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OpenTaiko/TJAPlayer3/Components/CSongReplay.cs

522 lines
21 KiB
C#
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2023-08-27 22:31:26 +02:00
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.IO;
using static SevenZip.Compression.LZMA.SevenZipHelper;
namespace TJAPlayer3
{
class CSongReplay
{
/* Game version used for the replay
* 521 = 0.5.2.1
* 530 = 0.5.3
* 531 = 0.5.3.1
* 540 = 0.5.4
* 600 = 0.6.0
* 700 = 0.7.0
* 1000 = 1.0.0
*/
public int STORED_GAME_VERSION = 600;
public string REPLAY_FOLDER_NAME = "Replay";
/* Mod Flags
* Bit Offsets (Values) :
* - 0 (1) : Mirror
* - 1 (2) : Random (Kimagure)
* - 2 (4) : Super Random (Detarame)
* - 3 (8) : Invisible (Doron)
* - 4 (16) : Perfect memory (Stealth)
* - 5 (32) : Avalanche
* - 6 (64) : Minesweeper
* - 7 (128) : Just (Ok => Bad)
* - 8 (256) : Safe (Bad => Ok)
*/
[Flags]
public enum EModFlag
{
None = 0,
Mirror = 1 << 0,
Random = 1 << 1,
SuperRandom = 1 << 2,
Invisible = 1 << 3,
PerfectMemory = 1 << 4,
Avalanche = 1 << 5,
Minesweeper = 1 << 6,
Just = 1 << 7,
Safe = 1 << 8
}
public CSongReplay()
{
replayFolder = "";
storedPlayer = 0;
}
public CSongReplay(string ChartPath, int player)
{
string _chartFolder = Path.GetDirectoryName(ChartPath);
replayFolder = Path.Combine(_chartFolder, REPLAY_FOLDER_NAME);
try
{
Directory.CreateDirectory(replayFolder);
Console.WriteLine("Folder Path: " + replayFolder);
}
catch (Exception ex)
{
Console.WriteLine("An error occurred: " + ex.Message);
}
storedPlayer = player;
}
public void tRegisterInput(double timestamp, byte keypress)
{
allInputs.Add(Tuple.Create(timestamp, keypress));
}
#region [Dan methods]
public void tDanRegisterSongCount(int songCount)
{
DanSongCount = songCount;
IndividualGoodCount = new int[songCount];
IndividualOkCount = new int[songCount];
IndividualBadCount = new int[songCount];
IndividualRollCount = new int[songCount];
IndividualMaxCombo = new int[songCount];
IndividualBoomCount = new int[songCount];
IndividualADLibCount = new int[songCount];
IndividualScore = new int[songCount];
}
public void tDanInputSongResults(int songNo)
{
if (songNo >= DanSongCount) return;
if (songNo < 0) return;
IndividualGoodCount[songNo] = TJAPlayer3.stage演奏ドラム画面.n良[songNo];
IndividualOkCount[songNo] = TJAPlayer3.stage演奏ドラム画面.n可[songNo];
IndividualBadCount[songNo] = TJAPlayer3.stage演奏ドラム画面.n不可[songNo];
IndividualRollCount[songNo] = TJAPlayer3.stage演奏ドラム画面.n連打[songNo];
IndividualMaxCombo[songNo] = TJAPlayer3.stage演奏ドラム画面.nHighestCombo[songNo];
IndividualBoomCount[songNo] = TJAPlayer3.stage演奏ドラム画面.nMine[songNo];
IndividualADLibCount[songNo] = TJAPlayer3.stage演奏ドラム画面.nADLIB[songNo];
danAccumulatedScore = 0;
for (int acc = 0; acc < songNo; acc++) danAccumulatedScore += IndividualScore[acc];
IndividualScore[songNo] = (int)TJAPlayer3.stage演奏ドラム画面.actScore.GetScore(0) - danAccumulatedScore;
}
#endregion
#region [Load methods]
private List<Tuple<double, byte>> ConvertByteArrayToTupleList(byte[] byteArray)
{
List<Tuple<double, byte>> tupleList = new List<Tuple<double, byte>>();
