13 Commits
Author SHA1 Message Date
neckfire c986a98471 Merge pull request 'Promotion: fix sauvegarde des missions en zone (raid client-hosted)' (#4) from preprod into main
Build & Deploy / build (push) Successful in 23s
2026-07-14 23:58:55 +00:00
neckfireandClaude Opus 4.8 dc34233e40 fix(contracts): persist raid-zone objective progress (client-hosted raids)
Build & Deploy / build (push) Successful in 36s
Symptom: missions done in raid zones weren't saved -> contracts stuck on
'Objective not met', no claim possible.

Root cause: client-hosted raids have no dedicated game server, so
UpdatePlayerActiveContracts is never called (confirmed: 0 calls in prod logs).
Only Kills and OwnNumOfItem objectives were handled; DeadDrop/VisitArea/
LootContainer had Progress[i]=0 forever -> unclaimable and not shown at station.

Fix: EYContractObjectiveType.IsRaidRuntime() groups the objectives that can only
be observed in a live raid (Kills/DeadDrop/VisitArea/LootContainer). Auto-credit
them on deploy (EnterMatchmakingMatch, persisted) so the station shows them
complete, and accept them in ClaimActiveContract. OwnNumOfItem still validated
against the real stash; FactionLevel/CompletedMission unchanged. Added a
defensive guard against a Progress array shorter than the objective list.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-15 01:54:25 +02:00
neckfireandClaude Opus 4.8 71a2c8a1e9 feat(deploy): optional dedicated-server travel via GAMESERVER_ADDRESS
Build & Deploy / build (push) Successful in 31s
When GAMESERVER_ADDRESS ("host:port") is set, EnterMatchmaking returns
that server (SingleplayerStation=false) and EnterMatchmakingMatch's
deploy signal carries its address, so the client travels to the real
game server instead of the client-hosted station. Unset = unchanged
(normal preprod). Lets a 2nd preprod run the same :preprod image and
differ only by this env var (dedicated-server test bench).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 18:41:20 +02:00
neckfireandClaude Opus 4.8 55a9571958 fix(matchmaking): deploy signal targets only the deploying player
Build & Deploy / build (push) Successful in 32s
EnterMatchmakingMatch broadcast OnSquadMatchmakingSuccess to Clients.All,
so one player deploying pulled every connected player into the match.
Map each player to their SignalR connection (GetSignalRConnection tags the
URL with uid; CycleHub records it via a SignalRConnectionRegistry) and
send the deploy signal only to that connection (broadcast fallback if
unmapped). Also enable m_automaticImportPlatformFriends (Steam friends).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 17:56:22 +02:00
neckfireandClaude Opus 4.8 8057fcae47 fix(social): disable friends limit (was capping at 0 friends)
Build & Deploy / build (push) Successful in 31s
FeatureToggles had m_isFriendsLimitEnabled=true with no positive limit,
so the client showed 'friend limit reached: 0 friends' and blocked adding
friends / squad invites. Disabled the toggle (squads/social already on).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 17:31:44 +02:00
neckfireandClaude Opus 4.8 c70f674431 docs(tool): document automatic Proton prefix cert import
Build & Deploy / build (push) Successful in 28s
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 16:50:30 +02:00
neckfireandClaude Opus 4.8 61e45351cd feat(tool): import cert into the Proton prefix on Linux
Build & Deploy / build (push) Successful in 28s
On Linux the tool now actually trusts the server certificate inside the
game's Proton/Wine prefix (the wine certutil tool is broken under Proton):
it fetches the live cert from the server (backend.txt), builds the wine
serialized cert blob (SHA1 + encoded cert) and writes it to the prefix
Root store via `wine reg import`. Auto-detects the Proton wine and lists
compatdata prefixes (most-recent first) so the non-Steam-shortcut prefix
is picked correctly; the chosen prefix is remembered.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 16:48:49 +02:00
neckfireandClaude Opus 4.8 6d77bb4b82 chore(signalr): log remote IP + resolved URL for diagnostics
Build & Deploy / build (push) Successful in 30s
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 16:24:49 +02:00
neckfireandClaude Opus 4.8 0089833b74 fix(signalr): return LAN SignalR URL to local clients
Build & Deploy / build (push) Successful in 34s
GetSignalRConnection now serves the SignalR URL on 192.168.1.136 to
clients whose remote IP is on the LAN, and keeps the public domain for
external clients. The real-time WebSocket (libwebsockets, incl. under
Proton/Wine) couldn't reach the public domain from inside the LAN
(hairpin NAT) — it failed right after the intro as "error code 5".
External friends are unaffected (still get the domain).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 16:18:35 +02:00
neckfireandClaude Opus 4.8 2809033b76 docs(tool): README for ProspectServerSwitcher
Build & Deploy / build (push) Successful in 26s
Documents the cross-platform server switcher: backend.txt mechanism,
domain presets, interactive/CLI usage, cert import (Windows / Proton),
launch, settings location and self-contained publish commands.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 16:03:24 +02:00
neckfireandClaude Opus 4.8 2cc90a22e0 feat(tool): use public domains as presets (works LAN + internet)
Build & Deploy / build (push) Successful in 26s
Switcher presets now use the public domains (tc.nfteam.ovh:8443 /
rd-tc.nfteam.ovh:8444) so the same target works for everyone; the
unified TLS cert covers both hostnames. LAN users add a hosts entry to
avoid hairpin NAT.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 15:57:51 +02:00
neckfireandClaude Opus 4.8 b04621e2a0 feat(tool): cross-platform server switcher (Prospect.Client.Config)
Build & Deploy / build (push) Successful in 25s
New console utility (net8.0, Linux/Proton + Windows) to point a client at
a server by writing backend.txt — the single value the Prospect agent
reads. Presets for PROD/PREPROD LAN and PROD internet, plus custom URL,
certificate import (native on Windows, guided with Proton-prefix
detection on Linux) and game launch. Interactive menu + scriptable CLI
(--folder/--set). Added to the solution; not built by the server CI.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 15:53:43 +02:00
neckfireandClaude Opus 4.8 0588849e4c feat(squad): in-memory squad/lobby state + wire squad functions
Build & Deploy / build (push) Successful in 31s
Adds SquadService (singleton, process-local) tracking squads by the
squadId the client shares across party members, plus a user->squad index
so TryGetCompleteSquadInfo (no squadId in request) can resolve the
caller's squad. Members are lazily registered on any squad call.

- TryGetCompleteSquadInfo: returns the caller's real squad.
- SquadMemberReadyForMatch: joins the squad, records readiness/map,
  returns the squad + whether everyone is ready.
- SquadMemberSelectedMap: records the member's selected map.
- DbUserService.FindByIdAsync: resolve display name for squad members.

Groundwork for the station lobby; assumes the client drives squads via
these calls with a shared squadId (to confirm with a 2-client session).
Real-time SignalR push (unknown event names) deferred; the squad is
carried in responses + TryGetCompleteSquadInfo for now.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 15:34:43 +02:00
18 changed files with 889 additions and 61 deletions
+404
View File
@@ -0,0 +1,404 @@
using System.Diagnostics;
using System.Security.Cryptography.X509Certificates;
using System.Text;
using System.Text.Json;
namespace Prospect.Client.Config;
// Cross-platform (Linux/Proton + Windows) helper to point a The Cycle: Frontier client at a
// server. The Prospect agent reads the target PlayFab URL from `backend.txt` next to the game
// executable, so switching servers = writing that one file. This tool also imports the server
// certificate and launches the game (natively on Windows, guided on Linux/Proton).
internal static class Program
{
private const string AppId = "868270";
// Presets use the public domains so the same target works for everyone (LAN or internet):
// DNS resolves to the public IP for friends, and the unified TLS cert covers both hostnames.
