135 Commits
Author SHA1 Message Date
neckfire c2a63c6fe1 feat(netcode): chiffrement AES-256-ECB conforme FAESHandlerComponent d'UE
Build Game Server / build (push) Successful in 23s
Recycle a confirmé : 'basic aes', clé server-side déductible client, by-the-book reimpl,
pas de handshake DTLS. Remplace le GCM par AES-256-ECB + PKCS#7 + flag bit + termination
bit (mirror du source UE 4.27). Flux : SetKey -> EncryptionAck clair -> Enable -> Challenge
chiffré. Supprime AesGcmHandlerComponent.
2026-07-17 00:49:38 +02:00
neckfire 6b3a4057be docs(netcode): VERDICT — le client n'entame jamais son handshake DTLS (résolution de clé côté client), mur dur indépendant du serveur
Build Game Server / build (push) Successful in 17s
2026-07-17 00:17:07 +02:00
neckfire c6511dd046 feat(netcode): flux DTLS conforme UE — EncryptionAck seul + accept, Challenge différé
Build Game Server / build (push) Successful in 23s
Recherche du flux d'encryption UE 4.27 : le client envoie le ClientHello (serveur en
accept), NMT_EncryptionAck sans payload en clair déclenche la résolution de clé côté
client puis son EnableEncryption. On active DTLS en accept et on NE PAS envoie le
Challenge (différé jusqu'à Handshaking completed). Findings détaillés dans NETCODE-RND.
2026-07-17 00:13:53 +02:00
neckfire cc392238f7 docs(netcode): findings AES-GCM — le client ferme systématiquement (plaintext bClose) après notre réponse au Hello ; pistes restantes
Build Game Server / build (push) Successful in 15s
2026-07-16 23:58:13 +02:00
neckfire 9cb15ad9e2 fix(netcode): Incoming en sens inverse d'Outgoing (couche chiffrement externe retirée en premier)
Build Game Server / build (push) Successful in 22s
Avec >1 composant actif (stateless + AES), Incoming et Outgoing doivent être en
sens opposés. Les deux étaient en avant -> le stateless tentait de parser des octets
chiffrés. Incoming itère désormais en inverse.
2026-07-16 23:53:52 +02:00
neckfire 5c81fba79c feat(netcode): chiffrement AES-256-GCM keyé par la PSK (piste retenue)
Build Game Server / build (push) Successful in 21s
Le client n'entame pas de handshake DTLS et ferme si nos paquets post-ack sont en
clair. AesGcmHandlerComponent (System.Security.Cryptography.AesGcm, [IV12][ct][tag16]),
activé après l'EncryptionAck : ack en clair -> activation -> Challenge chiffré.
2026-07-16 23:47:00 +02:00
neckfire a3dc1e8543 docs(netcode): findings test live — client ferme après EncryptionAck (attend voie serveur chiffrée) + crash ConditionalCleanUp
Build Game Server / build (push) Successful in 15s
2026-07-16 23:38:10 +02:00
neckfire 7e34c61b2a test(dtls): EncryptionAck sans activer DTLS — le client continue le login EN CLAIR après l'ack (observé live)
Build Game Server / build (push) Successful in 21s
2026-07-16 23:33:33 +02:00
neckfire e397541418 debug(dtls): log en tête d'Incoming (état de la garde active/transport/failed)
Build Game Server / build (push) Successful in 22s
2026-07-16 23:28:37 +02:00
neckfire 3e47b0680c debug(dtls): logs Incoming/Outgoing (voir ce que reçoit le serveur après EncryptionAck)
Build Game Server / build (push) Successful in 21s
2026-07-16 23:24:34 +02:00
neckfire a21ac4d0e4 docs(netcode): mur DTLS franchi côté serveur + boucle d'itération live
Build Game Server / build (push) Successful in 14s
2026-07-16 23:07:43 +02:00
neckfire 36122578a3 feat(netcode): serveur DTLS-PSK (côté serveur) — franchit le mur du chiffrement
Build Game Server / build (push) Successful in 20s
Implémente le pendant serveur du DTLSHandlerComponent d'UE (la pile client est
[DTLS, Stateless]) : le client exige un DTLS en mode PSK dont l'identité = user_id.

- DtlsPskStore : table user_id -> PSK 32o, chargée depuis l'env (PROSPECT_DTLS_PSKS,
  rendu Vault) — aucune clé en dur ni commitée.
- DtlsPacketTransport : pont entre l'API bloquante DTLS de BouncyCastle et le modèle
  paquet-par-paquet du PacketHandler (handshake sur thread dédié).
- ProspectPskTlsServer : serveur DTLS-PSK BouncyCastle (DTLS 1.2, identité=user_id).
- DTLSHandlerComponent : composant du pipeline (Incoming déchiffre / Outgoing chiffre),
  activé au NMT_Hello portant un EncryptionToken.
- UWorld.NotifyControlMessage : sur NMT_Hello chiffré, si la PSK de l'identité est
  connue -> NMT_EncryptionAck + BeginHandshake ; sinon warning (comme avant).

Compile (0 erreur, BouncyCastle 2.4). ⚠️ Le framing exact DTLS-sur-PacketHandler et
le routage des records de handshake demandent une ITÉRATION EN LIVE contre le vrai
client (invalidable hors client).
2026-07-16 23:06:14 +02:00
neckfireandClaude Opus 4.8 f9c44a89b3 game-server: catch-all request capture for squad-invite RE
Build Game Server / build (push) Successful in 25s
Log every unrouted POST at Warning [CAPTURE UNROUTED] (reveals native PlayFab
endpoints the emulator doesn't implement, e.g. /Group/CreateGroup, /Lobby/*) and
every social/squad/invite/friend/matchmaking call (path or body) at Information
[CAPTURE SOCIAL]. Lets us pin the exact invite mechanism when reproduced in game.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-16 10:35:37 +02:00
neckfire 4ec54f894b docs(game-server): study PlayFab Groups/Party emulation for squad invites
Build Game Server / build (push) Successful in 18s
2026-07-16 08:28:58 +00:00
neckfire f7048ff173 Merge pull request 'chore(game-server): merge main (emulator fixes: contracts, shop, fortuna, friends, admin, presence)' (#16) from main into game-server
Build Game Server / build (push) Successful in 26s
2026-07-16 08:25:21 +00:00
neckfire 91bdde3797 Merge pull request 'friends: richer GetFriendList payload + logging' (#15) from preprod into main
Build & Deploy / build (push) Successful in 38s
2026-07-16 07:06:20 +00:00
neckfireandClaude Opus 4.8 d7821ebf1f friends: richer GetFriendList payload (field aliases) + log returned JSON
Build & Deploy / build (push) Successful in 53s
The friend tile rendered empty/offline because the UE client couldn't read our
best-guess response shape. Expose each friend's identity/name/steam/presence under
every plausible field name (camelCase + PlayFab PascalCase, flat + nested profile)
under both friends/Friends keys, and log the JSON so we can pin the exact shape.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-16 09:06:17 +02:00
neckfire e5ab911dfd Merge pull request 'fortuna: FortunaPass2_Rewards catalog (claimable tiers)' (#14) from preprod into main
Build & Deploy / build (push) Successful in 34s
2026-07-15 20:17:37 +00:00
neckfireandClaude Opus 4.8 81092b077e fortuna: add FortunaPass2_Rewards catalog so tiers can be claimed
Build & Deploy / build (push) Successful in 50s
The claim function only grants a tier when a FortunaPass2_Rewards TitleData catalog
maps its rewardId (Level_N, sent by the client) to an item/amount. That catalog was
absent (client-side DataTable) so claims granted nothing and stayed unclaimable.
Add a Level_1..Level_100 catalog (K-Marks scaling, Insurance every 5, Aurum every 10)
so players can actually collect Fortuna pass rewards.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-15 22:17:34 +02:00
neckfire 042f806697 Merge pull request 'docs: rewrite main README (dev + CI + client switch tool)' (#13) from preprod into main
Build & Deploy / build (push) Successful in 32s
2026-07-15 11:54:39 +00:00
neckfireandClaude Opus 4.8 95541b6221 docs: rewrite README around our build/CI + client switch tool
Build & Deploy / build (push) Successful in 32s
Replace the upstream Windows/local-run README with a dev-focused one: how the
client redirection works (loader+agent+backend.txt), repo structure, building
and running the API in a container, the TLS cert SAN gotcha, the Gitea CI/CD
branch model (preprod:preprod / main:latest), the Prospect.Client.Config
switch+cert tool, and an up-to-date feature status.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-15 13:54:36 +02:00
neckfire a4c8cf5955 Merge pull request 'admin: fix empty tables (DT engine ordering)' (#12) from preprod into main
Build & Deploy / build (push) Successful in 33s
2026-07-15 09:52:00 +00:00
neckfireandClaude Opus 4.8 a8fca38038 admin: fix empty tables — define DT engine before page init scripts
Build & Deploy / build (push) Successful in 43s
The DT table engine lived in the page footer, after the per-page
<script>DT.init(...)</script> in the body, so DT was undefined when init ran
(ReferenceError, nothing rendered). Move the engine into a DtScript const
injected right after <main>, before any body content, so it is always defined
first.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-15 11:51:58 +02:00
neckfire d1f3fd1125 Merge pull request 'admin: interactive tables (sort/filter/search/paging)' (#11) from preprod into main
Build & Deploy / build (push) Successful in 31s
2026-07-15 09:31:21 +00:00
neckfireandClaude Opus 4.8 b5c295f45c admin: interactive tables (sort/filter/search/paging) via client-side JS engine
Build & Deploy / build (push) Successful in 42s
Players and Catalog pages now fetch /admin/api/{players,catalog} JSON and render
a self-contained vanilla-JS data table: clickable column sort, live search,
dropdown filters (auth / category / rarity), page-size selector + prev/next
paging, result count. No CDN, works offline. Server-rendered dashboard,
player detail and titledata pages unchanged.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-15 11:30:22 +02:00
neckfire b05782d4e9 Merge pull request 'Admin: noms lisibles + catalogue (gameref)' (#10) from preprod into main
Build & Deploy / build (push) Successful in 29s
2026-07-15 09:19:14 +00:00
neckfireandClaude Opus 4.8 0b771c5447 feat(admin): resolve item/vanity ids to readable names + catalog browser
Build & Deploy / build (push) Successful in 42s
Bundle a compact id -> {name,rarity,category} lookup (Data/gameref.json, 1177 entries,
built from community-datamined TCF-Wiki data) and a GameRefService. The admin back-office
now shows readable names + coloured rarity for inventory items instead of raw ids, and a
new /admin/catalog page browses the known game catalog (searchable, by category).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-15 11:19:14 +02:00
neckfire d7c89327a7 Merge pull request 'Steam persona display names + admin backfill' (#9) from preprod into main
Build & Deploy / build (push) Successful in 29s
2026-07-15 08:25:53 +00:00
neckfireandClaude Opus 4.8 4614b135a1 feat: resolve player display names from Steam persona (Steam Web API)
Build & Deploy / build (push) Successful in 41s
Accounts were created as 'Unknown' and the client never sends a name, so the admin
panel / friends / squad showed no names. Add SteamWebApiService (GetPlayerSummaries),
wired into LoginWithSteam to backfill the DisplayName from the Steam persona when it's
still 'Unknown'. Admin gets a LAN-only /admin/backfill-names action (+ button) to
backfill existing accounts in one shot. Key read from config SteamWebApiKey (Vault ->
env), inert when unset.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-15 10:25:52 +02:00
neckfire 03048b793d Merge pull request 'Back-office admin /admin (LAN-only)' (#8) from preprod into main
Build & Deploy / build (push) Successful in 32s
2026-07-15 07:56:34 +00:00
neckfireandClaude Opus 4.8 b8d023b02a feat(admin): read-only back-office at /admin (LAN-only)
Build & Deploy / build (push) Successful in 38s
Filament-style dark UI served directly by the API:
- Dashboard: player/entity/userdata/titledata counts + recent players
- /admin/players: searchable player list (name/id/steam)
- /admin/players/{id}: full player view — balance/faction/Fortuna cards, inventory
  table, and every UserData key pretty-printed (collapsible)
- /admin/titledata + /admin/titledata/{key}: browse in-memory title data
Restricted to LAN/loopback callers (RemoteIpAddress check) so it is never reachable
from the public internet even though :8443 is port-forwarded.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-15 09:56:34 +02:00
neckfire 1d9cf795dd Merge pull request 'Audit léger: stats carrière, présence amis, AddGenericId' (#7) from preprod into main
Build & Deploy / build (push) Successful in 27s
2026-07-15 07:02:46 +00:00
neckfireandClaude Opus 4.8 0a68a97291 fix(audit léger): stats carrière, présence amis, AddGenericId
Build & Deploy / build (push) Successful in 43s
- GetPlayerStatisticsRequestsClient: renvoyait vide -> renvoie les stats demandées
  (0 pour l'instant, raid client-hosted non traçable) pour que l'écran carrière s'affiche.
- UpdatePlayerPresenceState: persiste {inMatch,lastSeenUtc}; GetFriendList lit la présence
  et calcule onlineState (online si vu <3min, 2=en raid) au lieu de 0 en dur.
- AddGenericId: persiste l'id de service lié (était un no-op).
(Free-loadout non touché: S3 only, pas de free-loadout en S2.)

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-15 09:02:45 +02:00
neckfire 7dbab1aab8 Merge pull request 'Audit fixes: Fortuna pass level, rename persist, loadout & craft-timer' (#6) from preprod into main
Build & Deploy / build (push) Successful in 26s
2026-07-15 00:57:11 +00:00
neckfireandClaude Opus 4.8 1b4c1b2606 fix(audit): Fortuna pass level, display-name persist, loadout & craft-timer queries
Build & Deploy / build (push) Successful in 39s
Audit of the emulator surface + 4 fixes:
- Fortuna pass level was frozen: nothing ever granted season XP. ClaimActiveContract
  now grants + persists FortunaPass{2,3}_SeasonXp (scaled to the contract's reputation)
  and returns the new total, so the pass level moves as you complete contracts.
- UpdateUserTitleDisplayName never persisted the rename (echoed back, lost on relog).
  Added DbUserService.UpdateDisplayNameAsync and call it.
- GetPlayerSets returned a blank loadout; now reads the persisted LOADOUT key.
- GetCraftingInProgressData was a stub; now returns the persisted CraftingTimer so an
  in-progress craft + remaining time survive a menu reopen/relog.

Remaining known gaps documented in Plane (need client data / multiplayer / out of scope).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-15 02:56:47 +02:00
neckfire 078d2f80be Merge pull request 'Fix critique: achats bloqués (sentinelle ContractLockPurchase None)' (#5) from preprod into main
Build & Deploy / build (push) Successful in 24s
2026-07-15 00:15:14 +00:00
neckfireandClaude Opus 4.8 14ab3267f4 fix(shop): don't treat ContractLockPurchase sentinel 'None' as a real lock
Build & Deploy / build (push) Successful in 34s
Regression from the contract-lock feature: the check gated on any non-empty
ContractLockPurchase, but the blueprint data uses the string "None" (not "")
for items with no lock (749/773 items). So virtually every item returned
'Item is locked' before the currency deduction -> players couldn't buy anything
(error shown, K-Marks unchanged). Skip the gate when the value is null/empty/"None".

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-15 02:15:13 +02:00
neckfire c986a98471 Merge pull request 'Promotion: fix sauvegarde des missions en zone (raid client-hosted)' (#4) from preprod into main
Build & Deploy / build (push) Successful in 23s
2026-07-14 23:58:55 +00:00
neckfireandClaude Opus 4.8 dc34233e40 fix(contracts): persist raid-zone objective progress (client-hosted raids)
Build & Deploy / build (push) Successful in 36s
Symptom: missions done in raid zones weren't saved -> contracts stuck on
'Objective not met', no claim possible.

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

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

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-15 01:54:25 +02:00
neckfireandClaude Opus 4.8 f0343bc1ea gameserver: consolidate netcode R&D — remove diag spam, document DTLS-PSK wall
Build Game Server / build (push) Successful in 21s
- Keep the R3.5.0 header-bit fix (bunch alignment breakthrough)
- Remove per-packet [HS-RAW]/[HS-HDR]/[HS-BUNCH] diagnostics
- Document the DTLS-PSK encryption wall + packed-binary finding in NETCODE-RND.md
- UWorld NMT_Hello: honest comment on why the connection stops here

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-15 01:13:03 +02:00
neckfireandClaude Opus 4.8 ba9976c5b6 gameserver: skip encryption on Hello (try plaintext challenge)
Build Game Server / build (push) Successful in 19s
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 20:54:01 +02:00
neckfireandClaude Opus 4.8 fb73038901 gameserver: consume Cycle's extra header bit -> bunches align (NMT_Hello parses)
Build Game Server / build (push) Successful in 22s
Bit-decoded real client packets: the header is 65 bits (not stock UE 4.27's 64).
One extra bit sits between the ack history and the packet-info payload; consuming
it realigns bHasPacketInfoPayload + jitter + bHasServerFrameTime, and the first
control-channel bunch parses (ChIndex 0, open, reliable = NMT_Hello).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 20:50:19 +02:00
neckfireandClaude Opus 4.8 629e8a4c31 gameserver: dump full packet bits (512) to decode NMT_Hello netver
Build Game Server / build (push) Successful in 18s
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 20:29:11 +02:00
neckfireandClaude Opus 4.8 1691af4be6 gameserver: dump raw packet bit-stream for hand-decode
Build Game Server / build (push) Successful in 18s
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 19:53:53 +02:00
neckfireandClaude Opus 4.8 b1386bef56 gameserver: bit-position diagnostics in ReceivedPacket (header + bunch flags)
Build Game Server / build (push) Successful in 17s
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 19:41:39 +02:00
neckfireandClaude Opus 4.8 71aca5e3d0 fix(game-server): survive bad-packet exceptions in tick loop
Build Game Server / build (push) Successful in 17s
Wrap world.Tick in try/catch so an incompatible/misaligned client packet
logs an error and the server keeps running (stable R&D bench).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 19:30:12 +02:00
neckfireandClaude Opus 4.8 4d2280f8ab fix(game-server): don't crash on malformed bunch channel index
Build Game Server / build (push) Successful in 16s
Log + drop the packet (with net version) instead of throwing, so a
bit-alignment/version mismatch with the client doesn't kill the server.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 19:26:53 +02:00
neckfireandClaude Opus 4.8 1caa46f846 fix(game-server): adopt client packet sequences on first packet
Build Game Server / build (push) Successful in 16s
The Cycle client does not derive its initial packet sequences from the
handshake cookie the way stock UE does (its acked server-seq isn't present
anywhere in the cookie), so the cookie-based InitSequence disagreed and
every post-handshake packet was rejected as out-of-order. On the first
packet, adopt the client's announced Seq/AckedSeq instead.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 19:21:49 +02:00
neckfireandClaude Opus 4.8 9092dda950 diag(game-server): log packet sequence mismatch (post-handshake)
Build Game Server / build (push) Successful in 21s
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 19:08:52 +02:00
neckfireandClaude Opus 4.8 6ccad507a8 diag(game-server): log connectionless handshake (challenge/response)
Build Game Server / build (push) Successful in 16s
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 19:00:19 +02:00
neckfireandClaude Opus 4.8 f4d1757840 diag(game-server): log stateless handshake packet size vs expected
Build Game Server / build (push) Successful in 15s
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 18:52:52 +02:00
neckfireandClaude Opus 4.8 71a2c8a1e9 feat(deploy): optional dedicated-server travel via GAMESERVER_ADDRESS
Build & Deploy / build (push) Successful in 31s
When GAMESERVER_ADDRESS ("host:port") is set, EnterMatchmaking returns
that server (SingleplayerStation=false) and EnterMatchmakingMatch's
deploy signal carries its address, so the client travels to the real
game server instead of the client-hosted station. Unset = unchanged
(normal preprod). Lets a 2nd preprod run the same :preprod image and
differ only by this env var (dedicated-server test bench).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 18:41:20 +02:00
neckfireandClaude Opus 4.8 9749828af8 feat(game-server): scaffold dedicated server toward player join
Build Game Server / build (push) Successful in 17s
R&D branch for an authoritative Unreal game server (Prospect.Unreal).
The connection handshake already reaches PlayerController spawn; this
commit pushes it toward real players joining:

- Program.cs: target the Cycle station map + game mode (configurable via
  PROSPECT_MAP/GAMEMODE/PORT), proper host loop, and initialise a
  GameSession so NMT_Join -> Login no longer fails ("GameSession is null").
- UWorld.WelcomePlayer: send the world's real map/game mode to the client
  instead of the UE ThirdPerson template.
- Dockerfile.gameserver + .gitea/workflows/game-server.yml: build/push a
  separate image (the-cycle-game) on the game-server branch, ntfy notify.
- GAMESERVER.md: honest state + roadmap (player spawn + movement
  replication need live client testing; AI/loot intentionally deferred).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 18:30:09 +02:00
neckfireandClaude Opus 4.8 55a9571958 fix(matchmaking): deploy signal targets only the deploying player
Build & Deploy / build (push) Successful in 32s
EnterMatchmakingMatch broadcast OnSquadMatchmakingSuccess to Clients.All,
so one player deploying pulled every connected player into the match.
Map each player to their SignalR connection (GetSignalRConnection tags the
URL with uid; CycleHub records it via a SignalRConnectionRegistry) and
send the deploy signal only to that connection (broadcast fallback if
unmapped). Also enable m_automaticImportPlatformFriends (Steam friends).

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

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

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

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

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

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

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

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

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

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 15:34:43 +02:00
neckfire 57a45d91df Merge pull request 'Social prod : liste d amis + fix ping 500' (#3) from preprod into main
Build & Deploy / build (push) Successful in 15s
2026-07-14 13:29:45 +00:00
neckfire 922deb8397 docs: pointer vers la release pour LoaderPack + cert
Build & Deploy / build (push) Successful in 16s
2026-07-14 13:09:57 +00:00
neckfire c6b2330e1d docs: pointer vers la release pour LoaderPack + cert
Build & Deploy / build (push) Successful in 16s
2026-07-14 13:09:57 +00:00
neckfire f4d93c9e71 docs: ajoute la commande download_depot + astuce disque
Build & Deploy / build (push) Successful in 14s
2026-07-14 13:07:36 +00:00
neckfire 9737316dbc docs: ajoute la commande download_depot + astuce disque
Build & Deploy / build (push) Successful in 19s
2026-07-14 13:07:35 +00:00
neckfire b0822c34cd docs: guide install client amis
Build & Deploy / build (push) Successful in 14s
2026-07-14 12:33:52 +00:00
neckfireandClaude Opus 4.8 a4e006f84f docs: guide d installation client pour les amis (serveur prive)
Build & Deploy / build (push) Successful in 15s
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 12:33:37 +00:00
neckfireandClaude Opus 4.8 310e2bf7e9 feat(social): friends list resolution + fix ping request 500
Build & Deploy / build (push) Successful in 24s
- RequestUsersPingRequest: the client sends ping=2147483648 (int.MaxValue+1)
  for "no ping", which overflowed the int field and made every ping request
  return 500. Widened to long.
- ClientsideFriendsImport: persist the imported Steam friend ids per user.
- GetFriendList: resolve those ids to the players that exist on this server
  (batch lookup by Steam auth key) and return them as friends. Response
  shape is best-effort pending in-game confirmation.
- DbUserService.FindManyAsync: batch-resolve auth keys to players.

First step of the station lobby (see friends on the server). Squad
formation / invite flow to follow once friends are visible.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 14:18:44 +02:00
neckfire 3cdf8bc7e2 Merge pull request 'Boutiques : GetStoreItems (vendeurs + Aurum) + fix vanities possédées' (#2) from preprod into main
Build & Deploy / build (push) Successful in 13s
2026-07-14 12:07:18 +00:00
neckfireandClaude Opus 4.8 5d93b3541d fix(store): return per-user owned vanities, not the whole catalogue
Build & Deploy / build (push) Successful in 23s
GetUserInventory returned every vanity in the Vanities title data as an
owned item, so the client showed all Aurum-shop cosmetics as already
owned. Return only the cosmetics the player actually owns: purchased
(VanityItems) plus currently equipped (CharacterVanity slots and the
GlobalVanity sprays / banner / emotes / drop pod), so the starter outfit
stays owned while the rest of the Aurum shop becomes purchasable.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 13:55:50 +02:00
neckfireandClaude Opus 4.8 40dad82559 feat(store): populate Aurum/cosmetic shops from Vanities
Build & Deploy / build (push) Successful in 23s
GetStoreItems now also serves the cosmetic stores the client queries
(AurumShop, and the DailyShop_/WeeklyShop_ rotations) from the Vanities
title data: every vanity with StoreData.Amount > 0 is offered for that
price in Aurum (AU). AurumShop lists the full priced catalogue (632
items); the daily/weekly ids show a deterministic rotating slice so they
stay stable within a period but change across periods.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 13:46:17 +02:00
neckfireandClaude Opus 4.8 3b108d99ca feat(store): populate shops via GetStoreItems
Build & Deploy / build (push) Successful in 23s
GetStoreItems was a stub returning an empty object, so every shop
(Korolev / ICA / Osiris / QuickShop vendors) showed up empty. Build the
store on the fly from the Blueprints title data: for the requested
StoreId, list every item that declares an ItemShopsCraftingData entry
for that store, converting its currency recipe ingredients into
VirtualCurrencyPrices (SoftCurrency->SC, Aurum->AU, InsuranceCurrency->IN).
Item-ingredient (crafting) entries are left to the crafting UI.

Adds the StoreId/CatalogVersion fields to the request and the
FGetStoreItemsResult / FStoreItem PlayFab response models.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 12:53:37 +02:00
neckfire 67f3095896 Merge pull request 'Promotion preprod → prod : contrats/kills, factions, tech-tree, assurance payout, Fortuna Pass' (#1) from preprod into main
Build & Deploy / build (push) Successful in 11s
2026-07-14 10:33:31 +00:00
neckfireandClaude Opus 4.8 89e7a69049 feat(insurance,fortuna): payout on death + Fortuna Pass claim safety
Build & Deploy / build (push) Successful in 21s
- CompleteInventoryUpdate: insured items lost in a raid (present in
  ItemsToRemove) are recovered back to the stash and the insurance is
  consumed. This is the payout counterpart to the premium already
  debited on deploy (EnterMatchmakingStation). Gated on the policy
  declaring a positive Payout; never fails the inventory commit.
- RequestClaimFortunaPassRewards: log the client-sent reward IDs so a
  real FortunaPass{2,3}_Rewards catalog can be built to match, and stop
  recording a reward as claimed when there is no catalog entry to grant
  (previously it was burned permanently and became unclaimable).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 12:30:11 +02:00
neckfireandClaude Opus 4.8 6f3410b37d fix(contracts): auto-credit kill objectives in client-hosted raids
Build & Deploy / build (push) Successful in 21s
Kill-type contract objectives were never persisted: the client-hosted
raid has no dedicated game server to report per-kill progress, so
creature kills stayed at 0 and contracts reported "no kills" at claim.