for (int i = 0; i < byteArray.Length; i += sizeof(double) + sizeof(byte))
{
double doubleValue = BitConverter.ToDouble(byteArray, i);
byte byteValue = byteArray[i + sizeof(double)];
tupleList.Add(Tuple.Create(doubleValue, byteValue));
}
return tupleList;
}
public void tLoadReplayFile(string optkrFilePath)
{
try
{
using (FileStream fileStream = new FileStream(optkrFilePath, FileMode.Open))
{
using (BinaryReader reader = new BinaryReader(fileStream))
{
GameMode = reader.ReadByte();
GameVersion = reader.ReadInt32();
ChartChecksum = reader.ReadString();
PlayerName = reader.ReadString();
GoodCount = reader.ReadInt32();
OkCount = reader.ReadInt32();
BadCount = reader.ReadInt32();
RollCount = reader.ReadInt32();
MaxCombo = reader.ReadInt32();
BoomCount = reader.ReadInt32();
ADLibCount = reader.ReadInt32();
Score = reader.ReadInt32();
CoinValue = reader.ReadInt16();
ReachedFloor = reader.ReadInt32();
RemainingLives = reader.ReadInt32();
DanSongCount = reader.ReadInt32();
for (int i = 0; i < DanSongCount; i++)
{
IndividualGoodCount[i] = reader.ReadInt32();
IndividualOkCount[i] = reader.ReadInt32();
IndividualBadCount[i] = reader.ReadInt32();
IndividualRollCount[i] = reader.ReadInt32();
IndividualMaxCombo[i] = reader.ReadInt32();
IndividualBoomCount[i] = reader.ReadInt32();
IndividualADLibCount[i] = reader.ReadInt32();
IndividualScore[i] = reader.ReadInt32();
}
ClearStatus = reader.ReadByte();
ScoreRank = reader.ReadByte();
ScrollSpeedValue = reader.ReadInt32();
SongSpeedValue = reader.ReadInt32();
JudgeStrictnessAdjust = reader.ReadInt32();
ModFlags = reader.ReadInt32();
GaugeType = reader.ReadByte();
GaugeFill = reader.ReadSingle();
Timestamp = reader.ReadInt64();
CompressedInputsSize = reader.ReadInt32();
CompressedInputs = reader.ReadBytes(CompressedInputsSize);
var uncomp = SevenZip.Compression.LZMA.SevenZipHelper.Decompress(CompressedInputs);
allInputs = ConvertByteArrayToTupleList(uncomp);
ChartUniqueID = reader.ReadString();
ChartDifficulty = reader.ReadByte();
ChartLevel = reader.ReadByte();
OnlineScoreID = reader.ReadInt64();
}
}
}
catch (Exception ex)
{
}
}
#endregion
#region [Save methods]
private byte[] ConvertTupleListToByteArray(List<Tuple<double, byte>> tupleList)
{
List<byte> byteArray = new List<byte>();
foreach (var tuple in tupleList)
{
byte[] doubleBytes = BitConverter.GetBytes(tuple.Item1);
byteArray.AddRange(doubleBytes);
byteArray.Add(tuple.Item2);
}
return byteArray.ToArray();
}
public void tSaveReplayFile()
{
string _path = replayFolder + @"/Replay_" + ChartUniqueID + @"_" + PlayerName + @"_" + Timestamp.ToString() + @".optkr";
try
{
using (FileStream fileStream = new FileStream(_path, FileMode.Create))
{
using (BinaryWriter writer = new BinaryWriter(fileStream))
{
writer.Write(GameMode);
writer.Write(GameVersion);
writer.Write(ChartChecksum);
writer.Write(PlayerName);
writer.Write(GoodCount);
writer.Write(OkCount);
writer.Write(BadCount);
writer.Write(RollCount);
writer.Write(MaxCombo);
writer.Write(BoomCount);
writer.Write(ADLibCount);
