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beerpsi 2024-05-22 03:29:18 +07:00
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# Rizu
A Tachi score hook for maimai DX.
Tested versions:
- BUDDiES
## Installation
First, get the [config file](https://kamai.tachi.ac/client-file-flow/CIaa7b4d91041688189231cfc696c0754120b1790b) and
place it in the same folder as the game executable (Sinmai.exe), then follow one of the methods below (**either**
BepInEx **or** hard-patching using MonoMod).
### BepInEx
#### Installing BepInEx
- Update [segatools](https://gitea.tendokyu.moe/Dniel97/segatools/releases/latest).
- Download [BepInEx 5](https://github.com/BepInEx/BepInEx/releases/tag/v5.4.23.1).
- Extract the `BepInEx` folder from the archive into the base game folder, ignoring other files.
- Edit `segatools.ini`, adding this entry:
```ini
[unity]
targetAssembly=BepInEx\core\BepInEx.Preloader.dll
```
#### Installing the MonoMod loader for BepInEx
- Download the [MonoMod loader for BepInEx](https://github.com/BepInEx/BepInEx.MonoMod.Loader/releases/latest)
- Extract the `BepInEx` folder from the archive into the base game folder.
#### Installing the score hook
- Download `Assembly-CSharp.Rizu.mm.dll` from [releases](https://gitea.tendokyu.moe/beerpsi/Rizu/releases/latest) and
place it in `BepInEx/monomod`.
In the end, your game directory should look like this:
```
└───BepInEx
└───monomod
└───Assembly-CSharp.Rizu.mm.dll
├───Sinmai_Data
├───Rizu.cfg
├───Sinmai.exe
└───segatools.ini
```
### Hard-patching using MonoMod
- Download [MonoMod](https://github.com/MonoMod/MonoMod/releases/latest).
- Download `Assembly-CSharp.Rizu.mm.dll` from[releases](https://gitea.tendokyu.moe/beerpsi/Rizu/releases/latest)
and place it in `Sinmai_Data/Managed`.
- Run `MonoMod.exe path\to\Sinmai_Data\Managed\Assembly-CSharp.dll` in a command prompt.
- Rename `MONOMODDED_Assembly-CSharp.dll` to `Assembly-CSharp.dll`, optionally backing up the original file.
## Development
Copy these files from `Sinmai_Data/Managed` into `Rizu/External`:
- `Assembly-CSharp.dll`
- `UnityEngine.dll`
- `UnityEngine.CoreModule.dll`
- `UnityEngine.JSONSerializeModule.dll`
- `UnityEngine.UnityWebRequestModule.dll`
You will also need to download [MonoMod](https://github.com/MonoMod/MonoMod/releases/latest). and extract to `Rizu/External`.
After that, the project can be restored and built normally.

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Microsoft Visual Studio Solution File, Format Version 12.00
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Rizu", "Rizu\Rizu.csproj", "{888E076C-8A77-453F-87DC-BC0186FDBB55}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
Release|Any CPU = Release|Any CPU
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{888E076C-8A77-453F-87DC-BC0186FDBB55}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{888E076C-8A77-453F-87DC-BC0186FDBB55}.Debug|Any CPU.Build.0 = Debug|Any CPU
{888E076C-8A77-453F-87DC-BC0186FDBB55}.Release|Any CPU.ActiveCfg = Release|Any CPU
{888E076C-8A77-453F-87DC-BC0186FDBB55}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection
EndGlobal

