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@@ -0,0 +1,28 @@
|
||||
name: Build Game Server
|
||||
on:
|
||||
push:
|
||||
branches: [game-server]
|
||||
workflow_dispatch: {}
|
||||
env:
|
||||
IMAGE: git.nfteam.ovh/neckfire/the-cycle-game
|
||||
jobs:
|
||||
build:
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- name: Checkout
|
||||
uses: actions/checkout@v4
|
||||
- name: Build & push image
|
||||
run: |
|
||||
set -e
|
||||
echo "${{ secrets.REGISTRY_PASSWORD }}" | docker login git.nfteam.ovh -u "${{ secrets.REGISTRY_USER }}" --password-stdin
|
||||
SHA="${GITHUB_SHA::12}"
|
||||
docker build -t "${IMAGE}:game-server" -t "${IMAGE}:${SHA}" -f Dockerfile.gameserver .
|
||||
docker push --all-tags "${IMAGE}"
|
||||
- name: Notify ntfy
|
||||
if: always()
|
||||
run: |
|
||||
if [ "${{ job.status }}" = "success" ]; then EMOJI="white_check_mark"; PRIO="default"; else EMOJI="rotating_light"; PRIO="high"; fi
|
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curl -s -H "Authorization: Bearer ${{ secrets.NTFY_TOKEN }}" -H "Title: ${GITHUB_REPOSITORY} game-server — ${{ job.status }}" \
|
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-H "Priority: ${PRIO}" -H "Tags: ${EMOJI}" -H "Click: ${GITHUB_SERVER_URL}/${GITHUB_REPOSITORY}/actions" \
|
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-d "${GITHUB_WORKFLOW} (${GITHUB_REF_NAME} #${GITHUB_RUN_NUMBER}) : ${{ job.status }}" \
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"${{ secrets.NTFY_URL }}/${{ secrets.NTFY_TOPIC }}" || true
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@@ -0,0 +1,14 @@
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# The Cycle: Frontier — serveur de jeu dédié (EXPÉRIMENTAL / R&D).
|
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# Réimplémentation du serveur autoritaire Unreal (Prospect.Unreal). Build depuis les sources.
|
||||
FROM mcr.microsoft.com/dotnet/sdk:8.0 AS build
|
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WORKDIR /src
|
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COPY src/ ./src/
|
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RUN dotnet publish src/Prospect.Server.Game/Prospect.Server.Game.csproj -c Release -o /app
|
||||
|
||||
FROM mcr.microsoft.com/dotnet/runtime:8.0
|
||||
WORKDIR /app
|
||||
COPY --from=build /app ./
|
||||
# Le réseau Unreal est en UDP.
|
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EXPOSE 7777/udp
|
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# Configurable : PROSPECT_MAP / PROSPECT_GAMEMODE / PROSPECT_PORT
|
||||
ENTRYPOINT ["dotnet", "Prospect.Server.Game.dll"]
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@@ -0,0 +1,62 @@
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# Serveur de jeu dédié — R&D (branche `game-server`)
|
||||
|
||||
> ⚠️ **Expérimental.** Objectif : un serveur de jeu **autoritaire** pour que plusieurs
|
||||
> joueurs soient dans la **même instance** (se voir, bouger). C'est un chantier de
|
||||
> reverse-engineering du serveur Unreal du Cycle. **Un raid co-op complet reste hors de portée
|
||||
> réaliste** ; on avance par jalons. **IA et loot volontairement hors périmètre pour l'instant.**
|
||||
|
||||
## Pièces en jeu
|
||||
- **`Prospect.Unreal`** — réimplémentation en C# de la couche réseau d'Unreal Engine
|
||||
(NetDriver UDP, channels control/actor, bunches, packet handler, handshake, `UWorld`,
|
||||
`AGameModeBase`/`APlayerController`/`APawn`).
|
||||
- **`Prospect.Server.Game`** — l'exécutable serveur (host loop, monde, game mode).
|
||||
|
||||
## État actuel (ce qui marche côté serveur)
|
||||
Le **handshake de connexion Unreal est implémenté** et va jusqu'au spawn du PlayerController :
|
||||
|
||||
```
|
||||
NMT_Hello → SendChallenge
|
||||
NMT_Login → PreLogin → WelcomePlayer (envoie map + game mode)
|
||||
NMT_Join → SpawnPlayActor → GameMode.Login → APlayerController
|
||||
```
|
||||
|
||||
Corrections/avancées de cette branche :
|
||||
- **Cible la map/gamemode du Cycle** (`/Game/Maps/MP/Station/Station_P` + `YGameMode_Station`)
|
||||
au lieu de la map template d'UE. Configurable via `PROSPECT_MAP` / `PROSPECT_GAMEMODE` / `PROSPECT_PORT`.
|
||||
- **`WelcomePlayer`** envoie désormais la **vraie** map/gamemode du monde (plus le template).
|
||||
- **`GameSession`** est initialisée → le login ne plante plus sur `"GameSession is null"`
|
||||
(c'était le point de blocage juste avant le spawn).
|
||||
|
||||
## Ce qui manque (roadmap, du plus atteignable au plus dur)
|
||||
1. **Connexion client réelle** : valider le handshake complet avec le **vrai client** (pas le
|
||||
harnais `Client.cs`). Nécessite des **tests en live** (impossible à valider hors client).
|
||||
2. **Spawn du Pawn du Cycle** : `GameMode.Login` spawn un `APlayerController` mais **pas** le
|
||||
personnage. Il faut spawner la **classe de Pawn spécifique du Cycle** (`YCharacter…`) avec le
|
||||
bon **NetGUID / class path** pour que le client l'instancie.
|
||||
3. **Réplication du mouvement** : répliquer les propriétés du `CharacterMovementComponent`
|
||||
(position/rotation/état) chaque tick → **le premier vrai « se voir bouger »**.
|
||||
4. *(plus tard)* IA, loot, dégâts, tempête, évac… — **hors périmètre pour l'instant**.
|
||||
|
||||
Les jalons 2–3 demandent de connaître les **classes répliquées du jeu** (côté client, non
|
||||
présentes dans le code serveur) et **itèrent en live** avec le client. C'est le vrai mur.
|
||||
|
||||
## Build / run
|
||||
```bash
|
||||
# build
|
||||
dotnet build src/Prospect.Server.Game/Prospect.Server.Game.csproj -c Release
|
||||
# run (défauts : station, port 7777 UDP)
|
||||
dotnet run --project src/Prospect.Server.Game
|
||||
# ou conteneur
|
||||
docker build -t the-cycle-game -f Dockerfile.gameserver .
|
||||
docker run --rm -p 7777:7777/udp the-cycle-game
|
||||
```
|
||||
|
||||
## CI/CD
|
||||
`.gitea/workflows/game-server.yml` : à chaque push sur `game-server`, build de `Dockerfile.gameserver`
|
||||
→ image **`git.nfteam.ovh/neckfire/the-cycle-game`** (tags `game-server` + sha) + notif ntfy.
|
||||
Image **séparée** de l'API (`the-cycle`) — les deux ne se marchent pas dessus.
|
||||
|
||||
## Honnêteté
|
||||
Ceci est une **base d'exploration**. Le handshake + le spawn du controller avancent ; le
|
||||
« 2 joueurs se voient bouger » dépend du spawn du pawn du Cycle + réplication, qui exige du RE
|
||||
spécifique au jeu **et** des tests dans le client réel. Aucune garantie d'aboutir.
|
||||
+219
@@ -0,0 +1,219 @@
|
||||
# The Cycle: Frontier — serveur dédié gameplay (R&D netcode)
|
||||
|
||||
Branche `game-server`. Objectif : un serveur de jeu autoritatif écrit from scratch
|
||||
(Prospect.Unreal, réimplémentation C# du netcode Unreal) pour du vrai co-op, sans
|
||||
passer par un client-hôte P2P. **Statut : bloqué au chiffrement (voir plus bas).**
|
||||
|
||||
Client cible : **UE4 build `R3.5.0`** (`4.27.2` netcode), Steam depot 868271.
|
||||
|
||||
## Ce qui fonctionne (murs franchis)
|
||||
|
||||
La connexion d'un vrai client va jusqu'à l'entrée du login :
|
||||
|
||||
```
|
||||
Handshake stateless UDP (cookie/challenge) ✅
|
||||
Reconstruction du paquet (PacketHandler) ✅
|
||||
Séquençage des paquets (adopt des seq client) ✅
|
||||
Alignement des bunches ✅ ← percée
|
||||
Canal de contrôle ouvert ✅
|
||||
NMT_Hello reçu et parsé ✅
|
||||
Transition login Hello → Login ✅
|
||||
Chiffrement DTLS-PSK ❌ ← mur final
|
||||
```
|
||||
|
||||
### Percée : le bit de header spécifique R3.5.0
|
||||
|
||||
Le client écrit **un bit de plus** entre l'historique d'ack du `FNetPacketNotify` et
|
||||
le payload packet-info, que l'UE 4.27 stock (EngineNetVer 16) n'a pas. Décodage
|
||||
bit-à-bit d'un vrai paquet : l'en-tête fait **65 bits, pas 64**. En consommant ce bit
|
||||
(`bCycleExtraHeaderBit` dans `UNetConnection.ReceivedPacket`), tout se réaligne :
|
||||
`bHasPacketInfoPayload`, l'horloge jitter (10 bits) et `bHasServerFrameTime` tombent
|
||||
juste, et le premier bunch du canal de contrôle parse proprement (ChIndex 0, bOpen,
|
||||
bReliable = NMT_Hello). Sans ce fix, le `ChIndex` sortait en vrac (~1 049 000) et le
|
||||
serveur droppait/plantait.
|
||||
|
||||
## Le mur final : chiffrement DTLS-PSK
|
||||
|
||||
Le client **exige** le chiffrement. Établi par reverse-engineering :
|
||||
|
||||
- `NMT_Hello` porte `EncryptionToken` = le **PlayFab user_id** du joueur
|
||||
(ex. `92EBCFE8C3EAF3AC`). Vu dans l'URL de connexion du client :
|
||||
`...?EntityToken=<JWT>?EncryptionToken=92EBCFE8C3EAF3AC`.
|
||||
- Pile PacketHandler du client (ses propres logs) :
|
||||
`[DTLSHandlerComponent, StatelessConnectHandlerComponent]`.
|
||||
- Le exe embarque les suites **`ECDHE-PSK-AES256-*`, `DHE-PSK-AES256-GCM-SHA384`**,
|
||||
la cvar **`DTLS.PreSharedKeys`**, et `DTLSPSKClientCallback` / `DTLSPSKServerCallback`
|
||||
→ **DTLS en mode PSK** (clé pré-partagée 32 octets, identité = user_id).
|
||||
- Compression : **OodleNetwork** compilé, mais **aucun dictionnaire `.udic`** →
|
||||
pass-through (les paquets ne sont ni compressés ni chiffrés au niveau paquet ;
|
||||
entropie faible + longues suites de zéros le confirment).
|
||||
|
||||
Proposer un challenge en clair (sans `NMT_EncryptionAck`) ne marche pas : le client
|
||||
ferme le canal de contrôle juste après.
|
||||
|
||||
Pour finir il faudrait : (1) un **serveur DTLS-PSK** collé au framing du
|
||||
`DTLSHandlerComponent` d'UE, et (2) la **PSK de 32 octets** dérivée par le client à
|
||||
partir du user_id/EntityToken.
|
||||
|
||||
## Pourquoi la clé est inaccessible (statique)
|
||||
|
||||
L'exe `Prospect-Win64-Shipping.exe` est **packé/chiffré** (protection anti-triche,
|
||||
BattlEye) :
|
||||
|
||||
- **Entropie de `.text` = 8.000** (maximum = aléatoire/chiffré ; du code normal ≈ 6.3).
|
||||
- `.rdata` = 4.96 (normal → les strings restent lisibles, d'où les découvertes ci-dessus).
|
||||
- Un scan brut du `.text` (76 Mo) ne trouve que **~76 instructions** → niveau du bruit :
|
||||
ce n'est pas du code sur disque, c'est du chiffré déchiffré au runtime.
|
||||
|
||||
Conséquence : Ghidra / radare2 n'analysent que du ciphertext ; **aucune référence** aux
|
||||
fonctions de chiffrement n'est trouvable statiquement. La dérivation de la PSK vit dans
|
||||
ce code chiffré.
|
||||
|
||||
**Seule voie restante (non tentée)** : dump mémoire au runtime. Le jeu tourne sous
|
||||
Proton/Linux (BattlEye n'a pas de driver kernel sous Linux) → un autre process Linux
|
||||
peut lire `/proc/<pid>/mem` et récupérer le `.text` **déchiffré**, puis l'analyser dans
|
||||
Ghidra pour retrouver la dérivation. Zone grise ToS, plusieurs étapes.
|
||||
|
||||
## Fichiers clés
|
||||
|
||||
- `src/Prospect.Server.Game/Program.cs` — hôte du serveur de jeu (map Station, GameSession).
|
||||
- `src/Prospect.Unreal/Net/UNetConnection.cs` — `ReceivedPacket` : fix du bit de header
|
||||
(`bCycleExtraHeaderBit`), adopt des séquences client, drop gracieux des bunches.
|
||||
- `src/Prospect.Unreal/Runtime/UWorld.cs` — `NotifyControlMessage` : Hello/Login ;
|
||||
le `else` du bloc `NMT.Hello` documente le mur DTLS-PSK.
|
||||
|
||||
## Verdict
|
||||
|
||||
On a amené un serveur dédié gameplay The Cycle plus loin qu'aucun projet public connu
|
||||
(le projet communautaire deiteris/Prospect n'émule que les services en ligne, pas le
|
||||
netcode de jeu). Le mur restant — DTLS-PSK dont la clé est derrière un packer
|
||||
anti-triche — est un chantier crypto + RE dynamique d'un autre ordre de grandeur.
|
||||
|
||||
## MAJ (2026-07-16) — mur DTLS franchi (côté serveur)
|
||||
|
||||
- **PSK récupérée** : la clé 32 octets a été obtenue au runtime (dump du `.text`
|
||||
déchiffré du client via `/proc/<pid>/mem` sous Proton — BattlEye n'a pas de driver
|
||||
kernel sous Linux). Stockée dans **Vault** (`secret/the-cycle`, clé
|
||||
`GAMESERVER_DTLS_PSKS`, format `user_id:hex32`), **jamais dans le repo**.
|
||||
- **Serveur DTLS-PSK implémenté** (BouncyCastle) :
|
||||
- `DtlsPskStore` (env `PROSPECT_DTLS_PSKS`), `DtlsPacketTransport` (pont bloquant→paquet),
|
||||
`ProspectPskTlsServer` (DTLS 1.2, identité=user_id), `DTLSHandlerComponent` (pipeline).
|
||||
- `UWorld` sur `NMT_Hello` chiffré : PSK connue → `NMT_EncryptionAck` + handshake.
|
||||
- Compile (0 erreur). **Non validé en live.**
|
||||
- **Reste (itération live obligatoire, invalidable hors client)** :
|
||||
1. ordre exact du pipeline `[DTLS, Stateless]` et routage des records de handshake
|
||||
(émis via `LowLevelSend` — doivent porter le framing stateless attendu) ;
|
||||
2. framing DTLS-sur-PacketHandler d'UE (record layer, cookie DTLS éventuel) ;
|
||||
3. bascule handshake→données applicatives.
|
||||
Méthode : lancer `Prospect.Server.Game` avec la PSK, diriger le client dessus, itérer
|
||||
sur les logs serveur.
|
||||
|
||||
## MAJ (2026-07-16, soir) — test LIVE contre le vrai client (preprod multi)
|
||||
|
||||
Setup : preprod multi (`the-cycle-api-rd2`, `GAMESERVER_ADDRESS=192.168.1.136:7777`) →
|
||||
le client voyage vers `the-cycle-game` (branche game-server, PSK via `PROSPECT_DTLS_PSKS`).
|
||||
user_id preprod = prod = `92EBCFE8C3EAF3AC` (même DB ? non, `ProspectDb_rd`, mais même Id).
|
||||
|
||||
**Observé (séquence réelle) :**
|
||||
1. Handshake stateless : ✅ complet (challenge/cookie/ack, connexion acceptée).
|
||||
2. `NMT_Hello` reçu **EN CLAIR** avec EncryptionToken=`92EBCFE8C3EAF3AC` → PSK reconnue.
|
||||
3. On envoie `NMT_EncryptionAck` + `NMT_Challenge`. Le client **NE ferme plus tout de suite**
|
||||
(progrès vs l'état documenté « ferme après challenge sans ack »).
|
||||
4. **Le client n'envoie JAMAIS de ClientHello DTLS** (`16 fe fd`). Aucun record DTLS.
|
||||
5. Le paquet suivant du client (~18 o, ex. `80E82AC4…5F00000C`) parse **en clair** comme un
|
||||
**bunch `bClose=true` sur le canal de contrôle (ChIndex 0)** → **le client FERME**.
|
||||
|
||||
**Interprétation :** après `NMT_EncryptionAck`, le client attend que les paquets **serveur**
|
||||
suivants soient **chiffrés** ; on lui renvoie le `Challenge` en clair → il abandonne. Donc
|
||||
l'`EncryptionAck` seul ne suffit pas : il faut réellement **chiffrer la voie serveur** après
|
||||
l'ack (le mur crypto de fond, inchangé). Activer notre composant DTLS ne sert à rien tant que
|
||||
le client ne fait pas de handshake DTLS de son côté — piste à creuser : est-ce de l'**AES-GCM
|
||||
keyé par la PSK** (SetEncryptionData/EnableEncryption d'UE) plutôt que du DTLS-handshake ?
|
||||
|
||||
**Bug serveur concret trouvé :** `UChannel.ConditionalCleanUp` (Prospect.Unreal, ~l.822) =
|
||||
`throw new NotImplementedException()` → **crash du tick** dès qu'un canal se ferme (bClose).
|
||||
À implémenter (indépendant du crypto).
|
||||
|
||||
**Acquis réutilisables :** on passe le handshake + le Hello + l'EncryptionAck est accepté ;
|
||||
la PSK par user_id est branchée bout-en-bout (Vault → env → serveur). Le blocage net =
|
||||
chiffrement de la voie serveur post-ack.
|
||||
|
||||
## MAJ (2026-07-16, nuit) — tentative AES-256-GCM keyé par la PSK
|
||||
|
||||
Implémenté `AesGcmHandlerComponent` (`System.Security.Cryptography.AesGcm`, format
|
||||
`[IV 12o][ciphertext][tag 16o]`), activé après l'EncryptionAck (ack en clair → activation →
|
||||
Challenge chiffré). Corrigé aussi l'ordre du pipeline : **Incoming doit itérer en sens
|
||||
INVERSE d'Outgoing** (`PacketHandler.Incoming_Internal`) — sinon, avec 2 composants actifs
|
||||
(stateless + AES), le stateless tente de parser des octets chiffrés. (Les deux étaient en avant ;
|
||||
n'avait jamais compté car un seul composant actif jusqu'ici.)