writer.Write(Score);
writer.Write(CoinValue);
writer.Write(ReachedFloor);
writer.Write(RemainingLives);
writer.Write(DanSongCount);
for (int i = 0; i < DanSongCount; i++)
{
writer.Write(IndividualGoodCount[i]);
writer.Write(IndividualOkCount[i]);
writer.Write(IndividualBadCount[i]);
writer.Write(IndividualRollCount[i]);
writer.Write(IndividualMaxCombo[i]);
writer.Write(IndividualBoomCount[i]);
writer.Write(IndividualADLibCount[i]);
writer.Write(IndividualScore[i]);
}
writer.Write(ClearStatus);
writer.Write(ScoreRank);
writer.Write(ScrollSpeedValue);
writer.Write(SongSpeedValue);
writer.Write(JudgeStrictnessAdjust);
writer.Write(ModFlags);
writer.Write(GaugeType);
writer.Write(GaugeFill);
writer.Write(Timestamp);
writer.Write(CompressedInputsSize);
writer.Write(CompressedInputs);
writer.Write(ChartUniqueID);
writer.Write(ChartDifficulty);
writer.Write(ChartLevel);
writer.Write(OnlineScoreID);
}
}
}
catch (Exception ex)
{
}
}
public void tResultsRegisterReplayInformations(int Coins, int Clear, int SRank)
{
// Actual player (Used for saved informations)
int actualPlayer = TJAPlayer3.GetActualPlayer(storedPlayer);
// Game mode
switch (TJAPlayer3.stage選曲.n確定された曲の難易度[0])
{
case (int)Difficulty.Dan:
GameMode = 1;
break;
case (int)Difficulty.Tower:
GameMode = 2;
break;
default:
GameMode = 0;
break;
}
// Game version
GameVersion = STORED_GAME_VERSION;
// Chart Checksum (temporary)
ChartChecksum = "";
// Player Name
PlayerName = TJAPlayer3.SaveFileInstances[actualPlayer].data.Name;
// Performance informations
GoodCount = TJAPlayer3.stage演奏ドラム画面.CChartScore[storedPlayer].nGreat;
OkCount = TJAPlayer3.stage演奏ドラム画面.CChartScore[storedPlayer].nGood;
BadCount = TJAPlayer3.stage演奏ドラム画面.CChartScore[storedPlayer].nMiss;
RollCount = TJAPlayer3.stage演奏ドラム画面.GetRoll(storedPlayer);
MaxCombo = TJAPlayer3.stage演奏ドラム画面.actCombo.n現在のコンボ数.[storedPlayer];
BoomCount = TJAPlayer3.stage演奏ドラム画面.CChartScore[storedPlayer].nMine;
ADLibCount = TJAPlayer3.stage演奏ドラム画面.CChartScore[storedPlayer].nADLIB;
Score = TJAPlayer3.stage演奏ドラム画面.CChartScore[storedPlayer].nScore;
CoinValue = (short)Coins;
// Tower parameters
if (GameMode == 2)
{
ReachedFloor = CFloorManagement.LastRegisteredFloor;
RemainingLives = CFloorManagement.CurrentNumberOfLives;
}
// Clear status
ClearStatus = (byte)Clear;
// Score rank
ScoreRank = (byte)SRank;
// Scroll speed value (as on ConfigIni, 9 is x1)
ScrollSpeedValue = TJAPlayer3.ConfigIni.nScrollSpeed[actualPlayer];
// Song speed value (as on ConfigIni, 20 is x1)
SongSpeedValue = TJAPlayer3.ConfigIni.n演奏速度;
// Just strictess adjust mod value (as on ConfigIni, between -2 for lenient and 2 for rigorous)
JudgeStrictnessAdjust = TJAPlayer3.ConfigIni.nTimingZones[actualPlayer];
/* Mod Flags
* Bit Offsets (Values) :
* - 0 (1) : Mirror
* - 1 (2) : Random (Kimagure)
* - 2 (4) : Super Random (Detarame)
* - 3 (8) : Invisible (Doron)
* - 4 (16) : Perfect memory (Stealth)
* - 5 (32) : Avalanche
* - 6 (64) : Minesweeper
* - 7 (128) : Just (Ok => Bad)
* - 8 (256) : Safe (Bad => Ok)
*/
