndex = 0;
         var filePathResolved = Utilities.ResolveDataFile(this.dataFilesPath, filename);
         dataReadFromFile = DeSerializeObject <CrewChiefV4.PCars2.PCars2SharedMemoryReader.PCars2StructWrapper[]>(filePathResolved);
         lastReadFileName = filename;
         Thread.Sleep(pauseBeforeStart);
     }
     if (dataReadFromFile != null && dataReadFromFile.Length > dataReadFromFileIndex)
     {
         CrewChiefV4.PCars2.PCars2SharedMemoryReader.PCars2StructWrapper structWrapperData = dataReadFromFile[dataReadFromFileIndex];
         dataReadFromFileIndex++;
         return(structWrapperData);
     }
     else
     {
         return(null);
     }
 }
Esempio n. 4
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        public override void trigger(Object lastStateObj, Object currentStateObj, GameStateData currentGameState)
        {
            if (paused)
            {
                return;
            }
            CrewChiefV4.PCars2.PCars2SharedMemoryReader.PCars2StructWrapper currentWrapper = (CrewChiefV4.PCars2.PCars2SharedMemoryReader.PCars2StructWrapper)currentStateObj;
            pCars2APIStruct currentState = currentWrapper.data;
            ePitMode        pitMode      = (ePitMode)currentState.mPitMode;
            eGameState      gameState    = (eGameState)currentState.mGameState;

            // game state is 3 for paused, 5 for replay. No idea what 4 is...
            if (pitMode != ePitMode.PIT_MODE_NONE ||
                gameState == eGameState.GAME_FRONT_END ||
                (gameState == eGameState.GAME_INGAME_PAUSED && !CrewChief.Debugging) ||
                gameState == eGameState.GAME_INGAME_REPLAY || gameState == eGameState.GAME_FRONT_END_REPLAY ||
                gameState == eGameState.GAME_EXITED)
            {
                // don't ignore the paused game updates if we're in debug mode
                return;
            }
            CrewChiefV4.PCars2.PCars2SharedMemoryReader.PCars2StructWrapper previousWrapper = (CrewChiefV4.PCars2.PCars2SharedMemoryReader.PCars2StructWrapper)lastStateObj;
            pCars2APIStruct lastState = previousWrapper.data;

            DateTime now      = new DateTime(currentWrapper.ticksWhenRead);
            float    interval = (float)(((double)currentWrapper.ticksWhenRead - (double)previousWrapper.ticksWhenRead) / (double)TimeSpan.TicksPerSecond);

            if (currentState.mRaceState == (int)eRaceState.RACESTATE_RACING &&
                lastState.mRaceState != (int)eRaceState.RACESTATE_RACING)
            {
                timeToStartSpotting = now.Add(TimeSpan.FromSeconds(timeAfterRaceStartToActivate));
            }
            // this check looks a bit funky... whe we start a practice session, the raceState is not_started
            // until we cross the line for the first time. Which is retarded really.
            if (currentState.mRaceState == (int)eRaceState.RACESTATE_INVALID || now < timeToStartSpotting ||
                (currentState.mSessionState == (int)eSessionState.SESSION_RACE && currentState.mRaceState == (int)eRaceState.RACESTATE_NOT_STARTED))
            {
                return;
            }

            if (enabled && currentState.mNumParticipants > 1 &&
                (enableSpotterInTimetrial || currentState.mSessionState != (uint)eSessionState.SESSION_TIME_ATTACK))
            {
                int playerIndex = PCars2GameStateMapper.getPlayerIndex(currentState);
                if (playerIndex != currentState.mViewedParticipantIndex)
                {
                    return;
                }
                pCars2APIParticipantStruct playerData = currentState.mParticipantData[playerIndex];
                if (currentGameState != null && currentGameState.Now > nextCarClassCheckDue)
                {
                    var carClass = currentGameState.carClass;
                    if (carClass != null && !String.Equals(currentPlayerCarClassID, carClass.getClassIdentifier()))
                    {
                        // Retrieve and use user overridable spotter car length/width.
                        this.internalSpotter.setCarDimensions(GlobalBehaviourSettings.spotterVehicleLength, GlobalBehaviourSettings.spotterVehicleWidth);
                        this.currentPlayerCarClassID = carClass.getClassIdentifier();
                    }
                    nextCarClassCheckDue = currentGameState.Now.AddSeconds(5);
                }
                float[] currentPlayerPosition = new float[] { playerData.mWorldPosition[0], playerData.mWorldPosition[2] };

                List <float[]> currentOpponentPositions = new List <float[]>();
                float[]        playerVelocityData       = new float[3];
                playerVelocityData[0] = currentState.mSpeed;
                playerVelocityData[1] = currentState.mWorldVelocity[0];
                playerVelocityData[2] = currentState.mWorldVelocity[2];

                positionsFilledForThisTick.Clear();
                positionsFilledForThisTick.Add(playerData.mRacePosition);
                for (int i = 0; i < currentState.mParticipantData.Count(); i++)
                {
                    if (i == playerIndex)
                    {
                        continue;
                    }
                    pCars2APIParticipantStruct opponentData = currentState.mParticipantData[i];
                    if (opponentData.mIsActive && !positionsFilledForThisTick.Contains(opponentData.mRacePosition))
                    {
                        float[] currentPositions = new float[] { opponentData.mWorldPosition[0], opponentData.mWorldPosition[2] };
                        currentOpponentPositions.Add(currentPositions);
                        positionsFilledForThisTick.Add(opponentData.mRacePosition);
                    }
                }
                if (currentOpponentPositions.Count() > 0)
                {
                    float playerRotation = currentState.mOrientation[1];
                    if (playerRotation < 0)
                    {
                        playerRotation = playerRotation * -1;
                    }
                    else
                    {
                        playerRotation = twoPi - playerRotation;
                    }
                    internalSpotter.triggerInternal(playerRotation, currentPlayerPosition, playerVelocityData, currentOpponentPositions);
                }
            }
        }