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@@ -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
|
||||
@@ -0,0 +1 @@
|
||||
_out/
|
||||
+15
@@ -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"]
|
||||
@@ -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.*
|
||||
@@ -7,14 +7,12 @@ Also known as "The Cycle: Frontier".
|
||||
- [Features](#features)
|
||||
- [Running locally](#running-locally)
|
||||
- [1. Prerequisites](#1-prerequisites)
|
||||
- [1.1 How to download Season 2 client from SteamDB using Steam console](#11-how-to-download-season-2-client-from-steamdb-using-steam-console)
|
||||
- [1.1 How to download Season 2 client from SteamDB using Steam console](#11-how-to-download-season-2-client-from-steamdb-using-steam-console)
|
||||
- [2. Unpack `Prospect.Server.Api`](#2-unpack-prospectserverapi)
|
||||
- [3. Patch the `hosts` file](#3-patch-the-hosts-file)
|
||||
- [4. Generate and import SSL certificate](#4-generate-and-import-ssl-certificate)
|
||||
- [5. Add `steam_appid` to the game](#5-add-steam_appid-to-the-game)
|
||||
- [6. Create a game shortcut with specified arguments](#6-create-a-game-shortcut-with-specified-arguments)
|
||||
- [7. Run the server](#7-run-the-server)
|
||||
- [8. Run the game](#8-run-the-game)
|
||||
- [3. Generate and import SSL certificate](#3-generate-and-import-ssl-certificate)
|
||||
- [4. Extract `LoaderPack` to the game](#4-extract-loaderpack-to-the-game)
|
||||
- [5. Run the server](#5-run-the-server)
|
||||
- [6. Run the game](#6-run-the-game)
|
||||
- [Troubleshooting and FAQ](#troubleshooting-and-faq)
|
||||
- [How to remove the certificate?](#how-to-remove-the-certificate)
|
||||
- [`generate_ssl.exe` is flagged as a virus](#generate_sslexe-is-flagged-as-a-virus)
|
||||
@@ -30,10 +28,7 @@ Also known as "The Cycle: Frontier".
|
||||
* [x] EULA acceptance
|
||||
* [x] Tutorial
|
||||
* [x] Single-player station (Season 2 and Season 3):
|
||||
* [ ] Onboarding
|
||||
* [x] Talk to Badum
|
||||
* [x] Equip items
|
||||
* [ ] Deploy to Fortuna
|
||||
* [x] Onboarding
|
||||
* [ ] Matchmaking and deployment
|
||||
* [x] Solo
|
||||
* [ ] Squad
|
||||
@@ -42,16 +37,15 @@ Also known as "The Cycle: Frontier".
|
||||
* [x] Inventory and loadout
|
||||
* [ ] Loadout presets (Season 3)
|
||||
* [x] Quests
|
||||
* [ ] Job boards
|
||||
* [x] Faction progression
|
||||
* [ ] Season pass
|
||||
* [ ] Shops
|
||||
* [ ] Aurum Shops
|
||||
* [ ] Daily shop
|
||||
* [ ] Weekly shop
|
||||
* [ ] Shop rotation
|
||||
* [x] Daily login
|
||||
* [x] Character appearance and emotes
|
||||
* [x] Shops
|
||||
* [x] Item Shops
|
||||
* [x] Crafting station
|
||||
* [x] Quarters
|
||||
* [x] Player balance
|
||||
@@ -60,17 +54,17 @@ Also known as "The Cycle: Frontier".
|
||||
* [x] Vivox login
|
||||
* [x] Vivox create and join channel
|
||||
* [ ] Proximity voice works
|
||||
* [ ] Game mechanics
|
||||
* [x] Game mechanics
|
||||
* [x] Can deploy through terminal
|
||||
* [x] Can deploy with loadout
|
||||
* [ ] Can evac
|
||||
* [ ] Can do quests
|
||||
* [ ] Can gain/lose loot
|
||||
* [ ] Can use Alien Forge.
|
||||
* [ ] Map content
|
||||
* [x] Can evac
|
||||
* [x] Can do quests (except PvP)
|
||||
* [x] Can gain/lose loot
|
||||
* [x] Can use Alien Forge
|
||||
* [x] Map content
|
||||
* [x] Bright Sands
|
||||
* [ ] Crescent Falls
|
||||
* [ ] Tharis Island
|
||||
* [x] Crescent Falls
|
||||
* [x] Tharis Island
|
||||
|
||||
## Running locally
|
||||
|
||||
@@ -90,29 +84,29 @@ Before you start, you'll need the following software downloaded and installed:
|
||||
|
||||
1. [MongoDB Community Edition](https://fastdl.mongodb.org/windows/mongodb-windows-x86_64-8.0.4-signed.msi).
|
||||
|
||||
1. [Latest `Prospect.Server.Api`](https://github.com/deiteris/Prospect/releases) from the Releases section
|
||||
1. [`Prospect.Server.Api` and `LoaderPack`](https://github.com/deiteris/Prospect/releases) from the Releases section:
|
||||
|
||||
1. [.NET Runtime 8.0](https://aka.ms/dotnet-core-applaunch?missing_runtime=true&arch=x64&rid=win-x64&os=win10&apphost_version=8.0.11) installed.
|
||||
- For Season 3 (the latest Steam game client), use Build 6.
|
||||
|
||||
1. [ASP.NET Core 8.0](https://aka.ms/dotnet-core-applaunch?framework=Microsoft.AspNetCore.App&framework_version=8.0.0&arch=x64&rid=win-x64&os=win10) installed.
|
||||
- For Season 2 game client, use the latest version.
|
||||
|
||||
1. The Cycle: Frontier game client:
|
||||
|
||||
- The latest version from [Steam](https://steamcommunity.com/app/868270).
|
||||
|
||||
- Season 2 client. See [download instructions below](#11-how-to-download-season-2-client-from-steamdb-using-steam-console).
|
||||
- Season 2 client version `4623363103423775682` from SteamDB. See [download instructions below](#11-how-to-download-season-2-client-from-steamdb-using-steam-console).
|
||||
|
||||
- Any other version, even Season 1 works.
|
||||
|
||||
### 1.1 How to download Season 2 client from SteamDB using Steam console
|
||||
#### 1.1 How to download Season 2 client from SteamDB using Steam console
|
||||
|
||||
> [!WARNING]
|
||||
> This will overwrite the existing client if you try to download a different manifest!
|
||||
|
||||
1. With Steam running, click <steam://nav/console> to open Steam console. Alternatively, you can press `Win+R` and enter `steam://nav/console`.
|
||||
1. With Steam running, press `Win+R` and enter `steam://nav/console`. A Steam console will open.
|
||||
|
||||
1. Open [The Cycle: Frontier SteamDB manifests](https://steamdb.info/depot/868271/manifests/).
|
||||
|
||||
1. Make sure you have **Copy format** set to **Steam console**.
|
||||
|
||||
1. Press `CTRL+F` and enter `4623363103423775682` to find the manifest for Season 2 version 2.7.2 client.
|
||||
|
||||
1. Click the  icon to copy the download command.
|
||||
@@ -125,17 +119,7 @@ Before you start, you'll need the following software downloaded and installed:
|
||||
|
||||
Use your favorite ZIP archiver and unzip the `Prospect.Server.Api.zip` downloaded from this repository.
|
||||
|
||||
### 3. Patch the `hosts` file
|
||||
|
||||
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:
|
||||
|
||||
1. Open Notepad as Administrator.
|
||||
|
||||
1. Click **File** > **Open...** and select `C:\Windows\System32\drivers\etc\hosts`.
|
||||
|
||||
1. At the end of the file, add `127.0.0.1 2EA46.playfabapi.com` on a new line. Do not add the `#` character!
|
||||
|
||||
### 4. Generate and import SSL certificate
|
||||
### 3. Generate and import SSL certificate
|
||||
|
||||
> [!IMPORTANT]
|
||||
> Do not share the generated certificate! Generated certificate includes a private key that may be used to generate other certificates and compromise your security.
|
||||
@@ -159,38 +143,24 @@ to successfully communicate with the local server. Do the following:
|
||||
|
||||
1. Click **Finish**. A **Security Warning** popup may appear, make sure it specifies `2EA46.playfabapi.com` certification authority and click **Yes**.
|
||||
|
||||
### 5. Add `steam_appid` to the game
|
||||
### 4. Extract `LoaderPack` to the game
|
||||
|
||||
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`.
|
||||
1. Open the `LoaderPack` archive.
|
||||
|
||||
1. Open `steam_appid` and enter `480`.
|
||||
1. Drag and drop the contents of the `LoaderPack` archive to the game.
|
||||
|
||||
1. Save and close the file.
|
||||
1. Create a shortcut for the `Prospect.Client.Loader` that you will use later to launch the game.
|
||||
|
||||
### 6. Create a game shortcut with specified arguments
|
||||
|
||||
1. Open the folder with The Cycle: Frontier and navigate to **Prospect** > **Binaries** > **Win64**.
|
||||
|
||||
1. Right-click `Prospect-Win64-Shipping.exe` > **Create Shortcut**.
|
||||
|
||||
1. Right-click the created shortcut > **Properties**.
|
||||
|
||||
1. In the **Target** field, add the following parameters after the quote ` -log -steam_auth PF_TITLEID=2EA46`. Note the space after the quote.
|
||||
|
||||
1. Move the shortcut to desktop.
|
||||
|
||||
### 7. Run the server
|
||||
### 5. Run the server
|
||||
|
||||
Now you are all set! Open the folder with `Prospect.Server.Api` and run `Prospect.Server.Api.exe`. It will open a console if it runs successfully.
|
||||
|
||||
> [!IMPORTANT]
|
||||
> Do not close the console when you run the game.
|
||||
>
|
||||
> If the console does not open, make sure you have [.NET Runtime 8.0](https://aka.ms/dotnet-core-applaunch?missing_runtime=true&arch=x64&rid=win-x64&os=win10&apphost_version=8.0.11) and [ASP.NET Core 8.0](https://aka.ms/dotnet-core-applaunch?framework=Microsoft.AspNetCore.App&framework_version=8.0.0&arch=x64&rid=win-x64&os=win10) installed.
|
||||
|
||||
### 8. Run the game
|
||||
### 6. Run the game
|
||||
|
||||
Once the server is running, make sure that Steam is running and open The Cycle: Frontier using the shortcut you've created before.
|
||||
|
||||
@@ -231,17 +201,14 @@ Make sure that:
|
||||
|
||||
### Login Failed. Error code: 5
|
||||
|
||||
Make sure that:
|
||||
Make sure that `Prospect.Server.Api` server is running.
|
||||
|
||||
* `Prospect.Server.Api` server is running.
|
||||
* The `C:\Windows\System32\drivers\etc\hosts` file contains `127.0.0.1 2EA46.playfabapi.com` and that the file is **saved**.
|
||||
|
||||
If the server works and the `hosts` file is saved, press `Alt+Tab` to a game console that opens when you start the game and check for the following:
|
||||
If the server is running, press `Alt+Tab` to a game console that opens when you start the game and check for the following:
|
||||
|
||||
* `libcurl error 7 (Couldn't connect to server)` - indicates that the `Prospect.Server.Api` is not running.
|
||||

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

|
||||
|
||||
* `libcurl error 60 (Peer certificate cannot be authenticated with given CA certificates)` - indicates that the certificate was not installed correctly. Make sure that the certificate is present in `certmgr.msc` and there is only one certificate. Try removing the certificate and importing it again by following step 4.
