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@@ -1,222 +1,249 @@
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|||||||
# Prospect <!-- omit in toc -->
|
# The Cycle: Frontier — serveur privé (émulateur Prospect)
|
||||||
|
|
||||||
Also known as "The Cycle: Frontier".
|
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.
|
||||||
## Table of Contents <!-- omit in toc -->
|
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
|
||||||
- [Features](#features)
|
une CI Gitea.
|
||||||
- [Running locally](#running-locally)
|
|
||||||
- [1. Prerequisites](#1-prerequisites)
|
> **Ce n'est pas du multijoueur.** Le raid tourne **côté client** (station solo) : chacun
|
||||||
- [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)
|
> joue sa propre instance. Le serveur partage la progression, les comptes et les boutiques,
|
||||||
- [2. Unpack `Prospect.Server.Api`](#2-unpack-prospectserverapi)
|
> pas la partie. Le vrai multi (squad en raid, voix de proximité) suppose un serveur de jeu
|
||||||
- [3. Generate and import SSL certificate](#3-generate-and-import-ssl-certificate)
|
> Unreal dédié — voir [Hors-périmètre & R&D](#hors-périmètre--rd).
|
||||||
- [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)
|
## Sommaire
|
||||||
- [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)
|
- [Comment ça marche](#comment-ça-marche)
|
||||||
- [Body parts are missing with Season 3 client](#body-parts-are-missing-with-season-3-client)
|
- [Structure du dépôt](#structure-du-dépôt)
|
||||||
- [Prospect.Server.Api does not start](#prospectserverapi-does-not-start)
|
- [Build & lancement du serveur](#build--lancement-du-serveur)
|
||||||
- [Login Failed. Error code: 3](#login-failed-error-code-3)
|
- [Certificat TLS](#certificat-tls)
|
||||||
- [Login Failed. Error code: 5](#login-failed-error-code-5)
|
- [CI/CD](#cicd)
|
||||||
- [Development](#development)
|
- [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]
|
Le serveur tourne en conteneur. L'image est buildée depuis les sources par le
|
||||||
> If you've already done all steps previously, you can skip to Step 7.
|
[`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]
|
```bash
|
||||||
> The latest Steam version of The Cycle: Frontier currently does not work with Windows 11 24H2!
|
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]
|
L'outil **`Prospect.Client.Config`** (binaire `ProspectServerSwitcher`, multi-OS
|
||||||
> This will overwrite the existing client if you try to download a different manifest!
|
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
|
## Hors-périmètre & R&D
|
||||||
to successfully communicate with the local server. Do the following:
|
|
||||||
|
|
||||||
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**.
|
Fork de [`deiteris/Prospect`](https://github.com/deiteris/Prospect) (lui-même issu du
|
||||||
|
projet Prospect original). Voir [`LICENSE`](LICENSE). Usage privé.
|
||||||
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
|
|
||||||
|
|||||||
Executable
BIN
Binary file not shown.
Binary file not shown.
Executable
BIN
Binary file not shown.
Binary file not shown.
@@ -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>
|
||||||
@@ -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).
|
||||||
@@ -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 DbEntityService _entityService;
|
||||||
private readonly UserDataService _userDataService;
|
private readonly UserDataService _userDataService;
|
||||||
private readonly TitleDataService _titleDataService;
|
private readonly TitleDataService _titleDataService;
|
||||||
|
private readonly Prospect.Server.Api.Services.Steam.SteamWebApiService _steamWebApi;
|
||||||
|
|
||||||
public ClientController(ILogger<ClientController> logger,
|
public ClientController(ILogger<ClientController> logger,
|
||||||
IOptions<PlayFabSettings> settings,
|
IOptions<PlayFabSettings> settings,
|
||||||
@@ -39,7 +40,8 @@ public class ClientController : Controller
|
|||||||
DbUserService userService,
|
DbUserService userService,
|
||||||
DbEntityService entityService,
|
DbEntityService entityService,
|
||||||
UserDataService userDataService,
|
UserDataService userDataService,
|
||||||
TitleDataService titleDataService)
|
TitleDataService titleDataService,
|
||||||
|
Prospect.Server.Api.Services.Steam.SteamWebApiService steamWebApi)
|
||||||
{
|
{
|
||||||
_settings = settings.Value;
|
_settings = settings.Value;
|
||||||
_logger = logger;
|
_logger = logger;
|
||||||
@@ -48,6 +50,7 @@ public class ClientController : Controller
|
|||||||
_entityService = entityService;
|
_entityService = entityService;
|
||||||
_userDataService = userDataService;
|
