mirror of
https://github.com/9ParsonsB/Pulsar.git
synced 2025-07-01 08:23:42 -04:00
API & WebSocket now working
Can Read Status File & Broadcast contents via websocket
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@ -7,13 +7,13 @@ class PipConverter : JsonConverter<(int Sys, int Eng, int Wep)>
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{
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public override (int Sys, int Eng, int Wep) Read(ref Utf8JsonReader reader, Type typeToConvert, JsonSerializerOptions options)
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{
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var values = (int[])JsonSerializer.Deserialize(ref reader, typeof(int[]));
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var values = JsonSerializer.Deserialize<int[]>(ref reader);
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return (Sys: values[0], Eng: values[1], Wep: values[2]);
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}
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public override void Write(Utf8JsonWriter writer, (int Sys, int Eng, int Wep) value, JsonSerializerOptions options)
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{
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throw new NotImplementedException();
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JsonSerializer.Serialize(writer, new[] { value.Sys, value.Eng, value.Wep });
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}
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}
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@ -18,84 +18,84 @@ public class Status : JournalBase
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/// Additional set of flags representing current player state.
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/// Added in later versions of Elite Dangerous.
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/// </summary>
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public StatusFlags2 Flags2 { get; init; }
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public StatusFlags2? Flags2 { get; init; }
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/// <summary>
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/// Current allocation of power distribution (pips) between SYS, ENG, and WEP, in "half pip" increments.
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/// </summary>
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[JsonConverter(typeof(PipConverter))]
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public (int Sys, int Eng, int Wep) Pips { get; init; }
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public (int Sys, int Eng, int Wep)? Pips { get; init; }
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/// <summary>
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/// Currently selected fire group.
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/// </summary>
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public int Firegroup { get; init; }
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public int? Firegroup { get; init; }
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/// <summary>
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/// UI component currently focused by the player.
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/// </summary>
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public FocusStatus GuiFocus { get; init; }
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public FocusStatus? GuiFocus { get; init; }
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/// <summary>
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/// Fuel remaining in the current ship.
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/// </summary>
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public FuelType Fuel { get; init; }
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public FuelType? Fuel { get; init; }
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/// <summary>
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/// Amount of cargo currently carried.
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/// </summary>
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public float Cargo { get; init; }
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public float? Cargo { get; init; }
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/// <summary>
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/// Legal status in the current jurisdiction.
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/// </summary>
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[JsonConverter(typeof(JsonStringEnumConverter))]
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public LegalStatus LegalState { get; init; }
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public LegalStatus? LegalState { get; init; }
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/// <summary>
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/// <para>Current altitude.</para>
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/// <para>Check if RadialAltitude is set in StatusFlags to determine if altitude is based on planetary radius (set) or raycast to ground (unset).</para>
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/// </summary>
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public int Altitude { get; init; }
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public int? Altitude { get; init; }
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/// <summary>
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/// Latitude of current surface location.
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/// </summary>
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public double Latitude { get; init; }
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public double? Latitude { get; init; }
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/// <summary>
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/// Longitude of current surface location.
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/// </summary>
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public double Longitude { get; init; }
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public double? Longitude { get; init; }
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/// <summary>
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/// Current heading for surface direction.
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/// </summary>
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public int Heading { get; init; }
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public int? Heading { get; init; }
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/// <summary>
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/// Body name of current location.
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/// </summary>
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public string BodyName { get; init; }
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public string? BodyName { get; init; }
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/// <summary>
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/// Radius of current planet.
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/// </summary>
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public double PlanetRadius { get; init; }
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public double? PlanetRadius { get; init; }
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/// <summary>
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/// Oxygen remaining on foot, range from 0.0 - 1.0.
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/// </summary>
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public float Oxygen { get; init; }
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public float? Oxygen { get; init; }
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/// <summary>
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/// Health remaining on foot, range from 0.0 - 1.0.
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/// </summary>
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public float Health { get; init; }
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public float? Health { get; init; }
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/// <summary>
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/// Current environmental temperature in K while on foot.
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/// </summary>
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public float Temperature { get; init; }
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public float? Temperature { get; init; }
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/// <summary>
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/// Name of currently selected personal weapon.
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/// </summary>
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public string SelectedWeapon { get; init; }
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public string? SelectedWeapon { get; init; }
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/// <summary>
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/// Current strength of gravity while on foot, in g.
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/// </summary>
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public float Gravity { get; init; }
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public float? Gravity { get; init; }
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/// <summary>
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/// Current credit balance of player.
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/// </summary>
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public long Balance { get; init; }
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public long? Balance { get; init; }
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/// <summary>
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/// Currently set destination.
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/// </summary>
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public Destination Destination { get; init; }
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public Destination? Destination { get; init; }
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}
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