示例#1
0
 static void Prefix(MultiplayerSessionManager __instance)
 {
     __instance.SetLocalPlayerState("modded", true);
     __instance.SetLocalPlayerState("customsongs", Plugin.Config.CustomSongs);
     __instance.SetLocalPlayerState("enforcemods", Plugin.Config.EnforceMods);
     Plugin.Log?.Info("Local player state updated.");
 }
示例#2
0
        static void Postfix(MultiplayerSessionManager __instance)
        {
#if DEBUG
            Plugin.Log.Info($"Multiplayer connection state changed. Connected: {__instance.isConnected}");
#endif
            _instance = __instance;
            ScenesManager.ActiveSceneChanged();
        }
示例#3
0
        public void ManagerShouldInitializeWithClient()
        {
            // Arrange
            IClient client = Substitute.For <IClient>();

            // Act
            IMultiplayerSession multiplayerSession = new MultiplayerSessionManager(client);

            // Assert
            multiplayerSession.Client.ShouldBeEquivalentTo(client);
        }
示例#4
0
        public void ManagerShouldInitializeInDisconnectedStage()
        {
            // Arrange
            IClient client = Substitute.For <IClient>();

            // Act
            IMultiplayerSession multiplayerSession = new MultiplayerSessionManager(client);

            // Assert
            multiplayerSession.CurrentState.CurrentStage.ShouldBeEquivalentTo(MultiplayerSessionConnectionStage.DISCONNECTED);
        }
示例#5
0
        public void UpdatePanel()
        {
            var isMultiplayer = LobbyJoinPatch.IsMultiplayer;
            var isHost        = LobbyJoinPatch.IsHost;

            sessionManager = Resources.FindObjectsOfTypeAll <MultiplayerSessionManager>().First();
            verticalHUDToggle.interactable = isMultiplayer;
            defaultHUDToggle.interactable  = isMultiplayer;
            hologramToggle.interactable    = isMultiplayer;
            customSongsToggle.interactable = isHost && isMultiplayer;
            enforceModsToggle.interactable = isHost && isMultiplayer && !CustomSongs;
        }
示例#6
0
        public static void Init(MultiplayerSessionManager sessionManager)
        {
            connectedPlayers     = new List <IConnectedPlayer>();
            LobbyAvatarPlaceList = new List <Transform>();
            ConnectedMultiplay   = false;
            SessionManager       = sessionManager;

            SessionManager.connectedEvent          += OnSessionConnected;
            SessionManager.disconnectedEvent       += OnSessionDisconnected;
            SessionManager.playerConnectedEvent    += OnSessionPlayerConnected;
            SessionManager.playerDisconnectedEvent += OnSessionPlayerDisconnected;
        }
        public void ConnectShouldSetIpAddress()
        {
            // Arrange
            IClient             client             = Substitute.For <IClient>();
            IMultiplayerSession multiplayerSession = new MultiplayerSessionManager(client, TestConstants.TEST_CONNECTION_STATE);

            // Act
            multiplayerSession.Connect(TestConstants.TEST_IP_ADDRESS);

            // Assert
            multiplayerSession.IpAddress.ShouldBeEquivalentTo(TestConstants.TEST_IP_ADDRESS);
        }
示例#8
0
        public void ProcessSessionPolicyShouldSetThePolicy()
        {
            // Arrange
            IClient             client             = Substitute.For <IClient>();
            IMultiplayerSession multiplayerSession = new MultiplayerSessionManager(client, TestConstants.TEST_CONNECTION_STATE);

            // Act
            multiplayerSession.ProcessSessionPolicy(TestConstants.TEST_SESSION_POLICY);

            // Assert
            multiplayerSession.SessionPolicy.ShouldBeEquivalentTo(TestConstants.TEST_SESSION_POLICY);
        }
示例#9
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        public void RequestSessionReservationShouldSetSettingsAndAuthContext()
        {
            // Arrange
            IClient             client             = Substitute.For <IClient>();
            IMultiplayerSession multiplayerSession = new MultiplayerSessionManager(client, TestConstants.TEST_CONNECTION_STATE);

            // Act
            multiplayerSession.RequestSessionReservation(TestConstants.TEST_PLAYER_SETTINGS, TestConstants.TEST_AUTHENTICATION_CONTEXT);

            // Assert
            multiplayerSession.PlayerSettings.ShouldBeEquivalentTo(TestConstants.TEST_PLAYER_SETTINGS);
            multiplayerSession.AuthenticationContext.ShouldBeEquivalentTo(TestConstants.TEST_AUTHENTICATION_CONTEXT);
        }
        public void ConnectShouldSetIpAddress()
        {
            // Arrange
            IClient             client             = Substitute.For <IClient>();
            IMultiplayerSession multiplayerSession = new MultiplayerSessionManager(client, TestConstants.TEST_CONNECTION_STATE);

            // Act
            multiplayerSession.Connect(TestConstants.TEST_IP_ADDRESS, TestConstants.TEST_SERVER_PORT);

