feat(hs): disable wings in-event + periodic HUD-state packet/broadcast

- HeykelSavasiContext.IsItemAllowedToEquip disallows wings/capes during
  Playing only (so entry is never rejected for wearing wings); auto-unequips
  any equipped wing/cape into a free inventory slot in OnGameStartAsync.
- New S2C packet HeykelSavasiHudState (C1, code FB, length 11) carrying
  phase, team, counts, statue progress and remaining seconds, plus its view
  plugin/interface, broadcast once per second across registration/prep/
  battle and one-shot on join/statue-break/game-end.
This commit is contained in:
Acentech Dev
2026-07-21 03:16:29 +03:00
parent 5750ab6511
commit 7aae9dff0c
9 changed files with 697 additions and 0 deletions

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@@ -0,0 +1,24 @@
# C1 FB - HeykelSavasiHudState (by server)
## Is sent when
Periodically (about once per second) while the Heykel Savasi (Statue War) event is open for registration, in its pre-battle countdown, or being played.
## Causes the following actions on the client side
The client updates its Heykel Savasi HUD panel (team counts, statue progress, and remaining time).
## Structure
| Index | Length | Data Type | Value | Description |
|-------|--------|-----------|-------|-------------|
| 0 | 1 | Byte | 0xC1 | [Packet type](PacketTypes.md) |
| 1 | 1 | Byte | 11 | Packet header - length of the packet |
| 2 | 1 | Byte | 0xFB | Packet header - packet type identifier |
| 3 | 1 | Byte | | Phase; 0 = registration open, 1 = preparation countdown, 2 = battle, 3 = ended. |
| 4 | 1 | Byte | | MyTeam; 0 = none, 1 = red, 2 = blue. |
| 5 | 1 | Byte | | RedCount |
| 6 | 1 | Byte | | BlueCount |
| 7 | 1 | Byte | | RedProgress; The number (0-7) of statues the red team has destroyed of the blue team's line. |
| 8 | 1 | Byte | | BlueProgress; The number (0-7) of statues the blue team has destroyed of the red team's line. |
| 9 | 2 | ShortBigEndian | | RemainingSeconds; The number of seconds left in the current phase. |

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@@ -242,3 +242,4 @@
* [C2 F6 1B - QuestStateExtended (by server)](C2-F6-1B-QuestStateExtended_by-server.md)
* [C3 F9 01 - OpenNpcDialog (by server)](C3-F9-01-OpenNpcDialog_by-server.md)
* [C1 FA - HeykelSavasiOpenTeamPanel (by server)](C1-FA-HeykelSavasiOpenTeamPanel_by-server.md)
* [C1 FB - HeykelSavasiHudState (by server)](C1-FB-HeykelSavasiHudState_by-server.md)

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@@ -8,11 +8,14 @@ using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
using MUnique.OpenMU.DataModel;
using MUnique.OpenMU.DataModel.Configuration;
using MUnique.OpenMU.GameLogic.Attributes;
using MUnique.OpenMU.GameLogic.NPC;
using MUnique.OpenMU.GameLogic.PlayerActions.MiniGames;
using MUnique.OpenMU.GameLogic.Views.MiniGames;
using MUnique.OpenMU.Pathfinding;
/// <summary>
@@ -138,11 +141,38 @@ public class HeykelSavasiContext : MiniGameContext
new(42, 94),
};
/// <summary>
/// The duration of the preparation countdown between the entrance closing (<see cref="MiniGameState.Closed"/>)
/// and the battle starting (<see cref="MiniGameState.Playing"/>). Mirrors the hard-coded
/// <c>countdownMessageDuration</c> in <see cref="MiniGameContext"/>'s own game loop (MiniGameContext.cs:709),
/// which isn't exposed to subclasses, so the HUD countdown re-declares the same constant here.
/// </summary>
private static readonly TimeSpan PreparationDuration = TimeSpan.FromSeconds(30);
private readonly IGameContext _gameContext;
private readonly IMapInitializer _mapInitializer;
private readonly ConcurrentDictionary<Player, HeykelSavasiTeam> _teams = new();
/// <summary>
/// UTC timestamp of when this context was constructed, used as the start reference for estimating the
/// remaining time of the registration phase (<see cref="MiniGameState.Open"/>) in the periodic HUD broadcast
/// (see <see cref="ComputeHudPhaseAndRemaining"/>).