// On the same LAN, add a hosts entry (domain -> 192.168.1.136) to avoid hairpin NAT.
private static readonly (string Key, string Label, string Url)[] Presets =
{
("prod", "PROD", "https://tc.nfteam.ovh:8443"),
("preprod", "PREPROD", "https://rd-tc.nfteam.ovh:8444"),
};
private static string SettingsPath => Path.Combine(
Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData),
"ProspectSwitcher", "settings.json");
private static Settings _settings = new();
private static int Main(string[] args)
{
try { Console.OutputEncoding = Encoding.UTF8; } catch { /* some terminals reject it */ }
LoadSettings();
return args.Length > 0 ? RunCli(args) : MenuLoop();
}
// ---- Scriptable CLI ----------------------------------------------------
private static int RunCli(string[] args)
{
string? folder = null, target = null;
for (var i = 0; i < args.Length; i++)
{
switch (args[i])
{
case "--folder" when i + 1 < args.Length: folder = args[++i]; break;
case "--set" when i + 1 < args.Length: target = args[++i]; break;
case "-h" or "--help": PrintCliHelp(); return 0;
}
}
if (folder != null) { _settings.GameFolder = folder; SaveSettings(); }
if (target == null) { PrintCliHelp(); return folder != null ? 0 : 1; }
var url = ResolveTarget(target);
if (url == null) { Console.Error.WriteLine("Cible inconnue : " + target); return 1; }
return WriteBackend(url) ? 0 : 1;
}
private static void PrintCliHelp()
{
Console.WriteLine("ProspectServerSwitcher — sélecteur de serveur The Cycle (multi-OS)");
Console.WriteLine();
Console.WriteLine(" (sans argument) menu interactif");
Console.WriteLine(" --folder <chemin Win64> définit le dossier du jeu (mémorisé)");
Console.WriteLine(" --set <cible> écrit backend.txt");
Console.WriteLine();
Console.WriteLine("Cibles : " + string.Join(", ", Presets.Select(p => p.Key)) + ", ou une URL https://…");
Console.WriteLine("Ex : ProspectServerSwitcher --folder \"…/Prospect/Binaries/Win64\" --set preprod-lan");
}
private static string? ResolveTarget(string t)
{
foreach (var p in Presets)
if (string.Equals(p.Key, t, StringComparison.OrdinalIgnoreCase)) return p.Url;
if (t.StartsWith("http", StringComparison.OrdinalIgnoreCase)) return t;
return null;
}
// ---- Interactive menu --------------------------------------------------
private static int MenuLoop()
{
while (true)
{
Console.WriteLine();
Console.WriteLine("=== The Cycle — Sélecteur de serveur ===");
Console.WriteLine("Dossier du jeu : " + (string.IsNullOrEmpty(_settings.GameFolder) ? "(non défini)" : _settings.GameFolder));
Console.WriteLine("backend.txt : " + ReadCurrentBackend());
Console.WriteLine();
Console.WriteLine(" 1) Définir le dossier du jeu (Win64)");
for (var i = 0; i < Presets.Length; i++)
Console.WriteLine($" {i + 2}) {Presets[i].Label,-24} {Presets[i].Url}");
var n = Presets.Length + 2;
Console.WriteLine($" {n}) Serveur personnalisé…");
Console.WriteLine($" {n + 1}) Importer un certificat…");
Console.WriteLine($" {n + 2}) Lancer le jeu");
Console.WriteLine(" 0) Quitter");
Console.Write("> ");
var raw = Console.ReadLine()?.Trim();
if (raw is null or "0") return 0;
if (!int.TryParse(raw, out var choice)) { Console.WriteLine("Choix invalide."); continue; }
if (choice == 1) SetFolder();
else if (choice >= 2 && choice < n) WriteBackend(Presets[choice - 2].Url);
else if (choice == n) SetCustom();
else if (choice == n + 1) ImportCert();
else if (choice == n + 2) LaunchGame();
else Console.WriteLine("Choix invalide.");
}
}
private static void SetFolder()
{
Console.Write("Chemin du dossier Win64 : ");
var p = Console.ReadLine()?.Trim().Trim('"');
if (string.IsNullOrEmpty(p)) return;
if (!Directory.Exists(p)) { Console.WriteLine("⚠ Dossier introuvable."); return; }
_settings.GameFolder = p;
SaveSettings();
Console.WriteLine("✔ Dossier mémorisé.");
}
private static void SetCustom()
{
Console.Write("URL du serveur (ex : https://mon-serveur:8443) : ");
var u = Console.ReadLine()?.Trim();
if (!string.IsNullOrWhiteSpace(u)) WriteBackend(u);
}
// ---- backend.txt -------------------------------------------------------
private static bool WriteBackend(string url)
{
if (!EnsureFolder(out var dir)) return false;
try
{
// No trailing newline: the agent reads the raw file and requires it to start with https://.
File.WriteAllText(Path.Combine(dir, "backend.txt"), url, new UTF8Encoding(false));
Console.WriteLine($"✔ backend.txt → {url}");
Console.WriteLine(" (relance le jeu : backend.txt n'est lu qu'au démarrage du loader.)");
return true;
}
catch (Exception ex) { Console.WriteLine("✖ " + ex.Message); return false; }
}
private static string ReadCurrentBackend()
{
if (string.IsNullOrEmpty(_settings.GameFolder)) return "(dossier non défini)";
var f = Path.Combine(_settings.GameFolder, "backend.txt");
try
{
if (!File.Exists(f)) return "(absent)";
var v = File.ReadAllText(f).Trim();
var match = Presets.FirstOrDefault(p => p.Url == v);
return match.Key != null ? $"{v} [{match.Label.Trim()}]" : v;
}
catch { return "(illisible)"; }
}
// ---- Certificate -------------------------------------------------------
private static void ImportCert()
{
// Prefer fetching the cert live from the server the client points at (backend.txt), so
// it's always the current one; fall back to a .crt file.
X509Certificate2? cert = null;
var target = ReadBackendUrl();
if (target != null && TryFetchServerCert(target, out cert))
Console.WriteLine($"Certificat récupéré depuis {target}");
else
{
Console.Write("Chemin d'un certificat (.crt) : ");
var p = Console.ReadLine()?.Trim().Trim('"');
if (string.IsNullOrEmpty(p) || !File.Exists(p)) { Console.WriteLine("⚠ Annulé."); return; }
try { cert = new X509Certificate2(p); } catch (Exception ex) { Console.WriteLine("✖ " + ex.Message); return; }
}
if (cert == null) { Console.WriteLine("⚠ Aucun certificat."); return; }
Console.WriteLine($" empreinte : {cert.Thumbprint}");
if (OperatingSystem.IsWindows()) ImportCertWindows(cert);
else ImportCertProton(cert);
}
private static string? ReadBackendUrl()
{
if (string.IsNullOrEmpty(_settings.GameFolder)) return null;
var f = Path.Combine(_settings.GameFolder, "backend.txt");
try { return File.Exists(f) ? File.ReadAllText(f).Trim() : null; } catch { return null; }
}
private static bool TryFetchServerCert(string url, out X509Certificate2? cert)
{
cert = null;
try
{
var uri = new Uri(url);
using var tcp = new System.Net.Sockets.TcpClient();
tcp.Connect(uri.Host, uri.Port <= 0 ? 443 : uri.Port);
X509Certificate2? captured = null;
using var ssl = new System.Net.Security.SslStream(tcp.GetStream(), false,
(_, c, _, _) => { if (c != null) captured = new X509Certificate2(c.Export(X509ContentType.Cert)); return true; });
ssl.AuthenticateAsClient(uri.Host);
cert = captured;
return cert != null;
}
catch { return false; }
}
[System.Runtime.Versioning.SupportedOSPlatform("windows")]
private static void ImportCertWindows(X509Certificate2 cert)
{
try
{
using var store = new X509Store(StoreName.Root, StoreLocation.CurrentUser);
store.Open(OpenFlags.ReadWrite);
store.Add(cert);
Console.WriteLine("✔ Certificat importé (Autorités racines de confiance, utilisateur).");
}
catch (Exception ex) { Console.WriteLine("✖ Import : " + ex.Message); }
}
// Trust the cert inside the game's Proton/Wine prefix by writing the serialized cert blob
// into the prefix Root store via `wine reg import` (the wine `certutil` tool is unreliable
// under Proton). The prefix is chosen explicitly, so it works even though the client runs
// as a non-Steam shortcut (whose appid isn't the game's 868270).