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using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Text;
using System.Threading;
using MAI2.Util;
using MAI2System;
using Manager;
using Manager.UserDatas;
using Rizu.Models;
using UnityEngine;
using UnityEngine.Networking;
using Path = System.IO.Path;
namespace Rizu;
public class Exporter : SingletonMonoBehaviour<Exporter>
{
protected Exporter()
{
_dontDestroyOnLoad = true;
}
// ReSharper disable Unity.PerformanceAnalysis
public IEnumerator ExportScore(GameScoreList score)
{
if (!_config.Enabled)
{
yield break;
}
var user = Singleton<UserDataManager>.Instance.GetUserData(score.PlayerIndex);
var import = ScoreConversion.CreateScoreBatchManual(score);
yield return SubmitImport(import, user.Detail.AccessCode);
}
public IEnumerator ExportDan(UserDetail userDetail)
{
if (!_config.Enabled)
{
yield break;
}
var import = ScoreConversion.CreateDanBatchManual((int)userDetail.CourseRank);
if (string.IsNullOrEmpty(import))
{
yield break;
}
yield return SubmitImport(import, userDetail.AccessCode);
}
private string GetTokenForAccessCode(string accessCode)
{
if (accessCode != null && _config.AccessTokens.TryGetValue(accessCode, out var accessToken))
{
return accessToken;
}
if (_config.AccessTokens.TryGetValue("default", out accessToken))
{
return accessToken;
}
if (accessCode == null)
{
Logger.Error("No `default` token was set for guest plays. Not sending import.");
return null;
}
Logger.Error(
"Access code {0}******** does not have an associated API key, and no `default` token was set. Not sending import.",
accessCode.Substring(0, 12));
return null;
}
private IEnumerator SubmitImport(string import, string accessCode)
{
var accessToken = GetTokenForAccessCode(accessCode);
if (accessToken == null)
{
yield break;
}
Logger.Debug("Sending import to Tachi: {0}", import);
using var req = new UnityWebRequest(_config.TachiBaseUrl + _config.TachiImportEndpoint);
using var certHandler = new ForceAcceptAllCertificateHandler();
req.method = UnityWebRequest.kHttpVerbPOST;
req.timeout = _config.NetworkTimeout;
// req.certificateHandler = certHandler;
req.uploadHandler = new UploadHandlerRaw(new UTF8Encoding().GetBytes(import));
req.downloadHandler = new DownloadHandlerBuffer();
req.SetRequestHeader("Content-Type", "application/json");
req.SetRequestHeader("X-User-Intent", "false");
req.SetRequestHeader("Authorization", $"Bearer {accessToken}");
yield return req.SendWebRequest();
if (req.isNetworkError || req.isHttpError)
{
Logger.Error("Could not send score to Tachi: {0}", req.error);
if (string.IsNullOrEmpty(_config.FailedImportsFolder))
{
yield break;
}
var filename = $"{accessCode ?? "GUEST"}_{DateTime.Now:yyyyMMdd'_'HHmmss}.json";
var path = Path.Combine(_config.FailedImportsFolder, filename);
ThreadPool.QueueUserWorkItem(_ => SaveFailedImport(path, import));
Logger.Info("Saved failed import to {0}", path);
yield break;
}
TachiResponse<BatchManualResponseBody> resp;
try
{
resp = JsonUtility.FromJson<TachiResponse<BatchManualResponseBody>>(req.downloadHandler.text);
}
catch (Exception e)
{
Logger.Error("Could not parse response from Tachi: {0}", e);
yield break;
}
if (!resp.success)
{
Logger.Error("Score import not successful: {0}", resp.description);
yield break;
}
Logger.Info("{0}", resp.description);
var pollUrl = resp.body?.url;
if (string.IsNullOrEmpty(pollUrl))
{
yield break;
}
Logger.Info("Poll URL: {0}", pollUrl);
yield return PollImport(pollUrl, accessToken);
}
private IEnumerator PollImport(string pollUrl, string accessToken)
{
while (true)
{
using var pollReq = UnityWebRequest.Get(pollUrl);
using var certHandler = new ForceAcceptAllCertificateHandler();
pollReq.timeout = _config.NetworkTimeout;
pollReq.certificateHandler = certHandler;
pollReq.downloadHandler = new DownloadHandlerBuffer();
pollReq.SetRequestHeader("Authorization", $"Bearer {accessToken}");
yield return pollReq.SendWebRequest();
TachiResponse<ImportStatusResponseBody> pollResp;
try
{
pollResp = JsonUtility.FromJson<TachiResponse<ImportStatusResponseBody>>(pollReq.downloadHandler.text);
}
catch (Exception e)
{
Logger.Error("Could not parse response from Tachi: {0}", e);
yield break;
}
if (!pollResp.success)
{
Logger.Error("Import failed: {0}", pollResp.description);
yield break;
}
if (pollResp.body.importStatus == "completed")
{
Logger.Info(
"{0} ({1} scores, {2} sessions, {3} errors)",
pollResp.description,
pollResp.body.import.scoreIDs.Length,
pollResp.body.import.createdSessions.Length,
pollResp.body.import.errors.Length);
yield break;
}
yield return new WaitForSeconds(1);
}
}
private void SaveFailedImport(string path, string import)
{
var parent = Path.GetDirectoryName(path);
if (!Directory.Exists(parent) && parent != null)
{
Directory.CreateDirectory(parent);
}
File.WriteAllText(path, import);
}
public void LoadConfig()
{
using var ini = new IniFile(".\\Rizu.cfg");
_config.Enabled = ini.getValue("General", "Enable", true);
_config.NetworkTimeout = ini.getValue("General", "NetworkTimeout", 30);
_config.FailedImportsFolder = ini.getValue("General", "FailedImportsFolder", "");
_config.TachiBaseUrl = ini.getValue("Tachi", "BaseUrl", "https://kamai.tachi.ac");
_config.TachiImportEndpoint = ini.getValue("Tachi", "Import", "/ir/direct-manual/import");
var keysSection = ini.findSection("Keys");
if (keysSection == null)
{
return;
}
for (var section = keysSection.childHead; section != null; section = section.next)
{
_config.AccessTokens[section.name] = section.value;
}
Logger.Info("Loaded configuration");
Logger.Info("> Enabled: {0}", _config.Enabled);
Logger.Info("> Network timeout: {0}", _config.NetworkTimeout);
Logger.Info("> Tachi import URL: {0}{1}", _config.TachiBaseUrl, _config.TachiImportEndpoint);
Logger.Info("> {0} API key{1} loaded", _config.AccessTokens.Count, _config.AccessTokens.Count != 1 ? "s" : "");
}
private readonly Config _config = new();
private class Config
{
public bool Enabled;
public int NetworkTimeout;
public string FailedImportsFolder;
public string TachiBaseUrl;
public string TachiImportEndpoint;
public Dictionary<string, string> AccessTokens = new();
}
}