/// </summary>
private readonly DateTime _createdAtUtc = DateTime.UtcNow;
/// <summary>
/// UTC timestamp of the first observed transition into <see cref="MiniGameState.Closed"/> (entrance closed,
/// preparation countdown running), lazily set by <see cref="ComputeHudPhaseAndRemaining"/>.
/// </summary>
private DateTime? _closedAtUtc;
/// <summary>
/// UTC timestamp of the first observed transition into <see cref="MiniGameState.Playing"/> (battle started),
/// lazily set by <see cref="ComputeHudPhaseAndRemaining"/>.
/// </summary>
private DateTime? _playingAtUtc;
/// <summary>
/// Maps a currently-alive, spawned statue NPC to the team it defends and its index (0..6) in that
/// team's statue line. Populated by <see cref="SpawnStatueAsync"/>, consumed (and removed) by
@@ -175,6 +205,8 @@ public class HeykelSavasiContext : MiniGameContext
{
this._gameContext = gameContext;
this._mapInitializer = mapInitializer;
_ = Task.Run(() => this.HudBroadcastLoopAsync(this.GameEndedToken), this.GameEndedToken);
}
/// <summary>
@@ -186,6 +218,31 @@ public class HeykelSavasiContext : MiniGameContext
/// </remarks>
public override bool AllowPlayerKilling => this.State == MiniGameState.Playing;
/// <inheritdoc />
/// <remarks>
/// Disallows wings and capes (see <see cref="IsWingOrCape"/>) once the battle has started
/// (<see cref="MiniGameState.Playing"/>), so a player cannot re-equip one after
/// <see cref="UnequipWingsAndCapesAsync"/> auto-unequipped it at battle start (see <see cref="OnGameStartAsync"/>).
/// This check is deliberately scoped to <see cref="MiniGameState.Playing"/> only (not <see cref="MiniGameState.Open"/>
/// or <see cref="MiniGameState.Closed"/>): <see cref="MiniGameContext.TryEnterAsync"/> calls this method (via its
/// private <c>AreEquippedItemsAllowedAsync</c>) while <see cref="MiniGameContext.State"/> is still
/// <see cref="MiniGameState.Open"/> to decide whether to REJECT entry outright for a disallowed equipped item -
/// which we do not want here (a player wearing wings should still be able to join; they get unequipped
/// automatically once the battle starts). Scoping the check to <see cref="MiniGameState.Playing"/> keeps entry
/// working while still blocking any (re-)equip attempt during the battle itself, via the other call site of
/// this method in <c>MoveItemAction.CanMoveAsync</c> (which checks <c>player.CurrentMiniGame.IsItemAllowedToEquip</c>
/// on every equip attempt, regardless of state).
/// </remarks>
public override bool IsItemAllowedToEquip(Item item)
{
if (this.State == MiniGameState.Playing && IsWingOrCape(item))
{
return false;
}
return base.IsItemAllowedToEquip(item);
}
/// <summary>
/// Gets the current number of players assigned to the given team.
/// </summary>
@@ -322,6 +379,13 @@ public class HeykelSavasiContext : MiniGameContext
}
}
if (success)
{
// One-shot HUD broadcast so every already-entered player sees the updated team counts immediately,
// rather than waiting for the next tick of the periodic broadcast (see HudBroadcastLoopAsync).
await this.BroadcastHudStateAsync().ConfigureAwait(false);
}
return success;
}
@@ -367,6 +431,13 @@ public class HeykelSavasiContext : MiniGameContext
await player.WarpToAsync(this.GetTeamSpawnGate(this.GetTeam(player))).ConfigureAwait(false);
}
// Players must be wingless for the battle; auto-unequip any wing/cape now that the entrance is closed
// and the teams are final (see IsItemAllowedToEquip/IsWingOrCape/UnequipWingsAndCapesAsync).
foreach (var player in players)
{
await this.UnequipWingsAndCapesAsync(player).ConfigureAwait(false);
}
// Spawn the first (outermost) statue of each team's line; the opposing team attacks it.