_userDataService = userDataService;
|
||||||
_titleDataService = titleDataService;
|
_titleDataService = titleDataService;
|
||||||
|
_steamWebApi = steamWebApi;
|
||||||
}
|
}
|
||||||
|
|
||||||
[AllowAnonymous]
|
[AllowAnonymous]
|
||||||
@@ -63,6 +66,19 @@ public class ClientController : Controller
|
|||||||
var userSteamId = ticket.SteamId.ToString();
|
var userSteamId = ticket.SteamId.ToString();
|
||||||
|
|
||||||
var user = await _userService.FindOrCreateAsync(PlayFabUserAuthType.Steam, userSteamId);
|
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 entity = await _entityService.FindOrCreateAsync(user.Id);
|
||||||
|
|
||||||
var userTicket = _authTokenService.GenerateUser(entity);
|
var userTicket = _authTokenService.GenerateUser(entity);
|
||||||
@@ -140,8 +156,18 @@ public class ClientController : Controller
|
|||||||
[HttpPost("AddGenericID")]
|
[HttpPost("AddGenericID")]
|
||||||
[Produces(MediaTypeNames.Application.Json)]
|
[Produces(MediaTypeNames.Application.Json)]
|
||||||
[Authorize(AuthenticationSchemes = UserAuthenticationOptions.DefaultScheme)]
|
[Authorize(AuthenticationSchemes = UserAuthenticationOptions.DefaultScheme)]
|
||||||
public IActionResult AddGenericId(FAddGenericIDRequest request)
|
public async Task<IActionResult> AddGenericId(FAddGenericIDRequest request)
|
||||||
{
|
{
|
||||||
|
// Persist the linked generic service id instead of dropping it (was a no-op stub).
|
||||||
|
var userId = User.FindAuthUserId();
|
||||||
|
if (request.GenericId != null && !string.IsNullOrEmpty(request.GenericId.ServiceName))
|
||||||
|
{
|
||||||
|
await _userDataService.UpdateAsync(userId, userId, new Dictionary<string, string>
|
||||||
|
{
|
||||||
|
["GenericId_" + request.GenericId.ServiceName] = request.GenericId.UserId ?? ""
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
return Ok(new ClientResponse<object>
|
return Ok(new ClientResponse<object>
|
||||||
{
|
{
|
||||||
Code = 200,
|
Code = 200,
|
||||||
@@ -274,8 +300,12 @@ public class ClientController : Controller
|
|||||||
[HttpPost("UpdateUserTitleDisplayName")]
|
[HttpPost("UpdateUserTitleDisplayName")]
|
||||||
[Produces(MediaTypeNames.Application.Json)]
|
[Produces(MediaTypeNames.Application.Json)]
|
||||||
[Authorize(AuthenticationSchemes = UserAuthenticationOptions.DefaultScheme)]
|
[Authorize(AuthenticationSchemes = UserAuthenticationOptions.DefaultScheme)]
|
||||||
public IActionResult UpdateUserTitleDisplayName(FUpdateUserTitleDisplayNameRequest request)
|
public async Task<IActionResult> UpdateUserTitleDisplayName(FUpdateUserTitleDisplayNameRequest request)
|
||||||
{
|
{
|
||||||
|
// Persist the rename, otherwise it is echoed back but lost on next login.
|
||||||
|
var userId = User.FindAuthUserId();
|
||||||
|
await _userService.UpdateDisplayNameAsync(userId, request.DisplayName);
|
||||||
|
|
||||||
return Ok(new ClientResponse<FUpdateUserTitleDisplayNameResult>
|
return Ok(new ClientResponse<FUpdateUserTitleDisplayNameResult>
|
||||||
{
|
{
|
||||||
Code = 200,
|
Code = 200,
|
||||||
|
|||||||
File diff suppressed because one or more lines are too long
@@ -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;
|
||||||
|
}
|
||||||
@@ -9,6 +9,14 @@ public class RequestLoggerMiddleware
|
|||||||
private readonly ILogger<RequestLoggerMiddleware> _logger;
|
private readonly ILogger<RequestLoggerMiddleware> _logger;
|
||||||
private readonly RequestDelegate _next;
|
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)
|
public RequestLoggerMiddleware(ILogger<RequestLoggerMiddleware> logger, RequestDelegate next)
|
||||||
{
|
{
|
||||||
_logger = logger;
|
_logger = logger;
|
||||||
@@ -32,6 +40,27 @@ public class RequestLoggerMiddleware
|
|||||||
}
|
}
|
||||||
|
|
||||||
await _next(context);
|
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)
|
private static async Task<string> RequestAsync(HttpRequest request)
|
||||||
|
|||||||
@@ -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,
|
||||||
|
|||||||
@@ -34,4 +34,10 @@
|
|||||||
<ProjectReference Include="..\Prospect.Steam\Prospect.Steam.csproj" />
|
<ProjectReference Include="..\Prospect.Steam\Prospect.Steam.csproj" />
|
||||||
</ItemGroup>
|
</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>
|
</Project>
|
||||||
|
|||||||
@@ -81,9 +81,16 @@ public class ClaimActiveContract : ICloudScriptFunction<FYClaimCompletedActiveCo
|
|||||||
}
|
}
|
||||||
|
|
||||||
var factionKey = "FactionProgression" + contract.Faction;
|
var factionKey = "FactionProgression" + contract.Faction;
|
||||||
|
// Fortuna pass season XP is stored per season; the client derives the pass level
|
||||||
|
// from this key. No challenge system is emulated, so contracts are the XP source.