private static void ImportCertProton(X509Certificate2 cert)
{
var wine = FindProtonWine();
if (wine == null) { Console.WriteLine("⚠ Aucun wine Proton trouvé (Steam/Proton installé ?)."); return; }
var prefix = SelectPrefix();
if (prefix == null) return;
// Wine serialized cert blob: SHA1-hash property (id 3) + encoded cert property (id 0x20).
var der = cert.RawData;
var sha1 = cert.GetCertHash();
byte[] blob;
using (var ms = new MemoryStream())
{
void Prop(uint id, byte[] data)
{
ms.Write(BitConverter.GetBytes(id));
ms.Write(BitConverter.GetBytes(1u));
ms.Write(BitConverter.GetBytes((uint)data.Length));
ms.Write(data);
}
Prop(3, sha1);
Prop(0x20, der);
blob = ms.ToArray();
}
var thumb = Convert.ToHexString(sha1);
var hex = string.Join(",", blob.Select(b => b.ToString("x2")));
var regFile = Path.Combine(Path.GetTempPath(), "prospect-cert.reg");
File.WriteAllText(regFile,
"REGEDIT4\r\n\r\n" +
$"[HKEY_LOCAL_MACHINE\\Software\\Microsoft\\SystemCertificates\\Root\\Certificates\\{thumb}]\r\n" +
$"\"Blob\"=hex:{hex}\r\n");
Console.WriteLine("⚠ Ferme complètement le jeu avant de continuer (sinon le registre ne sera pas pris en compte).");
Console.Write("Appuie sur Entrée pour importer… ");
Console.ReadLine();
var wineserver = Path.Combine(Path.GetDirectoryName(wine)!, "wineserver");
var regWinePath = "Z:" + regFile.Replace('/', '\\'); // Z: maps to / inside the prefix
RunWine(wineserver, "-k", prefix); // stop any running wineserver (flush)
RunWine(wine, $"reg import \"{regWinePath}\"", prefix);
RunWine(wineserver, "-k", prefix); // flush the change to disk
var sysreg = Path.Combine(prefix, "system.reg");
var ok = File.Exists(sysreg) && File.ReadAllText(sysreg).Contains(thumb, StringComparison.OrdinalIgnoreCase);
Console.WriteLine(ok
? $"✔ Certificat importé dans le préfixe : {prefix}\n Relance le jeu."
: "✖ Import non confirmé — assure-toi que le jeu est fermé et réessaie.");
}
private static void RunWine(string exe, string args, string prefix)
{
try
{
var psi = new ProcessStartInfo(exe, args)
{
UseShellExecute = false,
RedirectStandardOutput = true,
RedirectStandardError = true,
};
psi.Environment["WINEPREFIX"] = prefix;
psi.Environment["WINEDEBUG"] = "-all";
using var p = Process.Start(psi);
p?.WaitForExit(20000);
}
catch (Exception ex) { Console.WriteLine(" (wine) " + ex.Message); }
}
private static string? FindProtonWine()
{
foreach (var root in SteamRoots())
{
var common = Path.Combine(root, "steamapps", "common");
if (!Directory.Exists(common)) continue;
var candidates = Directory.GetDirectories(common, "Proton*")
.Select(d => Path.Combine(d, "files", "bin", "wine"))
.Where(File.Exists)
.OrderByDescending(w => w.Contains("Experimental"))
.ThenByDescending(File.GetLastWriteTimeUtc)
.ToList();
if (candidates.Count > 0) return candidates[0];
}
return null;
}
private static string? SelectPrefix()
{
if (!string.IsNullOrEmpty(_settings.WinePrefix) && Directory.Exists(_settings.WinePrefix))
return _settings.WinePrefix;
var prefixes = new List<string>();
foreach (var root in SteamRoots())
{
var cd = Path.Combine(root, "steamapps", "compatdata");
if (!Directory.Exists(cd)) continue;
foreach (var d in Directory.GetDirectories(cd))
{
var pfx = Path.Combine(d, "pfx");
if (File.Exists(Path.Combine(pfx, "system.reg"))) prefixes.Add(Path.GetFullPath(pfx));
}
}
prefixes = prefixes.Distinct()
.OrderByDescending(p => File.GetLastWriteTimeUtc(Path.Combine(p, "system.reg")))
.ToList();
if (prefixes.Count == 0) { Console.WriteLine("⚠ Aucun préfixe Proton trouvé."); return null; }
Console.WriteLine("Préfixes Proton détectés (le plus récemment utilisé en premier = sûrement ton jeu) :");
for (var i = 0; i < prefixes.Count; i++)
Console.WriteLine($" {i + 1}) {prefixes[i]}");
Console.Write("Numéro du préfixe (Entrée = 1) : ");
var raw = Console.ReadLine()?.Trim();
var idx = string.IsNullOrEmpty(raw) ? 0 : (int.TryParse(raw, out var n) ? n - 1 : -1);
if (idx < 0 || idx >= prefixes.Count) { Console.WriteLine("⚠ Choix invalide."); return null; }
_settings.WinePrefix = prefixes[idx];
SaveSettings();
return _settings.WinePrefix;
}
private static IEnumerable<string> SteamRoots()
{
var home = Environment.GetFolderPath(Environment.SpecialFolder.UserProfile);
yield return Path.Combine(home, ".steam", "steam");
yield return Path.Combine(home, ".local", "share", "Steam");
}
// ---- Launch ------------------------------------------------------------
private static void LaunchGame()
{
if (OperatingSystem.IsWindows())
{
if (!EnsureFolder(out var dir)) return;
var loader = Path.Combine(dir, "Prospect.Client.Loader.exe");
if (!File.Exists(loader)) { Console.WriteLine("⚠ Prospect.Client.Loader.exe introuvable dans le dossier."); return; }
try
{
Process.Start(new ProcessStartInfo(loader) { WorkingDirectory = dir, UseShellExecute = true });
Console.WriteLine("▶ Jeu lancé.");
}
catch (Exception ex) { Console.WriteLine("✖ " + ex.Message); }
return;
}
Console.WriteLine("Sous Linux/Proton, lance via Steam (le loader doit tourner dans le préfixe Proton) :");
Console.WriteLine(" steam steam://rungameid/" + AppId);
}
// ---- Helpers -----------------------------------------------------------
private static bool EnsureFolder(out string dir)
{
dir = _settings.GameFolder;
if (string.IsNullOrEmpty(dir) || !Directory.Exists(dir))
{
Console.WriteLine("⚠ Définis d'abord le dossier du jeu (option 1).");
return false;
}
return true;
}
private static void LoadSettings()
{
try
{
if (File.Exists(SettingsPath))
_settings = JsonSerializer.Deserialize<Settings>(File.ReadAllText(SettingsPath)) ?? new Settings();
}
catch { _settings = new Settings(); }
}
private static void SaveSettings()
{
try
{
Directory.CreateDirectory(Path.GetDirectoryName(SettingsPath)!);
File.WriteAllText(SettingsPath, JsonSerializer.Serialize(_settings));
}
catch { /* best-effort persistence */ }
}
private sealed class Settings
{
public string GameFolder { get; set; } = "";
public string WinePrefix { get; set; } = "";
}
}
@@ -0,0 +1,15 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<OutputType>Exe</OutputType>
<TargetFramework>net8.0</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable>
<AssemblyName>ProspectServerSwitcher</AssemblyName>
<RootNamespace>Prospect.Client.Config</RootNamespace>
<InvariantGlobalization>true</InvariantGlobalization>
<!-- Cross-platform client tool (Linux/Proton + Windows). Never built by the Linux server CI. -->
<Configurations>Debug;Release;Season 3 Release;Season 2 Release;Season 2 Debug;Season 3 Debug</Configurations>
</PropertyGroup>
</Project>
+102
View File
@@ -0,0 +1,102 @@
# ProspectServerSwitcher
Petit utilitaire **multi-OS** (Linux/Proton + Windows) pour pointer un client
*The Cycle: Frontier* vers un serveur, importer le certificat, et lancer le jeu.