await this.SpawnStatueAsync(HeykelSavasiTeam.Red, 0).ConfigureAwait(false);
await this.SpawnStatueAsync(HeykelSavasiTeam.Blue, 0).ConfigureAwait(false);
@@ -403,6 +474,12 @@ public class HeykelSavasiContext : MiniGameContext
}
}
// Final HUD broadcast: by now MiniGameContext.State is already MiniGameState.Ended (StopAsync sets it
// before calling this method), so ComputeHudPhaseAndRemaining naturally reports phase 3/0 seconds. This
// is needed because the periodic loop (HudBroadcastLoopAsync) stops exactly at this same state
// transition (it runs off GameEndedToken, which StopAsync cancels right before setting State to Ended).
await this.BroadcastHudStateAsync().ConfigureAwait(false);
await base.GameEndedAsync(finishers).ConfigureAwait(false);
}
@@ -510,6 +587,69 @@ public class HeykelSavasiContext : MiniGameContext
_ => HeykelSavasiTeam.None,
};
/// <summary>
/// Determines whether <paramref name="item"/> is a wing or a cape, which are disallowed during the battle
/// (see <see cref="IsItemAllowedToEquip"/>) and auto-unequipped at battle start (see
/// <see cref="UnequipWingsAndCapesAsync"/>).
/// </summary>
/// <param name="item">The item to check.</param>
/// <returns><c>true</c> if <paramref name="item"/> is a wing or cape; otherwise, <c>false</c>.</returns>
/// <remarks>
/// Almost all wings AND capes share <c>ItemDefinition.Group</c> 12 (see
/// <c>Persistence.Initialization.VersionSeasonSix.Items.Wings.CreateWing</c>, which sets <c>wing.Group = 12;</c>
/// for every wing/cape it creates); the single exception is "Cape of Lord" (group 12, number 30 at creation),
/// which is deliberately reassigned to group 13 right after creation (<c>capeOfLord.Group = 13;</c> in
/// <c>Wings.Initialize</c>) so it is special-cased here by its fixed (group, number) pair.
/// </remarks>
private static bool IsWingOrCape(Item item)
{
if (item.Definition is not { } definition)
{
return false;
}
return (definition.Group, definition.Number) switch
{
(12, _) => true, // Wings, including most capes (Cape of Fighter/Emperor/Overrule, Poison/Warrior Cape, ...).
(13, 30) => true, // Cape of Lord, the one cape reassigned to its own item group.
_ => false,
};
}
/// <summary>
/// Auto-unequips any wing or cape (see <see cref="IsWingOrCape"/>) currently equipped by <paramref name="player"/>,
/// moving it to a free general inventory slot so its stats/appearance are removed (see
/// <see cref="InventoryStorage.EquippedItemsChanged"/>), without deleting it. Called from
/// <see cref="OnGameStartAsync"/> once the battle starts. If no free inventory slot is available, the item is
/// deliberately left equipped (logged) rather than risking data loss.
/// </summary>
/// <param name="player">The player whose equipped wings/capes should be unequipped.</param>
private async ValueTask UnequipWingsAndCapesAsync(Player player)
{
if (player.Inventory is not { } inventory)
{
return;
}
// Snapshot first: EquippedItems is a live view over the equip slots, and RemoveItemAsync below mutates it.
var wingItems = inventory.EquippedItems.Where(IsWingOrCape).ToList();
foreach (var item in wingItems)
{
var freeSlot = inventory.CheckInvSpace(item);
if (freeSlot is null)
{
this.Logger.LogWarning("{context}: Player {player} has no free inventory slot to unequip {item}; leaving it equipped.", this, player, item);
continue;
}
await inventory.RemoveItemAsync(item).ConfigureAwait(false);
if (!await inventory.AddItemAsync(freeSlot.Value, item).ConfigureAwait(false))
{
this.Logger.LogError("{context}: Failed to move unequipped item {item} of player {player} to inventory slot {slot} after removal from the equip slot; the item may now be lost.", this, item, player, freeSlot.Value);
}
}
}
/// <summary>
/// Pure state transition shared by the runtime death handler (<see cref="OnDestructibleDied"/>) and the
/// test-only <see cref="RegisterStatueDestroyedForTest"/>: records the attacker's progress and, once
@@ -544,6 +684,11 @@ public class HeykelSavasiContext : MiniGameContext
{
try
{
// One-shot HUD broadcast: the statue's progress counter was already updated synchronously by
// HandleStatueDestroyed (called from OnDestructibleDied before this method was scheduled), so every
// player sees the new progress immediately rather than waiting for the next periodic tick.