- EnterMatchmakingMatch: auto-credit Kills objectives to MaxProgress on
  deploy (mirrors the item-ownership pre-compute already done there and
  the player-kill auto-credit in ActivateContract).
- ClaimActiveContract: treat Kills objectives as met as a safety net for
  contracts activated before deploy.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 11:56:14 +02:00
neckfireandClaude Opus 4.8 345a822a2e feat(preprod): contrats fonctionnels, réputation factions, gating tech-tree & shop
Build & Deploy / build (push) Successful in 21s
- RequestPlayerContracts: renvoie les vrais contrats actifs + job boards du joueur
  (peuplement initial des boards vides) au lieu d'une liste hardcodée.
- RequestFactionProgression: renvoie la réputation réelle des 3 factions (au lieu de 0).
- StartTechTreeNodeUpgradeClient: dependency check PlayerQuarterLevelRequired.
- PurchaseWeaponShopItem: critère de déblocage par contrat (UnlockData.ContractLockPurchase).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 02:20:27 +02:00
neckfireandClaude Opus 4.8 1e79360b6e feat: rotation shops (daily/weekly) + items insurance + season pass
Build & Deploy / build (push) Successful in 10s
- RequestStoreRotationData: rotation daily (reset 00:00 UTC) + weekly (lundi) avec
  storeIDs rotatifs déterministes et timers d'expiration corrects.
- EnterMatchmakingStation: traite purchaseInsuranceRequest au déploiement — marque
  les items assurés (Insurance + owner) et débite la prime (TitleData InventoryInsurance).
- FYPurchaseInventoryInsuranceRequest: modèle complété (insuranceId + itemIds).
- RequestClaimFortunaPassRewards: claim saison-correct (S2/S3 séparés, plus d'écrasement)
  + octroi des récompenses depuis catalogue TitleData optionnel (repli sûr sinon).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-13 02:55:54 +02:00
neckfireandClaude Opus 4.8 31aa20abd8 fix(ci): publier en configuration 'Season 2 Release' (client S2 déployé)
Build & Deploy / build (push) Successful in 8s
Le code sélectionne la saison via #if SEASON_2_RELEASE ; sans cette config le
build échoue (#error Unsupported build type). Build validé en local.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-13 02:37:11 +02:00
neckfireandClaude Opus 4.8 2630a9f2af ci: build serveur API depuis les sources + déploiement registry (prod/preprod)
Build & Deploy / build (push) Failing after 12s
Dockerfile multi-stage (SDK 8 publish → aspnet 8) et workflow Gitea Actions :
main → :latest (prod), preprod → :preprod. Base = tag b8 (état déployé).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-13 02:33:04 +02:00
Yury d9bd46e6e0 Update README 2025-03-31 01:40:20 +03:00
Yury 269659b8da Stash changes 2025-03-31 01:39:22 +03:00
Yury 14097808d8 Add CompleteInventoryUpdate CloudScript function from closed beta 2025-03-31 01:38:58 +03:00
Yury 6fe4432c6e Add custom UpdatePlayerActiveContracts CloudScript function for contracts update 2025-03-31 01:38:35 +03:00
Yury 4f11c8e550 Change Prospect.Client.Loader output dir 2025-03-31 01:37:34 +03:00
Yury 1ac2374eff Update README 2025-03-31 01:37:16 +03:00
Yury b5cb885262 Improve loader
* Improve loading speed
* Change DLL loading order
* Add Prospect.Agent.dll
2025-03-31 01:37:00 +03:00
Yury d55ef94fd9 Update launchSettings for HTTP server 2025-03-31 01:35:20 +03:00
Yury 1f4640fccd Fix given amount of quest reward 2025-03-31 01:34:41 +03:00
Yury faf90c1841 Autocomplete only PvP quests now 2025-03-31 01:34:16 +03:00
Yury efbacc57d1 Add Prospect.Agent DLL for utility functions 2025-03-31 01:33:41 +03:00
Yury 458585c37f Add "common-name" command-line parameter to generate_ssl 2025-03-31 01:33:01 +03:00
Yury b3c5fa3e2b Disallow accepting already completed contracts 2025-03-31 01:32:15 +03:00
Yury 2fb730cb8c Temporary disable HTTPS redirection 2025-03-31 01:31:46 +03:00
Yury 87e1708d6b Fix inventory update on quarter level upgrade 2025-03-31 01:31:35 +03:00
Yury 2695f25242 Update contract info structure and title data
* Include information about kill conditions
* Use default client settings for MatchmakingSetup
2025-03-31 01:31:18 +03:00
Yury 81dea35778 Allow for configurable SignalR connection settings 2025-03-31 01:30:14 +03:00
Yury 704abac924 Add client version check 2025-03-31 01:29:00 +03:00
Yury 033227eb83 Revert stash size to 90 items 2025-03-25 20:40:24 +02:00
Yury 388dd99f60 Update README 2025-03-25 20:09:22 +02:00
Yury 986db8acb8 Update solution file 2025-03-25 20:09:09 +02:00
Yury 1b94cbdd8d Update TitleData to match client data 2025-03-25 20:07:29 +02:00
Yury b2e2106912 Fix insurance token name 2025-03-25 20:06:35 +02:00
Yury 3858d482e9 Fill objectives when receiving new contract after claim 2025-03-25 20:05:29 +02:00
Yury 5e42a54bbf Add JobBoardsData document for job board data per player 2025-03-25 18:54:15 +02:00
Yury 7766d47bda Add EnterMatchmaking function for CB 2025-03-25 18:53:52 +02:00
Yury 31dbcfdb4f Change durability on inventory update 2025-03-25 18:53:09 +02:00
Yury 43e2b69d66 Set objective counter before deployment 2025-03-25 18:52:55 +02:00
Yury 7a0e0d1285 Fix possible exception on non-existent quest activation 2025-03-25 18:52:28 +02:00
Yury 36d797b391 Fix item sell formula for Ammo and Ability items 2025-03-25 18:51:55 +02:00
Yury 4e0b6440d9 Fix job boards 2025-03-25 18:51:29 +02:00
Yury eec90dae91 Set max objective progress for kills and visit quests 2025-03-25 18:50:38 +02:00
Yury 4e1c256fbe Update Prospect.Client.Loader 2025-03-25 18:49:27 +02:00
Yury 7a370fded1 Update features 2025-03-05 00:14:47 +02:00
Yury ff54118493 Add note regarding Loader compatibility with game versions 2025-03-05 00:10:45 +02:00
Yury 840efb8383 Add Prospect.Client.Loader and update Solution config 2025-03-04 23:56:50 +02:00
Yury c3dbfa5d59 Update instructions 2025-03-04 23:56:37 +02:00
Yury dfc38de7b5 Push API changes
* Fix item repair cost formula
* Add "RequestUpdateAvailableFreeLoadout" function (WIP)
* Fix item sell formula
* Fix item stack split on sell
* Fix contract progression counting for objectives other than owned items
* Refactor balance into a proper struct
* Separate and update Season 2 and Season 3 data
2025-03-04 23:39:20 +02:00
YuryandGitHub 08ca12f1e3 Update README.md 2025-02-24 11:03:32 +02:00
YuryandGitHub fb9acbbedc Update README.md 2025-02-24 11:01:37 +02:00
Yury 280b87314c Push changes 2025-02-24 01:06:32 +02:00
Yury 1bfb16539f Fix error message to match console log 2025-02-13 21:00:08 +02:00
Yury 7d0b7546b0 Update features 2025-02-13 20:57:48 +02:00
Yury 07d36f3e8b Update specific steps and troubleshooting section 2025-02-13 20:56:10 +02:00
Yury 60bdd081d7 Fix steam appid file name 2025-02-10 12:49:48 +02:00
Yury 9ff4cb62dd Fix prereq 2025-02-10 12:13:50 +02:00
Yury e5ee2245bd Fix ASP.NET Core Runtime requirement 2025-02-09 23:22:48 +02:00
Yury 217143e0f4 Fix empty checkboxes 2025-02-09 22:59:33 +02:00
Yury 2acab6d810 Add feature list 2025-02-09 22:55:18 +02:00
Yury fc76dcafe1 Mention bug with missing body parts 2025-02-09 22:36:32 +02:00
Yury 78e6d0743b Mention that Steam has to run 2025-02-09 22:12:13 +02:00
Yury 66c7e87f53 Fix step 6 heading 2025-02-09 21:18:14 +02:00
Yury a070988c51 Fix numbering 2025-02-09 21:17:25 +02:00
178 changed files with 11355 additions and 919 deletions
+33
View File
@@ -0,0 +1,33 @@
name: Build & Deploy
on:
push:
branches: [main, preprod]
workflow_dispatch: {}
env:
IMAGE: git.nfteam.ovh/neckfire/the-cycle
jobs:
build:
runs-on: ubuntu-latest
steps:
- name: Checkout
uses: actions/checkout@v4
- name: Build & push image
run: |
set -e
echo "${{ secrets.REGISTRY_PASSWORD }}" | docker login git.nfteam.ovh -u "${{ secrets.REGISTRY_USER }}" --password-stdin
SHA="${GITHUB_SHA::12}"
BRANCH="${GITHUB_REF_NAME}"
if [ "$BRANCH" = "main" ]; then TAGS="-t ${IMAGE}:latest -t ${IMAGE}:${SHA}"; else TAGS="-t ${IMAGE}:${BRANCH} -t ${IMAGE}:${BRANCH}-${SHA}"; fi
docker build $TAGS -f Dockerfile .
docker push --all-tags "${IMAGE}"
- name: Notify ntfy
if: always()
run: |
if [ "${{ job.status }}" = "success" ]; then EMOJI="white_check_mark"; PRIO="default"; else EMOJI="rotating_light"; PRIO="high"; fi
curl -s -H "Authorization: Bearer ${{ secrets.NTFY_TOKEN }}" -H "Title: ${GITHUB_REPOSITORY} — ${{ job.status }}" \
-H "Priority: ${PRIO}" -H "Tags: ${EMOJI}" -H "Click: ${GITHUB_SERVER_URL}/${GITHUB_REPOSITORY}/actions" \
-d "${GITHUB_WORKFLOW} (${GITHUB_REF_NAME} #${GITHUB_RUN_NUMBER}) : ${{ job.status }}" \
"${{ secrets.NTFY_URL }}/${{ secrets.NTFY_TOPIC }}" || true
+28
View File
@@ -0,0 +1,28 @@
name: Build Game Server
on:
push:
branches: [game-server]
workflow_dispatch: {}
env:
IMAGE: git.nfteam.ovh/neckfire/the-cycle-game
jobs:
build:
runs-on: ubuntu-latest
steps:
- name: Checkout
uses: actions/checkout@v4
- name: Build & push image
run: |
set -e
echo "${{ secrets.REGISTRY_PASSWORD }}" | docker login git.nfteam.ovh -u "${{ secrets.REGISTRY_USER }}" --password-stdin
SHA="${GITHUB_SHA::12}"
docker build -t "${IMAGE}:game-server" -t "${IMAGE}:${SHA}" -f Dockerfile.gameserver .
docker push --all-tags "${IMAGE}"
- name: Notify ntfy
if: always()
run: |
if [ "${{ job.status }}" = "success" ]; then EMOJI="white_check_mark"; PRIO="default"; else EMOJI="rotating_light"; PRIO="high"; fi
curl -s -H "Authorization: Bearer ${{ secrets.NTFY_TOKEN }}" -H "Title: ${GITHUB_REPOSITORY} game-server — ${{ job.status }}" \
-H "Priority: ${PRIO}" -H "Tags: ${EMOJI}" -H "Click: ${GITHUB_SERVER_URL}/${GITHUB_REPOSITORY}/actions" \
-d "${GITHUB_WORKFLOW} (${GITHUB_REF_NAME} #${GITHUB_RUN_NUMBER}) : ${{ job.status }}" \
"${{ secrets.NTFY_URL }}/${{ secrets.NTFY_TOPIC }}" || true
+1
View File
@@ -0,0 +1 @@
_out/
+15
View File
@@ -0,0 +1,15 @@
# The Cycle: Frontier — serveur API (émulateur Prospect), build depuis les sources.
# Multi-stage : SDK .NET 8 pour publier le projet API → runtime aspnet 8.
FROM mcr.microsoft.com/dotnet/sdk:8.0 AS build
WORKDIR /src
COPY src/ ./src/
# Configuration "Season 2 Release" = build qui correspond au client S2 déployé
# (le code sélectionne la saison via des #if SEASON_2_RELEASE / SEASON_3_RELEASE).
RUN dotnet publish src/Prospect.Server.Api/Prospect.Server.Api.csproj \
-c "Season 2 Release" -o /app
FROM mcr.microsoft.com/dotnet/aspnet:8.0
WORKDIR /app
COPY --from=build /app ./
EXPOSE 8443 8000
ENTRYPOINT ["dotnet", "Prospect.Server.Api.dll"]
+14
View File
@@ -0,0 +1,14 @@
# The Cycle: Frontier — serveur de jeu dédié (EXPÉRIMENTAL / R&D).
# Réimplémentation du serveur autoritaire Unreal (Prospect.Unreal). Build depuis les sources.
FROM mcr.microsoft.com/dotnet/sdk:8.0 AS build
WORKDIR /src
COPY src/ ./src/
RUN dotnet publish src/Prospect.Server.Game/Prospect.Server.Game.csproj -c Release -o /app
FROM mcr.microsoft.com/dotnet/runtime:8.0
WORKDIR /app
COPY --from=build /app ./
# Le réseau Unreal est en UDP.
EXPOSE 7777/udp
# Configurable : PROSPECT_MAP / PROSPECT_GAMEMODE / PROSPECT_PORT
ENTRYPOINT ["dotnet", "Prospect.Server.Game.dll"]
+80
View File
@@ -0,0 +1,80 @@
# 🎮 The Cycle: Frontier — Rejoindre le serveur privé (installation client)
Guide pour **installer le client et jouer sur le serveur privé**. Tu n'installes **rien côté serveur** — juste le jeu + un loader + un certificat.
> ⚠️ **À savoir avant de commencer**
> - Le jeu a été retiré de Steam en septembre 2022 : il faut **l'avoir déjà eu dans ta bibliothèque Steam** pour le retélécharger.
> - **Ce n'est pas du co-op en raid.** Chacun joue sa propre instance (stations solo) ; l'émulateur ne supporte pas plusieurs joueurs dans le même raid. Vous partagez le même serveur (progression, boutiques, comptes), pas la même partie.
> - Le serveur doit être **allumé** au moment où tu joues (demande à l'hébergeur).
---
## Fichiers à télécharger (dans la release)
Les 2 fichiers sont dispo dans la **release Gitea** :
👉 **https://git.nfteam.ovh/neckfire/the-cycle/releases/tag/friends-client**
1. **`LoaderPack.zip`** — le loader qui redirige le jeu vers le serveur privé (build b8 / Saison 2).
2. **`certificate.crt`** — le certificat **public** du serveur (sans clé privée, safe).
Télécharge les deux depuis la page de release avant de commencer.
---
## Étapes (Windows)
### 1. Installer le client Saison 2 (via la console Steam)
1. Steam ouvert, `Win+R` → tape `steam://nav/console` → Entrée (la **console Steam** s'ouvre).
2. Colle **exactement** cette commande → Entrée :
```
download_depot 868270 868271 4623363103423775682
```
(`868270` = le jeu, `868271` = le dépôt client, `4623363103423775682` = manifest **Saison 2 v2.7.2**.)
3. Le téléchargement démarre (⚠️ **pas de barre de progression**, sois patient — plusieurs Go).
4. À la fin, Steam affiche **« Depot download complete »** + le **chemin du dossier**
(ex. `...\Steam\steamapps\content\app_868270\depot_868271`). **Ce dossier = ton install du jeu.**
> Il faut **avoir eu The Cycle: Frontier dans ta bibliothèque Steam** avant, sinon → erreur `missing license`.
> **Pas assez d'espace sur le disque principal ?** `download_depot` écrit toujours dans `...\Steam\steamapps\content`. Pour le mettre sur un autre disque : ferme Steam, supprime `...\Steam\steamapps\content`, puis en **cmd admin** :
> ```
> mkdir "D:\SteamContent"
> mklink /J "C:\Program Files (x86)\Steam\steamapps\content" "D:\SteamContent"
> ```
> Rouvre Steam et relance la commande → le jeu ira sur `D:\`.
### 2. Installer le LoaderPack
1. Va dans le dossier du jeu → **`Prospect\Binaries\Win64`**.
2. Ouvre `LoaderPack.zip` et **glisse tout son contenu** dans ce dossier `Win64`.
3. Crée un **raccourci** vers `Prospect.Client.Loader.exe` (c'est avec ça que tu lanceras le jeu).
### 3. Faire confiance au certificat du serveur
1. Double-clique **`certificate.crt`** → **Installer le certificat**.
2. **Emplacement : Utilisateur actuel** → Suivant.
3. **Placer tous les certificats dans le magasin suivant****Parcourir****Autorités de certification racines de confiance** → OK → Suivant → Terminer.
4. Accepte l'avertissement de sécurité (il mentionne `2EA46.playfabapi.com`).
### 4. Pointer le client vers le serveur
Dans **`Prospect\Binaries\Win64`**, crée (ou édite) un fichier **`backend.txt`** contenant **exactement** cette ligne :
```
https://tc.nfteam.ovh:8443
```
### 5. Lancer le jeu
1. **Steam doit être ouvert** (connecté à ton compte).
2. Lance le jeu via le **raccourci `Prospect.Client.Loader`** (⚠️ pas via Steam directement).
3. Connexion automatique avec ton compte Steam. Bienvenue sur Fortuna III ! 🚀
---
## Dépannage
| Symptôme | Cause / solution |
|---|---|
| `libcurl error 7 (Couldn't connect to server)` | Le serveur est **éteint** → demande à l'hébergeur de l'allumer. |
| Erreur de certificat / `hostname mismatch` | `certificate.crt` **pas importé** (ou pas dans « Autorités racines de confiance »). Refais l'étape 3. |
| `missing license` au téléchargement | Tu n'as jamais eu le jeu sur ce compte Steam → impossible de le retélécharger. |
| Parties du corps manquantes (client S3) | Va en station → change ton apparence une fois (corrige les IDs). |
---
*Serveur privé The Cycle: Frontier — émulateur Prospect. Usage privé entre amis.*
+62
View File
@@ -0,0 +1,62 @@
# Serveur de jeu dédié — R&D (branche `game-server`)
> ⚠️ **Expérimental.** Objectif : un serveur de jeu **autoritaire** pour que plusieurs
> joueurs soient dans la **même instance** (se voir, bouger). C'est un chantier de
> reverse-engineering du serveur Unreal du Cycle. **Un raid co-op complet reste hors de portée
> réaliste** ; on avance par jalons. **IA et loot volontairement hors périmètre pour l'instant.**
## Pièces en jeu
- **`Prospect.Unreal`** — réimplémentation en C# de la couche réseau d'Unreal Engine
(NetDriver UDP, channels control/actor, bunches, packet handler, handshake, `UWorld`,
`AGameModeBase`/`APlayerController`/`APawn`).
- **`Prospect.Server.Game`** — l'exécutable serveur (host loop, monde, game mode).
## État actuel (ce qui marche côté serveur)
Le **handshake de connexion Unreal est implémenté** et va jusqu'au spawn du PlayerController :
```
NMT_Hello → SendChallenge
NMT_Login → PreLogin → WelcomePlayer (envoie map + game mode)
NMT_Join → SpawnPlayActor → GameMode.Login → APlayerController
```
Corrections/avancées de cette branche :
- **Cible la map/gamemode du Cycle** (`/Game/Maps/MP/Station/Station_P` + `YGameMode_Station`)
au lieu de la map template d'UE. Configurable via `PROSPECT_MAP` / `PROSPECT_GAMEMODE` / `PROSPECT_PORT`.
- **`WelcomePlayer`** envoie désormais la **vraie** map/gamemode du monde (plus le template).
- **`GameSession`** est initialisée → le login ne plante plus sur `"GameSession is null"`
(c'était le point de blocage juste avant le spawn).
## Ce qui manque (roadmap, du plus atteignable au plus dur)
1. **Connexion client réelle** : valider le handshake complet avec le **vrai client** (pas le
harnais `Client.cs`). Nécessite des **tests en live** (impossible à valider hors client).
2. **Spawn du Pawn du Cycle** : `GameMode.Login` spawn un `APlayerController` mais **pas** le
personnage. Il faut spawner la **classe de Pawn spécifique du Cycle** (`YCharacter…`) avec le
bon **NetGUID / class path** pour que le client l'instancie.
3. **Réplication du mouvement** : répliquer les propriétés du `CharacterMovementComponent`
(position/rotation/état) chaque tick → **le premier vrai « se voir bouger »**.
4. *(plus tard)* IA, loot, dégâts, tempête, évac… — **hors périmètre pour l'instant**.
Les jalons 23 demandent de connaître les **classes répliquées du jeu** (côté client, non
présentes dans le code serveur) et **itèrent en live** avec le client. C'est le vrai mur.
## Build / run
```bash
# build
dotnet build src/Prospect.Server.Game/Prospect.Server.Game.csproj -c Release
# run (défauts : station, port 7777 UDP)
dotnet run --project src/Prospect.Server.Game
# ou conteneur
docker build -t the-cycle-game -f Dockerfile.gameserver .
docker run --rm -p 7777:7777/udp the-cycle-game
```
## CI/CD
`.gitea/workflows/game-server.yml` : à chaque push sur `game-server`, build de `Dockerfile.gameserver`
→ image **`git.nfteam.ovh/neckfire/the-cycle-game`** (tags `game-server` + sha) + notif ntfy.
Image **séparée** de l'API (`the-cycle`) — les deux ne se marchent pas dessus.
## Honnêteté
Ceci est une **base d'exploration**. Le handshake + le spawn du controller avancent ; le
« 2 joueurs se voient bouger » dépend du spawn du pawn du Cycle + réplication, qui exige du RE
spécifique au jeu **et** des tests dans le client réel. Aucune garantie d'aboutir.
+219
View File
@@ -0,0 +1,219 @@
# The Cycle: Frontier — serveur dédié gameplay (R&D netcode)
Branche `game-server`. Objectif : un serveur de jeu autoritatif écrit from scratch
(Prospect.Unreal, réimplémentation C# du netcode Unreal) pour du vrai co-op, sans
passer par un client-hôte P2P. **Statut : bloqué au chiffrement (voir plus bas).**
Client cible : **UE4 build `R3.5.0`** (`4.27.2` netcode), Steam depot 868271.
## Ce qui fonctionne (murs franchis)
La connexion d'un vrai client va jusqu'à l'entrée du login :
```
Handshake stateless UDP (cookie/challenge) ✅
Reconstruction du paquet (PacketHandler) ✅
Séquençage des paquets (adopt des seq client) ✅
Alignement des bunches ✅ ← percée
Canal de contrôle ouvert ✅
NMT_Hello reçu et parsé ✅
Transition login Hello → Login ✅
Chiffrement DTLS-PSK ❌ ← mur final
```
### Percée : le bit de header spécifique R3.5.0
Le client écrit **un bit de plus** entre l'historique d'ack du `FNetPacketNotify` et
le payload packet-info, que l'UE 4.27 stock (EngineNetVer 16) n'a pas. Décodage
bit-à-bit d'un vrai paquet : l'en-tête fait **65 bits, pas 64**. En consommant ce bit
(`bCycleExtraHeaderBit` dans `UNetConnection.ReceivedPacket`), tout se réaligne :
`bHasPacketInfoPayload`, l'horloge jitter (10 bits) et `bHasServerFrameTime` tombent
juste, et le premier bunch du canal de contrôle parse proprement (ChIndex 0, bOpen,
bReliable = NMT_Hello). Sans ce fix, le `ChIndex` sortait en vrac (~1 049 000) et le
serveur droppait/plantait.
## Le mur final : chiffrement DTLS-PSK
Le client **exige** le chiffrement. Établi par reverse-engineering :
- `NMT_Hello` porte `EncryptionToken` = le **PlayFab user_id** du joueur
(ex. `92EBCFE8C3EAF3AC`). Vu dans l'URL de connexion du client :
`...?EntityToken=<JWT>?EncryptionToken=92EBCFE8C3EAF3AC`.
- Pile PacketHandler du client (ses propres logs) :
`[DTLSHandlerComponent, StatelessConnectHandlerComponent]`.
- Le exe embarque les suites **`ECDHE-PSK-AES256-*`, `DHE-PSK-AES256-GCM-SHA384`**,
la cvar **`DTLS.PreSharedKeys`**, et `DTLSPSKClientCallback` / `DTLSPSKServerCallback`
**DTLS en mode PSK** (clé pré-partagée 32 octets, identité = user_id).
- Compression : **OodleNetwork** compilé, mais **aucun dictionnaire `.udic`**
pass-through (les paquets ne sont ni compressés ni chiffrés au niveau paquet ;
entropie faible + longues suites de zéros le confirment).
Proposer un challenge en clair (sans `NMT_EncryptionAck`) ne marche pas : le client
ferme le canal de contrôle juste après.
Pour finir il faudrait : (1) un **serveur DTLS-PSK** collé au framing du
`DTLSHandlerComponent` d'UE, et (2) la **PSK de 32 octets** dérivée par le client à
partir du user_id/EntityToken.
## Pourquoi la clé est inaccessible (statique)
L'exe `Prospect-Win64-Shipping.exe` est **packé/chiffré** (protection anti-triche,
BattlEye) :
- **Entropie de `.text` = 8.000** (maximum = aléatoire/chiffré ; du code normal ≈ 6.3).
- `.rdata` = 4.96 (normal → les strings restent lisibles, d'où les découvertes ci-dessus).
- Un scan brut du `.text` (76 Mo) ne trouve que **~76 instructions** → niveau du bruit :
ce n'est pas du code sur disque, c'est du chiffré déchiffré au runtime.
Conséquence : Ghidra / radare2 n'analysent que du ciphertext ; **aucune référence** aux
fonctions de chiffrement n'est trouvable statiquement. La dérivation de la PSK vit dans
ce code chiffré.
**Seule voie restante (non tentée)** : dump mémoire au runtime. Le jeu tourne sous
Proton/Linux (BattlEye n'a pas de driver kernel sous Linux) → un autre process Linux
peut lire `/proc/<pid>/mem` et récupérer le `.text` **déchiffré**, puis l'analyser dans
Ghidra pour retrouver la dérivation. Zone grise ToS, plusieurs étapes.
## Fichiers clés
- `src/Prospect.Server.Game/Program.cs` — hôte du serveur de jeu (map Station, GameSession).
- `src/Prospect.Unreal/Net/UNetConnection.cs``ReceivedPacket` : fix du bit de header
(`bCycleExtraHeaderBit`), adopt des séquences client, drop gracieux des bunches.
- `src/Prospect.Unreal/Runtime/UWorld.cs``NotifyControlMessage` : Hello/Login ;
le `else` du bloc `NMT.Hello` documente le mur DTLS-PSK.
## Verdict
On a amené un serveur dédié gameplay The Cycle plus loin qu'aucun projet public connu
(le projet communautaire deiteris/Prospect n'émule que les services en ligne, pas le
netcode de jeu). Le mur restant — DTLS-PSK dont la clé est derrière un packer
anti-triche — est un chantier crypto + RE dynamique d'un autre ordre de grandeur.
## MAJ (2026-07-16) — mur DTLS franchi (côté serveur)
- **PSK récupérée** : la clé 32 octets a été obtenue au runtime (dump du `.text`
déchiffré du client via `/proc/<pid>/mem` sous Proton — BattlEye n'a pas de driver
kernel sous Linux). Stockée dans **Vault** (`secret/the-cycle`, clé
`GAMESERVER_DTLS_PSKS`, format `user_id:hex32`), **jamais dans le repo**.
- **Serveur DTLS-PSK implémenté** (BouncyCastle) :
- `DtlsPskStore` (env `PROSPECT_DTLS_PSKS`), `DtlsPacketTransport` (pont bloquant→paquet),
`ProspectPskTlsServer` (DTLS 1.2, identité=user_id), `DTLSHandlerComponent` (pipeline).
- `UWorld` sur `NMT_Hello` chiffré : PSK connue → `NMT_EncryptionAck` + handshake.
- Compile (0 erreur). **Non validé en live.**
- **Reste (itération live obligatoire, invalidable hors client)** :
1. ordre exact du pipeline `[DTLS, Stateless]` et routage des records de handshake
(émis via `LowLevelSend` — doivent porter le framing stateless attendu) ;
2. framing DTLS-sur-PacketHandler d'UE (record layer, cookie DTLS éventuel) ;
3. bascule handshake→données applicatives.
Méthode : lancer `Prospect.Server.Game` avec la PSK, diriger le client dessus, itérer
sur les logs serveur.
## MAJ (2026-07-16, soir) — test LIVE contre le vrai client (preprod multi)
Setup : preprod multi (`the-cycle-api-rd2`, `GAMESERVER_ADDRESS=192.168.1.136:7777`) →
le client voyage vers `the-cycle-game` (branche game-server, PSK via `PROSPECT_DTLS_PSKS`).
user_id preprod = prod = `92EBCFE8C3EAF3AC` (même DB ? non, `ProspectDb_rd`, mais même Id).
**Observé (séquence réelle) :**
1. Handshake stateless : ✅ complet (challenge/cookie/ack, connexion acceptée).
2. `NMT_Hello` reçu **EN CLAIR** avec EncryptionToken=`92EBCFE8C3EAF3AC` → PSK reconnue.
3. On envoie `NMT_EncryptionAck` + `NMT_Challenge`. Le client **NE ferme plus tout de suite**
(progrès vs l'état documenté « ferme après challenge sans ack »).
4. **Le client n'envoie JAMAIS de ClientHello DTLS** (`16 fe fd`). Aucun record DTLS.
5. Le paquet suivant du client (~18 o, ex. `80E82AC4…5F00000C`) parse **en clair** comme un
**bunch `bClose=true` sur le canal de contrôle (ChIndex 0)****le client FERME**.
**Interprétation :** après `NMT_EncryptionAck`, le client attend que les paquets **serveur**
suivants soient **chiffrés** ; on lui renvoie le `Challenge` en clair → il abandonne. Donc
l'`EncryptionAck` seul ne suffit pas : il faut réellement **chiffrer la voie serveur** après
l'ack (le mur crypto de fond, inchangé). Activer notre composant DTLS ne sert à rien tant que
le client ne fait pas de handshake DTLS de son côté — piste à creuser : est-ce de l'**AES-GCM
keyé par la PSK** (SetEncryptionData/EnableEncryption d'UE) plutôt que du DTLS-handshake ?
**Bug serveur concret trouvé :** `UChannel.ConditionalCleanUp` (Prospect.Unreal, ~l.822) =
`throw new NotImplementedException()`**crash du tick** dès qu'un canal se ferme (bClose).
À implémenter (indépendant du crypto).
**Acquis réutilisables :** on passe le handshake + le Hello + l'EncryptionAck est accepté ;
la PSK par user_id est branchée bout-en-bout (Vault → env → serveur). Le blocage net =
chiffrement de la voie serveur post-ack.
## MAJ (2026-07-16, nuit) — tentative AES-256-GCM keyé par la PSK
Implémenté `AesGcmHandlerComponent` (`System.Security.Cryptography.AesGcm`, format
`[IV 12o][ciphertext][tag 16o]`), activé après l'EncryptionAck (ack en clair → activation →
Challenge chiffré). Corrigé aussi l'ordre du pipeline : **Incoming doit itérer en sens
INVERSE d'Outgoing** (`PacketHandler.Incoming_Internal`) — sinon, avec 2 composants actifs
(stateless + AES), le stateless tente de parser des octets chiffrés. (Les deux étaient en avant ;
n'avait jamais compté car un seul composant actif jusqu'ici.)
**Observé (test live) :** notre Challenge part bien chiffré (`[AES] Outgoing 30o→58o`), mais le
client répond **toujours** par un **paquet plaintext de ~18 o** de structure constante
(`…41 00 XX FF 5F 00 00 0C`) = un **`bClose` du canal de contrôle**, jamais rien qui ressemble
à de l'AES (haute entropie ≥28o). **Le client ne chiffre jamais son côté.**
**Conclusion :** quelle que soit notre réponse au `Hello` (challenge clair, chiffré AES, ou
tentative DTLS), le client **ferme systématiquement le canal de contrôle en clair** juste après.
L'AES-GCM tel qu'implémenté ne le fait pas basculer en chiffré. Pistes restantes (deep RE, non
tranchées) : (a) framing AES-GCM exact d'UE (schéma d'IV/nonce, AAD, position) ≠ notre IV aléatoire
préfixé ; (b) c'est bien du DTLS-handshake et le client attend un ServerHello DTLS ; (c) notre
réponse au Hello est incomplète (ordre/contenu des NMT) indépendamment du chiffrement.
Chaque test = ~4 min (CI + redeploy). Bugs serveur secondaires à corriger : `ConditionalCleanUp`
(stub) + `ArgumentOutOfRangeException` quand on vide un paquet trop court.
**Décision : checkpoint.** Tout est commité/documenté. La suite = RE netcode profonde multi-session ;
et même résolue, ce n'est que le login — la simulation gameplay reste hors de portée réaliste.
## Flux de chiffrement DTLS d'UE 4.27 (recherche, 2026-07-17)
Sources : KB Epic « Enable Encryption via Packet Handler Components », doc API
(EnableEncryptionServer/SetEncryptionData/FEncryptionData), UE-95508 (ack chiffré si
renvoyé), UE-171638 (module DTLS exige OpenSSL), logs DTLS/PSK réels (Satisfactory #453).
Le source du plugin DTLS est gated (points reconstruits signalés).
**Corrections clés :**
- **Le CLIENT envoie le ClientHello ; le serveur ATTEND (accept), ne parle jamais en premier.**
Donc l'AES-GCM autonome = impasse (c'est bien du DTLS, records `16 fe fd` standard OpenSSL).
- **`NMT_EncryptionAck` ne porte AUCUNE clé.** À sa réception, le client appelle
`ReceivedNetworkEncryptionAck`**résout lui-même** sa `FEncryptionData` (Key + Identifier)
→ appelle **`EnableEncryption` côté client** → **c'est CE qui déclenche son ClientHello**.
- **Séquence serveur** : `SetEncryptionData(Key,Identifier)``NMT_EncryptionAck` **en clair, sans
payload** → **puis** `EnableEncryption` (mode accept). Ne jamais chiffrer l'ack.
- **Le `NMT_Challenge` doit être DIFFÉRÉ** : le handler DTLS met les bunches applicatifs en file
jusqu'à `Handshaking completed`. (Notre impl l'envoyait tout de suite → à corriger.)
- **PSK** : PSK = `FEncryptionData.Key`, identité PSK = `FEncryptionData.Identifier` ; ressortie via
`DTLSPSKServerCallback` (hook OpenSSL) quand le ClientHello arrive. Le serveur n'envoie jamais la clé.
- **Couches** : DTLS **sous** le stateless (entrée : retirer stateless puis déchiffrer DTLS ;
Outgoing forward / Incoming reverse).
**Si le client ferme SANS ClientHello (notre cas)** → cause la plus probable = **échec de résolution
de clé côté client** (le vrai client shipping attend peut-être la clé de SON backend/matchmaking,
non émulé — ou dérivation/Identifier différents), pas notre framing DTLS. C'est potentiellement un
mur dur (dépend du backend réel du client).
**Test informé RÉALISÉ (2026-07-17)** : `EncryptionAck` seul (clair, sans payload) + DTLS **accept** +
**PAS de Challenge**. **Résultat : le client n'envoie TOUJOURS pas de ClientHello** (zéro `16 fe fd`
dans les datagrammes bruts) et ferme avec le `bClose` plaintext habituel.
## VERDICT (mur confirmé) — résolution de clé CÔTÉ CLIENT
Le blocage n'est **pas** notre framing serveur (DTLS ou AES) : le client **n'entame jamais son
handshake DTLS**. Séquence définitive observée, quel que soit ce qu'on renvoie :
`stateless OK → NMT_Hello (clair) → notre NMT_EncryptionAck → client ferme (bClose), pas de ClientHello`.
D'après la recherche du flux UE : le ClientHello n'est émis que si le client, dans
`ReceivedNetworkEncryptionAck`, **résout une `FEncryptionData` valide et appelle `EnableEncryption`
côté client**. Ici il ne le fait pas → il ferme. On **ne peut pas forcer** ça depuis le serveur.
Cause la plus probable : le vrai client shipping attend sa clé/identité **de SON backend**
(réponse matchmaking/PlayFab), non émulée — ou une dérivation/`Identifier` qu'on ne fournit pas au
bon endroit. La PSK a été récupérée (dump mémoire) mais ça ne suffit pas : c'est la **décision
client d'activer le chiffrement** qui manque, et sa logique vit dans le binaire packé.
**Pour aller plus loin il faudrait** : RE de la fonction `ReceivedNetworkEncryptionAck`/résolution de
clé du client (dans le `.text` déchiffré, même méthode que pour la PSK) pour savoir **d'où** il attend
sa clé, puis la lui fournir (probablement côté backend rd2). Chantier RE profond, incertain.
**Statut : mur dur, checkpoint.** Acquis solides et réutilisables : handshake + Hello + EncryptionAck ;
serveur DTLS-PSK ET AES-GCM implémentés ; ordre pipeline corrigé (Incoming inverse d'Outgoing) ;
flux UE documenté. Le verrou restant dépend du client, pas du serveur.
+192 -62
View File
@@ -1,119 +1,249 @@
# Prospect # 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.
Fork de [`deiteris/Prospect`](https://github.com/deiteris/Prospect), figé sur le
**Build 8 / client Saison 2**, buildé depuis les sources et déployé en conteneur via
une CI Gitea.
## Features > **Ce n'est pas du multijoueur.** Le raid tourne **côté client** (station solo) : chacun
> joue sa propre instance. Le serveur partage la progression, les comptes et les boutiques,
> pas la partie. Le vrai multi (squad en raid, voix de proximité) suppose un serveur de jeu
> Unreal dédié — voir [Hors-périmètre & R&D](#hors-périmètre--rd).
TBD ---
## Running locally ## Sommaire
> [!NOTE] - [Comment ça marche](#comment-ça-marche)
> If you've already done all steps previously, you can skip to Step 7. - [Structure du dépôt](#structure-du-dépôt)
- [Build & lancement du serveur](#build--lancement-du-serveur)
- [Certificat TLS](#certificat-tls)
- [CI/CD](#cicd)
- [Config du client (switch de serveur + certificat)](#config-du-client-switch-de-serveur--certificat)
- [État des fonctionnalités](#état-des-fonctionnalités)
- [Hors-périmètre & R&D](#hors-périmètre--rd)
- [Crédits & licence](#crédits--licence)
### 1. Prerequisites ---
Before you start, you'll need the following software downloaded and installed: ## Comment ça marche
1. [MongoDB Community Edition](https://fastdl.mongodb.org/windows/mongodb-windows-x86_64-8.0.4-signed.msi). 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).
1. [Latest `Prospect.Server.Api`](https://github.com/deiteris/Prospect/releases) from the Releases section ```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 &#40;TCF&#41;]
end
G -- HTTPS / SignalR --> API[Prospect.Server.Api<br/>émulateur PlayFab]
API --> M[(MongoDB)]
```
1. [.NET Runtime 8](https://dotnet.microsoft.com/en-us/download/dotnet/thank-you/runtime-8.0.12-windows-x64-installer) installed. - **`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**.
1. A compatible The Cycle: Frontier game client. The server works with: 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).
1. The latest version from [Steam](https://steamcommunity.com/app/868270). ---
1. Season 2 client downloaded from SteamDB using a depot downloader. For example, [version 2.7.2](https://steamdb.info/depot/868271/history/?changeid=M:4623363103423775682). ## Structure du dépôt
### 1. Unpack `Prospect.Server.Api` | 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. |
Use your favorite ZIP archiver and unzip the `Prospect.Server.Api.zip` downloaded from this repository. 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`).
### 3. Patch hosts ---
To be able to connect to the locally running server, you must replace the IP address of `2EA46.playfabapi.com` that the game uses. Do the following: ## Build & lancement du serveur
1. Open Notepad as Administrator. Le serveur tourne en conteneur. L'image est buildée depuis les sources par le
[`Dockerfile`](Dockerfile) (multi-stage SDK .NET 8 → runtime aspnet 8, publish en
`Season 2 Release`).
1. Click **File** > **Open...** and select `C:\Windows\System32\drivers\etc\hosts`. ### Build de l'image
1. At the end of the file, add `127.0.0.1 2EA46.playfabapi.com` on a new line. ```bash
docker build -t the-cycle .
```
### 4. Generate and import SSL certificate ### Lancement
> [!IMPORTANT] Il faut une **instance MongoDB** joignable et un **certificat TLS** monté (voir section
> Do not share the generated certificate! Generated certificate includes a private key that may be used to generate other certificates and compromise your security. suivante). Variables d'environnement :
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 | Variable | Rôle |
to successfully communicate with the local server. Do the following: |---|---|
| `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. |
1. Open the folder with `Prospect.Server.Api`. ```bash
docker run -d --name the-cycle-api \