|
||||
@@ -252,4 +219,4 @@ If the server works and the `hosts` file is saved, press `Alt+Tab` to a game con
|
||||
|
||||
## Development
|
||||
|
||||
TBD
|
||||
TBD
|
||||
|
||||
@@ -0,0 +1,119 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup Label="ProjectConfigurations">
|
||||
<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>16.0</VCProjectVersion>
|
||||
<Keyword>Win32Proj</Keyword>
|
||||
<ProjectGuid>{a9ba7d25-f239-4320-a0dc-85e8001fd669}</ProjectGuid>
|
||||
<RootNamespace>ProspectAgent</RootNamespace>
|
||||
<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>DynamicLibrary</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<PlatformToolset>v143</PlatformToolset>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>DynamicLibrary</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<PlatformToolset>v143</PlatformToolset>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="Shared">
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|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)'=='Debug|x64'">
|
||||
<LinkIncremental>true</LinkIncremental>
|
||||
<OutDir>$(ProjectDir)bin\$(Platform)\$(Configuration)\</OutDir>
|
||||
<IntDir>$(ProjectDir)bin\intermediate\$(Platform)\$(Configuration)\</IntDir>
|
||||
<LibraryPath>$(LibraryPath)</LibraryPath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<LinkIncremental>false</LinkIncremental>
|
||||
<OutDir>$(ProjectDir)bin\$(Platform)\$(Configuration)\</OutDir>
|
||||
<IntDir>$(ProjectDir)bin\intermediate\$(Platform)\$(Configuration)\</IntDir>
|
||||
<LibraryPath>$(LibraryPath)</LibraryPath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Label="Vcpkg" Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<VcpkgUseStatic>true</VcpkgUseStatic>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Label="Vcpkg" Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<VcpkgUseStatic>true</VcpkgUseStatic>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Label="Vcpkg">
|
||||
<VcpkgEnableManifest>true</VcpkgEnableManifest>
|
||||
</PropertyGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<SDLCheck>true</SDLCheck>
|
||||
<PreprocessorDefinitions>_DEBUG;PROSPECTAGENT_EXPORTS;_WINDOWS;_USRDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<ConformanceMode>true</ConformanceMode>
|
||||
<PrecompiledHeader>NotUsing</PrecompiledHeader>
|
||||
<PrecompiledHeaderFile>pch.h</PrecompiledHeaderFile>
|
||||
<AdditionalIncludeDirectories>%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Windows</SubSystem>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableUAC>false</EnableUAC>
|
||||
<AdditionalDependencies>%(AdditionalDependencies)</AdditionalDependencies>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<SDLCheck>true</SDLCheck>
|
||||
<PreprocessorDefinitions>NDEBUG;PROSPECTAGENT_EXPORTS;_WINDOWS;_USRDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<ConformanceMode>true</ConformanceMode>
|
||||
<PrecompiledHeader>NotUsing</PrecompiledHeader>
|
||||
<PrecompiledHeaderFile>pch.h</PrecompiledHeaderFile>
|
||||
<AdditionalIncludeDirectories>%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<Optimization>MinSpace</Optimization>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Windows</SubSystem>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableUAC>false</EnableUAC>
|
||||
<AdditionalDependencies>%(AdditionalDependencies)</AdditionalDependencies>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="hooks.h" />
|
||||
<ClInclude Include="logger.h" />
|
||||
<ClInclude Include="SDK.h" />
|
||||
<ClInclude Include="SDK_Memory.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="logger.cpp" />
|
||||
<ClCompile Include="main.cpp" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
||||
@@ -0,0 +1,39 @@
|
||||
<?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>
|
||||
<ClInclude Include="logger.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="SDK.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="hooks.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="SDK_Memory.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="main.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="logger.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
@@ -0,0 +1,105 @@
|
||||
#pragma once
|
||||
|
||||
#include <cstdint>
|
||||
#include <locale>
|
||||
#include <string>
|
||||
#include "SDK_Memory.h"
|
||||
|
||||
namespace SDK
|
||||
{
|
||||
template<class T>
|
||||
struct TArray
|
||||
{
|
||||
friend struct FString;
|
||||
|
||||
TArray()
|
||||
{
|
||||
Data = nullptr;
|
||||
Count = Max = 0;
|
||||
}
|
||||
|
||||
int Num() const
|
||||
{
|
||||
return Count;
|
||||
}
|
||||
|
||||
T& operator[](int i)
|
||||
{
|
||||
return Data[i];
|
||||
}
|
||||
|
||||
const T& operator[](int i) const
|
||||
{
|
||||
return Data[i];
|
||||
}
|
||||
|
||||
bool IsValidIndex(int i) const
|
||||
{
|
||||
return i < Num();
|
||||
}
|
||||
|
||||
private:
|
||||
T* Data;
|
||||
int32_t Count;
|
||||
int32_t Max;
|
||||
};
|
||||
|
||||
struct FString : private TArray<wchar_t>
|
||||
{
|
||||
FString(const wchar_t* other)
|
||||
{
|
||||
const size_t charLen = std::wcslen(other);
|
||||
|
||||
if (charLen == 0)
|
||||
{
|
||||
Count = 0;
|
||||
Max = 0;
|
||||
Data = nullptr;
|
||||
}
|
||||
else
|
||||
{
|
||||
Count = charLen + 1;
|
||||
Max = Count;
|
||||
Data = static_cast<wchar_t*>((*GMalloc)->Malloc(Count * 2));
|
||||
|
||||
memset(Data, 0, Count * 2);
|
||||
memcpy(Data, other, charLen * 2);
|
||||
}
|
||||
}
|
||||
|
||||
FString(const std::wstring& other) : FString(other.c_str())
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
bool IsValid() const
|
||||
{
|
||||
return Data != nullptr;
|
||||
}
|
||||
|
||||
const wchar_t* c_str() const
|
||||
{
|
||||
return Data;
|
||||
}
|
||||
|
||||
std::string ToString() const
|
||||
{
|
||||
const auto length = std::wcslen(Data);
|
||||
|
||||
std::string str(length, '\0');
|
||||
std::use_facet<std::ctype<wchar_t>>(std::locale()).narrow(Data, Data + length, '?', &str[0]);
|
||||
|
||||
return str;
|
||||
}
|
||||
};
|
||||
|
||||
struct UPlayFabAPISettings
|
||||
{
|
||||
FString VerticalName;
|
||||
FString BaseServiceHost;
|
||||
FString TitleId;
|
||||
FString AdvertisingIdType;
|
||||
FString AdvertisingIdValue;
|
||||
bool DisableAdvertising = false;
|
||||
};
|
||||
}
|
||||
@@ -0,0 +1,79 @@
|
||||
#pragma once
|
||||
|
||||
#include <cstdint>
|
||||
|
||||
#define DEFAULT_ALIGNMENT 0
|
||||
|
||||
namespace SDK
|
||||
{
|
||||
class FExec
|
||||
{
|
||||
public:
|
||||
virtual ~FExec() = default;
|
||||
private:
|
||||
virtual bool Exec(void* world, void* cmd, void* ar) = 0;
|
||||
};
|
||||
|
||||
class FMalloc : FExec
|
||||
{
|
||||
public:
|
||||
virtual void* Malloc(SIZE_T Count, uint32_t Alignment = DEFAULT_ALIGNMENT) = 0;
|
||||
|
||||
virtual void* TryMalloc(SIZE_T Count, uint32_t Alignment = DEFAULT_ALIGNMENT) = 0;
|
||||
|
||||
virtual void* Realloc(void* Original, SIZE_T Count, uint32_t Alignment = DEFAULT_ALIGNMENT) = 0;
|
||||
|
||||
virtual void* TryRealloc(void* Original, SIZE_T Count, uint32_t Alignment = DEFAULT_ALIGNMENT) = 0;
|
||||
|
||||
virtual void Free(void* Original) = 0;
|
||||
|
||||
virtual SIZE_T QuantizeSize(SIZE_T Count, uint32_t Alignment)
|
||||
{
|
||||
return Count;
|
||||
}
|
||||
|
||||
virtual bool GetAllocationSize(void* Original, SIZE_T& SizeOut)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
virtual void Trim(bool bTrimThreadCaches)
|
||||
{
|
||||
}
|
||||
|
||||
virtual void SetupTLSCachesOnCurrentThread()
|
||||
{
|
||||
}
|
||||
|
||||
virtual void ClearAndDisableTLSCachesOnCurrentThread()
|
||||
{
|
||||
}
|
||||
|
||||
virtual void InitializeStatsMetadata();
|
||||
|
||||
virtual bool Exec(void* InWorld, void* Cmd, void* Ar) override
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
virtual void UpdateStats() = 0;
|
||||
|
||||
virtual void GetAllocatorStats(void* out_Stats) = 0;
|
||||
|
||||
virtual void DumpAllocatorStats(class FOutputDevice& Ar) = 0;
|
||||
|
||||
virtual bool IsInternallyThreadSafe() const
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
virtual bool ValidateHeap()
|
||||
{
|
||||
return(true);
|
||||
}
|
||||
|
||||
virtual const TCHAR* GetDescriptiveName() = 0;
|
||||
};
|
||||
|
||||
FMalloc** GMalloc;
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
#pragma once
|
||||
|
||||
#include "SDK.h"
|
||||
@@ -0,0 +1,85 @@
|
||||
#include "logger.h"
|
||||
|
||||
#include <cstdio>
|
||||
#include <Windows.h>
|
||||
|
||||
HANDLE h_out = nullptr, h_old_out = nullptr;
|
||||
HANDLE h_err = nullptr, h_old_err = nullptr;
|
||||
HANDLE h_in = nullptr, h_old_in = nullptr;
|
||||
|
||||
namespace logger
|
||||
{
|
||||
void Attach()
|
||||
{
|
||||
h_old_out = GetStdHandle(STD_OUTPUT_HANDLE);
|
||||
h_old_err = GetStdHandle(STD_ERROR_HANDLE);
|
||||
h_old_in = GetStdHandle(STD_INPUT_HANDLE);
|
||||
|
||||
AllocConsole() && AttachConsole(GetCurrentProcessId());
|
||||
|
||||
h_out = GetStdHandle(STD_OUTPUT_HANDLE);
|
||||
h_err = GetStdHandle(STD_ERROR_HANDLE);
|
||||
h_in = GetStdHandle(STD_INPUT_HANDLE);
|
||||
|
||||
SetConsoleMode(h_out,
|
||||
ENABLE_PROCESSED_OUTPUT | ENABLE_WRAP_AT_EOL_OUTPUT);
|
||||
|
||||
SetConsoleMode(h_in,
|
||||
ENABLE_INSERT_MODE | ENABLE_EXTENDED_FLAGS |
|
||||
ENABLE_PROCESSED_INPUT | ENABLE_QUICK_EDIT_MODE);
|
||||
}
|
||||
|
||||
void Detach()
|
||||
{
|
||||
if (h_out && h_err && h_in) {
|
||||
FreeConsole();
|
||||
|
||||
if (h_old_out)
|
||||
{
|
||||
SetStdHandle(STD_OUTPUT_HANDLE, h_old_out);
|
||||
}
|
||||
|
||||
if (h_old_err)
|
||||
{
|
||||
SetStdHandle(STD_ERROR_HANDLE, h_old_err);
|
||||
}
|
||||
|
||||
if (h_old_in)
|
||||
{
|
||||
SetStdHandle(STD_INPUT_HANDLE, h_old_in);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool Print(const char* fmt, ...)
|
||||
{
|
||||
if (!h_out)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
char buf[1024];
|
||||
va_list va;
|
||||
|
||||
va_start(va, fmt);
|
||||
_vsnprintf_s(buf, 1024, fmt, va);
|
||||
va_end(va);
|
||||
|
||||
return !!WriteConsoleA(h_out, buf, static_cast<DWORD>(strlen(buf)), nullptr, nullptr);
|
||||
}
|
||||
|
||||
char ReadKey()
|
||||
{
|
||||
if (!h_in)
|
||||
{
|
||||
return -1;
|
||||
}
|
||||
|
||||
auto key = char{ 0 };
|
||||
auto keysread = DWORD{ 0 };
|
||||
|
||||
ReadConsoleA(h_in, &key, 1, &keysread, nullptr);
|
||||
|
||||
return key;
|
||||
}
|
||||
};
|
||||
@@ -0,0 +1,12 @@
|
||||
#pragma once
|
||||
|
||||
namespace logger
|
||||
{
|
||||
void Attach();
|
||||
|
||||
void Detach();
|
||||
|
||||
bool Print(const char* fmt, ...);
|
||||
|
||||
char ReadKey();
|
||||
}
|
||||
@@ -0,0 +1,135 @@
|
||||
#define WIN32_LEAN_AND_MEAN
|
||||
#include <Windows.h>
|
||||
#include <MinHook.h>
|
||||
#include <cstdio>
|
||||
#include "logger.h"
|
||||
#include "SDK.h"
|
||||
#include "SDK_Memory.h"
|
||||
#include <string>
|
||||
#include <fstream>
|
||||
#include <sstream>
|
||||
#include <algorithm>
|
||||
#include <cctype>
|
||||
#include <locale>
|
||||
|
||||
std::wstring g_backendUrl;
|
||||
|
||||
// trim from start (in place)
|
||||
inline void ltrim(std::wstring &s) {
|
||||
s.erase(s.begin(), std::find_if(s.begin(), s.end(), [](unsigned char ch) {
|
||||
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=".
|
||||
*/
|
||||
constexpr uintptr_t OffsetPlayFabApiGetUrl = 0xCEEF00;
|
||||
|
||||
/**
|
||||
* Function hooks.
|
||||
*/
|
||||
typedef SDK::FString(__fastcall* tPlayFabApiGetUrl)(SDK::UPlayFabAPISettings*, const SDK::FString&);
|
||||
|
||||
tPlayFabApiGetUrl OldPlayFabApiGetUrl;
|
||||
|
||||
SDK::FString __fastcall PlayFabApiGetUrlProxy(SDK::UPlayFabAPISettings* thiz, const SDK::FString& callPath) {
|
||||
logger::Print("[Agent] GetURL called with callPath %s\n", callPath.ToString().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) {
|
||||
logger::Print("[Agent] DLL Attached\n");
|
||||
|
||||
const auto hModule = GetModuleHandleW(nullptr);
|
||||
const auto hModulePtr = reinterpret_cast<uintptr_t>(hModule);
|
||||
|
||||
// Initialize GMalloc.
|
||||
SDK::GMalloc = reinterpret_cast<SDK::FMalloc**>(hModulePtr + OffsetGMalloc);
|
||||
|
||||
// Initialize MinHook.
|
||||
if (MH_Initialize() != MH_OK) {
|
||||
logger::Print("[Agent] Failed to initialize MinHook\n");
|
||||
FreeLibraryAndExitThread(hModule, 1);
|
||||
}
|
||||
|
||||
// Hook UPlayFabAPISettings::GetUrl.
|
||||
const auto pTarget = reinterpret_cast<LPVOID>(hModulePtr + OffsetPlayFabApiGetUrl);
|
||||
const auto ppOriginal = reinterpret_cast<LPVOID*>(&OldPlayFabApiGetUrl);
|
||||
const auto mhStatus = MH_CreateHook(pTarget, &PlayFabApiGetUrlProxy, ppOriginal);
|
||||
|
||||
if (mhStatus != MH_OK) {
|
||||
logger::Print("[Agent] Failed to create PlayFabAPIGetUrl hook (%d)\n", mhStatus);
|
||||
FreeLibraryAndExitThread(hModule, 1);
|
||||
}
|
||||
|
||||
if (MH_EnableHook(pTarget) != MH_OK) {
|
||||
logger::Print("[Agent] Failed to enable PlayFabAPIGetUrl hook\n");
|
||||
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");
|
||||
ExitThread(1);
|
||||
}
|
||||
|
||||
BOOL WINAPI DllMain(
|
||||
const _In_ HINSTANCE hinstDll,
|
||||
const _In_ DWORD fdwReason,
|
||||
const _In_opt_ LPVOID lpvReserved
|
||||
) {
|
||||
if (fdwReason == DLL_PROCESS_ATTACH) {
|
||||
DisableThreadLibraryCalls(hinstDll);
|
||||
|
||||
// Allocate a console.
|
||||
AllocConsole();
|
||||
freopen_s(reinterpret_cast<FILE**>(stdout), "CONOUT$", "w", stdout);
|
||||
|
||||
// Attach logger.
|
||||
logger::Attach();
|
||||
|
||||
// Spawn thread.
|
||||
CreateThread(nullptr, 0, OnDllAttach, hinstDll, 0, nullptr);
|
||||
} else if (fdwReason == DLL_PROCESS_DETACH) {
|
||||
// Detach logger.