await this.BroadcastHudStateAsync().ConfigureAwait(false);
await this.ApplyStatueBuffToTeamAsync(attacker, index).ConfigureAwait(false);
if (this.GetWinner() == attacker)
@@ -716,6 +861,112 @@ public class HeykelSavasiContext : MiniGameContext
/// <param name="player">The player who (re)spawned.</param>
public ValueTask OnPlayerRespawnedAsync(Player player) => this.ReapplyBuffsAsync(player);
/// <summary>
/// Periodically (about once per second) broadcasts the Heykel Savasi HUD state
/// (<see cref="IHeykelSavasiHudStatePlugIn"/>) to every entered player, covering the registration phase
/// (<see cref="MiniGameState.Open"/>), the preparation countdown (<see cref="MiniGameState.Closed"/>), and
/// the battle itself (<see cref="MiniGameState.Playing"/>). Started once from the constructor via
/// <c>Task.Run</c> (mirroring <see cref="MiniGameContext"/>'s own pattern for its private game loop).
/// </summary>
/// <remarks>
/// Stops as soon as <see cref="MiniGameContext.GameEndedToken"/> is cancelled, which happens exactly when
/// the game transitions to <see cref="MiniGameState.Ended"/> (see <c>MiniGameContext.StopAsync</c>, which
/// cancels the token and only then sets <see cref="MiniGameContext.State"/> to <see cref="MiniGameState.Ended"/>
/// before calling <see cref="GameEndedAsync"/>); the final "ended" broadcast is sent separately, from
/// <see cref="GameEndedAsync"/> itself, once <see cref="MiniGameContext.State"/> is actually <see cref="MiniGameState.Ended"/>.
/// </remarks>
/// <param name="cancellationToken">The token which is cancelled once the game ends.</param>
private async ValueTask HudBroadcastLoopAsync(CancellationToken cancellationToken)
{
try
{
using var timer = new PeriodicTimer(TimeSpan.FromSeconds(1));
do
{
await this.BroadcastHudStateAsync().ConfigureAwait(false);
}
while (await timer.WaitForNextTickAsync(cancellationToken).ConfigureAwait(false));
}
catch (OperationCanceledException)
{
// Expected: the game ended; see GameEndedAsync for the final broadcast.
}
catch (Exception ex)
{
this.Logger.LogError(ex, "{context}: Error in the HUD broadcast loop.", this);
}
}
/// <summary>
/// Sends the current Heykel Savasi HUD state (see <see cref="ComputeHudPhaseAndRemaining"/>) to every
/// entered player via <see cref="IHeykelSavasiHudStatePlugIn"/>. Called both periodically (see
/// <see cref="HudBroadcastLoopAsync"/>) and as a one-shot update from <see cref="TryJoinTeamAsync"/> (on a
/// successful join), <see cref="OnStatueDestroyedSideEffectsAsync"/> (on a statue break), and
/// <see cref="GameEndedAsync"/> (final state).
/// </summary>
private async ValueTask BroadcastHudStateAsync()
{
var (phase, remainingSeconds) = this.ComputeHudPhaseAndRemaining();
var redCount = (byte)this.TeamCount(HeykelSavasiTeam.Red);
var blueCount = (byte)this.TeamCount(HeykelSavasiTeam.Blue);
var redProgress = (byte)this.GetProgress(HeykelSavasiTeam.Red);
var blueProgress = (byte)this.GetProgress(HeykelSavasiTeam.Blue);
await this.ForEachPlayerAsync(player => player.InvokeViewPlugInAsync<IHeykelSavasiHudStatePlugIn>(p =>
p.UpdateHudStateAsync(phase, (byte)this.GetTeam(player), redCount, blueCount, redProgress, blueProgress, remainingSeconds))
.AsTask()).ConfigureAwait(false);
}
/// <summary>
/// Determines the current HUD phase and the estimated number of seconds remaining in it, purely from
/// <see cref="MiniGameContext.State"/> and wall-clock timestamps recorded (lazily, on first observation) at
/// each relevant state transition. This is an approximation, not authoritative timing: <see cref="_createdAtUtc"/>
/// is set at construction time, which happens moments before <c>MiniGameContext.RunGameAsync</c>'s own
/// <c>Task.Run</c> starts counting down <see cref="MiniGameDefinition.EnterDuration"/>, and
/// <see cref="_closedAtUtc"/>/<see cref="_playingAtUtc"/> are set by whichever caller (the periodic loop or a
/// one-shot broadcast) first observes the corresponding state - always within about a second of the real
/// transition, which is precise enough for a HUD countdown.
