Пример #1
0
    public void SendScore(int score, uint objectId, uint senderId)
    {
        ScorePacket packet = new ScorePacket(senderId);

        packet.payload = score;

        PacketManager.Instance.SendGamePacket(packet, objectId, senderId);
    }
Пример #2
0
 /// <summary>
 /// After submit answer server will send the score status of all users
 /// </summary>
 /// <param name="lastAnswerServer"></param>
 /// <param name="questionPacket"></param>
 public void ReceivedScorePacket(ScorePacket _Score)
 {
     if (_Score.user.Equals(GlobalContext.localUsername))
     {
         txtLocalUserScore.Text = _Score.currentLevelScore.ToString();
     }
     else
     {
         txtRemoteUser.Text      = _Score.user;
         txtRemoteUserScore.Text = _Score.currentLevelScore.ToString();
     }
 }
Пример #3
0
        public override int Id => 0x12; //18

        public override void Handle(EzClient client, EzPacket packet)
        {
            Score score = new Score();

            score.AccountId  = client.Account.Id;
            score.GameId     = client.Game.Id;
            score.SongId     = client.Room.Info.SelectedSong;
            score.Created    = DateTime.Now;
            score.Difficulty = client.Room.Info.Difficulty;
            score.FadeEffect = client.Room.Info.FadeEffect;
            score.NoteEffect = client.Room.Info.NoteEffect;
            score.Slot       = client.Player.Slot;
            score.Team       = client.Player.Team;

            byte unknown0 = packet.Data.ReadByte();

            score.StageClear = packet.Data.ReadByte() == 0;
            short unknown1 = packet.Data.ReadInt16(Endianness.Big);

            score.MaxCombo = packet.Data.ReadInt16(Endianness.Big);
            score.Kool     = packet.Data.ReadInt16(Endianness.Big);
            score.Cool     = packet.Data.ReadInt16(Endianness.Big);
            score.Good     = packet.Data.ReadInt16(Endianness.Big);
            score.Miss     = packet.Data.ReadInt16(Endianness.Big);
            score.Fail     = packet.Data.ReadInt16(Endianness.Big);
            short unknown2 = packet.Data.ReadInt16(Endianness.Big);

            score.RawScore   = packet.Data.ReadInt32(Endianness.Big);
            score.TotalNotes = packet.Data.ReadInt16(Endianness.Big);
            score.Rank       = (ScoreRankType)packet.Data.ReadByte();
            byte unknown3 = packet.Data.ReadByte();

            score.ComboType = Score.GetComboType(score);

            _logger.Debug("StageClear: {0}", score.StageClear);
            _logger.Debug("MaxCombo: {0}", score.MaxCombo);
            _logger.Debug("Kool: {0}", score.Kool);
            _logger.Debug("Cool: {0}", score.Cool);
            _logger.Debug("Good: {0}", score.Good);
            _logger.Debug("Miss: {0}", score.Miss);
            _logger.Debug("Fail: {0}", score.Fail);
            _logger.Debug("RawScore: {0}", score.RawScore);
            _logger.Debug("TotalScore: {0}", score.TotalScore);
            _logger.Debug("Rank: {0}", score.Rank);
            _logger.Debug("Total Notes: {0}", score.TotalNotes);
            _logger.Debug("Unknown0: {0}", unknown0);
            _logger.Debug("Unknown1: {0}", unknown1);
            _logger.Debug("Unknown2: {0}", unknown2);
            _logger.Debug("Unknown3: {0}", unknown3);

            client.Player.Playing = false;
            client.Score          = score;

/*
 *          //Play check
 *          IBuffer player4 = EzServer.Buffer.Provide();
 *          player4.WriteByte(0);
 *
 *          player4.WriteByte(0);
 *          player4.WriteByte(0);
 *          player4.WriteByte(0);
 *          player4.WriteByte(100);
 *
 *          player4.WriteByte(0);
 *          player4.WriteByte(0);
 *          player4.WriteByte(0);
 *          player4.WriteByte(6); //MAX COMBO
 *
 *          player4.WriteByte(0);
 *          player4.WriteByte(0);
 *          player4.WriteByte(0);
 *          player4.WriteByte(7); //SCORE
 *
 *          player4.WriteByte(0);
 *          player4.WriteByte(0);
 *          player4.WriteByte(0);
 *          player4.WriteByte(0); //?
 *
 *          player4.WriteByte(0);
 *          player4.WriteByte(0);
 *          player4.WriteByte(0);
 *          player4.WriteByte(0); //?
 *
 *          player4.WriteByte(0);
 *          player4.WriteByte(0);
 *          player4.WriteByte(0);
 *          player4.WriteByte(0); //?
 *
 *          player4.WriteByte(0);
 *          player4.WriteByte(0);
 *          player4.WriteByte(0);
 *          player4.WriteByte(0); //?
 *          Send(client, 0x19, player4);
 */

            if (!Database.InsertScore(score))
            {
                _logger.Error("Could't save score for: {0}", client.Character.Name);
            }

            if (!client.Room.Finished())
            {
                // Last player finish will be responsible for going back to room.
                // TODO let the server check periodically incase the last person disconnectes.
                return;
            }

            List <EzClient> clients     = client.Room.GetClients();
            IBuffer         scorePacket = ScorePacket.Create(clients);

            Send(client.Room, 0x1B, scorePacket); //27

            Task.Delay(TimeSpan.FromSeconds(10)).ContinueWith(t =>
            {
                // Display Room after 10 seconds
                IBuffer buffer = EzServer.Buffer.Provide();
                buffer.WriteByte(0);
                Send(client.Room, 0x1C, buffer); //28
            });
        }
Пример #4
0
    private void OnScore(SocketIOEvent obj)
    {
        ScorePacket packet = JsonUtility.FromJson <ScorePacket>(obj.data);

        InGameUIManager.getInstance.SetScore(packet.k1, packet.k2);
    }