|
||||
logger::Detach();
|
||||
}
|
||||
|
||||
return TRUE;
|
||||
}
|
||||
@@ -0,0 +1,14 @@
|
||||
{
|
||||
"default-registry": {
|
||||
"kind": "git",
|
||||
"baseline": "2960d7d80e8d09c84ae8abf15c12196c2ca7d39a",
|
||||
"repository": "https://github.com/microsoft/vcpkg"
|
||||
},
|
||||
"registries": [
|
||||
{
|
||||
"kind": "artifact",
|
||||
"location": "https://github.com/microsoft/vcpkg-ce-catalog/archive/refs/heads/main.zip",
|
||||
"name": "microsoft"
|
||||
}
|
||||
]
|
||||
}
|
||||
@@ -0,0 +1,5 @@
|
||||
{
|
||||
"dependencies": [
|
||||
"minhook"
|
||||
]
|
||||
}
|
||||
@@ -0,0 +1,404 @@
|
||||
using System.Diagnostics;
|
||||
using System.Security.Cryptography.X509Certificates;
|
||||
using System.Text;
|
||||
using System.Text.Json;
|
||||
|
||||
namespace Prospect.Client.Config;
|
||||
|
||||
// Cross-platform (Linux/Proton + Windows) helper to point a The Cycle: Frontier client at a
|
||||
// server. The Prospect agent reads the target PlayFab URL from `backend.txt` next to the game
|
||||
// executable, so switching servers = writing that one file. This tool also imports the server
|
||||
// certificate and launches the game (natively on Windows, guided on Linux/Proton).
|
||||
internal static class Program
|
||||
{
|
||||
private const string AppId = "868270";
|
||||
|
||||
// Presets use the public domains so the same target works for everyone (LAN or internet):
|
||||
// DNS resolves to the public IP for friends, and the unified TLS cert covers both hostnames.
|
||||
// On the same LAN, add a hosts entry (domain -> 192.168.1.136) to avoid hairpin NAT.
|
||||
private static readonly (string Key, string Label, string Url)[] Presets =
|
||||
{
|
||||
("prod", "PROD", "https://tc.nfteam.ovh:8443"),
|
||||
("preprod", "PREPROD", "https://rd-tc.nfteam.ovh:8444"),
|
||||
};
|
||||
|
||||
private static string SettingsPath => Path.Combine(
|
||||
Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData),
|
||||
"ProspectSwitcher", "settings.json");
|
||||
|
||||
private static Settings _settings = new();
|
||||
|
||||
private static int Main(string[] args)
|
||||
{
|
||||
try { Console.OutputEncoding = Encoding.UTF8; } catch { /* some terminals reject it */ }
|
||||
LoadSettings();
|
||||
return args.Length > 0 ? RunCli(args) : MenuLoop();
|
||||
}
|
||||
|
||||
// ---- Scriptable CLI ----------------------------------------------------
|
||||
private static int RunCli(string[] args)
|
||||
{
|
||||
string? folder = null, target = null;
|
||||
for (var i = 0; i < args.Length; i++)
|
||||
{
|
||||
switch (args[i])
|
||||
{
|
||||
case "--folder" when i + 1 < args.Length: folder = args[++i]; break;
|
||||
case "--set" when i + 1 < args.Length: target = args[++i]; break;
|
||||
case "-h" or "--help": PrintCliHelp(); return 0;
|
||||
}
|
||||
}
|
||||
if (folder != null) { _settings.GameFolder = folder; SaveSettings(); }
|
||||
if (target == null) { PrintCliHelp(); return folder != null ? 0 : 1; }
|
||||
var url = ResolveTarget(target);
|
||||
if (url == null) { Console.Error.WriteLine("Cible inconnue : " + target); return 1; }
|
||||
return WriteBackend(url) ? 0 : 1;
|
||||
}
|
||||
|
||||
private static void PrintCliHelp()
|
||||
{
|
||||
Console.WriteLine("ProspectServerSwitcher — sélecteur de serveur The Cycle (multi-OS)");
|
||||
Console.WriteLine();
|
||||
Console.WriteLine(" (sans argument) menu interactif");
|
||||
Console.WriteLine(" --folder <chemin Win64> définit le dossier du jeu (mémorisé)");
|
||||
Console.WriteLine(" --set <cible> écrit backend.txt");
|
||||
Console.WriteLine();
|
||||
Console.WriteLine("Cibles : " + string.Join(", ", Presets.Select(p => p.Key)) + ", ou une URL https://…");
|
||||
Console.WriteLine("Ex : ProspectServerSwitcher --folder \"…/Prospect/Binaries/Win64\" --set preprod-lan");
|
||||
}
|
||||
|
||||
private static string? ResolveTarget(string t)
|
||||
{
|
||||
foreach (var p in Presets)
|
||||
if (string.Equals(p.Key, t, StringComparison.OrdinalIgnoreCase)) return p.Url;
|
||||
if (t.StartsWith("http", StringComparison.OrdinalIgnoreCase)) return t;
|
||||
return null;
|
||||
}
|
||||
|
||||
// ---- Interactive menu --------------------------------------------------
|
||||
private static int MenuLoop()
|
||||
{
|
||||
while (true)
|
||||
{
|
||||
Console.WriteLine();
|
||||
Console.WriteLine("=== The Cycle — Sélecteur de serveur ===");
|
||||
Console.WriteLine("Dossier du jeu : " + (string.IsNullOrEmpty(_settings.GameFolder) ? "(non défini)" : _settings.GameFolder));
|
||||
Console.WriteLine("backend.txt : " + ReadCurrentBackend());
|
||||
Console.WriteLine();
|
||||
Console.WriteLine(" 1) Définir le dossier du jeu (Win64)");
|
||||
for (var i = 0; i < Presets.Length; i++)
|
||||
Console.WriteLine($" {i + 2}) {Presets[i].Label,-24} {Presets[i].Url}");
|
||||
var n = Presets.Length + 2;
|
||||
Console.WriteLine($" {n}) Serveur personnalisé…");
|
||||
Console.WriteLine($" {n + 1}) Importer un certificat…");
|
||||
Console.WriteLine($" {n + 2}) Lancer le jeu");
|
||||
Console.WriteLine(" 0) Quitter");
|
||||
Console.Write("> ");
|
||||
|
||||
var raw = Console.ReadLine()?.Trim();
|
||||
if (raw is null or "0") return 0;
|
||||
if (!int.TryParse(raw, out var choice)) { Console.WriteLine("Choix invalide."); continue; }
|
||||
|
||||
if (choice == 1) SetFolder();
|
||||
else if (choice >= 2 && choice < n) WriteBackend(Presets[choice - 2].Url);
|
||||
else if (choice == n) SetCustom();
|
||||
else if (choice == n + 1) ImportCert();
|
||||
else if (choice == n + 2) LaunchGame();
|
||||
else Console.WriteLine("Choix invalide.");
|
||||
}
|
||||
}
|
||||
|
||||
private static void SetFolder()
|
||||
{
|
||||
Console.Write("Chemin du dossier Win64 : ");
|
||||
var p = Console.ReadLine()?.Trim().Trim('"');
|
||||
if (string.IsNullOrEmpty(p)) return;
|
||||
if (!Directory.Exists(p)) { Console.WriteLine("⚠ Dossier introuvable."); return; }
|
||||
_settings.GameFolder = p;
|
||||
SaveSettings();
|
||||
Console.WriteLine("✔ Dossier mémorisé.");
|
||||
}
|
||||
|
||||
private static void SetCustom()
|
||||
{
|
||||
Console.Write("URL du serveur (ex : https://mon-serveur:8443) : ");
|
||||
var u = Console.ReadLine()?.Trim();
|
||||
if (!string.IsNullOrWhiteSpace(u)) WriteBackend(u);
|
||||
}
|
||||
|
||||
// ---- backend.txt -------------------------------------------------------
|
||||
private static bool WriteBackend(string url)
|
||||
{
|
||||
if (!EnsureFolder(out var dir)) return false;
|
||||
try
|
||||
{
|
||||
// No trailing newline: the agent reads the raw file and requires it to start with https://.
|
||||
File.WriteAllText(Path.Combine(dir, "backend.txt"), url, new UTF8Encoding(false));
|
||||
Console.WriteLine($"✔ backend.txt → {url}");
|
||||
Console.WriteLine(" (relance le jeu : backend.txt n'est lu qu'au démarrage du loader.)");
|
||||
return true;
|
||||
}
|
||||
catch (Exception ex) { Console.WriteLine("✖ " + ex.Message); return false; }
|
||||
}
|
||||
|
||||
private static string ReadCurrentBackend()
|
||||
{
|
||||
if (string.IsNullOrEmpty(_settings.GameFolder)) return "(dossier non défini)";
|
||||
var f = Path.Combine(_settings.GameFolder, "backend.txt");
|
||||
try
|
||||
{
|
||||
if (!File.Exists(f)) return "(absent)";
|
||||
var v = File.ReadAllText(f).Trim();
|
||||
var match = Presets.FirstOrDefault(p => p.Url == v);
|
||||
return match.Key != null ? $"{v} [{match.Label.Trim()}]" : v;
|
||||
}
|
||||
catch { return "(illisible)"; }
|
||||
}
|
||||
|
||||
// ---- Certificate -------------------------------------------------------
|
||||
private static void ImportCert()
|
||||
{
|
||||
// Prefer fetching the cert live from the server the client points at (backend.txt), so
|
||||
// it's always the current one; fall back to a .crt file.
|
||||
X509Certificate2? cert = null;
|
||||
var target = ReadBackendUrl();
|
||||
if (target != null && TryFetchServerCert(target, out cert))
|
||||
Console.WriteLine($"Certificat récupéré depuis {target}");
|
||||
else
|
||||
{
|
||||
Console.Write("Chemin d'un certificat (.crt) : ");
|
||||
var p = Console.ReadLine()?.Trim().Trim('"');
|
||||
if (string.IsNullOrEmpty(p) || !File.Exists(p)) { Console.WriteLine("⚠ Annulé."); return; }
|
||||
try { cert = new X509Certificate2(p); } catch (Exception ex) { Console.WriteLine("✖ " + ex.Message); return; }
|
||||
}
|
||||
if (cert == null) { Console.WriteLine("⚠ Aucun certificat."); return; }
|
||||
Console.WriteLine($" empreinte : {cert.Thumbprint}");
|
||||
|
||||
if (OperatingSystem.IsWindows()) ImportCertWindows(cert);
|
||||
else ImportCertProton(cert);
|
||||
}
|
||||
|
||||
private static string? ReadBackendUrl()
|
||||
{
|
||||
if (string.IsNullOrEmpty(_settings.GameFolder)) return null;
|
||||
var f = Path.Combine(_settings.GameFolder, "backend.txt");
|
||||
try { return File.Exists(f) ? File.ReadAllText(f).Trim() : null; } catch { return null; }
|
||||
}
|
||||
|
||||
private static bool TryFetchServerCert(string url, out X509Certificate2? cert)
|
||||
{
|
||||
cert = null;
|
||||
try
|
||||
{
|
||||
var uri = new Uri(url);
|
||||
using var tcp = new System.Net.Sockets.TcpClient();
|
||||
tcp.Connect(uri.Host, uri.Port <= 0 ? 443 : uri.Port);
|
||||
X509Certificate2? captured = null;
|
||||
using var ssl = new System.Net.Security.SslStream(tcp.GetStream(), false,
|
||||
(_, c, _, _) => { if (c != null) captured = new X509Certificate2(c.Export(X509ContentType.Cert)); return true; });
|
||||
ssl.AuthenticateAsClient(uri.Host);
|
||||
cert = captured;
|
||||
return cert != null;
|
||||
}
|
||||
catch { return false; }
|
||||
}
|
||||
|
||||
[System.Runtime.Versioning.SupportedOSPlatform("windows")]
|
||||
private static void ImportCertWindows(X509Certificate2 cert)
|
||||
{
|
||||
try
|
||||
{
|
||||
using var store = new X509Store(StoreName.Root, StoreLocation.CurrentUser);
|
||||
store.Open(OpenFlags.ReadWrite);
|
||||
store.Add(cert);
|
||||
Console.WriteLine("✔ Certificat importé (Autorités racines de confiance, utilisateur).");
|
||||
}
|
||||
catch (Exception ex) { Console.WriteLine("✖ Import : " + ex.Message); }
|
||||
}
|
||||
|
||||
// Trust the cert inside the game's Proton/Wine prefix by writing the serialized cert blob
|
||||
// into the prefix Root store via `wine reg import` (the wine `certutil` tool is unreliable
|
||||
// under Proton). The prefix is chosen explicitly, so it works even though the client runs
|
||||
// as a non-Steam shortcut (whose appid isn't the game's 868270).
|
||||
private static void ImportCertProton(X509Certificate2 cert)
|
||||
{
|
||||
var wine = FindProtonWine();
|
||||
if (wine == null) { Console.WriteLine("⚠ Aucun wine Proton trouvé (Steam/Proton installé ?)."); return; }
|
||||
var prefix = SelectPrefix();
|
||||
if (prefix == null) return;
|
||||
|
||||
// Wine serialized cert blob: SHA1-hash property (id 3) + encoded cert property (id 0x20).
|
||||
var der = cert.RawData;
|
||||
var sha1 = cert.GetCertHash();
|
||||
byte[] blob;
|
||||
using (var ms = new MemoryStream())
|
||||
{
|
||||
void Prop(uint id, byte[] data)
|
||||
{
|
||||
ms.Write(BitConverter.GetBytes(id));
|
||||
ms.Write(BitConverter.GetBytes(1u));
|
||||
ms.Write(BitConverter.GetBytes((uint)data.Length));
|
||||
ms.Write(data);
|
||||
}
|
||||
Prop(3, sha1);
|
||||
Prop(0x20, der);
|
||||
blob = ms.ToArray();
|
||||
}
|
||||
var thumb = Convert.ToHexString(sha1);
|
||||
var hex = string.Join(",", blob.Select(b => b.ToString("x2")));
|
||||
var regFile = Path.Combine(Path.GetTempPath(), "prospect-cert.reg");
|
||||
File.WriteAllText(regFile,
|
||||
"REGEDIT4\r\n\r\n" +
|
||||
$"[HKEY_LOCAL_MACHINE\\Software\\Microsoft\\SystemCertificates\\Root\\Certificates\\{thumb}]\r\n" +
|
||||
$"\"Blob\"=hex:{hex}\r\n");
|
||||
|
||||
Console.WriteLine("⚠ Ferme complètement le jeu avant de continuer (sinon le registre ne sera pas pris en compte).");
|
||||
Console.Write("Appuie sur Entrée pour importer… ");
|
||||
Console.ReadLine();
|
||||
|
||||
var wineserver = Path.Combine(Path.GetDirectoryName(wine)!, "wineserver");
|
||||
var regWinePath = "Z:" + regFile.Replace('/', '\\'); // Z: maps to / inside the prefix
|
||||
RunWine(wineserver, "-k", prefix); // stop any running wineserver (flush)
|
||||
RunWine(wine, $"reg import \"{regWinePath}\"", prefix);
|
||||
RunWine(wineserver, "-k", prefix); // flush the change to disk
|
||||
|
||||
var sysreg = Path.Combine(prefix, "system.reg");
|
||||
var ok = File.Exists(sysreg) && File.ReadAllText(sysreg).Contains(thumb, StringComparison.OrdinalIgnoreCase);
|
||||
Console.WriteLine(ok
|
||||
? $"✔ Certificat importé dans le préfixe : {prefix}\n Relance le jeu."