/// </summary>
/// <returns>The current phase (0-3, see <see cref="IHeykelSavasiHudStatePlugIn.UpdateHudStateAsync"/>) and the
/// estimated remaining seconds in that phase.</returns>
private (byte Phase, ushort RemainingSeconds) ComputeHudPhaseAndRemaining()
{
var now = DateTime.UtcNow;
switch (this.State)
{
case MiniGameState.Open:
return (0, ClampToUInt16Seconds(this.Definition.EnterDuration - (now - this._createdAtUtc)));
case MiniGameState.Closed:
this._closedAtUtc ??= now;
return (1, ClampToUInt16Seconds(PreparationDuration - (now - this._closedAtUtc.Value)));
case MiniGameState.Playing:
this._playingAtUtc ??= now;
return (2, ClampToUInt16Seconds(this.Definition.GameDuration - (now - this._playingAtUtc.Value)));
default:
// Undefined, Ended, or Disposed: the event is over (or hasn't been set up yet).
return (3, 0);
}
}
/// <summary>
/// Converts <paramref name="remaining"/> to a <see cref="ushort"/> seconds count for the HUD packet,
/// clamping negative durations to 0.
/// </summary>
/// <param name="remaining">The remaining duration.</param>
private static ushort ClampToUInt16Seconds(TimeSpan remaining)
{
if (remaining <= TimeSpan.Zero)
{
return 0;
}
var seconds = remaining.TotalSeconds;
return seconds >= ushort.MaxValue ? ushort.MaxValue : (ushort)seconds;
}
/// <summary>
/// Pure, dependency-free tracker for statue-break progress and win detection. Extracted out of
/// <see cref="HeykelSavasiContext"/> so it can be unit-tested directly, without constructing a full

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@@ -0,0 +1,25 @@
// <copyright file="IHeykelSavasiHudStatePlugIn.cs" company="MUnique">
// Licensed under the MIT License. See LICENSE file in the project root for full license information.
// </copyright>
namespace MUnique.OpenMU.GameLogic.Views.MiniGames;
/// <summary>
/// Interface of a view whose implementation updates the Heykel Savasi (Statue War) HUD panel, which is sent
/// periodically (about once per second) while the event is open for registration, in its pre-battle
/// countdown, or being played.
/// </summary>
public interface IHeykelSavasiHudStatePlugIn : IViewPlugIn
{
/// <summary>
/// Updates the Heykel Savasi HUD state.
/// </summary>
/// <param name="phase">The current phase of the event (0 = registration open, 1 = preparation countdown, 2 = battle, 3 = ended).</param>
/// <param name="myTeam">The team of the receiving player (0 = none, 1 = red, 2 = blue).</param>
/// <param name="redCount">The current number of players in the red team.</param>
/// <param name="blueCount">The current number of players in the blue team.</param>
/// <param name="redProgress">The number (0-7) of statues the red team has destroyed of the blue team's line.</param>
/// <param name="blueProgress">The number (0-7) of statues the blue team has destroyed of the red team's line.</param>
/// <param name="remainingSeconds">The number of seconds left in the current phase.</param>
ValueTask UpdateHudStateAsync(byte phase, byte myTeam, byte redCount, byte blueCount, byte redProgress, byte blueProgress, ushort remainingSeconds);
}

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@@ -0,0 +1,39 @@
// <copyright file="HeykelSavasiHudStatePlugIn.cs" company="MUnique">
// Licensed under the MIT License. See LICENSE file in the project root for full license information.
// </copyright>
namespace MUnique.OpenMU.GameServer.RemoteView.MiniGames;
using System.Runtime.InteropServices;
using MUnique.OpenMU.GameLogic;
using MUnique.OpenMU.GameLogic.Views.MiniGames;
using MUnique.OpenMU.Network.Packets.ServerToClient;
using MUnique.OpenMU.PlugIns;
/// <summary>
/// The default implementation of the <see cref="IHeykelSavasiHudStatePlugIn"/> which is forwarding everything to the game client with specific data packets.
/// </summary>
[PlugIn]
[Guid("ef0cc7e9-07c6-4e60-afae-f8dd19332ad7")]
public class HeykelSavasiHudStatePlugIn : IHeykelSavasiHudStatePlugIn
{
private readonly RemotePlayer _player;
/// <summary>
/// Initializes a new instance of the <see cref="HeykelSavasiHudStatePlugIn"/> class.