|
||||||
|
#if SEASON_3_RELEASE || SEASON_3_DEBUG
|
||||||
|
const string seasonXpKey = "FortunaPass3_SeasonXp";
|
||||||
|
#else
|
||||||
|
const string seasonXpKey = "FortunaPass2_SeasonXp";
|
||||||
|
#endif
|
||||||
var userData = await _userDataService.FindAsync(
|
var userData = await _userDataService.FindAsync(
|
||||||
userId, userId,
|
userId, userId,
|
||||||
new List<string>{"ContractsActive", "ContractsOneTimeCompleted", "Balance", "Inventory", factionKey, "JobBoardsData" }
|
new List<string>{"ContractsActive", "ContractsOneTimeCompleted", "Balance", "Inventory", factionKey, "JobBoardsData", seasonXpKey }
|
||||||
);
|
);
|
||||||
|
|
||||||
var factionProgression = JsonSerializer.Deserialize<int>(userData[factionKey].Value);
|
var factionProgression = JsonSerializer.Deserialize<int>(userData[factionKey].Value);
|
||||||
@@ -131,16 +138,17 @@ 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) {
|
||||||
@@ -269,6 +277,12 @@ public class ClaimActiveContract : ICloudScriptFunction<FYClaimCompletedActiveCo
|
|||||||
newContracts.Add(newContract);
|
newContracts.Add(newContract);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Grant Fortuna pass season XP for completing this contract and persist it, so the
|
||||||
|
// pass level (derived client-side from FortunaPass{season}_SeasonXp) actually moves.
|
||||||
|
// No exact rate ships in the data, so scale it to the contract's reputation value.
|
||||||
|
var seasonXp = int.TryParse(userData[seasonXpKey].Value, out var currentSeasonXp) ? currentSeasonXp : 0;
|
||||||
|
seasonXp += contract.ReputationIncrease * 10;
|
||||||
|
|
||||||
await _userDataService.UpdateAsync(
|
await _userDataService.UpdateAsync(
|
||||||
userId, userId,
|
userId, userId,
|
||||||
new Dictionary<string, string>{
|
new Dictionary<string, string>{
|
||||||
@@ -278,6 +292,7 @@ public class ClaimActiveContract : ICloudScriptFunction<FYClaimCompletedActiveCo
|
|||||||
["Inventory"] = JsonSerializer.Serialize(newInventory),
|
["Inventory"] = JsonSerializer.Serialize(newInventory),
|
||||||
[factionKey] = JsonSerializer.Serialize(factionProgression),
|
[factionKey] = JsonSerializer.Serialize(factionProgression),
|
||||||
["JobBoardsData"] = JsonSerializer.Serialize(jobBoardsData),
|
["JobBoardsData"] = JsonSerializer.Serialize(jobBoardsData),
|
||||||
|
[seasonXpKey] = JsonSerializer.Serialize(seasonXp),
|
||||||
}
|
}
|
||||||
);
|
);
|
||||||
|
|
||||||
@@ -296,7 +311,7 @@ public class ClaimActiveContract : ICloudScriptFunction<FYClaimCompletedActiveCo
|
|||||||
CurrentProgression = factionProgression,
|
CurrentProgression = factionProgression,
|
||||||
},
|
},
|
||||||
Status = 18, // EYClaimContractRewardsStatus::OK
|
Status = 18, // EYClaimContractRewardsStatus::OK
|
||||||
UpdatedSeasonXp = 0 // TODO: Probably a separate season XP rate configured by server?