|
||||
: "✖ Import non confirmé — assure-toi que le jeu est fermé et réessaie.");
|
||||
}
|
||||
|
||||
private static void RunWine(string exe, string args, string prefix)
|
||||
{
|
||||
try
|
||||
{
|
||||
var psi = new ProcessStartInfo(exe, args)
|
||||
{
|
||||
UseShellExecute = false,
|
||||
RedirectStandardOutput = true,
|
||||
RedirectStandardError = true,
|
||||
};
|
||||
psi.Environment["WINEPREFIX"] = prefix;
|
||||
psi.Environment["WINEDEBUG"] = "-all";
|
||||
using var p = Process.Start(psi);
|
||||
p?.WaitForExit(20000);
|
||||
}
|
||||
catch (Exception ex) { Console.WriteLine(" (wine) " + ex.Message); }
|
||||
}
|
||||
|
||||
private static string? FindProtonWine()
|
||||
{
|
||||
foreach (var root in SteamRoots())
|
||||
{
|
||||
var common = Path.Combine(root, "steamapps", "common");
|
||||
if (!Directory.Exists(common)) continue;
|
||||
var candidates = Directory.GetDirectories(common, "Proton*")
|
||||
.Select(d => Path.Combine(d, "files", "bin", "wine"))
|
||||
.Where(File.Exists)
|
||||
.OrderByDescending(w => w.Contains("Experimental"))
|
||||
.ThenByDescending(File.GetLastWriteTimeUtc)
|
||||
.ToList();
|
||||
if (candidates.Count > 0) return candidates[0];
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
private static string? SelectPrefix()
|
||||
{
|
||||
if (!string.IsNullOrEmpty(_settings.WinePrefix) && Directory.Exists(_settings.WinePrefix))
|
||||
return _settings.WinePrefix;
|
||||
|
||||
var prefixes = new List<string>();
|
||||
foreach (var root in SteamRoots())
|
||||
{
|
||||
var cd = Path.Combine(root, "steamapps", "compatdata");
|
||||
if (!Directory.Exists(cd)) continue;
|
||||
foreach (var d in Directory.GetDirectories(cd))
|
||||
{
|
||||
var pfx = Path.Combine(d, "pfx");
|
||||
if (File.Exists(Path.Combine(pfx, "system.reg"))) prefixes.Add(Path.GetFullPath(pfx));
|
||||
}
|
||||
}
|
||||
prefixes = prefixes.Distinct()
|
||||
.OrderByDescending(p => File.GetLastWriteTimeUtc(Path.Combine(p, "system.reg")))
|
||||
.ToList();
|
||||
if (prefixes.Count == 0) { Console.WriteLine("⚠ Aucun préfixe Proton trouvé."); return null; }
|
||||
|
||||
Console.WriteLine("Préfixes Proton détectés (le plus récemment utilisé en premier = sûrement ton jeu) :");
|
||||
for (var i = 0; i < prefixes.Count; i++)
|
||||
Console.WriteLine($" {i + 1}) {prefixes[i]}");
|
||||
Console.Write("Numéro du préfixe (Entrée = 1) : ");
|
||||
var raw = Console.ReadLine()?.Trim();
|
||||
var idx = string.IsNullOrEmpty(raw) ? 0 : (int.TryParse(raw, out var n) ? n - 1 : -1);
|
||||
if (idx < 0 || idx >= prefixes.Count) { Console.WriteLine("⚠ Choix invalide."); return null; }
|
||||
_settings.WinePrefix = prefixes[idx];
|
||||
SaveSettings();
|
||||
return _settings.WinePrefix;
|
||||
}
|
||||
|
||||
private static IEnumerable<string> SteamRoots()
|
||||
{
|
||||
var home = Environment.GetFolderPath(Environment.SpecialFolder.UserProfile);
|
||||
yield return Path.Combine(home, ".steam", "steam");
|
||||
yield return Path.Combine(home, ".local", "share", "Steam");
|
||||
}
|
||||
|
||||
// ---- Launch ------------------------------------------------------------
|
||||
private static void LaunchGame()
|
||||
{
|
||||
if (OperatingSystem.IsWindows())
|
||||
{
|
||||
if (!EnsureFolder(out var dir)) return;
|
||||
var loader = Path.Combine(dir, "Prospect.Client.Loader.exe");
|
||||
if (!File.Exists(loader)) { Console.WriteLine("⚠ Prospect.Client.Loader.exe introuvable dans le dossier."); return; }
|
||||
try
|
||||
{
|
||||
Process.Start(new ProcessStartInfo(loader) { WorkingDirectory = dir, UseShellExecute = true });
|
||||
Console.WriteLine("▶ Jeu lancé.");
|
||||
}
|
||||
catch (Exception ex) { Console.WriteLine("✖ " + ex.Message); }
|
||||
return;
|
||||
}
|
||||
Console.WriteLine("Sous Linux/Proton, lance via Steam (le loader doit tourner dans le préfixe Proton) :");
|
||||
Console.WriteLine(" steam steam://rungameid/" + AppId);
|
||||
}
|
||||
|
||||
// ---- Helpers -----------------------------------------------------------
|
||||
private static bool EnsureFolder(out string dir)
|
||||
{
|
||||
dir = _settings.GameFolder;
|
||||
if (string.IsNullOrEmpty(dir) || !Directory.Exists(dir))
|
||||
{
|
||||
Console.WriteLine("⚠ Définis d'abord le dossier du jeu (option 1).");
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
private static void LoadSettings()
|
||||
{
|
||||
try
|
||||
{
|
||||
if (File.Exists(SettingsPath))
|
||||
_settings = JsonSerializer.Deserialize<Settings>(File.ReadAllText(SettingsPath)) ?? new Settings();
|
||||
}
|
||||
catch { _settings = new Settings(); }
|
||||
}
|
||||
|
||||
private static void SaveSettings()
|
||||
{
|
||||
try
|
||||
{
|
||||
Directory.CreateDirectory(Path.GetDirectoryName(SettingsPath)!);
|
||||
File.WriteAllText(SettingsPath, JsonSerializer.Serialize(_settings));
|
||||
}
|
||||
catch { /* best-effort persistence */ }
|
||||
}
|
||||
|
||||
private sealed class Settings
|
||||
{
|
||||
public string GameFolder { get; set; } = "";
|
||||
public string WinePrefix { get; set; } = "";
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,15 @@
|
||||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
|
||||
<PropertyGroup>
|
||||
<OutputType>Exe</OutputType>
|
||||
<TargetFramework>net8.0</TargetFramework>
|
||||
<ImplicitUsings>enable</ImplicitUsings>
|
||||
<Nullable>enable</Nullable>
|
||||
<AssemblyName>ProspectServerSwitcher</AssemblyName>
|
||||
<RootNamespace>Prospect.Client.Config</RootNamespace>
|
||||
<InvariantGlobalization>true</InvariantGlobalization>
|
||||
<!-- Cross-platform client tool (Linux/Proton + Windows). Never built by the Linux server CI. -->
|
||||
<Configurations>Debug;Release;Season 3 Release;Season 2 Release;Season 2 Debug;Season 3 Debug</Configurations>
|
||||
</PropertyGroup>
|
||||
|
||||
</Project>
|
||||
@@ -0,0 +1,102 @@
|
||||
# ProspectServerSwitcher
|
||||
|
||||
Petit utilitaire **multi-OS** (Linux/Proton + Windows) pour pointer un client
|
||||
*The Cycle: Frontier* vers un serveur, importer le certificat, et lancer le jeu.
|
||||
|
||||
## Pourquoi
|
||||
|
||||
L'agent Prospect (`Prospect.Agent.dll`, injecté par `Prospect.Client.Loader.exe`)
|
||||
hooke l'URL de l'API PlayFab et la remplace par le contenu de **`backend.txt`**,
|
||||
placé à côté de l'exécutable du jeu (`Prospect/Binaries/Win64`). S'il est absent,
|
||||
l'agent retombe sur `https://127.0.0.1:8443`.
|
||||
|
||||
**Tout l'aiguillage du client tient donc dans cette seule valeur.** Cet outil ne fait
|
||||
essentiellement qu'écrire le bon `backend.txt` — plus quelques commodités (cert, launch).
|
||||
|
||||
## Serveurs (presets)
|
||||
|
||||
Les presets utilisent les **domaines publics** pour que la même cible marche pour
|
||||
tout le monde (le DNS résout vers l'IP publique pour les amis, et le certificat TLS
|
||||
unifié couvre les deux hostnames) :
|
||||
|
||||
| Preset | URL |
|
||||
|-----------|----------------------------------|
|
||||
| `prod` | `https://tc.nfteam.ovh:8443` |
|
||||
| `preprod` | `https://rd-tc.nfteam.ovh:8444` |
|
||||
|
||||
> **Sur le même LAN que le serveur**, ajoute une entrée hosts pour éviter le hairpin NAT :
|
||||
> ```
|
||||
> 192.168.1.136 tc.nfteam.ovh
|
||||
> 192.168.1.136 rd-tc.nfteam.ovh
|
||||
> ```
|
||||
|
||||
## Utilisation
|
||||
|
||||
### Menu interactif
|
||||
Lance le binaire sans argument :
|
||||
- **1** : définir le dossier du jeu (`…/Prospect/Binaries/Win64`) — mémorisé
|
||||
- **2/3** : basculer sur PROD / PREPROD
|
||||
- **4** : URL personnalisée
|
||||
- **5** : importer un certificat (`.crt`)
|
||||
- **6** : lancer le jeu
|
||||
- **0** : quitter
|
||||
|
||||
### En ligne de commande (scriptable)
|
||||
```
|
||||
ProspectServerSwitcher --folder "<...>/Prospect/Binaries/Win64" --set preprod
|
||||
ProspectServerSwitcher --set prod
|
||||
ProspectServerSwitcher --set https://mon-serveur:8443 # URL libre
|
||||
```
|
||||
|
||||
> ⚠️ `backend.txt` n'est lu qu'**au démarrage** du loader → relance le jeu après un switch.
|
||||
> Le serveur ciblé doit **tourner** (conteneurs on-demand `the-cycle-api` / `the-cycle-api-rd`).
|
||||
|
||||
## Certificat
|
||||
|
||||
L'outil récupère le certificat **en direct depuis le serveur** ciblé (il lit `backend.txt`
|
||||
et se connecte en TLS), puis le rend fiable :
|
||||
|
||||
- **Windows** : import automatique dans *Autorités de certification racines de confiance*
|
||||
(utilisateur courant), via le magasin `X509Store`.
|
||||
- **Linux/Proton** : import **automatique dans le préfixe Wine** du jeu. Comme `wine certutil`
|
||||
est cassé sous Proton, l'outil écrit directement le *blob* sérialisé du certificat
|
||||
(propriété SHA1 `id=3` + certificat encodé `id=0x20`) dans le magasin `Root` du préfixe via
|
||||
`wine reg import`. Il :
|
||||
1. détecte le binaire `wine` de Proton (`…/common/Proton*/files/bin/wine`),
|
||||
2. liste les préfixes `compatdata/*/pfx` (le plus récemment utilisé en premier),
|
||||
3. importe dans le préfixe choisi (⚠️ **le jeu doit être fermé**), mémorisé ensuite.
|
||||
|
||||
> ⚠️ Le client tourne souvent comme **raccourci non-Steam** → son préfixe n'est **pas**
|
||||
> `compatdata/868270` mais un appid généré (ex. `3883998305`). D'où la sélection explicite
|
||||
> du préfixe plutôt qu'une déduction sur l'appid du jeu.
|
||||
|
||||
## Lancement
|
||||
|
||||
- **Windows** : démarre `Prospect.Client.Loader.exe` depuis le dossier du jeu.
|
||||
- **Linux/Proton** : passe par Steam (`steam steam://rungameid/868270`) — le loader doit
|
||||
tourner dans le préfixe Proton.
|
||||
|
||||
## Réglages
|
||||
|
||||
Le dossier du jeu est mémorisé dans
|
||||
`…/ApplicationData/ProspectSwitcher/settings.json`
|
||||
(`%AppData%` sous Windows, `~/.config` sous Linux).
|
||||
|
||||
## Build / publication
|
||||
|
||||
Projet console **net8.0** (cross-platform, `InvariantGlobalization`), jamais buildé par
|
||||
la CI serveur (Linux).
|
||||
|
||||
```bash
|
||||
# build simple
|
||||
dotnet build src/Prospect.Client.Config -c Release
|
||||
|
||||
# binaires autonomes single-file (aucun .NET requis chez l'utilisateur)
|
||||
dotnet publish src/Prospect.Client.Config -c Release -r win-x64 --self-contained \
|
||||
-p:PublishSingleFile=true -p:IncludeNativeLibrariesForSelfExtract=true -p:EnableCompressionInSingleFile=true
|
||||
dotnet publish src/Prospect.Client.Config -c Release -r linux-x64 --self-contained \
|
||||
-p:PublishSingleFile=true -p:EnableCompressionInSingleFile=true
|
||||
```
|
||||
|
||||
Les binaires publiés sont distribués via la release Gitea **`friends-client`**
|
||||
(`ProspectServerSwitcher.exe` pour Windows, `ProspectServerSwitcher-linux-x64` pour Linux).