|
||||
|
||||
**Observé (test live) :** notre Challenge part bien chiffré (`[AES] Outgoing 30o→58o`), mais le
|
||||
client répond **toujours** par un **paquet plaintext de ~18 o** de structure constante
|
||||
(`…41 00 XX FF 5F 00 00 0C`) = un **`bClose` du canal de contrôle**, jamais rien qui ressemble
|
||||
à de l'AES (haute entropie ≥28o). **Le client ne chiffre jamais son côté.**
|
||||
|
||||
**Conclusion :** quelle que soit notre réponse au `Hello` (challenge clair, chiffré AES, ou
|
||||
tentative DTLS), le client **ferme systématiquement le canal de contrôle en clair** juste après.
|
||||
L'AES-GCM tel qu'implémenté ne le fait pas basculer en chiffré. Pistes restantes (deep RE, non
|
||||
tranchées) : (a) framing AES-GCM exact d'UE (schéma d'IV/nonce, AAD, position) ≠ notre IV aléatoire
|
||||
préfixé ; (b) c'est bien du DTLS-handshake et le client attend un ServerHello DTLS ; (c) notre
|
||||
réponse au Hello est incomplète (ordre/contenu des NMT) indépendamment du chiffrement.
|
||||
Chaque test = ~4 min (CI + redeploy). Bugs serveur secondaires à corriger : `ConditionalCleanUp`
|
||||
(stub) + `ArgumentOutOfRangeException` quand on vide un paquet trop court.
|
||||
|
||||
**Décision : checkpoint.** Tout est commité/documenté. La suite = RE netcode profonde multi-session ;
|
||||
et même résolue, ce n'est que le login — la simulation gameplay reste hors de portée réaliste.
|
||||
|
||||
## Flux de chiffrement DTLS d'UE 4.27 (recherche, 2026-07-17)
|
||||
|
||||
Sources : KB Epic « Enable Encryption via Packet Handler Components », doc API
|
||||
(EnableEncryptionServer/SetEncryptionData/FEncryptionData), UE-95508 (ack chiffré si
|
||||
renvoyé), UE-171638 (module DTLS exige OpenSSL), logs DTLS/PSK réels (Satisfactory #453).
|
||||
Le source du plugin DTLS est gated (points reconstruits signalés).
|
||||
|
||||
**Corrections clés :**
|
||||
- **Le CLIENT envoie le ClientHello ; le serveur ATTEND (accept), ne parle jamais en premier.**
|
||||
Donc l'AES-GCM autonome = impasse (c'est bien du DTLS, records `16 fe fd` standard OpenSSL).
|
||||
- **`NMT_EncryptionAck` ne porte AUCUNE clé.** À sa réception, le client appelle
|
||||
`ReceivedNetworkEncryptionAck` → **résout lui-même** sa `FEncryptionData` (Key + Identifier)
|
||||
→ appelle **`EnableEncryption` côté client** → **c'est CE qui déclenche son ClientHello**.
|
||||
- **Séquence serveur** : `SetEncryptionData(Key,Identifier)` → `NMT_EncryptionAck` **en clair, sans
|
||||
payload** → **puis** `EnableEncryption` (mode accept). Ne jamais chiffrer l'ack.
|
||||
- **Le `NMT_Challenge` doit être DIFFÉRÉ** : le handler DTLS met les bunches applicatifs en file
|
||||
jusqu'à `Handshaking completed`. (Notre impl l'envoyait tout de suite → à corriger.)
|
||||
- **PSK** : PSK = `FEncryptionData.Key`, identité PSK = `FEncryptionData.Identifier` ; ressortie via
|
||||
`DTLSPSKServerCallback` (hook OpenSSL) quand le ClientHello arrive. Le serveur n'envoie jamais la clé.
|
||||
- **Couches** : DTLS **sous** le stateless (entrée : retirer stateless puis déchiffrer DTLS ;
|
||||
Outgoing forward / Incoming reverse).
|
||||
|
||||
**Si le client ferme SANS ClientHello (notre cas)** → cause la plus probable = **échec de résolution
|
||||
de clé côté client** (le vrai client shipping attend peut-être la clé de SON backend/matchmaking,
|
||||
non émulé — ou dérivation/Identifier différents), pas notre framing DTLS. C'est potentiellement un
|
||||
mur dur (dépend du backend réel du client).
|
||||
|
||||
**Test informé RÉALISÉ (2026-07-17)** : `EncryptionAck` seul (clair, sans payload) + DTLS **accept** +
|
||||
**PAS de Challenge**. **Résultat : le client n'envoie TOUJOURS pas de ClientHello** (zéro `16 fe fd`
|
||||
dans les datagrammes bruts) et ferme avec le `bClose` plaintext habituel.
|
||||
|
||||
## VERDICT (mur confirmé) — résolution de clé CÔTÉ CLIENT
|
||||
|
||||
Le blocage n'est **pas** notre framing serveur (DTLS ou AES) : le client **n'entame jamais son
|
||||
handshake DTLS**. Séquence définitive observée, quel que soit ce qu'on renvoie :
|
||||
`stateless OK → NMT_Hello (clair) → notre NMT_EncryptionAck → client ferme (bClose), pas de ClientHello`.
|
||||
|
||||
D'après la recherche du flux UE : le ClientHello n'est émis que si le client, dans
|
||||
`ReceivedNetworkEncryptionAck`, **résout une `FEncryptionData` valide et appelle `EnableEncryption`
|
||||
côté client**. Ici il ne le fait pas → il ferme. On **ne peut pas forcer** ça depuis le serveur.
|
||||
|
||||
Cause la plus probable : le vrai client shipping attend sa clé/identité **de SON backend**
|
||||
(réponse matchmaking/PlayFab), non émulée — ou une dérivation/`Identifier` qu'on ne fournit pas au
|
||||
bon endroit. La PSK a été récupérée (dump mémoire) mais ça ne suffit pas : c'est la **décision
|
||||
client d'activer le chiffrement** qui manque, et sa logique vit dans le binaire packé.
|
||||
|
||||
**Pour aller plus loin il faudrait** : RE de la fonction `ReceivedNetworkEncryptionAck`/résolution de
|
||||
clé du client (dans le `.text` déchiffré, même méthode que pour la PSK) pour savoir **d'où** il attend
|
||||
sa clé, puis la lui fournir (probablement côté backend rd2). Chantier RE profond, incertain.
|
||||
|
||||
**Statut : mur dur, checkpoint.** Acquis solides et réutilisables : handshake + Hello + EncryptionAck ;
|
||||
serveur DTLS-PSK ET AES-GCM implémentés ; ordre pipeline corrigé (Incoming inverse d'Outgoing) ;
|
||||
flux UE documenté. Le verrou restant dépend du client, pas du serveur.
|
||||
@@ -1,222 +1,249 @@
|
||||
# Prospect <!-- omit in toc -->
|
||||
|
||||
Also known as "The Cycle: Frontier".
|
||||
|
||||
## Table of Contents <!-- omit in toc -->
|
||||
|
||||
- [Features](#features)
|
||||
- [Running locally](#running-locally)
|
||||
- [1. Prerequisites](#1-prerequisites)
|
||||
- [1.1 How to download Season 2 client from SteamDB using Steam console](#11-how-to-download-season-2-client-from-steamdb-using-steam-console)
|
||||
- [2. Unpack `Prospect.Server.Api`](#2-unpack-prospectserverapi)
|
||||
- [3. Generate and import SSL certificate](#3-generate-and-import-ssl-certificate)
|
||||
- [4. Extract `LoaderPack` to the game](#4-extract-loaderpack-to-the-game)
|
||||
- [5. Run the server](#5-run-the-server)
|
||||
- [6. Run the game](#6-run-the-game)
|
||||
- [Troubleshooting and FAQ](#troubleshooting-and-faq)
|
||||
- [How to remove the certificate?](#how-to-remove-the-certificate)
|
||||
- [`generate_ssl.exe` is flagged as a virus](#generate_sslexe-is-flagged-as-a-virus)
|
||||
- [Body parts are missing with Season 3 client](#body-parts-are-missing-with-season-3-client)
|
||||
- [Prospect.Server.Api does not start](#prospectserverapi-does-not-start)
|
||||
- [Login Failed. Error code: 3](#login-failed-error-code-3)
|
||||
- [Login Failed. Error code: 5](#login-failed-error-code-5)
|
||||
- [Development](#development)
|
||||
# The Cycle: Frontier — serveur privé (émulateur Prospect)
|
||||
|
||||
Émulateur des services en ligne de **The Cycle: Frontier** (jeu retiré de Steam en
|
||||
septembre 2022), permettant de rejouer en solo sur un serveur auto-hébergé.
|
||||
Fork de [`deiteris/Prospect`](https://github.com/deiteris/Prospect), figé sur le
|
||||
**Build 8 / client Saison 2**, buildé depuis les sources et déployé en conteneur via
|
||||
une CI Gitea.
|
||||
|
||||
> **Ce n'est pas du multijoueur.** Le raid tourne **côté client** (station solo) : chacun
|
||||
> joue sa propre instance. Le serveur partage la progression, les comptes et les boutiques,
|
||||
> pas la partie. Le vrai multi (squad en raid, voix de proximité) suppose un serveur de jeu
|
||||
> Unreal dédié — voir [Hors-périmètre & R&D](#hors-périmètre--rd).
|
||||
|
||||
---
|
||||
|
||||
## Sommaire
|
||||
|
||||
- [Comment ça marche](#comment-ça-marche)
|
||||
- [Structure du dépôt](#structure-du-dépôt)
|
||||
- [Build & lancement du serveur](#build--lancement-du-serveur)
|
||||
- [Certificat TLS](#certificat-tls)
|
||||
- [CI/CD](#cicd)
|
||||
- [Config du client (switch de serveur + certificat)](#config-du-client-switch-de-serveur--certificat)
|
||||
- [État des fonctionnalités](#état-des-fonctionnalités)
|
||||
- [Hors-périmètre & R&D](#hors-périmètre--rd)
|
||||
- [Crédits & licence](#crédits--licence)
|
||||
|
||||
---
|
||||
|
||||
## Comment ça marche
|
||||
|
||||
Le client officiel parle à PlayFab. On l'intercepte côté client et on le redirige vers
|
||||
notre serveur, qui réimplémente juste ce qu'il faut de PlayFab (auth Steam, CloudScript,
|
||||
UserData/TitleData, matchmaking solo).
|
||||
|
||||
```mermaid
|
||||
flowchart LR
|
||||
subgraph client [Poste de jeu]
|
||||
L[Prospect.Client.Loader<br/>injecte l'agent] --> A[Prospect.Agent<br/>hooke l'URL PlayFab]
|
||||
A -- lit --> B[backend.txt]
|
||||
A --> G[Jeu (TCF)]
|
||||
end
|
||||
G -- HTTPS / SignalR --> API[Prospect.Server.Api<br/>émulateur PlayFab]
|
||||
API --> M[(MongoDB)]
|
||||
```
|
||||
|
||||
- **`Prospect.Client.Loader`** lance le jeu en injectant l'agent.
|
||||
- **`Prospect.Agent`** hooke l'URL de l'API PlayFab et la remplace par le contenu de
|
||||
**`backend.txt`** (placé dans `Prospect/Binaries/Win64`). Absent → fallback
|
||||
`https://127.0.0.1:8443`.
|
||||
- **`Prospect.Server.Api`** émule PlayFab (auth Steam → JWT, CloudScript, données joueur)
|
||||
et pousse le temps-réel via **SignalR**. Les données vivent dans **MongoDB**.
|
||||
|
||||
Toute la redirection du client tient donc dans **une seule valeur** (`backend.txt`) — gérée
|
||||
par l'outil [`Prospect.Client.Config`](#config-du-client-switch-de-serveur--certificat).
|
||||
|
||||
---
|
||||
|
||||
## Structure du dépôt
|
||||
|
||||
| Projet | Rôle |
|
||||
|---|---|
|
||||
| **`Prospect.Server.Api`** | Cœur : émulateur PlayFab (ASP.NET 8). Controllers Client/CloudScript/Multiplayer, services Auth/UserData/TitleData/Database(Mongo)/Qos, hub SignalR. |
|
||||
| **`Prospect.Steam`** | Validation du ticket Steam (auth). |
|
||||
| **`Prospect.Client.Loader`** | Loader C++ : lance le jeu et injecte l'agent. |
|
||||
| **`Prospect.Agent`** | Agent C++ injecté : hooke l'URL PlayFab → `backend.txt`. |
|
||||
| **`Prospect.Client.Config`** | Utilitaire multi-OS : écrit `backend.txt`, importe le certificat, lance le jeu. Voir son [README](src/Prospect.Client.Config/README.md). |
|
||||
| **`Prospect.Server.Game`** | Serveur de jeu dédié (squelette, **R&D**). |
|
||||
| **`Prospect.Unreal[.Generator/.Tests]`** | Réimplémentation C# du netcode Unreal (**R&D** serveur dédié). |
|
||||
| `utils/` | `generate_ssl.py` — génération du certificat auto-signé. |
|
||||
|
||||
## Features
|
||||
Build config **`Season 2 Release`** obligatoire pour l'API (le code sélectionne la saison
|
||||
via `#if SEASON_2_RELEASE` / `SEASON_3_RELEASE` → sinon `#error Unsupported build type`).
|
||||
|
||||
* [x] Basic login with Steam
|
||||
* [x] EULA acceptance
|
||||
* [x] Tutorial
|
||||
* [x] Single-player station (Season 2 and Season 3):
|
||||
* [x] Onboarding
|
||||
* [ ] Matchmaking and deployment
|
||||
* [x] Solo
|
||||
* [ ] Squad
|
||||
* [ ] Items insurance
|
||||
* [ ] Free loadouts (Season 3)
|
||||
* [x] Inventory and loadout
|
||||
* [ ] Loadout presets (Season 3)
|
||||
* [x] Quests
|
||||
* [x] Faction progression
|
||||
* [ ] Season pass
|
||||
* [ ] Aurum Shops
|
||||
* [ ] Daily shop
|
||||
* [ ] Weekly shop
|
||||
* [ ] Shop rotation
|
||||
* [x] Daily login
|
||||
* [x] Character appearance and emotes
|
||||
* [x] Item Shops
|
||||
* [x] Crafting station
|
||||
* [x] Quarters
|
||||
* [x] Player balance
|
||||
* [ ] Social features
|
||||
* [ ] Proximity voice
|
||||
* [x] Vivox login
|
||||
* [x] Vivox create and join channel
|
||||
* [ ] Proximity voice works
|
||||
* [x] Game mechanics
|
||||
* [x] Can deploy through terminal
|
||||
* [x] Can deploy with loadout
|
||||
* [x] Can evac
|
||||
* [x] Can do quests (except PvP)
|
||||
* [x] Can gain/lose loot
|
||||
* [x] Can use Alien Forge
|
||||
* [x] Map content
|
||||
* [x] Bright Sands
|
||||
* [x] Crescent Falls
|
||||
* [x] Tharis Island
|
||||
---
|
||||
|
||||
## Running locally
|
||||
## Build & lancement du serveur
|
||||
|
||||
> [!NOTE]
|
||||
> If you've already done all steps previously, you can skip to Step 7.
|
||||
Le serveur tourne en conteneur. L'image est buildée depuis les sources par le
|
||||
[`Dockerfile`](Dockerfile) (multi-stage SDK .NET 8 → runtime aspnet 8, publish en
|
||||
`Season 2 Release`).
|
||||
|
||||
### 1. Prerequisites
|
||||
### Build de l'image
|
||||
|
||||
```bash
|
||||
docker build -t the-cycle .
|
||||
```
|
||||
|
||||
### Lancement
|
||||
|
||||
Il faut une **instance MongoDB** joignable et un **certificat TLS** monté (voir section
|
||||
suivante). Variables d'environnement :
|
||||
|
||||
| Variable | Rôle |
|
||||
|---|---|
|
||||
| `DatabaseSettings__ConnectionString` | URI de connexion MongoDB. |
|
||||
| `DatabaseSettings__DatabaseName` | Base à utiliser (ex. `ProspectDb`). |
|
||||
| `AuthTokenSettings__Secret` | Secret de signature des JWT émis par le serveur. |
|
||||
| `PlayFabSettings__SignalRURL` | URL SignalR **telle que le client doit l'atteindre** (voir gotcha ci-dessous). |
|
||||
| `Kestrel__Certificates__Default__Path` | Chemin du `.pfx` dans le conteneur. |
|
||||
| `Kestrel__Endpoints__Https__Url` | ex. `https://0.0.0.0:8443`. |
|
||||
| `SteamWebApiKey` | *(optionnel)* clé Steam Web API pour récupérer les pseudos ; inerte si absente. |
|
||||
|
||||
> [!WARNING]
|
||||
> The latest Steam version of The Cycle: Frontier currently does not work with Windows 11 24H2!
|
||||
```bash
|
||||
docker run -d --name the-cycle-api \
|
||||
-e DatabaseSettings__ConnectionString="mongodb://user:pass@HOST:27017/?authSource=ProspectDb" \
|
||||
-e DatabaseSettings__DatabaseName="ProspectDb" \
|
||||
-e AuthTokenSettings__Secret="<secret>" \
|
||||
-e PlayFabSettings__SignalRURL="https://<host-public>:8443/signalr/?hub=pubsub" \
|
||||
-e Kestrel__Endpoints__Https__Url="https://0.0.0.0:8443" \
|
||||
-e Kestrel__Certificates__Default__Path="/certs/certificate.pfx" \
|
||||
-v "$PWD/certs:/certs:ro" \
|
||||
-p 8443:8443 \
|
||||
the-cycle
|
||||
```
|
||||
|
||||
> ⚠️ **`PlayFabSettings__SignalRURL` = l'URL que le CLIENT doit joindre**, pas `127.0.0.1`.
|
||||
> Le serveur y renvoie le client pour l'event de matchmaking ; s'il pointe sur `127.0.0.1`,
|
||||
> le déploiement en raid **timeout**. Mets le hostname/IP public du serveur.
|
||||
|
||||
### Dev local (.NET)
|
||||
|
||||
```bash
|
||||
dotnet build src/Prospect.Server.Api/Prospect.Server.Api.csproj -c "Season 2 Release"
|
||||
dotnet run --project src/Prospect.Server.Api -c "Season 2 Release"
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Certificat TLS
|
||||
|
||||
La connexion est en HTTPS et le client valide le certificat → il doit être **auto-signé et
|
||||
fait confiance** côté client. Générer le `.pfx` avec `utils/generate_ssl.py`.
|
||||
|
||||
> ⚠️ **Le SAN doit contenir `DNS:<ip>` ET `IP:<ip>`**, en plus des hostnames.
|
||||
> Le HTTP du jeu (libcurl) accepte l'IP en SAN IP, mais le WebSocket (libwebsockets) valide
|
||||
> l'IP contre les SAN **DNS** → sans `DNS:<ip>`, la connexion SignalR échoue
|
||||
> (`Hostname mismatch err=62`). Inclure aussi `2EA46.playfabapi.com`, `localhost`,
|
||||
> `127.0.0.1` et tous les hostnames publics utilisés dans `backend.txt`.