/// </summary>
/// <param name="player">The player.</param>
public HeykelSavasiHudStatePlugIn(RemotePlayer player) => this._player = player;
/// <inheritdoc/>
public async ValueTask UpdateHudStateAsync(byte phase, byte myTeam, byte redCount, byte blueCount, byte redProgress, byte blueProgress, ushort remainingSeconds)
{
var connection = this._player.Connection;
if (connection is null)
{
return;
}
await connection.SendHeykelSavasiHudStateAsync(phase, myTeam, redCount, blueCount, redProgress, blueProgress, remainingSeconds).ConfigureAwait(false);
}
}

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@@ -6317,5 +6317,45 @@ public static class ConnectionExtensions
return packet.Header.Length;
}
await connection.SendAsync(WritePacket).ConfigureAwait(false);
}
/// <summary>
/// Sends a <see cref="HeykelSavasiHudState" /> to this connection.
/// </summary>
/// <param name="connection">The connection.</param>
/// <param name="phase">0 = registration open, 1 = preparation countdown, 2 = battle, 3 = ended.</param>
/// <param name="myTeam">0 = none, 1 = red, 2 = blue.</param>
/// <param name="redCount">The red count.</param>
/// <param name="blueCount">The blue count.</param>
/// <param name="redProgress">The number (0-7) of statues the red team has destroyed of the blue team's line.</param>
/// <param name="blueProgress">The number (0-7) of statues the blue team has destroyed of the red team's line.</param>
/// <param name="remainingSeconds">The number of seconds left in the current phase.</param>
/// <remarks>
/// Is sent by the server when: Periodically (about once per second) while the Heykel Savasi (Statue War) event is open for registration, in its pre-battle countdown, or being played.
/// Causes reaction on client side: The client updates its Heykel Savasi HUD panel (team counts, statue progress, and remaining time).
/// </remarks>
public static async ValueTask SendHeykelSavasiHudStateAsync(this IConnection? connection, byte @phase, byte @myTeam, byte @redCount, byte @blueCount, byte @redProgress, byte @blueProgress, ushort @remainingSeconds)
{
if (connection is null)
{
return;
}
int WritePacket()
{
var length = HeykelSavasiHudStateRef.Length;
var packet = new HeykelSavasiHudStateRef(connection.Output.GetSpan(length)[..length]);
packet.Phase = @phase;
packet.MyTeam = @myTeam;
packet.RedCount = @redCount;
packet.BlueCount = @blueCount;
packet.RedProgress = @redProgress;
packet.BlueProgress = @blueProgress;
packet.RemainingSeconds = @remainingSeconds;
return packet.Header.Length;
}
await connection.SendAsync(WritePacket).ConfigureAwait(false);
}}

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@@ -30759,6 +30759,139 @@ public readonly struct HeykelSavasiOpenTeamPanel
/// <returns>The packet as byte span.</returns>
public static implicit operator Memory<byte>(HeykelSavasiOpenTeamPanel packet) => packet._data;
}
/// <summary>
/// Is sent by the server when: Periodically (about once per second) while the Heykel Savasi (Statue War) event is open for registration, in its pre-battle countdown, or being played.
/// Causes reaction on client side: The client updates its Heykel Savasi HUD panel (team counts, statue progress, and remaining time).
/// </summary>
public readonly struct HeykelSavasiHudState
{
private readonly Memory<byte> _data;
/// <summary>
/// Initializes a new instance of the <see cref="HeykelSavasiHudState"/> struct.
/// </summary>
/// <param name="data">The underlying data.</param>
public HeykelSavasiHudState(Memory<byte> data)
: this(data, true)
{
}
/// <summary>
/// Initializes a new instance of the <see cref="HeykelSavasiHudState"/> struct.
/// </summary>
/// <param name="data">The underlying data.</param>
/// <param name="initialize">If set to <c>true</c>, the header data is automatically initialized and written to the underlying span.</param>
private HeykelSavasiHudState(Memory<byte> data, bool initialize)
{
this._data = data;
if (initialize)
{
var header = this.Header;
header.Type = HeaderType;
header.Code = Code;
header.Length = (byte)Math.Min(data.Length, Length);
}
}
/// <summary>
/// Gets the header type of this data packet.