## Pourquoi
L'agent Prospect (`Prospect.Agent.dll`, injecté par `Prospect.Client.Loader.exe`)
hooke l'URL de l'API PlayFab et la remplace par le contenu de **`backend.txt`**,
placé à côté de l'exécutable du jeu (`Prospect/Binaries/Win64`). S'il est absent,
l'agent retombe sur `https://127.0.0.1:8443`.
**Tout l'aiguillage du client tient donc dans cette seule valeur.** Cet outil ne fait
essentiellement qu'écrire le bon `backend.txt` — plus quelques commodités (cert, launch).
## Serveurs (presets)
Les presets utilisent les **domaines publics** pour que la même cible marche pour
tout le monde (le DNS résout vers l'IP publique pour les amis, et le certificat TLS
unifié couvre les deux hostnames) :
| Preset | URL |
|-----------|----------------------------------|
| `prod` | `https://tc.nfteam.ovh:8443` |
| `preprod` | `https://rd-tc.nfteam.ovh:8444` |
> **Sur le même LAN que le serveur**, ajoute une entrée hosts pour éviter le hairpin NAT :
> ```
> 192.168.1.136 tc.nfteam.ovh
> 192.168.1.136 rd-tc.nfteam.ovh
> ```
## Utilisation
### Menu interactif
Lance le binaire sans argument :
- **1** : définir le dossier du jeu (`…/Prospect/Binaries/Win64`) — mémorisé
- **2/3** : basculer sur PROD / PREPROD
- **4** : URL personnalisée
- **5** : importer un certificat (`.crt`)
- **6** : lancer le jeu
- **0** : quitter
### En ligne de commande (scriptable)
```
ProspectServerSwitcher --folder "<...>/Prospect/Binaries/Win64" --set preprod
ProspectServerSwitcher --set prod
ProspectServerSwitcher --set https://mon-serveur:8443 # URL libre
```
> ⚠️ `backend.txt` n'est lu qu'**au démarrage** du loader → relance le jeu après un switch.
> Le serveur ciblé doit **tourner** (conteneurs on-demand `the-cycle-api` / `the-cycle-api-rd`).
## Certificat
L'outil récupère le certificat **en direct depuis le serveur** ciblé (il lit `backend.txt`
et se connecte en TLS), puis le rend fiable :
- **Windows** : import automatique dans *Autorités de certification racines de confiance*
(utilisateur courant), via le magasin `X509Store`.
- **Linux/Proton** : import **automatique dans le préfixe Wine** du jeu. Comme `wine certutil`
est cassé sous Proton, l'outil écrit directement le *blob* sérialisé du certificat
(propriété SHA1 `id=3` + certificat encodé `id=0x20`) dans le magasin `Root` du préfixe via
`wine reg import`. Il :
1. détecte le binaire `wine` de Proton (`…/common/Proton*/files/bin/wine`),
2. liste les préfixes `compatdata/*/pfx` (le plus récemment utilisé en premier),
3. importe dans le préfixe choisi (⚠️ **le jeu doit être fermé**), mémorisé ensuite.
> ⚠️ Le client tourne souvent comme **raccourci non-Steam** → son préfixe n'est **pas**
> `compatdata/868270` mais un appid généré (ex. `3883998305`). D'où la sélection explicite
> du préfixe plutôt qu'une déduction sur l'appid du jeu.
## Lancement
- **Windows** : démarre `Prospect.Client.Loader.exe` depuis le dossier du jeu.
- **Linux/Proton** : passe par Steam (`steam steam://rungameid/868270`) — le loader doit
tourner dans le préfixe Proton.
## Réglages
Le dossier du jeu est mémorisé dans
`…/ApplicationData/ProspectSwitcher/settings.json`
(`%AppData%` sous Windows, `~/.config` sous Linux).
## Build / publication
Projet console **net8.0** (cross-platform, `InvariantGlobalization`), jamais buildé par
la CI serveur (Linux).
```bash
# build simple
dotnet build src/Prospect.Client.Config -c Release
# binaires autonomes single-file (aucun .NET requis chez l'utilisateur)
dotnet publish src/Prospect.Client.Config -c Release -r win-x64 --self-contained \
-p:PublishSingleFile=true -p:IncludeNativeLibrariesForSelfExtract=true -p:EnableCompressionInSingleFile=true
dotnet publish src/Prospect.Client.Config -c Release -r linux-x64 --self-contained \
-p:PublishSingleFile=true -p:EnableCompressionInSingleFile=true
```
Les binaires publiés sont distribués via la release Gitea **`friends-client`**
(`ProspectServerSwitcher.exe` pour Windows, `ProspectServerSwitcher-linux-x64` pour Linux).
+22 -3
View File
@@ -1,12 +1,31 @@
using Microsoft.AspNetCore.SignalR; using Microsoft.AspNetCore.SignalR;
namespace Prospect.Server.Api.Hubs; namespace Prospect.Server.Api.Hubs;
public class CycleHub : Hub public class CycleHub : Hub
{ {
private readonly SignalRConnectionRegistry _registry;
public CycleHub(SignalRConnectionRegistry registry)
{
_registry = registry;
}
public override async Task OnConnectedAsync() public override async Task OnConnectedAsync()
{ {
Console.WriteLine("Connected {0}", Context.ConnectionId); // The client connects with the SignalR URL returned by GetSignalRConnection, which
// carries a `uid` query param — use it to map this connection to the player so
// server-initiated messages can target a single player instead of everyone.
var uid = Context.GetHttpContext()?.Request.Query["uid"].ToString();
if (!string.IsNullOrEmpty(uid))
_registry.Add(uid, Context.ConnectionId);
Console.WriteLine("Connected {0} (uid={1})", Context.ConnectionId, uid);
await base.OnConnectedAsync(); await base.OnConnectedAsync();
} }
}
public override async Task OnDisconnectedAsync(Exception? exception)
{
_registry.Remove(Context.ConnectionId);
await base.OnDisconnectedAsync(exception);
}
}
@@ -0,0 +1,29 @@
using System.Collections.Concurrent;
namespace Prospect.Server.Api.Hubs;
// Maps players to their live SignalR connection so server-initiated messages (e.g. the
// matchmaking-success "travel to match" signal) can target a single player instead of being
// broadcast to everyone. The client's SignalR URL carries a `uid` query param (added by
// GetSignalRConnection); CycleHub records it on connect.
public class SignalRConnectionRegistry
{
private readonly ConcurrentDictionary<string, string> _userToConn = new();
private readonly ConcurrentDictionary<string, string> _connToUser = new();
public void Add(string userId, string connectionId)
{
if (string.IsNullOrEmpty(userId)) return;
_userToConn[userId] = connectionId;
_connToUser[connectionId] = userId;
}
public void Remove(string connectionId)
{
if (_connToUser.TryRemove(connectionId, out var userId))
_userToConn.TryRemove(userId, out _);
}
public string? GetConnection(string userId)
=> _userToConn.TryGetValue(userId, out var c) ? c : null;
}
@@ -72,6 +72,21 @@ public enum EYContractObjectiveType {
MAX = 8 MAX = 8
} }
public static class ContractObjectiveTypeExtensions {
// Objectives that can only be observed while a raid is running (kills, dead-drops,
// visiting an area, looting a container). The raid is hosted by the player's own
// client and there is no dedicated game server, so their progress is never reported
// to the backend (UpdatePlayerActiveContracts is never called). They are therefore
// auto-credited server-side, otherwise these contracts can never be completed.