|
||||
|
||||
Côté client, l'import du certificat est automatisé par
|
||||
[`Prospect.Client.Config`](#config-du-client-switch-de-serveur--certificat).
|
||||
|
||||
> [!IMPORTANT]
|
||||
> You must have The Cycle: Frontier from Steam in your Steam library to be able to download it.
|
||||
> Otherwise, the download will fail with an error message about missing license.
|
||||
---
|
||||
|
||||
Before you start, you'll need the following software downloaded and installed:
|
||||
## CI/CD
|
||||
|
||||
1. [MongoDB Community Edition](https://fastdl.mongodb.org/windows/mongodb-windows-x86_64-8.0.4-signed.msi).
|
||||
[`.gitea/workflows/build.yml`](.gitea/workflows/build.yml) — sur push `main` / `preprod`
|
||||
(ou `workflow_dispatch`) :
|
||||
|
||||
1. [`Prospect.Server.Api` and `LoaderPack`](https://github.com/deiteris/Prospect/releases) from the Releases section:
|
||||
1. build de l'image depuis le `Dockerfile` ;
|
||||
2. push sur le registry `git.nfteam.ovh/neckfire/the-cycle` ;
|
||||
3. notification du résultat (ntfy).
|
||||
|
||||
- For Season 3 (the latest Steam game client), use Build 6.
|
||||
**Modèle de branches :**
|
||||
|
||||
- For Season 2 game client, use the latest version.
|
||||
| Branche | Tag image | Usage |
|
||||
|---|---|---|
|
||||
| `preprod` | `:preprod` (+ `:preprod-<sha>`) | banc de test — valider un build avant de merger |
|
||||
| `main` | `:latest` (+ `:<sha>`) | production |
|
||||
|
||||
1. The Cycle: Frontier game client:
|
||||
Workflow type : coder → push `preprod` → tester sur le serveur preprod → **PR `preprod → main`**
|
||||
→ la CI republie `:latest`. Le déploiement applique la nouvelle image
|
||||
(`docker compose pull && docker compose up -d`).
|
||||
|
||||
- The latest version from [Steam](https://steamcommunity.com/app/868270).
|
||||
> `Prospect.Client.Config` (outil client, cross-OS) n'est **pas** buildé par cette CI —
|
||||
> voir sa section publication.
|
||||
|
||||
- Season 2 client version `4623363103423775682` from SteamDB. See [download instructions below](#11-how-to-download-season-2-client-from-steamdb-using-steam-console).
|
||||
---
|
||||
|
||||
#### 1.1 How to download Season 2 client from SteamDB using Steam console
|
||||
## Config du client (switch de serveur + certificat)
|
||||
|
||||
> [!WARNING]
|
||||
> This will overwrite the existing client if you try to download a different manifest!
|
||||
L'outil **`Prospect.Client.Config`** (binaire `ProspectServerSwitcher`, multi-OS
|
||||
Linux/Proton + Windows) fait tout le boulot côté client :
|
||||
|
||||
1. With Steam running, press `Win+R` and enter `steam://nav/console`. A Steam console will open.
|
||||
- écrit `backend.txt` (presets **prod** / **preprod** ou URL libre) ;
|
||||
- récupère le certificat **en direct depuis le serveur ciblé** (TLS) et le rend fiable :
|
||||
- **Windows** : import dans *Autorités de certification racines de confiance* (utilisateur) ;
|
||||
- **Linux/Proton** : import direct dans le préfixe Wine du jeu via `wine reg import`
|
||||
(car `wine certutil` est cassé sous Proton) ;
|
||||
- lance le jeu.
|
||||
|
||||
1. Open [The Cycle: Frontier SteamDB manifests](https://steamdb.info/depot/868271/manifests/).
|
||||
```bash
|
||||
# menu interactif
|
||||
ProspectServerSwitcher
|
||||
|
||||
1. Make sure you have **Copy format** set to **Steam console**.
|
||||
# scriptable
|
||||
ProspectServerSwitcher --folder "<...>/Prospect/Binaries/Win64" --set preprod
|
||||
ProspectServerSwitcher --set https://mon-serveur:8443
|
||||
```
|
||||
|
||||
1. Press `CTRL+F` and enter `4623363103423775682` to find the manifest for Season 2 version 2.7.2 client.
|
||||
Détails complets, gotchas Proton (préfixe non-Steam) et commandes de publication des
|
||||
binaires autonomes : **[src/Prospect.Client.Config/README.md](src/Prospect.Client.Config/README.md)**.
|
||||
|
||||
> Installation complète pas-à-pas pour un nouveau joueur (télécharger le client S2, le
|
||||
> LoaderPack, importer le certificat) : **[FRIENDS-INSTALL.md](FRIENDS-INSTALL.md)**.
|
||||
|
||||
1. Click the  icon to copy the download command.
|
||||
---
|
||||
|
||||
1. Paste the command in the Steam console and press `Enter`.
|
||||
## État des fonctionnalités
|
||||
|
||||
1. The depot will begin downloading. You should receive a notification and the destination folder when the download is complete.
|
||||
**Fonctionne :**
|
||||
|
||||
### 2. Unpack `Prospect.Server.Api`
|
||||
- [x] Login Steam, EULA, tutoriel
|
||||
- [x] Station solo (S2/S3) : onboarding, matchmaking & déploiement **solo**
|
||||
- [x] Inventaire & loadout, stash, vente, réparation
|
||||
- [x] Contrats / quêtes — y compris les objectifs **kills** et **de zone** (auto-crédités :
|
||||
pas de serveur dédié pour remonter les events runtime du raid client-hosted)
|
||||
- [x] Progression des factions
|
||||
- [x] Season pass : claim + gain d'XP de saison (niveau Fortuna)
|
||||
- [x] Boutiques d'items (Korolev / ICA / Osiris / QuickShop / CraftingStation)
|
||||
- [x] Aurum Shop (cosmétiques) + rotation daily/weekly
|
||||
- [x] Craft, Quarters, solde joueur, connexion quotidienne
|
||||
- [x] Apparence & emotes
|
||||
- [x] Assurance : débit de la prime au déploiement + payout à la mort
|
||||
- [x] Stats de carrière (valeurs à 0 — non traçables sans serveur de jeu)
|
||||
- [x] Présence des amis (en ligne / en raid)
|
||||
- [x] Pseudos réels via Steam Web API (le client n'envoie que le SteamID)
|
||||
- [x] Cartes : Bright Sands, Crescent Falls, Tharis Island
|
||||
|
||||
Use your favorite ZIP archiver and unzip the `Prospect.Server.Api.zip` downloaded from this repository.
|
||||
**Non implémenté / hors-périmètre :**
|
||||
|
||||
### 3. Generate and import SSL certificate
|
||||
- [ ] Squad / multi dans le **même** raid — nécessite un serveur de jeu dédié
|
||||
- [ ] Voix de proximité (login/join Vivox = placeholders)
|
||||
- [ ] Free loadouts & presets (Saison 3 uniquement)
|
||||
- [ ] Achat de cosmétiques (endpoint d'achat vanity distinct, non câblé)
|
||||
- [ ] Catalogue des récompenses Fortuna (DataTable côté client, dans des paks chiffrés)
|
||||
- [ ] Défis quotidiens Fortuna
|
||||
|
||||
> [!IMPORTANT]
|
||||
> Do not share the generated certificate! Generated certificate includes a private key that may be used to generate other certificates and compromise your security.
|
||||
---
|
||||
|
||||
A connection to the server is served over a secured connection. The server uses self-signed certificate that must be added to trusted authorities in order for the game
|
||||
to successfully communicate with the local server. Do the following:
|
||||
## Hors-périmètre & R&D
|
||||
|
||||
1. Open the folder with `Prospect.Server.Api`.
|
||||
Un **serveur de jeu Unreal dédié** (`Prospect.Server.Game` + `Prospect.Unreal`, branche
|
||||
`game-server`) est en cours de reverse-engineering pour, à terme, permettre le vrai multi.
|
||||
État : handshake stateless UE, séquençage et décodage des bunches **franchis**, canal de
|
||||
contrôle ouvert, `NMT_Hello` parsé. **Bloqué** sur le chiffrement **DTLS-PSK** du client
|
||||
(clé dérivée du `user_id`), derrière un exe packé (BattlEye) → la dérivation n'est pas
|
||||
extractible statiquement. Détails dans `NETCODE-RND.md` (branche `game-server`).
|
||||
|
||||
1. Double-click `generate_ssl.exe`. `certificate.pfx` will appear in the same folder.
|
||||
Le « lobby squad » via l'API seule n'est **pas faisable** : l'invitation d'amis est gérée
|
||||
100 % côté client Steam.
|
||||
|
||||
1. Double-click `certificate.pfx`. The Certificate Import Wizard will open:
|
||||
---
|
||||
|
||||
1. Select **Current User** under Store Location and click **Next**.
|
||||
## Crédits & licence
|
||||
|
||||
1. Leave **File to Import** unchanged and click **Next**.
|
||||
|
||||
1. Leave **Password** empty and click **Next**.
|
||||
|
||||
1. Select **Place all certificates in the following store** > **Browse...**. Choose **Trusted Root Certification Authorities** and click **OK**. Click **Next**.
|
||||
|
||||
1. Click **Finish**. A **Security Warning** popup may appear, make sure it specifies `2EA46.playfabapi.com` certification authority and click **Yes**.
|
||||
|
||||
### 4. Extract `LoaderPack` to the game
|
||||
|
||||
1. Open the folder with The Cycle: Frontier and navigate to **Prospect** > **Binaries** > **Win64**.
|
||||
|
||||
1. Open the `LoaderPack` archive.
|
||||
|
||||
1. Drag and drop the contents of the `LoaderPack` archive to the game.
|
||||
|
||||
1. Create a shortcut for the `Prospect.Client.Loader` that you will use later to launch the game.
|
||||
|
||||
### 5. Run the server
|
||||
|
||||
Now you are all set! Open the folder with `Prospect.Server.Api` and run `Prospect.Server.Api.exe`. It will open a console if it runs successfully.
|
||||
|
||||
> [!IMPORTANT]
|
||||
> Do not close the console when you run the game.
|
||||
|
||||
### 6. Run the game
|
||||
|
||||
Once the server is running, make sure that Steam is running and open The Cycle: Frontier using the shortcut you've created before.
|
||||
|
||||
## Troubleshooting and FAQ
|
||||
|
||||
### How to remove the certificate?
|
||||
|
||||
If you've installed the certificate for the **Current User**:
|
||||
|
||||
1. Open **Start** and enter `certmgr.msc`.
|
||||
|
||||
1. Expand **Trusted Root Certification Authorities** and select **Certificates**.
|
||||
|
||||
1. Find `2EA46.playfabapi.com`, right-click it > **Delete**.
|
||||
|
||||
If you've installed the certificate for the **Local Machine**, repeat the same steps but instead open `certlm.msc`.
|
||||
|
||||
### `generate_ssl.exe` is flagged as a virus
|
||||
|
||||
`generate_ssl.exe` is a Python application packed with PyInstaller and some anti-viruses may flag it as a virus.
|
||||
This application is a simple certificate generator and you can find its source code in `utils/generate_ssl.py`.
|
||||
|
||||
### Body parts are missing with Season 3 client
|
||||
|
||||
Currently, the server loads body part IDs for Season 2 by default, so this is expected. You can fix this by going to station and changing your character appearance. This will store the updated body part IDs for your character.
|
||||
|
||||
### Prospect.Server.Api does not start
|
||||
|
||||
Make sure you have [.NET Runtime 8.0](https://aka.ms/dotnet-core-applaunch?missing_runtime=true&arch=x64&rid=win-x64&os=win10&apphost_version=8.0.11) and [ASP.NET Core 8.0](https://aka.ms/dotnet-core-applaunch?framework=Microsoft.AspNetCore.App&framework_version=8.0.0&arch=x64&rid=win-x64&os=win10) installed.
|
||||
|
||||
### Login Failed. Error code: 3
|
||||
|
||||
Make sure that:
|
||||
|
||||
* You have Steam running.
|
||||
* You have created and **saved** the `steam_appid` file as described in step 6.
|
||||
* The `steam_appid` file type is "TXT File".
|
||||
|
||||
### Login Failed. Error code: 5
|
||||
|
||||
Make sure that `Prospect.Server.Api` server is running.
|
||||
|
||||
If the server is running, press `Alt+Tab` to a game console that opens when you start the game and check for the following:
|
||||
|
||||
* `libcurl error 7 (Couldn't connect to server)` - indicates that the `Prospect.Server.Api` is not running.
|
||||

|
||||
|
||||
* `InvalidAPIEndpoint` - indicates that you are running the game using the original shortcut and not using `Prospect.Client.Loader`.
|
||||

|
||||
|
||||
* `libcurl error 60 (Peer certificate cannot be authenticated with given CA certificates)` - indicates that the certificate was not installed correctly. Make sure that the certificate is present in `certmgr.msc` and there is only one certificate. Try removing the certificate and importing it again by following step 4.
|
||||

|
||||
|
||||
* `HTTP code: 500` - usually indicates that MongoDB is not running. Make sure that MongoDB is installed and and that `MongoDB Server` is running in `services.msc`.
|
||||

|
||||
|
||||
## Development
|
||||
|
||||
TBD
|
||||
Fork de [`deiteris/Prospect`](https://github.com/deiteris/Prospect) (lui-même issu du
|
||||
projet Prospect original). Voir [`LICENSE`](LICENSE). Usage privé.
|
||||
|
||||
@@ -0,0 +1,103 @@
|
||||
# Étude — Émulation PlayFab Groups/Party pour l'invite de squad
|
||||
|
||||
> Objectif : permettre à un joueur d'**inviter un ami** à faire équipe (squad) sur le serveur
|
||||
> privé. Étude du mécanisme, de l'état actuel, d'une conception d'émulation et d'un plan.
|
||||
> Branche : `game-server`.
|
||||
|
||||
## 1. État actuel (ce qui existe déjà)
|
||||
|
||||
**Roster de squad en mémoire** — `Services/Squad/SquadService.cs` :
|
||||
- Squads clés par un **`squadId` fourni par le client** (`JoinOrCreate(squadId, userId, …)`).
|
||||
- Membre = profil (playerId, displayName), `onlineState`, `isReady`, `selectedMap`, `isLeader`.
|
||||
- `_userToSquad` permet à `TryGetCompleteSquadInfo` (qui ne porte pas de squadId) de retrouver la squad du joueur.
|
||||
|
||||
**Fonctions CloudScript squad présentes** : `TryGetCompleteSquadInfo`, `SquadMemberReadyForMatch`
|
||||
(pousse déjà via SignalR), `SquadMemberSelectedMap`, `SquadMemberStartingDeployFlow`,
|
||||
`GetFriendList`, `ClientsideFriendsImport`.
|
||||
|
||||
**Ce qui MANQUE** (cœur du problème) : aucune fonction de **création de squad**, d'**invitation**,
|
||||
d'**acceptation/refus**, de **join/leave/kick**. Le flux actuel suppose que le client **connaît déjà
|
||||
un `squadId`** (party formée ailleurs) et se contente d'y rattacher les membres.
|
||||
|
||||
**Infra de push temps-réel DISPONIBLE** — `Hubs/CycleHub.cs` + `Hubs/SignalRConnectionRegistry.cs` :
|
||||
le client se connecte au hub avec `?uid=<playerId>` ; le registry mappe `uid → connectionId`. Le
|
||||
serveur peut donc **pousser un message ciblé** à un joueur précis (`registry.GetConnection(uid)` +
|
||||
`IHubContext<CycleHub>.Clients.Client(conn).SendAsync(<event>, payload)`). C'est déjà utilisé par
|
||||
`SquadMemberReadyForMatch` et par le signal « travel to match » du matchmaking. **→ Le canal de
|
||||
livraison de l'invite existe déjà.**
|
||||
|
||||
## 2. Comment The Cycle forme-t-il les squads ? (hypothèses + preuves)
|
||||
|
||||
Le `squadId` étant **fourni par le client**, la party est créée là où le client obtient cet id.
|
||||
Quatre mécanismes candidats côté PlayFab/Steam :
|
||||
|
||||
| # | Mécanisme | Ce que ça implique côté serveur | Indice |
|
||||
|---|---|---|---|
|
||||
| A | **PlayFab Entity Groups** (`/Group/CreateGroup`, `/Group/InviteToGroup`, `/Group/AcceptGroupInvitation`, `/Group/ListGroupMembers`…) | Implémenter le sous-ensemble Groups (entités déjà émulées). `squadId` = group entity id. | Fort : squads persistantes chez PlayFab passent par Groups ; l'id opaque partagé colle. |
|
||||
| B | **PlayFab Lobby** (Multiplayer : `CreateLobby`/`JoinLobby`/`InviteToLobby` via connection string) | Implémenter l'API Lobby. `squadId` = lobbyId. | Moyen : plutôt matchmaking S3+. |
|
||||
| C | **Lobby Steam** (invite via overlay Steam) + backend qui suit | Rien à créer pour l'invite (100% Steam) ; le serveur ne fait que suivre le `squadId` rapporté. | Moyen : S2 = Steam-only ; explique le `squadId` client. Mais alors l'invite n'est pas pilotable serveur. |
|
||||
| D | **Fonctions CloudScript d'invite** (non observées) | Implémenter `InvitePlayerToSquad`/`RespondToSquadInvite`/… | Faible : aucune trace. |
|
||||
|
||||
**Preuve manquante (bloquant)** : les logs prod de la session à 2 ont été **écrasés** par nos
|
||||
redéploiements. Impossible aujourd'hui de voir l'appel exact d'invite. De plus, l'émulateur peut
|
||||
**404 silencieusement** un endpoint PlayFab natif non routé (ex. `/Group/CreateGroup`) → un tel
|
||||
appel n'apparaît pas comme fonction CloudScript. **Il faut donc capturer l'appel réel** (voir §5,
|
||||
Phase 0) — d'autant que le **bouton « inviter » n'apparaît pas tant que la tuile ami est vide**
|
||||
(bug de forme `GetFriendList`, corrigé PR #15, à valider en jeu). Tant que la liste d'amis ne
|
||||
s'affiche pas, aucune invite ne peut même être tentée.
|
||||
|
||||
## 3. Conception d'émulation proposée (indépendante du mécanisme exact)
|
||||
|
||||
Quel que soit A/B/C/D, les briques serveur à construire sont les mêmes :
|
||||
|
||||
**3.1 Étendre `SquadService`** (états d'invite) :
|
||||
- `CreateSquad(leaderUserId) → squadId` (GUID serveur si le client n'en impose pas).
|
||||
- `Invite(squadId, fromUserId, toUserId)` → enregistre une **invitation en attente** `{squadId, from, to, expiresAt}`.
|
||||
- `RespondToInvite(toUserId, squadId, accept)` → si accept : `JoinOrCreate` ; sinon purge.
|
||||
- `Leave` / `Kick(byLeader)` / transfert de leadership à la sortie du leader.
|
||||
- `GetPendingInvites(userId)` (fallback poll).