|
||||
@@ -0,0 +1,138 @@
|
||||
<?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>
|
||||
@@ -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;
|
||||
}
|
||||
@@ -4,4 +4,6 @@ public class PlayFabSettings
|
||||
{
|
||||
public string PublisherId { get; set; }
|
||||
public string TitleId { get; set; }
|
||||
public string SignalRURL { get; set; }
|
||||
public string SignalRAccessToken { get; set; }
|
||||
}
|
||||
@@ -6,6 +6,7 @@ using Microsoft.Extensions.Options;
|
||||
using Prospect.Server.Api.Config;
|
||||
using Prospect.Server.Api.Models.Client;
|
||||
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.Extensions;
|
||||
using Prospect.Server.Api.Services.Auth.User;
|
||||
@@ -154,11 +155,119 @@ public class ClientController : Controller
|
||||
[Authorize(AuthenticationSchemes = UserAuthenticationOptions.DefaultScheme)]
|
||||
public IActionResult GetStoreItems(FGetStoreItems request)
|
||||
{
|
||||
return Ok(new ClientResponse<object>
|
||||
// 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 {}
|
||||
Data = new FGetStoreItemsResult
|
||||
{
|
||||
StoreId = string.IsNullOrEmpty(storeId) ? null : storeId,
|
||||
CatalogVersion = "StaticItems",
|
||||
Store = store,
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
@@ -243,13 +352,15 @@ public class ClientController : Controller
|
||||
public async Task<IActionResult> GetUserInventory(FGetUserInventoryRequest request)
|
||||
{
|
||||
var userId = User.FindAuthUserId();
|
||||
var userData = await _userDataService.FindAsync(userId, userId, new List<string>{"Balance", "Inventory", "VanityItems"});
|
||||
var userData = await _userDataService.FindAsync(userId, userId, new List<string>{"Balance", "Inventory", "VanityItems", "CharacterVanity", "GlobalVanity"});
|
||||
var inventory = JsonSerializer.Deserialize<FYCustomItemInfo[]>(userData["Inventory"].Value);
|
||||
// TODO: Per-user vanity
|
||||
// var vanity = JsonSerializer.Deserialize<CustomVanityItem[]>(userData["VanityItems"].Value);
|
||||
var titleData = _titleDataService.Find(new List<string>{"Blueprints", "Vanities"});
|
||||
// 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"]);
|
||||
var vanity = JsonSerializer.Deserialize<TitleDataVanityInfo[]>(titleData["Vanities"]);
|
||||
List<FItemInstance> items = new List<FItemInstance>();
|
||||
foreach (var item in inventory) {
|
||||
if (!blueprints.ContainsKey(item.BaseItemId)) {
|
||||
@@ -275,9 +386,9 @@ public class ClientController : Controller
|
||||
});
|
||||
}
|
||||
|
||||
foreach (var item in vanity) {
|
||||
foreach (var vanityId in ownedVanityIds) {
|
||||
items.Add(new FItemInstance {
|
||||
ItemId = item.Name,
|
||||
ItemId = vanityId,
|
||||
// ItemInstanceId is not required since it's not a unique item.
|
||||
ItemClass = "Vanity",
|
||||
// PurchaseDate = DateTime.Now, // TODO
|
||||
@@ -296,12 +407,66 @@ public class ClientController : Controller
|
||||
Data = new FGetUserInventoryResult
|
||||
{
|
||||
Inventory = items,
|
||||
VirtualCurrency = JsonSerializer.Deserialize<Dictionary<string, int>>(userData["Balance"].Value),
|
||||
VirtualCurrency = JsonSerializer.Deserialize<PlayerBalance>(userData["Balance"].Value),
|
||||
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")]
|
||||
[Produces(MediaTypeNames.Application.Json)]
|
||||
[Authorize(AuthenticationSchemes = UserAuthenticationOptions.DefaultScheme)]
|
||||
|
||||
@@ -1,12 +1,31 @@
|
||||
using Microsoft.AspNetCore.SignalR;
|
||||
using Microsoft.AspNetCore.SignalR;
|
||||
|
||||
namespace Prospect.Server.Api.Hubs;
|
||||
|
||||
public class CycleHub : Hub
|
||||
{
|
||||
private readonly SignalRConnectionRegistry _registry;
|
||||
|
||||
public CycleHub(SignalRConnectionRegistry registry)
|
||||
{
|
||||
_registry = registry;
|
||||
}
|
||||
|
||||
public override async Task OnConnectedAsync()
|
||||
{
|
||||
Console.WriteLine("Connected {0}", Context.ConnectionId);
|
||||
// The client connects with the SignalR URL returned by GetSignalRConnection, which
|
||||
// carries a `uid` query param — use it to map this connection to the player so
|
||||
// server-initiated messages can target a single player instead of everyone.
|
||||
var uid = Context.GetHttpContext()?.Request.Query["uid"].ToString();
|
||||
if (!string.IsNullOrEmpty(uid))
|
||||
_registry.Add(uid, Context.ConnectionId);
|
||||
Console.WriteLine("Connected {0} (uid={1})", Context.ConnectionId, uid);
|
||||
await base.OnConnectedAsync();
|
||||
}
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
@@ -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();
|
||||
}
|
||||
@@ -1,8 +1,19 @@
|
||||
using System.Text.Json.Serialization;
|
||||
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 Prospect.Server.Api.Models.Client.Data;
|
||||
using Prospect.Server.Api.Models.Data;
|
||||
|
||||
namespace Prospect.Server.Api.Models.Client;
|
||||
|
||||
@@ -17,7 +18,7 @@ public class FGetUserInventoryResult
|
||||
/// </summary>
|
||||
[JsonPropertyName("VirtualCurrency")]
|
||||
[JsonIgnore(Condition = JsonIgnoreCondition.WhenWritingDefault)]
|
||||
public Dictionary<string, int>? VirtualCurrency { get; set; }
|
||||
public PlayerBalance? VirtualCurrency { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// [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; }
|
||||
}
|
||||
@@ -15,6 +15,8 @@ public class TitleDataContractInfo {
|
||||
public TitleDataContractInfoUnlockData UnlockData { get; set; }
|
||||
[JsonPropertyName("IsMainContract")]
|
||||
public bool IsMainContract { get; set; }
|
||||
[JsonPropertyName("ContractDifficulty")]
|
||||
public EYContractDifficulty ContractDifficulty { get; set; }
|
||||
}
|
||||
|
||||
public class TitleDataContractInfoReward {
|
||||
@@ -26,16 +28,127 @@ public class TitleDataContractInfoReward {
|
||||
|
||||
public class TitleDataContractInfoObjective {
|
||||
[JsonPropertyName("Type")]
|
||||
public int Type { get; set; }
|
||||
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 string[] Contracts { get; set; }
|
||||
}
|
||||
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
|
||||
};
|
||||
@@ -28,11 +28,11 @@ public class TitleDataBlueprintInfo {
|
||||
[JsonPropertyName("ScrappingFactionProgressionIncrement")]
|
||||
public int ScrappingFactionProgressionIncrement { get; set; }
|
||||
[JsonPropertyName("UnlockData")]
|
||||
public object UnlockData { get; set; }
|
||||
public TitleDataItemUnlockData UnlockData { get; set; }
|
||||
[JsonPropertyName("ModID")]
|
||||
public int? ModID { get; set; }
|
||||
[JsonPropertyName("AlienForgeCatalystToUpgradedItemMap")]
|
||||
public object? AlienForgeCatalystToUpgradedItemMap { get; set; }
|
||||
public TitleDataItemAlienForgeCatalystToUpgradedItemMap AlienForgeCatalystToUpgradedItemMap { get; set; }
|
||||
[JsonPropertyName("Rarity")]
|
||||
public int Rarity { get; set; }
|
||||
[JsonPropertyName("Kind")]
|
||||
@@ -61,6 +61,22 @@ public class TitleDataItemRecipeCostType {
|
||||
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
|
||||
{
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
"ASPNETCORE_Kestrel__Certificates__Default__Path": ".\\certificate.pfx"
|
||||
},
|
||||
"dotnetRunMessages": true,
|
||||
"applicationUrl": "https://2EA46.playfabapi.com:443",
|
||||
"applicationUrl": "https://127.0.0.1:8443;http://127.0.0.1:8000",
|
||||
"useSSL": true
|
||||
},
|
||||
"IIS Express": {
|
||||
|
||||
@@ -7,7 +7,8 @@
|
||||
"ASPNETCORE_Kestrel__Certificates__Default__Path": ".\\certificate.pfx"
|
||||
},
|
||||
"dotnetRunMessages": true,
|
||||
"applicationUrl": "https://2EA46.playfabapi.com"
|
||||
"applicationUrl": "https://127.0.0.1:8443;http://127.0.0.1:8000",
|
||||
"useSSL": true
|
||||
},
|
||||
"IIS Express": {
|
||||
"commandName": "IISExpress",
|
||||
|
||||
@@ -4,6 +4,23 @@
|
||||
<TargetFramework>net8.0</TargetFramework>
|
||||
<ImplicitUsings>true</ImplicitUsings>
|
||||
<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>
|
||||
|
||||
<ItemGroup>
|
||||
|
||||
@@ -55,12 +55,11 @@ public class ActivateContract : ICloudScriptFunction<FYActivateContractRequest,
|
||||
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 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"]);
|
||||
var contract = contracts[request.ContractID];
|
||||
if (contract == null) {
|
||||
if (!contracts.TryGetValue(request.ContractID, out var contract)) {
|
||||
return new FYActivateContractResult
|
||||
{
|
||||
UserID = userId,
|
||||
@@ -68,14 +67,32 @@ public class ActivateContract : ICloudScriptFunction<FYActivateContractRequest,
|
||||
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,
|
||||
|
||||
+4
-9
@@ -32,18 +32,13 @@ public class CheckClientVersionUpToDateFunction : ICloudScriptFunction<CheckClie
|
||||
_logger.LogInformation("Processing client version check request for client {Version}",
|
||||
request.Version);
|
||||
|
||||
// TODO: Validate login
|
||||
// if (string.IsNullOrEmpty(request.LoginNonce))
|
||||
// {
|
||||
// return new CheckClientVersionUpToDateResponse
|
||||
// {
|
||||
// IsClientUpToDate = false,
|
||||
// };
|
||||
// }
|
||||
|
||||
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
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
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;
|
||||
@@ -49,6 +50,8 @@ public class ClaimActiveContract : ICloudScriptFunction<FYClaimCompletedActiveCo
|
||||
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)
|
||||
{
|
||||
@@ -65,11 +68,10 @@ public class ClaimActiveContract : ICloudScriptFunction<FYClaimCompletedActiveCo
|
||||
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"});
|
||||
var titleData = _titleDataService.Find(new List<string>{ "Contracts", "Blueprints", "Jobs", "LevelData" });
|
||||
|
||||
var contracts = JsonSerializer.Deserialize<Dictionary<string, TitleDataContractInfo>>(titleData["Contracts"]);
|
||||
var contract = contracts[request.ContractID];
|
||||
if (contract == null) {
|
||||
if (!contracts.TryGetValue(request.ContractID, out var contract)) {
|
||||
return new FYClaimCompletedActiveContractRewardsResult
|
||||
{
|
||||
UserID = userId,
|
||||
@@ -81,16 +83,17 @@ public class ClaimActiveContract : ICloudScriptFunction<FYClaimCompletedActiveCo
|
||||
var factionKey = "FactionProgression" + contract.Faction;
|
||||
var userData = await _userDataService.FindAsync(
|
||||
userId, userId,
|
||||
new List<string>{"ContractsActive", "ContractsOneTimeCompleted", "Balance", "Inventory", factionKey}
|
||||
new List<string>{"ContractsActive", "ContractsOneTimeCompleted", "Balance", "Inventory", factionKey, "JobBoardsData" }
|
||||
);
|
||||
|
||||
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 balance = JsonSerializer.Deserialize<Dictionary<string, int>>(userData["Balance"].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 == request.ContractID);
|
||||
var targetContractIdx = contractsActive.Contracts.FindIndex(item => item.ContractID == contract.Name);
|
||||
if (targetContractIdx == -1) {
|
||||
return new FYClaimCompletedActiveContractRewardsResult
|
||||
{
|
||||
@@ -102,14 +105,17 @@ public class ClaimActiveContract : ICloudScriptFunction<FYClaimCompletedActiveCo
|
||||
|
||||
var blueprints = JsonSerializer.Deserialize<Dictionary<string, TitleDataBlueprintInfo>>(titleData["Blueprints"]);
|
||||
|
||||
var targetContract = contractsActive.Contracts[targetContractIdx];
|
||||
List<FYCustomItemInfo> itemsUpdatedOrRemoved = [];
|
||||
HashSet<string> deletedItemsIds = [];
|
||||
// TODO: Proper progress verification of all objectives
|
||||
foreach (var objective in contract.Objectives) {
|
||||
// TODO: Optimize
|
||||
for (var i = 0; i < contract.Objectives.Length; i++) {
|
||||
var objective = contract.Objectives[i];
|
||||
int remaining = objective.MaxProgress;
|
||||
if (objective.Type == 2) {
|
||||
for (var i = 0; i < inventory.Count; i++) {
|
||||
var item = inventory[i];
|
||||
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;
|
||||
}
|
||||
@@ -125,6 +131,18 @@ public class ClaimActiveContract : ICloudScriptFunction<FYClaimCompletedActiveCo
|
||||
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
|
||||
@@ -148,17 +166,19 @@ public class ClaimActiveContract : ICloudScriptFunction<FYClaimCompletedActiveCo
|
||||
List<FYCurrencyItem> changedCurrencies = [];
|
||||
foreach (var reward in contract.Rewards) {
|
||||
if (reward.ItemID == "SoftCurrency") {
|
||||
balance["SC"] += reward.Amount;
|
||||
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance["SC"] });
|
||||
balance.SoftCurrency += reward.Amount;
|
||||
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance.SoftCurrency });
|
||||
} else if (reward.ItemID == "Aurum") {
|
||||
balance["AU"] += reward.Amount;
|
||||
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance["AU"] });
|
||||
} else if (reward.ItemID == "InsuranceToken") {
|
||||
balance["IN"] += reward.Amount;
|
||||
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "InsuranceToken", Amount = balance["IN"] });
|
||||
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 * blueprintData.AmountPerPurchase;
|
||||
var remainingAmount = reward.Amount; // Quest rewards are given individually
|
||||
|
||||
// Populate incomplete stacks first
|
||||
foreach (var item in newInventory) {
|
||||
@@ -201,14 +221,47 @@ public class ClaimActiveContract : ICloudScriptFunction<FYClaimCompletedActiveCo
|
||||
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(request.ContractID);
|
||||
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,
|
||||
@@ -225,6 +278,7 @@ public class ClaimActiveContract : ICloudScriptFunction<FYClaimCompletedActiveCo
|
||||
["Balance"] = JsonSerializer.Serialize(balance),
|
||||
["Inventory"] = JsonSerializer.Serialize(newInventory),
|
||||
[factionKey] = JsonSerializer.Serialize(factionProgression),
|
||||
["JobBoardsData"] = JsonSerializer.Serialize(jobBoardsData),
|
||||
}
|
||||
);
|
||||
|
||||
@@ -232,12 +286,12 @@ public class ClaimActiveContract : ICloudScriptFunction<FYClaimCompletedActiveCo
|
||||
{
|
||||
UserID = userId,
|
||||
Error = "",
|
||||
ClaimedContractID = request.ContractID,
|
||||
ClaimedContractID = contract.Name,
|
||||
ContractsActivated = newContracts,
|
||||
ItemsUpdatedOrRemoved = itemsUpdatedOrRemoved,
|
||||
ChangedCurrencies = changedCurrencies.ToArray(),
|
||||
ItemsGranted = itemsGranted,
|
||||
NewContractIdOnBoard = "", // TODO: This should be a replacement contract apparently?