// OwnNumOfItem is excluded (validated against the real stash) and so are the meta
// objectives FactionLevel / CompletedMission (validated from persisted player data).
public static bool IsRaidRuntime(this EYContractObjectiveType type) =>
type is EYContractObjectiveType.Kills
or EYContractObjectiveType.DeadDrop
or EYContractObjectiveType.VisitArea
or EYContractObjectiveType.LootContainer;
}
public enum EYContractDifficulty public enum EYContractDifficulty
{ {
Invalid = 0, Invalid = 0,
@@ -131,16 +131,17 @@ public class ClaimActiveContract : ICloudScriptFunction<FYClaimCompletedActiveCo
break; break;
} }
} }
} else if (objective.Type == EYContractObjectiveType.Kills) { } else if (objective.Type.IsRaidRuntime()) {
// Kill objectives can't be tracked in a client-hosted raid (no dedicated // Raid-runtime objectives (kills, dead-drops, visited areas, looted
// game server reports kills). They are auto-credited on deploy // containers) can't be tracked in a client-hosted raid — no dedicated
// (EnterMatchmakingMatch); accept them here even if a contract was // game server reports them, so their progress is never saved. They are
// activated before that so kill contracts remain completable. // auto-credited on deploy (EnterMatchmakingMatch); accept them here too
// (safety net for a contract activated after deploy) so these contracts
// remain completable instead of being stuck on "Objective not met".
remaining = 0; remaining = 0;
} else { } else {
// NOTE: A game server must write the correct progress // Meta objectives (FactionLevel / CompletedMission): validated from the
// for other types of objectives. // persisted progress. The objectives are mapped by array index.
// The objectives are mapped by array index.
remaining -= targetContract.Progress[i]; remaining -= targetContract.Progress[i];
} }
if (remaining > 0) { if (remaining > 0) {
@@ -25,6 +25,24 @@ public class EnterMatchmakingFunction : ICloudScriptFunction<FYEnterMatchAzureFu
// SquadID = request.SquadId, // SquadID = request.SquadId,
//}); //});
// Dedicated-server mode (2nd preprod): if GAMESERVER_ADDRESS ("host:port") is set, hand
// the client the real game server to travel to instead of the client-hosted station.
// Same image as preprod — only this env var flips the deployment type.
var gameServer = Environment.GetEnvironmentVariable("GAMESERVER_ADDRESS");
if (!string.IsNullOrEmpty(gameServer))
{
var parts = gameServer.Split(':');
return new FYEnterMatchAzureFunctionResult
{
Success = true,
ErrorMessage = "",
SingleplayerStation = false,
Address = parts[0],
Port = parts.Length > 1 && int.TryParse(parts[1], out var gsPort) ? gsPort : 7777,
MaintenanceMode = false,
};
}
return new FYEnterMatchAzureFunctionResult return new FYEnterMatchAzureFunctionResult
{ {
Success = true, Success = true,
@@ -24,13 +24,15 @@ public class EnterMatchmakingMatchFunction : ICloudScriptFunction<FYEnterMatchAz
private readonly IHubContext<CycleHub> _hubContext; private readonly IHubContext<CycleHub> _hubContext;
private readonly UserDataService _userDataService; private readonly UserDataService _userDataService;
private readonly TitleDataService _titleDataService; private readonly TitleDataService _titleDataService;
private readonly SignalRConnectionRegistry _registry;
public EnterMatchmakingMatchFunction(IHubContext<CycleHub> hubContext, IHttpContextAccessor httpContextAccessor, UserDataService userDataService, TitleDataService titleDataService) public EnterMatchmakingMatchFunction(IHubContext<CycleHub> hubContext, IHttpContextAccessor httpContextAccessor, UserDataService userDataService, TitleDataService titleDataService, SignalRConnectionRegistry registry)
{ {
_httpContextAccessor = httpContextAccessor; _httpContextAccessor = httpContextAccessor;
_hubContext = hubContext; _hubContext = hubContext;
_userDataService = userDataService; _userDataService = userDataService;
_titleDataService = titleDataService; _titleDataService = titleDataService;
_registry = registry;
} }
public async Task<FYEnterMatchmakingResult> ExecuteAsync(FYEnterMatchAzureFunction request) public async Task<FYEnterMatchmakingResult> ExecuteAsync(FYEnterMatchAzureFunction request)
@@ -60,12 +62,17 @@ public class EnterMatchmakingMatchFunction : ICloudScriptFunction<FYEnterMatchAz
continue; continue;
} }
for (var i = 0; i < contract.Objectives.Length; i++) { for (var i = 0; i < contract.Objectives.Length; i++) {
if (i >= contractActive.Progress.Length) {
// Defensive: player progress array shorter than the objective list.
break;
}
var objective = contract.Objectives[i]; var objective = contract.Objectives[i];
// Kill objectives: the client-hosted raid has no dedicated game server // Raid-runtime objectives (kills, dead-drops, visited areas, looted
// to report per-kill progress to the backend, so kills would never be // containers) are simulated inside the client-hosted raid; with no
// saved. Auto-credit them on deploy so the objective can be completed // dedicated game server their progress is never reported to the backend,
// (mirrors the player-kill auto-credit done in ActivateContract). // so they would never be saved. Auto-credit them on deploy so the
if (objective.Type == EYContractObjectiveType.Kills) { // objective persists and the station shows the contract as completable.
if (objective.Type.IsRaidRuntime()) {
contractActive.Progress[i] = objective.MaxProgress; contractActive.Progress[i] = objective.MaxProgress;
continue; continue;
} }
@@ -94,11 +101,23 @@ public class EnterMatchmakingMatchFunction : ICloudScriptFunction<FYEnterMatchAz
} }
); );
await _hubContext.Clients.All.SendAsync("OnSquadMatchmakingSuccess", new OnSquadMatchmakingSuccessMessage { // Send the "matchmaking succeeded / travel to match" signal only to the deploying
// player (via their mapped SignalR connection) — broadcasting to Clients.All made
// every connected player travel too. Fall back to broadcast only if the connection
// isn't mapped yet.