|
UpdatedSeasonXp = seasonXp // new season XP total (client derives the pass level from it)
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -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
|
||||||
{
|
{
|
||||||
|
|||||||
+20
-7
@@ -1,6 +1,8 @@
|
|||||||
using Prospect.Server.Api.Services.Auth.Extensions;
|
using System.Text.Json;
|
||||||
|
using Prospect.Server.Api.Services.Auth.Extensions;
|
||||||
using Prospect.Server.Api.Services.CloudScript.Models;
|
using Prospect.Server.Api.Services.CloudScript.Models;
|
||||||
using Prospect.Server.Api.Services.CloudScript.Models.Data;
|
using Prospect.Server.Api.Services.CloudScript.Models.Data;
|
||||||
|
using Prospect.Server.Api.Services.UserData;
|
||||||
|
|
||||||
namespace Prospect.Server.Api.Services.CloudScript.Functions;
|
namespace Prospect.Server.Api.Services.CloudScript.Functions;
|
||||||
|
|
||||||
@@ -8,13 +10,15 @@ namespace Prospect.Server.Api.Services.CloudScript.Functions;
|
|||||||
public class GetCraftingInProgressData : ICloudScriptFunction<FYGetCraftingInProgressDataRequest, FYGetCraftingInProgressDataResult>
|
public class GetCraftingInProgressData : ICloudScriptFunction<FYGetCraftingInProgressDataRequest, FYGetCraftingInProgressDataResult>
|
||||||
{
|
{
|
||||||
private readonly IHttpContextAccessor _httpContextAccessor;
|
private readonly IHttpContextAccessor _httpContextAccessor;
|
||||||
|
private readonly UserDataService _userDataService;
|
||||||
|
|
||||||
public GetCraftingInProgressData(IHttpContextAccessor httpContextAccessor)
|
public GetCraftingInProgressData(IHttpContextAccessor httpContextAccessor, UserDataService userDataService)
|
||||||
{
|
{
|
||||||
_httpContextAccessor = httpContextAccessor;
|
_httpContextAccessor = httpContextAccessor;
|
||||||
|
_userDataService = userDataService;
|
||||||
}
|
}
|
||||||
|
|
||||||
public Task<FYGetCraftingInProgressDataResult> ExecuteAsync(FYGetCraftingInProgressDataRequest request)
|
public async Task<FYGetCraftingInProgressDataResult> ExecuteAsync(FYGetCraftingInProgressDataRequest request)
|
||||||
{
|
{
|
||||||
var context = _httpContextAccessor.HttpContext;
|
var context = _httpContextAccessor.HttpContext;
|
||||||
if (context == null)
|
if (context == null)
|
||||||
@@ -22,11 +26,20 @@ public class GetCraftingInProgressData : ICloudScriptFunction<FYGetCraftingInPro
|
|||||||
throw new CloudScriptException("CloudScript was not called within a http request");
|
throw new CloudScriptException("CloudScript was not called within a http request");
|
||||||
}
|
}
|
||||||
|
|
||||||
return Task.FromResult(new FYGetCraftingInProgressDataResult
|
var userId = context.User.FindAuthUserId();
|
||||||
|
|
||||||
|
// Return the persisted in-progress craft (written by StartItemCraftingClient)
|
||||||
|
// instead of an empty stub, so the crafting timer survives a menu reopen / relog.
|
||||||
|
var userData = await _userDataService.FindAsync(userId, userId, new List<string> { "CraftingTimer__2022_05_12" });
|
||||||
|
// Fully qualified: a different FYItemCurrentlyBeingCrafted also exists in this namespace.
|
||||||
|
var craft = JsonSerializer.Deserialize<Models.Data.FYItemCurrentlyBeingCrafted>(userData["CraftingTimer__2022_05_12"].Value)
|
||||||
|
?? new Models.Data.FYItemCurrentlyBeingCrafted();
|
||||||
|
|
||||||
|
return new FYGetCraftingInProgressDataResult
|
||||||
{
|
{
|
||||||
UserId = context.User.FindAuthUserId(),
|
UserId = userId,
|
||||||
Error = string.Empty,
|
Error = string.Empty,
|
||||||
ItemCurrentlyBeingCrafted = {},
|
ItemCurrentlyBeingCrafted = craft,
|
||||||
});
|
};
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -32,9 +32,8 @@ public class GetFriendList : ICloudScriptFunction<FYBaseSocialRequest, object?>
|
|||||||
}
|
}
|
||||||
var userId = context.User.FindAuthUserId();
|
var userId = context.User.FindAuthUserId();
|
||||||
|
|
||||||
// Resolve the imported Steam friends (persisted by ClientsideFriendsImport) to the
|
// Imported Steam friends (persisted by ClientsideFriendsImport), resolved to players
|
||||||
// players that actually exist on this server. It's a private server, so only friends
|
// that actually exist on this private server.