|
||||
NewContractIdOnBoard = newContractIdOnBoard,
|
||||
PlayerFactionProgressData = new FYPlayerFactionProgressData {
|
||||
FactionID = contract.Faction,
|
||||
CurrentProgression = factionProgression,
|
||||
|
||||
+8
-6
@@ -1,5 +1,6 @@
|
||||
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;
|
||||
@@ -103,7 +104,7 @@ public class ClaimGeneratorIncomeClient : ICloudScriptFunction<FYClaimGeneratorI
|
||||
};
|
||||
}
|
||||
|
||||
var balance = JsonSerializer.Deserialize<Dictionary<string, int>>(userData["Balance"].Value);
|
||||
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);
|
||||
|
||||
@@ -136,8 +137,8 @@ public class ClaimGeneratorIncomeClient : ICloudScriptFunction<FYClaimGeneratorI
|
||||
};
|
||||
}
|
||||
|
||||
balance["SC"] += claimableAmount;
|
||||
changedCurrencies = [new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance["SC"] }];
|
||||
balance.SoftCurrency += claimableAmount;
|
||||
changedCurrencies = [new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance.SoftCurrency }];
|
||||
break;
|
||||
}
|
||||
case "playerquarters_gen_aurum": {
|
||||
@@ -162,8 +163,8 @@ public class ClaimGeneratorIncomeClient : ICloudScriptFunction<FYClaimGeneratorI
|
||||
};
|
||||
}
|
||||
|
||||
balance["AU"] += claimableAmount;
|
||||
changedCurrencies = [new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance["AU"] }];
|
||||
balance.HardCurrency += claimableAmount;
|
||||
changedCurrencies = [new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance.HardCurrency }];
|
||||
break;
|
||||
}
|
||||
case "playerquarters_gen_crate": {
|
||||
@@ -190,7 +191,8 @@ public class ClaimGeneratorIncomeClient : ICloudScriptFunction<FYClaimGeneratorI
|
||||
var blueprints = JsonSerializer.Deserialize<Dictionary<string, TitleDataBlueprintInfo>>(titleData["Blueprints"]);
|
||||
var rewardsPool = dailyCrateRewards[crateTier - 1];
|
||||
|
||||
var items = PickItems(rewardsPool, 5); // TODO: Not sure how many items were granted
|
||||
// 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];
|
||||
|
||||
@@ -1,5 +1,8 @@
|
||||
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
|
||||
{
|
||||
@@ -18,15 +21,33 @@ public class ClientsideFriendsImportResponse
|
||||
public class ClientsideFriendsImportFunction : ICloudScriptFunction<ClientsideFriendsImportRequest, ClientsideFriendsImportResponse>
|
||||
{
|
||||
private readonly ILogger<ClientsideFriendsImportFunction> _logger;
|
||||
private readonly IHttpContextAccessor _httpContextAccessor;
|
||||
private readonly UserDataService _userDataService;
|
||||
|
||||
public ClientsideFriendsImportFunction(ILogger<ClientsideFriendsImportFunction> logger)
|
||||
public ClientsideFriendsImportFunction(ILogger<ClientsideFriendsImportFunction> logger, IHttpContextAccessor httpContextAccessor, UserDataService userDataService)
|
||||
{
|
||||
_logger = logger;
|
||||
_httpContextAccessor = httpContextAccessor;
|
||||
_userDataService = userDataService;
|
||||
}
|
||||
|
||||
public async Task<ClientsideFriendsImportResponse> ExecuteAsync(ClientsideFriendsImportRequest request)
|
||||
{
|
||||
_logger.LogInformation("Processing friends import");
|
||||
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,
|
||||
};
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,56 @@
|
||||
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;
|
||||
|
||||
[CloudScriptFunction("EnterMatchmaking")]
|
||||
public class EnterMatchmakingFunction : ICloudScriptFunction<FYEnterMatchAzureFunction, FYEnterMatchAzureFunctionResult>
|
||||
{
|
||||
private readonly IHubContext<CycleHub> _hubContext;
|
||||
|
||||
public EnterMatchmakingFunction(IHubContext<CycleHub> hubContext)
|
||||
{
|
||||
_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,
|
||||
ErrorMessage = "",
|
||||
SingleplayerStation = false,
|
||||
Address = parts[0],
|
||||
Port = parts.Length > 1 && int.TryParse(parts[1], out var gsPort) ? gsPort : 7777,
|
||||
MaintenanceMode = false,
|
||||
};
|
||||
}
|
||||
|
||||
return new FYEnterMatchAzureFunctionResult
|
||||
{
|
||||
Success = true,
|
||||
ErrorMessage = "",
|
||||
SingleplayerStation = true,
|
||||
Address = request.MapName,
|
||||
MaintenanceMode = false,
|
||||
Port = 7777,
|
||||
};
|
||||
}
|
||||
}
|
||||
@@ -1,7 +1,10 @@
|
||||
using System.Text.Json.Serialization;
|
||||
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;
|
||||
|
||||
@@ -17,20 +20,104 @@ public class OnSquadMatchmakingSuccessMessage {
|
||||
[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)
|
||||
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)
|
||||
{
|
||||
await _hubContext.Clients.All.SendAsync("OnSquadMatchmakingSuccess", new OnSquadMatchmakingSuccessMessage {
|
||||
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 = request.MapName, // TODO: Need to implement TryGetCompleteSquadInfo and pass squad info
|
||||
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
|
||||
{
|
||||
|
||||
@@ -1,18 +1,107 @@
|
||||
using Prospect.Server.Api.Services.CloudScript.Models;
|
||||
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>
|
||||
{
|
||||
public Task<FYEnterMatchmakingResult> ExecuteAsync(FYEnterMatchAzureFunction request)
|
||||
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)
|
||||
{
|
||||
return Task.FromResult(new FYEnterMatchmakingResult
|
||||
_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);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,15 +1,71 @@
|
||||
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;
|
||||
|
||||
[CloudScriptFunction("GetFriendList")]
|
||||
public class GetFriendList : ICloudScriptFunction<FYBaseSocialRequest, object?>
|
||||
{
|
||||
public Task<object?> ExecuteAsync(FYBaseSocialRequest request)
|
||||
private readonly ILogger<GetFriendList> _logger;
|
||||
private readonly IHttpContextAccessor _httpContextAccessor;
|
||||
private readonly UserDataService _userDataService;
|
||||
private readonly DbUserService _userService;
|
||||
|
||||
public GetFriendList(ILogger<GetFriendList> logger, IHttpContextAccessor httpContextAccessor, UserDataService userDataService, DbUserService userService)
|
||||
{
|
||||
return Task.FromResult<object?>(new
|
||||
{
|
||||
|
||||
});
|
||||
_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();
|
||||
|
||||
// Resolve the imported Steam friends (persisted by ClientsideFriendsImport) to the
|
||||
// players that actually exist on this server. It's a private server, so only friends
|
||||
// who have logged in here will show up.
|
||||
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);
|
||||
foreach (var player in players)
|
||||
{
|
||||
if (player.Id == userId) continue; // never list yourself
|
||||
friends.Add(new
|
||||
{
|
||||
profile = new
|
||||
{
|
||||
playerId = player.Id,
|
||||
displayName = player.DisplayName,
|
||||
avatarUrl = "",
|
||||
},
|
||||
onlineState = 0, // EYUserState — real presence tracking is a later phase
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
// NOTE: the exact response shape the client expects is not yet confirmed; this is a
|
||||
// best-effort structure. The log lets us verify resolution while we validate in game.
|
||||
_logger.LogInformation("GetFriendList for {User}: {Count} friend(s) resolved on server", userId, friends.Count);
|
||||
return new { friends };
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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;
|
||||
|
||||
[CloudScriptFunction("GetSignalRConnection")]
|
||||
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)
|
||||
{
|
||||
// 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
|
||||
{
|
||||
Url = "https://2ea46.playfabapi.com/signalr/?hub=pubsub",
|
||||
AccessToken = "TEST"
|
||||
Url = url,
|
||||
AccessToken = _settings.SignalRAccessToken
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
private static bool IsLan(IPAddress ip)
|
||||
{
|
||||
if (IPAddress.IsLoopback(ip)) return true;
|
||||
if (ip.IsIPv4MappedToIPv6) ip = ip.MapToIPv4();
|
||||
if (ip.AddressFamily != AddressFamily.InterNetwork) return false;
|
||||
var b = ip.GetAddressBytes();
|
||||
return b[0] == 10
|
||||
|| (b[0] == 172 && b[1] >= 16 && b[1] <= 31)
|
||||
|| (b[0] == 192 && b[1] == 168);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,7 +1,9 @@
|
||||
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
|
||||
@@ -136,9 +138,9 @@ public class PurchaseWeaponShopItemFunction : ICloudScriptFunction<PurchaseWeapo
|
||||
Error = "Invalid purchase amount",
|
||||
};
|
||||
}
|
||||
var userData = await _userDataService.FindAsync(userId, userId, new List<string>{"Inventory", "Balance"});
|
||||
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<Dictionary<string, int>>(userData["Balance"].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)) {
|
||||
@@ -152,7 +154,23 @@ public class PurchaseWeaponShopItemFunction : ICloudScriptFunction<PurchaseWeapo
|
||||
|
||||
var blueprintData = blueprints[request.BaseItemID];
|
||||
|
||||
// TODO: Contract unlock criteria
|
||||
// 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];
|
||||
@@ -165,16 +183,15 @@ public class PurchaseWeaponShopItemFunction : ICloudScriptFunction<PurchaseWeapo
|
||||
if (ingredient.Currency == "SoftCurrency") {
|
||||
var buyCost = request.PurchaseAmount * ingredient.Amount;
|
||||
remaining -= buyCost;
|
||||
balance["SC"] -= buyCost;
|
||||
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance["SC"] });
|
||||
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["AU"] -= buyCost;
|
||||
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance["AU"] });
|
||||
balance.HardCurrency -= buyCost;
|
||||
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance.HardCurrency });
|
||||
} else {
|
||||
for (var i = 0; i < inventory.Count; i++) {
|
||||
var item = inventory[i];
|
||||
foreach (var item in inventory) {
|
||||
if (item.BaseItemId != ingredient.Currency) {
|
||||
continue;
|
||||
}
|
||||
@@ -209,6 +226,7 @@ public class PurchaseWeaponShopItemFunction : ICloudScriptFunction<PurchaseWeapo
|
||||
}
|
||||
}
|
||||
|
||||
// TODO: Inventory limit check
|
||||
// TODO: Refactor into a helper function
|
||||
var remainingAmount = request.PurchaseAmount * blueprintData.AmountPerPurchase;
|
||||
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
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;
|
||||
@@ -65,20 +66,20 @@ public class RepairItem : ICloudScriptFunction<FYRepairItemRequest, FYRepairItem
|
||||
var blueprints = JsonSerializer.Deserialize<Dictionary<string, TitleDataBlueprintInfo>>(titleData["Blueprints"]);
|
||||
var blueprintData = blueprints[item.BaseItemId];
|
||||
|
||||
var balance = JsonSerializer.Deserialize<Dictionary<string, int>>(userData["Balance"].Value);
|
||||
var balance = JsonSerializer.Deserialize<PlayerBalance>(userData["Balance"].Value);
|
||||
|
||||
var repairCost = MapValue.Map(item.Durability, blueprintData.DurabilityMax, 0, blueprintData.RepairCostBase, blueprintData.RepairCostMaxDurability);
|
||||
var repairCost = blueprintData.RepairCostBase + (int)Math.Ceiling((1 - (float)item.Durability / blueprintData.DurabilityMax) * blueprintData.RepairCostMaxDurability);
|
||||
if (item.Durability == 0) {
|
||||
repairCost += blueprintData.RepairCostModifierBroken;
|
||||
}
|
||||
if (balance["SC"] < repairCost) {
|
||||
if (balance.SoftCurrency < repairCost) {
|
||||
return new FYRepairItemResult
|
||||
{
|
||||
UserID = userId,
|
||||
Error = "Insufficient balance",
|