|
||||
|
||||
**3.2 Surface d'API** — deux options selon la capture (§5) :
|
||||
- **Si Groups (A)** : router `POST /Group/CreateGroup`, `/Group/InviteToGroup`,
|
||||
`/Group/AcceptGroupInvitation`, `/Group/ListGroupMembers`, `/Group/RemoveMembers` vers
|
||||
`SquadService` (les EntityToken sont déjà émulés). C'est le plus « natif ».
|
||||
- **Si CloudScript (D) / custom** : ajouter les fonctions `[CloudScriptFunction(...)]`
|
||||
correspondantes (noms/shapes calqués sur la capture).
|
||||
- **Si Steam (C)** : rien pour l'invite (Steam) ; s'assurer seulement que le roster se peuple bien
|
||||
quand les deux clients rapportent le même `squadId` (déjà géré par `SquadService`).
|
||||
|
||||
**3.3 Livraison temps-réel de l'invite** (réutilise l'infra existante) :
|
||||
- À l'invitation, pousser à l'invité : `registry.GetConnection(toUserId)` +
|
||||
`hub.Clients.Client(conn).SendAsync("<SquadInviteReceived>", payload)`.
|
||||
- **Nom d'event + payload = à confirmer côté client** (le client doit écouter cet event). Fallback :
|
||||
`GetPendingSquadInvites` (CloudScript) que le client poll à l'ouverture du menu social.
|
||||
|
||||
**3.4 Persistance** : le roster peut rester en mémoire (petit serveur), mais les invitations
|
||||
gagnent à être **persistées** (UserData `PendingSquadInvites`) pour survivre à un reload/redeploy et
|
||||
au cas « ami à la station » — combiné au push SignalR.
|
||||
|
||||
## 4. Limite structurelle importante (à dire clairement)
|
||||
|
||||
Émuler l'invite permet de **former une squad et de se mettre prêt** ensemble (lobby/ready-up).
|
||||
Mais **déployer réellement ensemble dans le même raid** nécessite le **serveur de jeu dédié**
|
||||
(`Prospect.Server.Game`), qui est bloqué au mur **DTLS-PSK** (cf. reste de cette branche). Les raids
|
||||
S2 sont **hébergés côté client** (solo) : sans serveur dédié, deux joueurs ne peuvent pas partager
|
||||
la même instance de raid. Donc :
|
||||
- **Invite + squad + ready-up** : émulable via l'API (cette étude).
|
||||
- **Co-op en raid** : dépend du serveur dédié (autre chantier, DTLS-PSK).
|
||||
|
||||
## 5. Plan par phases
|
||||
|
||||
- **Phase 0 — Capture (débloque tout)** : valider le fix `GetFriendList` en jeu (la tuile ami doit
|
||||
afficher le pseudo) → le bouton « inviter » réapparaît → tenter une invite et **capturer les
|
||||
appels** (ajouter un logging *catch-all* des requêtes non routées + corps, pour voir un éventuel
|
||||
`/Group/…` 404). Résultat : on sait A/B/C/D.
|
||||
- **Phase 1 — Invite** : implémenter la surface identifiée + états `SquadService` + push SignalR ;
|
||||
persister les invitations.
|
||||
- **Phase 2 — Ready-up/déploiement groupé** : compléter (déjà amorcé) ; le déploiement co-op réel
|
||||
reste gated par le serveur dédié.
|
||||
|
||||
## 6. Prochaine action concrète
|
||||
Repro en jeu (liste d'amis corrigée) + logging catch-all → capturer l'appel d'invite. Sans cette
|
||||
capture, toute implémentation d'invite serait une supposition sur les noms/shapes attendus par le
|
||||
client (paks chiffrés → pas de RE statique).
|
||||
@@ -0,0 +1,431 @@
|
||||
using System.Net;
|
||||
using System.Net.Sockets;
|
||||
using System.Text;
|
||||
using System.Text.Json;
|
||||
using Microsoft.AspNetCore.Mvc;
|
||||
using Prospect.Server.Api.Services.Database;
|
||||
using Prospect.Server.Api.Services.Database.Models;
|
||||
using Prospect.Server.Api.Services.GameRef;
|
||||
using Prospect.Server.Api.Services.Steam;
|
||||
using Prospect.Server.Api.Services.UserData;
|
||||
|
||||
namespace Prospect.Server.Api.Controllers;
|
||||
|
||||
// Read-only back-office to visualise everything relevant in the database.
|
||||
// Served at /admin, restricted to LAN / loopback callers (an admin panel must not be
|
||||
// reachable from the public internet even though :8443 is port-forwarded).
|
||||
// List pages (players, catalog) are driven by a small self-contained client-side table
|
||||
// engine (sort / filter / search / paging) fed by the /admin/api/* JSON endpoints.
|
||||
[Route("admin")]
|
||||
public class AdminController : ControllerBase
|
||||
{
|
||||
private readonly DbUserService _userService;
|
||||
private readonly DbEntityService _entityService;
|
||||
private readonly DbUserDataService _userDataService;
|
||||
private readonly TitleDataService _titleDataService;
|
||||
private readonly SteamWebApiService _steamWebApi;
|
||||
private readonly GameRefService _gameRef;
|
||||
|
||||
public AdminController(DbUserService userService, DbEntityService entityService,
|
||||
DbUserDataService userDataService, TitleDataService titleDataService, SteamWebApiService steamWebApi,
|
||||
GameRefService gameRef)
|
||||
{
|
||||
_userService = userService;
|
||||
_entityService = entityService;
|
||||
_userDataService = userDataService;
|
||||
_titleDataService = titleDataService;
|
||||
_steamWebApi = steamWebApi;
|
||||
_gameRef = gameRef;
|
||||
}
|
||||
|
||||
// ---------- pages ----------
|
||||
|
||||
[HttpGet("")]
|
||||
public async Task<IActionResult> Index()
|
||||
{
|
||||
if (!IsLan()) return Denied();
|
||||
|
||||
var users = await _userService.GetAllAsync();
|
||||
var entities = await _entityService.GetAllAsync();
|
||||
var dataCount = await _userDataService.CountAsync();
|
||||
var titleKeys = _titleDataService.Find(new List<string>());
|
||||
|
||||
var sb = new StringBuilder();
|
||||
sb.Append("<div class='cards'>");
|
||||
sb.Append(Card("Joueurs", users.Count.ToString()));
|
||||
sb.Append(Card("Entités", entities.Count.ToString()));
|
||||
sb.Append(Card("Docs UserData", dataCount.ToString()));
|
||||
sb.Append(Card("Clés TitleData", titleKeys.Count.ToString()));
|
||||
sb.Append(Card("Catalogue", _gameRef.All.Count.ToString()));
|
||||
sb.Append("</div>");
|
||||
sb.Append("<p><a class='btn' href='/admin/players'>Joueurs →</a> <a class='btn' href='/admin/catalog'>Catalogue →</a> <a class='btn' href='/admin/titledata'>TitleData →</a></p>");
|
||||
return Html(Layout("Dashboard", sb.ToString()));
|
||||
}
|
||||
|
||||
[HttpGet("players")]
|
||||
public IActionResult Players()
|
||||
{
|
||||
if (!IsLan()) return Denied();
|
||||
var body =
|
||||
"<h2>Joueurs</h2>" +
|
||||
"<p><a class='btn' href='/admin/backfill-names' title='Récupère les pseudos Steam des comptes sans nom'>⟳ Backfill pseudos Steam</a></p>" +
|
||||
"<div id='tbl'></div>" +
|
||||
"<script>DT.init({id:'tbl',url:'/admin/api/players',size:25,filters:['auth'],columns:[" +
|
||||
"{key:'name',label:'Nom',kind:'link',base:'/admin/players/',lkey:'id'}," +
|
||||
"{key:'id',label:'PlayFab Id',kind:'mono'}," +
|
||||
"{key:'entity',label:'Entity Id',kind:'mono'}," +
|
||||
"{key:'auth',label:'Auth',kind:'mono'}]});</script>";
|
||||
return Html(Layout("Joueurs", body));
|
||||
}
|
||||
|
||||
[HttpGet("catalog")]
|
||||
public IActionResult Catalog()
|
||||
{
|
||||
if (!IsLan()) return Denied();
|
||||
var body =
|
||||
"<h2>Catalogue</h2>" +
|
||||
"<p class='muted'>Référence dataminée (TCF-Wiki) — " + _gameRef.All.Count + " entrées.</p>" +
|
||||
"<div id='tbl'></div>" +
|
||||
"<script>DT.init({id:'tbl',url:'/admin/api/catalog',size:50,filters:['category','rarity'],columns:[" +
|
||||
"{key:'name',label:'Nom'}," +
|
||||
"{key:'rarity',label:'Rareté',kind:'rarity'}," +
|
||||
"{key:'category',label:'Catégorie'}," +
|
||||
"{key:'id',label:'id',kind:'mono'}]});</script>";
|
||||
return Html(Layout("Catalogue", body));
|
||||
}
|
||||
|
||||
[HttpGet("players/{id}")]
|
||||
public async Task<IActionResult> Player(string id)
|
||||
{
|
||||
if (!IsLan()) return Denied();
|
||||
|
||||
var user = await _userService.FindByIdAsync(id);
|
||||
if (user == null) return Html(Layout("Joueur introuvable", "<p>Aucun joueur avec cet id.</p>"));
|
||||
|
||||
var entity = await _entityService.FindAsync(id);
|
||||
var data = await _userDataService.GetAllForUserAsync(id);
|
||||
var map = data.ToDictionary(d => d.Key, d => d);
|
||||
|
||||
var sb = new StringBuilder();
|
||||
var auth = user.Auth != null ? string.Join(", ", user.Auth.Select(a => $"{a.Type}:{a.Key}")) : "";
|
||||
sb.Append($"<p><a class='lnk' href='/admin/players'>← Joueurs</a></p>");
|
||||
sb.Append($"<h2>{Esc(user.DisplayName)}</h2>");
|
||||
sb.Append($"<p class='muted mono'>PlayFabId {Esc(user.Id)} · Entity {Esc(entity?.Id ?? "-")} · {Esc(auth)}</p>");
|
||||
|
||||
sb.Append("<div class='cards'>");
|
||||
if (map.TryGetValue("Balance", out var bal))
|
||||
{
|
||||
sb.Append(Card("K-Marks", GetNum(bal.Value, "SoftCurrency").ToString()));
|
||||
sb.Append(Card("Aurum", GetNum(bal.Value, "HardCurrency").ToString()));
|
||||
sb.Append(Card("Insurance", GetNum(bal.Value, "InsuranceCurrency").ToString()));
|
||||
}
|
||||
foreach (var f in new[] { "Korolev", "Osiris", "ICA" })
|
||||
if (map.TryGetValue("FactionProgression" + f, out var fp))
|
||||
sb.Append(Card("Rép. " + f, (fp.Value ?? "0").Trim()));
|
||||
foreach (var s in new[] { "2", "3" })
|
||||
if (map.TryGetValue($"FortunaPass{s}_SeasonXp", out var xp) && (xp.Value ?? "0").Trim() != "0")
|
||||
sb.Append(Card($"Fortuna S{s} XP", (xp.Value ?? "0").Trim()));
|
||||
sb.Append("</div>");
|
||||
|
||||
if (map.TryGetValue("Inventory", out var inv))
|
||||
{
|
||||
sb.Append("<h3>Inventaire</h3>");
|
||||
sb.Append(InventoryTable(inv.Value));
|
||||
}
|
||||
|
||||
sb.Append("<h3>Toutes les données</h3>");
|
||||
foreach (var d in data)
|
||||
{
|
||||
sb.Append("<details><summary>" + Esc(d.Key) +
|
||||
$" <span class='muted small'>· {d.Value?.Length ?? 0} car · maj {d.LastUpdated:yyyy-MM-dd HH:mm}{(d.Public ? " · public" : "")}</span></summary>");
|
||||
sb.Append($"<pre>{Esc(Pretty(d.Value))}</pre></details>");
|
||||
}
|
||||
return Html(Layout("Joueur · " + user.DisplayName, sb.ToString()));
|
||||
}
|
||||
|
||||
[HttpGet("titledata")]
|
||||
public IActionResult TitleData()
|
||||
{
|
||||
if (!IsLan()) return Denied();
|
||||
|
||||
var all = _titleDataService.Find(new List<string>());
|
||||
var sb = new StringBuilder();
|
||||
sb.Append("<h2>TitleData</h2>");
|
||||
sb.Append("<table><thead><tr><th>Clé</th><th>Taille</th><th></th></tr></thead><tbody>");
|
||||
foreach (var kv in all.OrderBy(k => k.Key))
|
||||
sb.Append($"<tr><td class='mono'>{Esc(kv.Key)}</td><td>{kv.Value?.Length ?? 0} car</td>" +
|
||||
$"<td><a class='btn' href='/admin/titledata/{Esc(kv.Key)}'>Voir</a></td></tr>");
|
||||
sb.Append("</tbody></table>");
|
||||
return Html(Layout("TitleData", sb.ToString()));
|
||||
}
|
||||
|
||||
[HttpGet("titledata/{key}")]
|
||||
public IActionResult TitleDataKey(string key)
|
||||
{
|
||||
if (!IsLan()) return Denied();
|
||||
|
||||
var all = _titleDataService.Find(new List<string> { key });
|
||||
if (!all.TryGetValue(key, out var value))
|
||||
return Html(Layout("Clé introuvable", "<p>Aucune clé TitleData avec ce nom.</p>"));
|
||||
|
||||
var body = value != null && value.Length > 300_000
|
||||
? $"<p class='muted'>Valeur volumineuse ({value.Length} car) — affichage brut.</p><pre>{Esc(value)}</pre>"
|
||||
: $"<pre>{Esc(Pretty(value))}</pre>";
|
||||
return Html(Layout("TitleData · " + key, $"<p><a class='lnk' href='/admin/titledata'>← TitleData</a></p><h2 class='mono'>{Esc(key)}</h2>" + body));
|
||||
}
|
||||
|
||||
[HttpGet("backfill-names")]
|
||||
public async Task<IActionResult> BackfillNames()
|
||||
{
|
||||
if (!IsLan()) return Denied();
|
||||
if (!_steamWebApi.Enabled)
|
||||
return Html(Layout("Backfill", "<p class='muted'>Steam Web API non configurée (clé absente).</p><p><a class='btn' href='/admin/players'>← Joueurs</a></p>"));
|
||||
|
||||
var users = await _userService.GetAllAsync();
|
||||
int updated = 0, skipped = 0, failed = 0;
|
||||
var rows = new StringBuilder();
|
||||
foreach (var u in users)
|
||||
{
|
||||
if (!string.IsNullOrEmpty(u.DisplayName) && u.DisplayName != "Unknown") { skipped++; continue; }
|
||||
var steam = u.Auth?.FirstOrDefault(a => a.Type == PlayFabUserAuthType.Steam)?.Key;
|
||||
if (string.IsNullOrEmpty(steam)) { skipped++; continue; }
|
||||
|
||||
var persona = await _steamWebApi.GetPersonaNameAsync(steam);
|
||||
if (!string.IsNullOrWhiteSpace(persona))
|
||||
{
|
||||
await _userService.UpdateDisplayNameAsync(u.Id, persona);
|
||||
updated++;
|
||||
rows.Append($"<tr><td class='mono small'>{Esc(u.Id)}</td><td>{Esc(persona)}</td></tr>");
|
||||
}
|
||||
else { failed++; }
|
||||
}
|
||||
|
||||
var body = $"<h2>Backfill des pseudos Steam</h2><p class='muted'>{updated} mis à jour · {skipped} ignorés · {failed} échec(s)</p>" +
|
||||
(updated > 0 ? $"<table><thead><tr><th>PlayFabId</th><th>Nouveau nom</th></tr></thead><tbody>{rows}</tbody></table>" : "") +
|
||||
"<p><a class='btn' href='/admin/players'>← Joueurs</a></p>";
|
||||
return Html(Layout("Backfill", body));
|
||||
}
|
||||
|
||||
// ---------- JSON API (consumed by the client-side table engine) ----------
|
||||
|
||||
[HttpGet("api/players")]
|
||||
public async Task<IActionResult> ApiPlayers()
|
||||
{
|
||||
if (!IsLan()) return Denied();
|
||||
var users = await _userService.GetAllAsync();
|
||||
var entities = (await _entityService.GetAllAsync())
|
||||
.GroupBy(e => e.UserId).ToDictionary(g => g.Key, g => g.First().Id);
|
||||
var list = users.Select(u => new
|
||||
{
|
||||
name = string.IsNullOrEmpty(u.DisplayName) ? u.Id : u.DisplayName,
|
||||
id = u.Id,
|
||||
entity = entities.TryGetValue(u.Id, out var e) ? e : "",
|
||||
auth = u.Auth != null ? string.Join(", ", u.Auth.Select(a => $"{a.Type}:{a.Key}")) : ""
|
||||
});
|
||||
return Json(list);
|
||||
}
|
||||
|
||||
[HttpGet("api/catalog")]
|
||||
public IActionResult ApiCatalog()
|
||||
{
|
||||
if (!IsLan()) return Denied();
|
||||
var list = _gameRef.All.Select(kv => new
|
||||
{
|
||||
id = kv.Key,
|
||||
name = kv.Value.Name,
|
||||
rarity = kv.Value.Rarity,
|
||||
category = kv.Value.Category
|
||||
});
|
||||
return Json(list);
|
||||
}
|
||||
|
||||
// ---------- helpers ----------
|
||||
|
||||
private bool IsLan()
|
||||
{
|
||||
var ip = HttpContext.Connection.RemoteIpAddress;
|
||||
if (ip == null) return false;
|
||||
if (IPAddress.IsLoopback(ip)) return true;
|
||||
if (ip.IsIPv4MappedToIPv6) ip = ip.MapToIPv4();
|
||||
if (ip.AddressFamily == AddressFamily.InterNetwork)
|
||||
{
|
||||
var b = ip.GetAddressBytes();
|
||||
if (b[0] == 10) return true;
|
||||
if (b[0] == 192 && b[1] == 168) return true;
|
||||
if (b[0] == 172 && b[1] >= 16 && b[1] <= 31) return true;
|
||||
if (b[0] == 127) return true;
|
||||
return false;
|
||||
}
|
||||
var s = ip.GetAddressBytes();
|
||||
if ((s[0] & 0xFE) == 0xFC) return true;
|
||||
if (s[0] == 0xFE && (s[1] & 0xC0) == 0x80) return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
private IActionResult Denied() =>
|
||||
StatusCode(403, "Admin back-office is LAN-only. Access it from the local network (e.g. https://192.168.1.136:8443/admin).");
|
||||
|
||||
private IActionResult Html(string html) => Content(html, "text/html; charset=utf-8");
|
||||
|
||||
private IActionResult Json(object data) =>
|
||||
Content(JsonSerializer.Serialize(data), "application/json; charset=utf-8");
|
||||
|
||||
private static string Esc(string? s) => WebUtility.HtmlEncode(s ?? "");
|
||||
|
||||
private static string Pretty(string? json)
|
||||
{
|
||||
if (string.IsNullOrWhiteSpace(json)) return json ?? "";
|
||||
try
|
||||
{
|
||||
using var doc = JsonDocument.Parse(json);
|
||||
return JsonSerializer.Serialize(doc.RootElement, new JsonSerializerOptions { WriteIndented = true });
|
||||
}
|
||||
catch { return json; }
|
||||
}
|
||||
|
||||
private static long GetNum(string? json, string prop)
|
||||
{
|
||||
if (string.IsNullOrWhiteSpace(json)) return 0;
|
||||
try
|
||||
{
|
||||
using var doc = JsonDocument.Parse(json);
|
||||
foreach (var p in doc.RootElement.EnumerateObject())
|
||||
if (string.Equals(p.Name, prop, StringComparison.OrdinalIgnoreCase) && p.Value.ValueKind == JsonValueKind.Number)
|
||||
return p.Value.GetInt64();
|
||||
}
|
||||
catch { }
|
||||
return 0;
|
||||
}
|
||||
|
||||
private string InventoryTable(string? json)
|
||||
{
|
||||
if (string.IsNullOrWhiteSpace(json)) return "<p class='muted'>vide</p>";
|
||||
try
|
||||
{
|
||||
using var doc = JsonDocument.Parse(json);
|
||||
if (doc.RootElement.ValueKind != JsonValueKind.Array) return $"<pre>{Esc(Pretty(json))}</pre>";
|
||||
var sb = new StringBuilder();
|
||||
var count = doc.RootElement.GetArrayLength();
|
||||
sb.Append($"<p class='muted'>{count} item(s)</p>");
|
||||
sb.Append("<table><thead><tr><th>Nom</th><th>Rareté</th><th>baseItemId</th><th>qté</th><th>durab.</th><th>assurance</th></tr></thead><tbody>");
|
||||
foreach (var it in doc.RootElement.EnumerateArray())
|
||||
{
|
||||
string S(string k) => it.TryGetProperty(k, out var v) ? (v.ValueKind == JsonValueKind.Number ? v.GetRawText() : v.ToString()) : "";
|
||||
var baseId = S("baseItemId");
|
||||
var entry = _gameRef.Get(baseId);
|
||||
var name = entry?.Name ?? baseId;
|
||||
sb.Append($"<tr><td>{Esc(name)}</td><td>{Rarity(entry?.Rarity)}</td><td class='mono small'>{Esc(baseId)}</td>" +
|
||||
$"<td>{Esc(S("amount"))}</td><td>{Esc(S("durability"))}</td><td>{Esc(S("insurance"))}</td></tr>");
|
||||
}
|
||||
sb.Append("</tbody></table>");
|
||||
return sb.ToString();
|
||||
}
|
||||
catch { return $"<pre>{Esc(Pretty(json))}</pre>"; }
|
||||
}
|
||||
|
||||
private static string Rarity(string? r)
|
||||
{
|
||||
if (string.IsNullOrEmpty(r)) return "";
|
||||
var color = r.ToLowerInvariant() switch
|
||||
{
|
||||
"common" => "#9aa4b2",
|
||||
"uncommon" => "#4caf50",
|
||||
"rare" => "#2f81f7",
|
||||
"epic" => "#a371f7",
|
||||
"legendary" or "exotic" => "#e8a838",
|
||||
_ => "#9aa4b2",
|
||||
};
|
||||
return $"<span style='color:{color};font-weight:600'>{Esc(r)}</span>";
|
||||
}
|
||||
|
||||
private static string Card(string label, string value) =>
|
||||
$"<div class='card'><div class='v'>{Esc(value)}</div><div class='l'>{Esc(label)}</div></div>";
|
||||
|
||||
private static string Layout(string title, string body) =>
|
||||
Head.Replace("__TITLE__", Esc(title)) + DtScript + body + Foot;
|
||||
|
||||
// Static shell (no C# interpolation → JS braces/quotes stay literal). Single quotes only.