|
||||||
// who have logged in here will show up.
|
|
||||||
var steamIds = new List<string>();
|
var steamIds = new List<string>();
|
||||||
var userData = await _userDataService.FindAsync(userId, userId, new List<string> { "ImportedSteamFriends" });
|
var userData = await _userDataService.FindAsync(userId, userId, new List<string> { "ImportedSteamFriends" });
|
||||||
if (userData.TryGetValue("ImportedSteamFriends", out var rec) && !string.IsNullOrWhiteSpace(rec.Value))
|
if (userData.TryGetValue("ImportedSteamFriends", out var rec) && !string.IsNullOrWhiteSpace(rec.Value))
|
||||||
@@ -47,25 +46,74 @@ public class GetFriendList : ICloudScriptFunction<FYBaseSocialRequest, object?>
|
|||||||
if (steamIds.Count > 0)
|
if (steamIds.Count > 0)
|
||||||
{
|
{
|
||||||
var players = await _userService.FindManyAsync(PlayFabUserAuthType.Steam, steamIds);
|
var players = await _userService.FindManyAsync(PlayFabUserAuthType.Steam, steamIds);
|
||||||
|
var nowUtc = DateTimeOffset.UtcNow.ToUnixTimeSeconds();
|
||||||
foreach (var player in players)
|
foreach (var player in players)
|
||||||
{
|
{
|
||||||
if (player.Id == userId) continue; // never list yourself
|
if (player.Id == userId) continue; // never list yourself
|
||||||
|
|
||||||
|
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))
|
||||||
|
{
|
||||||
|
try
|
||||||
|
{
|
||||||
|
var presence = JsonSerializer.Deserialize<PlayerPresenceState>(presenceRec.Value);
|
||||||
|
if (presence != null && nowUtc - presence.LastSeenUtc <= 180)
|
||||||
|
{
|
||||||
|
onlineState = presence.InMatch ? 2 : 1;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
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
|
friends.Add(new
|
||||||
{
|
{
|
||||||
profile = new
|
// identity
|
||||||
{
|
friendPlayFabId = player.Id,
|
||||||
|
FriendPlayFabId = player.Id,
|
||||||
playerId = player.Id,
|
playerId = player.Id,
|
||||||
displayName = player.DisplayName,
|
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 = "",
|
avatarUrl = "",
|
||||||
},
|
// nested profiles
|
||||||
onlineState = 0, // EYUserState — real presence tracking is a later phase
|
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
|
// Return the list under both the camelCase and PlayFab-cased container keys.
|
||||||
// best-effort structure. The log lets us verify resolution while we validate in game.
|
var result = new { friends, Friends = friends, count = friends.Count };
|
||||||
_logger.LogInformation("GetFriendList for {User}: {Count} friend(s) resolved on server", userId, friends.Count);
|
_logger.LogInformation("GetFriendList for {User}: {Count} friend(s); payload={Json}", userId, friends.Count, JsonSerializer.Serialize(result));
|
||||||
return new { friends };
|
return result;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,5 +1,7 @@
|
|||||||
using Prospect.Server.Api.Services.Auth.Extensions;
|
using System.Text.Json;
|
||||||
|
using Prospect.Server.Api.Services.Auth.Extensions;
|
||||||
using Prospect.Server.Api.Services.CloudScript.Models;
|
using Prospect.Server.Api.Services.CloudScript.Models;
|
||||||
|
using Prospect.Server.Api.Services.UserData;
|
||||||
|
|
||||||
namespace Prospect.Server.Api.Services.CloudScript.Functions;
|
namespace Prospect.Server.Api.Services.CloudScript.Functions;
|
||||||
|
|
||||||
@@ -7,21 +9,31 @@ namespace Prospect.Server.Api.Services.CloudScript.Functions;
|
|||||||
public class GetPlayerSets : ICloudScriptFunction<FYGetPlayersSets, object?>
|
public class GetPlayerSets : ICloudScriptFunction<FYGetPlayersSets, object?>
|
||||||
{
|
{
|
||||||
private readonly IHttpContextAccessor _httpContextAccessor;
|
private readonly IHttpContextAccessor _httpContextAccessor;
|
||||||
|
private readonly UserDataService _userDataService;
|
||||||
|
|
||||||
public GetPlayerSets(IHttpContextAccessor httpContextAccessor)
|
public GetPlayerSets(IHttpContextAccessor httpContextAccessor, UserDataService userDataService)
|
||||||
{
|
{
|
||||||
_httpContextAccessor = httpContextAccessor;
|
_httpContextAccessor = httpContextAccessor;
|
||||||
|
_userDataService = userDataService;
|
||||||
}
|
}
|
||||||
|
|
||||||
public Task<object?> ExecuteAsync(FYGetPlayersSets request)
|
public async Task<object?> ExecuteAsync(FYGetPlayersSets request)
|
||||||
{
|
{
|
||||||
var context = _httpContextAccessor.HttpContext;
|
var context = _httpContextAccessor.HttpContext;
|
||||||
if (context == null)
|
if (context == null)
|
||||||
{
|
{
|
||||||
return Task.FromResult<object?>(null);
|
return null;
|
||||||
}
|
}
|
||||||
|
|
||||||
return Task.FromResult<object?>(new
|
var userId = context.User.FindAuthUserId();
|
||||||
|
|
||||||
|
// Return the player's persisted loadout (written by CompleteInventoryUpdate /
|
||||||
|
// RequestUpdateStationInventory) instead of a blank set, so saved gear survives
|
||||||
|
// a menu reopen / relog. Same response shape as before, just populated.