||||
};
|
||||
}
|
||||
balance["SC"] -= repairCost;
|
||||
balance.SoftCurrency -= repairCost;
|
||||
item.Durability = blueprintData.DurabilityMax;
|
||||
|
||||
await _userDataService.UpdateAsync(
|
||||
@@ -95,7 +96,7 @@ public class RepairItem : ICloudScriptFunction<FYRepairItemRequest, FYRepairItem
|
||||
Error = "",
|
||||
ChangedItems = [item],
|
||||
ChangedCurrencies = [
|
||||
new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance["SC"] },
|
||||
new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance.SoftCurrency },
|
||||
],
|
||||
};
|
||||
}
|
||||
|
||||
+71
-70
@@ -1,4 +1,7 @@
|
||||
using System.Text.Json;
|
||||
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;
|
||||
@@ -11,11 +14,16 @@ public class RequestActiveObjectivesAndBoardsData : ICloudScriptFunction<FYQuery
|
||||
{
|
||||
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)
|
||||
public RequestActiveObjectivesAndBoardsData(IHttpContextAccessor httpContextAccessor, UserDataService userDataService, TitleDataService titleDataService)
|
||||
{
|
||||
_httpContextAccessor = httpContextAccessor;
|
||||
_userDataService = userDataService;
|
||||
_titleDataService = titleDataService;
|
||||
}
|
||||
|
||||
public async Task<FYGetPlayerContractsResult> ExecuteAsync(FYQueryFactionProgressionRequest request)
|
||||
@@ -26,10 +34,65 @@ public class RequestActiveObjectivesAndBoardsData : ICloudScriptFunction<FYQuery
|
||||
return new FYGetPlayerContractsResult{};
|
||||
}
|
||||
var userId = context.User.FindAuthUserId();
|
||||
var userData = await _userDataService.FindAsync(userId, userId, new List<string>{"ContractsActive"});
|
||||
var contractsActive = JsonSerializer.Deserialize<FYGetActiveContractsResult>(userData["ContractsActive"].Value);
|
||||
|
||||
// TODO: Get player's contract boards and refresh
|
||||
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
|
||||
{
|
||||
@@ -38,72 +101,10 @@ public class RequestActiveObjectivesAndBoardsData : ICloudScriptFunction<FYQuery
|
||||
ActiveContracts = contractsActive.Contracts,
|
||||
FactionsContracts = new FYFactionsContractsData
|
||||
{
|
||||
Boards = new List<FYFactionContractsData>
|
||||
{
|
||||
new FYFactionContractsData
|
||||
{
|
||||
FactionId = "ICA",
|
||||
Contracts = new List<FYFactionContractData>
|
||||
{
|
||||
new FYFactionContractData
|
||||
{
|
||||
ContractId = "NEW-Easy-ICA-Gather-1",
|
||||
},
|
||||
new FYFactionContractData
|
||||
{
|
||||
ContractId = "NEW-Medium-ICA-Uplink-1",
|
||||
},
|
||||
new FYFactionContractData
|
||||
{
|
||||
ContractId = "NEW-Hard-ICA-Uplink-1",
|
||||
}
|
||||
}
|
||||
},
|
||||
new FYFactionContractsData
|
||||
{
|
||||
FactionId = "Korolev",
|
||||
Contracts = new List<FYFactionContractData>
|
||||
{
|
||||
new FYFactionContractData
|
||||
{
|
||||
ContractId = "NEW-Easy-KOR-Mine-4",
|
||||
},
|
||||
new FYFactionContractData
|
||||
{
|
||||
ContractId = "NEW-Medium-KOR-Mine-1",
|
||||
},
|
||||
new FYFactionContractData
|
||||
{
|
||||
ContractId = "NEW-Hard-KOR-PvP-6",
|
||||
}
|
||||
}
|
||||
},
|
||||
new FYFactionContractsData
|
||||
{
|
||||
FactionId = "Osiris",
|
||||
Contracts = new List<FYFactionContractData>
|
||||
{
|
||||
new FYFactionContractData
|
||||
{
|
||||
ContractId = "NEW-Easy-Osiris-Brightcaps-1",
|
||||
},
|
||||
new FYFactionContractData
|
||||
{
|
||||
ContractId = "NEW-Medium-Osiris-Gather-1",
|
||||
},
|
||||
new FYFactionContractData
|
||||
{
|
||||
ContractId = "NEW-Hard-Osiris-Gather-7",
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
LastBoardRefreshTimeUtc = new FYTimestamp
|
||||
{
|
||||
Seconds = (int)DateTimeOffset.UtcNow.ToUnixTimeSeconds()
|
||||
}
|
||||
Boards = boards,
|
||||
LastBoardRefreshTimeUtc = lastBoardRefreshTimeUtc
|
||||
},
|
||||
RefreshHours24UtcFromBackend = 12
|
||||
RefreshHours24UtcFromBackend = 12 // Doesn't seem to work
|
||||
};
|
||||
}
|
||||
}
|
||||
+103
-14
@@ -1,5 +1,6 @@
|
||||
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;
|
||||
@@ -9,6 +10,15 @@ public class FYFortunaPassClaimedRewards {
|
||||
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")]
|
||||
@@ -34,11 +44,15 @@ public class RequestClaimFortunaPassRewardsFunction : ICloudScriptFunction<Reque
|
||||
{
|
||||
private readonly IHttpContextAccessor _httpContextAccessor;
|
||||
private readonly UserDataService _userDataService;
|
||||
private readonly TitleDataService _titleDataService;
|
||||
private readonly ILogger<RequestClaimFortunaPassRewardsFunction> _logger;
|
||||
|
||||
public RequestClaimFortunaPassRewardsFunction(IHttpContextAccessor httpContextAccessor, UserDataService userDataService)
|
||||
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)
|
||||
@@ -49,28 +63,103 @@ public class RequestClaimFortunaPassRewardsFunction : ICloudScriptFunction<Reque
|
||||
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>{"FortunaPass2_ClaimedRewards"});
|
||||
var claimedRewards = JsonSerializer.Deserialize<FYFortunaPassClaimedRewards>(userData["FortunaPass2_ClaimedRewards"].Value);
|
||||
foreach (var rewardId in request.RewardsIDs) {
|
||||
|
||||
// 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 output = JsonSerializer.Serialize(claimedRewards);
|
||||
await _userDataService.UpdateAsync(
|
||||
userId, userId,
|
||||
new Dictionary<string, string>{
|
||||
["FortunaPass2_ClaimedRewards"] = output,
|
||||
["FortunaPass3_ClaimedRewards"] = output, // TODO: Separate logic for S2 and S3
|
||||
}
|
||||
);
|
||||
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 = [],
|
||||
ChangedCurrencies = [],
|
||||
GrantedItems = grantedItems.ToArray(),
|
||||
ChangedCurrencies = changedCurrencies.ToArray(),
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
+29
-26
@@ -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.UserData;
|
||||
|
||||
namespace Prospect.Server.Api.Services.CloudScript.Functions;
|
||||
|
||||
@@ -7,42 +9,43 @@ namespace Prospect.Server.Api.Services.CloudScript.Functions;
|
||||
public class RequestFactionProgression : ICloudScriptFunction<FYQueryFactionProgressionRequest, object?>
|
||||
{
|
||||
private readonly IHttpContextAccessor _httpContextAccessor;
|
||||
private readonly UserDataService _userDataService;
|
||||
|
||||
public RequestFactionProgression(IHttpContextAccessor httpContextAccessor)
|
||||
public RequestFactionProgression(IHttpContextAccessor httpContextAccessor, UserDataService userDataService)
|
||||
{
|
||||
_httpContextAccessor = httpContextAccessor;
|
||||
_userDataService = userDataService;
|
||||
}
|
||||
|
||||
public Task<object?> ExecuteAsync(FYQueryFactionProgressionRequest request)
|
||||
|
||||
public async Task<object?> ExecuteAsync(FYQueryFactionProgressionRequest request)
|
||||
{
|
||||
var context = _httpContextAccessor.HttpContext;
|
||||
if (context == null)
|
||||
{
|
||||
return Task.FromResult<object?>(null);
|
||||
return null;
|
||||
}
|
||||
|
||||
return Task.FromResult<object?>(new
|
||||
var userId = context.User.FindAuthUserId();
|
||||
|
||||
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
|
||||
{
|
||||
factionId = "ICA",
|
||||
currentProgression = 0
|
||||
},
|
||||
new
|
||||
{
|
||||
factionId = "Korolev",
|
||||
currentProgression = 0
|
||||
},
|
||||
new
|
||||
{
|
||||
factionId = "Osiris",
|
||||
currentProgression = 0
|
||||
},
|
||||
new { factionId = "ICA", currentProgression = Progression("ICA") },
|
||||
new { factionId = "Korolev", currentProgression = Progression("Korolev") },
|
||||
new { factionId = "Osiris", currentProgression = Progression("Osiris") },
|
||||
},
|
||||
userId = context.User.FindAuthUserId(),
|
||||
userId,
|
||||
error = ""
|
||||
});
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
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;
|
||||
|
||||
@@ -54,7 +55,7 @@ public class RequestMissionCompleted : ICloudScriptFunction<FYRequestMissionComp
|
||||
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<Dictionary<string, int>>(userData["Balance"].Value);
|
||||
var balance = JsonSerializer.Deserialize<PlayerBalance>(userData["Balance"].Value);
|
||||
|
||||
var currentMission = missions[onboardingMission.CurrentMissionID];
|
||||
var missionRewardId = currentMission.OnboardingRewards.RowName;
|
||||
@@ -68,15 +69,16 @@ public class RequestMissionCompleted : ICloudScriptFunction<FYRequestMissionComp
|
||||
var missionRewards = rewards[missionRewardId].RewardEntries;
|
||||
foreach (var reward in missionRewards) {
|
||||
if (reward.RewardRowHandle.RowName == "SoftCurrency") {
|
||||
balance["SC"] += reward.RewardAmount;
|
||||
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance["SC"] });
|
||||
balance.SoftCurrency += reward.RewardAmount;
|
||||
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance.SoftCurrency });
|
||||
} else if (reward.RewardRowHandle.RowName == "Aurum") {
|
||||
balance["AU"] += reward.RewardAmount;
|
||||
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance["AU"] });
|
||||
} else if (reward.RewardRowHandle.RowName == "InsuranceToken") {
|
||||
balance["IN"] += reward.RewardAmount;
|
||||
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "InsuranceToken", Amount = balance["IN"] });
|
||||
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) {
|
||||
|
||||
@@ -1,100 +1,119 @@
|
||||
using Prospect.Server.Api.Services.Auth.Extensions;
|
||||
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("RequestPlayerContracts")]
|
||||
public class RequestPlayerContracts : ICloudScriptFunction<FYGetPlayerContractsRequest, FYGetPlayerContractsResult>
|
||||
{
|
||||
private readonly IHttpContextAccessor _httpContextAccessor;
|
||||
// Board slots are ordered Easy / Medium / Hard (same convention as ClaimActiveContract).
|
||||
private static readonly string[] Difficulties = ["Easy", "Medium", "Hard"];
|
||||
private const int RefreshHours = 12;
|
||||
|
||||
public RequestPlayerContracts(IHttpContextAccessor httpContextAccessor)
|
||||
private readonly IHttpContextAccessor _httpContextAccessor;
|
||||
private readonly UserDataService _userDataService;
|
||||
private readonly TitleDataService _titleDataService;
|
||||
private readonly Random _rnd = new();
|
||||
|
||||
public RequestPlayerContracts(IHttpContextAccessor httpContextAccessor, UserDataService userDataService, TitleDataService titleDataService)
|
||||
{
|
||||
_httpContextAccessor = httpContextAccessor;
|
||||
_userDataService = userDataService;
|
||||
_titleDataService = titleDataService;
|
||||
}
|
||||
|
||||
public Task<FYGetPlayerContractsResult> ExecuteAsync(FYGetPlayerContractsRequest request)
|
||||
public async Task<FYGetPlayerContractsResult> ExecuteAsync(FYGetPlayerContractsRequest request)
|
||||
{
|
||||
var context = _httpContextAccessor.HttpContext;
|
||||
if (context == null)
|
||||
{
|
||||
throw new CloudScriptException("CloudScript was not called within a http request");
|
||||
}
|
||||
var userId = context.User.FindAuthUserId();
|
||||
|
||||
return Task.FromResult(new FYGetPlayerContractsResult
|
||||
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 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 now = (int)DateTimeOffset.UtcNow.ToUnixTimeSeconds();
|
||||
var lastRefresh = jobBoardsData.LastBoardRefreshTimeUtc?.Seconds ?? 0;
|
||||
|
||||
// Initial fill only: populate boards that were seeded empty / never refreshed.
|
||||
// The periodic rotation is owned by RequestActiveObjectivesAndBoardsData, so we
|
||||
// don't refresh on a timer here to avoid two competing refresh policies.