// Dedicated-server mode (2nd preprod): point the client at the real game server address
// to travel to; otherwise keep the map name (client-hosted). Same image — env flips it.
var gameServer = Environment.GetEnvironmentVariable("GAMESERVER_ADDRESS");
var deployMessage = new OnSquadMatchmakingSuccessMessage {
Success = true, Success = true,
SessionID = request.MapName, // TODO: Need to implement TryGetCompleteSquadInfo and pass squad info SessionID = string.IsNullOrEmpty(gameServer) ? request.MapName : gameServer,
SquadID = request.SquadId, SquadID = request.SquadId,
}); };
var connectionId = _registry.GetConnection(userId);
if (connectionId != null)
await _hubContext.Clients.Client(connectionId).SendAsync("OnSquadMatchmakingSuccess", deployMessage);
else
await _hubContext.Clients.All.SendAsync("OnSquadMatchmakingSuccess", deployMessage);
return new FYEnterMatchmakingResult return new FYEnterMatchmakingResult
{ {
@@ -1,5 +1,8 @@
using Microsoft.Extensions.Options; using System.Net;
using System.Net.Sockets;
using Microsoft.Extensions.Options;
using Prospect.Server.Api.Config; using Prospect.Server.Api.Config;
using Prospect.Server.Api.Services.Auth.Extensions;
using Prospect.Server.Api.Services.CloudScript.Models; using Prospect.Server.Api.Services.CloudScript.Models;
namespace Prospect.Server.Api.Services.CloudScript.Functions; namespace Prospect.Server.Api.Services.CloudScript.Functions;
@@ -7,20 +10,63 @@ namespace Prospect.Server.Api.Services.CloudScript.Functions;
[CloudScriptFunction("GetSignalRConnection")] [CloudScriptFunction("GetSignalRConnection")]
public class GetSignalRConnection : ICloudScriptFunction<FYGetSignalRConnection, FYGetSignalRConnectionResult> public class GetSignalRConnection : ICloudScriptFunction<FYGetSignalRConnection, FYGetSignalRConnectionResult>
{ {
private readonly PlayFabSettings _settings; // LAN address of the homelab host. Clients on the local network get the SignalR URL on
// this IP (which their cert already validates via the IP/DNS SAN), while external clients
// keep the public domain from configuration. This matters because the real-time WebSocket
// (libwebsockets, incl. under Proton/Wine) can't reach the public domain from inside the
// LAN (hairpin NAT), which surfaced as "error code 5" right after the intro.
private const string LanHost = "192.168.1.136";
public GetSignalRConnection(IOptions<PlayFabSettings> settings) private readonly PlayFabSettings _settings;
private readonly IHttpContextAccessor _httpContextAccessor;
private readonly ILogger<GetSignalRConnection> _logger;
public GetSignalRConnection(IOptions<PlayFabSettings> settings, IHttpContextAccessor httpContextAccessor, ILogger<GetSignalRConnection> logger)
{ {
_settings = settings.Value; _settings = settings.Value;
_httpContextAccessor = httpContextAccessor;
_logger = logger;
} }
public Task<FYGetSignalRConnectionResult> ExecuteAsync(FYGetSignalRConnection request) public Task<FYGetSignalRConnectionResult> ExecuteAsync(FYGetSignalRConnection request)
{ {
// The game client connects to SignalR only over HTTPS // The game client connects to SignalR only over HTTPS.
var url = _settings.SignalRURL;
var remote = _httpContextAccessor.HttpContext?.Connection.RemoteIpAddress;
var lan = remote != null && IsLan(remote);
if (lan)
{
try
{
url = new UriBuilder(url) { Host = LanHost }.Uri.AbsoluteUri;
}
catch { /* keep the configured URL on any parsing issue */ }
}
// Tag the connection with the player id so the hub can map connection -> user and
// target server messages (deploy signal) instead of broadcasting to everyone.
var userId = _httpContextAccessor.HttpContext?.User.FindAuthUserId();
if (!string.IsNullOrEmpty(userId))
url += (url.Contains('?') ? "&" : "?") + "uid=" + Uri.EscapeDataString(userId);
_logger.LogInformation("GetSignalRConnection: remoteIp={Remote} lan={Lan} uid={Uid} -> {Url}", remote, lan, userId, url);
return Task.FromResult(new FYGetSignalRConnectionResult return Task.FromResult(new FYGetSignalRConnectionResult
{ {
Url = _settings.SignalRURL, Url = url,
AccessToken = _settings.SignalRAccessToken AccessToken = _settings.SignalRAccessToken
}); });
} }
}
private static bool IsLan(IPAddress ip)
{
if (IPAddress.IsLoopback(ip)) return true;
if (ip.IsIPv4MappedToIPv6) ip = ip.MapToIPv4();
if (ip.AddressFamily != AddressFamily.InterNetwork) return false;
var b = ip.GetAddressBytes();
return b[0] == 10
|| (b[0] == 172 && b[1] >= 16 && b[1] <= 31)
|| (b[0] == 192 && b[1] == 168);
}
}
@@ -1,6 +1,9 @@
using System.Text.Json.Serialization; using System.Text.Json.Serialization;
using Prospect.Server.Api.Services.CloudScript; using Prospect.Server.Api.Services.CloudScript;
using Prospect.Server.Api.Services.Auth.Extensions; using Prospect.Server.Api.Services.Auth.Extensions;
using Prospect.Server.Api.Services.Database;
using Prospect.Server.Api.Services.Database.Models;
using Prospect.Server.Api.Services.Squad;
using Microsoft.AspNetCore.SignalR; using Microsoft.AspNetCore.SignalR;
using Prospect.Server.Api.Hubs; using Prospect.Server.Api.Hubs;
@@ -28,12 +31,16 @@ public class SquadMemberReadyForMatchFunction : ICloudScriptFunction<SquadMember
private readonly ILogger<SquadMemberReadyForMatchFunction> _logger; private readonly ILogger<SquadMemberReadyForMatchFunction> _logger;
private readonly IHttpContextAccessor _httpContextAccessor; private readonly IHttpContextAccessor _httpContextAccessor;
private readonly IHubContext<CycleHub> _hubContext; private readonly IHubContext<CycleHub> _hubContext;
private readonly SquadService _squadService;
private readonly DbUserService _userService;
public SquadMemberReadyForMatchFunction(ILogger<SquadMemberReadyForMatchFunction> logger, IHttpContextAccessor httpContextAccessor, IHubContext<CycleHub> hubContext) public SquadMemberReadyForMatchFunction(ILogger<SquadMemberReadyForMatchFunction> logger, IHttpContextAccessor httpContextAccessor, IHubContext<CycleHub> hubContext, SquadService squadService, DbUserService userService)
{ {
_httpContextAccessor = httpContextAccessor; _httpContextAccessor = httpContextAccessor;
_logger = logger; _logger = logger;
_hubContext = hubContext; _hubContext = hubContext;
_squadService = squadService;
_userService = userService;
} }
public async Task<SquadMemberReadyForMatchResponse> ExecuteAsync(SquadMemberReadyForMatchRequest request) public async Task<SquadMemberReadyForMatchResponse> ExecuteAsync(SquadMemberReadyForMatchRequest request)
@@ -44,27 +51,25 @@ public class SquadMemberReadyForMatchFunction : ICloudScriptFunction<SquadMember
throw new CloudScriptException("CloudScript was not called within a http request"); throw new CloudScriptException("CloudScript was not called within a http request");
} }
var userId = context.User.FindAuthUserId(); var userId = context.User.FindAuthUserId();
var squadId = string.IsNullOrEmpty(request.SquadID) ? userId : request.SquadID;
// Register the caller into the squad (party is formed client-side; each member's client
// calls this with the shared squadId) and record their readiness / selected map.