|
||||||
|
var userData = await _userDataService.FindAsync(userId, userId, new List<string> { "LOADOUT" });
|
||||||
|
var loadout = JsonSerializer.Deserialize<LoadoutData>(userData["LOADOUT"].Value) ?? new LoadoutData();
|
||||||
|
|
||||||
|
return new
|
||||||
{
|
{
|
||||||
success = true,
|
success = true,
|
||||||
entries = new[]
|
entries = new[]
|
||||||
@@ -31,19 +43,19 @@ public class GetPlayerSets : ICloudScriptFunction<FYGetPlayersSets, object?>
|
|||||||
setData = new
|
setData = new
|
||||||
{
|
{
|
||||||
id = "",
|
id = "",
|
||||||
userId = context.User.FindAuthUserId(),
|
userId,
|
||||||
kit = "",
|
kit = "",
|
||||||
shield = "",
|
shield = loadout.Shield ?? "",
|
||||||
helmet = "",
|
helmet = loadout.Helmet ?? "",
|
||||||
weaponOne = "",
|
weaponOne = loadout.WeaponOne ?? "",
|
||||||
weaponTwo = "",
|
weaponTwo = loadout.WeaponTwo ?? "",
|
||||||
bag = "",
|
bag = loadout.Bag ?? "",
|
||||||
bagItemsAsJsonStr = "",
|
bagItemsAsJsonStr = loadout.BagItemsAsJsonStr ?? "",
|
||||||
safeItemsAsJsonStr = ""
|
safeItemsAsJsonStr = loadout.SafeItemsAsJsonStr ?? ""
|
||||||
},
|
},
|
||||||
items = Array.Empty<object>()
|
items = Array.Empty<object>()
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
});
|
};
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
+11
-9
@@ -8,13 +8,8 @@ public class GetPlayerStatisticsRequestsClientRequest
|
|||||||
public string[] Statistics { get; set; }
|
public string[] Statistics { get; set; }
|
||||||
}
|
}
|
||||||
|
|
||||||
public class GetPlayerStatisticsRequestsClientResponse
|
|
||||||
{
|
|
||||||
// TODO: Unknown structure
|
|
||||||
}
|
|
||||||
|
|
||||||
[CloudScriptFunction("GetPlayerStatisticsRequestsClient")]
|
[CloudScriptFunction("GetPlayerStatisticsRequestsClient")]
|
||||||
public class GetPlayerStatisticsRequestsClientFunction : ICloudScriptFunction<GetPlayerStatisticsRequestsClientRequest, GetPlayerStatisticsRequestsClientResponse>
|
public class GetPlayerStatisticsRequestsClientFunction : ICloudScriptFunction<GetPlayerStatisticsRequestsClientRequest, object>
|
||||||
{
|
{
|
||||||
private readonly IHttpContextAccessor _httpContextAccessor;
|
private readonly IHttpContextAccessor _httpContextAccessor;
|
||||||
|
|
||||||
@@ -23,7 +18,7 @@ public class GetPlayerStatisticsRequestsClientFunction : ICloudScriptFunction<Ge
|
|||||||
_httpContextAccessor = httpContextAccessor;
|
_httpContextAccessor = httpContextAccessor;
|
||||||
}
|
}
|
||||||
|
|
||||||
public async Task<GetPlayerStatisticsRequestsClientResponse> ExecuteAsync(GetPlayerStatisticsRequestsClientRequest request)
|
public Task<object> ExecuteAsync(GetPlayerStatisticsRequestsClientRequest request)
|
||||||
{
|
{
|
||||||
var context = _httpContextAccessor.HttpContext;
|
var context = _httpContextAccessor.HttpContext;
|
||||||
if (context == null)
|
if (context == null)
|
||||||
@@ -31,8 +26,15 @@ public class GetPlayerStatisticsRequestsClientFunction : ICloudScriptFunction<Ge
|
|||||||
throw new CloudScriptException("CloudScript was not called within a http request");
|
throw new CloudScriptException("CloudScript was not called within a http request");
|
||||||
}
|
}
|
||||||
|
|
||||||
return new GetPlayerStatisticsRequestsClientResponse
|
// Return each requested statistic with a value so the career screen renders instead
|
||||||
|
// of staying blank. Raid stats (kills/deaths/evacs/damage/…) come from the
|
||||||
|
// client-hosted raid and aren't tracked server-side, so they report 0 for now.
