/// <summary> /// Called when the plugin is first loaded by IPA (either when the game starts or when the plugin is enabled if it starts disabled). /// [Init] methods that use a Constructor or called before regular methods like InitWithConfig. /// Only use [Init] with one Constructor. /// </summary> public void Init(IPALogger logger, IPA.Config.Config config) { Instance = this; Log = logger; Config = config.Generated <PluginConfig>(); // Modifiers tab (in-lobby) LobbyConfigPanel.RegisterGameplayModifierTab(); }
/// <summary> /// Called when the plugin is first loaded by IPA (either when the game starts or when the plugin is enabled if it starts disabled). /// [Init] methods that use a Constructor or called before regular methods like InitWithConfig. /// Only use [Init] with one Constructor. /// </summary> public void Init(IPALogger logger, IPA.Config.Config config) { Instance = this; Log = logger; Config = config.Generated <PluginConfig>(); // Modifiers tab (in-lobby) - register needs to happen really early for now // (https://github.com/monkeymanboy/BeatSaberMarkupLanguage/issues/67) LobbyConfigPanel.RegisterGameplayModifierTab(); }
private static async Task DoAnnounce(HostedGameData announce) { _sentUnAnnounce = false; if (await BSSBMasterAPI.Announce(announce)) { _didAnnounce = true; _lastCompleteAnnounce = announce; StatusText = $"Players can now join from the browser!\r\n{announce.Describe()}"; HasErrored = false; } else { _didAnnounce = false; _lastCompleteAnnounce = null; StatusText = $"Could not announce to master server!"; HasErrored = true; } LobbyConfigPanel.UpdatePanelInstance(); }
public static void HandleUpdate() { #pragma warning disable CS4014 var sessionManager = MpSession.SessionManager; if (sessionManager == null || !MpLobbyConnectionTypePatch.IsPartyMultiplayer || !MpLobbyConnectionTypePatch.IsPartyHost || !MpLobbyStatePatch.IsValidMpState) { // We are not in a party lobby, or we are not the host // Make sure any previous host announcements by us are cancelled and bail StatusText = "You must be the host of a custom multiplayer game."; HasErrored = true; UnAnnounce(); LobbyConfigPanel.UpdatePanelInstance(); return; } if (Plugin.Config.LobbyAnnounceToggle) { // Toggle is on, ensure state is synced if (!_didSetLocalPlayerState.HasValue || _didSetLocalPlayerState.Value == false) { _didSetLocalPlayerState = true; sessionManager.SetLocalPlayerState("lobbyannounce", true); // NB: this calls another update } } else { // Toggle is off, ensure state is synced & do not proceed with announce StatusText = "Lobby announces are toggled off."; HasErrored = true; UnAnnounce(); if (!_didSetLocalPlayerState.HasValue || _didSetLocalPlayerState.Value == true) { _didSetLocalPlayerState = false; sessionManager.SetLocalPlayerState("lobbyannounce", false); // NB: this calls another update } LobbyConfigPanel.UpdatePanelInstance(); return; } if (String.IsNullOrEmpty(_lobbyCode) || !sessionManager.isConnectionOwner || sessionManager.localPlayer == null || !sessionManager.isConnected || sessionManager.maxPlayerCount == 1) { // We do not (yet) have the Server Code, or we're at an in-between state where things aren't ready yet StatusText = "Can't send announcement (invalid lobby state)."; HasErrored = true; UnAnnounce(); LobbyConfigPanel.UpdatePanelInstance(); return; } string finalGameName = $"{sessionManager.localPlayer.userName}'s game"; if (!String.IsNullOrEmpty(_customGameName)) { finalGameName = _customGameName; } else if (!String.IsNullOrEmpty(Plugin.Config.CustomGameName)) { finalGameName = Plugin.Config.CustomGameName; } var lobbyAnnounce = new HostedGameData() { ServerCode = _lobbyCode, GameName = finalGameName, OwnerId = sessionManager.localPlayer.userId, OwnerName = sessionManager.localPlayer.userName, PlayerCount = MpSession.GetPlayerCount(), PlayerLimit = MpSession.GetPlayerLimit(), IsModded = sessionManager.localPlayer.HasState("modded") && sessionManager.localPlayer.HasState("customsongs"), LobbyState = MpLobbyStatePatch.LobbyState, LevelId = _level?.levelID, SongName = _level?.songName, SongAuthor = _level?.songAuthorName, Difficulty = _difficulty, Platform = Plugin.PlatformId, MasterServerHost = MpConnect.LastUsedMasterServer != null ? MpConnect.LastUsedMasterServer.hostName : null, MasterServerPort = MpConnect.LastUsedMasterServer != null ? MpConnect.LastUsedMasterServer.port : MpConnect.DEFAULT_MASTER_PORT }; StatusText = "Announcing your game to the world...\r\n" + lobbyAnnounce.Describe(); HasErrored = false; LobbyConfigPanel.UpdatePanelInstance(); DoAnnounce(lobbyAnnounce); #pragma warning restore CS4014 }
public static void HandleUpdate() { var sessionManager = MpSession.SessionManager; if (sessionManager == null || !MpLobbyConnectionTypePatch.IsPartyMultiplayer || !MpLobbyConnectionTypePatch.IsPartyHost || !MpLobbyStatePatch.IsValidMpState) { // We are not in a party lobby, or we are not the host // Make sure any previous host announcements by us are cancelled and bail StatusText = "You must be the host of a custom multiplayer game."; HasErrored = true; UnAnnounce(); LobbyConfigPanel.UpdatePanelInstance(); return; } if (Plugin.Config.LobbyAnnounceToggle) { // Toggle is on, ensure state is synced if (!_didSetLocalPlayerState.HasValue || _didSetLocalPlayerState.Value == false) { _didSetLocalPlayerState = true; sessionManager.SetLocalPlayerState("lobbyannounce", true); // NB: this calls another update } } else { // Toggle is off, ensure state is synced & do not proceed with announce StatusText = "Lobby announces are toggled off."; HasErrored = true; UnAnnounce(); if (!_didSetLocalPlayerState.HasValue || _didSetLocalPlayerState.Value == true) { _didSetLocalPlayerState = false; sessionManager.SetLocalPlayerState("lobbyannounce", false); // NB: this calls another update } LobbyConfigPanel.UpdatePanelInstance(); return; } if (String.IsNullOrEmpty(_lobbyCode) || !sessionManager.isConnectionOwner || sessionManager.localPlayer == null || !sessionManager.isConnected || sessionManager.maxPlayerCount == 1) { // We do not (yet) have the Server Code, or we're at an in-between state where things aren't ready yet StatusText = "Can't send announcement (invalid lobby state)."; HasErrored = true; UnAnnounce(); LobbyConfigPanel.UpdatePanelInstance(); return; } var lobbyAnnounce = GenerateAnnounce(); StatusText = "Announcing your game to the world...\r\n" + lobbyAnnounce.Describe(); HasErrored = false; LobbyConfigPanel.UpdatePanelInstance(); DoAnnounce(lobbyAnnounce); }