ModFlags = (int)EModFlag.None;
if (TJAPlayer3.ConfigIni.eRandom[actualPlayer] == Eランダムモード.MIRROR) ModFlags |= (int)EModFlag.Mirror;
if (TJAPlayer3.ConfigIni.eRandom[actualPlayer] == Eランダムモード.RANDOM) ModFlags |= (int)EModFlag.Random;
if (TJAPlayer3.ConfigIni.eRandom[actualPlayer] == Eランダムモード.SUPERRANDOM) ModFlags |= (int)EModFlag.SuperRandom;
if (TJAPlayer3.ConfigIni.eRandom[actualPlayer] == Eランダムモード.HYPERRANDOM) ModFlags |= ((int)EModFlag.Random | (int)EModFlag.Mirror);
if (TJAPlayer3.ConfigIni.eSTEALTH[actualPlayer] == Eステルスモード.DORON) ModFlags |= (int)EModFlag.Invisible;
if (TJAPlayer3.ConfigIni.eSTEALTH[actualPlayer] == Eステルスモード.STEALTH) ModFlags |= (int)EModFlag.PerfectMemory;
if (TJAPlayer3.ConfigIni.nFunMods[actualPlayer] == EFunMods.AVALANCHE) ModFlags |= (int)EModFlag.Avalanche;
if (TJAPlayer3.ConfigIni.nFunMods[actualPlayer] == EFunMods.MINESWEEPER) ModFlags |= (int)EModFlag.Minesweeper;
if (TJAPlayer3.ConfigIni.bJust[actualPlayer] == 1) ModFlags |= (int)EModFlag.Just;
if (TJAPlayer3.ConfigIni.bJust[actualPlayer] == 2) ModFlags |= (int)EModFlag.Safe;
/* Gauge type
* - 0 : Normal
* - 1 : Hard
* - 2 : Extreme
*/
var chara = TJAPlayer3.Tx.Characters[TJAPlayer3.SaveFileInstances[actualPlayer].data.Character];
GaugeType = (byte)HGaugeMethods.tGetGaugeTypeEnum(chara.effect.Gauge);
// Gauge fill value
GaugeFill = (float)TJAPlayer3.stage演奏ドラム画面.actGauge.db現在のゲージ値[storedPlayer];
// Generation timestamp (in ticks)
Timestamp = DateTime.Now.Ticks;
// Compressed inputs and size
byte[] barr = ConvertTupleListToByteArray(allInputs);
CompressedInputs = SevenZip.Compression.LZMA.SevenZipHelper.Compress(barr);
CompressedInputsSize = CompressedInputs.Length;
// Chart metadata
ChartUniqueID = TJAPlayer3.stage選曲.r確定された曲.uniqueId.data.id;
ChartDifficulty = (byte)TJAPlayer3.stage選曲.n確定された曲の難易度[storedPlayer];
ChartLevel = (byte)Math.Min(255, TJAPlayer3.stage選曲.r確定された曲.arスコア[ChartDifficulty]..nレベル[ChartDifficulty]);
// Online score ID used for online leaderboards linking, given by the server (Defaulted to 0 for now)
OnlineScoreID = 0;
// Replay Checksum (Calculate at the end)
ReplayChecksum = "";
}
#endregion
#region [Helper variables]
private string chartPath;
private string replayFolder;
private int storedPlayer;
private int danAccumulatedScore = 0;
private List<Tuple<double, byte>> allInputs = new List<Tuple<double, byte>>();
#endregion
#region [Replay file variables]
/* Game mode of the replay
* 0 = Regular
* 1 = Dan
* 2 = Tower
*/
public byte GameMode = 0;
// Game version used for the replay
public int GameVersion;
// MD5 checksum of the chart
public string ChartChecksum;
// Player name
public string PlayerName;
// Replay hash
public string ReplayChecksum;
/* Performance informations
* - Good count (Int)
* - Ok count (Int)
* - Bad count (Int)
* - Roll count (Int)
* - Max combo (Int)
* - Boom count (Int)
* - ADLib count (Int)
* - Score (Int)
* - Coin value of the play (Short)
*/
public int GoodCount;
public int OkCount;
public int BadCount;
public int RollCount;
public int MaxCombo;
public int BoomCount;