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using UnityEngine.Networking;
namespace Rizu;
public class ForceAcceptAllCertificateHandler : CertificateHandler
{
protected override bool ValidateCertificate(byte[] certificateData)
{
return true;
}
}

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using System.Diagnostics;
using JetBrains.Annotations;
namespace Rizu;
// UnityEngine.Debug logs don't show up in BepInEx logs for some reason
public static class Logger
{
private static readonly string LogPrefix = "[Rizu]";
[Conditional("DEBUG")]
public static void Debug(string msg)
{
Log("DEBUG", msg);
}
[Conditional("DEBUG")]
[StringFormatMethod("format")]
public static void Debug(string format, params object[] args)
{
Log("DEBUG", format, args);
}
public static void Info(string msg)
{
Log("INFO", msg);
}
[StringFormatMethod("format")]
public static void Info(string format, params object[] args)
{
Log("INFO", format, args);
}
public static void Error(string msg)
{
Log("ERROR", msg);
}
[StringFormatMethod("format")]
public static void Error(string format, params object[] args)
{
Log("ERROR", format, args);
}
private static void Log(string level, string msg)
{
System.Console.WriteLine($"{LogPrefix} [{level}] {msg}");
}
[StringFormatMethod("format")]
private static void Log(string level, string format, params object[] args)
{
System.Console.WriteLine($"{LogPrefix} [{level}] {format}", args);
}
}

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using System;
namespace Rizu.Models;
[Serializable]
public class BatchManual
{
public BatchManualMeta meta = new();
public BatchManualScore[] scores;
public BatchManualMatchingClass classes;
}

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using System;
namespace Rizu.Models;
[Serializable]
public class BatchManualDan
{
public string dan;
}

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using System;
namespace Rizu.Models;
[Serializable]
public class BatchManualMatchingClass
{
public string matchingClass;
}

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using System;
namespace Rizu.Models;
[Serializable]
public class BatchManualMeta
{
public string game = "maimaidx";
public string playtype = "Single";
public string service = "Rizu";
}

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using System;
namespace Rizu.Models;
[Serializable]
public class BatchManualOptional
{
public uint fast;
public uint slow;
public uint maxCombo;
}

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using System;
namespace Rizu.Models;
[Serializable]
public class BatchManualRankUp
{
public BatchManualMeta meta = new();
public BatchManualScore[] scores;
public BatchManualDan classes;
}

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using System;
namespace Rizu.Models;
[Serializable]
public class BatchManualResponseBody
{
public string url;
}