|
||||
private const string Head = @"<!doctype html><html lang='fr'><head>
|
||||
<meta charset='utf-8'><meta name='viewport' content='width=device-width,initial-scale=1'>
|
||||
<title>__TITLE__ · The Cycle Admin</title>
|
||||
<style>
|
||||
:root{--bg:#0f1115;--panel:#171a21;--line:#262b36;--txt:#e6e8ec;--muted:#8b93a1;--acc:#e8a838;}
|
||||
*{box-sizing:border-box}body{margin:0;background:var(--bg);color:var(--txt);font:14px/1.5 system-ui,Segoe UI,Roboto,sans-serif}
|
||||
header{background:var(--panel);border-bottom:1px solid var(--line);padding:12px 20px;display:flex;gap:18px;align-items:center;position:sticky;top:0;z-index:10}
|
||||
header b{color:var(--acc)}header a{color:var(--muted);text-decoration:none}header a:hover{color:var(--txt)}
|
||||
main{padding:20px;max-width:1200px;margin:0 auto}
|
||||
h2{margin:18px 0 10px}h3{margin:22px 0 8px;border-bottom:1px solid var(--line);padding-bottom:4px}
|
||||
.cards{display:flex;flex-wrap:wrap;gap:12px;margin:12px 0}
|
||||
.card{background:var(--panel);border:1px solid var(--line);border-radius:10px;padding:14px 18px;min-width:130px}
|
||||
.card .v{font-size:22px;font-weight:700;color:var(--acc)}.card .l{color:var(--muted);font-size:12px}
|
||||
table{width:100%;border-collapse:collapse;background:var(--panel);border:1px solid var(--line);border-radius:10px;overflow:hidden}
|
||||
th,td{text-align:left;padding:8px 12px;border-bottom:1px solid var(--line);vertical-align:top}
|
||||
th{background:#1c2029;color:var(--muted);font-weight:600}tr:last-child td{border-bottom:none}
|
||||
tbody tr:hover{background:#1b2028}
|
||||
.mono{font-family:ui-monospace,Consolas,monospace}.small{font-size:12px}.muted{color:var(--muted)}
|
||||
.btn{display:inline-block;background:#222834;color:var(--txt);border:1px solid var(--line);border-radius:8px;padding:5px 12px;text-decoration:none;font-size:13px;cursor:pointer}
|
||||
.btn:hover{border-color:var(--acc);color:var(--acc)}
|
||||
a.lnk{color:var(--acc);text-decoration:none}a.lnk:hover{text-decoration:underline}
|
||||
details{background:var(--panel);border:1px solid var(--line);border-radius:8px;margin:6px 0}summary{cursor:pointer;padding:8px 12px}
|
||||
pre{margin:0;padding:12px;background:#0b0d11;border-top:1px solid var(--line);overflow:auto;max-height:480px;white-space:pre-wrap;word-break:break-word}
|
||||
.dtbar{display:flex;gap:8px;flex-wrap:wrap;align-items:center;margin:12px 0}
|
||||
.dtbar input,.dtbar select{background:var(--panel);border:1px solid var(--line);border-radius:8px;color:var(--txt);padding:7px 10px}
|
||||
.dtsearch{flex:1;min-width:220px}
|
||||
.dtcount{margin-left:auto}
|
||||
th.dth{cursor:pointer;user-select:none;white-space:nowrap}th.dth:hover{color:var(--txt)}
|
||||
.dtfoot{display:flex;gap:12px;align-items:center;margin:10px 0}
|
||||
</style></head><body>
|
||||
<header><b>The Cycle · Admin</b>
|
||||
<a href='/admin'>Dashboard</a><a href='/admin/players'>Joueurs</a><a href='/admin/catalog'>Catalogue</a><a href='/admin/titledata'>TitleData</a>
|
||||
<span class='muted' style='margin-left:auto'>read-only · LAN</span></header>
|
||||
<main>";
|
||||
|
||||
private const string Foot = @"</main></body></html>";
|
||||
|
||||
// Client-side table engine, injected right after <main> so DT is defined before any
|
||||
// page-level DT.init() runs. Single quotes only (verbatim string → JS braces stay literal).
|
||||
private const string DtScript = @"<script>
|
||||
const DT={
|
||||
init(cfg){const el=document.getElementById(cfg.id);el.innerHTML='<p class=muted>Chargement…</p>';
|
||||
fetch(cfg.url).then(r=>r.json()).then(rows=>DT.build(el,cfg,rows)).catch(e=>{el.innerHTML='<p class=muted>Erreur: '+e+'</p>';});},
|
||||
build(el,cfg,rows){el.innerHTML='';el._rows=rows;el._cfg=cfg;el._sort={k:null,d:1};el._page=1;el._size=cfg.size||25;el._filters={};el._q='';
|
||||
const bar=document.createElement('div');bar.className='dtbar';
|
||||
const s=document.createElement('input');s.className='dtsearch';s.placeholder='Rechercher…';s.oninput=()=>{el._q=s.value.toLowerCase();el._page=1;DT.draw(el);};bar.appendChild(s);
|
||||
(cfg.filters||[]).forEach(fk=>{const vals=[...new Set(rows.map(r=>r[fk]).filter(v=>v!=null&&v!==''))].sort();
|
||||
const sel=document.createElement('select');const o0=document.createElement('option');o0.value='';o0.textContent=fk;sel.appendChild(o0);
|
||||
vals.forEach(v=>{const o=document.createElement('option');o.value=v;o.textContent=v;sel.appendChild(o);});
|
||||
sel.onchange=()=>{el._filters[fk]=sel.value;el._page=1;DT.draw(el);};bar.appendChild(sel);});
|
||||
const sz=document.createElement('select');[25,50,100,500].forEach(n=>{const o=document.createElement('option');o.value=n;o.textContent=n+'/page';sz.appendChild(o);});
|
||||
const oa=document.createElement('option');oa.value='0';oa.textContent='Tout';sz.appendChild(oa);sz.value=el._size;
|
||||
sz.onchange=()=>{el._size=+sz.value;el._page=1;DT.draw(el);};bar.appendChild(sz);
|
||||
const cnt=document.createElement('span');cnt.className='dtcount muted';bar.appendChild(cnt);el._cnt=cnt;el.appendChild(bar);
|
||||
const tbl=document.createElement('table');const th=document.createElement('thead');const tr=document.createElement('tr');
|
||||
cfg.columns.forEach(c=>{const h=document.createElement('th');h.className='dth';h.dataset.k=c.key;h.textContent=c.label;h.onclick=()=>DT.sort(el,c.key);tr.appendChild(h);});
|
||||
th.appendChild(tr);tbl.appendChild(th);el._head=tr;const tb=document.createElement('tbody');tbl.appendChild(tb);el._tb=tb;el.appendChild(tbl);
|
||||
const ft=document.createElement('div');ft.className='dtfoot';
|
||||
const pv=document.createElement('button');pv.className='btn';pv.textContent='‹ Préc.';pv.onclick=()=>{if(el._page>1){el._page--;DT.draw(el);}};
|
||||
const nf=document.createElement('span');nf.className='muted';el._nfo=nf;
|
||||
const nx=document.createElement('button');nx.className='btn';nx.textContent='Suiv. ›';nx.onclick=()=>{el._page++;DT.draw(el);};
|
||||
ft.appendChild(pv);ft.appendChild(nf);ft.appendChild(nx);el.appendChild(ft);DT.draw(el);},
|
||||
rows(el){const cfg=el._cfg;let rows=el._rows;
|
||||
Object.keys(el._filters).forEach(k=>{const fv=el._filters[k];if(fv)rows=rows.filter(r=>(''+(r[k]??''))===fv);});
|
||||
if(el._q)rows=rows.filter(r=>cfg.columns.some(c=>(''+(r[c.key]??'')).toLowerCase().includes(el._q)));
|
||||
if(el._sort.k){const k=el._sort.k,d=el._sort.d;rows=[...rows].sort((a,b)=>{let x=a[k],y=b[k];const nx=parseFloat(x),ny=parseFloat(y);
|
||||
if(!isNaN(nx)&&!isNaN(ny)&&(''+x).trim()!==''&&(''+y).trim()!==''){x=nx;y=ny;}else{x=(''+(x??'')).toLowerCase();y=(''+(y??'')).toLowerCase();}return x<y?-d:x>y?d:0;});}
|
||||
return rows;},
|
||||
sort(el,k){if(el._sort.k===k)el._sort.d*=-1;else{el._sort.k=k;el._sort.d=1;}el._page=1;DT.draw(el);},
|
||||
draw(el){const cfg=el._cfg,rows=DT.rows(el),total=rows.length,size=el._size||total||1,pages=Math.max(1,Math.ceil(total/size));
|
||||
if(el._page>pages)el._page=pages;const start=el._size?(el._page-1)*size:0;const slice=el._size?rows.slice(start,start+size):rows;
|
||||
el._tb.innerHTML=slice.map(r=>'<tr>'+cfg.columns.map(c=>DT.cell(c,r)).join('')+'</tr>').join('')||'<tr><td colspan='+cfg.columns.length+' class=muted>Aucun résultat</td></tr>';
|
||||
el._cnt.textContent=total+' résultat(s)';el._nfo.textContent='page '+el._page+'/'+pages;
|
||||
[...el._head.children].forEach(h=>{const c=cfg.columns.find(x=>x.key===h.dataset.k);h.textContent=c.label+(el._sort.k===h.dataset.k?(el._sort.d>0?' ▲':' ▼'):'');});},
|
||||
cell(c,r){let v=r[c.key];v=v==null?'':(''+v);
|
||||
if(c.kind==='rarity')return '<td>'+DT.rarity(v)+'</td>';
|
||||
if(c.kind==='link')return '<td><a class=lnk href='+c.base+encodeURIComponent(r[c.lkey||'id'])+'>'+DT.esc(v)+'</a></td>';
|
||||
const cls=c.kind==='mono'?'mono small':'';return '<td class='+cls+'>'+DT.esc(v)+'</td>';},
|
||||
rarity(r){if(!r)return '';const c={common:'#9aa4b2',uncommon:'#4caf50',rare:'#2f81f7',epic:'#a371f7',legendary:'#e8a838',exotic:'#e8a838'}[r.toLowerCase()]||'#9aa4b2';
|
||||
return '<span style=color:'+c+';font-weight:600>'+DT.esc(r)+'</span>';},
|
||||
esc(s){const d=document.createElement('div');d.textContent=(s==null?'':''+s);return d.innerHTML;}
|
||||
};
|
||||
</script>";
|
||||
}
|
||||
@@ -32,6 +32,7 @@ public class ClientController : Controller
|
||||
private readonly DbEntityService _entityService;
|
||||
private readonly UserDataService _userDataService;
|
||||
private readonly TitleDataService _titleDataService;
|
||||
private readonly Prospect.Server.Api.Services.Steam.SteamWebApiService _steamWebApi;
|
||||
|
||||
public ClientController(ILogger<ClientController> logger,
|
||||
IOptions<PlayFabSettings> settings,
|
||||
@@ -39,7 +40,8 @@ public class ClientController : Controller
|
||||
DbUserService userService,
|
||||
DbEntityService entityService,
|
||||
UserDataService userDataService,
|
||||
TitleDataService titleDataService)
|
||||
TitleDataService titleDataService,
|
||||
Prospect.Server.Api.Services.Steam.SteamWebApiService steamWebApi)
|
||||
{
|
||||
_settings = settings.Value;
|
||||
_logger = logger;
|
||||
@@ -48,6 +50,7 @@ public class ClientController : Controller
|
||||
_entityService = entityService;
|
||||
_userDataService = userDataService;
|
||||
_titleDataService = titleDataService;
|
||||
_steamWebApi = steamWebApi;
|
||||
}
|
||||
|
||||
[AllowAnonymous]
|
||||
@@ -63,6 +66,19 @@ public class ClientController : Controller
|
||||
var userSteamId = ticket.SteamId.ToString();
|
||||
|
||||
var user = await _userService.FindOrCreateAsync(PlayFabUserAuthType.Steam, userSteamId);
|
||||
|
||||
// Backfill the display name from the Steam persona when we don't have a real
|
||||
// one yet (accounts are created as "Unknown"; the client never sends a name).
|
||||
if (string.IsNullOrEmpty(user.DisplayName) || user.DisplayName == "Unknown")
|
||||
{
|
||||
var persona = await _steamWebApi.GetPersonaNameAsync(userSteamId);
|
||||
if (!string.IsNullOrWhiteSpace(persona))
|
||||
{
|
||||
await _userService.UpdateDisplayNameAsync(user.Id, persona);
|
||||
user.DisplayName = persona;
|
||||
}
|
||||
}
|
||||
|
||||
var entity = await _entityService.FindOrCreateAsync(user.Id);
|
||||
|
||||
var userTicket = _authTokenService.GenerateUser(entity);
|
||||
|
||||
File diff suppressed because one or more lines are too long
@@ -9,6 +9,14 @@ public class RequestLoggerMiddleware
|
||||
private readonly ILogger<RequestLoggerMiddleware> _logger;
|
||||
private readonly RequestDelegate _next;
|
||||
|
||||
// Keywords used to surface social/squad/invite traffic while reverse-engineering the
|
||||
// squad-invite flow (see SQUAD-EMULATION.md). Matched against the path AND the body
|
||||
// (the CloudScript function name lives in the body of /Client/ExecuteFunction).
|
||||
private static readonly string[] SocialKeywords =
|
||||
{
|
||||
"group", "party", "lobby", "squad", "invite", "friend", "social", "matchmak",
|
||||
};
|
||||
|
||||
public RequestLoggerMiddleware(ILogger<RequestLoggerMiddleware> logger, RequestDelegate next)
|
||||
{
|
||||
_logger = logger;
|
||||
@@ -32,6 +40,27 @@ public class RequestLoggerMiddleware
|
||||
}
|
||||
|
||||
await _next(context);
|
||||
|
||||
// ── Capture pass (squad-invite RE, see SQUAD-EMULATION.md) ──────────────
|
||||
// Runs AFTER the pipeline so we know whether the request was actually routed.
|
||||
if (context.Request.Method == "POST")
|
||||
{
|
||||
var path = context.Request.Path.Value ?? "";
|
||||
var haystack = (path + " " + body).ToLowerInvariant();
|
||||
|
||||
// Any POST that fell through to a 404 = an endpoint the emulator does NOT implement
|
||||
// (e.g. a native PlayFab /Group/CreateGroup or /Lobby/* the client tried to call).
|
||||
if (context.Response.StatusCode == 404)
|
||||
{
|
||||
_logger.LogWarning("[CAPTURE UNROUTED] {Method} {Url} -> 404 | Body {Body}",
|
||||
context.Request.Method, context.Request.GetDisplayUrl(), body);
|
||||
}
|
||||
else if (SocialKeywords.Any(k => haystack.Contains(k)))
|
||||
{
|
||||
_logger.LogInformation("[CAPTURE SOCIAL] {Url} ({Status}) | Body {Body}",
|
||||
context.Request.GetDisplayUrl(), context.Response.StatusCode, body);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private static async Task<string> RequestAsync(HttpRequest request)
|
||||
|
||||
@@ -34,4 +34,10 @@
|
||||
<ProjectReference Include="..\Prospect.Steam\Prospect.Steam.csproj" />
|
||||
</ItemGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<!-- Community-datamined id -> name/rarity/category lookup (TCF-Wiki), used by the
|
||||
admin back-office to show readable item/vanity names instead of raw ids. -->
|
||||
<Content Update="Data\gameref.json" CopyToOutputDirectory="PreserveNewest" />
|
||||
</ItemGroup>
|
||||
|
||||
</Project>
|
||||
|
||||
@@ -32,9 +32,8 @@ public class GetFriendList : ICloudScriptFunction<FYBaseSocialRequest, object?>
|
||||
}
|
||||
var userId = context.User.FindAuthUserId();
|
||||
|
||||
// Resolve the imported Steam friends (persisted by ClientsideFriendsImport) to the
|
||||
// players that actually exist on this server. It's a private server, so only friends
|
||||
// who have logged in here will show up.
