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SynthRiders Websocket Integration

Introduction

This is a mod for SynthRiders. It allows you to connect to the websocket server and receive updates about the game.

Setup

To install you need to either download a release, or build the mod yourself.

Pre-requisites

  1. SynthRiders
  2. MelonLoader

Download

  1. Download the latest release from GitHub
  2. Extract the zip file
  3. Copy the dlls to your SynthRiders MelonLoader Mods folder (typically a folder called Mods in your SynthRiders installation. If you see a text file named "PLACE MODS HERE.txt", you're in the right place.)

Build

  1. Clone the repository
  2. Inside visual studio, open /src as the project
  3. Build the project
  4. The resulting dll will be in /src/bin/Debug/ as SynthRidersWebsockets.dll
  5. Copy the dll to your SynthRiders MelonLoader Mods folder
  6. Copy websocket-sharp.dll to the Mods folder

MelonPreferences.cfg

  • Host: The hostname of the websocket server
  • Port: The port of the websocket server

Usage

Connect to the websocket server; the server will send updates about the game. By default, the websocket host will run at ws://localhost:9000. Host and Port can be configured in the MelonPreferences.cfg file if an alternate config is required (e.g. for 2 PC stream setups)

Events

All events are JSON and follow this general structure:

{ "eventType": "EventType", "data": {} }

SongStart

Emitted when the map begins playing.

{
    "eventType": "SongStart",
	"data": {
     	"song": "2 Phut Hon (Kaiz Remix)",
        "difficulty": "Master",
        "author": "Phao",
        "beatMapper": "ICHDerHorst",
        "length": 191.857,
        "bpm": 128.0,
        "albumArt": ""
	}
}
  • song - Song title
  • difficulty - Song difficulty
  • author - Song artist/author
  • beatMapper - Map creator
  • length - Song length in seconds
  • bpm - Song beats per minute
  • albumArt - If album art is available, this contains a data url containing a base64-encoded PNG image. (You can use this URL as-is in a web browser or browser source to display the image). Otherwise it's an empty string.

SongEnd

Emitted as the last note of the map is completed.

{
    "eventType": "SongEnd",
    "data": {
        "song": "2 Phut Hon (Kaiz Remix)",
        "perfect": 350,
        "normal": 126,
        "bad": 281,
        "fail": 2,
        "highestCombo": 482
    }
}
  • song - Song title
  • perfect - Number of perfect hits
  • normal - Number of normal hits
  • bad - Number of bad hits
  • fail - Number of failed hits
  • highestCombo - Highest number of consecutive hits during song

PlayTime

Emitted once per second when the song is playing.

{
    "eventType": "PlayTime",
    "data": {
        "playTimeMS": 19662.48
    }
}
  • playTimeMS - Current play time position, in milliseconds.

NoteHit

Emitted on every note hit successfully

{
    "eventType": "NoteHit",
    "data": {
        "score": 938,
        "combo": 1,
        "multiplier": 1,
        "completed": 1.0,
        "lifeBarPercent": 1.0,
        "playTimeMS": 19662.48
    }
}
  • score - Total score after the note is hit
  • combo - Number of consecutive hits made so far. This resets after a note miss.
  • multiplier - Current score multiplier. Runs from 1 to 6.
  • completed - Running total of all notes hit (perfect + normal + bad, no fails)
  • lifeBarPercent - A number between 0 and 1 indicating life bar percentage.
  • playTimeMS - Current play time position, in milliseconds.

NoteMiss

{
    "eventType": "NoteMiss",
    "data": {
        "multiplier": 2,
        "lifeBarPercent": 0.8333333,
        "playTimeMS": 19662.48
    }
}
  • multiplier - Score multiplier before this miss resets it.
  • lifeBarPercent - A number between 0 and 1 indicating life bar percentage.
  • playTimeMS - Current play time position, in milliseconds.

EnterSpecial

{
    "eventType": "EnterSpecial",
    "data": {}
}

CompleteSpecial

{
    "eventType":"CompleteSpecial",
    "data": {}
}

FailSpecial

{
    "eventType": "FailSpecial",
    "data": {}
}

SceneChange

Emitted when changing 'scenes'. For example, changing to game play, summary, main menu, etc.

Some scene names of interest:

  • 3.GameEnd - The summary scene after successfully completing a map where it shows your score, accuracy, etc.
{
    "eventType": "SceneChange",
    "data": {
        "sceneName": "3.GameEnd"
    }
}
  • sceneName - Name of scene being entered

ReturnToMenu

Emitted when the user selects the "Return to Menu" button on the game pause screen.

{
    "eventType": "ReturnToMenu",
    "data": {}
}

Using from another mod

To easily consume these events from another Synth Riders mod:

  • Target .NET 4.8 to match this project
  • Add a Reference to SynthRidersWebsockets.dll
  • Implement the ISynthRidersEventHandler interface
  • Create a new SynthRidersEventsManager after Awake() is called (to make sure the socket is created before connecting)

See SRPerformanceMeter as an example implementation.