public static pCars2APIStruct MergeWithExistingState(pCars2APIStruct existingState, sParticipantsData participantsData) { if (existingState.mParticipantData == null) { existingState.mParticipantData = new pCars2APIParticipantStruct[32]; } int offset = (participantsData.mPartialPacketIndex - 1) * 16; // existingState is a struct, so any changes we make as we iterate this array will be done to a copy, not a reference for (int i = offset; i < offset + 16 && i < existingState.mParticipantData.Length; i++) { pCars2APIParticipantStruct existingParticipant = existingState.mParticipantData[i]; existingParticipant.mName = participantsData.sName[i - offset].nameByteArray; existingState.mParticipantData[i] = existingParticipant; } return(existingState); }
// 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 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); } } }
public static pCars2APIStruct MergeWithExistingState(pCars2APIStruct existingState, sTimingsData timingsData) { existingState.mNumParticipants = timingsData.sNumParticipants; existingState.mEventTimeRemaining = timingsData.sEventTimeRemaining;// time remaining, -1 for invalid time, -1 - laps remaining in lap based races -- existingState.mSplitTimeAhead = timingsData.sSplitTimeAhead; existingState.mSplitTimeBehind = timingsData.sSplitTimeBehind; existingState.mSplitTime = timingsData.sSplitTime; // what's this? if (existingState.mParticipantData == null) { existingState.mParticipantData = new pCars2APIParticipantStruct[32]; } if (existingState.mRaceStates == null) { existingState.mRaceStates = new uint[32]; } if (existingState.mLapsInvalidated == null) { existingState.mLapsInvalidated = new byte[32]; } if (existingState.mPitModes == null) { existingState.mPitModes = new uint[32]; } if (existingState.mCurrentSector1Times == null) { existingState.mCurrentSector1Times = new float[32]; } if (existingState.mCurrentSector2Times == null) { existingState.mCurrentSector2Times = new float[32]; } if (existingState.mCurrentSector3Times == null) { existingState.mCurrentSector3Times = new float[32]; } for (int i = 0; i < existingState.mParticipantData.Length; i++) { sParticipantInfo newParticipantInfo = timingsData.sParticipants[i]; Boolean isHuman = (newParticipantInfo.sCarIndex >> 7) == 1; uint carIndex = (uint)newParticipantInfo.sCarIndex & 127; Boolean isActive = (newParticipantInfo.sRacePosition >> 7) == 1; pCars2APIParticipantStruct existingPartInfo = existingState.mParticipantData[i]; if (isActive) { existingPartInfo.mIsActive = i < existingState.mNumParticipants; existingPartInfo.mCurrentLap = newParticipantInfo.sCurrentLap; // is this safe?: existingPartInfo.mLapsCompleted = existingPartInfo.mCurrentLap - 1; existingPartInfo.mCurrentLapDistance = newParticipantInfo.sCurrentLapDistance; existingPartInfo.mRacePosition = (uint)newParticipantInfo.sRacePosition & 127; existingPartInfo.mCurrentSector = newParticipantInfo.sSector & 7; // err... laps completed is missing? // existingPartInfo.mLapsCompleted = (uint)newParticipantInfo.sLapsCompleted & 127; byte lapInvalidated = (byte)(newParticipantInfo.sRaceState >> 7); existingState.mRaceStates[i] = (uint)newParticipantInfo.sRaceState & 127; if (i == existingState.mViewedParticipantIndex) { existingState.mRaceState = existingState.mRaceStates[i]; } existingState.mLapsInvalidated[i] = lapInvalidated; existingState.mPitModes[i] = (uint)newParticipantInfo.sPitModeSchedule & 28; existingState.mPitSchedules[i] = (uint)newParticipantInfo.sPitModeSchedule & 3; existingState.mHighestFlagColours[i] = (uint)newParticipantInfo.sHighestFlag & 28; existingState.mHighestFlagReasons[i] = (uint)newParticipantInfo.sHighestFlag & 3; // no obvious slot in MMF for currentTime - do we need it if we have currentsectortime for S3? if (existingPartInfo.mCurrentSector == 1) { existingState.mCurrentSector1Times[i] = newParticipantInfo.sCurrentSectorTime; } if (existingPartInfo.mCurrentSector == 2) { existingState.mCurrentSector2Times[i] = newParticipantInfo.sCurrentSectorTime; } if (existingPartInfo.mCurrentSector == 3) { existingState.mCurrentSector3Times[i] = newParticipantInfo.sCurrentSectorTime; } // and now the bit magic for the extra position precision... float[] newWorldPositions = toFloatArray(newParticipantInfo.sWorldPosition, 1); float xAdjustment = ((float)((uint)newParticipantInfo.sSector >> 6 & 3)) / 4f; float zAdjustment = ((float)((uint)newParticipantInfo.sSector >> 4 & 3)) / 4f; newWorldPositions[0] = newWorldPositions[0] + xAdjustment; newWorldPositions[2] = newWorldPositions[2] + zAdjustment; existingPartInfo.mWorldPosition = newWorldPositions; if (i == existingState.mViewedParticipantIndex) { existingState.mLapInvalidated = lapInvalidated == 1; existingState.mHighestFlagColour = existingState.mHighestFlagColours[i]; existingState.mHighestFlagReason = existingState.mHighestFlagReasons[i]; existingState.mPitMode = existingState.mPitModes[i]; existingState.mPitSchedule = existingState.mPitSchedules[i]; } } else { existingPartInfo.mWorldPosition = new float[] { 0, 0, 0 }; existingPartInfo.mIsActive = false; } existingState.mParticipantData[i] = existingPartInfo; } return(existingState); }