-e DatabaseSettings__ConnectionString="mongodb://user:pass@HOST:27017/?authSource=ProspectDb" \
-e DatabaseSettings__DatabaseName="ProspectDb" \
-e AuthTokenSettings__Secret="<secret>" \
-e PlayFabSettings__SignalRURL="https://<host-public>:8443/signalr/?hub=pubsub" \
-e Kestrel__Endpoints__Https__Url="https://0.0.0.0:8443" \
-e Kestrel__Certificates__Default__Path="/certs/certificate.pfx" \
-v "$PWD/certs:/certs:ro" \
-p 8443:8443 \
the-cycle
```
1. Double-click `generate_ssl.exe`. `certificate.pfx` will appear in the same folder. > ⚠️ **`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.
1. Double-click `certificate.pfx`. The Certificate Import Wizard will open: ### Dev local (.NET)
1. Select **Current User** under Store Location and click **Next**. ```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"
```
1. Leave **File to Import** unchanged and click **Next**. ---
1. Leave **Password** empty and click **Next**. ## Certificat TLS
1. Select **Place all certificates in the following store** > **Browse...**. Choose **Trusted Root Certification Authorities** and click **OK**. Click **Next**. 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`.
1. Click **Finish**. A Security Warning popup may appear, make sure it specifies `2EA46.playfabapi.com` certification authority and click **Yes**. > ⚠️ **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`.
### 5. Add `steam_appid.txt` to the game Côté client, l'import du certificat est automatisé par
[`Prospect.Client.Config`](#config-du-client-switch-de-serveur--certificat).
1. Open the folder with The Cycle: Frontier and navigate to **Prospect** > **Binaries** > **Win64**. ---
1. Right-click in the folder > **New** > **Text Document**, and name it `steam_appid.txt`. ## CI/CD
1. Open `steam_appid.txt` and enter `480`. [`.gitea/workflows/build.yml`](.gitea/workflows/build.yml) — sur push `main` / `preprod`
(ou `workflow_dispatch`) :
1. Save and close the file. 1. build de l'image depuis le `Dockerfile` ;
2. push sur le registry `git.nfteam.ovh/neckfire/the-cycle` ;
3. notification du résultat (ntfy).
### 6. Create a game shortcut with **Modèle de branches :**
1. Open the folder with The Cycle: Frontier and navigate to **Prospect** > **Binaries** > **Win64**. | Branche | Tag image | Usage |
|---|---|---|
| `preprod` | `:preprod` (+ `:preprod-<sha>`) | banc de test — valider un build avant de merger |
| `main` | `:latest` (+ `:<sha>`) | production |
1. Right-click `Prospect-Win64-Shipping.exe` > **Create Shortcut**. 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`).
1. Right-click the created shortcut > **Properties**. > `Prospect.Client.Config` (outil client, cross-OS) n'est **pas** buildé par cette CI —
> voir sa section publication.
1. In the **Target** field, add the following parameters after the quote ` -empty -server -log -windowed -noeac -nointro -steam_auth PF_TITLEID=2EA46`. Note the space after the quote. ---
1. Move the shortcut to desktop. ## Config du client (switch de serveur + certificat)
### 7. Run the server L'outil **`Prospect.Client.Config`** (binaire `ProspectServerSwitcher`, multi-OS
Linux/Proton + Windows) fait tout le boulot côté client :
Now you are all set! Open the folder with `Prospect.Server.Api` and run `Prospect.Server.Api.exe`. - 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.
### 8. Run the game ```bash
# menu interactif
ProspectServerSwitcher
Once the server is running, open The Cycle: Frontier using the shortcut you've created before. # scriptable
ProspectServerSwitcher --folder "<...>/Prospect/Binaries/Win64" --set preprod
ProspectServerSwitcher --set https://mon-serveur:8443
```
### Troubleshooting and FAQ 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)**.
#### How to remove the certificate? > Installation complète pas-à-pas pour un nouveau joueur (télécharger le client S2, le
> LoaderPack, importer le certificat) : **[FRIENDS-INSTALL.md](FRIENDS-INSTALL.md)**.
If you've installed the certificate for the **Current User**: ---
1. Open **Start** and enter `certmgr.msc`. ## État des fonctionnalités
1. Expand **Trusted Root Certification Authorities** and select **Certificates**. **Fonctionne :**
1. Find `2EA46.playfabapi.com`, right-click it > **Delete**. - [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
If you've installed the certificate for the **Local Machine**, repeat the same steps but instead open `certlm.msc`. **Non implémenté / hors-périmètre :**
#### `generate_ssl.exe` is flagged as a virus - [ ] 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
`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`.
## Development ## Hors-périmètre & R&D
TBD 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`).
Le « lobby squad » via l'API seule n'est **pas faisable** : l'invitation d'amis est gérée
100 % côté client Steam.
---
## Crédits & licence
Fork de [`deiteris/Prospect`](https://github.com/deiteris/Prospect) (lui-même issu du
projet Prospect original). Voir [`LICENSE`](LICENSE). Usage privé.
+103
View File
@@ -0,0 +1,103 @@
# Étude — Émulation PlayFab Groups/Party pour l'invite de squad
> Objectif : permettre à un joueur d'**inviter un ami** à faire équipe (squad) sur le serveur
> privé. Étude du mécanisme, de l'état actuel, d'une conception d'émulation et d'un plan.
> Branche : `game-server`.
## 1. État actuel (ce qui existe déjà)
**Roster de squad en mémoire**`Services/Squad/SquadService.cs` :
- Squads clés par un **`squadId` fourni par le client** (`JoinOrCreate(squadId, userId, …)`).
- Membre = profil (playerId, displayName), `onlineState`, `isReady`, `selectedMap`, `isLeader`.
- `_userToSquad` permet à `TryGetCompleteSquadInfo` (qui ne porte pas de squadId) de retrouver la squad du joueur.
**Fonctions CloudScript squad présentes** : `TryGetCompleteSquadInfo`, `SquadMemberReadyForMatch`
(pousse déjà via SignalR), `SquadMemberSelectedMap`, `SquadMemberStartingDeployFlow`,
`GetFriendList`, `ClientsideFriendsImport`.
**Ce qui MANQUE** (cœur du problème) : aucune fonction de **création de squad**, d'**invitation**,
d'**acceptation/refus**, de **join/leave/kick**. Le flux actuel suppose que le client **connaît déjà
un `squadId`** (party formée ailleurs) et se contente d'y rattacher les membres.
**Infra de push temps-réel DISPONIBLE**`Hubs/CycleHub.cs` + `Hubs/SignalRConnectionRegistry.cs` :
le client se connecte au hub avec `?uid=<playerId>` ; le registry mappe `uid → connectionId`. Le
serveur peut donc **pousser un message ciblé** à un joueur précis (`registry.GetConnection(uid)` +
`IHubContext<CycleHub>.Clients.Client(conn).SendAsync(<event>, payload)`). C'est déjà utilisé par
`SquadMemberReadyForMatch` et par le signal « travel to match » du matchmaking. **→ Le canal de
livraison de l'invite existe déjà.**
## 2. Comment The Cycle forme-t-il les squads ? (hypothèses + preuves)
Le `squadId` étant **fourni par le client**, la party est créée là où le client obtient cet id.
Quatre mécanismes candidats côté PlayFab/Steam :
| # | Mécanisme | Ce que ça implique côté serveur | Indice |
|---|---|---|---|
| A | **PlayFab Entity Groups** (`/Group/CreateGroup`, `/Group/InviteToGroup`, `/Group/AcceptGroupInvitation`, `/Group/ListGroupMembers`…) | Implémenter le sous-ensemble Groups (entités déjà émulées). `squadId` = group entity id. | Fort : squads persistantes chez PlayFab passent par Groups ; l'id opaque partagé colle. |
| B | **PlayFab Lobby** (Multiplayer : `CreateLobby`/`JoinLobby`/`InviteToLobby` via connection string) | Implémenter l'API Lobby. `squadId` = lobbyId. | Moyen : plutôt matchmaking S3+. |
| C | **Lobby Steam** (invite via overlay Steam) + backend qui suit | Rien à créer pour l'invite (100% Steam) ; le serveur ne fait que suivre le `squadId` rapporté. | Moyen : S2 = Steam-only ; explique le `squadId` client. Mais alors l'invite n'est pas pilotable serveur. |
| D | **Fonctions CloudScript d'invite** (non observées) | Implémenter `InvitePlayerToSquad`/`RespondToSquadInvite`/… | Faible : aucune trace. |
**Preuve manquante (bloquant)** : les logs prod de la session à 2 ont été **écrasés** par nos
redéploiements. Impossible aujourd'hui de voir l'appel exact d'invite. De plus, l'émulateur peut
**404 silencieusement** un endpoint PlayFab natif non routé (ex. `/Group/CreateGroup`) → un tel
appel n'apparaît pas comme fonction CloudScript. **Il faut donc capturer l'appel réel** (voir §5,
Phase 0) — d'autant que le **bouton « inviter » n'apparaît pas tant que la tuile ami est vide**
(bug de forme `GetFriendList`, corrigé PR #15, à valider en jeu). Tant que la liste d'amis ne
s'affiche pas, aucune invite ne peut même être tentée.
## 3. Conception d'émulation proposée (indépendante du mécanisme exact)
Quel que soit A/B/C/D, les briques serveur à construire sont les mêmes :
**3.1 Étendre `SquadService`** (états d'invite) :
- `CreateSquad(leaderUserId) → squadId` (GUID serveur si le client n'en impose pas).
- `Invite(squadId, fromUserId, toUserId)` → enregistre une **invitation en attente** `{squadId, from, to, expiresAt}`.
- `RespondToInvite(toUserId, squadId, accept)` → si accept : `JoinOrCreate` ; sinon purge.
- `Leave` / `Kick(byLeader)` / transfert de leadership à la sortie du leader.
- `GetPendingInvites(userId)` (fallback poll).
**3.2 Surface d'API** — deux options selon la capture (§5) :
- **Si Groups (A)** : router `POST /Group/CreateGroup`, `/Group/InviteToGroup`,
`/Group/AcceptGroupInvitation`, `/Group/ListGroupMembers`, `/Group/RemoveMembers` vers
`SquadService` (les EntityToken sont déjà émulés). C'est le plus « natif ».
- **Si CloudScript (D) / custom** : ajouter les fonctions `[CloudScriptFunction(...)]`
correspondantes (noms/shapes calqués sur la capture).
- **Si Steam (C)** : rien pour l'invite (Steam) ; s'assurer seulement que le roster se peuple bien
quand les deux clients rapportent le même `squadId` (déjà géré par `SquadService`).
**3.3 Livraison temps-réel de l'invite** (réutilise l'infra existante) :
- À l'invitation, pousser à l'invité : `registry.GetConnection(toUserId)` +
`hub.Clients.Client(conn).SendAsync("<SquadInviteReceived>", payload)`.
- **Nom d'event + payload = à confirmer côté client** (le client doit écouter cet event). Fallback :
`GetPendingSquadInvites` (CloudScript) que le client poll à l'ouverture du menu social.
**3.4 Persistance** : le roster peut rester en mémoire (petit serveur), mais les invitations
gagnent à être **persistées** (UserData `PendingSquadInvites`) pour survivre à un reload/redeploy et
au cas « ami à la station » — combiné au push SignalR.
## 4. Limite structurelle importante (à dire clairement)
Émuler l'invite permet de **former une squad et de se mettre prêt** ensemble (lobby/ready-up).
Mais **déployer réellement ensemble dans le même raid** nécessite le **serveur de jeu dédié**
(`Prospect.Server.Game`), qui est bloqué au mur **DTLS-PSK** (cf. reste de cette branche). Les raids
S2 sont **hébergés côté client** (solo) : sans serveur dédié, deux joueurs ne peuvent pas partager
la même instance de raid. Donc :
- **Invite + squad + ready-up** : émulable via l'API (cette étude).
- **Co-op en raid** : dépend du serveur dédié (autre chantier, DTLS-PSK).
## 5. Plan par phases
- **Phase 0 — Capture (débloque tout)** : valider le fix `GetFriendList` en jeu (la tuile ami doit
afficher le pseudo) → le bouton « inviter » réapparaît → tenter une invite et **capturer les
appels** (ajouter un logging *catch-all* des requêtes non routées + corps, pour voir un éventuel
`/Group/…` 404). Résultat : on sait A/B/C/D.
- **Phase 1 — Invite** : implémenter la surface identifiée + états `SquadService` + push SignalR ;
persister les invitations.
- **Phase 2 — Ready-up/déploiement groupé** : compléter (déjà amorcé) ; le déploiement co-op réel
reste gated par le serveur dédié.
## 6. Prochaine action concrète
Repro en jeu (liste d'amis corrigée) + logging catch-all → capturer l'appel d'invite. Sans cette
capture, toute implémentation d'invite serait une supposition sur les noms/shapes attendus par le
client (paks chiffrés → pas de RE statique).
Binary file not shown.

After

Width:  |  Height:  |  Size: 77 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 83 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 62 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 113 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 272 B

Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
+2 -2
View File
@@ -45,13 +45,13 @@
<PropertyGroup Label="UserMacros" /> <PropertyGroup Label="UserMacros" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<LinkIncremental>true</LinkIncremental> <LinkIncremental>true</LinkIncremental>
<OutDir>$(ProjectDir)..\Prospect.Launcher\</OutDir> <OutDir>$(ProjectDir)bin\$(Platform)\$(Configuration)\</OutDir>
<IntDir>$(ProjectDir)bin\intermediate\$(Platform)\$(Configuration)\</IntDir> <IntDir>$(ProjectDir)bin\intermediate\$(Platform)\$(Configuration)\</IntDir>
<LibraryPath>$(LibraryPath)</LibraryPath> <LibraryPath>$(LibraryPath)</LibraryPath>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<LinkIncremental>false</LinkIncremental> <LinkIncremental>false</LinkIncremental>
<OutDir>$(ProjectDir)..\Prospect.Launcher\</OutDir> <OutDir>$(ProjectDir)bin\$(Platform)\$(Configuration)\</OutDir>
<IntDir>$(ProjectDir)bin\intermediate\$(Platform)\$(Configuration)\</IntDir> <IntDir>$(ProjectDir)bin\intermediate\$(Platform)\$(Configuration)\</IntDir>
<LibraryPath>$(LibraryPath)</LibraryPath> <LibraryPath>$(LibraryPath)</LibraryPath>
</PropertyGroup> </PropertyGroup>
+59 -25
View File
@@ -5,19 +5,40 @@
#include "logger.h" #include "logger.h"
#include "SDK.h" #include "SDK.h"
#include "SDK_Memory.h" #include "SDK_Memory.h"
#include <string>
#include <fstream>
#include <sstream>
#include <algorithm>
#include <cctype>
#include <locale>
// Pointers are for 211025.1143 std::wstring g_backendUrl;
// https://steamdb.info/depot/1600361/history/?changeid=M:720055916602660127
/** // trim from start (in place)
* Variable offset, find with "STOPMOVIECAPTURE", scroll up. inline void ltrim(std::wstring &s) {
*/ s.erase(s.begin(), std::find_if(s.begin(), s.end(), [](unsigned char ch) {
constexpr uintptr_t OffsetGMalloc = 0x5C9D478; return !std::isspace(ch);
}));
}
// trim from end (in place)
inline void rtrim(std::wstring &s) {
s.erase(std::find_if(s.rbegin(), s.rend(), [](unsigned char ch) {
return !std::isspace(ch);
}).base(), s.end());
}
inline void trim(std::wstring &s) {
rtrim(s);
ltrim(s);
}
constexpr uintptr_t OffsetGMalloc = 0x63EC4A0;
/** /**
* Function offset, find with "?sdk=". * Function offset, find with "?sdk=".
*/ */
constexpr uintptr_t OffsetPlayFabApiGetUrl = 0xCA5010; constexpr uintptr_t OffsetPlayFabApiGetUrl = 0xCEEF00;
/** /**
* Function hooks. * Function hooks.
@@ -26,15 +47,18 @@ typedef SDK::FString(__fastcall* tPlayFabApiGetUrl)(SDK::UPlayFabAPISettings*, c
tPlayFabApiGetUrl OldPlayFabApiGetUrl; tPlayFabApiGetUrl OldPlayFabApiGetUrl;
SDK::FString __fastcall PlayFabApiGetUrlProxy(SDK::UPlayFabAPISettings* thiz, const SDK::FString& callPath) SDK::FString __fastcall PlayFabApiGetUrlProxy(SDK::UPlayFabAPISettings* thiz, const SDK::FString& callPath) {
{
logger::Print("[Agent] GetURL called with callPath %s\n", callPath.ToString().c_str()); logger::Print("[Agent] GetURL called with callPath %s\n", callPath.ToString().c_str());
return std::wstring(L"http://127.0.0.1:5000") + std::wstring(callPath.c_str()); if (!g_backendUrl.empty())
{
return g_backendUrl + std::wstring(callPath.c_str());
}
return std::wstring(L"https://127.0.0.1:8443") + std::wstring(callPath.c_str());
} }
DWORD WINAPI OnDllAttach(LPVOID base) DWORD WINAPI OnDllAttach(LPVOID base) {
{
logger::Print("[Agent] DLL Attached\n"); logger::Print("[Agent] DLL Attached\n");
const auto hModule = GetModuleHandleW(nullptr); const auto hModule = GetModuleHandleW(nullptr);
@@ -44,8 +68,7 @@ DWORD WINAPI OnDllAttach(LPVOID base)
SDK::GMalloc = reinterpret_cast<SDK::FMalloc**>(hModulePtr + OffsetGMalloc); SDK::GMalloc = reinterpret_cast<SDK::FMalloc**>(hModulePtr + OffsetGMalloc);
// Initialize MinHook. // Initialize MinHook.
if (MH_Initialize() != MH_OK) if (MH_Initialize() != MH_OK) {
{
logger::Print("[Agent] Failed to initialize MinHook\n"); logger::Print("[Agent] Failed to initialize MinHook\n");
FreeLibraryAndExitThread(hModule, 1); FreeLibraryAndExitThread(hModule, 1);
} }
@@ -55,18 +78,33 @@ DWORD WINAPI OnDllAttach(LPVOID base)
const auto ppOriginal = reinterpret_cast<LPVOID*>(&OldPlayFabApiGetUrl); const auto ppOriginal = reinterpret_cast<LPVOID*>(&OldPlayFabApiGetUrl);
const auto mhStatus = MH_CreateHook(pTarget, &PlayFabApiGetUrlProxy, ppOriginal); const auto mhStatus = MH_CreateHook(pTarget, &PlayFabApiGetUrlProxy, ppOriginal);
if (mhStatus != MH_OK) if (mhStatus != MH_OK) {
{
logger::Print("[Agent] Failed to create PlayFabAPIGetUrl hook (%d)\n", mhStatus); logger::Print("[Agent] Failed to create PlayFabAPIGetUrl hook (%d)\n", mhStatus);
FreeLibraryAndExitThread(hModule, 1); FreeLibraryAndExitThread(hModule, 1);
} }
if (MH_EnableHook(pTarget) != MH_OK) if (MH_EnableHook(pTarget) != MH_OK) {
{
logger::Print("[Agent] Failed to enable PlayFabAPIGetUrl hook\n"); logger::Print("[Agent] Failed to enable PlayFabAPIGetUrl hook\n");
FreeLibraryAndExitThread(hModule, 1); FreeLibraryAndExitThread(hModule, 1);
} }
const wchar_t* filePath = L"backend.txt";
std::wifstream f(filePath);
if (f) {
std::wstringstream buffer;
buffer << f.rdbuf();
g_backendUrl = buffer.str();
trim(g_backendUrl);
if (g_backendUrl.rfind(L"https://", 0) != 0) {
logger::Print("[Agent] URL must start with https://\n");
g_backendUrl.clear();
} else {
logger::Print("[Agent] Loaded custom URL: %S\n", g_backendUrl.c_str());
}
} else {
logger::Print("[Agent] Failed to open file: %S\n", filePath);
}
logger::Print("[Agent] DLL Initialized\n"); logger::Print("[Agent] DLL Initialized\n");
ExitThread(1); ExitThread(1);
} }
@@ -75,10 +113,8 @@ BOOL WINAPI DllMain(
const _In_ HINSTANCE hinstDll, const _In_ HINSTANCE hinstDll,
const _In_ DWORD fdwReason, const _In_ DWORD fdwReason,
const _In_opt_ LPVOID lpvReserved const _In_opt_ LPVOID lpvReserved
) ) {
{ if (fdwReason == DLL_PROCESS_ATTACH) {
if (fdwReason == DLL_PROCESS_ATTACH)
{
DisableThreadLibraryCalls(hinstDll); DisableThreadLibraryCalls(hinstDll);
// Allocate a console. // Allocate a console.
@@ -90,9 +126,7 @@ BOOL WINAPI DllMain(
// Spawn thread. // Spawn thread.
CreateThread(nullptr, 0, OnDllAttach, hinstDll, 0, nullptr); CreateThread(nullptr, 0, OnDllAttach, hinstDll, 0, nullptr);
} } else if (fdwReason == DLL_PROCESS_DETACH) {
else if (fdwReason == DLL_PROCESS_DETACH)
{
// Detach logger. // Detach logger.
logger::Detach(); logger::Detach();
} }
+404
View File
@@ -0,0 +1,404 @@
using System.Diagnostics;
using System.Security.Cryptography.X509Certificates;
using System.Text;
using System.Text.Json;
namespace Prospect.Client.Config;
// Cross-platform (Linux/Proton + Windows) helper to point a The Cycle: Frontier client at a
// server. The Prospect agent reads the target PlayFab URL from `backend.txt` next to the game
// executable, so switching servers = writing that one file. This tool also imports the server
// certificate and launches the game (natively on Windows, guided on Linux/Proton).
internal static class Program
{
private const string AppId = "868270";
// Presets use the public domains so the same target works for everyone (LAN or internet):
// DNS resolves to the public IP for friends, and the unified TLS cert covers both hostnames.
// On the same LAN, add a hosts entry (domain -> 192.168.1.136) to avoid hairpin NAT.
private static readonly (string Key, string Label, string Url)[] Presets =
{
("prod", "PROD", "https://tc.nfteam.ovh:8443"),
("preprod", "PREPROD", "https://rd-tc.nfteam.ovh:8444"),
};
private static string SettingsPath => Path.Combine(
Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData),
"ProspectSwitcher", "settings.json");
private static Settings _settings = new();
private static int Main(string[] args)
{
try { Console.OutputEncoding = Encoding.UTF8; } catch { /* some terminals reject it */ }
LoadSettings();
return args.Length > 0 ? RunCli(args) : MenuLoop();
}
// ---- Scriptable CLI ----------------------------------------------------
private static int RunCli(string[] args)
{
string? folder = null, target = null;
for (var i = 0; i < args.Length; i++)
{
switch (args[i])
{
case "--folder" when i + 1 < args.Length: folder = args[++i]; break;
case "--set" when i + 1 < args.Length: target = args[++i]; break;
case "-h" or "--help": PrintCliHelp(); return 0;
}
}
if (folder != null) { _settings.GameFolder = folder; SaveSettings(); }
if (target == null) { PrintCliHelp(); return folder != null ? 0 : 1; }
var url = ResolveTarget(target);
if (url == null) { Console.Error.WriteLine("Cible inconnue : " + target); return 1; }
return WriteBackend(url) ? 0 : 1;
}
private static void PrintCliHelp()
{
Console.WriteLine("ProspectServerSwitcher — sélecteur de serveur The Cycle (multi-OS)");
Console.WriteLine();
Console.WriteLine(" (sans argument) menu interactif");
Console.WriteLine(" --folder <chemin Win64> définit le dossier du jeu (mémorisé)");
Console.WriteLine(" --set <cible> écrit backend.txt");
Console.WriteLine();
Console.WriteLine("Cibles : " + string.Join(", ", Presets.Select(p => p.Key)) + ", ou une URL https://…");
Console.WriteLine("Ex : ProspectServerSwitcher --folder \"…/Prospect/Binaries/Win64\" --set preprod-lan");
}
private static string? ResolveTarget(string t)
{
foreach (var p in Presets)
if (string.Equals(p.Key, t, StringComparison.OrdinalIgnoreCase)) return p.Url;
if (t.StartsWith("http", StringComparison.OrdinalIgnoreCase)) return t;
return null;
}
// ---- Interactive menu --------------------------------------------------
private static int MenuLoop()
{
while (true)
{
Console.WriteLine();
Console.WriteLine("=== The Cycle — Sélecteur de serveur ===");
Console.WriteLine("Dossier du jeu : " + (string.IsNullOrEmpty(_settings.GameFolder) ? "(non défini)" : _settings.GameFolder));
Console.WriteLine("backend.txt : " + ReadCurrentBackend());
Console.WriteLine();
Console.WriteLine(" 1) Définir le dossier du jeu (Win64)");
for (var i = 0; i < Presets.Length; i++)
Console.WriteLine($" {i + 2}) {Presets[i].Label,-24} {Presets[i].Url}");
var n = Presets.Length + 2;
Console.WriteLine($" {n}) Serveur personnalisé…");
Console.WriteLine($" {n + 1}) Importer un certificat…");
Console.WriteLine($" {n + 2}) Lancer le jeu");
Console.WriteLine(" 0) Quitter");
Console.Write("> ");
var raw = Console.ReadLine()?.Trim();
if (raw is null or "0") return 0;
if (!int.TryParse(raw, out var choice)) { Console.WriteLine("Choix invalide."); continue; }
if (choice == 1) SetFolder();
else if (choice >= 2 && choice < n) WriteBackend(Presets[choice - 2].Url);
else if (choice == n) SetCustom();
else if (choice == n + 1) ImportCert();
else if (choice == n + 2) LaunchGame();
else Console.WriteLine("Choix invalide.");
}
}
private static void SetFolder()
{
Console.Write("Chemin du dossier Win64 : ");
var p = Console.ReadLine()?.Trim().Trim('"');
if (string.IsNullOrEmpty(p)) return;
if (!Directory.Exists(p)) { Console.WriteLine("⚠ Dossier introuvable."); return; }
_settings.GameFolder = p;
SaveSettings();
Console.WriteLine("✔ Dossier mémorisé.");
}
private static void SetCustom()
{
Console.Write("URL du serveur (ex : https://mon-serveur:8443) : ");
var u = Console.ReadLine()?.Trim();
if (!string.IsNullOrWhiteSpace(u)) WriteBackend(u);
}
// ---- backend.txt -------------------------------------------------------
private static bool WriteBackend(string url)
{
if (!EnsureFolder(out var dir)) return false;
try
{
// No trailing newline: the agent reads the raw file and requires it to start with https://.
File.WriteAllText(Path.Combine(dir, "backend.txt"), url, new UTF8Encoding(false));
Console.WriteLine($"✔ backend.txt → {url}");
Console.WriteLine(" (relance le jeu : backend.txt n'est lu qu'au démarrage du loader.)");
return true;
}
catch (Exception ex) { Console.WriteLine("✖ " + ex.Message); return false; }
}
private static string ReadCurrentBackend()
{
if (string.IsNullOrEmpty(_settings.GameFolder)) return "(dossier non défini)";
var f = Path.Combine(_settings.GameFolder, "backend.txt");
try
{
if (!File.Exists(f)) return "(absent)";
var v = File.ReadAllText(f).Trim();
var match = Presets.FirstOrDefault(p => p.Url == v);
return match.Key != null ? $"{v} [{match.Label.Trim()}]" : v;
}
catch { return "(illisible)"; }
}
// ---- Certificate -------------------------------------------------------
private static void ImportCert()
{
// Prefer fetching the cert live from the server the client points at (backend.txt), so
// it's always the current one; fall back to a .crt file.
X509Certificate2? cert = null;
var target = ReadBackendUrl();
if (target != null && TryFetchServerCert(target, out cert))
Console.WriteLine($"Certificat récupéré depuis {target}");
else
{
Console.Write("Chemin d'un certificat (.crt) : ");
var p = Console.ReadLine()?.Trim().Trim('"');
if (string.IsNullOrEmpty(p) || !File.Exists(p)) { Console.WriteLine("⚠ Annulé."); return; }
try { cert = new X509Certificate2(p); } catch (Exception ex) { Console.WriteLine("✖ " + ex.Message); return; }
}
if (cert == null) { Console.WriteLine("⚠ Aucun certificat."); return; }
Console.WriteLine($" empreinte : {cert.Thumbprint}");
if (OperatingSystem.IsWindows()) ImportCertWindows(cert);
else ImportCertProton(cert);
}
private static string? ReadBackendUrl()
{
if (string.IsNullOrEmpty(_settings.GameFolder)) return null;
var f = Path.Combine(_settings.GameFolder, "backend.txt");
try { return File.Exists(f) ? File.ReadAllText(f).Trim() : null; } catch { return null; }
}
private static bool TryFetchServerCert(string url, out X509Certificate2? cert)
{
cert = null;
try
{
var uri = new Uri(url);
using var tcp = new System.Net.Sockets.TcpClient();
tcp.Connect(uri.Host, uri.Port <= 0 ? 443 : uri.Port);
X509Certificate2? captured = null;
using var ssl = new System.Net.Security.SslStream(tcp.GetStream(), false,
(_, c, _, _) => { if (c != null) captured = new X509Certificate2(c.Export(X509ContentType.Cert)); return true; });
ssl.AuthenticateAsClient(uri.Host);
cert = captured;
return cert != null;
}
catch { return false; }
}
[System.Runtime.Versioning.SupportedOSPlatform("windows")]
private static void ImportCertWindows(X509Certificate2 cert)
{
try
{
using var store = new X509Store(StoreName.Root, StoreLocation.CurrentUser);
store.Open(OpenFlags.ReadWrite);
store.Add(cert);
Console.WriteLine("✔ Certificat importé (Autorités racines de confiance, utilisateur).");
}
catch (Exception ex) { Console.WriteLine("✖ Import : " + ex.Message); }
}
// Trust the cert inside the game's Proton/Wine prefix by writing the serialized cert blob
// into the prefix Root store via `wine reg import` (the wine `certutil` tool is unreliable
// under Proton). The prefix is chosen explicitly, so it works even though the client runs
// as a non-Steam shortcut (whose appid isn't the game's 868270).
private static void ImportCertProton(X509Certificate2 cert)
{
var wine = FindProtonWine();
if (wine == null) { Console.WriteLine("⚠ Aucun wine Proton trouvé (Steam/Proton installé ?)."); return; }
var prefix = SelectPrefix();
if (prefix == null) return;
// Wine serialized cert blob: SHA1-hash property (id 3) + encoded cert property (id 0x20).
var der = cert.RawData;
var sha1 = cert.GetCertHash();
byte[] blob;
using (var ms = new MemoryStream())
{
void Prop(uint id, byte[] data)
{
ms.Write(BitConverter.GetBytes(id));
ms.Write(BitConverter.GetBytes(1u));
ms.Write(BitConverter.GetBytes((uint)data.Length));
ms.Write(data);
}
Prop(3, sha1);
Prop(0x20, der);
blob = ms.ToArray();
}
var thumb = Convert.ToHexString(sha1);
var hex = string.Join(",", blob.Select(b => b.ToString("x2")));
var regFile = Path.Combine(Path.GetTempPath(), "prospect-cert.reg");
File.WriteAllText(regFile,
"REGEDIT4\r\n\r\n" +
$"[HKEY_LOCAL_MACHINE\\Software\\Microsoft\\SystemCertificates\\Root\\Certificates\\{thumb}]\r\n" +
$"\"Blob\"=hex:{hex}\r\n");
Console.WriteLine("⚠ Ferme complètement le jeu avant de continuer (sinon le registre ne sera pas pris en compte).");
Console.Write("Appuie sur Entrée pour importer… ");
Console.ReadLine();
var wineserver = Path.Combine(Path.GetDirectoryName(wine)!, "wineserver");
var regWinePath = "Z:" + regFile.Replace('/', '\\'); // Z: maps to / inside the prefix
RunWine(wineserver, "-k", prefix); // stop any running wineserver (flush)
RunWine(wine, $"reg import \"{regWinePath}\"", prefix);
RunWine(wineserver, "-k", prefix); // flush the change to disk
var sysreg = Path.Combine(prefix, "system.reg");
var ok = File.Exists(sysreg) && File.ReadAllText(sysreg).Contains(thumb, StringComparison.OrdinalIgnoreCase);
Console.WriteLine(ok
? $"✔ Certificat importé dans le préfixe : {prefix}\n Relance le jeu."
: "✖ Import non confirmé — assure-toi que le jeu est fermé et réessaie.");
}
private static void RunWine(string exe, string args, string prefix)
{
try
{
var psi = new ProcessStartInfo(exe, args)
{
UseShellExecute = false,
RedirectStandardOutput = true,
RedirectStandardError = true,
};
psi.Environment["WINEPREFIX"] = prefix;
psi.Environment["WINEDEBUG"] = "-all";
using var p = Process.Start(psi);
p?.WaitForExit(20000);
}
catch (Exception ex) { Console.WriteLine(" (wine) " + ex.Message); }
}
private static string? FindProtonWine()
{
foreach (var root in SteamRoots())
{
var common = Path.Combine(root, "steamapps", "common");
if (!Directory.Exists(common)) continue;
var candidates = Directory.GetDirectories(common, "Proton*")
.Select(d => Path.Combine(d, "files", "bin", "wine"))
.Where(File.Exists)
.OrderByDescending(w => w.Contains("Experimental"))
.ThenByDescending(File.GetLastWriteTimeUtc)
.ToList();
if (candidates.Count > 0) return candidates[0];
}
return null;
}
private static string? SelectPrefix()
{
if (!string.IsNullOrEmpty(_settings.WinePrefix) && Directory.Exists(_settings.WinePrefix))
return _settings.WinePrefix;
var prefixes = new List<string>();
foreach (var root in SteamRoots())
{
var cd = Path.Combine(root, "steamapps", "compatdata");
if (!Directory.Exists(cd)) continue;
foreach (var d in Directory.GetDirectories(cd))
{
var pfx = Path.Combine(d, "pfx");
if (File.Exists(Path.Combine(pfx, "system.reg"))) prefixes.Add(Path.GetFullPath(pfx));
}
}
prefixes = prefixes.Distinct()
.OrderByDescending(p => File.GetLastWriteTimeUtc(Path.Combine(p, "system.reg")))
.ToList();
if (prefixes.Count == 0) { Console.WriteLine("⚠ Aucun préfixe Proton trouvé."); return null; }
Console.WriteLine("Préfixes Proton détectés (le plus récemment utilisé en premier = sûrement ton jeu) :");
for (var i = 0; i < prefixes.Count; i++)
Console.WriteLine($" {i + 1}) {prefixes[i]}");
Console.Write("Numéro du préfixe (Entrée = 1) : ");
var raw = Console.ReadLine()?.Trim();
var idx = string.IsNullOrEmpty(raw) ? 0 : (int.TryParse(raw, out var n) ? n - 1 : -1);
if (idx < 0 || idx >= prefixes.Count) { Console.WriteLine("⚠ Choix invalide."); return null; }
_settings.WinePrefix = prefixes[idx];
SaveSettings();
return _settings.WinePrefix;
}
private static IEnumerable<string> SteamRoots()
{
var home = Environment.GetFolderPath(Environment.SpecialFolder.UserProfile);
yield return Path.Combine(home, ".steam", "steam");
yield return Path.Combine(home, ".local", "share", "Steam");
}
// ---- Launch ------------------------------------------------------------
private static void LaunchGame()
{
if (OperatingSystem.IsWindows())
{
if (!EnsureFolder(out var dir)) return;
var loader = Path.Combine(dir, "Prospect.Client.Loader.exe");
if (!File.Exists(loader)) { Console.WriteLine("⚠ Prospect.Client.Loader.exe introuvable dans le dossier."); return; }
try
{
Process.Start(new ProcessStartInfo(loader) { WorkingDirectory = dir, UseShellExecute = true });
Console.WriteLine("▶ Jeu lancé.");
}
catch (Exception ex) { Console.WriteLine("✖ " + ex.Message); }
return;
}
Console.WriteLine("Sous Linux/Proton, lance via Steam (le loader doit tourner dans le préfixe Proton) :");
Console.WriteLine(" steam steam://rungameid/" + AppId);
}
// ---- Helpers -----------------------------------------------------------
private static bool EnsureFolder(out string dir)
{
dir = _settings.GameFolder;
if (string.IsNullOrEmpty(dir) || !Directory.Exists(dir))
{
Console.WriteLine("⚠ Définis d'abord le dossier du jeu (option 1).");
return false;
}
return true;
}
private static void LoadSettings()
{
try
{
if (File.Exists(SettingsPath))
_settings = JsonSerializer.Deserialize<Settings>(File.ReadAllText(SettingsPath)) ?? new Settings();
}
catch { _settings = new Settings(); }
}
private static void SaveSettings()
{
try
{
Directory.CreateDirectory(Path.GetDirectoryName(SettingsPath)!);
File.WriteAllText(SettingsPath, JsonSerializer.Serialize(_settings));
}
catch { /* best-effort persistence */ }
}
private sealed class Settings
{
public string GameFolder { get; set; } = "";
public string WinePrefix { get; set; } = "";
}
}
@@ -0,0 +1,15 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<OutputType>Exe</OutputType>
<TargetFramework>net8.0</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable>
<AssemblyName>ProspectServerSwitcher</AssemblyName>
<RootNamespace>Prospect.Client.Config</RootNamespace>
<InvariantGlobalization>true</InvariantGlobalization>
<!-- Cross-platform client tool (Linux/Proton + Windows). Never built by the Linux server CI. -->
<Configurations>Debug;Release;Season 3 Release;Season 2 Release;Season 2 Debug;Season 3 Debug</Configurations>
</PropertyGroup>
</Project>
+102
View File
@@ -0,0 +1,102 @@
# ProspectServerSwitcher
Petit utilitaire **multi-OS** (Linux/Proton + Windows) pour pointer un client
*The Cycle: Frontier* vers un serveur, importer le certificat, et lancer le jeu.
## Pourquoi
L'agent Prospect (`Prospect.Agent.dll`, injecté par `Prospect.Client.Loader.exe`)
hooke l'URL de l'API PlayFab et la remplace par le contenu de **`backend.txt`**,
placé à côté de l'exécutable du jeu (`Prospect/Binaries/Win64`). S'il est absent,
l'agent retombe sur `https://127.0.0.1:8443`.
**Tout l'aiguillage du client tient donc dans cette seule valeur.** Cet outil ne fait
essentiellement qu'écrire le bon `backend.txt` — plus quelques commodités (cert, launch).
## Serveurs (presets)
Les presets utilisent les **domaines publics** pour que la même cible marche pour
tout le monde (le DNS résout vers l'IP publique pour les amis, et le certificat TLS
unifié couvre les deux hostnames) :
| Preset | URL |
|-----------|----------------------------------|
| `prod` | `https://tc.nfteam.ovh:8443` |
| `preprod` | `https://rd-tc.nfteam.ovh:8444` |
> **Sur le même LAN que le serveur**, ajoute une entrée hosts pour éviter le hairpin NAT :
> ```
> 192.168.1.136 tc.nfteam.ovh
> 192.168.1.136 rd-tc.nfteam.ovh
> ```
## Utilisation
### Menu interactif
Lance le binaire sans argument :
- **1** : définir le dossier du jeu (`…/Prospect/Binaries/Win64`) — mémorisé
- **2/3** : basculer sur PROD / PREPROD
- **4** : URL personnalisée
- **5** : importer un certificat (`.crt`)
- **6** : lancer le jeu
- **0** : quitter
### En ligne de commande (scriptable)
```
ProspectServerSwitcher --folder "<...>/Prospect/Binaries/Win64" --set preprod
ProspectServerSwitcher --set prod
ProspectServerSwitcher --set https://mon-serveur:8443 # URL libre
```
> ⚠️ `backend.txt` n'est lu qu'**au démarrage** du loader → relance le jeu après un switch.
> Le serveur ciblé doit **tourner** (conteneurs on-demand `the-cycle-api` / `the-cycle-api-rd`).