public int ADLibCount;
public int Score;
public short CoinValue;
/* Performance informations (Tower only)
* - Reached floor (Int)
* - Remaining lives (Int)
*/
public int ReachedFloor = 0;
public int RemainingLives = 0;
// Individual performance informations (Dan only)
public int DanSongCount = 0;
public int[] IndividualGoodCount;
public int[] IndividualOkCount;
public int[] IndividualBadCount;
public int[] IndividualRollCount;
public int[] IndividualMaxCombo;
public int[] IndividualBoomCount;
public int[] IndividualADLibCount;
public int[] IndividualScore;
/* Clear status
* - Regular :
* > 0 : Failed (None)
* > 1 : Assisted clear (Bronze)
* > 2 : Clear (Silver)
* > 3 : Full combo (Gold)
* > 4 : Perfect (Platinum / Rainbow)
* - Tower :
* > 0 : None
* > 1 : 10% Mark ()
* > 2 : 25% Mark ()
* > 3 : 50% Mark ()
* > 4 : 75% Mark ()
* > 5 : Assisted clear (Bronze )
* > 6 : Clear (Silver )
* > 7 : Full combo (Gold )
* > 8 : Perfect (Platinum / Rainbow )
* - Dan :
* > 0 : Failed - No dan title
* > 1 : Assisted Red clear - No dan title
* > 2 : Assisted Gold clear - No dan title
* > 3 : Red clear - Dan title
* > 4 : Gold clear - Dan title
* > 5 : Red full combo - Dan title
* > 6 : Gold full combo - Dan title
* > 7 : Red perfect - Dan title
* > 8 : Gold perfect - Dan title
*/
public byte ClearStatus;
/* Score Rank (Regular only)
* - 0 : F (Under 500k, Press F for respects)
* - 1 : E (500k ~ Under 600k, Ew...)
* - 2 : D (600k ~ Under 700k, Disappointing)
* - 3 : C (700k ~ Under 800k, Correct)
* - 4 : B (800k ~ Under 900k, Brillant!)
* - 5 : A (900k ~ Under 950k, Amazing!)
* - 6 : S (950k and more, Splendiferous!!)
* - 7 : Ω ((Around) 1M and more, Ωut-of-this-world!!!)
*/
public byte ScoreRank;
// Scroll speed value (as on ConfigIni, 9 is x1)
public int ScrollSpeedValue;
// Song speed value (as on ConfigIni, 20 is x1)
public int SongSpeedValue;
// Just strictess adjust mod value (as on ConfigIni, between -2 for lenient and 2 for rigorous)
public int JudgeStrictnessAdjust;
/* Mod Flags
* Bit Offsets (Values) :
* - 0 (1) : Mirror
* - 1 (2) : Random (Kimagure)
* - 2 (4) : Super Random (Detarame)
* - 3 (8) : Invisible (Doron)
* - 4 (16) : Perfect memory (Stealth)
* - 5 (32) : Avalanche
* - 6 (64) : Minesweeper
* - 7 (128) : Just (Ok => Bad)
* - 8 (256) : Safe (Bad => Ok)
*/
public int ModFlags;
/* Gauge type
* - 0 : Normal
* - 1 : Hard
* - 2 : Extreme
*/
public byte GaugeType;
// Gauge fill value
public float GaugeFill;
// Generation timestamp (in ticks)
public long Timestamp;
// Size in bytes of the compressed inputs (replay data) array
public int CompressedInputsSize;
// Compressed inputs (replay data)
public byte[] CompressedInputs;
/* Chart metadata
* - Chart unique ID : String
* - Chart difficulty : Byte (Between 0 and 6)
* - Chart level : Byte (Rounded to 255, usually between 0 and 13)
*/
public string ChartUniqueID;
public byte ChartDifficulty;
public byte ChartLevel;
// Online score ID used for online leaderboards linking, given by the server
public long OnlineScoreID;
#endregion
}
}