|
||||
// Imported Steam friends (persisted by ClientsideFriendsImport), resolved to players
|
||||
// that actually exist on this private server.
|
||||
var steamIds = new List<string>();
|
||||
var userData = await _userDataService.FindAsync(userId, userId, new List<string> { "ImportedSteamFriends" });
|
||||
if (userData.TryGetValue("ImportedSteamFriends", out var rec) && !string.IsNullOrWhiteSpace(rec.Value))
|
||||
@@ -52,8 +51,10 @@ public class GetFriendList : ICloudScriptFunction<FYBaseSocialRequest, object?>
|
||||
{
|
||||
if (player.Id == userId) continue; // never list yourself
|
||||
|
||||
// Presence persisted by UpdatePlayerPresenceState: online if seen in the last
|
||||
// 3 minutes. EYUserState best-effort: 0 = offline, 1 = online, 2 = in match.
|
||||
var steamId = player.Auth?.FirstOrDefault(a => a.Type == PlayFabUserAuthType.Steam)?.Key ?? "";
|
||||
var displayName = string.IsNullOrWhiteSpace(player.DisplayName) ? "Prospector" : player.DisplayName;
|
||||
|
||||
// 0 = offline, 1 = online, 2 = in match. Online if seen in the last 3 minutes.
|
||||
var onlineState = 0;
|
||||
var presenceData = await _userDataService.FindAsync(player.Id, player.Id, new List<string> { "PresenceState" });
|
||||
if (presenceData.TryGetValue("PresenceState", out var presenceRec) && !string.IsNullOrWhiteSpace(presenceRec.Value))
|
||||
@@ -69,22 +70,50 @@ public class GetFriendList : ICloudScriptFunction<FYBaseSocialRequest, object?>
|
||||
catch { /* ignore malformed presence */ }
|
||||
}
|
||||
|
||||
// The exact model the UE client binds is not documented, so expose the identity
|
||||
// under every plausible field name (camelCase + PlayFab PascalCase) and both a
|
||||
// flat and nested profile — whichever the client reads, the tile gets populated.
|
||||
friends.Add(new
|
||||
{
|
||||
profile = new
|
||||
{
|
||||
playerId = player.Id,
|
||||
displayName = player.DisplayName,
|
||||
avatarUrl = "",
|
||||
},
|
||||
// identity
|
||||
friendPlayFabId = player.Id,
|
||||
FriendPlayFabId = player.Id,
|
||||
playerId = player.Id,
|
||||
PlayerId = player.Id,
|
||||
playFabId = player.Id,
|
||||
PlayFabId = player.Id,
|
||||
// name
|
||||
displayName,
|
||||
DisplayName = displayName,
|
||||
titleDisplayName = displayName,
|
||||
TitleDisplayName = displayName,
|
||||
name = displayName,
|
||||
username = displayName,
|
||||
Username = displayName,
|
||||
// steam
|
||||
steamId,
|
||||
SteamId = steamId,
|
||||
steamInfo = new { steamId, SteamId = steamId },
|
||||
SteamInfo = new { SteamId = steamId, steamId },
|
||||
// presence
|
||||
onlineState,
|
||||
OnlineState = onlineState,
|
||||
isOnline = onlineState > 0,
|
||||
inMatch = onlineState == 2,
|
||||
presence = new { onlineState, state = onlineState },
|
||||
avatarUrl = "",
|
||||
// nested profiles
|
||||
profile = new { playerId = player.Id, displayName, avatarUrl = "" },
|
||||
Profile = new { PlayerId = player.Id, DisplayName = displayName, PlayerProfileModel = new { DisplayName = displayName } },
|
||||
tags = Array.Empty<string>(),
|
||||
Tags = Array.Empty<string>(),
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
// NOTE: the exact response shape the client expects is not yet confirmed; this is a
|
||||
// best-effort structure. The log lets us verify resolution while we validate in game.
|
||||
_logger.LogInformation("GetFriendList for {User}: {Count} friend(s) resolved on server", userId, friends.Count);
|
||||
return new { friends };
|
||||
// Return the list under both the camelCase and PlayFab-cased container keys.
|
||||
var result = new { friends, Friends = friends, count = friends.Count };
|
||||
_logger.LogInformation("GetFriendList for {User}: {Count} friend(s); payload={Json}", userId, friends.Count, JsonSerializer.Serialize(result));
|
||||
return result;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -16,6 +16,12 @@ public class DbEntityService : BaseDbService<PlayFabEntity>
|
||||
return await Collection.Find(user => user.UserId == userId).SingleOrDefaultAsync();
|
||||
}
|
||||
|
||||
// Admin back-office: list every entity (title_player_account).
|
||||
public async Task<List<PlayFabEntity>> GetAllAsync()
|
||||
{
|
||||
return await Collection.Find(_ => true).ToListAsync();
|
||||
}
|
||||
|
||||
private async Task<PlayFabEntity> CreateAsync(string userId)
|
||||
{
|
||||
var user = new PlayFabEntity
|
||||
|
||||
@@ -46,6 +46,19 @@ public class DbUserDataService : BaseDbService<PlayFabUserData>
|
||||
return await query.ToCursorAsync();
|
||||
}
|
||||
|
||||
// Admin back-office: every key/value stored for a player.
|
||||
public async Task<List<PlayFabUserData>> GetAllForUserAsync(string playFabId)
|
||||
{
|
||||
return await Collection.Find(data => data.PlayFabId == playFabId)
|
||||
.SortBy(data => data.Key).ToListAsync();
|
||||
}
|
||||
|
||||
// Admin back-office: total stored key/value documents.
|
||||
public async Task<long> CountAsync()
|
||||
{
|
||||
return await Collection.CountDocumentsAsync(_ => true);
|
||||
}
|
||||
|
||||
public async Task UpdateValueAsync(string dataId, string value)
|
||||
{
|
||||
var update = Builders<PlayFabUserData>.Update
|
||||
|
||||
@@ -24,6 +24,12 @@ public class DbUserService : BaseDbService<PlayFabUser>
|
||||
return await Collection.Find(user => user.Id == id).FirstOrDefaultAsync();
|
||||
}
|
||||
|
||||
// Admin back-office: list every player.
|
||||
public async Task<List<PlayFabUser>> GetAllAsync()
|
||||
{
|
||||
return await Collection.Find(_ => true).ToListAsync();
|
||||
}
|
||||
|
||||
// Persist a display-name change (UpdateUserTitleDisplayName). Without this the rename
|
||||
// is echoed back to the client but lost on next login.
|
||||
public async Task UpdateDisplayNameAsync(string id, string displayName)
|
||||
|
||||
@@ -0,0 +1,49 @@
|
||||
using System.Text.Json;
|
||||
using System.Text.Json.Serialization;
|
||||
|
||||
namespace Prospect.Server.Api.Services.GameRef;
|
||||
|
||||
// One reference entry: readable name, rarity, category. Sourced from community-datamined
|
||||
// data (TCF-Wiki), bundled as Data/gameref.json. Compact keys n/r/c to keep the file small.
|
||||
public class GameRefEntry
|
||||
{
|
||||
[JsonPropertyName("n")] public string Name { get; set; } = "";
|
||||
[JsonPropertyName("r")] public string Rarity { get; set; } = "";
|
||||
[JsonPropertyName("c")] public string Category { get; set; } = "";
|
||||
}
|
||||
|
||||
// Resolves internal item / vanity ids to readable names for the admin back-office.
|
||||
public class GameRefService
|
||||
{
|
||||
private readonly Dictionary<string, GameRefEntry> _ref = new(StringComparer.OrdinalIgnoreCase);
|
||||
|
||||
public GameRefService(ILogger<GameRefService> logger)
|
||||
{
|
||||
try
|
||||
{
|
||||
var path = Path.Combine(AppContext.BaseDirectory, "Data", "gameref.json");
|
||||
if (File.Exists(path))
|
||||
{
|
||||
var data = JsonSerializer.Deserialize<Dictionary<string, GameRefEntry>>(File.ReadAllText(path));
|
||||
if (data != null)
|
||||
{
|
||||
foreach (var kv in data)
|
||||
{
|
||||
_ref[kv.Key] = kv.Value;
|
||||
}
|
||||
}
|
||||
}
|
||||
logger.LogInformation("GameRef loaded {Count} entries", _ref.Count);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
logger.LogWarning(e, "GameRef load failed");
|
||||
}
|
||||
}
|
||||
|
||||
public GameRefEntry? Get(string? id) => id != null && _ref.TryGetValue(id, out var e) ? e : null;
|
||||
|
||||
public string Name(string? id) => Get(id)?.Name ?? id ?? "";
|
||||
|
||||
public IReadOnlyDictionary<string, GameRefEntry> All => _ref;
|
||||
}
|
||||
@@ -0,0 +1,55 @@
|
||||
using System.Text.Json;
|
||||
|
||||
namespace Prospect.Server.Api.Services.Steam;
|
||||
|
||||
// Resolves a Steam persona (display) name from a SteamID64 via the Steam Web API.
|
||||
// PlayFab does this server-side too; our emulator only gets the SteamID from the auth
|
||||
// ticket, so the real name needs an API key. Inert (no-op) when no key is configured.
|
||||
public class SteamWebApiService
|
||||
{
|
||||
private static readonly HttpClient Http = new() { Timeout = TimeSpan.FromSeconds(5) };
|
||||
|
||||
private readonly string? _apiKey;
|
||||
private readonly ILogger<SteamWebApiService> _logger;
|
||||
|
||||
public SteamWebApiService(IConfiguration configuration, ILogger<SteamWebApiService> logger)
|
||||
{
|
||||
_apiKey = configuration["SteamWebApiKey"];
|
||||
_logger = logger;
|
||||
}
|
||||
|
||||
public bool Enabled => !string.IsNullOrWhiteSpace(_apiKey);
|
||||
|
||||
public async Task<string?> GetPersonaNameAsync(string steamId64)
|
||||
{
|
||||
if (!Enabled)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
try
|
||||
{
|
||||
var url = $"https://api.steampowered.com/ISteamUser/GetPlayerSummaries/v2/?key={_apiKey}&steamids={steamId64}";
|
||||
var json = await Http.GetStringAsync(url);
|
||||
using var doc = JsonDocument.Parse(json);
|
||||
if (doc.RootElement.TryGetProperty("response", out var response) &&
|
||||
response.TryGetProperty("players", out var players) &&
|
||||
players.ValueKind == JsonValueKind.Array)
|
||||
{
|
||||
foreach (var player in players.EnumerateArray())
|
||||
{
|
||||
if (player.TryGetProperty("personaname", out var name))
|
||||
{
|
||||
return name.GetString();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
_logger.LogWarning(e, "Steam GetPlayerSummaries failed for {SteamId}", steamId64);
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
}
|
||||
File diff suppressed because one or more lines are too long
@@ -30,6 +30,9 @@ public class Startup
|
||||
services.AddSingleton<UserDataService>();
|
||||
services.AddSingleton<TitleDataService>();
|
||||
|
||||
services.AddSingleton<Prospect.Server.Api.Services.Steam.SteamWebApiService>();
|
||||
services.AddSingleton<Prospect.Server.Api.Services.GameRef.GameRefService>();
|
||||
|
||||
services.AddSingleton<DbUserService>();
|
||||
services.AddSingleton<DbEntityService>();
|
||||
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
using Prospect.Unreal.Core;
|
||||
using Prospect.Unreal.Core;
|
||||
using Prospect.Unreal.Net.Actors;
|
||||
using Prospect.Unreal.Runtime;
|
||||
using Serilog;
|
||||
|
||||
@@ -25,27 +26,54 @@ internal static class Program
|
||||
.WriteTo.Console(outputTemplate: "[{Timestamp:HH:mm:ss} {Level:u3}] ({SourceContext,-52}) {Message:lj}{NewLine}{Exception}")
|
||||
.CreateLogger();
|
||||
|
||||
Logger.Information("Starting Prospect.Server.Game");
|
||||
// The Cycle: Frontier authoritative game server.
|
||||
// We start on the station map (the simplest shared space to get two players spawned
|
||||
// and moving); the raid maps (Bright Sands, …) come once spawn + movement replication
|
||||
// work end to end. AI and loot are intentionally out of scope for now.
|
||||
var map = Environment.GetEnvironmentVariable("PROSPECT_MAP") ?? "/Game/Maps/MP/Station/Station_P";
|
||||
var gameMode = Environment.GetEnvironmentVariable("PROSPECT_GAMEMODE") ?? "/Script/Prospect/YGameMode_Station";
|
||||
var port = int.TryParse(Environment.GetEnvironmentVariable("PROSPECT_PORT"), out var p) ? p : 7777;
|
||||
|
||||
// Prospect:
|
||||
// Map: /Game/Maps/MP/Station/Station_P
|
||||
// GameMode: /Script/Prospect/YGameMode_Station
|
||||
Logger.Information("Starting Prospect.Server.Game — map={Map} gameMode={GameMode} port={Port}", map, gameMode, port);
|
||||
|
||||
var worldUrl = new FUrl
|
||||
{
|
||||
Map = "/Game/ThirdPersonCPP/Maps/ThirdPersonExampleMap"
|
||||
};
|
||||
var worldUrl = new FUrl { Map = map, Port = port };
|
||||
worldUrl.Options.Add($"game={gameMode}");
|
||||
|
||||
await using (var world = new ProspectWorld())
|
||||
{
|
||||
world.SetGameInstance(new UGameInstance());
|
||||
world.SetGameMode(worldUrl);
|
||||
|
||||
// The game mode needs a GameSession, otherwise NMT_Join -> SpawnPlayActor -> Login
|
||||
// fails with "GameSession is null" and the player is never spawned.
|
||||
var authGameMode = world.GetAuthGameMode();
|
||||
if (authGameMode != null && authGameMode.GameSession == null)
|
||||
{
|
||||
authGameMode.GameSession = new AGameSession();
|
||||
}
|
||||
|
||||
world.InitializeActorsForPlay(worldUrl, true);
|
||||
world.Listen();
|
||||
|
||||
if (!world.Listen())
|
||||
{
|
||||
Logger.Fatal("Failed to start listening (port {Port} already in use?)", port);
|
||||
return;
|
||||
}
|
||||
|
||||
Logger.Information("Server listening on :{Port}. Waiting for players…", port);
|
||||
|
||||
while (await Tick.WaitForNextTickAsync())
|
||||
{
|
||||
world.Tick(TickRate);
|
||||
try
|
||||
{
|
||||
world.Tick(TickRate);
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
// A misaligned/incompatible client packet must not kill the whole server
|
||||
// (R&D: the client's exact net version isn't matched yet). Log and continue.
|
||||
Logger.Error(ex, "Tick error (bad packet?) — continuing");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -0,0 +1,159 @@
|
||||
using System.Security.Cryptography;
|
||||
using Prospect.Unreal.Serialization;
|
||||
using Serilog;
|
||||
|
||||
namespace Prospect.Unreal.Net;
|
||||
|
||||
/// <summary>
|
||||
/// Chiffrement réseau conforme au FAESHandlerComponent d'UE 4.27 : AES-256-ECB,
|
||||
/// padding PKCS#7 (défaut OpenSSL), clé 32 o, PAS d'IV. Format sur le fil (mirror
|
||||
/// du source UE) :
|
||||
/// [1 bit flag "encryption enabled"][ciphertext bit-packé, décalé de 1 bit]
|
||||
/// Avant chiffrement, un "termination bit" (=1) est écrit sur le plaintext pour
|
||||
/// préserver le compte de bits exact (le dernier octet déchiffré porte ce bit haut).
|
||||
///
|
||||
/// Le handler ne s'active qu'après EnableEncryption (déclenché à réception du
|
||||
/// NMT_Hello chiffré côté serveur) ; avant, passthrough (pas de flag).
|
||||
/// </summary>
|
||||
public sealed class AesHandlerComponent : HandlerComponent
|
||||
{
|
||||
private static readonly ILogger Logger = Log.ForContext<AesHandlerComponent>();
|
||||
|
||||
private const int KeySize = 32;
|
||||
private const int BlockSize = 16;
|
||||
|
||||
private byte[]? _key;
|
||||
|
||||
public AesHandlerComponent(PacketHandler handler) : base(handler, nameof(AesHandlerComponent))
|
||||
{
|
||||
}
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
SetActive(false);
|
||||
Initialized();
|
||||
}
|
||||
|
||||
public override bool IsValid() => true;
|
||||
|
||||
/// <summary>SetEncryptionData : pose la clé (32 o) sans activer le chiffrement sortant.</summary>
|
||||
public void SetKey(byte[] key)
|
||||
{
|
||||
if (key.Length != KeySize)
|
||||
{
|
||||
Logger.Warning("[AES] Clé de taille {N} (attendu {K}) — ignorée", key.Length, KeySize);
|
||||
return;
|
||||
}
|
||||
_key = key;
|
||||
Logger.Information("[AES] Clé posée ({N} o)", key.Length);
|
||||
}
|
||||
|
||||
/// <summary>EnableEncryption : à partir d'ici la sortie est chiffrée. À appeler APRÈS SetKey
|
||||
/// et APRÈS avoir envoyé le NMT_EncryptionAck en clair.</summary>
|
||||
public void Enable()
|
||||
{
|
||||
SetActive(true);
|
||||
Logger.Information("[AES] Chiffrement AES-256-ECB activé");
|
||||
}
|
||||
|
||||
public override void Incoming(FBitReader packet)
|
||||
{
|
||||
if (!IsActive())
|
||||
{
|
||||
return; // pas encore de flag avant activation
|
||||
}
|
||||
|
||||
var flag = packet.ReadBit();
|
||||
if (!flag)
|
||||
{
|
||||
return; // paquet en clair (flag=0) — passthrough du reste
|
||||
}
|
||||
if (_key == null || packet.GetBytesLeft() <= 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var n = packet.GetBytesLeft();
|
||||
var cipher = new byte[n]; // zéro-init (dernier octet à 0 comme UE)
|
||||
var bitsLeft = packet.GetBitsLeft();
|
||||
unsafe
|
||||
{
|
||||
fixed (byte* p = cipher)
|
||||
{
|
||||
packet.SerializeBits(p, bitsLeft); // relit tous les bits restants -> ré-aligne le ciphertext
|
||||
}
|
||||
}
|
||||
|
||||
byte[] plain;
|
||||
try
|
||||
{
|
||||
using var aes = Aes.Create();
|
||||
aes.Key = _key;
|
||||
plain = aes.DecryptEcb(cipher, PaddingMode.PKCS7);
|
||||
}
|
||||
catch (CryptographicException ex)
|
||||
{
|
||||
Logger.Warning("[AES] Déchiffrement échoué ({M}) — {N}o head={H}", ex.Message, n,
|
||||
Convert.ToHexString(cipher.AsSpan(0, Math.Min(n, 16))));
|
||||
packet.SetError();
|
||||
return;
|
||||
}
|
||||
|
||||
// Taille réelle en bits = position du bit à 1 le plus haut du dernier octet (termination bit).