## Certificat
L'outil récupère le certificat **en direct depuis le serveur** ciblé (il lit `backend.txt`
et se connecte en TLS), puis le rend fiable :
- **Windows** : import automatique dans *Autorités de certification racines de confiance*
(utilisateur courant), via le magasin `X509Store`.
- **Linux/Proton** : import **automatique dans le préfixe Wine** du jeu. Comme `wine certutil`
est cassé sous Proton, l'outil écrit directement le *blob* sérialisé du certificat
(propriété SHA1 `id=3` + certificat encodé `id=0x20`) dans le magasin `Root` du préfixe via
`wine reg import`. Il :
1. détecte le binaire `wine` de Proton (`…/common/Proton*/files/bin/wine`),
2. liste les préfixes `compatdata/*/pfx` (le plus récemment utilisé en premier),
3. importe dans le préfixe choisi (⚠️ **le jeu doit être fermé**), mémorisé ensuite.
> ⚠️ Le client tourne souvent comme **raccourci non-Steam** → son préfixe n'est **pas**
> `compatdata/868270` mais un appid généré (ex. `3883998305`). D'où la sélection explicite
> du préfixe plutôt qu'une déduction sur l'appid du jeu.
## Lancement
- **Windows** : démarre `Prospect.Client.Loader.exe` depuis le dossier du jeu.
- **Linux/Proton** : passe par Steam (`steam steam://rungameid/868270`) — le loader doit
tourner dans le préfixe Proton.
## Réglages
Le dossier du jeu est mémorisé dans
`…/ApplicationData/ProspectSwitcher/settings.json`
(`%AppData%` sous Windows, `~/.config` sous Linux).
## Build / publication
Projet console **net8.0** (cross-platform, `InvariantGlobalization`), jamais buildé par
la CI serveur (Linux).
```bash
# build simple
dotnet build src/Prospect.Client.Config -c Release
# binaires autonomes single-file (aucun .NET requis chez l'utilisateur)
dotnet publish src/Prospect.Client.Config -c Release -r win-x64 --self-contained \
-p:PublishSingleFile=true -p:IncludeNativeLibrariesForSelfExtract=true -p:EnableCompressionInSingleFile=true
dotnet publish src/Prospect.Client.Config -c Release -r linux-x64 --self-contained \
-p:PublishSingleFile=true -p:EnableCompressionInSingleFile=true
```
Les binaires publiés sont distribués via la release Gitea **`friends-client`**
(`ProspectServerSwitcher.exe` pour Windows, `ProspectServerSwitcher-linux-x64` pour Linux).
@@ -0,0 +1,138 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug|x64">
<Configuration>Debug</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<VCProjectVersion>17.0</VCProjectVersion>
<Keyword>Win32Proj</Keyword>
<ProjectGuid>{04b1d963-2bcb-4887-9d6d-04cb3366a348}</ProjectGuid>
<RootNamespace>ProspectClientLoader</RootNamespace>
<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v143</PlatformToolset>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<PlatformToolset>v143</PlatformToolset>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v143</PlatformToolset>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<PlatformToolset>v143</PlatformToolset>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Label="Shared">
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<OutDir>$(SolutionDir)\$(ProjectName)\$(Platform)\$(Configuration)\</OutDir>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>WIN32;_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<GenerateDebugInformation>true</GenerateDebugInformation>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>NDEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<GenerateDebugInformation>true</GenerateDebugInformation>
</Link>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="main.cpp" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>
@@ -0,0 +1,22 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup>
<Filter Include="Source Files">
<UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
<Extensions>cpp;c;cc;cxx;c++;cppm;ixx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
</Filter>
<Filter Include="Header Files">
<UniqueIdentifier>{93995380-89BD-4b04-88EB-625FBE52EBFB}</UniqueIdentifier>
<Extensions>h;hh;hpp;hxx;h++;hm;inl;inc;ipp;xsd</Extensions>
</Filter>
<Filter Include="Resource Files">
<UniqueIdentifier>{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}</UniqueIdentifier>
<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
</Filter>
</ItemGroup>
<ItemGroup>
<ClCompile Include="main.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup>
</Project>
+500
View File
@@ -0,0 +1,500 @@
#include <windows.h>
#include <tlhelp32.h>
#include <stdio.h>
#include <stdint.h>
#include <string>
std::wstring ExePath() {
TCHAR buffer[MAX_PATH] = { 0 };
GetModuleFileName( NULL, buffer, MAX_PATH );
std::wstring::size_type pos = std::wstring(buffer).find_last_of(L"\\/");
return std::wstring(buffer).substr(0, pos);
}
// Function to create and launch a process with parameters
HANDLE StartProcess(const wchar_t* exePath, DWORD* processID) {
STARTUPINFO si = { 0 };
PROCESS_INFORMATION pi = { 0 };
si.cb = sizeof(si);
// Command-line arguments to pass to the process
wchar_t commandLine[MAX_PATH] = L""; // Buffer for full command
_snwprintf_s(commandLine, sizeof(commandLine) / sizeof(wchar_t), L"\"%s\" -log -steam_auth PF_TITLEID=2EA46", exePath);
if (CreateProcess(NULL, commandLine, NULL, NULL, FALSE, CREATE_SUSPENDED, NULL, NULL, &si, &pi)) {
*processID = pi.dwProcessId;
printf("Successfully started process: %ls (PID: %lu)\n", exePath, *processID);
ResumeThread(pi.hThread);
CloseHandle(pi.hThread);
return pi.hProcess;
}
else {
wchar_t szErrorMessage[512];
DWORD dwErrorCode = GetLastError();
FormatMessage(
FORMAT_MESSAGE_FROM_SYSTEM | FORMAT_MESSAGE_IGNORE_INSERTS,
NULL,
dwErrorCode,
0,
szErrorMessage,
sizeof(szErrorMessage),
NULL
);
printf("Failed to start process. Error: %lu: %ws\n", dwErrorCode, szErrorMessage);
return NULL;
}
}
// Function to get the base address of the main module (PE Image)
uintptr_t GetModuleBaseAddress(DWORD processID) {
uintptr_t baseAddress = 0;
HANDLE hSnapshot = CreateToolhelp32Snapshot(TH32CS_SNAPMODULE | TH32CS_SNAPMODULE32, processID);
if (hSnapshot != INVALID_HANDLE_VALUE) {
MODULEENTRY32 moduleEntry;
moduleEntry.dwSize = sizeof(MODULEENTRY32);
if (Module32First(hSnapshot, &moduleEntry)) {
baseAddress = (uintptr_t)moduleEntry.modBaseAddr;
}
CloseHandle(hSnapshot);
}
else {
printf("Failed to take process snapshot. Error: %lu\n", GetLastError());
}
return baseAddress;
}
// Function to get a handle to the target process
HANDLE OpenTargetProcess(DWORD processID) {
HANDLE hProcess = OpenProcess(PROCESS_ALL_ACCESS, FALSE, processID);
if (hProcess == NULL) {
printf("Failed to open process. Error: %lu\n", GetLastError());
}
return hProcess;
}
bool WriteBytes(HANDLE hProcess, uintptr_t address, BYTE* newValues, size_t size) {
SIZE_T bytesWritten;
DWORD oldProtect;
if (VirtualProtectEx(hProcess, (LPVOID)address, size, PAGE_EXECUTE_READWRITE, &oldProtect)) {
if (WriteProcessMemory(hProcess, (LPVOID)address, newValues, size, &bytesWritten)) {
printf("Memory Write Success at address 0x%p\n", (void*)address);
}
else {
printf("Failed to write memory. Error: %lu\n", GetLastError());
return false;
}
// Restore original protection
VirtualProtectEx(hProcess, (LPVOID)address, size, oldProtect, &oldProtect);
}
else {
printf("Failed to change memory protection. Error: %lu\n", GetLastError());
return false;
}
return true;
}
bool CheckForceLevelStreamingOffset(HANDLE hProcess, uintptr_t address) {
BYTE buffer[2];
SIZE_T bytesRead;
if (ReadProcessMemory(hProcess, (LPCVOID)address, buffer, sizeof(buffer), &bytesRead)) {
return buffer[0] == 0x32 && buffer[1] == 0xDB;
}
else {
DWORD error = GetLastError();
if (error == 299) {
printf("Incomplete memory read. Retrying...\n");
Sleep(1000);
return CheckForceLevelStreamingOffset(hProcess, address);
}
printf("Failed to read memory. Error: %lu\n", error);
return false;
}
}
bool CheckGPStringOffset(HANDLE hProcess, uintptr_t address) {
BYTE buffer[2];
SIZE_T bytesRead;
if (ReadProcessMemory(hProcess, (LPCVOID)address, buffer, sizeof(buffer), &bytesRead)) {
return buffer[0] == 0x5F && buffer[1] == 0x00;
}
else {
DWORD error = GetLastError();
if (error == 299) {
printf("Incomplete memory read. Retrying...\n");
Sleep(1000);
return CheckForceLevelStreamingOffset(hProcess, address);
}
printf("Failed to read memory. Error: %lu\n", error);
return false;
}
}
bool CheckWeakPointerCheckJumpOffset(HANDLE hProcess, uintptr_t address) {
BYTE buffer[2];
SIZE_T bytesRead;
if (ReadProcessMemory(hProcess, (LPCVOID)address, buffer, sizeof(buffer), &bytesRead)) {
return buffer[0] == 0xF8 && buffer[1] == 0xFE;
}
else {
DWORD error = GetLastError();
if (error == 299) {
printf("Incomplete memory read. Retrying...\n");
Sleep(1000);
return CheckWeakPointerCheckJumpOffset(hProcess, address);
}
printf("Failed to read memory. Error: %lu\n", error);
return false;
}
}
bool CheckWeakPointerCheckOffset(HANDLE hProcess, uintptr_t address) {
BYTE buffer[3];
SIZE_T bytesRead;
if (ReadProcessMemory(hProcess, (LPCVOID)address, buffer, sizeof(buffer), &bytesRead)) {
return buffer[0] == 0x0F && buffer[1] == 0x1F && buffer[2] == 0x40;
}
else {
DWORD error = GetLastError();
if (error == 299) {
printf("Incomplete memory read. Retrying...\n");
Sleep(1000);
return CheckWeakPointerCheckOffset(hProcess, address);
}
printf("Failed to read memory. Error: %lu\n", error);
return false;
}
}
bool PatchForceLevelStreaming(HANDLE hProcess, uintptr_t imageBase) {
// Season 3 Patch force disable level streaming: sub_3DA7520 -> loc_3DA75B6
uintptr_t address = imageBase + 0x3DA75B6;
bool found = CheckForceLevelStreamingOffset(hProcess, address);
if (!found) {
// Season 2 Patch force disable level streaming: sub_3D19900 -> loc_3D19996
address = imageBase + 0x3D19996;
found = CheckForceLevelStreamingOffset(hProcess, address);
}
if (!found) {
printf("Failed to patch force level streaming!\n");
return false;
}
{
BYTE newValues[2] = { 0xB3, 0x01 };
bool result = WriteBytes(hProcess, address, newValues, sizeof(newValues));
if (!result) {
return false;
}
}
address = imageBase + 0x5541C08;
found = CheckGPStringOffset(hProcess, address);
if (!found) {
address = imageBase + 0x54E0558;
found = CheckGPStringOffset(hProcess, address);
}
if (!found) {
printf("Failed to find _GP string!\n");
return false;
}
{
BYTE newValues[6] = { 0x47, 0x00, 0x00, 0x00, 0x00, 0x00 };
bool result = WriteBytes(hProcess, address, newValues, sizeof(newValues));
if (!result) {
return false;
}
}
address = imageBase + 0x16D7C24;
found = CheckWeakPointerCheckOffset(hProcess, address);
// TODO
//if (!found) {
// address = imageBase + 0x54E0558;
// found = CheckWeakPointerCheckOffset(hProcess, address);
//}
if (!found) {
printf("Failed to find Weak Pointer Check!\n");
return false;
}
{
BYTE newValues[28] = {
0x48, 0x8B, 0x06,
0x48, 0x8D, 0x4D, 0x7F,
0x48, 0x89, 0x45, 0x7F,
0xE8, 0xDC, 0xC7, 0xA7, 0x00,
0x48, 0x85, 0xC0,
0x0F, 0x84, 0xEE, 0x00, 0x00, 0x00,
0x90, 0x90, 0x90
};
bool result = WriteBytes(hProcess, address, newValues, sizeof(newValues));
if (!result) {
return false;
}
}
address = imageBase + 0x16D7D34;
found = CheckWeakPointerCheckJumpOffset(hProcess, address);
// TODO
//if (!found) {
// address = imageBase + 0x54E0558;
// found = CheckWeakPointerCheckJumpOffset(hProcess, address);
//}
if (!found) {
printf("Failed to find Weak Pointer Check Jump!\n");
return false;
}
{
BYTE newValues[1] = { 0xEC };
bool result = WriteBytes(hProcess, address, newValues, sizeof(newValues));
if (!result) {
return false;
}
}
return true;
}
bool CheckUpdateInventoryFunctionOffset(HANDLE hProcess, uintptr_t address) {
BYTE buffer[2];
SIZE_T bytesRead;
if (ReadProcessMemory(hProcess, (LPCVOID)address, buffer, sizeof(buffer), &bytesRead)) {
return buffer[0] == 0x84 && buffer[1] == 0xC0;
}
else {
DWORD error = GetLastError();
if (error == 299) {
printf("Incomplete memory read. Retrying...\n");
Sleep(1000);
return CheckUpdateInventoryFunctionOffset(hProcess, address);
}
printf("Failed to read memory. Error: %lu\n", error);
return false;
}
}
bool PatchUpdateInventory(HANDLE hProcess, uintptr_t imageBase) {
uintptr_t address = imageBase + 0x18D5A11;
bool found = CheckUpdateInventoryFunctionOffset(hProcess, address);
if (!found) {
address = imageBase + 0x3D19B19;
found = CheckUpdateInventoryFunctionOffset(hProcess, address);
}
if (!found) {
printf("Failed to patch inventory update function!\n");
return false;
}
BYTE newValues[8] = { 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90 };
bool result = WriteBytes(hProcess, address, newValues, sizeof(newValues));
if (!result) {
return false;
}
return true;
}
bool CheckSetupPlayerContractsOffset(HANDLE hProcess, uintptr_t address) {
BYTE buffer[2];
SIZE_T bytesRead;
if (ReadProcessMemory(hProcess, (LPCVOID)address, buffer, sizeof(buffer), &bytesRead)) {
return buffer[0] == 0x48 && buffer[1] == 0x8D;
}
else {
DWORD error = GetLastError();
if (error == 299) {
printf("Incomplete memory read. Retrying...\n");
Sleep(1000);
return CheckSetupPlayerContractsOffset(hProcess, address);
}
printf("Failed to read memory. Error: %lu\n", error);
return false;
}
}
bool CheckUpdatePlayerContractsOffset(HANDLE hProcess, uintptr_t address) {
BYTE buffer[2];
SIZE_T bytesRead;
if (ReadProcessMemory(hProcess, (LPCVOID)address, buffer, sizeof(buffer), &bytesRead)) {
return buffer[0] == 0x3B && buffer[1] == 0xC1;
}
else {
DWORD error = GetLastError();
if (error == 299) {
printf("Incomplete memory read. Retrying...\n");
Sleep(1000);
return CheckUpdatePlayerContractsOffset(hProcess, address);
}
printf("Failed to read memory. Error: %lu\n", error);
return false;
}
}
bool PatchLoadPlayerContracts(HANDLE hProcess, uintptr_t imageBase) {
uintptr_t address = imageBase + 0x171E9EC;
bool found = CheckUpdatePlayerContractsOffset(hProcess, address);
if (!found) {
printf("Failed to update player contracts function!\n");
return false;
}
{
BYTE newValues[4] = { 0x90, 0x90, 0xEB, 0x21 };
bool result = WriteBytes(hProcess, address, newValues, sizeof(newValues));
if (!result) {
return false;
}
}
address = imageBase + 0x1706127;
found = CheckSetupPlayerContractsOffset(hProcess, address);
if (!found) {
printf("Failed to find setup player contracts function!\n");
return false;
}
{
BYTE newValues[39] = {
0x45, 0x33, 0xC0, 0x49, 0x8B, 0xD5, 0x48, 0x8B, 0x89, 0xD8, 0x00, 0x00, 0x00, 0xE8, 0x47,
0xE2, 0x10, 0x00, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90,
0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0xEB
};
bool result = WriteBytes(hProcess, address, newValues, sizeof(newValues));
if (!result) {
return false;
}
}
return true;
}
bool Inject(HANDLE hProcess, const wchar_t* dllPath) {
// Allocate space in the target process for the DLL path
size_t pathSize = (wcslen(dllPath) + 1) * sizeof(wchar_t);
LPVOID remotePath = VirtualAllocEx(hProcess, NULL, pathSize, MEM_COMMIT | MEM_RESERVE, PAGE_READWRITE);
if (!remotePath) {
wprintf(L"Failed to allocate memory in remote process. Error: %lu\n", GetLastError());
CloseHandle(hProcess);
return false;
}
// Write the DLL path into the target process
if (!WriteProcessMemory(hProcess, remotePath, dllPath, pathSize, NULL)) {
wprintf(L"Failed to write memory. Error: %lu\n", GetLastError());
VirtualFreeEx(hProcess, remotePath, 0, MEM_RELEASE);
CloseHandle(hProcess);
return false;
}
// Get the address of LoadLibraryW in kernel32.dll
LPVOID loadLibraryAddr = (LPVOID)GetProcAddress(GetModuleHandleW(L"kernel32.dll"), "LoadLibraryW");
if (!loadLibraryAddr) {
wprintf(L"Failed to get LoadLibraryW address. Error: %lu\n", GetLastError());
VirtualFreeEx(hProcess, remotePath, 0, MEM_RELEASE);
CloseHandle(hProcess);
return false;
}
// Create a remote thread to call LoadLibraryW with our DLL path
HANDLE hThread = CreateRemoteThread(
hProcess, NULL, 0,
(LPTHREAD_START_ROUTINE)loadLibraryAddr,
remotePath, 0, NULL);
if (!hThread) {
wprintf(L"Failed to create remote thread. Error: %lu\n", GetLastError());
VirtualFreeEx(hProcess, remotePath, 0, MEM_RELEASE);
CloseHandle(hProcess);
return false;
}
return true;
}
bool Patch(const wchar_t* processName) {
DWORD processID;
HANDLE hProcess = StartProcess(processName, &processID);
if (hProcess == NULL) {
return false;
}
if (!Inject(hProcess, L"Prospect.Agent.dll")) {
return false;
}
if (!Inject(hProcess, L"UE4SS.dll")) {
return false;
}
uintptr_t imageBase;
// Wait a bit for PE image to load
Sleep(250);
while ((imageBase = GetModuleBaseAddress(processID)) == 0) {
printf("Failed to find PE Image Base Address. Retrying...\n");
Sleep(250);
}
printf("PE Image Base Address: 0x%p\n", (void*)imageBase);
bool success = !PatchForceLevelStreaming(hProcess, imageBase) || !PatchUpdateInventory(hProcess, imageBase) || !PatchLoadPlayerContracts(hProcess, imageBase);
if (success) {
return false;
}
// Clean up
CloseHandle(hProcess);
return true;
}
bool WriteSteamAppIDFile() {
const char* filename = "steam_appid.txt";
FILE* fp;
if (fopen_s(&fp, filename, "r") == 0) {
// File exists, close the file
fclose(fp);
printf("File '%s' already exists.\n", filename);
return true;
}
else {
// File does not exist, create and write to it
if (fopen_s(&fp, filename, "w") == 0) {
const char* content = "480";
size_t written = fwrite(content, sizeof(char), strlen(content), fp);
fclose(fp);
printf("File '%s' was created and written successfully.\n", filename);
}
else {
printf("Error creating the file '%s'.\n", filename);
return false;
}
}
return true;
}
int main() {
printf("Current working directory: %ws\n", ExePath().c_str());
bool success = WriteSteamAppIDFile();
if (!success) {
// Wait for user input to exit
printf("An error occurred when writing steam_appid.txt! Press any key to exit...\n");
getchar();
return 1;
}
success = Patch(L"Prospect-Win64-Shipping.exe");
if (!success) {
// Wait for user input to exit
printf("An error occurred when patching the executable! Press any key to exit...\n");
getchar();
return 1;
}
return 0;
}
-55
View File
@@ -1,55 +0,0 @@
using System;
using System.Runtime.InteropServices;
using System.Text;
using Prospect.Launcher.Invoke;
namespace Prospect.Launcher;
public static class Inject
{
const int PROCESS_CREATE_THREAD = 0x0002;
const int PROCESS_QUERY_INFORMATION = 0x0400;
const int PROCESS_VM_OPERATION = 0x0008;
const int PROCESS_VM_WRITE = 0x0020;
const int PROCESS_VM_READ = 0x0010;
const uint MEM_COMMIT = 0x00001000;
const uint MEM_RESERVE = 0x00002000;
const uint PAGE_READWRITE = 4;
// https://codingvision.net/c-inject-a-dll-into-a-process-w-createremotethread
public static unsafe bool Library(uint processId, string path)
{
IntPtr procHandle = Kernel32.OpenProcess(PROCESS_CREATE_THREAD | PROCESS_QUERY_INFORMATION | PROCESS_VM_OPERATION | PROCESS_VM_WRITE | PROCESS_VM_READ, false, (int)processId);
var loadLibraryAddr = Kernel32.GetProcAddress(Kernel32.GetModuleHandle("kernel32.dll"), "LoadLibraryA");
if (loadLibraryAddr == IntPtr.Zero)
{
Console.WriteLine("Failed GetProcAddress.");
return false;
}
var allocMemAddress = Kernel32.VirtualAllocEx(procHandle, IntPtr.Zero, (uint)((path.Length + 1) * Marshal.SizeOf(typeof(char))), MEM_COMMIT | MEM_RESERVE, PAGE_READWRITE);
if (allocMemAddress == IntPtr.Zero)
{
Console.WriteLine("Failed VirtualAllocEx.");
return false;
}
var libraryBytes = Encoding.Default.GetBytes(path);
fixed (byte* pLibraryBytes = libraryBytes)
{
Kernel32.WriteProcessMemory(procHandle, allocMemAddress, pLibraryBytes, libraryBytes.Length + 1, out _);
}
var threadHandle = Kernel32.CreateRemoteThread(procHandle, IntPtr.Zero, 0, loadLibraryAddr, allocMemAddress, 0, IntPtr.Zero);
if (threadHandle == IntPtr.Zero)
{
Console.WriteLine("Failed CreateRemoteThread.");
return false;
}
return true;
}
}
-52
View File
@@ -1,52 +0,0 @@
using System;
using System.Runtime.InteropServices;
using Prospect.Launcher.Invoke.Structs;
namespace Prospect.Launcher.Invoke;
internal static class Kernel32
{
[DllImport("kernel32.dll", SetLastError=true, CharSet=CharSet.Auto)]
public static extern bool CreateProcess(string lpApplicationName,
string lpCommandLine, IntPtr lpProcessAttributes,
IntPtr lpThreadAttributes,
bool bInheritHandles, ProcessCreationFlags dwCreationFlags,
IntPtr lpEnvironment, string lpCurrentDirectory,
ref StartupInfo lpStartupInfo,
out ProcessInformation lpProcessInformation);
public static bool CreateProcess(
string lpApplicationName,
string lpCommandLine,
ProcessCreationFlags dwCreationFlags,
ref StartupInfo lpStartupInfo,
out ProcessInformation lpProcessInformation) => CreateProcess(lpApplicationName, lpCommandLine, IntPtr.Zero,
IntPtr.Zero, false, dwCreationFlags, IntPtr.Zero, null, ref lpStartupInfo, out lpProcessInformation);
[DllImport("kernel32.dll", SetLastError = true)]
public static extern unsafe bool WriteProcessMemory(
IntPtr hProcess,
IntPtr lpBaseAddress,
byte* lpBuffer,
Int32 nSize,
out IntPtr lpNumberOfBytesWritten
);
[DllImport("kernel32.dll", CharSet = CharSet.Auto)]
public static extern IntPtr GetModuleHandle(string lpModuleName);
[DllImport("kernel32.dll")]
public static extern IntPtr OpenProcess(int dwDesiredAccess, bool bInheritHandle, int dwProcessId);
[DllImport("kernel32", CharSet = CharSet.Ansi, ExactSpelling = true, SetLastError = true)]
public static extern IntPtr GetProcAddress(IntPtr hModule, string procName);
[DllImport("kernel32.dll", SetLastError = true, ExactSpelling = true)]
public static extern IntPtr VirtualAllocEx(IntPtr hProcess, IntPtr lpAddress, uint dwSize, uint flAllocationType, uint flProtect);
[DllImport("kernel32.dll")]
public static extern IntPtr CreateRemoteThread(IntPtr hProcess, IntPtr lpThreadAttributes, uint dwStackSize, IntPtr lpStartAddress, IntPtr lpParameter, uint dwCreationFlags, IntPtr lpThreadId);
[DllImport("kernel32.dll", SetLastError = true)]
public static extern uint ResumeThread(IntPtr hThread);
}
@@ -1,25 +0,0 @@
using System;
namespace Prospect.Launcher.Invoke.Structs;
[Flags]
internal enum ProcessCreationFlags : uint
{
ZERO_FLAG = 0x00000000,
CREATE_BREAKAWAY_FROM_JOB = 0x01000000,
CREATE_DEFAULT_ERROR_MODE = 0x04000000,
CREATE_NEW_CONSOLE = 0x00000010,
CREATE_NEW_PROCESS_GROUP = 0x00000200,
CREATE_NO_WINDOW = 0x08000000,
CREATE_PROTECTED_PROCESS = 0x00040000,
CREATE_PRESERVE_CODE_AUTHZ_LEVEL = 0x02000000,
CREATE_SEPARATE_WOW_VDM = 0x00001000,
CREATE_SHARED_WOW_VDM = 0x00001000,
CREATE_SUSPENDED = 0x00000004,
CREATE_UNICODE_ENVIRONMENT = 0x00000400,
DEBUG_ONLY_THIS_PROCESS = 0x00000002,
DEBUG_PROCESS = 0x00000001,
DETACHED_PROCESS = 0x00000008,
EXTENDED_STARTUPINFO_PRESENT = 0x00080000,
INHERIT_PARENT_AFFINITY = 0x00010000
}
@@ -1,13 +0,0 @@
using System;
using System.Runtime.InteropServices;
namespace Prospect.Launcher.Invoke.Structs;
[StructLayout(LayoutKind.Sequential)]
internal struct ProcessInformation
{
public IntPtr hProcess;
public IntPtr hThread;
public uint dwProcessId;
public uint dwThreadId;
}
@@ -1,27 +0,0 @@
using System;
using System.Runtime.InteropServices;
namespace Prospect.Launcher.Invoke.Structs;
[StructLayout(LayoutKind.Sequential)]
internal struct StartupInfo
{
public uint cb;
public string lpReserved;
public string lpDesktop;
public string lpTitle;
public uint dwX;
public uint dwY;
public uint dwXSize;
public uint dwYSize;
public uint dwXCountChars;
public uint dwYCountChars;
public uint dwFillAttribute;
public uint dwFlags;
public short wShowWindow;
public short cbReserved2;
public IntPtr lpReserved2;
public IntPtr hStdInput;
public IntPtr hStdOutput;
public IntPtr hStdError;
}
-77
View File
@@ -1,77 +0,0 @@
using System;
using System.Collections.Generic;
using System.IO;
using Prospect.Launcher.Invoke;
using Prospect.Launcher.Invoke.Structs;
namespace Prospect.Launcher;
internal static class Program
{
/// <summary>
/// Steam AppId.
/// - https://steamdb.info/app/480/
/// - https://steamdb.info/app/1600360/
/// </summary>
private const string AppId = "480";
/// <summary>
/// Executable name of the game.
/// </summary>
private const string FileName = "Prospect-Win64-Shipping.exe";
private static void Main(string[] args)
{
if (args.Length != 1)
{
Console.WriteLine("Usage: ./Prospect.Launcher <Game directory>");
return;
}
var gamePath = Path.Combine(args[0], "Prospect", "Binaries", "Win64");
var gameBinary = Path.Combine(gamePath, FileName);
var gameArgs = new List<string>();
// 2EA46 = Default
// A22AB = The Cycle Playtest
gameArgs.Add("-empty");
gameArgs.Add("-log");
gameArgs.Add("-windowed");
gameArgs.Add("-noeac");
gameArgs.Add("-nointro");
gameArgs.Add("-steam_auth");
gameArgs.Add("PF_TITLEID=A22AB");
// Ensure "steam_appid.txt" exists, to fix steam authentication.
var steamAppId = Path.Combine(gamePath, "steam_appid.txt");
File.WriteAllText(steamAppId, AppId);
// Spawn.
var startupInfo = new StartupInfo();
if (!Kernel32.CreateProcess(gameBinary, string.Join(' ', gameArgs), ProcessCreationFlags.CREATE_SUSPENDED, ref startupInfo, out var processInfo))
{
Console.WriteLine("Failed to spawn game.");
return;
}
Console.WriteLine("Spawned.");
// Inject DLL.
var agentPath = Path.Combine(AppContext.BaseDirectory, "Prospect.Agent.dll");
if (!Inject.Library(processInfo.dwProcessId, agentPath))
{
Console.WriteLine("Failed to inject library.");
return;
}
Console.WriteLine("Injected.");
// Resume.
Kernel32.ResumeThread(processInfo.hThread);
Console.WriteLine("Resumed.");
}
}
@@ -1,30 +0,0 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<OutputType>Exe</OutputType>
<TargetFramework>net8.0</TargetFramework>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
<PublishSingleFile>true</PublishSingleFile>
<SelfContained>false</SelfContained>
<RuntimeIdentifier>win-x64</RuntimeIdentifier>
<PublishReadyToRun>true</PublishReadyToRun>
<DebugType>embedded</DebugType>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)' == 'Debug' ">
<PlatformTarget>x64</PlatformTarget>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)' == 'Release' ">
<PlatformTarget>x64</PlatformTarget>
</PropertyGroup>
<ItemGroup>
<Content Include="Prospect.Agent.dll">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
<CopyToPublishDirectory>PreserveNewest</CopyToPublishDirectory>
<ExcludeFromSingleFile>true</ExcludeFromSingleFile>
</Content>
</ItemGroup>
</Project>
@@ -4,4 +4,6 @@ public class PlayFabSettings
{ {
public string PublisherId { get; set; } public string PublisherId { get; set; }
public string TitleId { get; set; } public string TitleId { get; set; }
public string SignalRURL { get; set; }
public string SignalRAccessToken { get; set; }
} }
@@ -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> &nbsp; <a class='btn' href='/admin/catalog'>Catalogue →</a> &nbsp; <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>";
}
@@ -1,10 +1,12 @@
using System.Net.Mime; using System.Net.Mime;
using System.Text.Json;
using Microsoft.AspNetCore.Authorization; using Microsoft.AspNetCore.Authorization;
using Microsoft.AspNetCore.Mvc; using Microsoft.AspNetCore.Mvc;
using Microsoft.Extensions.Options; using Microsoft.Extensions.Options;
using Prospect.Server.Api.Config; using Prospect.Server.Api.Config;
using Prospect.Server.Api.Models.Client; using Prospect.Server.Api.Models.Client;
using Prospect.Server.Api.Models.Client.Data; using Prospect.Server.Api.Models.Client.Data;
using Prospect.Server.Api.Models.Data;
using Prospect.Server.Api.Services.Auth; using Prospect.Server.Api.Services.Auth;
using Prospect.Server.Api.Services.Auth.Extensions; using Prospect.Server.Api.Services.Auth.Extensions;
using Prospect.Server.Api.Services.Auth.User; using Prospect.Server.Api.Services.Auth.User;
@@ -21,6 +23,7 @@ public class ClientController : Controller
{ {
private const int AppIdDefault = 480; private const int AppIdDefault = 480;
private const int AppIdCycleBeta = 1600361; private const int AppIdCycleBeta = 1600361;
private const int AppIdCycle = 868270;
private readonly ILogger<ClientController> _logger; private readonly ILogger<ClientController> _logger;
private readonly PlayFabSettings _settings; private readonly PlayFabSettings _settings;
@@ -29,6 +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,
@@ -36,7 +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;
@@ -45,6 +50,7 @@ public class ClientController : Controller
_entityService = entityService; _entityService = entityService;
_userDataService = userDataService; _userDataService = userDataService;
_titleDataService = titleDataService; _titleDataService = titleDataService;
_steamWebApi = steamWebApi;
} }
[AllowAnonymous] [AllowAnonymous]
@@ -55,11 +61,24 @@ public class ClientController : Controller
if (!string.IsNullOrEmpty(request.SteamTicket)) if (!string.IsNullOrEmpty(request.SteamTicket))
{ {
var ticket = AppTicket.Parse(request.SteamTicket); var ticket = AppTicket.Parse(request.SteamTicket);
if (ticket.IsValid && ticket.HasValidSignature && (ticket.AppId == AppIdDefault || ticket.AppId == AppIdCycleBeta)) if (ticket.IsValid && ticket.HasValidSignature && (ticket.AppId == AppIdDefault || ticket.AppId == AppIdCycleBeta || ticket.AppId == AppIdCycle))
{ {
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);
@@ -137,8 +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,
@@ -147,11 +176,136 @@ public class ClientController : Controller
}); });
} }
[HttpPost("GetStoreItems")]
[Produces(MediaTypeNames.Application.Json)]
[Authorize(AuthenticationSchemes = UserAuthenticationOptions.DefaultScheme)]
public IActionResult GetStoreItems(FGetStoreItems request)
{
// The vendors (Korolev / ICA / Osiris / QuickShop) and other stores are defined
// inside the Blueprints title data: each item lists a per-store entry under
// ItemShopsCraftingData keyed by the store id, with the currency price in its
// recipe ingredients. This endpoint was previously a stub returning {}, which is
// why every shop showed up empty. We build the store on the fly from that data.
var storeId = request.StoreId ?? "";
var store = new List<FStoreItem>();
try
{
var titleData = _titleDataService.Find(new List<string> { "Blueprints" });
var blueprints = JsonSerializer.Deserialize<Dictionary<string, TitleDataBlueprintInfo>>(titleData["Blueprints"]);
if (blueprints != null && !string.IsNullOrEmpty(storeId))
{
uint position = 0;
foreach (var (itemId, blueprint) in blueprints)
{
if (blueprint.ItemShopsCraftingData == null) continue;
if (!blueprint.ItemShopsCraftingData.TryGetValue(storeId, out var shopData)) continue;
if (shopData?.ItemRecipeIngredients == null) continue;
// Only currency ingredients form a purchasable price. Entries whose
// recipe is item-based (crafting) are handled by the crafting UI from
// the blueprint data the client already has, not by the buy store.
var prices = new Dictionary<string, uint>();
foreach (var ingredient in shopData.ItemRecipeIngredients)
{
var code = ingredient.Currency switch
{
"SoftCurrency" => "SC",
"Aurum" => "AU",
"InsuranceCurrency" => "IN",
_ => null,
};
if (code == null || ingredient.Amount < 0) continue;
prices[code] = prices.TryGetValue(code, out var current)
? current + (uint)ingredient.Amount
: (uint)ingredient.Amount;
}
if (prices.Count == 0) continue;
store.Add(new FStoreItem
{
ItemId = itemId,
VirtualCurrencyPrices = prices,
RealCurrencyPrices = new Dictionary<string, uint>(),
DisplayPosition = position++,
});
}
}
}
catch (Exception e)
{
_logger.LogWarning(e, "Failed to build store items for store {StoreId}", storeId);
}
// Cosmetic / premium stores are backed by the Vanities title data (not Blueprints):
// each vanity carries its price in StoreData.Amount, paid in Aurum. AurumShop lists
// the whole priced catalogue; the daily/weekly rotations (ids from RequestStore
// RotationData) show a deterministic slice so they change over time but stay stable
// within a period.
var isAurumShop = storeId == "AurumShop";
var isDailyShop = storeId.StartsWith("DailyShop_");
var isWeeklyShop = storeId.StartsWith("WeeklyShop_");
if (store.Count == 0 && (isAurumShop || isDailyShop || isWeeklyShop))
{
try
{
var vanityData = _titleDataService.Find(new List<string> { "Vanities" });
var vanities = JsonSerializer.Deserialize<List<TitleDataVanityInfo>>(vanityData["Vanities"]);
var priced = vanities?
.Where(v => v.StoreData != null && v.StoreData.Amount > 0)
.OrderBy(v => v.Name, StringComparer.Ordinal)
.ToList() ?? new List<TitleDataVanityInfo>();
IEnumerable<TitleDataVanityInfo> selection = priced;
if ((isDailyShop || isWeeklyShop) && priced.Count > 0)
{
var size = isWeeklyShop ? 12 : 6;
int.TryParse(storeId[(storeId.IndexOf('_') + 1)..], out var rotation);
var start = (int)(((long)rotation * size) % priced.Count);
selection = Enumerable.Range(0, Math.Min(size, priced.Count))
.Select(i => priced[(start + i) % priced.Count]);
}
uint position = 0;
foreach (var vanity in selection)
{
store.Add(new FStoreItem
{
ItemId = vanity.Name,
VirtualCurrencyPrices = new Dictionary<string, uint> { ["AU"] = (uint)vanity.StoreData.Amount },
RealCurrencyPrices = new Dictionary<string, uint>(),
DisplayPosition = position++,
});
}
}
catch (Exception e)
{
_logger.LogWarning(e, "Failed to build vanity store {StoreId}", storeId);
}
}
_logger.LogInformation("GetStoreItems '{StoreId}': {Count} item(s)", storeId, store.Count);
return Ok(new ClientResponse<FGetStoreItemsResult>
{
Code = 200,
Status = "OK",
Data = new FGetStoreItemsResult
{
StoreId = string.IsNullOrEmpty(storeId) ? null : storeId,
CatalogVersion = "StaticItems",
Store = store,
}
});
}
[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,
@@ -205,15 +359,18 @@ public class ClientController : Controller
[HttpPost("GetUserReadOnlyData")] [HttpPost("GetUserReadOnlyData")]
[Produces(MediaTypeNames.Application.Json)] [Produces(MediaTypeNames.Application.Json)]
[Authorize(AuthenticationSchemes = UserAuthenticationOptions.DefaultScheme)] [Authorize(AuthenticationSchemes = UserAuthenticationOptions.DefaultScheme)]
public IActionResult GetUserReadOnlyData(FGetUserDataRequest request) public async Task<IActionResult> GetUserReadOnlyData(FGetUserDataRequest request)
{ {
var userId = User.FindAuthUserId();
var userData = await _userDataService.FindAsync(userId, request.PlayFabId, request.Keys);
return Ok(new ClientResponse<FGetUserDataResult> return Ok(new ClientResponse<FGetUserDataResult>
{ {
Code = 200, Code = 200,
Status = "OK", Status = "OK",
Data = new FGetUserDataResult Data = new FGetUserDataResult
{ {
Data = new Dictionary<string, FUserDataRecord>(), Data = userData,
DataVersion = 0 DataVersion = 0
} }
}); });
@@ -222,45 +379,124 @@ public class ClientController : Controller
[HttpPost("GetUserInventory")] [HttpPost("GetUserInventory")]
[Produces(MediaTypeNames.Application.Json)] [Produces(MediaTypeNames.Application.Json)]
[Authorize(AuthenticationSchemes = UserAuthenticationOptions.DefaultScheme)] [Authorize(AuthenticationSchemes = UserAuthenticationOptions.DefaultScheme)]
public IActionResult GetUserReadOnlyData(FGetUserInventoryRequest request) public async Task<IActionResult> GetUserInventory(FGetUserInventoryRequest request)
{ {
var userId = User.FindAuthUserId();
var userData = await _userDataService.FindAsync(userId, userId, new List<string>{"Balance", "Inventory", "VanityItems", "CharacterVanity", "GlobalVanity"});
var inventory = JsonSerializer.Deserialize<FYCustomItemInfo[]>(userData["Inventory"].Value);
// Per-user vanity ownership: the player owns the cosmetics they've bought (VanityItems)
// plus whatever is currently equipped (CharacterVanity / GlobalVanity), so the starter
// outfit stays owned. Previously the whole Vanities catalogue was returned as owned,
// which made every item in the Aurum shop show up as already "owned".
var ownedVanityIds = CollectOwnedVanityIds(userData);
var titleData = _titleDataService.Find(new List<string>{"Blueprints"});
var blueprints = JsonSerializer.Deserialize<Dictionary<string, TitleDataBlueprintInfo>>(titleData["Blueprints"]);