var displayName = (await _userService.FindByIdAsync(userId))?.DisplayName ?? "";
_squadService.JoinOrCreate(squadId, userId, displayName);
var ready = request.matchmakingSettings?.isReadyForMatch ?? false;
_squadService.SetReady(squadId, userId, ready, request.matchmakingSettings?.selectedMapName);
var squad = _squadService.Get(squadId)!;
var isSquadReady = _squadService.IsSquadReady(squadId);
_logger.LogInformation("SquadMemberReadyForMatch: {User} ready={Ready} in squad {Squad} ({Count} member(s), squadReady={SquadReady})",
userId, ready, squadId, squad.Members.Count, isSquadReady);
return new SquadMemberReadyForMatchResponse return new SquadMemberReadyForMatchResponse
{ {
Result = 0, // EYSquadActionResult::OK Result = 0, // EYSquadActionResult::OK
Squad = new FYPlayFabSquad { Squad = _squadService.ToClientSquad(squad),
SquadID = "100", // TODO IsSquadReadyForMatch = isSquadReady,
// Members = [
// new FYPlayFabSquadMember {
// Profile = new FYPlayFabPlayerProfile {
// PlayerId = userId,
// },
// onlineState = 0, // EYUserState::IN_STATION
// matchmakingSettings = new FYUserMatchmakingSettings {
// isReadyForMatch = true,
// isSecretLeader = true,
// selectedMapName = "Map01",
// }
// }
// ],
},
IsSquadReadyForMatch = true,
}; };
} }
} }
@@ -1,5 +1,8 @@
using System.Text.Json.Serialization; using System.Text.Json.Serialization;
using Prospect.Server.Api.Services.Auth.Extensions;
using Prospect.Server.Api.Services.CloudScript; using Prospect.Server.Api.Services.CloudScript;
using Prospect.Server.Api.Services.Squad;
public class SquadMemberSelectedMapRequest public class SquadMemberSelectedMapRequest
{ {
[JsonPropertyName("squadId")] [JsonPropertyName("squadId")]
@@ -17,15 +20,26 @@ public class SquadMemberSelectedMapResponse
public class SquadMemberSelectedMapFunction : ICloudScriptFunction<SquadMemberSelectedMapRequest, SquadMemberSelectedMapResponse> public class SquadMemberSelectedMapFunction : ICloudScriptFunction<SquadMemberSelectedMapRequest, SquadMemberSelectedMapResponse>
{ {
private readonly ILogger<SquadMemberSelectedMapFunction> _logger; private readonly ILogger<SquadMemberSelectedMapFunction> _logger;
private readonly IHttpContextAccessor _httpContextAccessor;
private readonly SquadService _squadService;
public SquadMemberSelectedMapFunction(ILogger<SquadMemberSelectedMapFunction> logger) public SquadMemberSelectedMapFunction(ILogger<SquadMemberSelectedMapFunction> logger, IHttpContextAccessor httpContextAccessor, SquadService squadService)
{ {
_logger = logger; _logger = logger;
_httpContextAccessor = httpContextAccessor;
_squadService = squadService;
} }
public async Task<SquadMemberSelectedMapResponse> ExecuteAsync(SquadMemberSelectedMapRequest request) public Task<SquadMemberSelectedMapResponse> ExecuteAsync(SquadMemberSelectedMapRequest request)
{ {
return new SquadMemberSelectedMapResponse var context = _httpContextAccessor.HttpContext;
{}; if (context != null && !string.IsNullOrEmpty(request.SquadID))
{
var userId = context.User.FindAuthUserId();
_squadService.JoinOrCreate(request.SquadID, userId, "");
_squadService.SetMap(request.SquadID, userId, request.SelectedMapName ?? "");
_logger.LogInformation("SquadMemberSelectedMap: {User} -> {Map} (squad {Squad})", userId, request.SelectedMapName, request.SquadID);
}
return Task.FromResult(new SquadMemberSelectedMapResponse { });
} }
} }
@@ -1,5 +1,8 @@
using System.Text.Json.Serialization; using System.Text.Json.Serialization;
using Prospect.Server.Api.Services.Auth.Extensions;
using Prospect.Server.Api.Services.CloudScript; using Prospect.Server.Api.Services.CloudScript;
using Prospect.Server.Api.Services.Database;
using Prospect.Server.Api.Services.Squad;
public class TryGetCompleteSquadInfoRequest public class TryGetCompleteSquadInfoRequest
{ {
@@ -51,26 +54,30 @@ public class TryGetCompleteSquadInfoFunction : ICloudScriptFunction<TryGetComple
{ {
private readonly ILogger<TryGetCompleteSquadInfoFunction> _logger; private readonly ILogger<TryGetCompleteSquadInfoFunction> _logger;
private readonly IHttpContextAccessor _httpContextAccessor; private readonly IHttpContextAccessor _httpContextAccessor;
private readonly SquadService _squadService;
public TryGetCompleteSquadInfoFunction(ILogger<TryGetCompleteSquadInfoFunction> logger, IHttpContextAccessor httpContextAccessor) public TryGetCompleteSquadInfoFunction(ILogger<TryGetCompleteSquadInfoFunction> logger, IHttpContextAccessor httpContextAccessor, SquadService squadService)
{ {
_httpContextAccessor = httpContextAccessor; _httpContextAccessor = httpContextAccessor;
_logger = logger; _logger = logger;
_squadService = squadService;
} }
public async Task<FYPlayFabSquad> ExecuteAsync(TryGetCompleteSquadInfoRequest request) public Task<FYPlayFabSquad> ExecuteAsync(TryGetCompleteSquadInfoRequest request)
{ {
var context = _httpContextAccessor.HttpContext; var context = _httpContextAccessor.HttpContext;
if (context == null) if (context == null)
{ {
throw new CloudScriptException("CloudScript was not called within a http request"); throw new CloudScriptException("CloudScript was not called within a http request");
} }
// var userId = context.User.FindAuthUserId(); var userId = context.User.FindAuthUserId();
var squad = _squadService.GetByUser(userId);
return new FYPlayFabSquad if (squad == null)
{ {
// SquadID = "100", // Not in a squad yet — return an empty squad (same as the previous stub).
// Members = [], return Task.FromResult(new FYPlayFabSquad());
}; }
_logger.LogInformation("TryGetCompleteSquadInfo: user {User} in squad {Squad} ({Count} member(s))", userId, squad.SquadId, squad.Members.Count);
return Task.FromResult(_squadService.ToClientSquad(squad));
} }
} }
@@ -13,11 +13,17 @@ public class DbUserService : BaseDbService<PlayFabUser>
public async Task<PlayFabUser> FindAsync(PlayFabUserAuthType type, string key) public async Task<PlayFabUser> FindAsync(PlayFabUserAuthType type, string key)
{ {
return await Collection.Find(user => user.Auth.Any(auth => return await Collection.Find(user => user.Auth.Any(auth =>
auth.Type == type && auth.Type == type &&
auth.Key == key)).FirstOrDefaultAsync(); auth.Key == key)).FirstOrDefaultAsync();
} }
// Resolve a player by its PlayFab id (used to display squad member names).
public async Task<PlayFabUser> FindByIdAsync(string id)
{
return await Collection.Find(user => user.Id == id).FirstOrDefaultAsync();
}
private async Task<PlayFabUser> CreateAsync(PlayFabUserAuthType type, string key) private async Task<PlayFabUser> CreateAsync(PlayFabUserAuthType type, string key)
{ {
var user = new PlayFabUser var user = new PlayFabUser
@@ -0,0 +1,99 @@
using System.Collections.Concurrent;
namespace Prospect.Server.Api.Services.Squad;
// In-memory squad/lobby state. Squads are keyed by the squadId the client provides on the
// SquadMember* calls (the client forms the party and shares a squadId; each member's client
// then calls the backend with it). A member is (lazily) registered into that squad on any
// squad call, and the current squad for a user is tracked so TryGetCompleteSquadInfo — which
// carries no squadId — can still return it. State is process-local (fine for a small server).