|
||||||
|
var stats = new List<object>();
|
||||||
|
foreach (var name in request.Statistics ?? Array.Empty<string>())
|
||||||
{
|
{
|
||||||
};
|
stats.Add(new { statisticName = name, value = 0 });
|
||||||
|
}
|
||||||
|
|
||||||
|
return Task.FromResult<object>(new { statistics = stats });
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -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);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
@@ -155,12 +155,14 @@ public class PurchaseWeaponShopItemFunction : ICloudScriptFunction<PurchaseWeapo
|
|||||||
var blueprintData = blueprints[request.BaseItemID];
|
var blueprintData = blueprints[request.BaseItemID];
|
||||||
|
|
||||||
// Contract unlock criteria: some items can only be purchased after completing a
|
// Contract unlock criteria: some items can only be purchased after completing a
|
||||||
// specific contract. Only gate when the item explicitly declares such a lock, so
|
// specific contract. The data uses the sentinel "None" (not an empty string) for
|
||||||
// items with no lock keep working as before.
|
// items with no lock — treat that (and null/empty) as "no lock", otherwise EVERY
|
||||||
if (!string.IsNullOrEmpty(blueprintData.UnlockData?.ContractLockPurchase))
|
// item gets gated and nothing can be bought.
|
||||||
|
var contractLockPurchase = blueprintData.UnlockData?.ContractLockPurchase;
|
||||||
|
if (!string.IsNullOrEmpty(contractLockPurchase) && contractLockPurchase != "None")
|
||||||
{
|
{
|
||||||
var completed = JsonSerializer.Deserialize<FYGetCompletedContractsResult>(userData["ContractsOneTimeCompleted"].Value);
|
var completed = JsonSerializer.Deserialize<FYGetCompletedContractsResult>(userData["ContractsOneTimeCompleted"].Value);
|
||||||
if (completed?.ContractsIDs == null || !completed.ContractsIDs.Contains(blueprintData.UnlockData.ContractLockPurchase))
|
if (completed?.ContractsIDs == null || !completed.ContractsIDs.Contains(contractLockPurchase))
|
||||||
{
|
{
|
||||||
return new PurchaseWeaponShopItemResponse
|
return new PurchaseWeaponShopItemResponse
|
||||||
{
|
{
|
||||||
|
|||||||
+23
-18
@@ -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));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
+42
-3
@@ -1,12 +1,51 @@
|
|||||||
using Prospect.Server.Api.Services.CloudScript.Models;
|
using System.Text.Json;
|
||||||
|
using System.Text.Json.Serialization;
|
||||||
|
using Prospect.Server.Api.Services.Auth.Extensions;
|
||||||
|
using Prospect.Server.Api.Services.CloudScript.Models;
|
||||||
|
using Prospect.Server.Api.Services.UserData;
|
||||||
|
|
||||||
namespace Prospect.Server.Api.Services.CloudScript.Functions;
|
namespace Prospect.Server.Api.Services.CloudScript.Functions;
|
||||||
|
|
||||||
|
// Persisted presence, read back by GetFriendList to show friends' online / in-match state.