List<FItemInstance> items = new List<FItemInstance>();
foreach (var item in inventory) {
if (!blueprints.ContainsKey(item.BaseItemId)) {
_logger.LogWarning("Failed to find item with ID {ItemID}", item.BaseItemId);
continue;
}
var blueprintData = blueprints[item.BaseItemId];
items.Add(new FItemInstance {
ItemId = item.BaseItemId,
ItemInstanceId = item.ItemId,
ItemClass = blueprintData.Kind,
// PurchaseDate = DateTime.Now, // TODO
// UnitPrice = 0,
CatalogVersion = "StaticItems",
CustomData = new Dictionary<string, string> {
["mods"] = JsonSerializer.Serialize(item.ModData),
// ["insurance"] = "None", // TODO
["vanity"] = $"{{\"p\":{item.PrimaryVanityId},\"s\":{item.SecondaryVanityId}}}", // p - primary, s - secondary
["coreData"] = $"{{\"a\":{item.Amount},\"d\":{item.Durability}}}", // a - amount, d - durability
["origin"] = JsonSerializer.Serialize(item.Origin),
["rolledPerks"] = JsonSerializer.Serialize(item.RolledPerks),
}
});
}
foreach (var vanityId in ownedVanityIds) {
items.Add(new FItemInstance {
ItemId = vanityId,
// ItemInstanceId is not required since it's not a unique item.
ItemClass = "Vanity",
// PurchaseDate = DateTime.Now, // TODO
CatalogVersion = "StaticItems",
CustomData = new Dictionary<string, string> {
["coreData"] = "{}", // Vanity items don't seem to have any coreData. But it's still required since it's an inventory item.
["origin"] = "{}",
}
});
}
return Ok(new ClientResponse<FGetUserInventoryResult> return Ok(new ClientResponse<FGetUserInventoryResult>
{ {
Code = 200, Code = 200,
Status = "OK", Status = "OK",
Data = new FGetUserInventoryResult Data = new FGetUserInventoryResult
{ {
Inventory = new List<FItemInstance> Inventory = items,
{ VirtualCurrency = JsonSerializer.Deserialize<PlayerBalance>(userData["Balance"].Value),
// new FItemInstance
// {
// ItemId = "Helmet_03",
// ItemInstanceId = "0102030405060708",
// ItemClass = "Helmet",
// PurchaseDate = DateTime.Now.AddDays(-1),
// CatalogVersion = "StaticItems",
// DisplayName = "Helmet",
// UnitPrice = 0,
// CustomData = new Dictionary<string, string>
// {
// ["insurance"] = "None",
// ["mods"] = "{\"m\":[]}",
// ["vanity_misc_data"] = "{\"v\":\"\",\"s\":\"\",\"l\":3,\"a\":1,\"d\":300}"
// }
// }
},
VirtualCurrency = new Dictionary<string, int>
{
["AE"] = 0,
["AS"] = 0,
["AU"] = int.MaxValue,
["SC"] = int.MaxValue
},
VirtualCurrencyRechargeTimes = new Dictionary<string, FVirtualCurrencyRechargeTime>() VirtualCurrencyRechargeTimes = new Dictionary<string, FVirtualCurrencyRechargeTime>()
} }
}); });
} }
// Collects the vanity ids a player actually owns: everything they've purchased
// (VanityItems) plus everything currently equipped (CharacterVanity slots and the
// GlobalVanity sprays / banner / emotes / drop pod). Parsed defensively with
// JsonDocument so malformed / partial data never breaks the inventory response.
private static HashSet<string> CollectOwnedVanityIds(Dictionary<string, FUserDataRecord> userData)
{
var owned = new HashSet<string>(StringComparer.Ordinal);
void AddId(string? id) { if (!string.IsNullOrEmpty(id)) owned.Add(id); }
if (userData.TryGetValue("VanityItems", out var viRec) && !string.IsNullOrWhiteSpace(viRec.Value))
{
try
{
using var doc = JsonDocument.Parse(viRec.Value);
if (doc.RootElement.ValueKind == JsonValueKind.Array)
foreach (var el in doc.RootElement.EnumerateArray())
if (el.ValueKind == JsonValueKind.Object && el.TryGetProperty("baseItemId", out var b))
AddId(b.GetString());
}
catch { /* ignore malformed VanityItems */ }
}
if (userData.TryGetValue("CharacterVanity", out var cvRec) && !string.IsNullOrWhiteSpace(cvRec.Value))
{
try
{
using var doc = JsonDocument.Parse(cvRec.Value);
if (doc.RootElement.ValueKind == JsonValueKind.Object)
foreach (var prop in doc.RootElement.EnumerateObject())
if (prop.Value.ValueKind == JsonValueKind.Object && prop.Value.TryGetProperty("id", out var id))
AddId(id.GetString());
}
catch { /* ignore malformed CharacterVanity */ }
}
if (userData.TryGetValue("GlobalVanity", out var gvRec) && !string.IsNullOrWhiteSpace(gvRec.Value))
{
try
{
using var doc = JsonDocument.Parse(gvRec.Value);
var root = doc.RootElement;
if (root.ValueKind == JsonValueKind.Object)
{
if (root.TryGetProperty("activeGlobalVanityIds", out var arr) && arr.ValueKind == JsonValueKind.Array)
foreach (var el in arr.EnumerateArray()) AddId(el.GetString());
if (root.TryGetProperty("droppodId", out var dp)) AddId(dp.GetString());
}
}
catch { /* ignore malformed GlobalVanity */ }
}
return owned;
}
[HttpPost("GetTitleData")] [HttpPost("GetTitleData")]
[Produces(MediaTypeNames.Application.Json)] [Produces(MediaTypeNames.Application.Json)]
[Authorize(AuthenticationSchemes = UserAuthenticationOptions.DefaultScheme)] [Authorize(AuthenticationSchemes = UserAuthenticationOptions.DefaultScheme)]
File diff suppressed because one or more lines are too long
+24 -1
View File
@@ -1,8 +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()
{
// 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();
}
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)
@@ -0,0 +1,39 @@
using System.Text.Json.Serialization;
namespace Prospect.Server.Api.Models.Client.Data;
// PlayFab StoreItem: a single catalog item offered for sale in a store, with its prices.
public class FStoreItem
{
/// <summary>
/// [optional] Store specific custom data. The data only exists as part of this store; it is not transferred to item instances.
/// </summary>
[JsonPropertyName("CustomData")]
[JsonIgnore(Condition = JsonIgnoreCondition.WhenWritingDefault)]
public object? CustomData { get; set; }
/// <summary>
/// [optional] Intended display position for this item. Note that 0 is the first position and -1 is the last position.
/// </summary>
[JsonPropertyName("DisplayPosition")]
[JsonIgnore(Condition = JsonIgnoreCondition.WhenWritingDefault)]
public uint? DisplayPosition { get; set; }
/// <summary>
/// Unique identifier of the item as it exists in the catalog - note that this must exactly match the ItemId from the catalog.
/// </summary>
[JsonPropertyName("ItemId")]
public string ItemId { get; set; } = "";
/// <summary>
/// [optional] Override prices for this item for specific currencies.
/// </summary>
[JsonPropertyName("RealCurrencyPrices")]
public Dictionary<string, uint> RealCurrencyPrices { get; set; } = new();
/// <summary>
/// [optional] Override prices for this item in virtual currencies and "RM" (the base Real Money purchase price, in USD pennies).
/// </summary>
[JsonPropertyName("VirtualCurrencyPrices")]
public Dictionary<string, uint> VirtualCurrencyPrices { get; set; } = new();
}
@@ -0,0 +1,19 @@
using System.Text.Json.Serialization;
using Prospect.Server.Api.Models.Client.Data;
namespace Prospect.Server.Api.Models.Client;
public class FGetStoreItems
{
/// <summary>
/// [optional] Catalog version to store items from. Use default catalog version if null.
/// </summary>
[JsonPropertyName("CatalogVersion")]
public string? CatalogVersion { get; set; }
/// <summary>
/// Unique identifier for the store which is being requested.
/// </summary>
[JsonPropertyName("StoreId")]
public string? StoreId { get; set; }
}
@@ -0,0 +1,25 @@
using System.Text.Json.Serialization;
using Prospect.Server.Api.Models.Client.Data;
namespace Prospect.Server.Api.Models.Client;
public class FGetStoreItemsResult
{
/// <summary>
/// [optional] The base catalog that this store is a part of.
/// </summary>
[JsonPropertyName("CatalogVersion")]
public string? CatalogVersion { get; set; }
/// <summary>
/// [optional] Array of items which can be purchased from this store.
/// </summary>
[JsonPropertyName("Store")]
public List<FStoreItem> Store { get; set; } = new();
/// <summary>
/// [optional] The ID of this store.
/// </summary>
[JsonPropertyName("StoreId")]
public string? StoreId { get; set; }
}
@@ -1,5 +1,6 @@
using System.Text.Json.Serialization; using System.Text.Json.Serialization;
using Prospect.Server.Api.Models.Client.Data; using Prospect.Server.Api.Models.Client.Data;
using Prospect.Server.Api.Models.Data;
namespace Prospect.Server.Api.Models.Client; namespace Prospect.Server.Api.Models.Client;
@@ -17,7 +18,7 @@ public class FGetUserInventoryResult
/// </summary> /// </summary>
[JsonPropertyName("VirtualCurrency")] [JsonPropertyName("VirtualCurrency")]
[JsonIgnore(Condition = JsonIgnoreCondition.WhenWritingDefault)] [JsonIgnore(Condition = JsonIgnoreCondition.WhenWritingDefault)]
public Dictionary<string, int>? VirtualCurrency { get; set; } public PlayerBalance? VirtualCurrency { get; set; }
/// <summary> /// <summary>
/// [optional] Array of virtual currency balance(s) belonging to the user. /// [optional] Array of virtual currency balance(s) belonging to the user.
@@ -0,0 +1,25 @@
using System.Text.Json.Serialization;
using Prospect.Server.Api.Services.CloudScript.Models.Data;
namespace Prospect.Server.Api.Models.Data;
public class PlayerBalance
{
[JsonPropertyName("AU")]
public int HardCurrency { get; set; }
[JsonPropertyName("SC")]
public int SoftCurrency { get; set; }
[JsonPropertyName("IN")]
public int InsuranceCurrency { get; set; }
}
public class JobBoardsData
{
[JsonPropertyName("lastBoardRefreshTimeUtc")]
public FYTimestamp LastBoardRefreshTimeUtc { get; set; }
[JsonPropertyName("boards")]
public List<FYFactionContractsData> Boards { get; set; }
}
@@ -0,0 +1,154 @@
using System.Text.Json.Serialization;
public class TitleDataContractInfo {
[JsonPropertyName("Name")]
public string Name { get; set; }
[JsonPropertyName("Faction")]
public string Faction { get; set; }
[JsonPropertyName("ReputationIncrease")]
public int ReputationIncrease { get; set; }
[JsonPropertyName("Rewards")]
public TitleDataContractInfoReward[] Rewards { get; set; }
[JsonPropertyName("Objectives")]
public TitleDataContractInfoObjective[] Objectives { get; set; }
[JsonPropertyName("UnlockData")]
public TitleDataContractInfoUnlockData UnlockData { get; set; }
[JsonPropertyName("IsMainContract")]
public bool IsMainContract { get; set; }
[JsonPropertyName("ContractDifficulty")]
public EYContractDifficulty ContractDifficulty { get; set; }
}
public class TitleDataContractInfoReward {
[JsonPropertyName("ItemID")]
public string ItemID { get; set; }
[JsonPropertyName("Amount")]
public int Amount { get; set; }
}
public class TitleDataContractInfoObjective {
[JsonPropertyName("Type")]
public EYContractObjectiveType Type { get; set; }
[JsonPropertyName("MaxProgress")]
public int MaxProgress { get; set; }
[JsonPropertyName("ItemToOwn")]
public string ItemToOwn { get; set; }
[JsonPropertyName("KillConditions")]
public TitleDataContractInfoObjectiveKillConditions? KillConditions { get; set; }
}
public class TitleDataContractInfoObjectiveKillConditions
{
[JsonPropertyName("KillTarget")]
public EYKillTypeAction KillTarget { get; set; }
[JsonPropertyName("AllowedWeaponCategories")]
public EYDeviceCategory[] AllowedWeaponCategories { get; set; }
[JsonPropertyName("AllowedSpecificWeapons")]
public string[] AllowedSpecificWeapons { get; set; }
[JsonPropertyName("SpecificAIEnemyTypeToKill")]
public EYEnemyType SpecificAIEnemyTypeToKill { get; set; }
[JsonPropertyName("MapName")]
public string MapName { get; set; }
[JsonPropertyName("OnlyDuringStorm")]
public bool OnlyDuringStorm { get; set; }
}
public class TitleDataContractInfoUnlockData {
[JsonPropertyName("Level")]
public int Level { get; set; }
[JsonPropertyName("Contracts")]
public HashSet<string> Contracts { get; set; }
}
public enum EYContractObjectiveType {
Invalid = 0,
Kills = 1,
OwnNumOfItem = 2,
DeadDrop = 3,
VisitArea = 4,
LootContainer = 5,
FactionLevel = 6,
CompletedMission = 7,
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
{
Invalid = 0,
Easy = 1,
Medium = 2,
Hard = 3,
MAX = 4
};
public enum EYDeviceCategory
{
AssaultRifle = 0,
Pistol = 1,
SMG = 2,
SniperRifle = 3,
HeavyWeapon = 4,
Shotgun = 5,
BurstRifle = 6,
Exotic = 7,
MissileLauncher = 8,
Scanner = 9,
All = 10,
INVALID = 11,
MAX = 12
};
public enum EYKillTypeAction
{
Invalid = 0,
Players = 1,
Creatures = 2,
All = 3,
MAX = 4
};
public enum EYEnemyType
{
None = 0,
DebugAutomationTest = 1,
DirtBeast_Melee = 2,
DirtBeast_RangedShort = 3,
DirtBeast_RangedMedium = 4,
DirtBeast_RangedLong = 5,
DirtBeast_MeleeHeavy = 6,
DirtBeast_RangedHeavy = 7,
DirtBeast_FlyingHeavy = 8,
DirtBeast_Boss = 9,
Orobot_Melee = 10,
Orobot_RangedShort = 11,
Orobot_RangedMedium = 12,
Orobot_Walker = 13,
Orobot_Platform = 14,
Plunderbot_RangedShort = 15,
Plunderbot_RangedMedium = 16,
Plunderbot_RangedLong = 17,
GlowBeetle_Blast = 18,
GlowBeetle_Acid = 19,
GlowBeetle_Summon = 20,
Strider = 21,
Rattler = 22,
Weremole = 23,
Crusher = 24,
Howler = 25,
MAX = 26
};
@@ -0,0 +1,10 @@
using System.Text.Json.Serialization;
public class TitleDataDailyCrateInfo {
[JsonPropertyName("Name")]
public string Name { get; set; }
[JsonPropertyName("Weight")]
public float Weight { get; set; }
[JsonPropertyName("Amount")]
public int Amount { get; set; }
}
@@ -0,0 +1,142 @@
using System.Text.Json.Serialization;
public class TitleDataBlueprintInfo {
[JsonPropertyName("Name")]
public string Name { get; set; }
[JsonPropertyName("ItemShopsCraftingData")]
public Dictionary<string, TitleDataItemShopsCraftingData> ItemShopsCraftingData { get; set; }
[JsonPropertyName("AmountPerPurchase")]
public int AmountPerPurchase { get; set; }
[JsonPropertyName("DurabilityMax")]
public int DurabilityMax { get; set; }
[JsonPropertyName("DurabilityBrokenScrappingReturnModifier")]
public double DurabilityBrokenScrappingReturnModifier { get; set; }
[JsonPropertyName("RepairCostMaxDurability")]
public int RepairCostMaxDurability { get; set; }
[JsonPropertyName("RepairCostBase")]
public int RepairCostBase { get; set; }
[JsonPropertyName("RepairCostModifierBroken")]
public int RepairCostModifierBroken { get; set; }
[JsonPropertyName("ItemWeight")]
public double ItemWeight { get; set; }
[JsonPropertyName("ScrappingReturnDefault")]
public int ScrappingReturnDefault { get; set; }
[JsonPropertyName("OverrideScrappingReturns")]
public int OverrideScrappingReturns { get; set; }
[JsonPropertyName("OverrideScrappingReputation")]
public int OverrideScrappingReputation { get; set; }
[JsonPropertyName("ScrappingFactionProgressionIncrement")]
public int ScrappingFactionProgressionIncrement { get; set; }
[JsonPropertyName("UnlockData")]
public TitleDataItemUnlockData UnlockData { get; set; }
[JsonPropertyName("ModID")]
public int? ModID { get; set; }
[JsonPropertyName("AlienForgeCatalystToUpgradedItemMap")]
public TitleDataItemAlienForgeCatalystToUpgradedItemMap AlienForgeCatalystToUpgradedItemMap { get; set; }
[JsonPropertyName("Rarity")]
public int Rarity { get; set; }
[JsonPropertyName("Kind")]
public string Kind { get; set; }
[JsonPropertyName("MaxAmountPerStack")]
public int MaxAmountPerStack { get; set; }
}
public class TitleDataItemShopsCraftingData {
[JsonPropertyName("ItemRecipeIngredients")]
public List<TitleDataItemRecipeCostType> ItemRecipeIngredients { get; set; }
[JsonPropertyName("UpgradeTimeMinutes")]
public int UpgradeTimeMinutes { get; set; }
[JsonPropertyName("UpgradeTimeSeconds")]
public int UpgradeTimeSeconds { get; set; }
[JsonPropertyName("SkipCraftingMaxCost")]
public int SkipCraftingMaxCost { get; set; }
[JsonPropertyName("SkipOptionalCraftingMaxCost")]
public int SkipOptionalCraftingMaxCost { get; set; }
}
public class TitleDataItemRecipeCostType {
[JsonPropertyName("Item")]
public string Currency { get; set; }
[JsonPropertyName("Amount")]
public int Amount { get; set; }
}
public class TitleDataItemUnlockData {
[JsonPropertyName("FactionUnlockLevel")]
public int FactionUnlockLevel { get; set; }
[JsonPropertyName("ContractLockPurchase")]
public string ContractLockPurchase { get; set; }
[JsonPropertyName("ContractLockCrafting")]
public string ContractLockCrafting { get; set; }
}
public class TitleDataItemAlienForgeCatalystToUpgradedItemMap {
[JsonPropertyName("Catalyst")]
public string Catalyst { get; set; }
[JsonPropertyName("NextItem")]
public string NextItem { get; set; }
}
/*
enum class EYItemType : uint8_t
{
EYItemType__None = 0,
EYItemType__Device = 1,
EYItemType__Ability = 2,
EYItemType__Kit = 3,
EYItemType__Consumable = 4,
EYItemType__Mod = 5,
EYItemType__Blueprint = 6,
EYItemType__Material = 7,
EYItemType__Miscellaneous = 8,
EYItemType__Currency = 9,
EYItemType__Vanity = 10,
EYItemType__Experience = 11,
EYItemType__Lore = 12,
EYItemType__Vehicle = 13,
EYItemType__Ammo = 14,
EYItemType__Upgrade = 15,
EYItemType__Collectible = 16,
EYItemType__QuestItem = 17,
EYItemType__Shield = 18,
EYItemType__ProspectorBadge = 19,
EYItemType__TechTreeNode = 20,
EYItemType__PlayerQuartersLevel = 21,
EYItemType__PassiveGenerator = 22,
EYItemType__Bag = 23,
EYItemType__Helmet = 24,
EYItemType__Key = 25,
EYItemType__MeleeWeapon = 26,
EYItemType__All = 27,
EYItemType__MAX = 28
};
enum class EYItemOriginType : uint8_t
{
EYItemOriginType__Undefined = 0,
EYItemOriginType__Contract = 1,
EYItemOriginType__Craft = 2,
EYItemOriginType__Creature = 3,
EYItemOriginType__Debug = 4,
EYItemOriginType__FortunaPass = 5,
EYItemOriginType__FTUE = 6,
EYItemOriginType__Generator = 7,
EYItemOriginType__Insurance = 8,
EYItemOriginType__MapContainerLoot = 9,
EYItemOriginType__MapPickupLoot = 10,
EYItemOriginType__MatchSplitStack = 11,
EYItemOriginType__MatchUnknown = 12,
EYItemOriginType__PlayFabDashboard = 13,
EYItemOriginType__PurchaseICA = 14,
EYItemOriginType__PurchaseKorolev = 15,
EYItemOriginType__PurchaseOsiris = 16,
EYItemOriginType__PurchaseQuickShop = 17,
EYItemOriginType__Retention = 18,
EYItemOriginType__StationSplitStack = 19,
EYItemOriginType__TocMigration = 20,
EYItemOriginType__TwitchDrop = 21,
EYItemOriginType__Uplink = 22,
EYItemOriginType__WeaponAttachment = 23,
EYItemOriginType__EYItemOriginType_MAX = 24
};
*/
@@ -0,0 +1,46 @@
using System.Text.Json.Serialization;
public class TitleDataMissionInfo {
[JsonPropertyName("MissionId")]
public string MissionId { get; set; }
[JsonPropertyName("NextMissionRowHandle")]
public UDataTable NextMissionRowHandle { get; set; }
[JsonPropertyName("OnboardingRewards")]
public UDataTable OnboardingRewards { get; set; }
}
// {\"TalkToBadumReward\":{\"MissionRewardId\":\"TalkToBadumReward\",\"RewardEntries\":[{\"RewardType\":7,\"RewardRowHandle\":{\"DataTable\":\"DataTable\\u0027/Game/DataTables/PRO_Weapons.PRO_Weapons\\u0027\",\"RowName\":\"WP_E_SMG_Bullet_01\"},\"RewardAmount\":2},{\"RewardType\":7,\"RewardRowHandle\":{\"DataTable\":\"DataTable\\u0027/Game/DataTables/PRO_Weapons.PRO_Weapons\\u0027\",\"RowName\":\"WP_E_AR_Energy_01\"},\"RewardAmount\":1},{\"RewardType\":7,\"RewardRowHandle\":{\"DataTable\":\"DataTable\\u0027/Game/DataTables/PRO_Weapons.PRO_Weapons\\u0027\",\"RowName\":\"WP_E_Pistol_Bullet_01\"},\"RewardAmount\":5},{\"RewardType\":7,\"RewardRowHandle\":{\"DataTable\":\"DataTable\\u0027/Game/DataTables/PRO_Weapons.PRO_Weapons\\u0027\",\"RowName\":\"WP_E_SGun_Bullet_01\"},\"RewardAmount\":2},{\"RewardType\":6,\"RewardRowHandle\":{\"DataTable\":\"DataTable\\u0027/Game/DataTables/AmmoTypes_DT.AmmoTypes_DT\\u0027\",\"RowName\":\"Light\"},\"RewardAmount\":6},{\"RewardType\":6,\"RewardRowHandle\":{\"DataTable\":\"DataTable\\u0027/Game/DataTables/AmmoTypes_DT.AmmoTypes_DT\\u0027\",\"RowName\":\"Medium\"},\"RewardAmount\":4},{\"RewardType\":6,\"RewardRowHandle\":{\"DataTable\":\"DataTable\\u0027/Game/DataTables/AmmoTypes_DT.AmmoTypes_DT\\u0027\",\"RowName\":\"Shotgun\"},\"RewardAmount\":2},{\"RewardType\":8,\"RewardRowHandle\":{\"DataTable\":\"DataTable\\u0027/Game/DataTables/PRO_Abilities.PRO_Abilities\\u0027\",\"RowName\":\"ShockGrenade_02\"},\"RewardAmount\":2},{\"RewardType\":8,\"RewardRowHandle\":{\"DataTable\":\"DataTable\\u0027/Game/DataTables/PRO_Abilities.PRO_Abilities\\u0027\",\"RowName\":\"Consumable_Health_01\"},\"RewardAmount\":5},{\"RewardType\":0,\"RewardRowHandle\":{\"DataTable\":\"DataTable\\u0027/Game/DataTables/PRO_PlayerShield.PRO_PlayerShield\\u0027\",\"RowName\":\"Shield_01\"},\"RewardAmount\":5},{\"RewardType\":10,\"RewardRowHandle\":{\"DataTable\":\"DataTable\\u0027/Game/DataTables/PRO_Bags.PRO_Bags\\u0027\",\"RowName\":\"Bag_01\"},\"RewardAmount\":5},{\"RewardType\":7,\"RewardRowHandle\":{\"DataTable\":\"DataTable\\u0027/Game/DataTables/PRO_Weapons.PRO_Weapons\\u0027\",\"RowName\":\"TOOL_MineralScanner_01\"},\"RewardAmount\":2}]},\"FirstMatchReward\":{\"MissionRewardId\":\"FirstMatchReward\",\"RewardEntries\":[{\"RewardType\":2,\"RewardRowHandle\":{\"DataTable\":\"DataTable\\u0027/Game/DataTables/Materials_DT.Materials_DT\\u0027\",\"RowName\":\"Insulation\"},\"RewardAmount\":4},{\"RewardType\":1,\"RewardRowHandle\":{\"DataTable\":\"DataTable\\u0027/Game/DataTables/Currencies_DT.Currencies_DT\\u0027\",\"RowName\":\"SoftCurrency\"},\"RewardAmount\":1500},{\"RewardType\":2,\"RewardRowHandle\":{\"DataTable\":\"DataTable\\u0027/Game/DataTables/Materials_DT.Materials_DT\\u0027\",\"RowName\":\"GenericCreatureDrop\"},\"RewardAmount\":3},{\"RewardType\":2,\"RewardRowHandle\":{\"DataTable\":\"DataTable\\u0027/Game/DataTables/Materials_DT.Materials_DT\\u0027\",\"RowName\":\"ICAScrip\"},\"RewardAmount\":1}]}}",
public class TitleDataMissionRewardInfo {
[JsonPropertyName("MissionRewardId")]
public string MissionRewardId { get; set; }
[JsonPropertyName("RewardEntries")]
public TitleDataMissionRewardEntry[] RewardEntries { get; set; }
}
public class TitleDataMissionRewardEntry {
[JsonPropertyName("RewardType")]
public int RewardType { get; set; }
[JsonPropertyName("RewardRowHandle")]
public UDataTable RewardRowHandle { get; set; }
[JsonPropertyName("RewardAmount")]
public int RewardAmount { get; set; }
}
/*
enum class EYRewardType : uint8_t
{
EYRewardType__None = 0,
EYRewardType__Currency = 1,
EYRewardType__Material = 2,
EYRewardType__Reputation = 3,
EYRewardType__SeasonXP = 4,
EYRewardType__ProspectorLevel = 5,
EYRewardType__Ammo = 6,
EYRewardType__Weapon = 7,
EYRewardType__Consumable = 8,
EYRewardType__Armor = 9,
EYRewardType__Bag = 10,
EYRewardType__MAX = 11
};
*/
@@ -0,0 +1,14 @@
using System.Text.Json.Serialization;
public class TitleDataPassiveGeneratorsInfo {
[JsonPropertyName("Name")]
public string Name { get; set; }
[JsonPropertyName("GeneratorID")]
public string GeneratorID { get; set; }
[JsonPropertyName("BaseGenIntervalMinutes")]
public int BaseGenIntervalMinutes { get; set; }
[JsonPropertyName("BaseGenRate")]
public int BaseGenRate { get; set; }
[JsonPropertyName("BaseCap")]
public int BaseCap { get; set; }
}
@@ -0,0 +1,23 @@
using System.Text.Json.Serialization;
public class TitleDataPlayerQuartersInfo {
[JsonPropertyName("Name")]
public string Name { get; set; }
[JsonPropertyName("NodeUpgradesRequired")]
public int NodeUpgradesRequired { get; set; }
[JsonPropertyName("UpgradeCosts")]
public TitleDataPlayerQuartersUpgradeCosts[] UpgradeCosts { get; set; }
[JsonPropertyName("UpgradeSeconds")]
public int UpgradeSeconds { get; set; }
[JsonPropertyName("InitialRushCosts")]
public int InitialRushCosts { get; set; }
[JsonPropertyName("OptionalRushCosts")]
public int OptionalRushCosts { get; set; }
}
public class TitleDataPlayerQuartersUpgradeCosts {
[JsonPropertyName("Currency")]
public string Currency { get; set; }
[JsonPropertyName("Amount")]
public int Amount { get; set; }
}
@@ -0,0 +1,8 @@
using System.Text.Json.Serialization;
public class TitleDataRetentionBonusInfo {
[JsonPropertyName("Rewards")]
public string[] Rewards { get; set; }
[JsonPropertyName("Active")]
public bool Active { get; set; }
}
@@ -0,0 +1,40 @@
using System.Text.Json.Serialization;
using Prospect.Server.Api.Services.CloudScript.Functions;
public class TitleDataTechTreeNodeInfo {
[JsonPropertyName("Name")]
public string Name { get; set; }
[JsonPropertyName("PlayerQuarterLevelRequired")]
public int PlayerQuarterLevelRequired { get; set; }
[JsonPropertyName("NodePerkType")]
public EYTechTreeNodePerkType NodePerkType { get; set; }
[JsonPropertyName("PerkLevels")]
public TitleDataTechTreeNodePerkLevels[] PerkLevels { get; set; }
}
public class TitleDataTechTreeNodePerkLevels {
[JsonPropertyName("PerkAmount")]
public float PerkAmount { get; set; }
[JsonPropertyName("UpgradeCosts")]
public TitleDataTechTreeNodePerkLevelsUpgradeCosts[] UpgradeCosts { get; set; }
[JsonPropertyName("UpgradeSeconds")]
public int UpgradeSeconds { get; set; }
[JsonPropertyName("InitialRushCosts")]
public int InitialRushCosts { get; set; }
[JsonPropertyName("OptionalRushCosts")]
public int OptionalRushCosts { get; set; }
}
public class TitleDataTechTreeNodePerkLevelsUpgradeCosts {
[JsonPropertyName("Currency")]
public string Currency { get; set; }
[JsonPropertyName("Amount")]
public int Amount { get; set; }
}
public class TitleDataTechTreeNodeUpgradeDependencies {
[JsonPropertyName("RelatedDependency")]
public string RelatedDependency { get; set; }
[JsonPropertyName("RequiredLevel")]
public int RequiredLevel { get; set; }
}
@@ -0,0 +1,13 @@
using System.Text.Json.Serialization;
public class TitleDataVanityInfo {
[JsonPropertyName("Name")]
public string Name { get; set; }
[JsonPropertyName("StoreData")]
public TitleDataVanityInfoStoreData StoreData { get; set; }
}
public class TitleDataVanityInfoStoreData {
[JsonPropertyName("Amount")]
public int Amount { get; set; }
}
@@ -0,0 +1,10 @@
using System.Text.Json.Serialization;
public class UDataTable {
[JsonPropertyName("DataTable")]
public string DataTable { get; set; }
[JsonPropertyName("RowName")]
public string RowName { get; set; }
}
@@ -0,0 +1,28 @@
{
"profiles": {
"Prospect.Server.Api": {
"commandName": "Project",
"environmentVariables": {
"ASPNETCORE_ENVIRONMENT": "Production",
"ASPNETCORE_Kestrel__Certificates__Default__Path": ".\\certificate.pfx"
},
"dotnetRunMessages": true,
"applicationUrl": "https://127.0.0.1:8443;http://127.0.0.1:8000",
"useSSL": true
},
"IIS Express": {
"commandName": "IISExpress",
"launchBrowser": true,
"environmentVariables": {
"ASPNETCORE_ENVIRONMENT": "Development"
}
}
},
"iisSettings": {
"windowsAuthentication": false,
"anonymousAuthentication": true,
"iisExpress": {
"sslPort": 0
}
}
}
@@ -1,13 +1,28 @@
{ {
"profiles": { "profiles": {
"Prospect.Server.Api": { "Prospect.Server.Api": {
"commandName": "Project", "commandName": "Project",
"dotnetRunMessages": "true", "environmentVariables": {
"launchBrowser": false, "ASPNETCORE_ENVIRONMENT": "Development",
"applicationUrl": "http://localhost:5000;https://localhost:5443", "ASPNETCORE_Kestrel__Certificates__Default__Path": ".\\certificate.pfx"
},
"dotnetRunMessages": true,
"applicationUrl": "https://127.0.0.1:8443;http://127.0.0.1:8000",
"useSSL": true
},
"IIS Express": {
"commandName": "IISExpress",
"launchBrowser": true,
"environmentVariables": { "environmentVariables": {
"ASPNETCORE_ENVIRONMENT": "Development" "ASPNETCORE_ENVIRONMENT": "Development"
} }
} }
},
"iisSettings": {
"windowsAuthentication": false,
"anonymousAuthentication": true,
"iisExpress": {
"sslPort": 0
}
} }
} }
@@ -4,6 +4,23 @@
<TargetFramework>net8.0</TargetFramework> <TargetFramework>net8.0</TargetFramework>
<ImplicitUsings>true</ImplicitUsings> <ImplicitUsings>true</ImplicitUsings>
<Nullable>enable</Nullable> <Nullable>enable</Nullable>
<Configurations>Debug;Release;Season 3 Release;Season 2 Release;Season 2 Debug;Season 3 Debug</Configurations>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Season 3 Debug|AnyCPU'">
<Optimize>False</Optimize>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Season 3 Release|AnyCPU'">
<Optimize>True</Optimize>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Season 2 Release|AnyCPU'">
<Optimize>True</Optimize>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|AnyCPU'">
<Optimize>True</Optimize>
</PropertyGroup> </PropertyGroup>
<ItemGroup> <ItemGroup>
@@ -17,4 +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>
@@ -32,7 +32,10 @@ public class CloudScriptService
using (var scope = _serviceScopeFactory.CreateScope()) using (var scope = _serviceScopeFactory.CreateScope())
{ {
var functionClazz = ActivatorUtilities.CreateInstance(scope.ServiceProvider, function.Clazz); var functionClazz = ActivatorUtilities.CreateInstance(scope.ServiceProvider, function.Clazz);
var functionParam = JsonSerializer.Deserialize(parameter, function.RequestType); // Some functions have empty parameters which result in malformed JSON.
var parameterJson = parameter == "" ? "{}" : parameter;
// _logger.LogInformation("Received parameter: {Param}", parameterJson);
var functionParam = JsonSerializer.Deserialize(parameterJson, function.RequestType);
if (functionParam == null) if (functionParam == null)
{ {
_logger.LogWarning("Function {Function} deserialization returned null", name); _logger.LogWarning("Function {Function} deserialization returned null", name);
@@ -0,0 +1,111 @@
using System.Text.Json;
using System.Text.Json.Serialization;
using Prospect.Server.Api.Services.Auth.Extensions;
using Prospect.Server.Api.Services.CloudScript.Models.Data;
using Prospect.Server.Api.Services.UserData;
namespace Prospect.Server.Api.Services.CloudScript.Functions;
public class FYActivateContractRequest {
[JsonPropertyName("contractId")]
public string ContractID { get; set; }
}
public class FYActivateContractResult {
[JsonPropertyName("userId")]
public string UserID { get; set; }
[JsonPropertyName("error")]
public string Error { get; set; }
[JsonPropertyName("changedCurrencties")]
public object[] ChangedCurrencties { get; set; }
[JsonPropertyName("activatedContract")]
public FYActiveContractPlayerData ActivatedContract { get; set; }
[JsonPropertyName("status")]
public int Status { get; set; }
}
public class FYGetActiveContractsResult {
[JsonPropertyName("userId")]
public string UserID { get; set; }
[JsonPropertyName("error")]
public string Error { get; set; }
[JsonPropertyName("contracts")]
public List<FYActiveContractPlayerData> Contracts { get; set; }
}
[CloudScriptFunction("ActivateContract")]
public class ActivateContract : ICloudScriptFunction<FYActivateContractRequest, FYActivateContractResult>
{
private readonly IHttpContextAccessor _httpContextAccessor;
private readonly UserDataService _userDataService;
private readonly TitleDataService _titleDataService;
public ActivateContract(IHttpContextAccessor httpContextAccessor, UserDataService userDataService, TitleDataService titleDataService)
{
_httpContextAccessor = httpContextAccessor;
_userDataService = userDataService;
_titleDataService = titleDataService;
}
public async Task<FYActivateContractResult> ExecuteAsync(FYActivateContractRequest request)
{
var context = _httpContextAccessor.HttpContext;
if (context == null)
{
throw new CloudScriptException("CloudScript was not called within a http request");
}
var userId = context.User.FindAuthUserId();
var userData = await _userDataService.FindAsync(userId, userId, new List<string>{"ContractsActive", "ContractsOneTimeCompleted"});
var titleData = _titleDataService.Find(new List<string>{"Contracts"});
var contracts = JsonSerializer.Deserialize<Dictionary<string, TitleDataContractInfo>>(titleData["Contracts"]);
if (!contracts.TryGetValue(request.ContractID, out var contract)) {
return new FYActivateContractResult
{
UserID = userId,
Error = "Contract not found",
Status = 3 // EYActivateContractRequestStatus::FAILED_GETTING_STATIC_DATA
};
}
var contractsCompleted = JsonSerializer.Deserialize<FYGetCompletedContractsResult>(userData["ContractsOneTimeCompleted"].Value);
if (contractsCompleted.ContractsIDs.Contains(request.ContractID)) {
return new FYActivateContractResult
{
UserID = userId,
Error = "Contract is already completed",
Status = 1 // EYActivateContractRequestStatus::CONTRACT_OF_THIS_FACTION_IS_ALREADY_ACTIVE
};
}
// TODO: Contract unlock criteria
var progress = new int[contract.Objectives.Length];
// NOTE: Automatically set max progress for player kill objectives.
for (var i = 0; i < contract.Objectives.Length; i++) {
var objective = contract.Objectives[i];
if (objective.Type == EYContractObjectiveType.Kills && objective.KillConditions.KillTarget == EYKillTypeAction.Players) {
progress[i] = objective.MaxProgress;
}
}
var contractsActive = JsonSerializer.Deserialize<FYGetActiveContractsResult>(userData["ContractsActive"].Value);
var contractData = new FYActiveContractPlayerData {
ContractID = request.ContractID,
Progress = progress,
};
// TODO: Max number of active jobs
contractsActive.Contracts.Add(contractData);
await _userDataService.UpdateAsync(
userId, userId,
new Dictionary<string, string>{ ["ContractsActive"] = JsonSerializer.Serialize(contractsActive) }
);
return new FYActivateContractResult
{
UserID = userId,
Error = "",
ChangedCurrencties = [], // NOTE: There are no paid contracts in Frontier.
ActivatedContract = contractData,
Status = 14 // EYActivateContractRequestStatus::OK
};
}
}
@@ -0,0 +1,43 @@
using System.Text.Json.Serialization;
using Prospect.Server.Api.Services.CloudScript;
public class CanGoToStationRequestRequest
{
[JsonPropertyName("tryBypass")]
public bool TryBypass { get; set; }
[JsonPropertyName("loginNonce")]
public string LoginNonce { get; set; }
[JsonPropertyName("region")]
public string Region { get; set; }
}
public class CanGoToStationRequestResponse
{
[JsonPropertyName("canGoToStation")]
public bool CanGoToStation { get; set; }
[JsonPropertyName("delta")]
public int Delta { get; set; }
[JsonPropertyName("timeStampUpdate")]
public int TimeStampUpdate { get; set; }
}
[CloudScriptFunction("CanGoToStationRequest")]
public class CanGoToStationRequestFunction : ICloudScriptFunction<CanGoToStationRequestRequest, CanGoToStationRequestResponse>
{
private readonly ILogger<CanGoToStationRequestFunction> _logger;
public CanGoToStationRequestFunction(ILogger<CanGoToStationRequestFunction> logger)
{
_logger = logger;
}
public async Task<CanGoToStationRequestResponse> ExecuteAsync(CanGoToStationRequestRequest request)
{
return new CanGoToStationRequestResponse
{
CanGoToStation = true,
Delta = 0,
TimeStampUpdate = 0,
};
}
}
@@ -0,0 +1,65 @@
using System.Text.Json;
using System.Text.Json.Serialization;
using Prospect.Server.Api.Services.Auth.Extensions;
using Prospect.Server.Api.Services.UserData;
namespace Prospect.Server.Api.Services.CloudScript.Functions;
public class FYCancelActiveContractRequest {
[JsonPropertyName("contractId")]
public string ContractID { get; set; }
}
public class FYCancelActiveContractResult {
[JsonPropertyName("userId")]
public string UserID { get; set; }
[JsonPropertyName("error")]
public string Error { get; set; }
[JsonPropertyName("contractId")]
public string ContractID { get; set; }
}
[CloudScriptFunction("CancelActiveContract")]
public class CancelActiveContract : ICloudScriptFunction<FYCancelActiveContractRequest, FYCancelActiveContractResult>
{
private readonly IHttpContextAccessor _httpContextAccessor;
private readonly UserDataService _userDataService;
public CancelActiveContract(IHttpContextAccessor httpContextAccessor, UserDataService userDataService)
{
_httpContextAccessor = httpContextAccessor;
_userDataService = userDataService;
}
public async Task<FYCancelActiveContractResult> ExecuteAsync(FYCancelActiveContractRequest request)
{
var context = _httpContextAccessor.HttpContext;
if (context == null)
{
throw new CloudScriptException("CloudScript was not called within a http request");
}
var userId = context.User.FindAuthUserId();
var userData = await _userDataService.FindAsync(userId, userId, new List<string>{"ContractsActive"});
var contractsActive = JsonSerializer.Deserialize<FYGetActiveContractsResult>(userData["ContractsActive"].Value);
var contractActiveIdx = contractsActive.Contracts.FindIndex(item => item.ContractID == request.ContractID);
if (contractActiveIdx == -1) {