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using System;
namespace Rizu.Models;
[Serializable]
public class BatchManualScore
{
public float percent;
public string lamp;
public string matchType = "songTitle";
public string identifier;
public string difficulty;
public long timeAchieved;
public BatchManualScoreJudgements judgements;
public BatchManualOptional optional;
}

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using System;
namespace Rizu.Models;
[Serializable]
public class BatchManualScoreJudgements
{
public uint pcrit;
public uint perfect;
public uint great;
public uint good;
public uint miss;
}

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using System;
namespace Rizu.Models;
[Serializable]
public class ImportDocument
{
public string[] scoreIDs;
public ImportErrContent[] errors;
public SessionInfoReturn[] createdSessions;
}

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using System;
namespace Rizu.Models;
[Serializable]
public class ImportErrContent
{
public string type;
public string message;
}

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using System;
namespace Rizu.Models;
[Serializable]
public class ImportProgress
{
public string description;
public int value;
}

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using System;
namespace Rizu.Models;
[Serializable]
public class ImportStatusResponseBody
{
public string importStatus;
public ImportProgress progress;
public ImportDocument import;
}

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using System;
namespace Rizu.Models;
[Serializable]
public class SessionInfoReturn
{
public string type;
public string sessionID;
}

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using System;
namespace Rizu.Models;
[Serializable]
public class TachiResponse<T>
{
public bool success;
public string description;
public T body;
}

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using System.Reflection;
using System.Runtime.InteropServices;
// General Information about an assembly is controlled through the following
// set of attributes. Change these attribute values to modify the information
// associated with an assembly.
[assembly: AssemblyTitle("Rizu")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("Rizu")]
[assembly: AssemblyCopyright("Copyright © 2024")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
// Setting ComVisible to false makes the types in this assembly not visible
// to COM components. If you need to access a type in this assembly from
// COM, set the ComVisible attribute to true on that type.
[assembly: ComVisible(false)]
// The following GUID is for the ID of the typelib if this project is exposed to COM
[assembly: Guid("888E076C-8A77-453F-87DC-BC0186FDBB55")]
// Version information for an assembly consists of the following four values:
//
// Major Version
// Minor Version
// Build Number
// Revision
//
// You can specify all the values or you can default the Build and Revision Numbers
// by using the '*' as shown below:
// [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("1.0.0.0")]
[assembly: AssemblyFileVersion("1.0.0.0")]

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Rizu/Resources/Rizu.cfg Normal file
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[General]
## Whether to enable score submissions
# Setting type: Boolean
# Default value: true
Enable = true
## Timeout for score submission in seconds
# Setting type: Int32
# Default value: 30
NetworkTimeout = 30
## Folder for storing imports that failed due to network errors.
## Leave empty to disable
# Setting type: String
# Default value:
FailedImportsFolder =
[Keys]
## Kamaitachi API keys to use for score submissions, in the format
## of `<access-code> = <api-key>`. The `default` key is used as fallback
## if an access code does not have an API key set, and can be removed.
# Setting type: String
# Default value:
default = <api-key>
[Tachi]
## Tachi instance base URL
# Setting type: String
# Default value: https://kamai.tachi.ac
BaseUrl = https://kamai.tachi.ac
## Tachi score import endpoint
# Setting type: String
# Default value: /ir/direct-manual/import
Import = /ir/direct-manual/import