/// </summary>
public static byte HeaderType => 0xC1;
/// <summary>
/// Gets the operation code of this data packet.
/// </summary>
public static byte Code => 0xFB;
/// <summary>
/// Gets the initial length of this data packet. When the size is dynamic, this value may be bigger than actually needed.
/// </summary>
public static int Length => 11;
/// <summary>
/// Gets the header of this packet.
/// </summary>
public C1Header Header => new (this._data);
/// <summary>
/// Gets or sets 0 = registration open, 1 = preparation countdown, 2 = battle, 3 = ended.
/// </summary>
public byte Phase
{
get => this._data.Span[3];
set => this._data.Span[3] = value;
}
/// <summary>
/// Gets or sets 0 = none, 1 = red, 2 = blue.
/// </summary>
public byte MyTeam
{
get => this._data.Span[4];
set => this._data.Span[4] = value;
}
/// <summary>
/// Gets or sets the red count.
/// </summary>
public byte RedCount
{
get => this._data.Span[5];
set => this._data.Span[5] = value;
}
/// <summary>
/// Gets or sets the blue count.
/// </summary>
public byte BlueCount
{
get => this._data.Span[6];
set => this._data.Span[6] = value;
}
/// <summary>
/// Gets or sets the number (0-7) of statues the red team has destroyed of the blue team's line.
/// </summary>
public byte RedProgress
{
get => this._data.Span[7];
set => this._data.Span[7] = value;
}
/// <summary>
/// Gets or sets the number (0-7) of statues the blue team has destroyed of the red team's line.
/// </summary>
public byte BlueProgress
{
get => this._data.Span[8];
set => this._data.Span[8] = value;
}
/// <summary>
/// Gets or sets the number of seconds left in the current phase.
/// </summary>
public ushort RemainingSeconds
{
get => ReadUInt16BigEndian(this._data.Span[9..]);
set => WriteUInt16BigEndian(this._data.Span[9..], value);
}
/// <summary>
/// Performs an implicit conversion from a Memory of bytes to a <see cref="HeykelSavasiHudState"/>.
/// </summary>
/// <param name="packet">The packet as span.</param>
/// <returns>The packet as struct.</returns>
public static implicit operator HeykelSavasiHudState(Memory<byte> packet) => new (packet, false);
/// <summary>
/// Performs an implicit conversion from <see cref="HeykelSavasiHudState"/> to a Memory of bytes.
/// </summary>
/// <param name="packet">The packet as struct.</param>
/// <returns>The packet as byte span.</returns>
public static implicit operator Memory<byte>(HeykelSavasiHudState packet) => packet._data;
}
/// <summary>
/// Defines the role of a guild member.
/// </summary>

View File

@@ -11088,6 +11088,57 @@
</Field>
</Fields>
</Packet>
<Packet>
<HeaderType>C1Header</HeaderType>
<Code>FB</Code>
<Name>HeykelSavasiHudState</Name>
<Length>11</Length>
<Direction>ServerToClient</Direction>
<SentWhen>Periodically (about once per second) while the Heykel Savasi (Statue War) event is open for registration, in its pre-battle countdown, or being played.</SentWhen>
<CausedReaction>The client updates its Heykel Savasi HUD panel (team counts, statue progress, and remaining time).</CausedReaction>
<Fields>
<Field>
<Index>3</Index>
<Type>Byte</Type>
<Name>Phase</Name>
<Description>0 = registration open, 1 = preparation countdown, 2 = battle, 3 = ended.</Description>
</Field>
<Field>
<Index>4</Index>
<Type>Byte</Type>
<Name>MyTeam</Name>
<Description>0 = none, 1 = red, 2 = blue.</Description>
</Field>
<Field>
<Index>5</Index>
<Type>Byte</Type>
<Name>RedCount</Name>
</Field>
<Field>
<Index>6</Index>
<Type>Byte</Type>
<Name>BlueCount</Name>
</Field>
<Field>
<Index>7</Index>
<Type>Byte</Type>
<Name>RedProgress</Name>
<Description>The number (0-7) of statues the red team has destroyed of the blue team's line.</Description>
</Field>
<Field>
<Index>8</Index>
<Type>Byte</Type>
<Name>BlueProgress</Name>
<Description>The number (0-7) of statues the blue team has destroyed of the red team's line.</Description>
</Field>
<Field>
<Index>9</Index>
<Type>ShortBigEndian</Type>
<Name>RemainingSeconds</Name>
<Description>The number of seconds left in the current phase.</Description>
</Field>
</Fields>
</Packet>
</Packets>
<Enums>
<Enum>

View File

@@ -29122,3 +29122,136 @@ public readonly ref struct HeykelSavasiOpenTeamPanelRef
/// <returns>The packet as byte span.</returns>
public static implicit operator Span<byte>(HeykelSavasiOpenTeamPanelRef packet) => packet._data;
}
/// <summary>
/// Is sent by the server when: Periodically (about once per second) while the Heykel Savasi (Statue War) event is open for registration, in its pre-battle countdown, or being played.