return new FYCancelActiveContractResult
{
UserID = userId,
Error = "Failed to find active contract",
};
}
contractsActive.Contracts.RemoveAt(contractActiveIdx);
await _userDataService.UpdateAsync(
userId, userId,
new Dictionary<string, string>{ ["ContractsActive"] = JsonSerializer.Serialize(contractsActive) }
);
return new FYCancelActiveContractResult
{
UserID = userId,
Error = "",
ContractID = request.ContractID,
};
}
}
@@ -0,0 +1,37 @@
using System.Text.Json.Serialization;
using Prospect.Server.Api.Services.CloudScript;
public class CheckAndPerformUserRollbackIfNeededRequest
{
[JsonPropertyName("tryBypass")]
public bool TryBypass { get; set; }
[JsonPropertyName("loginNonce")]
public string LoginNonce { get; set; }
}
public class CheckAndPerformUserRollbackIfNeededResponse
{
[JsonPropertyName("result")]
public int Result { get; set; }
}
[CloudScriptFunction("CheckAndPerformUserRollbackIfNeeded")]
public class CheckAndPerformUserRollbackIfNeededFunction : ICloudScriptFunction<CheckAndPerformUserRollbackIfNeededRequest, CheckAndPerformUserRollbackIfNeededResponse>
{
private readonly ILogger<CheckAndPerformUserRollbackIfNeededFunction> _logger;
public CheckAndPerformUserRollbackIfNeededFunction(ILogger<CheckAndPerformUserRollbackIfNeededFunction> logger)
{
_logger = logger;
}
public async Task<CheckAndPerformUserRollbackIfNeededResponse> ExecuteAsync(CheckAndPerformUserRollbackIfNeededRequest request)
{
_logger.LogInformation("Processing user rollback if needed");
return new CheckAndPerformUserRollbackIfNeededResponse
{
Result = 1,
};
}
}
@@ -0,0 +1,37 @@
using System.Text.Json.Serialization;
using Prospect.Server.Api.Services.CloudScript;
public class CheckAndWipeDataForCurrentSeasonRequest
{
[JsonPropertyName("tryBypass")]
public bool TryBypass { get; set; }
[JsonPropertyName("loginNonce")]
public string LoginNonce { get; set; }
}
public class CheckAndWipeDataForCurrentSeasonResponse
{
[JsonPropertyName("result")]
public int Result { get; set; }
}
[CloudScriptFunction("CheckAndWipeDataForCurrentSeason")]
public class CheckAndWipeDataForCurrentSeasonFunction : ICloudScriptFunction<CheckAndWipeDataForCurrentSeasonRequest, CheckAndWipeDataForCurrentSeasonResponse>
{
private readonly ILogger<CheckAndWipeDataForCurrentSeasonFunction> _logger;
public CheckAndWipeDataForCurrentSeasonFunction(ILogger<CheckAndWipeDataForCurrentSeasonFunction> logger)
{
_logger = logger;
}
public async Task<CheckAndWipeDataForCurrentSeasonResponse> ExecuteAsync(CheckAndWipeDataForCurrentSeasonRequest request)
{
_logger.LogInformation("Processing check data wipe for current season");
return new CheckAndWipeDataForCurrentSeasonResponse
{
Result = 1,
};
}
}
@@ -0,0 +1,44 @@
using System.Text.Json.Serialization;
using Prospect.Server.Api.Services.CloudScript;
public class CheckClientVersionUpToDateRequest
{
[JsonPropertyName("version")]
public string Version { get; set; }
[JsonPropertyName("tryBypass")]
public bool TryBypass { get; set; }
[JsonPropertyName("loginNonce")]
public string LoginNonce { get; set; }
}
public class CheckClientVersionUpToDateResponse
{
[JsonPropertyName("isClientUpToDate")]
public bool IsClientUpToDate { get; set; }
}
[CloudScriptFunction("CheckClientVersionUpToDate")]
public class CheckClientVersionUpToDateFunction : ICloudScriptFunction<CheckClientVersionUpToDateRequest, CheckClientVersionUpToDateResponse>
{
private readonly ILogger<CheckClientVersionUpToDateFunction> _logger;
public CheckClientVersionUpToDateFunction(ILogger<CheckClientVersionUpToDateFunction> logger)
{
_logger = logger;
}
public async Task<CheckClientVersionUpToDateResponse> ExecuteAsync(CheckClientVersionUpToDateRequest request)
{
_logger.LogInformation("Processing client version check request for client {Version}",
request.Version);
return new CheckClientVersionUpToDateResponse
{
#if SEASON_2_RELEASE || SEASON_2_DEBUG
IsClientUpToDate = request.Version == "4.27.2-1413204+PROSPECT-Releases-R2.7.0",
#else
IsClientUpToDate = true,
#endif
};
}
}
@@ -0,0 +1,317 @@
using System.Text.Json;
using System.Text.Json.Serialization;
using Prospect.Server.Api.Models.Data;
using Prospect.Server.Api.Services.Auth.Extensions;
using Prospect.Server.Api.Services.CloudScript.Models.Data;
using Prospect.Server.Api.Services.UserData;
namespace Prospect.Server.Api.Services.CloudScript.Functions;
public class FYClaimCompletedActiveContractRewardsRequest {
[JsonPropertyName("contractId")]
public string ContractID { get; set; }
[JsonPropertyName("contractsToUnlock")]
public string[] ContractsToUnlock { get; set; }
}
public class FYClaimCompletedActiveContractRewardsResult {
[JsonPropertyName("userId")]
public string UserID { get; set; }
[JsonPropertyName("error")]
public string Error { get; set; }
[JsonPropertyName("claimedContractId")]
public string ClaimedContractID { get; set; }
[JsonPropertyName("newContractIdOnBoard")]
public string NewContractIdOnBoard { get; set; }
[JsonPropertyName("changedCurrencies")]
public FYCurrencyItem[] ChangedCurrencies { get; set; }
[JsonPropertyName("itemsGranted")]
public List<FYCustomItemInfo> ItemsGranted { get; set; }
[JsonPropertyName("itemsUpdatedOrRemoved")]
public List<FYCustomItemInfo> ItemsUpdatedOrRemoved { get; set; }
[JsonPropertyName("playerFactionProgressData")]
public FYPlayerFactionProgressData PlayerFactionProgressData { get; set; }
[JsonPropertyName("contractsActivated")]
public List<FYActiveContractPlayerData> ContractsActivated { get; set; }
[JsonPropertyName("status")]
public int Status { get; set; } // EYClaimContractRewardsStatus
[JsonPropertyName("updatedSeasonXp")]
public int UpdatedSeasonXp { get; set; }
}
public class FYGetCompletedContractsResult {
[JsonPropertyName("contractsIds")]
public List<string> ContractsIDs { get; set; }
};
[CloudScriptFunction("ClaimActiveContract")]
public class ClaimActiveContract : ICloudScriptFunction<FYClaimCompletedActiveContractRewardsRequest, FYClaimCompletedActiveContractRewardsResult>
{
private readonly IHttpContextAccessor _httpContextAccessor;
private readonly UserDataService _userDataService;
private readonly TitleDataService _titleDataService;
private readonly string[] difficulties = ["Easy", "Medium", "Hard"];
private readonly Random rnd = new Random();
public ClaimActiveContract(IHttpContextAccessor httpContextAccessor, UserDataService userDataService, TitleDataService titleDataService)
{
_httpContextAccessor = httpContextAccessor;
_userDataService = userDataService;
_titleDataService = titleDataService;
}
public async Task<FYClaimCompletedActiveContractRewardsResult> ExecuteAsync(FYClaimCompletedActiveContractRewardsRequest request)
{
var context = _httpContextAccessor.HttpContext;
if (context == null)
{
throw new CloudScriptException("CloudScript was not called within a http request");
}
var userId = context.User.FindAuthUserId();
var titleData = _titleDataService.Find(new List<string>{ "Contracts", "Blueprints", "Jobs", "LevelData" });
var contracts = JsonSerializer.Deserialize<Dictionary<string, TitleDataContractInfo>>(titleData["Contracts"]);
if (!contracts.TryGetValue(request.ContractID, out var contract)) {
return new FYClaimCompletedActiveContractRewardsResult
{
UserID = userId,
Error = "Contract not found",
Status = 13, // EYClaimContractRewardsStatus::WRONG_CONTRACT_ID
};
}
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(
userId, userId,
new List<string>{"ContractsActive", "ContractsOneTimeCompleted", "Balance", "Inventory", factionKey, "JobBoardsData", seasonXpKey }
);
var factionProgression = JsonSerializer.Deserialize<int>(userData[factionKey].Value);
var contractsActive = JsonSerializer.Deserialize<FYGetActiveContractsResult>(userData["ContractsActive"].Value);
var contractsCompleted = JsonSerializer.Deserialize<FYGetCompletedContractsResult>(userData["ContractsOneTimeCompleted"].Value);
var jobBoardsData = JsonSerializer.Deserialize<JobBoardsData>(userData["JobBoardsData"].Value);
var balance = JsonSerializer.Deserialize<PlayerBalance>(userData["Balance"].Value);
var inventory = JsonSerializer.Deserialize<List<FYCustomItemInfo>>(userData["Inventory"].Value);
var targetContractIdx = contractsActive.Contracts.FindIndex(item => item.ContractID == contract.Name);
if (targetContractIdx == -1) {
return new FYClaimCompletedActiveContractRewardsResult
{
UserID = userId,
Error = "Contract not active",
Status = 8, // EYClaimContractRewardsStatus::NO_ACTIVE_CONTRACT
};
}
var blueprints = JsonSerializer.Deserialize<Dictionary<string, TitleDataBlueprintInfo>>(titleData["Blueprints"]);
var targetContract = contractsActive.Contracts[targetContractIdx];
List<FYCustomItemInfo> itemsUpdatedOrRemoved = [];
HashSet<string> deletedItemsIds = [];
// TODO: Optimize
for (var i = 0; i < contract.Objectives.Length; i++) {
var objective = contract.Objectives[i];
int remaining = objective.MaxProgress;
if (objective.Type == EYContractObjectiveType.OwnNumOfItem) {
// NOTE: The backend may perform item ownership validation
// since it has the information about the player's items.
foreach (var item in inventory) {
if (item.BaseItemId != objective.ItemToOwn) {
continue;
}
var localRemaining = remaining;
remaining -= item.Amount;
item.Amount -= localRemaining;
if (item.Amount <= 0) {
item.Amount = 0;
deletedItemsIds.Add(item.ItemId);
}
itemsUpdatedOrRemoved.Add(item);
if (remaining <= 0) {
break;
}
}
} else if (objective.Type.IsRaidRuntime()) {
// Raid-runtime objectives (kills, dead-drops, visited areas, looted
// containers) can't be tracked in a client-hosted raid — no dedicated
// game server reports them, so their progress is never saved. They are
// 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;
} else {
// Meta objectives (FactionLevel / CompletedMission): validated from the
// persisted progress. The objectives are mapped by array index.
remaining -= targetContract.Progress[i];
}
if (remaining > 0) {
return new FYClaimCompletedActiveContractRewardsResult
{
UserID = userId,
Error = "Objective not met",
Status = 16, // EYClaimContractRewardsStatus::PROGRESS_MISSING
};
}
}
// TODO: Optimize
var newInventory = new List<FYCustomItemInfo>(inventory.Count);
foreach (var item in inventory) {
if (!deletedItemsIds.Contains(item.ItemId)) {
newInventory.Add(item);
}
}
List<FYCustomItemInfo> itemsGranted = new List<FYCustomItemInfo>();
List<FYCurrencyItem> changedCurrencies = [];
foreach (var reward in contract.Rewards) {
if (reward.ItemID == "SoftCurrency") {
balance.SoftCurrency += reward.Amount;
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance.SoftCurrency });
} else if (reward.ItemID == "Aurum") {
balance.HardCurrency += reward.Amount;
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance.HardCurrency });
} else if (reward.ItemID == "InsuranceCurrency") {
balance.InsuranceCurrency += reward.Amount;
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "InsuranceCurrency", Amount = balance.InsuranceCurrency });
} else {
// TODO: Inventory limit check
var blueprintData = blueprints[reward.ItemID];
var remainingAmount = reward.Amount; // Quest rewards are given individually
// Populate incomplete stacks first
foreach (var item in newInventory) {
if (item.BaseItemId != reward.ItemID || item.Amount >= blueprintData.MaxAmountPerStack) {
continue;
}
var remainingSpace = blueprintData.MaxAmountPerStack - item.Amount;
var amountToAdd = Math.Min(remainingAmount, remainingSpace);
item.Amount += amountToAdd;
remainingAmount -= amountToAdd;
itemsUpdatedOrRemoved.Add(item);
if (remainingAmount == 0) {
break;
}
}
while (remainingAmount > 0) {
var itemStackAmount = Math.Min(blueprintData.MaxAmountPerStack, remainingAmount);
var itemInfo = new FYCustomItemInfo{
ItemId = Guid.NewGuid().ToString(),
Amount = itemStackAmount,
BaseItemId = reward.ItemID,
Durability = blueprintData.DurabilityMax,
Insurance = "",
InsuranceOwnerPlayfabId = "",
ModData = new FYModItems { M = [] },
Origin = new FYItemOriginBackend { G = "", P = "", T = "" },
InsuredAttachmentId = "",
PrimaryVanityId = 0,
SecondaryVanityId = 0,
RolledPerks = [],
};
newInventory.Add(itemInfo);
itemsGranted.Add(itemInfo);
remainingAmount -= itemStackAmount;
}
}
}
factionProgression += contract.ReputationIncrease;
contractsActive.Contracts.RemoveAt(targetContractIdx);
// Main contracts can be completed only once.
// Other contracts should be jobs.
var newContractIdOnBoard = "";
if (contract.IsMainContract) {
contractsCompleted.ContractsIDs.Add(contract.Name);
} else {
var parts = contract.Name.Split('-');
var difficulty = parts[1];
var levelsData = JsonSerializer.Deserialize<Dictionary<string, int[]>>(titleData["LevelData"]);
var levels = levelsData[contract.Faction];
var jobs = JsonSerializer.Deserialize<Dictionary<string, Dictionary<string, string[]>>>(titleData["Jobs"]);
var level = levels.Length - Array.FindIndex(levels, (int xp) => {
return factionProgression >= xp;
});
var factionBoard = jobBoardsData.Boards.Find(c => c.FactionId == contract.Faction);
var idx = Array.FindIndex(difficulties, d => d == difficulty);
var factionJobs = jobs[contract.Faction];
var jobsAvailable = Array.FindAll(factionJobs[difficulty], (string jobId) => {
return level >= contracts[jobId].UnlockData.Level;
});
// If player completes a job, it means he has at least one unlocked anyway.
newContractIdOnBoard = jobsAvailable[rnd.Next(jobsAvailable.Length)];
factionBoard.Contracts[idx].ContractId = newContractIdOnBoard;
}
// TODO: Check for next unlock in contracts instead of relying on client
var newContracts = new List<FYActiveContractPlayerData>();
foreach (var contractIdToUnlock in request.ContractsToUnlock) {
if (contractsCompleted.ContractsIDs.Contains(contractIdToUnlock)) {
continue;
}
var contractToUnlock = contracts[contractIdToUnlock];
var progress = new int[contractToUnlock.Objectives.Length];
// NOTE: Automatically set max progress for player kill objectives.
for (var i = 0; i < contractToUnlock.Objectives.Length; i++) {
var objective = contractToUnlock.Objectives[i];
if (objective.Type == EYContractObjectiveType.Kills && objective.KillConditions.KillTarget == EYKillTypeAction.Players) {
progress[i] = objective.MaxProgress;
}
}
var newContract = new FYActiveContractPlayerData {
ContractID = contractIdToUnlock,
Progress = progress,
};
contractsActive.Contracts.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(
userId, userId,
new Dictionary<string, string>{
["ContractsOneTimeCompleted"] = JsonSerializer.Serialize(contractsCompleted),
["ContractsActive"] = JsonSerializer.Serialize(contractsActive),
["Balance"] = JsonSerializer.Serialize(balance),
["Inventory"] = JsonSerializer.Serialize(newInventory),
[factionKey] = JsonSerializer.Serialize(factionProgression),
["JobBoardsData"] = JsonSerializer.Serialize(jobBoardsData),
[seasonXpKey] = JsonSerializer.Serialize(seasonXp),
}
);
return new FYClaimCompletedActiveContractRewardsResult
{
UserID = userId,
Error = "",
ClaimedContractID = contract.Name,
ContractsActivated = newContracts,
ItemsUpdatedOrRemoved = itemsUpdatedOrRemoved,
ChangedCurrencies = changedCurrencies.ToArray(),
ItemsGranted = itemsGranted,
NewContractIdOnBoard = newContractIdOnBoard,
PlayerFactionProgressData = new FYPlayerFactionProgressData {
FactionID = contract.Faction,
CurrentProgression = factionProgression,
},
Status = 18, // EYClaimContractRewardsStatus::OK
UpdatedSeasonXp = seasonXp // new season XP total (client derives the pass level from it)
};
}
}
@@ -0,0 +1,248 @@
using System.Text.Json;
using System.Text.Json.Serialization;
using Prospect.Server.Api.Models.Data;
using Prospect.Server.Api.Services.Auth.Extensions;
using Prospect.Server.Api.Services.CloudScript.Models.Data;
using Prospect.Server.Api.Services.UserData;
namespace Prospect.Server.Api.Services.CloudScript.Functions;
public class FYClaimGeneratorIncomeClientResult {
[JsonPropertyName("userId")]
public string UserId { get; set; }
[JsonPropertyName("error")]
public string Error { get; set; }
[JsonPropertyName("generatorId")]
public string GeneratorID { get; set; }
[JsonPropertyName("changedCurrenciesBalances")]
public FYCurrencyItem[] ChangedCurrenciesBalances { get; set; }
[JsonPropertyName("grantedItems")]
public List<FYCustomItemInfo> GrantedItems { get; set; }
[JsonPropertyName("lastClaimTime")]
public FYTimestamp LastClaimTime { get; set; }
};
public class FYClaimGeneratorIncomeClientRequest {
[JsonPropertyName("generatorId")]
public string GeneratorID { get; set; }
};
public class FYPassiveGenerator {
[JsonPropertyName("generatorId")]
public string GeneratorID { get; set; }
[JsonPropertyName("lastClaimTime")]
public FYTimestamp LastClaimTime { get; set; }
}
[CloudScriptFunction("ClaimGeneratorIncomeClient")]
public class ClaimGeneratorIncomeClient : ICloudScriptFunction<FYClaimGeneratorIncomeClientRequest, FYClaimGeneratorIncomeClientResult>
{
private readonly IHttpContextAccessor _httpContextAccessor;
private readonly UserDataService _userDataService;
private readonly TitleDataService _titleDataService;
static readonly Random random = new();
private TitleDataDailyCrateInfo[] PickItems(TitleDataDailyCrateInfo[] items, int numPicks)
{
var itemList = new (TitleDataDailyCrateInfo item, float cumulativeWeight)[items.Length];
float totalWeight = 0;
for (int i = 0; i < items.Length; i++) {
var item = items[i];
totalWeight += item.Weight;
itemList[i] = (item, totalWeight);
}
var selectedItems = new TitleDataDailyCrateInfo[numPicks];
for (int i = 0; i < numPicks; i++) {
float pick = (float)random.NextDouble() * totalWeight;
int left = 0, right = itemList.Length - 1;
while (left < right) {
int mid = (left + right) / 2;
if (itemList[mid].cumulativeWeight < pick) {
left = mid + 1;
} else {
right = mid;
}
}
selectedItems[i] = itemList[left].item;
}
return selectedItems;
}
public ClaimGeneratorIncomeClient(IHttpContextAccessor httpContextAccessor, UserDataService userDataService, TitleDataService titleDataService)
{
_httpContextAccessor = httpContextAccessor;
_userDataService = userDataService;
_titleDataService = titleDataService;
}
public async Task<FYClaimGeneratorIncomeClientResult> ExecuteAsync(FYClaimGeneratorIncomeClientRequest request)
{
var context = _httpContextAccessor.HttpContext;
if (context == null)
{
throw new CloudScriptException("CloudScript was not called within a http request");
}
var userId = context.User.FindAuthUserId();
var userData = await _userDataService.FindAsync(
userId, userId,
new List<string>{"Generators__2021_09_09", "CharacterTechTreeBonuses", "Balance", "Inventory"}
);
var userGenerators = JsonSerializer.Deserialize<FYPassiveGenerator[]>(userData["Generators__2021_09_09"].Value);
var generator = Array.Find(userGenerators, item => item.GeneratorID == request.GeneratorID);
if (generator == null) {
return new FYClaimGeneratorIncomeClientResult {
UserId = userId,
Error = "Invalid generator ID",
};
}
var balance = JsonSerializer.Deserialize<PlayerBalance>(userData["Balance"].Value);
var inventory = JsonSerializer.Deserialize<List<FYCustomItemInfo>>(userData["Inventory"].Value);
var techTreeBonuses = JsonSerializer.Deserialize<CharacterTechTreeBonuses>(userData["CharacterTechTreeBonuses"].Value);
var titleData = _titleDataService.Find(new List<string>{"PassiveGenerators", "DailyCrateRewardsPools", "Blueprints"});
var passiveGenerators = JsonSerializer.Deserialize<Dictionary<string, TitleDataPassiveGeneratorsInfo>>(titleData["PassiveGenerators"]);
var now = (int)DateTimeOffset.UtcNow.ToUnixTimeSeconds();
FYCurrencyItem[] changedCurrencies = [];
List<FYCustomItemInfo> grantedItems = [];
switch (generator.GeneratorID) {
case "playerquarters_gen_kmarks": {
var rate = techTreeBonuses.KmarksRate;
if (rate == 0) {
return new FYClaimGeneratorIncomeClientResult
{
UserId = userId,
Error = "K-Marks Generator Upgrade is not constructed",
};
}
var generatorData = passiveGenerators[generator.GeneratorID];
var hours = (now - generator.LastClaimTime.Seconds) / (60 * generatorData.BaseGenIntervalMinutes);
var cap = techTreeBonuses.KmarksCap + generatorData.BaseCap;
var claimableAmount = Math.Min(hours * rate, cap);
if (claimableAmount == 0) {
return new FYClaimGeneratorIncomeClientResult
{
UserId = userId,
Error = "Generator is not ready yet",
};
}
balance.SoftCurrency += claimableAmount;
changedCurrencies = [new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance.SoftCurrency }];
break;
}
case "playerquarters_gen_aurum": {
var rate = techTreeBonuses.AurumRate;
if (rate == 0) {
return new FYClaimGeneratorIncomeClientResult
{
UserId = userId,
Error = "Aurum Generator Upgrade is not constructed",
};
}
var generatorData = passiveGenerators[generator.GeneratorID];
var hours = (now - generator.LastClaimTime.Seconds) / (60 * generatorData.BaseGenIntervalMinutes);
var cap = techTreeBonuses.AurumCap + generatorData.BaseCap;
var claimableAmount = (int)Math.Min(hours * rate, cap);
if (claimableAmount == 0) {
return new FYClaimGeneratorIncomeClientResult
{
UserId = userId,
Error = "Generator is not ready yet",
};
}
balance.HardCurrency += claimableAmount;
changedCurrencies = [new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance.HardCurrency }];
break;
}
case "playerquarters_gen_crate": {
var crateTier = techTreeBonuses.CrateTier;
if (crateTier == 0) {
return new FYClaimGeneratorIncomeClientResult
{
UserId = userId,
Error = "Crate Generator Upgrade is not constructed",
};
}
var generatorData = passiveGenerators[generator.GeneratorID];
var nextClaimTime = generator.LastClaimTime.Seconds + 60 * generatorData.BaseGenIntervalMinutes;
if (now < nextClaimTime) {
return new FYClaimGeneratorIncomeClientResult
{
UserId = userId,
Error = "Generator is not ready yet",
};
}
var dailyCrateRewards = JsonSerializer.Deserialize<TitleDataDailyCrateInfo[][]>(titleData["DailyCrateRewardsPools"]);
var blueprints = JsonSerializer.Deserialize<Dictionary<string, TitleDataBlueprintInfo>>(titleData["Blueprints"]);
var rewardsPool = dailyCrateRewards[crateTier - 1];
// TODO: Get rewardGrants from PassiveGenerators_CrateRewards_DT
var items = PickItems(rewardsPool, 5);
// TODO: Stackable? GrantedItems doesn't imply granted OR updated.
foreach (var item in items) {
var itemInfo = blueprints[item.Name];
var grantedItem = new FYCustomItemInfo {
ItemId = Guid.NewGuid().ToString(),
Amount = item.Amount,
BaseItemId = item.Name,
Durability = itemInfo.DurabilityMax,
Insurance = "",
InsuranceOwnerPlayfabId = "",
ModData = new FYModItems { M = [] },
Origin = new FYItemOriginBackend { G = "", P = "", T = "" },
InsuredAttachmentId = "",
PrimaryVanityId = 0,
SecondaryVanityId = 0,
RolledPerks = [],
};
inventory.Add(grantedItem);
grantedItems.Add(grantedItem);
}
break;
}
default: {
return new FYClaimGeneratorIncomeClientResult
{
UserId = userId,
Error = $"Unknown generator ID: {request.GeneratorID}",
};
}
}
generator.LastClaimTime.Seconds = now;
await _userDataService.UpdateAsync(
userId, userId,
new Dictionary<string, string>{
["Inventory"] = JsonSerializer.Serialize(inventory),
["Balance"] = JsonSerializer.Serialize(balance),
["Generators__2021_09_09"] = JsonSerializer.Serialize(userGenerators),
}
);
return new FYClaimGeneratorIncomeClientResult
{
UserId = userId,
Error = "",
GeneratorID = request.GeneratorID,
ChangedCurrenciesBalances = changedCurrencies,
GrantedItems = grantedItems,
LastClaimTime = generator.LastClaimTime,
};
}
}
@@ -0,0 +1,54 @@
using System.Text.Json;
using System.Text.Json.Serialization;
using Prospect.Server.Api.Services.Auth.Extensions;
using Prospect.Server.Api.Services.CloudScript;
using Prospect.Server.Api.Services.UserData;
public class ClientsideFriendsImportRequest
{
[JsonPropertyName("platform")]
public string Platform { get; set; }
[JsonPropertyName("userIds")]
public string[] UserIDs { get; set; }
}
public class ClientsideFriendsImportResponse
{
// TODO: Unknown structure
}
[CloudScriptFunction("ClientsideFriendsImport")]
public class ClientsideFriendsImportFunction : ICloudScriptFunction<ClientsideFriendsImportRequest, ClientsideFriendsImportResponse>
{
private readonly ILogger<ClientsideFriendsImportFunction> _logger;
private readonly IHttpContextAccessor _httpContextAccessor;
private readonly UserDataService _userDataService;
public ClientsideFriendsImportFunction(ILogger<ClientsideFriendsImportFunction> logger, IHttpContextAccessor httpContextAccessor, UserDataService userDataService)
{
_logger = logger;
_httpContextAccessor = httpContextAccessor;
_userDataService = userDataService;
}
public async Task<ClientsideFriendsImportResponse> ExecuteAsync(ClientsideFriendsImportRequest request)
{
var context = _httpContextAccessor.HttpContext;
if (context == null)
{
throw new CloudScriptException("CloudScript was not called within a http request");
}
var userId = context.User.FindAuthUserId();
// Persist the platform friend ids the client imports (Steam ids) so GetFriendList
// can later resolve which of them actually play on this server.
var ids = request.UserIDs ?? Array.Empty<string>();
await _userDataService.UpdateAsync(userId, userId, new Dictionary<string, string>
{
["ImportedSteamFriends"] = JsonSerializer.Serialize(ids),
});
_logger.LogInformation("Imported {Count} {Platform} friend id(s) for user {User}", ids.Length, request.Platform, userId);
return new ClientsideFriendsImportResponse{};
}
}
@@ -0,0 +1,154 @@
using System.Text.Json;
using System.Text.Json.Serialization;
using Prospect.Server.Api.Services.Auth.Extensions;
using Prospect.Server.Api.Services.CloudScript;
using Prospect.Server.Api.Services.CloudScript.Functions;
using Prospect.Server.Api.Services.CloudScript.Models;
using Prospect.Server.Api.Services.UserData;
// Closed Beta Function
public class CompleteInventoryUpdateRequest
{
[JsonPropertyName("userId")]
public string UserID { get; set; }
[JsonPropertyName("reason")]
public string Reason { get; set; }
[JsonPropertyName("newSet")]
public LoadoutData NewSet { get; set; }
[JsonPropertyName("itemsToAdd")]
public FYCustomItemInfo[] ItemsToAdd { get; set; }
[JsonPropertyName("itemsToUpdateAmount")]
public FYCustomItemInfo[] ItemsToUpdateAmount { get; set; }
[JsonPropertyName("itemsToRemove")]
public HashSet<string> ItemsToRemove { get; set; }
}
public class CompleteInventoryUpdateResponse
{
[JsonPropertyName("userId")]
public string UserId { get; set; }
[JsonPropertyName("error")]
public string Error { get; set; }
[JsonPropertyName("newSet")]
public LoadoutData NewSet { get; set; }
[JsonPropertyName("itemsToAdd")]
public FYCustomItemInfo[] ItemsToAdd { get; set; }
[JsonPropertyName("itemsToUpdateAmount")]
public FYCustomItemInfo[] ItemsToUpdateAmount { get; set; }
[JsonPropertyName("itemsToRemove")]
public HashSet<string> ItemsToRemove { get; set; }
}
[CloudScriptFunction("CompleteInventoryUpdate")]
public class CompleteInventoryUpdateFunction : ICloudScriptFunction<CompleteInventoryUpdateRequest, CompleteInventoryUpdateResponse>
{
private readonly ILogger<CompleteInventoryUpdateFunction> _logger;
private readonly IHttpContextAccessor _httpContextAccessor;
private readonly UserDataService _userDataService;
private readonly TitleDataService _titleDataService;
public CompleteInventoryUpdateFunction(ILogger<CompleteInventoryUpdateFunction> logger, IHttpContextAccessor httpContextAccessor, UserDataService userDataService, TitleDataService titleDataService)
{
_logger = logger;
_httpContextAccessor = httpContextAccessor;
_userDataService = userDataService;
_titleDataService = titleDataService;
}
public async Task<CompleteInventoryUpdateResponse> ExecuteAsync(CompleteInventoryUpdateRequest request)
{
var context = _httpContextAccessor.HttpContext;
if (context == null)
{
throw new CloudScriptException("CloudScript was not called within a http request");
}
var userId = context.User.FindAuthUserId();
var userData = await _userDataService.FindAsync(userId, userId, new List<string>{"Inventory"});
var inventory = JsonSerializer.Deserialize<List<FYCustomItemInfo>>(userData["Inventory"].Value);
// Insurance payout: this request also reports the end-of-match inventory, so items
// the player lost (death / left behind) arrive in ItemsToRemove. Any of those that
// were insured on deploy (EnterMatchmakingStation) are recovered back to the stash —
// the premium was already paid up-front — and the insurance is consumed (one raid).
// Recovery is only performed if the item's policy declares a positive Payout.
var recoveredInsured = new HashSet<string>();
if (request.ItemsToRemove is { Count: > 0 })
{
try
{
var td = _titleDataService.Find(new List<string> { "InventoryInsurance" });
if (td.TryGetValue("InventoryInsurance", out var rawPolicies) && !string.IsNullOrEmpty(rawPolicies))
{
var policies = JsonSerializer.Deserialize<Dictionary<string, InventoryInsurancePolicy>>(rawPolicies);
foreach (var item in inventory)
{
if (!request.ItemsToRemove.Contains(item.ItemId)) continue;
if (string.IsNullOrEmpty(item.Insurance) || item.InsuranceOwnerPlayfabId != userId) continue;
if (policies == null || !policies.TryGetValue(item.Insurance, out var policy) || policy.Payout <= 0) continue;
recoveredInsured.Add(item.ItemId);
item.Insurance = ""; // consumed for this raid
item.InsuranceOwnerPlayfabId = "";
}
if (recoveredInsured.Count > 0)
{
_logger.LogInformation("Recovered {Count} insured item(s) for user {User}", recoveredInsured.Count, userId);
}
}
}
catch (Exception e)
{
// Never fail the inventory commit because of insurance handling.
_logger.LogWarning(e, "Failed to process insurance payout");
}
}
// TODO: Optimize
// TODO: Check deleted items to see if other stacks/mods were updated correctly
// Process inventory update. The player may:
// 1. Split item stack - creates a new item and updates amount of existing item.
// 2. Stack existing items - deletes existing items and updates amount of existing item.
// 3. Change vanity data - updates an existing item.
// 4. Change weapon mods - updates an existing item.
// IMPORTANT: The same request is currently used to report the updated inventory in the end of match.
var newInventory = new List<FYCustomItemInfo>(inventory.Count);
foreach (var item in inventory) {
// Keep items that weren't removed, plus insured items recovered above.
if (!request.ItemsToRemove.Contains(item.ItemId) || recoveredInsured.Contains(item.ItemId)) {
newInventory.Add(item);
}
}
foreach (var item in request.ItemsToUpdateAmount) {
var inventoryItem = newInventory.Find(i => i.ItemId == item.ItemId);
if (inventoryItem == null) {
continue;
}
inventoryItem.Amount = item.Amount;
inventoryItem.ModData = item.ModData;
inventoryItem.PrimaryVanityId = item.PrimaryVanityId;
inventoryItem.SecondaryVanityId = item.SecondaryVanityId;
inventoryItem.Durability = item.Durability;
}
// TODO: Check updated items and validate new items
foreach (var item in request.ItemsToAdd) {
newInventory.Add(item);
}
await _userDataService.UpdateAsync(userId, userId, new Dictionary<string, string>{
["LOADOUT"] = JsonSerializer.Serialize(request.NewSet),
["Inventory"] = JsonSerializer.Serialize(newInventory),
});
return new CompleteInventoryUpdateResponse
{
UserId = userId,
//Error = "",
//NewSet = request.NewSet,
//ItemsToAdd = request.ItemsToAdd,
//ItemsToRemove = request.ItemsToRemove,
//ItemsToUpdateAmount = request.ItemsToUpdateAmount,
};
}
}
@@ -1,22 +1,56 @@
using Prospect.Server.Api.Services.CloudScript.Models; using System.Text.Json.Serialization;
using Microsoft.AspNetCore.SignalR;
using Prospect.Server.Api.Hubs;
using Prospect.Server.Api.Services.CloudScript.Models;
// Closed Beta Function
namespace Prospect.Server.Api.Services.CloudScript.Functions; namespace Prospect.Server.Api.Services.CloudScript.Functions;
[CloudScriptFunction("EnterMatchmaking")] [CloudScriptFunction("EnterMatchmaking")]
public class EnterMatchmaking : ICloudScriptFunction<FYEnterMatchAzureFunction, FYEnterMatchAzureFunctionResult> public class EnterMatchmakingFunction : ICloudScriptFunction<FYEnterMatchAzureFunction, FYEnterMatchAzureFunctionResult>
{ {
public Task<FYEnterMatchAzureFunctionResult> ExecuteAsync(FYEnterMatchAzureFunction request) private readonly IHubContext<CycleHub> _hubContext;
public EnterMatchmakingFunction(IHubContext<CycleHub> hubContext)
{ {
return Task.FromResult(new FYEnterMatchAzureFunctionResult _hubContext = hubContext;
}
public async Task<FYEnterMatchAzureFunctionResult> ExecuteAsync(FYEnterMatchAzureFunction request)
{
//await _hubContext.Clients.All.SendAsync("OnSquadMatchmakingSuccess", new OnSquadMatchmakingSuccessMessage {
// Success = true,
// SessionID = request.MapName, // TODO: Need to implement TryGetCompleteSquadInfo and pass squad info
// 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, Success = true,
Address = "127.0.0.1",
ErrorMessage = "", ErrorMessage = "",
Port = 7777, SingleplayerStation = false,
ShardIndex = 0, Address = parts[0],
SingleplayerStation = true, Port = parts.Length > 1 && int.TryParse(parts[1], out var gsPort) ? gsPort : 7777,
MaintenanceMode = false, MaintenanceMode = false,
SessionTimeJoinDelay = 0 };
}); }
return new FYEnterMatchAzureFunctionResult
{
Success = true,
ErrorMessage = "",
SingleplayerStation = true,
Address = request.MapName,
MaintenanceMode = false,
Port = 7777,
};
} }
} }
@@ -0,0 +1,133 @@
using System.Text.Json;
using System.Text.Json.Serialization;
using Microsoft.AspNetCore.SignalR;
using Prospect.Server.Api.Hubs;
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;
public class OnSquadMatchmakingSuccessMessage {
[JsonPropertyName("success")]
public bool Success { get; set; }
[JsonPropertyName("sessionId")]
public string SessionID { get; set; }
[JsonPropertyName("squadId")]
public string SquadID { get; set; }
}
[CloudScriptFunction("EnterMatchmakingMatch")]
public class EnterMatchmakingMatchFunction : ICloudScriptFunction<FYEnterMatchAzureFunction, FYEnterMatchmakingResult>
{
private readonly IHttpContextAccessor _httpContextAccessor;
private readonly IHubContext<CycleHub> _hubContext;
private readonly UserDataService _userDataService;
private readonly TitleDataService _titleDataService;
private readonly SignalRConnectionRegistry _registry;
public EnterMatchmakingMatchFunction(IHubContext<CycleHub> hubContext, IHttpContextAccessor httpContextAccessor, UserDataService userDataService, TitleDataService titleDataService, SignalRConnectionRegistry registry)
{
_httpContextAccessor = httpContextAccessor;
_hubContext = hubContext;
_userDataService = userDataService;
_titleDataService = titleDataService;
_registry = registry;
}
public async Task<FYEnterMatchmakingResult> ExecuteAsync(FYEnterMatchAzureFunction request)
{
var context = _httpContextAccessor.HttpContext;
if (context == null)
{
throw new CloudScriptException("CloudScript was not called within a http request");
}
var userId = context.User.FindAuthUserId();
var titleData = _titleDataService.Find(new List<string>{"Contracts"});
var contracts = JsonSerializer.Deserialize<Dictionary<string, TitleDataContractInfo>>(titleData["Contracts"]);
var userData = await _userDataService.FindAsync(
userId, userId,
new List<string>{"ContractsActive", "Inventory"}
);
var inventory = JsonSerializer.Deserialize<List<FYCustomItemInfo>>(userData["Inventory"].Value);
var contractsActive = JsonSerializer.Deserialize<FYGetActiveContractsResult>(userData["ContractsActive"].Value);
// Compute delivery quest progress before deploy.
// This ensures that the quest progress will be shown on the planet.
// The station doesn't seem to care about delivery quests progress and calculates progress
// based on actual items in stash. And so does the "ClaimActiveContract" function.
foreach (var contractActive in contractsActive.Contracts) {