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Rizu/Rizu.csproj Normal file
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<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props"
Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')"/>
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProjectGuid>{888E076C-8A77-453F-87DC-BC0186FDBB55}</ProjectGuid>
<OutputType>Library</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>Rizu</RootNamespace>
<AssemblyName>Assembly-CSharp.Rizu.mm</AssemblyName>
<TargetFramework>net46</TargetFramework>
<FileAlignment>512</FileAlignment>
<LangVersion>latest</LangVersion>
<RestoreAdditionalProjectSources>
https://api.nuget.org/v3/index.json;
https://nuget.bepinex.dev/v3/index.json;
https://nuget.samboy.dev/v3/index.json
</RestoreAdditionalProjectSources>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<PlatformTarget>AnyCPU</PlatformTarget>
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>bin\Debug\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<PlatformTarget>AnyCPU</PlatformTarget>
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>bin\Release\</OutputPath>
<DefineConstants>TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<ItemGroup>
<Reference Include="System"/>
<Reference Include="System.Core"/>
<Reference Include="System.Data"/>
<Reference Include="System.Xml"/>
<PackageReference Include="Microsoft.NETFramework.ReferenceAssemblies" Version="1.0.2" PrivateAssets="all" />
<Reference Include="Assembly-CSharp">
<HintPath>External\Assembly-CSharp.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="MonoMod">
<HintPath>External\MonoMod.exe</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="UnityEngine">
<HintPath>External\UnityEngine.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="UnityEngine.CoreModule">
<HintPath>External\UnityEngine.CoreModule.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="UnityEngine.JSONSerializeModule">
<HintPath>External\UnityEngine.JSONSerializeModule.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="UnityEngine.UnityWebRequestModule">
<HintPath>External\UnityEngine.UnityWebRequestModule.dll</HintPath>
<Private>False</Private>
</Reference>
</ItemGroup>
<ItemGroup>
<Compile Include="ForceAcceptAllCertificateHandler.cs" />
<Compile Include="Logger.cs" />
<Compile Include="Models\BatchManual.cs" />
<Compile Include="Models\BatchManualDan.cs" />
<Compile Include="Models\BatchManualMatchingClass.cs" />
<Compile Include="Models\BatchManualMeta.cs" />
<Compile Include="Models\BatchManualOptional.cs" />
<Compile Include="Models\BatchManualRankUp.cs" />
<Compile Include="Models\BatchManualResponseBody.cs" />
<Compile Include="Models\BatchManualScore.cs" />
<Compile Include="Models\BatchManualScoreJudgements.cs" />
<Compile Include="Models\ImportDocument.cs" />
<Compile Include="Models\ImportErrContent.cs" />
<Compile Include="Models\ImportProgress.cs" />
<Compile Include="Models\ImportStatusResponseBody.cs" />
<Compile Include="Models\SessionInfoReturn.cs" />
<Compile Include="Models\TachiResponse.cs" />
<Compile Include="patch_GameScoreList.cs" />
<Compile Include="patch_AmManager.cs" />
<Compile Include="patch_UserDetail.cs" />
<Compile Include="Properties\AssemblyInfo.cs"/>
<Compile Include="Exporter.cs" />
<Compile Include="ScoreConversion.cs" />
</ItemGroup>
<ItemGroup>
<Content Include="Resources\Rizu.cfg" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets"/>
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.
<Target Name="BeforeBuild">
</Target>
<Target Name="AfterBuild">
</Target>
-->
</Project>