            // Assert
            multiplayerSession.IpAddress.Should().Be(TestConstants.TEST_IP_ADDRESS);
            multiplayerSession.ServerPort.Should().Be(TestConstants.TEST_SERVER_PORT);
        }
        public void UpdateStateShouldRaiseEvent()
        {
            // Arrange
            IClient             client             = Substitute.For <IClient>();
            IMultiplayerSession multiplayerSession = new MultiplayerSessionManager(client);
            IMultiplayerSessionConnectionContext connectionContext = (IMultiplayerSessionConnectionContext)multiplayerSession;
            IMonitor <IMultiplayerSession>       monitor           = multiplayerSession.Monitor();

            // Act
            connectionContext.UpdateConnectionState(TestConstants.TEST_CONNECTION_STATE);

            // Assert
            monitor.Should().Raise("ConnectionStateChanged");
        }
示例#12
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 static void Postfix(IConnectedPlayer player, MultiplayerSessionManager __instance)
 {
     if (player.HasState("modded"))
     {
         Plugin.Log?.Debug($"Player {player.userName} is modded.");
     }
     else
     {
         Plugin.Log?.Debug($"Player {player.userName} is not modded.");
         if (LobbyJoinPatch.IsHost && Plugin.Config.EnforceMods)
         {
             Plugin.Log?.Debug("Kicking player due to missing 'modded' state.");
             var connectedPlayerManager = __instance.GetField <ConnectedPlayerManager, MultiplayerSessionManager>("_connectedPlayerManager");
             connectedPlayerManager.KickPlayer(player.userId, DisconnectedReason.Kicked);
         }
     }
 }
示例#13
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        public void ProcessReservationResponsePacketShouldSetTheReservation()
        {
            // Arrange
            MultiplayerSessionReservation successfulReservation = new MultiplayerSessionReservation(
                TestConstants.TEST_CORRELATION_ID,
                TestConstants.TEST_PLAYER_ID,
                TestConstants.TEST_RESERVATION_KEY);

            IClient             client             = Substitute.For <IClient>();
            IMultiplayerSession multiplayerSession = new MultiplayerSessionManager(client, TestConstants.TEST_CONNECTION_STATE);

            // Act
            multiplayerSession.ProcessReservationResponsePacket(successfulReservation);

            // Assert
            multiplayerSession.Reservation.ShouldBeEquivalentTo(successfulReservation);
        }
示例#14
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        private void CleanUpMultiplayer()
        {
            if (multiplayerSessionManager != null)
            {
                multiplayerSessionManager.disconnectedEvent -= OnMultiplayerDisconnected;
                multiplayerSessionManager = null;
            }

            if (multiplayerController != null)
            {
                multiplayerController.stateChangedEvent -= OnMultiplayerStateChanged;
                multiplayerController = null;
            }

            if (multiplayerLocalActivePlayerFacade != null)
            {
                multiplayerLocalActivePlayerFacade.playerDidFinishEvent -= OnMultiplayerLevelFinished;
                multiplayerLocalActivePlayerFacade = null;
            }
        }
示例#15
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        public static void Init()
        {
            connectedPlayers   = new List <IConnectedPlayer>();
            LobbyAvatarPlace   = new List <Transform>();
            ConnectedMultiplay = false;
            SessionManager     = Resources.FindObjectsOfTypeAll <MultiplayerSessionManager>().FirstOrDefault();
            if (SessionManager == null)
            {
                Logger.Log($"Unable to get MultiplayerSessionManager", LogLevel.Error);
            }
            else
            {
                Logger.Log($"Success Find SessionManager", LogLevel.Info);

                SessionManager.connectedEvent          += OnSessionConnected;
                SessionManager.disconnectedEvent       += OnSessionDisconnected;
                SessionManager.playerConnectedEvent    += OnSessionPlayerConnected;
                SessionManager.playerDisconnectedEvent += OnSessionPlayerDisconnected;
            }
        }
示例#16
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        public static void SetupMP()
        {
            if (onlineActivated)
            {
                return;
            }

            //Get Multiplayer Session Manager
            SessionManager = Resources.FindObjectsOfTypeAll <MultiplayerSessionManager>().FirstOrDefault();

            if (SessionManager == null)
            {
                Plugin.Log.Critical("Can't get Multiplayer SessionManager!");
                return;
            }

            SessionManager.connectedEvent    += OnMultiplayerConnected;
            SessionManager.disconnectedEvent += OnMultiplayerDisconnected;

            onlineActivated = true;
        }
示例#17
0
 internal PacketManager(IMultiplayerSessionManager sessionManager)
 {
     _sessionManager = (sessionManager as MultiplayerSessionManager) !;
 }
示例#18
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 public void Initialize()
 {
     _multiplayerSessionManager = Resources.FindObjectsOfTypeAll <MultiplayerSessionManager>().First();
     _sessionManager.RegisterSerializer((MultiplayerSessionManager.MessageType) 100, _serializer);
 }
示例#19
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");
        }
示例#20
0
 static void Postfix(MultiplayerSessionManager __instance)
 {
     Instance = __instance;
     MultiplayerSession.Init(Instance);
     Logger.Log($"Success Find SessionManager", LogLevel.Info);
 }
示例#21
0
 static void Postfix(MultiplayerSessionManager __instance)
 {
     Instance = __instance;
     MultiplayerSession.Init(Instance);
     Logger.log.Info($"Success Find SessionManager");
 }
示例#22
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");
        }