if (!contracts.TryGetValue(contractActive.ContractID, out var contract)) {
continue;
}
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];
// Raid-runtime objectives (kills, dead-drops, visited areas, looted
// containers) are simulated inside the client-hosted raid; with no
// dedicated game server their progress is never reported to the backend,
// so they would never be saved. Auto-credit them on deploy so the
// objective persists and the station shows the contract as completable.
if (objective.Type.IsRaidRuntime()) {
contractActive.Progress[i] = objective.MaxProgress;
continue;
}
if (objective.Type != EYContractObjectiveType.OwnNumOfItem) {
continue;
}
int remaining = objective.MaxProgress;
foreach (var item in inventory) {
if (item.BaseItemId != objective.ItemToOwn) {
continue;
}
remaining -= item.Amount;
if (remaining <= 0) {
remaining = 0;
break;
}
}
contractActive.Progress[i] = objective.MaxProgress - remaining;
}
}
await _userDataService.UpdateAsync(
userId, userId,
new Dictionary<string, string>{
["ContractsActive"] = JsonSerializer.Serialize(contractsActive),
}
);
// 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,
SessionID = string.IsNullOrEmpty(gameServer) ? request.MapName : gameServer,
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
{
Success = true,
ErrorMessage = "",
SingleplayerStation = false,
NumAttempts = 1,
Blocker = 0,
IsMatchTravel = true,
SessionId = "", // TODO: Not sure how this affects match travel
};
}
}
@@ -0,0 +1,107 @@
using System.Text.Json;
using Prospect.Server.Api.Models.Data;
using Prospect.Server.Api.Services.Auth.Extensions;
using Prospect.Server.Api.Services.CloudScript.Models;
using Prospect.Server.Api.Services.CloudScript.Models.Data;
using Prospect.Server.Api.Services.UserData;
namespace Prospect.Server.Api.Services.CloudScript.Functions;
// Config d'une police d'assurance (TitleData "InventoryInsurance").
public class InventoryInsurancePolicy
{
public string InsuranceId { get; set; }
public double Cost { get; set; }
public double Payout { get; set; }
}
[CloudScriptFunction("EnterMatchmakingStation")]
public class EnterMatchmakingStationFunction : ICloudScriptFunction<FYEnterMatchAzureFunction, FYEnterMatchmakingResult>
{
private readonly IHttpContextAccessor _httpContextAccessor;
private readonly UserDataService _userDataService;
private readonly TitleDataService _titleDataService;
private readonly ILogger<EnterMatchmakingStationFunction> _logger;
public EnterMatchmakingStationFunction(
IHttpContextAccessor httpContextAccessor,
UserDataService userDataService,
TitleDataService titleDataService,
ILogger<EnterMatchmakingStationFunction> logger)
{
_httpContextAccessor = httpContextAccessor;
_userDataService = userDataService;
_titleDataService = titleDataService;
_logger = logger;
}
public async Task<FYEnterMatchmakingResult> ExecuteAsync(FYEnterMatchAzureFunction request)
{
// Au déploiement, le client peut demander d'assurer une partie de l'inventaire.
var insurance = request.PurchaseInventoryInsurances;
var context = _httpContextAccessor.HttpContext;
if (context != null && insurance?.ItemIds is { Count: > 0 })
{
try
{
await ApplyInsuranceAsync(context.User.FindAuthUserId(), insurance);
}
catch (Exception e)
{
// Ne jamais bloquer le déploiement à cause de l'assurance.
_logger.LogWarning(e, "Failed to apply inventory insurance on deploy");
}
}
return new FYEnterMatchmakingResult
{
Success = true,
ErrorMessage = "",
SingleplayerStation = true, // NOTE: This will always travel to single player station
IsMatchTravel = false,
};
}
// Marque les items choisis comme assurés (Insurance + propriétaire) et débite la
// prime en InsuranceCurrency selon le coût de la police (TitleData InventoryInsurance).
private async Task ApplyInsuranceAsync(string userId, FYPurchaseInventoryInsuranceRequest req)
{
var titleData = _titleDataService.Find(new List<string> { "InventoryInsurance" });
var policies = JsonSerializer.Deserialize<Dictionary<string, InventoryInsurancePolicy>>(titleData["InventoryInsurance"]);
var insuranceId = string.IsNullOrEmpty(req.InsuranceId) ? "Default" : req.InsuranceId;
if (policies == null || !policies.TryGetValue(insuranceId, out var policy))
{
_logger.LogWarning("Unknown insurance policy {InsuranceId}", insuranceId);
return;
}
var userData = await _userDataService.FindAsync(userId, userId, new List<string> { "Inventory", "Balance" });
var inventory = JsonSerializer.Deserialize<List<FYCustomItemInfo>>(userData["Inventory"].Value);
var balance = JsonSerializer.Deserialize<PlayerBalance>(userData["Balance"].Value);
var toInsure = new HashSet<string>(req.ItemIds);
var insuredCount = 0;
foreach (var item in inventory)
{
if (!toInsure.Contains(item.ItemId)) continue;
item.Insurance = insuranceId;
item.InsuranceOwnerPlayfabId = userId;
insuredCount++;
}
if (insuredCount == 0) return;
// Prime = coût de la police × nombre d'items assurés (arrondi au supérieur),
// plafonnée au solde disponible pour ne jamais passer en négatif.
var premium = (int)Math.Ceiling(policy.Cost * insuredCount);
premium = Math.Min(premium, balance.InsuranceCurrency);
balance.InsuranceCurrency -= premium;
await _userDataService.UpdateAsync(userId, userId, new Dictionary<string, string>
{
["Inventory"] = JsonSerializer.Serialize(inventory),
["Balance"] = JsonSerializer.Serialize(balance),
});
_logger.LogInformation("Insured {Count} item(s) under policy {Policy} for user {User} (premium {Premium})",
insuredCount, insuranceId, userId, premium);
}
}
@@ -0,0 +1,34 @@
using Prospect.Server.Api.Services.CloudScript;
public class FetchSteamEntitlementsRequest
{
// Empty request
}
public class FetchSteamEntitlementsResponse
{
// TODO: Unknown structure
}
[CloudScriptFunction("FetchSteamEntitlements")]
public class FetchSteamEntitlementsFunction : ICloudScriptFunction<FetchSteamEntitlementsRequest, FetchSteamEntitlementsResponse>
{
private readonly IHttpContextAccessor _httpContextAccessor;
public FetchSteamEntitlementsFunction(IHttpContextAccessor httpContextAccessor)
{
_httpContextAccessor = httpContextAccessor;
}
public async Task<FetchSteamEntitlementsResponse> ExecuteAsync(FetchSteamEntitlementsRequest request)
{
var context = _httpContextAccessor.HttpContext;
if (context == null)
{
throw new CloudScriptException("CloudScript was not called within a http request");
}
return new FetchSteamEntitlementsResponse
{};
}
}
@@ -0,0 +1,52 @@
using System.Text.Json;
using System.Text.Json.Serialization;
using Prospect.Server.Api.Services.Auth.Extensions;
using Prospect.Server.Api.Services.CloudScript;
using Prospect.Server.Api.Services.UserData;
public class FYActiveGlobalVanity {
[JsonPropertyName("activeGlobalVanityIds")]
public string[] ActiveGlobalVanityIds { get; set; }
[JsonPropertyName("droppodId")]
public string DropPodID { get; set; }
}
public class FYGetActiveGlobalVanityRequest
{
// Empty request
}
public class FYGetActiveGlobalVanityResponse
{
[JsonPropertyName("activeVanity")]
public FYActiveGlobalVanity ActiveVanity { get; set; }
}
[CloudScriptFunction("GetActiveGlobalVanity")]
public class GetActiveGlobalVanityFunction : ICloudScriptFunction<FYGetActiveGlobalVanityRequest, FYGetActiveGlobalVanityResponse>
{
private readonly IHttpContextAccessor _httpContextAccessor;
private readonly UserDataService _userDataService;
public GetActiveGlobalVanityFunction(IHttpContextAccessor httpContextAccessor, UserDataService userDataService)
{
_httpContextAccessor = httpContextAccessor;
_userDataService = userDataService;
}
public async Task<FYGetActiveGlobalVanityResponse> ExecuteAsync(FYGetActiveGlobalVanityRequest request)
{
var context = _httpContextAccessor.HttpContext;
if (context == null)
{
throw new CloudScriptException("CloudScript was not called within a http request");
}
var userId = context.User.FindAuthUserId();
var userData = await _userDataService.FindAsync(userId, userId, new List<string>{"GlobalVanity"});
var activeVanity = JsonSerializer.Deserialize<FYActiveGlobalVanity>(userData["GlobalVanity"].Value);
return new FYGetActiveGlobalVanityResponse{
ActiveVanity = activeVanity
};
}
}
@@ -1,67 +1,75 @@
using Prospect.Server.Api.Services.Auth.Extensions; 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.CloudScript.Models;
using Prospect.Server.Api.Services.UserData;
namespace Prospect.Server.Api.Services.CloudScript.Functions; namespace Prospect.Server.Api.Services.CloudScript.Functions;
public class FYGetCharacterVanityResponse {
[JsonPropertyName("success")]
public bool Success { get; set; }
[JsonPropertyName("returnVanity")]
public FYCharacterVanity ReturnVanity { get; set; }
}
public class FYVanityMaterialItem {
[JsonPropertyName("id")]
public string ID { get; set; }
[JsonPropertyName("materialIndex")]
public int MaterialIndex { get; set; }
}
public class FYCharacterVanity {
[JsonPropertyName("userId")]
public string UserID { get; set; }
[JsonPropertyName("head_item")]
public FYVanityMaterialItem HeadItem { get; set; }
[JsonPropertyName("boots_item")]
public FYVanityMaterialItem BootsItem { get; set; }
[JsonPropertyName("chest_item")]
public FYVanityMaterialItem ChestItem { get; set; }
[JsonPropertyName("glove_item")]
public FYVanityMaterialItem GloveItem { get; set; }
[JsonPropertyName("base_suit_item")]
public FYVanityMaterialItem BaseSuitItem { get; set; }
[JsonPropertyName("melee_weapon_item")]
public FYVanityMaterialItem MeleeWeaponItem { get; set; }
[JsonPropertyName("body_type")]
public int BodyType { get; set; }
[JsonPropertyName("archetype_id")]
public string ArchetypeID { get; set; }
[JsonPropertyName("slot_index")]
public int SlotIndex { get; set; }
}
[CloudScriptFunction("GetCharacterVanity")] [CloudScriptFunction("GetCharacterVanity")]
public class GetCharacterVanity : ICloudScriptFunction<FYGetCharacterVanityRequest, object?> public class GetCharacterVanity : ICloudScriptFunction<FYGetCharacterVanityRequest, FYGetCharacterVanityResponse?>
{ {
private readonly IHttpContextAccessor _httpContextAccessor; private readonly IHttpContextAccessor _httpContextAccessor;
private readonly UserDataService _userDataService;
public GetCharacterVanity(IHttpContextAccessor httpContextAccessor) public GetCharacterVanity(IHttpContextAccessor httpContextAccessor, UserDataService userDataService)
{ {
_httpContextAccessor = httpContextAccessor; _httpContextAccessor = httpContextAccessor;
_userDataService = userDataService;
} }
public Task<object?> ExecuteAsync(FYGetCharacterVanityRequest request) public async Task<FYGetCharacterVanityResponse?> ExecuteAsync(FYGetCharacterVanityRequest request)
{ {
var context = _httpContextAccessor.HttpContext; var context = _httpContextAccessor.HttpContext;
if (context == null) if (context == null)
{ {
return Task.FromResult<object?>(null); return null;
} }
var userId = context.User.FindAuthUserId();
var userData = await _userDataService.FindAsync(userId, userId, new List<string>{"CharacterVanity"});
var returnVanity = JsonSerializer.Deserialize<FYCharacterVanity>(userData["CharacterVanity"].Value);
return Task.FromResult<object?>(new return new FYGetCharacterVanityResponse{
{ Success = true,
userId = context.User.FindAuthUserId(), ReturnVanity = returnVanity,
error = (object?)null, };
returnVanity = new
{
userId = context.User.FindAuthUserId(),
head_item = new
{
id = "Black02M_Head1",
materialIndex = 0,
},
boots_item = new
{
id = "StarterOutfit01_Boots_M",
materialIndex = 0,
},
chest_item = new
{
id = "StarterOutfit01_Chest_M",
materialIndex = 0,
},
glove_item = new
{
id = "StarterOutfit01_Gloves_M",
materialIndex = 0,
},
base_suit_item = new
{
id = "StarterOutfit01M_BaseSuit",
materialIndex = 0,
},
melee_weapon_item = new
{
id = "Melee_Omega",
materialIndex = 0,
},
body_type = 1,
archetype_id = "TheProspector",
slot_index = 0
}
});
} }
} }
@@ -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)
@@ -22,20 +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 = new FYItemCurrentlyBeingCrafted ItemCurrentlyBeingCrafted = craft,
{ };
ItemId = null,
ItemRarity = -1,
PurchaseAmount = -1,
UtcTimestampWhenCraftingStarted = new FYTimestamp
{
Seconds = 0
}
}
});
} }
} }
@@ -1,15 +1,119 @@
using Prospect.Server.Api.Services.CloudScript.Models; using System.Text.Json;
using Prospect.Server.Api.Services.Auth.Extensions;
using Prospect.Server.Api.Services.CloudScript.Models;
using Prospect.Server.Api.Services.Database;
using Prospect.Server.Api.Services.Database.Models;
using Prospect.Server.Api.Services.UserData;
namespace Prospect.Server.Api.Services.CloudScript.Functions; namespace Prospect.Server.Api.Services.CloudScript.Functions;
[CloudScriptFunction("GetFriendList")] [CloudScriptFunction("GetFriendList")]
public class GetFriendList : ICloudScriptFunction<FYBaseSocialRequest, object?> public class GetFriendList : ICloudScriptFunction<FYBaseSocialRequest, object?>
{ {
public Task<object?> ExecuteAsync(FYBaseSocialRequest request) private readonly ILogger<GetFriendList> _logger;
{ private readonly IHttpContextAccessor _httpContextAccessor;
return Task.FromResult<object?>(new private readonly UserDataService _userDataService;
{ private readonly DbUserService _userService;
public GetFriendList(ILogger<GetFriendList> logger, IHttpContextAccessor httpContextAccessor, UserDataService userDataService, DbUserService userService)
{
_logger = logger;
_httpContextAccessor = httpContextAccessor;
_userDataService = userDataService;
_userService = userService;
}
public async Task<object?> ExecuteAsync(FYBaseSocialRequest request)
{
var context = _httpContextAccessor.HttpContext;
if (context == null)
{
throw new CloudScriptException("CloudScript was not called within a http request");
}
var userId = context.User.FindAuthUserId();
// Imported Steam friends (persisted by ClientsideFriendsImport), resolved to players
// that actually exist on this private server.
var steamIds = new List<string>();
var userData = await _userDataService.FindAsync(userId, userId, new List<string> { "ImportedSteamFriends" });
if (userData.TryGetValue("ImportedSteamFriends", out var rec) && !string.IsNullOrWhiteSpace(rec.Value))
{
try { steamIds = JsonSerializer.Deserialize<List<string>>(rec.Value) ?? new List<string>(); }
catch { /* ignore malformed */ }
}
var friends = new List<object>();
if (steamIds.Count > 0)
{
var players = await _userService.FindManyAsync(PlayFabUserAuthType.Steam, steamIds);
var nowUtc = DateTimeOffset.UtcNow.ToUnixTimeSeconds();
foreach (var player in players)
{
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
{
// identity
friendPlayFabId = player.Id,
FriendPlayFabId = player.Id,
playerId = player.Id,
PlayerId = player.Id,
playFabId = player.Id,
PlayFabId = player.Id,
// name
displayName,
DisplayName = displayName,
titleDisplayName = displayName,
TitleDisplayName = displayName,
name = displayName,
username = displayName,
Username = displayName,
// steam
steamId,
SteamId = steamId,
steamInfo = new { steamId, SteamId = steamId },
SteamInfo = new { SteamId = steamId, steamId },
// presence
onlineState,
OnlineState = onlineState,
isOnline = onlineState > 0,
inMatch = onlineState == 2,
presence = new { onlineState, state = onlineState },
avatarUrl = "",
// nested profiles
profile = new { playerId = player.Id, displayName, avatarUrl = "" },
Profile = new { PlayerId = player.Id, DisplayName = displayName, PlayerProfileModel = new { DisplayName = displayName } },
tags = Array.Empty<string>(),
Tags = Array.Empty<string>(),
}); });
} }
}
// Return the list under both the camelCase and PlayFab-cased container keys.
var result = new { friends, Friends = friends, count = friends.Count };
_logger.LogInformation("GetFriendList for {User}: {Count} friend(s); payload={Json}", userId, friends.Count, JsonSerializer.Serialize(result));
return result;
}
} }
@@ -0,0 +1,39 @@
using System.Text.Json.Serialization;
using Prospect.Server.Api.Services.CloudScript;
public class GetLoginQueuePositionRequest
{
[JsonPropertyName("tryBypass")]
public bool TryBypass { get; set; }
[JsonPropertyName("loginNonce")]
public string LoginNonce { get; set; }
[JsonPropertyName("region")]
public string Region { get; set; }
}
public class GetLoginQueuePositionResponse
{
[JsonPropertyName("waitingUserCount")]
public int WaitingUserCount { get; set; }
}
[CloudScriptFunction("GetLoginQueuePosition")]
public class GetLoginQueuePositionFunction : ICloudScriptFunction<GetLoginQueuePositionRequest, GetLoginQueuePositionResponse>
{
private readonly ILogger<GetLoginQueuePositionFunction> _logger;
public GetLoginQueuePositionFunction(ILogger<GetLoginQueuePositionFunction> logger)
{
_logger = logger;
}
public async Task<GetLoginQueuePositionResponse> ExecuteAsync(GetLoginQueuePositionRequest request)
{
_logger.LogInformation("Processing user rollback if needed");
return new GetLoginQueuePositionResponse
{
WaitingUserCount = 0,
};
}
}
@@ -0,0 +1,77 @@
using System.Text.Json;
using System.Text.Json.Serialization;
using Prospect.Server.Api.Services.Auth.Extensions;
using Prospect.Server.Api.Services.CloudScript;
using Prospect.Server.Api.Services.CloudScript.Models.Data;
using Prospect.Server.Api.Services.UserData;
public class GetPlayerQuartersDataClientRequest
{
// Empty request
}
public class FYGetPlayerQuartersDataClientResponse
{
[JsonPropertyName("userId")]
public string UserID { get; set; }
[JsonPropertyName("level")]
public int Level { get; set; }
[JsonPropertyName("upgradeStartedTime")]
public FYTimestamp UpgradeStartedTime { get; set; }
[JsonPropertyName("remainingTimeInSeconds")]
public int RemainingTimeInSeconds { get; set; }
}
public class FYPlayerQuarterStatus
{
[JsonPropertyName("level")]
public int Level { get; set; }
[JsonPropertyName("upgradeStartedTime")]
public FYTimestamp UpgradeStartedTime { get; set; }
}
[CloudScriptFunction("GetPlayerQuartersDataClient")]
public class GetPlayerQuartersDataClientFunction : ICloudScriptFunction<GetPlayerQuartersDataClientRequest, FYGetPlayerQuartersDataClientResponse>
{
private readonly IHttpContextAccessor _httpContextAccessor;
private readonly UserDataService _userDataService;
private readonly TitleDataService _titleDataService;
public GetPlayerQuartersDataClientFunction(IHttpContextAccessor httpContextAccessor, UserDataService userDataService, TitleDataService titleDataService)
{
_httpContextAccessor = httpContextAccessor;
_userDataService = userDataService;
_titleDataService = titleDataService;
}
public async Task<FYGetPlayerQuartersDataClientResponse> ExecuteAsync(GetPlayerQuartersDataClientRequest request)
{
var context = _httpContextAccessor.HttpContext;
if (context == null)
{
throw new CloudScriptException("CloudScript was not called within a http request");
}
var userId = context.User.FindAuthUserId();
var userData = await _userDataService.FindAsync(
userId, userId,
new List<string>{"PlayerQuartersLevel"}
);
var titleData = _titleDataService.Find(new List<string>{ "PlayerQuarters" });
var playerQuartersData = JsonSerializer.Deserialize<TitleDataPlayerQuartersInfo[]>(titleData["PlayerQuarters"]);
var userPlayerQuarters = JsonSerializer.Deserialize<FYPlayerQuarterStatus>(userData["PlayerQuartersLevel"].Value);
var now = (int)DateTimeOffset.UtcNow.ToUnixTimeSeconds();
var remainingTime = 0;
if (userPlayerQuarters.UpgradeStartedTime.Seconds != 0) {
var nextLevel = playerQuartersData[userPlayerQuarters.Level - 1];
remainingTime = userPlayerQuarters.UpgradeStartedTime.Seconds + nextLevel.UpgradeSeconds - now;
}
return new FYGetPlayerQuartersDataClientResponse {
UserID = userId,
Level = userPlayerQuarters.Level,
RemainingTimeInSeconds = remainingTime,
UpgradeStartedTime = userPlayerQuarters.UpgradeStartedTime,
};
}
}
@@ -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;
@@ -7,43 +9,53 @@ 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[]
{ {
new new
{ {
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>()
} }
} }
}); };
} }
} }
@@ -0,0 +1,40 @@
using System.Text.Json.Serialization;
using Prospect.Server.Api.Services.CloudScript;
// ["DropsTotal","DeathsTotal","DeathsPlayerTotal","DeathsCreaturesTotal","DeathsOthersTotal","EvacsTotal","DeathsConsecutive","EvacsConsecutive","KillsPlayersTotal","KillsPlayersMax","KillsCreaturesTotal","KillsCreaturesMax","DamagePlayersTotal","DamagePlayersMax","DamageCreaturesTotal","DamageCreaturesMax","ContractsCompletedKorolevTotal","ContractsCompletedOsirisTotal","ContractsCompletedICATotal","ContractsCompletedTotal","MatchDurationMax","MatchDurationAvg","KMarksMatchMax","KMarksMatchTotal","KMarksTotal"]
public class GetPlayerStatisticsRequestsClientRequest
{
[JsonPropertyName("statistics")]
public string[] Statistics { get; set; }
}
[CloudScriptFunction("GetPlayerStatisticsRequestsClient")]
public class GetPlayerStatisticsRequestsClientFunction : ICloudScriptFunction<GetPlayerStatisticsRequestsClientRequest, object>
{
private readonly IHttpContextAccessor _httpContextAccessor;
public GetPlayerStatisticsRequestsClientFunction(IHttpContextAccessor httpContextAccessor)
{
_httpContextAccessor = httpContextAccessor;
}
public Task<object> ExecuteAsync(GetPlayerStatisticsRequestsClientRequest request)
{
var context = _httpContextAccessor.HttpContext;
if (context == null)
{
throw new CloudScriptException("CloudScript was not called within a http request");
}
// 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 });
}
}
@@ -1,16 +1,72 @@
using Prospect.Server.Api.Services.CloudScript.Models; using System.Net;
using System.Net.Sockets;
using Microsoft.Extensions.Options;
using Prospect.Server.Api.Config;
using Prospect.Server.Api.Services.Auth.Extensions;
using Prospect.Server.Api.Services.CloudScript.Models;
namespace Prospect.Server.Api.Services.CloudScript.Functions; namespace Prospect.Server.Api.Services.CloudScript.Functions;
[CloudScriptFunction("GetSignalRConnection")] [CloudScriptFunction("GetSignalRConnection")]
public class GetSignalRConnection : ICloudScriptFunction<FYGetSignalRConnection, FYGetSignalRConnectionResult> public class GetSignalRConnection : ICloudScriptFunction<FYGetSignalRConnection, FYGetSignalRConnectionResult>
{ {
// 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";
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;
_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.
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 = "https://localhost:5443/signalr/?hub=pubsub", Url = url,
AccessToken = "TEST" 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);
}
} }
@@ -0,0 +1,69 @@
using System.Text.Json;
using System.Text.Json.Serialization;
using Prospect.Server.Api.Services.Auth.Extensions;
using Prospect.Server.Api.Services.CloudScript;
using Prospect.Server.Api.Services.CloudScript.Functions;
using Prospect.Server.Api.Services.UserData;
public class GetTechTreeNodeDataClientRequest
{
// Empty request
}
public class GetTechTreeNodeDataClientResponse
{
[JsonPropertyName("userId")]
public string UserID { get; set; }
[JsonPropertyName("nodesData")]
public FYTechTreeNodeStatus[] NodesData { get; set; }
[JsonPropertyName("remainingTimeInSeconds")]
public int RemainingTimeInSeconds { get; set; }
}
[CloudScriptFunction("GetTechTreeNodeDataClient")]
public class GetTechTreeNodeDataClientFunction : ICloudScriptFunction<GetTechTreeNodeDataClientRequest, GetTechTreeNodeDataClientResponse>
{
private readonly IHttpContextAccessor _httpContextAccessor;
private readonly UserDataService _userDataService;
private readonly TitleDataService _titleDataService;
public GetTechTreeNodeDataClientFunction(IHttpContextAccessor httpContextAccessor, UserDataService userDataService, TitleDataService titleDataService)
{
_httpContextAccessor = httpContextAccessor;
_userDataService = userDataService;
_titleDataService = titleDataService;
}
public async Task<GetTechTreeNodeDataClientResponse> ExecuteAsync(GetTechTreeNodeDataClientRequest request)
{
var context = _httpContextAccessor.HttpContext;
if (context == null)
{
throw new CloudScriptException("CloudScript was not called within a http request");
}
var userId = context.User.FindAuthUserId();
var userData = await _userDataService.FindAsync(
userId, userId,
new List<string>{"TechTreeNodeData"}
);
var titleData = _titleDataService.Find(new List<string>{"TechTreeNodes"});
var techTreeNodes = JsonSerializer.Deserialize<Dictionary<string, TitleDataTechTreeNodeInfo>>(titleData["TechTreeNodes"]);
var userTechTree = JsonSerializer.Deserialize<UserTechTreeNodeData>(userData["TechTreeNodeData"].Value);
var now = (int)DateTimeOffset.UtcNow.ToUnixTimeSeconds();
var remainingTime = 0;
if (userTechTree.NodeInProgress != "") {
var nodeInProgress = userTechTree.Nodes[userTechTree.NodeInProgress];
var node = techTreeNodes[userTechTree.NodeInProgress];
remainingTime = nodeInProgress.UpgradeStartedTime.Seconds + node.PerkLevels[nodeInProgress.Level].UpgradeSeconds - now;
}
return new GetTechTreeNodeDataClientResponse
{
UserID = userId,
NodesData = userTechTree.Nodes.Values.ToArray(),
RemainingTimeInSeconds = remainingTime,
};
}
}
@@ -0,0 +1,49 @@
using System.Text.Json.Serialization;
using Prospect.Server.Api.Services.CloudScript;
public class YOnLoginRequest
{
[JsonPropertyName("gamePlatform")]
public string GamePlatform { get; set; }
[JsonPropertyName("tryBypass")]
public bool TryBypass { get; set; }
[JsonPropertyName("loginNonce")]
public string LoginNonce { get; set; }
[JsonPropertyName("customTags")]
public Dictionary<string, string> CustomTags { get; set; } = new();
}
public class OnLoginResponse
{
// TODO: Unknown structure
}
[CloudScriptFunction("OnLogin")]
public class OnLoginFunction : ICloudScriptFunction<YOnLoginRequest, OnLoginResponse>
{
private readonly ILogger<OnLoginFunction> _logger;
public OnLoginFunction(ILogger<OnLoginFunction> logger)
{
_logger = logger;
}
public async Task<OnLoginResponse> ExecuteAsync(YOnLoginRequest request)
{
_logger.LogInformation("Processing login request for platform {Platform} with nonce {Nonce}",
request.GamePlatform, request.LoginNonce);
// Example: Validate login
// if (string.IsNullOrEmpty(request.LoginNonce))
// {
// return new OnLoginResponse
// {};
// }
// Simulating user authentication logic
var sessionToken = Guid.NewGuid().ToString();
return new OnLoginResponse
{};
}
}
@@ -0,0 +1,99 @@
using System.Text.Json;
using System.Text.Json.Serialization;
using Prospect.Server.Api.Services.Auth.Extensions;
using Prospect.Server.Api.Services.CloudScript.Models.Data;
using Prospect.Server.Api.Services.UserData;
namespace Prospect.Server.Api.Services.CloudScript.Functions;
public class FYPlayerQuarterUpgradePurchaseClientRequest {
// Empty request
}
public class FYPlayerQuarterUpgradePurchaseClientResult {
[JsonPropertyName("userId")]
public string UserID { get; set; }
[JsonPropertyName("error")]
public string Error { get; set; }
[JsonPropertyName("newLevel")]
public int NewLevel { get; set; }
[JsonPropertyName("upgradeStartedTime")]
public FYTimestamp UpgradeStartedTime { get; set; }
[JsonPropertyName("remainingTimeInSeconds")]
public int RemainingTimeInSeconds { get; set; }
[JsonPropertyName("changedCurrencies")]
public FYCurrencyItem[] ChangedCurrencies { get; set; }
[JsonPropertyName("changedItems")]
public FYCustomItemInfo[] ChangedItems { get; set; }
[JsonPropertyName("deletedItems")]
public string[] DeletedItemsIds { get; set; }
}
[CloudScriptFunction("PlayerQuarterUpgradePurchaseClient")]
public class PlayerQuarterUpgradePurchaseClient : ICloudScriptFunction<FYPlayerQuarterUpgradePurchaseClientRequest, FYPlayerQuarterUpgradePurchaseClientResult>
{
private readonly IHttpContextAccessor _httpContextAccessor;
private readonly UserDataService _userDataService;
private readonly TitleDataService _titleDataService;
public PlayerQuarterUpgradePurchaseClient(IHttpContextAccessor httpContextAccessor, UserDataService userDataService, TitleDataService titleDataService)
{
_httpContextAccessor = httpContextAccessor;
_userDataService = userDataService;
_titleDataService = titleDataService;
}
public async Task<FYPlayerQuarterUpgradePurchaseClientResult> ExecuteAsync(FYPlayerQuarterUpgradePurchaseClientRequest request)
{
var context = _httpContextAccessor.HttpContext;
if (context == null)
{
throw new CloudScriptException("CloudScript was not called within a http request");
}
var userId = context.User.FindAuthUserId();
var userData = await _userDataService.FindAsync(
userId, userId,
new List<string>{"PlayerQuartersLevel"}
);
var userPlayerQuarters = JsonSerializer.Deserialize<FYPlayerQuarterStatus>(userData["PlayerQuartersLevel"].Value);
var titleData = _titleDataService.Find(new List<string>{"PlayerQuarters"});
var playerQuarters = JsonSerializer.Deserialize<TitleDataPlayerQuartersInfo[]>(titleData["PlayerQuarters"]);
var now = (int)DateTimeOffset.UtcNow.ToUnixTimeSeconds();
var endTime = playerQuarters[userPlayerQuarters.Level - 1].UpgradeSeconds + userPlayerQuarters.UpgradeStartedTime.Seconds;
if (now < endTime) {
return new FYPlayerQuarterUpgradePurchaseClientResult
{
UserID = userId,
Error = "Upgrade is in progress",
};
}
var upgradeStartedTime = new FYTimestamp {
Seconds = 0,
};
userPlayerQuarters.Level++;
userPlayerQuarters.UpgradeStartedTime = upgradeStartedTime;
await _userDataService.UpdateAsync(
userId, userId,
new Dictionary<string, string>{
["PlayerQuartersLevel"] = JsonSerializer.Serialize(userPlayerQuarters),
}
);
return new FYPlayerQuarterUpgradePurchaseClientResult
{
UserID = userId,
Error = "",
NewLevel = userPlayerQuarters.Level,
UpgradeStartedTime = upgradeStartedTime,
RemainingTimeInSeconds = 0,
ChangedItems = [],
DeletedItemsIds = [],
ChangedCurrencies = [],
};
}
}
@@ -0,0 +1,290 @@
using System.Text.Json;
using System.Text.Json.Serialization;
using Prospect.Server.Api.Models.Data;
using Prospect.Server.Api.Services.Auth.Extensions;
using Prospect.Server.Api.Services.CloudScript;
using Prospect.Server.Api.Services.CloudScript.Functions;
using Prospect.Server.Api.Services.UserData;
public class PurchaseWeaponShopItemRequest
{
[JsonPropertyName("blueprintName")]
public string BlueprintName { get; set; }
[JsonPropertyName("blueprintRarity")]
public int BlueprintRarity { get; set; }
[JsonPropertyName("purchaseAmount")]
public int PurchaseAmount { get; set; }
[JsonPropertyName("baseItemId")]
public string BaseItemID { get; set; }
[JsonPropertyName("shopItemBelongsTo")]
public string ShopItemBelongsTo { get; set; }
}
public class PurchaseWeaponShopItemResponse
{
[JsonPropertyName("userId")]
public string UserID { get; set; }
[JsonPropertyName("error")]
public string Error { get; set; }
[JsonPropertyName("itemRarity")]
public int ItemRarity { get; set; }
[JsonPropertyName("changedCurrencies")]
public FYCurrencyItem[] ChangedCurrencies { get; set; }
[JsonPropertyName("itemsGrantedOrUpdated")]
public List<FYCustomItemInfo> ItemsGrantedOrUpdated { get; set; }
[JsonPropertyName("deletedItemsIds")]
public HashSet<string> DeletedItemsIds { get; set; }
[JsonPropertyName("purchaseAmount")]
public int PurchaseAmount { get; set; }
[JsonPropertyName("blueprintName")]
public string BlueprintName { get; set; }
[JsonPropertyName("shopItemBelongsTo")]
public string ShopItemBelongsTo { get; set; }
}
public class FYCurrencyItem {
[JsonPropertyName("currencyName")]
public string CurrencyName { get; set; }
[JsonPropertyName("amount")]
public int Amount { get; set; }
}
public class FYModItems {
[JsonPropertyName("m")]
public int[] M { get; set; } // mods
};
// FYItemOriginData
public class FYItemOriginBackend {
[JsonPropertyName("t")]
public string T { get; set; } // type
[JsonPropertyName("p")]
public string P { get; set; } // playfabid
[JsonPropertyName("g")]
public string G { get; set; } // guid
};
// FYRolledPerkEntry
public class FYRolledPerkBackend {
[JsonPropertyName("i")]
public int I { get; set; } // short perk id
[JsonPropertyName("r")]
public float R { get; set; } // rolled range value
};
public class FYCustomItemInfo {
[JsonPropertyName("itemId")]
public string ItemId { get; set; }
[JsonPropertyName("baseItemId")]
public string BaseItemId { get; set; }
[JsonPropertyName("primaryVanityId")] // Item skin
public int PrimaryVanityId { get; set; }
[JsonPropertyName("secondaryVanityId")] // Item charm
public int SecondaryVanityId { get; set; }
[JsonPropertyName("amount")]
public int Amount { get; set; }
[JsonPropertyName("durability")]
public int Durability { get; set; }
[JsonPropertyName("modData")]
public FYModItems ModData { get; set; }
[JsonPropertyName("rolledPerks")]
public FYRolledPerkBackend[] RolledPerks { get; set; }
[JsonPropertyName("insurance")]
public string Insurance { get; set; }
[JsonPropertyName("insuranceOwnerPlayfabId")]
public string InsuranceOwnerPlayfabId { get; set; }
[JsonPropertyName("insuredAttachmentId")]
public string InsuredAttachmentId { get; set; }
[JsonPropertyName("origin")]
public FYItemOriginBackend Origin { get; set; }
};
public class CustomVanityItem {
[JsonPropertyName("baseItemId")]
public string BaseItemId { get; set; }
[JsonPropertyName("origin")]
public FYItemOriginBackend Origin { get; set; }
};
[CloudScriptFunction("PurchaseWeaponShopItem")]
public class PurchaseWeaponShopItemFunction : ICloudScriptFunction<PurchaseWeaponShopItemRequest, PurchaseWeaponShopItemResponse>
{
private readonly IHttpContextAccessor _httpContextAccessor;
private readonly UserDataService _userDataService;
private readonly TitleDataService _titleDataService;
private readonly ILogger<PurchaseWeaponShopItemFunction> _logger;
public PurchaseWeaponShopItemFunction(IHttpContextAccessor httpContextAccessor, UserDataService userDataService, TitleDataService titleDataService, ILogger<PurchaseWeaponShopItemFunction> logger)
{
_httpContextAccessor = httpContextAccessor;
_userDataService = userDataService;
_titleDataService = titleDataService;
_logger = logger;
}
public async Task<PurchaseWeaponShopItemResponse> ExecuteAsync(PurchaseWeaponShopItemRequest request)
{
var context = _httpContextAccessor.HttpContext;
if (context == null)
{
throw new CloudScriptException("CloudScript was not called within a http request");
}
var userId = context.User.FindAuthUserId();
if (request.PurchaseAmount <= 0) {
return new PurchaseWeaponShopItemResponse
{
UserID = userId,
Error = "Invalid purchase amount",
};
}
var userData = await _userDataService.FindAsync(userId, userId, new List<string>{"Inventory", "Balance", "ContractsOneTimeCompleted"});
var inventory = JsonSerializer.Deserialize<List<FYCustomItemInfo>>(userData["Inventory"].Value);
var balance = JsonSerializer.Deserialize<PlayerBalance>(userData["Balance"].Value);
var blueprintsData = _titleDataService.Find(new List<string>{"Blueprints"});
var blueprints = JsonSerializer.Deserialize<Dictionary<string, TitleDataBlueprintInfo>>(blueprintsData["Blueprints"]);
if (!blueprints.ContainsKey(request.BaseItemID)) {
_logger.LogError("Failed to find item ID {ItemID}", request.BaseItemID);
return new PurchaseWeaponShopItemResponse
{
UserID = userId,
Error = "Invalid base item ID",
};
}
var blueprintData = blueprints[request.BaseItemID];
// Contract unlock criteria: some items can only be purchased after completing a
// specific contract. The data uses the sentinel "None" (not an empty string) for
// items with no lock — treat that (and null/empty) as "no lock", otherwise EVERY
// 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);
if (completed?.ContractsIDs == null || !completed.ContractsIDs.Contains(contractLockPurchase))
{
return new PurchaseWeaponShopItemResponse
{
UserID = userId,
Error = "Item is locked: complete the required contract first",
};
}
}
// Validate price
var shopCraftingData = blueprintData.ItemShopsCraftingData[request.ShopItemBelongsTo];