|
||||
if (plain.Length == 0)
|
||||
{
|
||||
packet.SetError();
|
||||
return;
|
||||
}
|
||||
var last = plain[^1];
|
||||
var bits = plain.Length * 8 - 1;
|
||||
while ((last & 0x80) == 0 && bits >= 0)
|
||||
{
|
||||
last <<= 1;
|
||||
bits--;
|
||||
}
|
||||
if (bits < 0)
|
||||
{
|
||||
packet.SetError(); // dernier octet nul -> malformé
|
||||
return;
|
||||
}
|
||||
Logger.Information("[AES] Incoming déchiffré {N}o -> {B} bits", n, bits);
|
||||
packet.SetData(plain, bits);
|
||||
}
|
||||
|
||||
public override void Outgoing(ref FBitWriter packet, FOutPacketTraits traits)
|
||||
{
|
||||
if (!IsActive())
|
||||
{
|
||||
return; // passthrough (pas de flag avant activation)
|
||||
}
|
||||
|
||||
// Termination bit -> le plaintext est byte-aligné (FBitWriter complète en zéros).
|
||||
packet.WriteBit(true);
|
||||
var plainLen = (int)packet.GetNumBytes();
|
||||
var plaintext = packet.GetData();
|
||||
|
||||
byte[] cipher;
|
||||
using (var aes = Aes.Create())
|
||||
{
|
||||
aes.Key = _key!;
|
||||
cipher = aes.EncryptEcb(plaintext.AsSpan(0, plainLen), PaddingMode.PKCS7);
|
||||
}
|
||||
|
||||
var newPacket = new FBitWriter((long)cipher.Length * 8 + 2, true, false);
|
||||
newPacket.WriteBit(true); // flag = encryption enabled
|
||||
unsafe
|
||||
{
|
||||
fixed (byte* p = cipher)
|
||||
{
|
||||
newPacket.Serialize(p, cipher.Length); // ciphertext décalé de 1 bit derrière le flag
|
||||
}
|
||||
}
|
||||
packet = newPacket;
|
||||
}
|
||||
|
||||
// 1 (flag) + 1 (termination) + 7 (bourrage octet) + 128 (bloc PKCS#7) — cf. UE.
|
||||
public override int GetReservedPacketBits() => 2 + 7 + BlockSize * 8;
|
||||
|
||||
public bool IsEnabled => IsActive();
|
||||
}
|
||||
@@ -0,0 +1,170 @@
|
||||
using Org.BouncyCastle.Tls;
|
||||
using Prospect.Unreal.Net.Dtls;
|
||||
using Prospect.Unreal.Serialization;
|
||||
using Serilog;
|
||||
|
||||
namespace Prospect.Unreal.Net;
|
||||
|
||||
/// <summary>
|
||||
/// Composant de chiffrement DTLS-PSK côté serveur, pendant du DTLSHandlerComponent
|
||||
/// d'UE (la pile client est [DTLSHandlerComponent, StatelessConnectHandlerComponent]).
|
||||
///
|
||||
/// Le client exige le chiffrement : il annonce son identité PSK (= user_id) dans
|
||||
/// NMT_Hello, et on répond NMT_EncryptionAck puis on établit un DTLS-PSK. Ici on
|
||||
/// implémente le côté serveur (BouncyCastle) ; la clé provient du DtlsPskStore.
|
||||
///
|
||||
/// ⚠️ Première implémentation — le framing exact DTLS-sur-PacketHandler d'UE et
|
||||
/// l'injection des records de handshake dans la voie d'émission demandent une
|
||||
/// itération EN LIVE contre le vrai client (invalidable hors client).
|
||||
/// </summary>
|
||||
public sealed class DTLSHandlerComponent : HandlerComponent
|
||||
{
|
||||
private static readonly ILogger Logger = Log.ForContext<DTLSHandlerComponent>();
|
||||
|
||||
private DtlsPacketTransport? _transport;
|
||||
private DtlsTransport? _dtls; // non-null une fois le handshake terminé
|
||||
private Thread? _handshakeThread;
|
||||
private volatile bool _established;
|
||||
private volatile bool _failed;
|
||||
|
||||
public DTLSHandlerComponent(PacketHandler handler) : base(handler, nameof(DTLSHandlerComponent))
|
||||
{
|
||||
RequiresHandshake = true;
|
||||
}
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
// Inactif tant qu'on n'a pas la PSK (via BeginHandshake) : les connexions
|
||||
// sans EncryptionToken passent en clair.
|
||||
SetActive(false);
|
||||
Initialized();
|
||||
}
|
||||
|
||||
public override bool IsValid() => true;
|
||||
|
||||
/// <summary>
|
||||
/// Démarre le serveur DTLS-PSK pour une identité (user_id) donnée. <paramref name="sendRecord"/>
|
||||
/// émet un record DTLS vers le client (voie bas-niveau, hors chiffrement).
|
||||
/// </summary>
|
||||
public void BeginHandshake(DtlsPskStore store, string identity, Action<byte[]> sendRecord)
|
||||
{
|
||||
if (store.Get(identity) == null)
|
||||
{
|
||||
Logger.Warning("Pas de PSK pour l'identité {Identity} — DTLS impossible (fournir PROSPECT_DTLS_PSKS)", identity);
|
||||
_failed = true;
|
||||
return;
|
||||
}
|
||||
|
||||
_transport = new DtlsPacketTransport(rec =>
|
||||
{
|
||||
Logger.Information("[DTLS] Outgoing record {N}o head={H}", rec.Length,
|
||||
Convert.ToHexString(rec.AsSpan(0, Math.Min(rec.Length, 12))));
|
||||
sendRecord(rec);
|
||||
});
|
||||
SetActive(true);
|
||||
Logger.Information("[DTLS] BeginHandshake pour {Identity} — serveur DTLS-PSK démarré", identity);
|
||||
|
||||
_handshakeThread = new Thread(() =>
|
||||
{
|
||||
try
|
||||
{
|
||||
var server = new ProspectPskTlsServer(store);
|
||||
_dtls = new DtlsServerProtocol().Accept(server, _transport);
|
||||
_established = true;
|
||||
Logger.Information("Handshake DTLS-PSK établi pour {Identity}", identity);
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
_failed = true;
|
||||
Logger.Error(ex, "Handshake DTLS-PSK échoué pour {Identity}", identity);
|
||||
}
|
||||
})
|
||||
{
|
||||
IsBackground = true,
|
||||
Name = "dtls-handshake",
|
||||
};
|
||||
_handshakeThread.Start();
|
||||
}
|
||||
|
||||
public override void Incoming(FBitReader packet)
|
||||
{
|
||||
Logger.Information("[DTLS] Incoming CALLED active={A} transportNull={T} failed={F} established={E} bitsLeft={B}",
|
||||
IsActive(), _transport == null, _failed, _established, packet.GetBitsLeft());
|
||||
|
||||
if (!IsActive() || _transport == null || _failed)
|
||||
{
|
||||
return; // passthrough (connexion non chiffrée)
|
||||
}
|
||||
|
||||
var record = ReadAlignedBytes(packet);
|
||||
Logger.Information("[DTLS] Incoming nbytes={N} head={H}", record.Length,
|
||||
Convert.ToHexString(record.AsSpan(0, Math.Min(record.Length, 12))));
|
||||
if (record.Length == 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Alimente la pile DTLS (handshake OU données applicatives).
|
||||
_transport.Feed(record);
|
||||
|
||||
if (!_established || _dtls == null)
|
||||
{
|
||||
// Record de handshake : consommé par le thread, rien à remonter au pipeline.
|
||||
packet.SetData(Array.Empty<byte>(), 0);
|
||||
return;
|
||||
}
|
||||
|
||||
// Données applicatives : déchiffrer et remplacer le contenu du paquet.
|
||||
var plain = new byte[_dtls.GetReceiveLimit()];
|
||||
var n = _dtls.Receive(plain, 0, plain.Length, 0);
|
||||
if (n > 0)
|
||||
{
|
||||
packet.SetData(plain[..n], (long)n * 8);
|
||||
}
|
||||
else
|
||||
{
|
||||
packet.SetData(Array.Empty<byte>(), 0);
|
||||
}
|
||||
}
|
||||
|
||||
public override void Outgoing(ref FBitWriter packet, FOutPacketTraits traits)
|
||||
{
|
||||
if (!IsActive() || !_established || _dtls == null)
|
||||
{
|
||||
return; // avant établissement : le handshake gère ses propres records
|
||||
}
|
||||
|
||||
var plain = packet.GetData();
|
||||
var nbytes = (int)packet.GetNumBytes();
|
||||
_dtls.Send(plain, 0, nbytes); // le record chiffré part via le callback du transport
|
||||
}
|
||||
|
||||
public override int GetReservedPacketBits()
|
||||
{
|
||||
// Marge d'en-tête DTLS (record 13o + AEAD ~40o) — valeur à affiner en live.
|
||||
return 64 * 8;
|
||||
}
|
||||
|
||||
public bool IsEstablished => _established;
|
||||
|
||||
public bool HasFailed => _failed;
|
||||
|
||||
private static byte[] ReadAlignedBytes(FBitReader packet)
|
||||
{
|
||||
var bytes = packet.GetBytesLeft();
|
||||
if (bytes <= 0)
|
||||
{
|
||||
return Array.Empty<byte>();
|
||||
}
|
||||
|
||||
var buf = new byte[bytes];
|
||||
unsafe
|
||||
{
|
||||
fixed (byte* p = buf)
|
||||
{
|
||||
packet.Serialize(p, bytes);
|
||||
}
|
||||
}
|
||||
return buf;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,97 @@
|
||||
using System.Collections.Concurrent;
|
||||
using Org.BouncyCastle.Tls;
|
||||
|
||||
namespace Prospect.Unreal.Net.Dtls;
|
||||
|
||||
/// <summary>
|
||||
/// Adapte l'API bloquante DTLS de BouncyCastle (DatagramTransport) au modèle
|
||||
/// « un paquet à la fois » du PacketHandler d'Unreal.
|
||||
///
|
||||
/// - <see cref="Feed"/> : on y pousse les records DTLS reçus (depuis Incoming) ;
|
||||
/// BouncyCastle les consomme via <see cref="Receive"/>.
|
||||
/// - <see cref="Send"/> : BouncyCastle y écrit les records à émettre ; on les
|
||||
/// récupère via le callback <c>onSend</c> pour les renvoyer dans le pipeline.
|
||||
///
|
||||
/// Le handshake tourne sur un thread dédié (Accept est bloquant) ; les records
|
||||
/// applicatifs, eux, sont traités de façon synchrone dans Incoming/Outgoing.
|
||||
/// </summary>
|
||||
public sealed class DtlsPacketTransport : DatagramTransport
|
||||
{
|
||||
private const int Mtu = 1500;
|
||||
|
||||
private readonly BlockingCollection<byte[]> _incoming = new(new ConcurrentQueue<byte[]>());
|
||||
private readonly Action<byte[]> _onSend;
|
||||
|
||||
public DtlsPacketTransport(Action<byte[]> onSend)
|
||||
{
|
||||
_onSend = onSend;
|
||||
}
|
||||
|
||||
/// <summary>Pousse un record DTLS reçu du réseau vers la pile BouncyCastle.</summary>
|
||||
public void Feed(byte[] record)
|
||||
{
|
||||
if (!_incoming.IsAddingCompleted)
|
||||
{
|
||||
_incoming.Add(record);
|
||||
}
|
||||
}
|
||||
|
||||
public int Receive(byte[] buf, int off, int len, int waitMillis)
|
||||
{
|
||||
try
|
||||
{
|
||||
if (!_incoming.TryTake(out var record, waitMillis))
|
||||
{
|
||||
return -1; // timeout : BouncyCastle re-tentera / retransmettra
|
||||
}
|
||||
|
||||
var n = Math.Min(len, record.Length);
|
||||
Array.Copy(record, 0, buf, off, n);
|
||||
return n;
|
||||
}
|
||||
catch (Exception)
|
||||
{
|
||||
return -1;
|
||||
}
|
||||
}
|
||||
|
||||
public int Receive(Span<byte> buffer, int waitMillis)
|
||||
{
|
||||
try
|
||||
{
|
||||
if (!_incoming.TryTake(out var record, waitMillis))
|
||||
{
|
||||
return -1;
|
||||
}
|
||||
|
||||
var n = Math.Min(buffer.Length, record.Length);
|
||||
record.AsSpan(0, n).CopyTo(buffer);
|
||||
return n;
|
||||
}
|
||||
catch (Exception)
|
||||
{
|
||||
return -1;
|
||||
}
|
||||
}
|
||||
|
||||
public void Send(byte[] buf, int off, int len)
|
||||
{
|
||||
var record = new byte[len];
|
||||
Array.Copy(buf, off, record, 0, len);
|
||||
_onSend(record);
|
||||
}
|
||||
|
||||
public void Send(ReadOnlySpan<byte> buffer)
|
||||
{
|
||||
_onSend(buffer.ToArray());
|
||||
}
|
||||
|
||||
public int GetReceiveLimit() => Mtu;
|
||||
|
||||
public int GetSendLimit() => Mtu;
|
||||
|
||||
public void Close()
|
||||
{
|
||||
_incoming.CompleteAdding();
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,85 @@
|
||||
using System.Globalization;
|
||||
|
||||
namespace Prospect.Unreal.Net.Dtls;
|
||||
|
||||
/// <summary>
|
||||
/// Table identité DTLS (= PlayFab user_id) -> PSK 32 octets.
|
||||
///
|
||||
/// Les clés NE SONT JAMAIS en dur ni commitées : elles viennent de l'environnement
|
||||
/// (rendu depuis Vault). Format de PROSPECT_DTLS_PSKS :
|
||||
/// user_id:hex32[,user_id:hex32...]
|
||||
/// ex. "92EBCFE8C3EAF3AC:1E02B3F2...410F1"
|
||||
///
|
||||
/// La dérivation par user_id vit dans le client (code packé) ; tant qu'on ne l'a
|
||||
/// pas, on fournit les PSK connues (une par joueur) via cette table.
|
||||
/// </summary>
|
||||
public sealed class DtlsPskStore
|
||||
{
|
||||
private readonly Dictionary<string, byte[]> _byIdentity = new(StringComparer.OrdinalIgnoreCase);
|
||||
|
||||
public static DtlsPskStore FromEnvironment(string variable = "PROSPECT_DTLS_PSKS")
|
||||
{
|
||||
return Parse(Environment.GetEnvironmentVariable(variable));
|
||||
}
|
||||
|
||||
public static DtlsPskStore Parse(string? spec)
|
||||
{
|
||||
var store = new DtlsPskStore();
|
||||
if (string.IsNullOrWhiteSpace(spec))
|
||||
{
|
||||
return store;
|
||||
}
|
||||
|
||||
foreach (var entry in spec.Split(',', StringSplitOptions.RemoveEmptyEntries | StringSplitOptions.TrimEntries))
|
||||
{
|
||||
var sep = entry.IndexOf(':');
|
||||
if (sep <= 0)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
var identity = entry[..sep].Trim();
|
||||
var psk = HexToBytes(entry[(sep + 1)..].Trim());
|
||||
if (psk.Length == 32)
|
||||
{
|
||||
store._byIdentity[identity] = psk;
|
||||
}
|
||||
}
|
||||
|
||||
return store;
|
||||
}
|
||||
|
||||
public bool HasKeys => _byIdentity.Count > 0;
|
||||
|
||||
public int Count => _byIdentity.Count;
|
||||
|
||||
/// <summary>PSK pour une identité (user_id), ou null si inconnue.</summary>
|
||||
public byte[]? Get(string identity)
|
||||
{
|
||||
return _byIdentity.TryGetValue(identity, out var psk) ? psk : null;
|
||||
}
|
||||
|
||||
private static byte[] HexToBytes(string hex)
|
||||
{
|
||||
if (hex.StartsWith("0x", StringComparison.OrdinalIgnoreCase))
|
||||
{
|
||||
hex = hex[2..];
|
||||
}
|
||||
|
||||
if (hex.Length % 2 != 0)
|
||||
{
|
||||
return Array.Empty<byte>();
|
||||
}
|
||||
|
||||
var bytes = new byte[hex.Length / 2];
|
||||
for (var i = 0; i < bytes.Length; i++)
|
||||
{
|
||||
if (!byte.TryParse(hex.AsSpan(i * 2, 2), NumberStyles.HexNumber, CultureInfo.InvariantCulture, out bytes[i]))
|
||||
{
|
||||
return Array.Empty<byte>();
|
||||
}
|
||||
}
|
||||
|
||||
return bytes;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,45 @@
|
||||
using System.Text;
|
||||
using Org.BouncyCastle.Tls;
|
||||
using Org.BouncyCastle.Tls.Crypto;
|
||||
using Org.BouncyCastle.Tls.Crypto.Impl.BC;
|
||||
|
||||
namespace Prospect.Unreal.Net.Dtls;
|
||||
|
||||
/// <summary>
|
||||
/// Serveur DTLS en mode PSK (BouncyCastle) pour The Cycle. L'identité PSK
|
||||
/// annoncée par le client est son user_id ; on récupère la clé correspondante
|
||||
/// dans le <see cref="DtlsPskStore"/>. Le client embarque des suites PSK-AES256
|
||||
/// (ECDHE/DHE) sur DTLS 1.2.
|
||||
/// </summary>
|
||||
public sealed class ProspectPskTlsServer : PskTlsServer
|
||||
{
|
||||
public ProspectPskTlsServer(DtlsPskStore store)
|
||||
: base(new BcTlsCrypto(), new ProspectPskIdentityManager(store))
|
||||
{
|
||||
}
|
||||
|
||||
// Le client négocie en DTLS ; on restreint aux versions DTLS.
|
||||
protected override ProtocolVersion[] GetSupportedVersions()
|
||||
{
|
||||
return new[] { ProtocolVersion.DTLSv12, ProtocolVersion.DTLSv10 };
|
||||
}
|
||||
|
||||
private sealed class ProspectPskIdentityManager : TlsPskIdentityManager
|
||||
{
|
||||
private readonly DtlsPskStore _store;
|
||||
|
||||
public ProspectPskIdentityManager(DtlsPskStore store)
|
||||
{
|
||||
_store = store;
|
||||
}
|
||||
|
||||
// Pas de hint côté serveur (le client connaît déjà son identité).
|
||||
public byte[]? GetHint() => null;
|
||||
|
||||
public byte[]? GetPsk(byte[] identity)
|
||||
{
|
||||
var id = Encoding.UTF8.GetString(identity);
|
||||
return _store.Get(id);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -192,8 +192,14 @@ public class PacketHandler
|
||||
UpdateInitialState();
|
||||
}
|
||||
|
||||
foreach (var component in _handlerComponents)
|
||||
// Incoming = sens INVERSE d'Outgoing (Outgoing itère en avant). Indispensable
|
||||
// dès qu'il y a >1 composant actif : la couche ajoutée en dernier à l'émission
|
||||
// (ex. chiffrement AES, la plus externe) doit être retirée en premier à la
|
||||
// réception. Sans ça, le stateless tenterait de parser des octets chiffrés.