/// Causes reaction on client side: The client updates its Heykel Savasi HUD panel (team counts, statue progress, and remaining time).
/// </summary>
public readonly ref struct HeykelSavasiHudStateRef
{
private readonly Span<byte> _data;
/// <summary>
/// Initializes a new instance of the <see cref="HeykelSavasiHudStateRef"/> struct.
/// </summary>
/// <param name="data">The underlying data.</param>
public HeykelSavasiHudStateRef(Span<byte> data)
: this(data, true)
{
}
/// <summary>
/// Initializes a new instance of the <see cref="HeykelSavasiHudStateRef"/> struct.
/// </summary>
/// <param name="data">The underlying data.</param>
/// <param name="initialize">If set to <c>true</c>, the header data is automatically initialized and written to the underlying span.</param>
private HeykelSavasiHudStateRef(Span<byte> data, bool initialize)
{
this._data = data;
if (initialize)
{
var header = this.Header;
header.Type = HeaderType;
header.Code = Code;
header.Length = (byte)Math.Min(data.Length, Length);
}
}
/// <summary>
/// Gets the header type of this data packet.
/// </summary>
public static byte HeaderType => 0xC1;
/// <summary>
/// Gets the operation code of this data packet.
/// </summary>
public static byte Code => 0xFB;
/// <summary>
/// Gets the initial length of this data packet. When the size is dynamic, this value may be bigger than actually needed.
/// </summary>
public static int Length => 11;
/// <summary>
/// Gets the header of this packet.
/// </summary>
public C1HeaderRef Header => new (this._data);
/// <summary>
/// Gets or sets 0 = registration open, 1 = preparation countdown, 2 = battle, 3 = ended.
/// </summary>
public byte Phase
{
get => this._data[3];
set => this._data[3] = value;
}
/// <summary>
/// Gets or sets 0 = none, 1 = red, 2 = blue.
/// </summary>
public byte MyTeam
{
get => this._data[4];
set => this._data[4] = value;
}
/// <summary>
/// Gets or sets the red count.
/// </summary>
public byte RedCount
{
get => this._data[5];
set => this._data[5] = value;
}
/// <summary>
/// Gets or sets the blue count.
/// </summary>
public byte BlueCount
{
get => this._data[6];
set => this._data[6] = value;
}
/// <summary>
/// Gets or sets the number (0-7) of statues the red team has destroyed of the blue team's line.
/// </summary>
public byte RedProgress
{
get => this._data[7];
set => this._data[7] = value;
}
/// <summary>
/// Gets or sets the number (0-7) of statues the blue team has destroyed of the red team's line.
/// </summary>
public byte BlueProgress
{
get => this._data[8];
set => this._data[8] = value;
}
/// <summary>
/// Gets or sets the number of seconds left in the current phase.
/// </summary>
public ushort RemainingSeconds
{
get => ReadUInt16BigEndian(this._data[9..]);
set => WriteUInt16BigEndian(this._data[9..], value);
}
/// <summary>
/// Performs an implicit conversion from a Span of bytes to a <see cref="HeykelSavasiHudState"/>.
/// </summary>
/// <param name="packet">The packet as span.</param>
/// <returns>The packet as struct.</returns>
public static implicit operator HeykelSavasiHudStateRef(Span<byte> packet) => new (packet, false);
/// <summary>
/// Performs an implicit conversion from <see cref="HeykelSavasiHudState"/> to a Span of bytes.
/// </summary>
/// <param name="packet">The packet as struct.</param>
/// <returns>The packet as byte span.</returns>
public static implicit operator Span<byte>(HeykelSavasiHudStateRef packet) => packet._data;
}