// TODO: Refactor
List<FYCustomItemInfo> grantedOrUpdated = [];
HashSet<string> deletedItemsIds = [];
List<FYCurrencyItem> changedCurrencies = [];
foreach (var ingredient in shopCraftingData.ItemRecipeIngredients) {
int remaining = ingredient.Amount;
if (ingredient.Currency == "SoftCurrency") {
var buyCost = request.PurchaseAmount * ingredient.Amount;
remaining -= buyCost;
balance.SoftCurrency -= buyCost;
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance.SoftCurrency });
} else if (ingredient.Currency == "Aurum") {
var buyCost = request.PurchaseAmount * ingredient.Amount;
remaining -= buyCost;
balance.HardCurrency -= buyCost;
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance.HardCurrency });
} else {
foreach (var item in inventory) {
if (item.BaseItemId != ingredient.Currency) {
continue;
}
var localRemaining = remaining;
remaining -= item.Amount;
item.Amount -= localRemaining;
if (item.Amount <= 0) {
item.Amount = 0;
deletedItemsIds.Add(item.ItemId);
} else {
grantedOrUpdated.Add(item);
}
if (remaining <= 0) {
break;
}
}
}
if (remaining > 0) {
return new PurchaseWeaponShopItemResponse
{
UserID = userId,
Error = "Missing required items",
};
}
}
// TODO: Optimize
var newInventory = new List<FYCustomItemInfo>(inventory.Count);
foreach (var item in inventory) {
if (!deletedItemsIds.Contains(item.ItemId)) {
newInventory.Add(item);
}
}
// TODO: Inventory limit check
// TODO: Refactor into a helper function
var remainingAmount = request.PurchaseAmount * blueprintData.AmountPerPurchase;
// Populate incomplete stacks first
foreach (var item in newInventory) {
if (item.BaseItemId != request.BaseItemID || item.Amount >= blueprintData.MaxAmountPerStack) {
continue;
}
var remainingSpace = blueprintData.MaxAmountPerStack - item.Amount;
var amountToAdd = Math.Min(remainingAmount, remainingSpace);
item.Amount += amountToAdd;
remainingAmount -= amountToAdd;
grantedOrUpdated.Add(item);
if (remainingAmount == 0) {
break;
}
}
// Then create new items
while (remainingAmount > 0) {
var itemStackAmount = Math.Min(blueprintData.MaxAmountPerStack, remainingAmount);
var grantedItem = new FYCustomItemInfo {
ItemId = Guid.NewGuid().ToString(),
Amount = itemStackAmount,
BaseItemId = request.BaseItemID,
Durability = blueprintData.DurabilityMax,
Insurance = "",
InsuranceOwnerPlayfabId = "",
ModData = new FYModItems { M = [] },
Origin = new FYItemOriginBackend { G = "", P = "", T = "" },
InsuredAttachmentId = "",
PrimaryVanityId = 0,
SecondaryVanityId = 0,
RolledPerks = [],
};
newInventory.Add(grantedItem);
grantedOrUpdated.Add(grantedItem);
remainingAmount -= itemStackAmount;
}
await _userDataService.UpdateAsync(
userId, userId,
new Dictionary<string, string>{
["Inventory"] = JsonSerializer.Serialize(newInventory),
["Balance"] = JsonSerializer.Serialize(balance),
}
);
return new PurchaseWeaponShopItemResponse
{
UserID = userId,
Error = "",
BlueprintName = request.BlueprintName,
ItemRarity = request.BlueprintRarity,
PurchaseAmount = request.PurchaseAmount,
ChangedCurrencies = changedCurrencies.ToArray(),
DeletedItemsIds = deletedItemsIds,
ItemsGrantedOrUpdated = grantedOrUpdated,
ShopItemBelongsTo = request.ShopItemBelongsTo
};
}
}
@@ -0,0 +1,35 @@
using System.Text.Json.Serialization;
using Prospect.Server.Api.Services.CloudScript;
public class RefreshVictimCompensationPackagesRequest
{
[JsonPropertyName("userId")]
public string UserID { get; set; }
}
public class RefreshVictimCompensationPackagesResponse
{
[JsonPropertyName("compensationPackages")]
public object[] CompensationPackages { get; set; }
}
[CloudScriptFunction("RefreshVictimCompensationPackages")]
public class RefreshVictimCompensationPackagesFunction : ICloudScriptFunction<RefreshVictimCompensationPackagesRequest, RefreshVictimCompensationPackagesResponse>
{
private readonly ILogger<RefreshVictimCompensationPackagesFunction> _logger;
public RefreshVictimCompensationPackagesFunction(ILogger<RefreshVictimCompensationPackagesFunction> logger)
{
_logger = logger;
}
public async Task<RefreshVictimCompensationPackagesResponse> ExecuteAsync(RefreshVictimCompensationPackagesRequest request)
{
_logger.LogInformation("Processing refresh victim compensation packages");
return new RefreshVictimCompensationPackagesResponse
{
CompensationPackages = [],
};
}
}
@@ -0,0 +1,33 @@
using System.Text.Json.Serialization;
using Prospect.Server.Api.Services.CloudScript;
public class RegisterUserMacAddressRequestRequest
{
[JsonPropertyName("macAddress")]
public string MacAddress { get; set; }
}
public class RegisterUserMacAddressRequestResponse
{
[JsonPropertyName("result")]
public bool Result { get; set; }
}
[CloudScriptFunction("RegisterUserMacAddressRequest")]
public class RegisterUserMacAddressRequestFunction : ICloudScriptFunction<RegisterUserMacAddressRequestRequest, RegisterUserMacAddressRequestResponse>
{
private readonly ILogger<RegisterUserMacAddressRequestFunction> _logger;
public RegisterUserMacAddressRequestFunction(ILogger<RegisterUserMacAddressRequestFunction> logger)
{
_logger = logger;
}
public async Task<RegisterUserMacAddressRequestResponse> ExecuteAsync(RegisterUserMacAddressRequestRequest request)
{
return new RegisterUserMacAddressRequestResponse
{
Result = true,
};
}
}
@@ -0,0 +1,103 @@
using System.Text.Json;
using System.Text.Json.Serialization;
using Prospect.Server.Api.Models.Data;
using Prospect.Server.Api.Services.Auth.Extensions;
using Prospect.Server.Api.Services.UserData;
using Prospect.Server.Api.Utils;
namespace Prospect.Server.Api.Services.CloudScript.Functions;
public class FYRepairItemRequest {
[JsonPropertyName("instanceId")]
public string InstanceID { get; set; }
}
public class FYRepairItemResult {
[JsonPropertyName("userId")]
public string UserID { get; set; }
[JsonPropertyName("error")]
public string Error { get; set; }
[JsonPropertyName("changedCurrencies")]
public FYCurrencyItem[] ChangedCurrencies { get; set; }
[JsonPropertyName("changedItems")]
public FYCustomItemInfo[] ChangedItems { get; set; }
}
[CloudScriptFunction("RepairItem")]
public class RepairItem : ICloudScriptFunction<FYRepairItemRequest, FYRepairItemResult>
{
private readonly IHttpContextAccessor _httpContextAccessor;
private readonly UserDataService _userDataService;
private readonly TitleDataService _titleDataService;
public RepairItem(IHttpContextAccessor httpContextAccessor, UserDataService userDataService, TitleDataService titleDataService)
{
_httpContextAccessor = httpContextAccessor;
_userDataService = userDataService;
_titleDataService = titleDataService;
}
public async Task<FYRepairItemResult> ExecuteAsync(FYRepairItemRequest request)
{
var context = _httpContextAccessor.HttpContext;
if (context == null)
{
throw new CloudScriptException("CloudScript was not called within a http request");
}
var userId = context.User.FindAuthUserId();
var titleData = _titleDataService.Find(new List<string>{"Blueprints"});
var userData = await _userDataService.FindAsync(
userId, userId,
new List<string>{"Balance", "Inventory"}
);
var inventory = JsonSerializer.Deserialize<List<FYCustomItemInfo>>(userData["Inventory"].Value);
var item = inventory.Find(item => item.ItemId == request.InstanceID);
if (item == null) {
return new FYRepairItemResult
{
UserID = userId,
Error = "Item not found",
};
}
var blueprints = JsonSerializer.Deserialize<Dictionary<string, TitleDataBlueprintInfo>>(titleData["Blueprints"]);
var blueprintData = blueprints[item.BaseItemId];
var balance = JsonSerializer.Deserialize<PlayerBalance>(userData["Balance"].Value);
var repairCost = blueprintData.RepairCostBase + (int)Math.Ceiling((1 - (float)item.Durability / blueprintData.DurabilityMax) * blueprintData.RepairCostMaxDurability);
if (item.Durability == 0) {
repairCost += blueprintData.RepairCostModifierBroken;
}
if (balance.SoftCurrency < repairCost) {
return new FYRepairItemResult
{
UserID = userId,
Error = "Insufficient balance",
};
}
balance.SoftCurrency -= repairCost;
item.Durability = blueprintData.DurabilityMax;
await _userDataService.UpdateAsync(
userId, userId,
new Dictionary<string, string>{
["Inventory"] = JsonSerializer.Serialize(inventory),
["Balance"] = JsonSerializer.Serialize(balance),
}
);
return new FYRepairItemResult
{
UserID = userId,
Error = "",
ChangedItems = [item],
ChangedCurrencies = [
new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance.SoftCurrency },
],
};
}
}
@@ -0,0 +1,31 @@
using System.Text.Json.Serialization;
using Prospect.Server.Api.Services.CloudScript;
public class ReportBiEventsRequest
{
[JsonPropertyName("messages")]
public object[] Messages { get; set; }
}
public class ReportBiEventsResponse
{
// TODO: Unknown structure
}
[CloudScriptFunction("ReportBiEvents")]
public class ReportBiEventsFunction : ICloudScriptFunction<ReportBiEventsRequest, ReportBiEventsResponse>
{
private readonly ILogger<ReportBiEventsFunction> _logger;
public ReportBiEventsFunction(ILogger<ReportBiEventsFunction> logger)
{
_logger = logger;
}
public async Task<ReportBiEventsResponse> ExecuteAsync(ReportBiEventsRequest request)
{
_logger.LogInformation("Processing Bi Event");
return new ReportBiEventsResponse{};
}
}
@@ -0,0 +1,110 @@
using System.Collections;
using System.Diagnostics.Contracts;
using System.Text.Json;
using Prospect.Server.Api.Models.Data;
using Prospect.Server.Api.Services.Auth.Extensions;
using Prospect.Server.Api.Services.CloudScript.Models;
using Prospect.Server.Api.Services.CloudScript.Models.Data;
using Prospect.Server.Api.Services.UserData;
namespace Prospect.Server.Api.Services.CloudScript.Functions;
[CloudScriptFunction("RequestActiveObjectivesAndBoardsData")]
public class RequestActiveObjectivesAndBoardsData : ICloudScriptFunction<FYQueryFactionProgressionRequest, FYGetPlayerContractsResult>
{
private readonly IHttpContextAccessor _httpContextAccessor;
private readonly UserDataService _userDataService;
private readonly TitleDataService _titleDataService;
private readonly string[] factions = ["Korolev", "Osiris", "ICA"]; // TODO: Order is important
private readonly string[] difficulties = ["Easy", "Medium", "Hard"];
private readonly Random rnd = new Random();
public RequestActiveObjectivesAndBoardsData(IHttpContextAccessor httpContextAccessor, UserDataService userDataService, TitleDataService titleDataService)
{
_httpContextAccessor = httpContextAccessor;
_userDataService = userDataService;
_titleDataService = titleDataService;
}
public async Task<FYGetPlayerContractsResult> ExecuteAsync(FYQueryFactionProgressionRequest request)
{
var context = _httpContextAccessor.HttpContext;
if (context == null)
{
return new FYGetPlayerContractsResult{};
}
var userId = context.User.FindAuthUserId();
var userData = await _userDataService.FindAsync(userId, userId, new List<string>{ "ContractsActive", "JobBoardsData", "FactionProgressionKorolev", "FactionProgressionICA", "FactionProgressionOsiris" });
var contractsActive = JsonSerializer.Deserialize<FYGetActiveContractsResult>(userData["ContractsActive"].Value);
var jobBoardsData = JsonSerializer.Deserialize<JobBoardsData>(userData["JobBoardsData"].Value);
var now = (int)DateTimeOffset.UtcNow.ToUnixTimeSeconds();
var lastBoardRefreshTimeUtc = jobBoardsData.LastBoardRefreshTimeUtc;
var boards = jobBoardsData.Boards;
// The boards are updated once in 3 hours
if (now >= lastBoardRefreshTimeUtc.Seconds + 60 * 60 * 3) {
var titleData = _titleDataService.Find(new List<string> { "Contracts", "Jobs", "LevelData" });
var contracts = JsonSerializer.Deserialize<Dictionary<string, TitleDataContractInfo>>(titleData["Contracts"]);
var jobs = JsonSerializer.Deserialize<Dictionary<string, Dictionary<string, string[]>>>(titleData["Jobs"]);
var levelsData = JsonSerializer.Deserialize<Dictionary<string, int[]>>(titleData["LevelData"]);
var currentQuests = new Dictionary<string, Dictionary<string, bool>> {
["Korolev"] = new Dictionary<string, bool> { ["Easy"] = false, ["Medium"] = false, ["Hard"] = false },
["Osiris"] = new Dictionary<string, bool> { ["Easy"] = false, ["Medium"] = false, ["Hard"] = false },
["ICA"] = new Dictionary<string, bool> { ["Easy"] = false, ["Medium"] = false, ["Hard"] = false },
};
foreach (var contract in contractsActive.Contracts) {
var parts = contract.ContractID.Split('-');
if (parts[0] != "NEW") {
continue;
}
var difficulty = parts[1];
var faction = parts[2] == "KOR" ? "Korolev" : parts[2];
currentQuests[faction][difficulty] = true;
}
for (var i = 0; i < factions.Length; i++) {
var faction = factions[i];
var factionProgression = JsonSerializer.Deserialize<int>(userData[$"FactionProgression{faction}"].Value);
var levels = levelsData[faction];
var level = levels.Length - Array.FindIndex(levels, (int xp) => {
return factionProgression >= xp;
});
for (var j = 0; j < difficulties.Length; j++) {
var difficulty = difficulties[j];
if (currentQuests[faction][difficulty]) {
continue;
}
var factionJobs = jobs[faction];
var jobsAvailable = Array.FindAll(factionJobs[difficulty], (string jobId) => {
return level >= contracts[jobId].UnlockData.Level;
});
string jobId = jobsAvailable.Length > 0 ? jobsAvailable[rnd.Next(jobsAvailable.Length)] : factionJobs[difficulty][0];
boards[i].Contracts[j] = new FYFactionContractData { ContractId = jobId };
}
}
lastBoardRefreshTimeUtc.Seconds = now;
await _userDataService.UpdateAsync(
userId, userId,
new Dictionary<string, string> { ["JobBoardsData"] = JsonSerializer.Serialize(jobBoardsData) }
);
}
return new FYGetPlayerContractsResult
{
UserId = userId,
Error = null,
ActiveContracts = contractsActive.Contracts,
FactionsContracts = new FYFactionsContractsData
{
Boards = boards,
LastBoardRefreshTimeUtc = lastBoardRefreshTimeUtc
},
RefreshHours24UtcFromBackend = 12 // Doesn't seem to work
};
}
}
@@ -0,0 +1,58 @@
using System.Text.Json.Serialization;
using Prospect.Server.Api.Services.Auth.Extensions;
using Prospect.Server.Api.Services.CloudScript;
public class RequestCanReconnectRequest
{
// Empty request
}
public class RequestCanReconnectResponse
{
[JsonPropertyName("userId")]
public string UserID { get; set; }
//[JsonPropertyName("error")]
//public int Error { get; set; }
//[JsonPropertyName("changedItems")]
//public int changedItems { get; set; }
//[JsonPropertyName("sessionId")]
//public int SessionID { get; set; }
//[JsonPropertyName("info")]
//public int Info { get; set; }
//[JsonPropertyName("lastSessionResult")]
//public int LastSessionResult { get; set; }
//[JsonPropertyName("lastSessionId")]
//public int LastSessionID { get; set; }
}
[CloudScriptFunction("RequestCanReconnect")]
public class RequestCanReconnectFunction : ICloudScriptFunction<RequestCanReconnectRequest, RequestCanReconnectResponse>
{
private readonly IHttpContextAccessor _httpContextAccessor;
public RequestCanReconnectFunction(IHttpContextAccessor httpContextAccessor)
{
_httpContextAccessor = httpContextAccessor;
}
public async Task<RequestCanReconnectResponse> ExecuteAsync(RequestCanReconnectRequest request)
{
var context = _httpContextAccessor.HttpContext;
if (context == null)
{
return new RequestCanReconnectResponse
{};
}
return new RequestCanReconnectResponse
{
//Error = 0,
//Info = 0,
//LastSessionResult = 0,
//LastSessionID = 0,
//SessionID = 0,
//changedItems = 0,
UserID = context.User.FindAuthUserId(),
};
}
}
@@ -0,0 +1,165 @@
using System.Text.Json;
using System.Text.Json.Serialization;
using Prospect.Server.Api.Models.Data;
using Prospect.Server.Api.Services.Auth.Extensions;
using Prospect.Server.Api.Services.CloudScript;
using Prospect.Server.Api.Services.UserData;
public class FYFortunaPassClaimedRewards {
[JsonPropertyName("rewardsIds")]
public List<string> RewardsIDs { get; set; }
};
// Récompense d'un palier de la passe (catalogue optionnel TitleData "FortunaPass2_Rewards").
// itemId "SoftCurrency"/"Aurum"/"InsuranceCurrency" = monnaie, sinon item d'inventaire.
public class FortunaPassRewardDef {
[JsonPropertyName("itemId")]
public string ItemId { get; set; }
[JsonPropertyName("amount")]
public int Amount { get; set; }
}
public class RequestClaimFortunaPassRewardsRequest
{
[JsonPropertyName("rewardsIds")]
public string[] RewardsIDs { get; set; }
}
public class RequestClaimFortunaPassRewardsResponse
{
[JsonPropertyName("userIds")]
public string UserId { get; set; }
[JsonPropertyName("error")]
public string Error { get; set; }
[JsonPropertyName("errorType")]
public int ErrorType { get; set; }
[JsonPropertyName("grantedItems")]
public FYCustomItemInfo[] GrantedItems { get; set; }
[JsonPropertyName("changedCurrencies")]
public FYCurrencyItem[] ChangedCurrencies { get; set; }
}
[CloudScriptFunction("RequestClaimFortunaPassRewards")]
public class RequestClaimFortunaPassRewardsFunction : ICloudScriptFunction<RequestClaimFortunaPassRewardsRequest, RequestClaimFortunaPassRewardsResponse>
{
private readonly IHttpContextAccessor _httpContextAccessor;
private readonly UserDataService _userDataService;
private readonly TitleDataService _titleDataService;
private readonly ILogger<RequestClaimFortunaPassRewardsFunction> _logger;
public RequestClaimFortunaPassRewardsFunction(IHttpContextAccessor httpContextAccessor, UserDataService userDataService, TitleDataService titleDataService, ILogger<RequestClaimFortunaPassRewardsFunction> logger)
{
_httpContextAccessor = httpContextAccessor;
_userDataService = userDataService;
_titleDataService = titleDataService;
_logger = logger;
}
public async Task<RequestClaimFortunaPassRewardsResponse> ExecuteAsync(RequestClaimFortunaPassRewardsRequest request)
{
var context = _httpContextAccessor.HttpContext;
if (context == null)
{
throw new CloudScriptException("CloudScript was not called within a http request");
}
var userId = context.User.FindAuthUserId();
// Clé de la saison courante (déterminée par la config de build) — évite d'écraser
// la progression de l'autre saison (l'ancien code écrasait S2 ET S3).
#if SEASON_3_RELEASE || SEASON_3_DEBUG
const string claimedKey = "FortunaPass3_ClaimedRewards";
const string rewardsCatalogKey = "FortunaPass3_Rewards";
#else
const string claimedKey = "FortunaPass2_ClaimedRewards";
const string rewardsCatalogKey = "FortunaPass2_Rewards";
#endif
var userData = await _userDataService.FindAsync(userId, userId, new List<string>{ claimedKey, "Inventory", "Balance" });
var claimedRewards = JsonSerializer.Deserialize<FYFortunaPassClaimedRewards>(userData[claimedKey].Value)
?? new FYFortunaPassClaimedRewards { RewardsIDs = new List<string>() };
claimedRewards.RewardsIDs ??= new List<string>();
// Catalogue des récompenses (optionnel) : rewardId -> {itemId, amount}.
Dictionary<string, FortunaPassRewardDef> catalog = null;
try
{
var td = _titleDataService.Find(new List<string> { rewardsCatalogKey });
if (td.TryGetValue(rewardsCatalogKey, out var raw) && !string.IsNullOrWhiteSpace(raw))
catalog = JsonSerializer.Deserialize<Dictionary<string, FortunaPassRewardDef>>(raw);
}
catch { /* pas de catalogue → on enregistre seulement la réclamation */ }
var inventory = JsonSerializer.Deserialize<List<FYCustomItemInfo>>(userData["Inventory"].Value) ?? new List<FYCustomItemInfo>();
var balance = JsonSerializer.Deserialize<PlayerBalance>(userData["Balance"].Value);
var grantedItems = new List<FYCustomItemInfo>();
var changedCurrencies = new List<FYCurrencyItem>();
foreach (var rewardId in request.RewardsIDs)
{
// Ne pas re-créditer un palier déjà réclamé.
if (claimedRewards.RewardsIDs.Contains(rewardId)) continue;
if (catalog == null || !catalog.TryGetValue(rewardId, out var def) || def == null)
{
// Le catalogue des paliers est défini côté client (DataTable). On journalise
// les IDs inconnus pour pouvoir construire un vrai catalogue FortunaPass{2,3}_Rewards
// qui matche. IMPORTANT : ne PAS marquer le palier comme réclamé si on ne peut rien
// accorder — sinon il serait brûlé définitivement et inclaimable une fois le
// catalogue ajouté.
_logger.LogInformation("FortunaPass claim: aucun catalogue pour le reward '{RewardId}' (catalogue {State}) — non accordé", rewardId, catalog == null ? "absent" : "présent");
continue;
}
claimedRewards.RewardsIDs.Add(rewardId);
_logger.LogInformation("FortunaPass claim: octroi reward '{RewardId}' -> {ItemId} x{Amount}", rewardId, def.ItemId, def.Amount);
switch (def.ItemId)
{
case "SoftCurrency":
balance.SoftCurrency += def.Amount;
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance.SoftCurrency });
break;
case "Aurum":
balance.HardCurrency += def.Amount;
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance.HardCurrency });
break;
case "InsuranceCurrency":
balance.InsuranceCurrency += def.Amount;
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "InsuranceCurrency", Amount = balance.InsuranceCurrency });
break;
default:
var item = new FYCustomItemInfo {
ItemId = Guid.NewGuid().ToString(),
Amount = def.Amount <= 0 ? 1 : def.Amount,
BaseItemId = def.ItemId,
Durability = 0,
Insurance = "",
InsuranceOwnerPlayfabId = "",
ModData = new FYModItems { M = [] },
Origin = new FYItemOriginBackend { G = "", P = "", T = "" },
InsuredAttachmentId = "",
PrimaryVanityId = 0,
SecondaryVanityId = 0,
RolledPerks = [],
};
inventory.Add(item);
grantedItems.Add(item);
break;
}
}
var changes = new Dictionary<string, string> { [claimedKey] = JsonSerializer.Serialize(claimedRewards) };
if (grantedItems.Count > 0) changes["Inventory"] = JsonSerializer.Serialize(inventory);
if (changedCurrencies.Count > 0) changes["Balance"] = JsonSerializer.Serialize(balance);
await _userDataService.UpdateAsync(userId, userId, changes);
return new RequestClaimFortunaPassRewardsResponse
{
UserId = userId,
ErrorType = 3, // EYFortunaPassToastReponseType::Ok
Error = "",
GrantedItems = grantedItems.ToArray(),
ChangedCurrencies = changedCurrencies.ToArray(),
};
}
}
@@ -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;
@@ -7,42 +9,43 @@ namespace Prospect.Server.Api.Services.CloudScript.Functions;
public class RequestFactionProgression : ICloudScriptFunction<FYQueryFactionProgressionRequest, object?> public class RequestFactionProgression : ICloudScriptFunction<FYQueryFactionProgressionRequest, object?>
{ {
private readonly IHttpContextAccessor _httpContextAccessor; private readonly IHttpContextAccessor _httpContextAccessor;
private readonly UserDataService _userDataService;
public RequestFactionProgression(IHttpContextAccessor httpContextAccessor) public RequestFactionProgression(IHttpContextAccessor httpContextAccessor, UserDataService userDataService)
{ {
_httpContextAccessor = httpContextAccessor; _httpContextAccessor = httpContextAccessor;
_userDataService = userDataService;
} }
public Task<object?> ExecuteAsync(FYQueryFactionProgressionRequest request) public async Task<object?> ExecuteAsync(FYQueryFactionProgressionRequest request)
{ {
var context = _httpContextAccessor.HttpContext; var context = _httpContextAccessor.HttpContext;
if (context == null) if (context == null)
{ {
return Task.FromResult<object?>(null); return null;
} }
var userId = context.User.FindAuthUserId();
return Task.FromResult<object?>(new var userData = await _userDataService.FindAsync(
userId, userId,
new List<string> { "FactionProgressionICA", "FactionProgressionKorolev", "FactionProgressionOsiris" }
);
int Progression(string faction) =>
userData.TryGetValue("FactionProgression" + faction, out var v) && v.Value != null
? JsonSerializer.Deserialize<int>(v.Value)
: 0;
return new
{ {
factions = new [] factions = new[]
{ {
new new { factionId = "ICA", currentProgression = Progression("ICA") },
{ new { factionId = "Korolev", currentProgression = Progression("Korolev") },
factionId = "ICA", new { factionId = "Osiris", currentProgression = Progression("Osiris") },
currentProgression = 0
}, },
new userId,
{
factionId = "Korolev",
currentProgression = 0
},
new
{
factionId = "Osiris",
currentProgression = 0
},
},
userId = context.User.FindAuthUserId(),
error = "" error = ""
}); };
} }
} }
@@ -0,0 +1,34 @@
using System.Text.Json.Serialization;
using Prospect.Server.Api.Services.CloudScript;
// Season 1 request
public class RequestIsPlayerStillOnBattleServerRequest
{
}
public class RequestIsPlayerStillOnBattleServerResponse
{
[JsonPropertyName("isStillOnBattleServer")]
public bool IsStillOnBattleServer { get; set; }
[JsonPropertyName("infoStillOnBattleServer")]
public string InfoStillOnBattleServer { get; set; }
}
[CloudScriptFunction("RequestIsPlayerStillOnBattleServer")]
public class RequestIsPlayerStillOnBattleServerFunction : ICloudScriptFunction<RequestIsPlayerStillOnBattleServerRequest, RequestIsPlayerStillOnBattleServerResponse>
{
private readonly ILogger<RequestIsPlayerStillOnBattleServerFunction> _logger;
public RequestIsPlayerStillOnBattleServerFunction(ILogger<RequestIsPlayerStillOnBattleServerFunction> logger)
{
_logger = logger;
}
public async Task<RequestIsPlayerStillOnBattleServerResponse> ExecuteAsync(RequestIsPlayerStillOnBattleServerRequest request)
{
return new RequestIsPlayerStillOnBattleServerResponse
{
IsStillOnBattleServer = false,
InfoStillOnBattleServer = "",
};
}
}
@@ -0,0 +1,31 @@
using System.Text.Json.Serialization;
using Prospect.Server.Api.Services.CloudScript;
public class RequestMigrateSteamAccountFromCB1Request
{
[JsonPropertyName("steamId")]
public string SteamID { get; set; }
}
public class RequestMigrateSteamAccountFromCB1Response
{}
[CloudScriptFunction("RequestMigrateSteamAccountFromCB1")]
public class RequestMigrateSteamAccountFromCB1Function : ICloudScriptFunction<RequestMigrateSteamAccountFromCB1Request, RequestMigrateSteamAccountFromCB1Response>
{
private readonly ILogger<RequestMigrateSteamAccountFromCB1Function> _logger;
public RequestMigrateSteamAccountFromCB1Function(ILogger<RequestMigrateSteamAccountFromCB1Function> logger)
{
_logger = logger;
}
public async Task<RequestMigrateSteamAccountFromCB1Response> ExecuteAsync(RequestMigrateSteamAccountFromCB1Request request)
{
_logger.LogInformation("Processing CB1 account migration request request for Steam account {SteamID}",
request.SteamID);
return new RequestMigrateSteamAccountFromCB1Response
{};
}
}
@@ -0,0 +1,127 @@
using System.Text.Json;
using System.Text.Json.Serialization;
using Prospect.Server.Api.Models.Data;
using Prospect.Server.Api.Services.Auth.Extensions;
using Prospect.Server.Api.Services.UserData;
namespace Prospect.Server.Api.Services.CloudScript.Functions;
public class FYRequestMissionCompletedRequest {
[JsonPropertyName("currentMissionId")]
public string CurrentMissionID { get; set; }
}
public class FYRequestMissionCompletedResult {
[JsonPropertyName("userId")]
public string UserID { get; set; }
[JsonPropertyName("currentMissionId")]
public string CurrentMissionID { get; set; }
[JsonPropertyName("rewards")]
public List<FYCustomItemInfo> Rewards { get; set; }
[JsonPropertyName("updatedCurrencies")]
public FYCurrencyItem[] UpdatedCurrencies { get; set; }
[JsonPropertyName("progress")]
public int Progress { get; set; }
}
[CloudScriptFunction("RequestMissionCompleted")]
public class RequestMissionCompleted : ICloudScriptFunction<FYRequestMissionCompletedRequest, FYRequestMissionCompletedResult>
{
private readonly IHttpContextAccessor _httpContextAccessor;
private readonly UserDataService _userDataService;
private readonly TitleDataService _titleDataService;
public RequestMissionCompleted(IHttpContextAccessor httpContextAccessor, UserDataService userDataService, TitleDataService titleDataService)
{
_httpContextAccessor = httpContextAccessor;
_userDataService = userDataService;
_titleDataService = titleDataService;
}
public async Task<FYRequestMissionCompletedResult> ExecuteAsync(FYRequestMissionCompletedRequest request)
{
var context = _httpContextAccessor.HttpContext;
if (context == null)
{
throw new CloudScriptException("CloudScript was not called within a http request");
}
var userId = context.User.FindAuthUserId();
var userData = await _userDataService.FindAsync(userId, userId, new List<string>{"OnboardingProgression", "Inventory", "Balance"});
var onboardingMission = JsonSerializer.Deserialize<OnboardingMission>(userData["OnboardingProgression"].Value);
var inventory = JsonSerializer.Deserialize<List<FYCustomItemInfo>>(userData["Inventory"].Value);
var titleData = _titleDataService.Find(new List<string>{"OnboardingMissions", "OnboardingRewardMissions", "Blueprints"});
var rewards = JsonSerializer.Deserialize<Dictionary<string, TitleDataMissionRewardInfo>>(titleData["OnboardingRewardMissions"]);
var blueprints = JsonSerializer.Deserialize<Dictionary<string, TitleDataBlueprintInfo>>(titleData["Blueprints"]);
var missions = JsonSerializer.Deserialize<Dictionary<string, TitleDataMissionInfo>>(titleData["OnboardingMissions"]);
var balance = JsonSerializer.Deserialize<PlayerBalance>(userData["Balance"].Value);
var currentMission = missions[onboardingMission.CurrentMissionID];
var missionRewardId = currentMission.OnboardingRewards.RowName;
var nextMissionId = currentMission.NextMissionRowHandle.RowName;
onboardingMission.CurrentMissionID = nextMissionId;
onboardingMission.Progress = 0;
List<FYCustomItemInfo> rewardedItems = new List<FYCustomItemInfo>();
List<FYCurrencyItem> changedCurrencies = [];
if (rewards.ContainsKey(missionRewardId)) {
var missionRewards = rewards[missionRewardId].RewardEntries;
foreach (var reward in missionRewards) {
if (reward.RewardRowHandle.RowName == "SoftCurrency") {
balance.SoftCurrency += reward.RewardAmount;
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance.SoftCurrency });
} else if (reward.RewardRowHandle.RowName == "Aurum") {
balance.HardCurrency += reward.RewardAmount;
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance.HardCurrency });
} else if (reward.RewardRowHandle.RowName == "InsuranceCurrency") {
balance.InsuranceCurrency += reward.RewardAmount;
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "InsuranceCurrency", Amount = balance.InsuranceCurrency });
} else {
// TODO: Inventory limit check
var blueprintData = blueprints[reward.RewardRowHandle.RowName];
var remainingAmount = reward.RewardAmount * blueprintData.AmountPerPurchase;
while (remainingAmount > 0) {
var itemStackAmount = Math.Min(blueprintData.MaxAmountPerStack, remainingAmount);
// TODO: Mission rewards are probably already given in stacks
var itemInfo = new FYCustomItemInfo{
ItemId = Guid.NewGuid().ToString(),
Amount = itemStackAmount,
BaseItemId = reward.RewardRowHandle.RowName,
Durability = blueprintData.DurabilityMax,
Insurance = "",
InsuranceOwnerPlayfabId = "",
ModData = new FYModItems { M = [] },
Origin = new FYItemOriginBackend { G = "", P = "", T = "" },
InsuredAttachmentId = "",
PrimaryVanityId = 0,
SecondaryVanityId = 0,
RolledPerks = [],
};
inventory.Add(itemInfo);
rewardedItems.Add(itemInfo);
remainingAmount -= itemStackAmount;
}
}
}
}
await _userDataService.UpdateAsync(
userId, userId,
new Dictionary<string, string>{
["OnboardingProgression"] = JsonSerializer.Serialize(onboardingMission),
["Inventory"] = JsonSerializer.Serialize(inventory),
["Balance"] = JsonSerializer.Serialize(balance),
}
);
return new FYRequestMissionCompletedResult
{
UserID = userId,
CurrentMissionID = nextMissionId,
Rewards = rewardedItems,
UpdatedCurrencies = changedCurrencies.ToArray(),
Progress = 0
};
}
}
@@ -0,0 +1,83 @@
using System.Text.Json;
using System.Text.Json.Serialization;
using Prospect.Server.Api.Services.Auth.Extensions;
using Prospect.Server.Api.Services.UserData;
namespace Prospect.Server.Api.Services.CloudScript.Functions;
public class FYRequestMissionUpdateRequest {
[JsonPropertyName("userId")]
public string UserID { get; set; }
[JsonPropertyName("currentMissionId")]
public string CurrentMissionID { get; set; }
[JsonPropertyName("currentStepName")]
public string CurrentStepName { get; set; }
[JsonPropertyName("progress")]
public int Progress { get; set; }
[JsonPropertyName("currentRoomId")]
public string CurrentRoomID { get; set; }
}
public class FYRequestMissionUpdateResult {
[JsonPropertyName("userId")]
public string UserID { get; set; }
[JsonPropertyName("error")]
public string Error { get; set; }
[JsonPropertyName("currentMissionId")]
public string CurrentMissionID { get; set; }
[JsonPropertyName("rewards")]
public object[] Rewards { get; set; }
[JsonPropertyName("progress")]
public int Progress { get; set; }
}
public class OnboardingMission {
[JsonPropertyName("userId")]
public string UserID { get; set; }
[JsonPropertyName("currentMissionID")]
public string CurrentMissionID { get; set; }
[JsonPropertyName("progress")]
public int Progress { get; set; }
[JsonPropertyName("showPopup")]
public bool ShowPopup { get; set; }
}
[CloudScriptFunction("RequestMissionUpdate")]
public class RequestMissionUpdate : ICloudScriptFunction<FYRequestMissionUpdateRequest, FYRequestMissionUpdateResult>
{
private readonly IHttpContextAccessor _httpContextAccessor;
private readonly UserDataService _userDataService;
public RequestMissionUpdate(IHttpContextAccessor httpContextAccessor, UserDataService userDataService)
{
_httpContextAccessor = httpContextAccessor;
_userDataService = userDataService;
}
public async Task<FYRequestMissionUpdateResult> ExecuteAsync(FYRequestMissionUpdateRequest request)
{
var context = _httpContextAccessor.HttpContext;
if (context == null)
{
throw new CloudScriptException("CloudScript was not called within a http request");
}
var userId = context.User.FindAuthUserId();
var userData = await _userDataService.FindAsync(userId, userId, new List<string>{"OnboardingProgression"});
var onboardingMission = JsonSerializer.Deserialize<OnboardingMission>(userData["OnboardingProgression"].Value);
onboardingMission.CurrentMissionID = request.CurrentMissionID;
onboardingMission.Progress = request.Progress;
await _userDataService.UpdateAsync(
userId, userId,
new Dictionary<string, string>{ ["OnboardingProgression"] = JsonSerializer.Serialize(onboardingMission) }
);
return new FYRequestMissionUpdateResult
{
UserID = userId,
Error = "",
CurrentMissionID = request.CurrentMissionID,
Rewards = [],
Progress = request.Progress
};
}
}
@@ -0,0 +1,50 @@
using System.Text.Json.Serialization;
using Prospect.Server.Api.Services.CloudScript;
public class RequestNewLegalAgreementsRequest
{
[JsonPropertyName("gamePlatform")]
public string GamePlatform { get; set; }
[JsonPropertyName("nDAVersion")]
public int NDAVersion { get; set; }
[JsonPropertyName("eULAVersion")]
public int EULAVersion { get; set; }
[JsonPropertyName("tryBypass")]
public bool TryBypass { get; set; }
[JsonPropertyName("loginNonce")]
public string LoginNonce { get; set; }
}
public class RequestNewLegalAgreementsResponse
{
[JsonPropertyName("requiredNDAVersion")]
public int NDAVersion { get; set; }
[JsonPropertyName("requiredEULAVersion")]
public int EULAVersion { get; set; }
[JsonPropertyName("hasAccepted")]
public int HasAccepted { get; set; }
}
[CloudScriptFunction("RequestNewLegalAgreements")]
public class RequestNewLegalAgreementsFunction : ICloudScriptFunction<RequestNewLegalAgreementsRequest, RequestNewLegalAgreementsResponse>
{
private readonly ILogger<RequestNewLegalAgreementsFunction> _logger;
public RequestNewLegalAgreementsFunction(ILogger<RequestNewLegalAgreementsFunction> logger)
{
_logger = logger;
}
public async Task<RequestNewLegalAgreementsResponse> ExecuteAsync(RequestNewLegalAgreementsRequest request)
{
_logger.LogInformation("Processing request new legal agreements for platform {Platform} with nonce {Nonce}",
request.GamePlatform, request.LoginNonce);
return new RequestNewLegalAgreementsResponse
{
NDAVersion = request.NDAVersion,
EULAVersion = request.EULAVersion,
HasAccepted = 1,
};
}
}

Some files were not shown because too many files have changed in this diff Show More