|
||||||
|
public class PlayerPresenceState
|
||||||
|
{
|
||||||
|
[JsonPropertyName("inMatch")]
|
||||||
|
public bool InMatch { get; set; }
|
||||||
|
[JsonPropertyName("lastSeenUtc")]
|
||||||
|
public long LastSeenUtc { get; set; }
|
||||||
|
}
|
||||||
|
|
||||||
[CloudScriptFunction("UpdatePlayerPresenceState")]
|
[CloudScriptFunction("UpdatePlayerPresenceState")]
|
||||||
public class UpdatePlayerPresenceState : ICloudScriptFunction<FYUpdatePlayerPresenceStateRequest, object>
|
public class UpdatePlayerPresenceState : ICloudScriptFunction<FYUpdatePlayerPresenceStateRequest, object>
|
||||||
{
|
{
|
||||||
public Task<object> ExecuteAsync(FYUpdatePlayerPresenceStateRequest request)
|
private readonly IHttpContextAccessor _httpContextAccessor;
|
||||||
|
private readonly UserDataService _userDataService;
|
||||||
|
|
||||||
|
public UpdatePlayerPresenceState(IHttpContextAccessor httpContextAccessor, UserDataService userDataService)
|
||||||
{
|
{
|
||||||
return Task.FromResult<object>(new { });
|
_httpContextAccessor = httpContextAccessor;
|
||||||
|
_userDataService = userDataService;
|
||||||
|
}
|
||||||
|
|
||||||
|
public async Task<object> ExecuteAsync(FYUpdatePlayerPresenceStateRequest request)
|
||||||
|
{
|
||||||
|
var context = _httpContextAccessor.HttpContext;
|
||||||
|
if (context == null)
|
||||||
|
{
|
||||||
|
return new { };
|
||||||
|
}
|
||||||
|
|
||||||
|
var userId = context.User.FindAuthUserId();
|
||||||
|
var state = new PlayerPresenceState
|
||||||
|
{
|
||||||
|
InMatch = request.InMatch,
|
||||||
|
LastSeenUtc = DateTimeOffset.UtcNow.ToUnixTimeSeconds(),
|
||||||
|
};
|
||||||
|
await _userDataService.UpdateAsync(
|
||||||
|
userId, userId,
|
||||||
|
new Dictionary<string, string> { ["PresenceState"] = JsonSerializer.Serialize(state) }
|
||||||
|
);
|
||||||
|
|
||||||
|
return new { };
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -16,6 +16,12 @@ public class DbEntityService : BaseDbService<PlayFabEntity>
|
|||||||
return await Collection.Find(user => user.UserId == userId).SingleOrDefaultAsync();
|
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)
|
private async Task<PlayFabEntity> CreateAsync(string userId)
|
||||||
{
|
{
|
||||||
var user = new PlayFabEntity
|
var user = new PlayFabEntity
|
||||||
|
|||||||
@@ -46,6 +46,19 @@ public class DbUserDataService : BaseDbService<PlayFabUserData>
|
|||||||
return await query.ToCursorAsync();
|
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)
|
public async Task UpdateValueAsync(string dataId, string value)
|
||||||
{
|
{
|
||||||
var update = Builders<PlayFabUserData>.Update
|
var update = Builders<PlayFabUserData>.Update
|
||||||
|
|||||||
@@ -18,6 +18,26 @@ public class DbUserService : BaseDbService<PlayFabUser>
|
|||||||
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();
|
||||||
|
}
|
||||||
|
|
||||||
|
// 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)
|
||||||
|
{
|
||||||
|
var update = Builders<PlayFabUser>.Update.Set(user => user.DisplayName, displayName);
|
||||||
|
await Collection.UpdateOneAsync(user => user.Id == id, update);
|
||||||
|
}
|
||||||
|
|
||||||
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 +1,49 @@
|
|||||||
|
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 +1,99 @@
|
|||||||
|
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(),
|
||||||
|
};
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -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
@@ -30,11 +30,17 @@ public class Startup
|
|||||||
services.AddSingleton<UserDataService>();
|
services.AddSingleton<UserDataService>();
|
||||||
services.AddSingleton<TitleDataService>();
|
services.AddSingleton<TitleDataService>();
|
||||||
|
|
||||||
|
services.AddSingleton<Prospect.Server.Api.Services.Steam.SteamWebApiService>();
|
||||||
|
services.AddSingleton<Prospect.Server.Api.Services.GameRef.GameRefService>();
|
||||||
|
|
||||||
services.AddSingleton<DbUserService>();
|
services.AddSingleton<DbUserService>();
|
||||||
services.AddSingleton<DbEntityService>();
|
services.AddSingleton<DbEntityService>();
|
||||||
|
|
||||||
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>();
|
||||||
|
|
||||||
|
|||||||
@@ -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
|
||||||
|
|||||||
Reference in New Issue
Block a user