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Rizu/ScoreConversion.cs Normal file
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using System.Collections.Generic;
using DB;
using MAI2.Util;
using Manager;
using Rizu.Models;
using UnityEngine;
namespace Rizu;
public static class ScoreConversion
{
private static readonly string[] Difficulties = ["Basic", "Advanced", "Expert", "Master", "Re:Master"];
private static readonly Dictionary<int, string> DanIDToName = new()
{
{ 1, "DAN_1" },
{ 2, "DAN_2" },
{ 3, "DAN_3" },
{ 4, "DAN_4" },
{ 5, "DAN_5" },
{ 6, "DAN_6" },
{ 7, "DAN_7" },
{ 8, "DAN_8" },
{ 9, "DAN_9" },
{ 10, "DAN_10" },
{ 12, "SHINDAN_1" },
{ 13, "SHINDAN_2" },
{ 14, "SHINDAN_3" },
{ 15, "SHINDAN_4" },
{ 16, "SHINDAN_5" },
{ 17, "SHINDAN_6" },
{ 18, "SHINDAN_7" },
{ 19, "SHINDAN_8" },
{ 20, "SHINDAN_9" },
{ 21, "SHINDAN_10" },
{ 22, "SHINKAIDEN" },
{ 23, "URAKAIDEN" },
};
private const int KIRISAGI_STATION_MUSIC_ID = 11422;
private const int LINK_ORIGINAL_MUSIC_ID = 131;
public static string CreateScoreBatchManual(GameScoreList scoreList)
{
var music = Singleton<DataManager>.Instance.GetMusic(scoreList.SessionInfo.musicId);
var score = new BatchManualScore
{
percent = (float)scoreList.Achivement,
lamp = scoreList.ComboType switch
{
PlayComboflagID.AllPerfectPlus => "ALL PERFECT+",
PlayComboflagID.AllPerfect => "ALL PERFECT",
PlayComboflagID.Gold => "FULL COMBO+",
PlayComboflagID.Silver => "FULL COMBO",
_ => scoreList.IsClear ? "CLEAR" : "FAILED",
},
identifier = music.name.str,
difficulty = (scoreList.SessionInfo.musicId >= 10000 ? "DX " : "") + Difficulties[scoreList.SessionInfo.difficulty],
timeAchieved = scoreList.UnixTime * 1000L,
judgements = new BatchManualScoreJudgements
{
// .TrueCriticalNum stores the actual number of criticals,
// even when critical judgements are hidden.
pcrit = scoreList.TrueCriticalNum,
perfect = scoreList.TruePerfectNum,
great = scoreList.GreatNum,
good = scoreList.GoodNum,
miss = scoreList.MissNum,
},
optional = new BatchManualOptional
{
fast = scoreList.Fast,
slow = scoreList.Late,
maxCombo = scoreList.MaxCombo,
}
};
// Kirasagi Station, title in-game is U+3000 but title in Tachi is empty
if (scoreList.SessionInfo.musicId == KIRISAGI_STATION_MUSIC_ID)
{
score.identifier = "";
}
// There are two songs named Link.
if (score.identifier == "Link")
{
// IDs from https://github.com/TNG-dev/Tachi/blob/staging/database-seeds/collections/songs-maimaidx.json
score.identifier = scoreList.SessionInfo.musicId == LINK_ORIGINAL_MUSIC_ID ? "68" : "244";
score.matchType = "tachiSongID";
}
return JsonUtility.ToJson(new BatchManual
{
meta = new BatchManualMeta(),
scores = [score],
classes = new BatchManualMatchingClass
{
matchingClass = scoreList.Dan.ToString().Replace("Class_", ""),
},
});
}
public static string CreateDanBatchManual(int rankID)
{
if (!DanIDToName.TryGetValue(rankID, out var dan))
{
System.Console.WriteLine("[Rizu] Unknown course rank ID {0}", rankID);
return null;
}
return JsonUtility.ToJson(new BatchManualRankUp
{
meta = new BatchManualMeta(),
scores = [],
classes = new BatchManualDan { dan = dan },
});
}
}

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Rizu/patch_AmManager.cs Normal file
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// ReSharper disable CheckNamespace
// ReSharper disable InconsistentNaming
using MAI2.Util;
using UnityEngine;
namespace Manager;
public class patch_AmManager : AmManager
{
private extern void orig_Execute_WaitAmDaemonReady();
private void Execute_WaitAmDaemonReady()
{
var go = new GameObject { name = "Rizu" };
go.AddComponent<Rizu.Exporter>();
SingletonMonoBehaviour<Rizu.Exporter>.instance.LoadConfig();
orig_Execute_WaitAmDaemonReady();
}
}

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// ReSharper disable CheckNamespace
// ReSharper disable InconsistentNaming
using MAI2.Util;
namespace Manager;
public class patch_GameScoreList(int index) : GameScoreList(index)
{
private extern void orig_SetPlayAfterRate(int musicRate, int danRate, UdemaeID dan, int classValue);
public new void SetPlayAfterRate(int musicRate, int danRate, UdemaeID dan, int classValue)
{
orig_SetPlayAfterRate(musicRate, danRate, dan, classValue);
if (!IsEnable)
{
return;
}
if (SessionInfo.isAdvDemo || SessionInfo.isTutorial || !string.IsNullOrEmpty(SessionInfo.utageKanjiText))
{
return;
}
var exporter = SingletonMonoBehaviour<Rizu.Exporter>.instance;
exporter.StartCoroutine(exporter.ExportScore(this));
}
}

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Rizu/patch_UserDetail.cs Normal file
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// ReSharper disable CheckNamespace
// ReSharper disable InconsistentNaming
using MAI2.Util;
namespace Manager.UserDatas;
public class patch_UserDetail : UserDetail
{
private extern void orig_set_CourseRank(uint value);
public void set_CourseRank(uint value)
{
// Don't send an import if it's the same rank
if (value == CourseRank)
{
orig_set_CourseRank(value);
return;
}
orig_set_CourseRank(value);
// Don't send an import if it's rank 0 (invalid)
if (value == 0)
{
return;
}
var exporter = SingletonMonoBehaviour<Rizu.Exporter>.instance;
exporter.StartCoroutine(exporter.ExportDan(this));
}
}