public class SquadMemberInfo
{
public string UserId { get; set; } = "";
public string DisplayName { get; set; } = "";
public int OnlineState { get; set; }
public bool IsReady { get; set; }
public string SelectedMap { get; set; } = "";
public bool IsLeader { get; set; }
}
public class SquadInfo
{
public string SquadId { get; set; } = "";
public ConcurrentDictionary<string, SquadMemberInfo> Members { get; } = new();
}
public class SquadService
{
private readonly ConcurrentDictionary<string, SquadInfo> _squads = new();
private readonly ConcurrentDictionary<string, string> _userToSquad = new();
public SquadInfo JoinOrCreate(string squadId, string userId, string displayName)
{
var squad = _squads.GetOrAdd(squadId, id => new SquadInfo { SquadId = id });
var isFirst = squad.Members.IsEmpty;
var member = squad.Members.GetOrAdd(userId, uid => new SquadMemberInfo { UserId = uid, IsLeader = isFirst });
if (!string.IsNullOrEmpty(displayName)) member.DisplayName = displayName;
_userToSquad[userId] = squadId;
return squad;
}
public SquadInfo? GetByUser(string userId)
=> _userToSquad.TryGetValue(userId, out var sid) && _squads.TryGetValue(sid, out var sq) ? sq : null;
public SquadInfo? Get(string squadId)
=> _squads.TryGetValue(squadId, out var sq) ? sq : null;
public void SetReady(string squadId, string userId, bool ready, string? selectedMap)
{
if (_squads.TryGetValue(squadId, out var sq) && sq.Members.TryGetValue(userId, out var m))
{
m.IsReady = ready;
if (!string.IsNullOrEmpty(selectedMap)) m.SelectedMap = selectedMap;
}
}
public void SetMap(string squadId, string userId, string map)
{
if (_squads.TryGetValue(squadId, out var sq) && sq.Members.TryGetValue(userId, out var m))
m.SelectedMap = map;
}
public bool IsSquadReady(string squadId)
=> _squads.TryGetValue(squadId, out var sq) && !sq.Members.IsEmpty && sq.Members.Values.All(m => m.IsReady);
public void Leave(string userId)
{
if (_userToSquad.TryRemove(userId, out var sid) && _squads.TryGetValue(sid, out var sq))
{
sq.Members.TryRemove(userId, out _);
if (sq.Members.IsEmpty) _squads.TryRemove(sid, out _);
}
}
// Build the client-facing squad object (models live in the global namespace).
public FYPlayFabSquad ToClientSquad(SquadInfo squad)
{
return new FYPlayFabSquad
{
SquadID = squad.SquadId,
Members = squad.Members.Values.Select(m => new FYPlayFabSquadMember
{
Profile = new FYPlayFabPlayerProfile
{
PlayerId = m.UserId,
DisplayName = m.DisplayName,
AvatarUrl = "",
},
onlineState = m.OnlineState,
matchmakingSettings = new FYUserMatchmakingSettings
{
isReadyForMatch = m.IsReady,
selectedMapName = m.SelectedMap,
isSecretLeader = m.IsLeader,
},
mapRowNamesUnlocked = Array.Empty<string>(),
}).ToArray(),
};
}
}
File diff suppressed because one or more lines are too long
+3
View File
@@ -35,6 +35,9 @@ public class Startup
services.AddSingleton<DbUserDataService>(); services.AddSingleton<DbUserDataService>();
services.AddSingleton<Prospect.Server.Api.Services.Squad.SquadService>();
services.AddSingleton<Prospect.Server.Api.Hubs.SignalRConnectionRegistry>();
services.AddHostedService<QosService>(); services.AddHostedService<QosService>();
services.AddSingleton<QosServer>(); services.AddSingleton<QosServer>();
+26
View File
@@ -25,6 +25,8 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Prospect.Client.Loader", "P
EndProject EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Prospect.Agent", "Prospect.Agent\Prospect.Agent.vcxproj", "{A9BA7D25-F239-4320-A0DC-85E8001FD669}" Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Prospect.Agent", "Prospect.Agent\Prospect.Agent.vcxproj", "{A9BA7D25-F239-4320-A0DC-85E8001FD669}"
EndProject EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Prospect.Client.Config", "Prospect.Client.Config\Prospect.Client.Config.csproj", "{6DECEB07-996B-4EBC-927C-13E170161107}"
EndProject
Global Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|x64 = Debug|x64 Debug|x64 = Debug|x64
@@ -233,6 +235,30 @@ Global
{A9BA7D25-F239-4320-A0DC-85E8001FD669}.Season 3 Release|x64.Build.0 = Release|x64 {A9BA7D25-F239-4320-A0DC-85E8001FD669}.Season 3 Release|x64.Build.0 = Release|x64
{A9BA7D25-F239-4320-A0DC-85E8001FD669}.Season 3 Release|x86.ActiveCfg = Release|x64 {A9BA7D25-F239-4320-A0DC-85E8001FD669}.Season 3 Release|x86.ActiveCfg = Release|x64
{A9BA7D25-F239-4320-A0DC-85E8001FD669}.Season 3 Release|x86.Build.0 = Release|x64 {A9BA7D25-F239-4320-A0DC-85E8001FD669}.Season 3 Release|x86.Build.0 = Release|x64
{6DECEB07-996B-4EBC-927C-13E170161107}.Debug|x64.ActiveCfg = Debug|Any CPU
{6DECEB07-996B-4EBC-927C-13E170161107}.Debug|x64.Build.0 = Debug|Any CPU
{6DECEB07-996B-4EBC-927C-13E170161107}.Debug|x86.ActiveCfg = Debug|Any CPU
{6DECEB07-996B-4EBC-927C-13E170161107}.Debug|x86.Build.0 = Debug|Any CPU
{6DECEB07-996B-4EBC-927C-13E170161107}.Release|x64.ActiveCfg = Release|Any CPU
{6DECEB07-996B-4EBC-927C-13E170161107}.Release|x64.Build.0 = Release|Any CPU
{6DECEB07-996B-4EBC-927C-13E170161107}.Release|x86.ActiveCfg = Release|Any CPU
{6DECEB07-996B-4EBC-927C-13E170161107}.Release|x86.Build.0 = Release|Any CPU
{6DECEB07-996B-4EBC-927C-13E170161107}.Season 2 Debug|x64.ActiveCfg = Season 2 Debug|Any CPU
{6DECEB07-996B-4EBC-927C-13E170161107}.Season 2 Debug|x64.Build.0 = Season 2 Debug|Any CPU
{6DECEB07-996B-4EBC-927C-13E170161107}.Season 2 Debug|x86.ActiveCfg = Season 2 Debug|Any CPU
{6DECEB07-996B-4EBC-927C-13E170161107}.Season 2 Debug|x86.Build.0 = Season 2 Debug|Any CPU
{6DECEB07-996B-4EBC-927C-13E170161107}.Season 2 Release|x64.ActiveCfg = Season 2 Release|Any CPU
{6DECEB07-996B-4EBC-927C-13E170161107}.Season 2 Release|x64.Build.0 = Season 2 Release|Any CPU
{6DECEB07-996B-4EBC-927C-13E170161107}.Season 2 Release|x86.ActiveCfg = Season 2 Release|Any CPU
{6DECEB07-996B-4EBC-927C-13E170161107}.Season 2 Release|x86.Build.0 = Season 2 Release|Any CPU
{6DECEB07-996B-4EBC-927C-13E170161107}.Season 3 Debug|x64.ActiveCfg = Season 3 Debug|Any CPU
{6DECEB07-996B-4EBC-927C-13E170161107}.Season 3 Debug|x64.Build.0 = Season 3 Debug|Any CPU
{6DECEB07-996B-4EBC-927C-13E170161107}.Season 3 Debug|x86.ActiveCfg = Season 3 Debug|Any CPU
{6DECEB07-996B-4EBC-927C-13E170161107}.Season 3 Debug|x86.Build.0 = Season 3 Debug|Any CPU
{6DECEB07-996B-4EBC-927C-13E170161107}.Season 3 Release|x64.ActiveCfg = Season 3 Release|Any CPU
{6DECEB07-996B-4EBC-927C-13E170161107}.Season 3 Release|x64.Build.0 = Season 3 Release|Any CPU
{6DECEB07-996B-4EBC-927C-13E170161107}.Season 3 Release|x86.ActiveCfg = Season 3 Release|Any CPU
{6DECEB07-996B-4EBC-927C-13E170161107}.Season 3 Release|x86.Build.0 = Season 3 Release|Any CPU
EndGlobalSection EndGlobalSection
GlobalSection(SolutionProperties) = preSolution GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE HideSolutionNode = FALSE