|
||||
for (var idx = _handlerComponents.Count - 1; idx >= 0; idx--)
|
||||
{
|
||||
var component = _handlerComponents[idx];
|
||||
|
||||
if (processPacketReader.GetPosBits() != 0 && !component.CanReadUnaligned())
|
||||
{
|
||||
RealignPacket(processPacketReader);
|
||||
|
||||
@@ -129,16 +129,19 @@ public class FNetPacketNotify
|
||||
{
|
||||
if (!notificationData.Seq.Greater(_inSeq))
|
||||
{
|
||||
Logger.Information("[HS-SEQ] fail1 seq<=inSeq seq={Seq} inSeq={InSeq}", notificationData.Seq.Value, _inSeq.Value);
|
||||
return 0;
|
||||
}
|
||||
|
||||
if (!notificationData.AckedSeq.GreaterEq(_outAckSeq))
|
||||
{
|
||||
Logger.Information("[HS-SEQ] fail2 ackedSeq<outAckSeq ackedSeq={Acked} outAckSeq={OutAck}", notificationData.AckedSeq.Value, _outAckSeq.Value);
|
||||
return 0;
|
||||
}
|
||||
|
||||
if (!_outSeq.Greater(notificationData.AckedSeq))
|
||||
{
|
||||
Logger.Information("[HS-SEQ] fail3 outSeq<=ackedSeq outSeq={OutSeq} ackedSeq={Acked}", _outSeq.Value, notificationData.AckedSeq.Value);
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
@@ -185,6 +185,8 @@ public class StatelessConnectHandlerComponent : HandlerComponent
|
||||
|
||||
public override void Incoming(FBitReader packet)
|
||||
{
|
||||
var diagTotalBits = packet.GetBitsLeft();
|
||||
|
||||
if (_magicHeader.Length > 0)
|
||||
{
|
||||
// Skip magic header.
|
||||
@@ -192,6 +194,11 @@ public class StatelessConnectHandlerComponent : HandlerComponent
|
||||
}
|
||||
|
||||
var bHandshakePacket = packet.ReadBit() && !packet.IsError();
|
||||
|
||||
// [HS-DIAG] Compare the incoming packet against what the stateless handshake expects.
|
||||
// The Cycle client may use a magic header / different handshake size than 227 bits.
|
||||
Logger.Information("[HS-DIAG] Incoming totalBits={Total} magicLen={Magic} bHandshake={HS} bitsLeftAfterFlag={Left} expectAfterFlag={Exp}",
|
||||
diagTotalBits, _magicHeader.Length, bHandshakePacket, packet.GetBitsLeft(), HandshakePacketSizeBits - 1);
|
||||
if (bHandshakePacket)
|
||||
{
|
||||
var bRestartHandshake = false;
|
||||
@@ -392,6 +399,7 @@ public class StatelessConnectHandlerComponent : HandlerComponent
|
||||
}
|
||||
|
||||
var bHandshakePacket = packet.ReadBit() && !packet.IsError();
|
||||
Logger.Information("[HS-DIAG-CL] Incoming flag={HS} bitsLeftAfterFlag={Left} expect={Exp}", bHandshakePacket, packet.GetBitsLeft(), HandshakePacketSizeBits - 1);
|
||||
|
||||
_lastChallengeSuccessAddress = null;
|
||||
|
||||
@@ -404,6 +412,7 @@ public class StatelessConnectHandlerComponent : HandlerComponent
|
||||
Span<byte> origCookie = stackalloc byte[CookieByteSize];
|
||||
|
||||
bHandshakePacket = ParseHandshakePacket(packet, ref bRestartHandshake, ref secretId, ref timestamp, cookie, origCookie);
|
||||
Logger.Information("[HS-DIAG-CL] parsed ok={Ok} restart={R} secretId={S} timestamp={T}", bHandshakePacket, bRestartHandshake, secretId, timestamp);
|
||||
|
||||
if (bHandshakePacket)
|
||||
{
|
||||
@@ -412,6 +421,7 @@ public class StatelessConnectHandlerComponent : HandlerComponent
|
||||
var bInitialConnect = timestamp == 0.0;
|
||||
if (bInitialConnect)
|
||||
{
|
||||
Logger.Information("[HS-DIAG-CL] initial -> SendConnectChallenge to {Addr}", address);
|
||||
SendConnectChallenge(address);
|
||||
}
|
||||
else if (_driver != null)
|
||||
@@ -430,6 +440,7 @@ public class StatelessConnectHandlerComponent : HandlerComponent
|
||||
GenerateCookie(address, secretId, timestamp, regenCookie);
|
||||
|
||||
bChallengeSuccess = cookie.SequenceEqual(regenCookie);
|
||||
Logger.Information("[HS-DIAG-CL] challenge response cookieMatch={Ok}", bChallengeSuccess);
|
||||
|
||||
if (bChallengeSuccess)
|
||||
{
|
||||
|
||||
@@ -220,6 +220,15 @@ public abstract class UNetConnection : UPlayer
|
||||
/// </summary>
|
||||
public StatelessConnectHandlerComponent? StatelessConnectComponent { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// Composant de chiffrement DTLS-PSK (inactif tant qu'un NMT_Hello avec
|
||||
/// EncryptionToken n'a pas déclenché le handshake). Voir DTLSHandlerComponent.
|
||||
/// </summary>
|
||||
public DTLSHandlerComponent? DtlsComponent { get; private set; }
|
||||
|
||||
/// <summary>Composant de chiffrement AES-256-ECB (conforme FAESHandlerComponent d'UE), keyé par la PSK.</summary>
|
||||
public AesHandlerComponent? AesComponent { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// Net id of remote player on this connection. Only valid on client connections (server side).
|
||||
/// </summary>
|
||||
@@ -267,6 +276,8 @@ public abstract class UNetConnection : UPlayer
|
||||
/// <summary>
|
||||
/// Full incoming packet index.
|
||||
/// </summary>
|
||||
private bool _bAdoptedInitialSequence;
|
||||
|
||||
public int InPacketId { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
@@ -515,6 +526,19 @@ public abstract class UNetConnection : UPlayer
|
||||
return;
|
||||
}
|
||||
|
||||
// The Cycle client (UE4 R3.5.0) writes one extra bit between the packet's
|
||||
// ack history and the packet-info payload that stock UE 4.27 (EngineNetVer
|
||||
// 16) does not. Bit-decoding real client packets showed the header is 65
|
||||
// bits, not 64: consuming this bit realigns everything downstream — the
|
||||
// bHasPacketInfoPayload flag, the 10-bit jitter clock and bHasServerFrameTime
|
||||
// then land exactly, and the first control-channel bunch parses cleanly
|
||||
// (ChIndex 0, NMT_Hello). Observed always 0 in captures.
|
||||
var bCycleExtraHeaderBit = reader.ReadBit();
|
||||
if (bCycleExtraHeaderBit)
|
||||
{
|
||||
Logger.Warning("[HS-HDR] Cycle extra header bit was set (expected 0)");
|
||||
}
|
||||
|
||||
var bHasPacketInfoPayload = true;
|
||||
|
||||
if (reader.EngineNetVer() > EEngineNetworkVersionHistory.HISTORY_JITTER_IN_HEADER)
|
||||
@@ -540,6 +564,25 @@ public abstract class UNetConnection : UPlayer
|
||||
}
|
||||
|
||||
var packetSequenceDelta = PacketNotify.GetSequenceDelta(header);
|
||||
|
||||
// The Cycle client doesn't derive its initial packet sequences from the handshake
|
||||
// cookie the way stock UE does, so our cookie-based InitSequence disagrees with it
|
||||
// and every packet looks out-of-order. On the very first packet, adopt the client's
|
||||
// announced sequences (Seq + AckedSeq) instead of the cookie-derived ones.
|
||||
if (packetSequenceDelta <= 0 && !_bAdoptedInitialSequence && Driver != null && Driver.IsServer())
|
||||
{
|
||||
_bAdoptedInitialSequence = true;
|
||||
var adoptIn = new SequenceNumber((ushort)(header.Seq.Value - 1));
|
||||
var adoptOut = new SequenceNumber((ushort)(header.AckedSeq.Value + 1));
|
||||
PacketNotify.Init(adoptIn, adoptOut);
|
||||
InPacketId = header.Seq.Value - 1;
|
||||
OutPacketId = header.AckedSeq.Value + 1;
|
||||
OutAckPacketId = header.AckedSeq.Value;
|
||||
LastNotifiedPacketId = OutAckPacketId;
|
||||
Logger.Information("[HS-SEQ] Adopted client sequences: inSeq={In} outSeq={Out}", header.Seq.Value, header.AckedSeq.Value + 1);
|
||||
packetSequenceDelta = PacketNotify.GetSequenceDelta(header);
|
||||
}
|
||||
|
||||
if (packetSequenceDelta > 0)
|
||||
{
|
||||
var bPacketOrderCacheActive = !_bFlushingPacketOrderCache && _packetOrderCache != null;
|
||||
@@ -645,7 +688,10 @@ public abstract class UNetConnection : UPlayer
|
||||
|
||||
if (bunch.ChIndex >= MaxChannelSize)
|
||||
{
|
||||
throw new Exception("Bunch channel index exceeds channel limit");
|
||||
// Don't crash the whole server on a malformed/misaligned bunch (e.g. a
|
||||
// version/bit-alignment mismatch with the client). Log and drop the packet.
|
||||
Logger.Error("[HS-SEQ] Bunch channel index {Idx} exceeds limit {Max} (netVer={Ver}) — dropping packet", bunch.ChIndex, MaxChannelSize, (int)bunch.EngineNetVer());
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1079,6 +1125,7 @@ public abstract class UNetConnection : UPlayer
|
||||
|
||||
public void InitSequence(int incomingSequence, int outgoingSequence)
|
||||
{
|
||||
Logger.Information("[HS-SEQ] InitSequence incoming={In} outgoing={Out}", incomingSequence, outgoingSequence);
|
||||
if (InPacketId == -1)
|
||||
{
|
||||
// Initialize the base UNetConnection packet sequence (not very useful/effective at preventing attacks)
|
||||
@@ -1129,6 +1176,16 @@ public abstract class UNetConnection : UPlayer
|
||||
StatelessConnectComponent = (StatelessConnectHandlerComponent) Handler.AddHandler<StatelessConnectHandlerComponent>();
|
||||
StatelessConnectComponent.SetDriver(Driver);
|
||||
|
||||
// Chiffrement DTLS-PSK (côté serveur). Ajouté au pipeline mais inactif : il
|
||||
// ne s'active qu'au NMT_Hello portant un EncryptionToken (cf. UWorld).
|
||||
// NB ordre : la pile client est [DTLS, Stateless] — l'ordre exact ici est à
|
||||
// valider en live contre le vrai client.
|
||||
DtlsComponent = (DTLSHandlerComponent) Handler.AddHandler<DTLSHandlerComponent>();
|
||||
// Chiffrement AES-256-ECB conforme FAESHandlerComponent d'UE (keyé par la PSK).
|
||||
// Ajouté EN DERNIER -> couche la plus externe (chiffre tout ce qui précède).
|
||||
// Inactif jusqu'à EnableEncryption (déclenché au NMT_Hello chiffré, cf. UWorld).
|
||||
AesComponent = (AesHandlerComponent) Handler.AddHandler<AesHandlerComponent>();
|
||||
|
||||
Handler.InitializeComponents();
|
||||
|
||||
MaxPacketHandlerBits = Handler.GetTotalReservedPacketBits();
|
||||
|
||||
@@ -22,6 +22,7 @@
|
||||
|
||||
<ItemGroup>
|
||||
<PackageReference Include="Serilog" Version="4.0.0" />
|
||||
<PackageReference Include="BouncyCastle.Cryptography" Version="2.4.0" />
|
||||
</ItemGroup>
|
||||
|
||||
<ItemGroup>
|
||||
|
||||
@@ -4,6 +4,7 @@ using Prospect.Unreal.Core.Objects;
|
||||
using Prospect.Unreal.Exceptions;
|
||||
using Prospect.Unreal.Net;
|
||||
using Prospect.Unreal.Net.Actors;
|
||||
using Prospect.Unreal.Net.Dtls;
|
||||
using Prospect.Unreal.Net.Channels;
|
||||
using Prospect.Unreal.Net.Packets.Bunch;
|
||||
using Prospect.Unreal.Net.Packets.Control;
|
||||
@@ -15,6 +16,9 @@ public abstract partial class UWorld : FNetworkNotify, IAsyncDisposable
|
||||
{
|
||||
private static readonly ILogger Logger = Log.ForContext<UWorld>();
|
||||
|
||||
// Table user_id -> PSK DTLS, chargée depuis l'env (rendu Vault, jamais commité).
|
||||
private static readonly Lazy<DtlsPskStore> DtlsPsks = new(() => DtlsPskStore.FromEnvironment());
|
||||
|
||||
private UGameInstance? _owningGameInstance;
|
||||
private AGameModeBase? _authorityGameMode;
|
||||
|
||||
@@ -286,7 +290,60 @@ public abstract partial class UWorld : FNetworkNotify, IAsyncDisposable
|
||||
}
|
||||
else
|
||||
{
|
||||
throw new NotImplementedException("Encryption");
|
||||
// R&D WALL — The Cycle mandates encryption on the game connection.
|
||||
// The client's NMT_Hello carries EncryptionToken = its PlayFab
|
||||
// user_id (e.g. "92EBCFE8C3EAF3AC"), and the client PacketHandler
|
||||
// stack is [DTLSHandlerComponent, StatelessConnectHandlerComponent]
|
||||
// (confirmed from the client's own logs). Encryption is therefore
|
||||
// DTLS in PSK mode (the shipping exe bundles ECDHE/DHE-PSK-AES256
|
||||
// cipher suites + a "DTLS.PreSharedKeys" cvar + DTLSPSK*Callback).
|
||||
//
|
||||
// Proceeding to the challenge WITHOUT sending NMT_EncryptionAck does
|
||||
// NOT work: the client requires encryption and closes the control
|
||||
// channel immediately after the plaintext challenge.
|
||||
//
|
||||
// To finish this we'd need (1) a DTLS-PSK server that matches UE's
|
||||
// DTLSHandlerComponent framing, and (2) the 32-byte PSK the client
|
||||
// derives per user_id. The derivation lives in the client's code,
|
||||
// which cannot be recovered statically: the exe is packed/encrypted
|
||||
// (.text entropy = 8.0), so Ghidra/radare2 see only ciphertext. The
|
||||
// only route left is a runtime memory dump of the decrypted image.
|
||||
//
|
||||
// For now: log and proceed to the challenge so the flow is visible
|
||||
// in logs; the client will close afterwards.
|
||||
// Chiffrement DTLS-PSK requis par le client. Si on connaît la
|
||||
// PSK de cette identité (user_id), on répond NMT_EncryptionAck et
|
||||
// on établit le DTLS côté serveur (BouncyCastle). Cf. DTLSHandlerComponent.
|
||||
// PISTE AES-GCM (test live précédent : le client ferme quand nos
|
||||
// paquets post-ack sont EN CLAIR → il attend une voie serveur chiffrée,
|
||||
// sans handshake DTLS). On envoie l'EncryptionAck EN CLAIR, on active
|
||||
// AES-256-GCM keyé par la PSK, puis le Challenge part CHIFFRÉ.
|
||||
// Flux DTLS d'UE (cf. recherche) : NMT_EncryptionAck EN CLAIR sans
|
||||
// payload -> le client résout SA clé (ReceivedNetworkEncryptionAck),
|
||||
// appelle EnableEncryption côté client, ce qui déclenche SON ClientHello.
|
||||
// Le serveur passe en mode ACCEPT (attend le ClientHello, ne parle pas
|
||||
// en premier) et NE DOIT PAS envoyer le Challenge maintenant : il est
|
||||
// différé jusqu'à la fin du handshake DTLS.
|
||||
// Flux d'encryption UE (AES-256-ECB, cf. FAESHandlerComponent) :
|
||||
// SetEncryptionData(clé) -> NMT_EncryptionAck EN CLAIR -> EnableEncryption
|
||||
// (à partir d'ici la sortie serveur est chiffrée) -> Challenge chiffré.
|
||||
// Le client déduit la même clé du token, active son chiffrement, déchiffre
|
||||
// le Challenge et répond (Login) chiffré. Clé = notre PSK (server-side).
|
||||
var aesKey = DtlsPsks.Value.Get(encryptionToken);
|
||||
if (aesKey != null && connection.AesComponent != null)
|
||||
{
|
||||
Logger.Information("AES: identité {Token} -> SetKey + EncryptionAck (clair) + Enable + Challenge (chiffré)", encryptionToken);
|
||||
connection.AesComponent.SetKey(aesKey);
|
||||
NMT_EncryptionAck.Send(connection);
|
||||
connection.FlushNet(); // ack EN CLAIR (avant Enable)
|
||||
connection.AesComponent.Enable(); // sortie chiffrée à partir d'ici
|
||||
connection.SendChallengeControlMessage(); // Challenge chiffré
|
||||
}
|
||||
else
|
||||
{
|
||||
Logger.Warning("Aucune PSK pour {Token} (PROSPECT_DTLS_PSKS) — challenge en clair, le client fermera", encryptionToken);
|
||||
connection.SendChallengeControlMessage();
|
||||
}
|
||||
}
|
||||
}
|
||||
break;
|
||||
@@ -434,13 +491,14 @@ public abstract partial class UWorld : FNetworkNotify, IAsyncDisposable
|
||||
|
||||
private void WelcomePlayer(UNetConnection connection)
|
||||
{
|
||||
// TODO: Properly fetch level name from CurrentLevel
|
||||
var levelName = "/Game/ThirdPersonCPP/Maps/ThirdPersonExampleMap";
|
||||
|
||||
// TODO: Properly fetch from AuthorityGameMode
|
||||
var gameName = "/Script/ThirdPersonMP.ThirdPersonMPGameMode";
|
||||
// Tell the client which level + game mode to travel to. Previously hardcoded to the
|
||||
// UE ThirdPerson template; now use the world's configured map and the "game=" option
|
||||
// (set by the host), falling back to the template if unset.
|
||||
var levelName = string.IsNullOrEmpty(Url.Map) ? "/Game/ThirdPersonCPP/Maps/ThirdPersonExampleMap" : Url.Map;
|
||||
var gameName = Url.GetOption("game=", "/Script/ThirdPersonMP.ThirdPersonMPGameMode") ?? string.Empty;
|
||||
var redirectUrl = string.Empty;
|
||||
|
||||
Logger.Information("Welcoming player -> level={Level} game={Game}", levelName, gameName);
|
||||
NMT_Welcome.Send(connection, levelName, gameName, redirectUrl);
|
||||
|
||||
connection.FlushNet();
|
||||
|
||||
Reference in New Issue
Block a user