|
||||
var boardsEmpty = jobBoardsData.Boards == null
|
||||
|| jobBoardsData.Boards.Any(b => b.Contracts == null
|
||||
|| b.Contracts.Any(c => string.IsNullOrEmpty(c.ContractId)));
|
||||
|
||||
if (jobBoardsData.Boards != null && (lastRefresh == 0 || boardsEmpty))
|
||||
{
|
||||
UserId = context.User.FindAuthUserId(),
|
||||
foreach (var board in jobBoardsData.Boards)
|
||||
{
|
||||
if (board.Contracts == null || !jobs.TryGetValue(board.FactionId, out var factionJobs))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
var factionKey = "FactionProgression" + board.FactionId;
|
||||
var factionProgression = userData.TryGetValue(factionKey, out var fp)
|
||||
? JsonSerializer.Deserialize<int>(fp.Value)
|
||||
: 0;
|
||||
|
||||
var level = levelsData.TryGetValue(board.FactionId, out var levels)
|
||||
? levels.Length - Array.FindIndex(levels, xp => factionProgression >= xp)
|
||||
: 0;
|
||||
|
||||
for (var idx = 0; idx < board.Contracts.Count && idx < Difficulties.Length; idx++)
|
||||
{
|
||||
if (!factionJobs.TryGetValue(Difficulties[idx], out var difficultyJobs))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
var available = Array.FindAll(difficultyJobs,
|
||||
jobId => contracts.TryGetValue(jobId, out var c) && level >= c.UnlockData.Level);
|
||||
if (available.Length > 0)
|
||||
{
|
||||
board.Contracts[idx].ContractId = available[_rnd.Next(available.Length)];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
jobBoardsData.LastBoardRefreshTimeUtc = new FYTimestamp { Seconds = now };
|
||||
|
||||
await _userDataService.UpdateAsync(
|
||||
userId, userId,
|
||||
new Dictionary<string, string> { ["JobBoardsData"] = JsonSerializer.Serialize(jobBoardsData) }
|
||||
);
|
||||
}
|
||||
|
||||
return new FYGetPlayerContractsResult
|
||||
{
|
||||
UserId = userId,
|
||||
Error = null,
|
||||
ActiveContracts = new List<FYActiveContractPlayerData>(),
|
||||
ActiveContracts = contractsActive.Contracts,
|
||||
FactionsContracts = new FYFactionsContractsData
|
||||
{
|
||||
Boards = new List<FYFactionContractsData>
|
||||
{
|
||||
new FYFactionContractsData
|
||||
{
|
||||
FactionId = "ICA",
|
||||
Contracts = new List<FYFactionContractData>
|
||||
{
|
||||
new FYFactionContractData
|
||||
{
|
||||
ContractId = "NEW-Easy-ICA-Gather-1",
|
||||
},
|
||||
new FYFactionContractData
|
||||
{
|
||||
ContractId = "NEW-Medium-ICA-Uplink-1",
|
||||
},
|
||||
new FYFactionContractData
|
||||
{
|
||||
ContractId = "NEW-Hard-ICA-Uplink-1",
|
||||
}
|
||||
}
|
||||
},
|
||||
new FYFactionContractsData
|
||||
{
|
||||
FactionId = "Korolev",
|
||||
Contracts = new List<FYFactionContractData>
|
||||
{
|
||||
new FYFactionContractData
|
||||
{
|
||||
ContractId = "NEW-Easy-KOR-Mine-4",
|
||||
},
|
||||
new FYFactionContractData
|
||||
{
|
||||
ContractId = "NEW-Medium-KOR-Mine-1",
|
||||
},
|
||||
new FYFactionContractData
|
||||
{
|
||||
ContractId = "NEW-Hard-KOR-PvP-6",
|
||||
}
|
||||
}
|
||||
},
|
||||
new FYFactionContractsData
|
||||
{
|
||||
FactionId = "Osiris",
|
||||
Contracts = new List<FYFactionContractData>
|
||||
{
|
||||
new FYFactionContractData
|
||||
{
|
||||
ContractId = "NEW-Easy-Osiris-Brightcaps-1",
|
||||
},
|
||||
new FYFactionContractData
|
||||
{
|
||||
ContractId = "NEW-Medium-Osiris-Gather-1",
|
||||
},
|
||||
new FYFactionContractData
|
||||
{
|
||||
ContractId = "NEW-Hard-Osiris-Gather-7",
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
LastBoardRefreshTimeUtc = new FYTimestamp
|
||||
{
|
||||
Seconds = (int)DateTimeOffset.UtcNow.ToUnixTimeSeconds()
|
||||
}
|
||||
Boards = jobBoardsData.Boards,
|
||||
LastBoardRefreshTimeUtc = jobBoardsData.LastBoardRefreshTimeUtc ?? new FYTimestamp { Seconds = now },
|
||||
},
|
||||
RefreshHours24UtcFromBackend = 12
|
||||
});
|
||||
RefreshHours24UtcFromBackend = RefreshHours,
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -35,6 +35,11 @@ public class RequestStoreRotationDataFunction : ICloudScriptFunction<RequestStor
|
||||
_httpContextAccessor = httpContextAccessor;
|
||||
}
|
||||
|
||||
// Nombre de variantes de rotation (les storeId "DailyShop_N" / "WeeklyShop_N"
|
||||
// permettent au client de distinguer chaque rotation et de rafraîchir son cache).
|
||||
private const int DailyVariants = 8;
|
||||
private const int WeeklyVariants = 4;
|
||||
|
||||
public async Task<RequestStoreRotationDataResponse> ExecuteAsync(RequestStoreRotationDataRequest request)
|
||||
{
|
||||
var context = _httpContextAccessor.HttpContext;
|
||||
@@ -43,18 +48,33 @@ public class RequestStoreRotationDataFunction : ICloudScriptFunction<RequestStor
|
||||
throw new CloudScriptException("CloudScript was not called within a http request");
|
||||
}
|
||||
|
||||
// TODO: Get and save store rotation data
|
||||
var now = DateTime.UtcNow;
|
||||
|
||||
// Rotation quotidienne : expire au prochain minuit UTC ; l'index de rotation
|
||||
// est le nombre de jours écoulés depuis l'epoch (déterministe, stable).
|
||||
var todayUtc = now.Date;
|
||||
var dailyExpiration = todayUtc.AddDays(1);
|
||||
var dayIndex = (int)(todayUtc - DateTime.UnixEpoch.Date).TotalDays;
|
||||
var dailyStoreId = $"DailyShop_{dayIndex % DailyVariants}";
|
||||
|
||||
// Rotation hebdomadaire : expire au prochain lundi 00:00 UTC.
|
||||
// DayOfWeek : dimanche=0 ; on ramène lundi=0.
|
||||
var daysSinceMonday = ((int)todayUtc.DayOfWeek + 6) % 7;
|
||||
var weekStart = todayUtc.AddDays(-daysSinceMonday);
|
||||
var weeklyExpiration = weekStart.AddDays(7);
|
||||
var weekIndex = (int)Math.Floor((weekStart - DateTime.UnixEpoch.Date).TotalDays / 7);
|
||||
var weeklyStoreId = $"WeeklyShop_{weekIndex % WeeklyVariants}";
|
||||
|
||||
return new RequestStoreRotationDataResponse
|
||||
{
|
||||
Error = "",
|
||||
DailyStoreData = new StoreRotationData {
|
||||
StoreID = "DailyShop",
|
||||
ExpirationData = DateTime.UtcNow.AddDays(1)
|
||||
StoreID = dailyStoreId,
|
||||
ExpirationData = dailyExpiration
|
||||
},
|
||||
WeeklyStoreData = new StoreRotationData {
|
||||
StoreID = "WeeklyShop",
|
||||
ExpirationData = DateTime.UtcNow.AddDays(1)
|
||||
StoreID = weeklyStoreId,
|
||||
ExpirationData = weeklyExpiration
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
+47
@@ -0,0 +1,47 @@
|
||||
using System.Text.Json.Serialization;
|
||||
using Prospect.Server.Api.Services.Auth.Extensions;
|
||||
using Prospect.Server.Api.Services.CloudScript;
|
||||
|
||||
public class RequestUpdateAvailableFreeLoadoutRequest
|
||||
{
|
||||
}
|
||||
|
||||
public class RequestUpdateAvailableFreeLoadoutResponse
|
||||
{
|
||||
[JsonPropertyName("userId")]
|
||||
public string UserId { get; set; }
|
||||
[JsonPropertyName("error")]
|
||||
public string Error { get; set; }
|
||||
[JsonPropertyName("newRandomSeed")]
|
||||
public int NewRandomSeed { get; set; }
|
||||
}
|
||||
|
||||
[CloudScriptFunction("RequestUpdateAvailableFreeLoadout")]
|
||||
public class RequestUpdateAvailableFreeLoadoutFunction : ICloudScriptFunction<RequestUpdateAvailableFreeLoadoutRequest, RequestUpdateAvailableFreeLoadoutResponse>
|
||||
{
|
||||
private readonly IHttpContextAccessor _httpContextAccessor;
|
||||
private readonly ILogger<RequestUpdateAvailableFreeLoadoutFunction> _logger;
|
||||
|
||||
public RequestUpdateAvailableFreeLoadoutFunction(ILogger<RequestUpdateAvailableFreeLoadoutFunction> logger, IHttpContextAccessor httpContextAccessor)
|
||||
{
|
||||
_logger = logger;
|
||||
_httpContextAccessor = httpContextAccessor;
|
||||
}
|
||||
|
||||
public async Task<RequestUpdateAvailableFreeLoadoutResponse> ExecuteAsync(RequestUpdateAvailableFreeLoadoutRequest request)
|
||||
{
|
||||
var context = _httpContextAccessor.HttpContext;
|
||||
if (context == null)
|
||||
{
|
||||
throw new CloudScriptException("CloudScript was not called within a http request");
|
||||
}
|
||||
var userId = context.User.FindAuthUserId();
|
||||
|
||||
return new RequestUpdateAvailableFreeLoadoutResponse
|
||||
{
|
||||
UserId = userId,
|
||||
Error = "",
|
||||
NewRandomSeed = 0,
|
||||
};
|
||||
}
|
||||
}
|
||||
+2
-2
@@ -9,9 +9,9 @@ public class RequestUpdateSeasonWipeDataRequest
|
||||
public class RequestUpdateSeasonWipeDataResponse
|
||||
{
|
||||
[JsonPropertyName("userId")]
|
||||
public string UserId;
|
||||
public string UserId { get; set; }
|
||||
[JsonPropertyName("error")]
|
||||
public string Error;
|
||||
public string Error { get; set; }
|
||||
}
|
||||
|
||||
[CloudScriptFunction("RequestUpdateSeasonWipeData")]
|
||||
|
||||
+8
-1
@@ -76,6 +76,13 @@ public class RequestUpdateStationInventoryFunction : ICloudScriptFunction<Reques
|
||||
var inventory = JsonSerializer.Deserialize<List<FYCustomItemInfo>>(userData["Inventory"].Value);
|
||||
|
||||
// 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) {
|
||||
if (!request.ItemsToRemove.Contains(item.ItemId)) {
|
||||
@@ -83,7 +90,6 @@ public class RequestUpdateStationInventoryFunction : ICloudScriptFunction<Reques
|
||||
}
|
||||
}
|
||||
|
||||
// TODO: Check deleted items to see if other stacks/mods were updated correctly
|
||||
foreach (var item in request.ItemsToUpdateAmount) {
|
||||
var inventoryItem = newInventory.Find(i => i.ItemId == item.ItemId);
|
||||
if (inventoryItem == null) {
|
||||
@@ -93,6 +99,7 @@ public class RequestUpdateStationInventoryFunction : ICloudScriptFunction<Reques
|
||||
inventoryItem.ModData = item.ModData;
|
||||
inventoryItem.PrimaryVanityId = item.PrimaryVanityId;
|
||||
inventoryItem.SecondaryVanityId = item.SecondaryVanityId;
|
||||
inventoryItem.Durability = item.Durability;
|
||||
}
|
||||
|
||||
// TODO: Check updated items and validate new items
|
||||
|
||||
@@ -6,7 +6,7 @@ public class RegionObject
|
||||
[JsonPropertyName("region")]
|
||||
public string Region { get; set; }
|
||||
[JsonPropertyName("ping")]
|
||||
public int Ping { get; set; }
|
||||
public long Ping { get; set; } // client sends 2147483648 (int.MaxValue+1) for "no ping" -> must be long or deserialization 500s
|
||||
[JsonPropertyName("instanceType")]
|
||||
public int InstanceType { get; set; }
|
||||
}
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
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;
|
||||
@@ -33,7 +34,7 @@ public class SellItemsClientResponse
|
||||
[JsonPropertyName("scrappedItemIds")]
|
||||
public HashSet<string> ScrappedItemIDs { get; set; }
|
||||
[JsonPropertyName("changedItems")]
|
||||
public FYCustomItemInfo[] ChangedItems { get; set; }
|
||||
public List<FYCustomItemInfo> ChangedItems { get; set; }
|
||||
[JsonPropertyName("changedCurrencies")]
|
||||
public FYCurrencyItem[] ChangedCurrencies { get; set; }
|
||||
[JsonPropertyName("playerFactionProgressionData")]
|
||||
@@ -71,40 +72,67 @@ public class SellItemsClientFunction : ICloudScriptFunction<SellItemsClientReque
|
||||
throw new CloudScriptException("CloudScript was not called within a http request");
|
||||
}
|
||||
var userId = context.User.FindAuthUserId();
|
||||
var progressionFactionKey = "FactionProgression" + request.FactionID;
|
||||
var progressionFactionKey = $"FactionProgression{request.FactionID}";
|
||||
|
||||
var userData = await _userDataService.FindAsync(userId, userId, new List<string>{"Inventory", "Balance", progressionFactionKey});
|
||||
var inventory = JsonSerializer.Deserialize<List<FYCustomItemInfo>>(userData["Inventory"].Value);
|
||||
var balanceData = JsonSerializer.Deserialize<Dictionary<string, int>>(userData["Balance"].Value);
|
||||
var balance = JsonSerializer.Deserialize<PlayerBalance>(userData["Balance"].Value);
|
||||
var factionProgression = JsonSerializer.Deserialize<int>(userData[progressionFactionKey].Value);
|
||||
|
||||
var blueprintsData = _titleDataService.Find(new List<string>{"Blueprints"});
|
||||
var blueprints = JsonSerializer.Deserialize<Dictionary<string, TitleDataBlueprintInfo>>(blueprintsData["Blueprints"]);
|
||||
|
||||
var playerBalance = balanceData["SC"];
|
||||
// TODO: Optimize
|
||||
// TODO: Check deleted items to see if other stacks/mods were updated correctly
|
||||
// Process inventory update before selling since a player may split item stack.
|
||||
// This will result in creating a new item and updating amount of existing item.
|
||||
// NOTE: Stacking items back doesn't seem to work, at least in single-player station. Bug?
|
||||
// var newInventory = new List<FYCustomItemInfo>(inventory.Count);
|
||||
// foreach (var item in inventory) {
|
||||
// if (!request.InventoryUpdateData.ItemsToRemove.Contains(item.ItemId)) {
|
||||
// newInventory.Add(item);
|
||||
// }
|
||||
// }
|
||||
|
||||
var changedItems = new List<FYCustomItemInfo>();
|
||||
foreach (var item in request.InventoryUpdateData.ItemsToUpdateAmount) {
|
||||
var inventoryItem = inventory.Find(i => i.ItemId == item.ItemId);
|
||||
if (inventoryItem == null) {
|
||||
continue;
|
||||
}
|
||||
inventoryItem.Amount = item.Amount;
|
||||
// NOTE: Vanity and mod data cannot be managed in sell menu
|
||||
changedItems.Add(item);
|
||||
}
|
||||
|
||||
foreach (var item in request.InventoryUpdateData.ItemsToAdd) {
|
||||
inventory.Add(item);
|
||||
}
|
||||
|
||||
// Then process selling. The game client provides item IDs for newly added items.
|
||||
HashSet<string> scrappedItemIds = [];
|
||||
foreach (var itemId in request.IDs) {
|
||||
var inventoryItemIdx = inventory.FindIndex(i => i.ItemId == itemId);
|
||||
if (inventoryItemIdx == -1) {
|
||||
var inventoryItem = inventory.Find(i => i.ItemId == itemId);
|
||||
if (inventoryItem == null) {
|
||||
continue;
|
||||
}
|
||||
var inventoryItem = inventory[inventoryItemIdx];
|
||||
var blueprintData = blueprints[inventoryItem.BaseItemId];
|
||||
// TODO: Probably better to decide based on item kind instead
|
||||
if (inventoryItem.Durability == -1) {
|
||||
factionProgression += blueprintData.OverrideScrappingReputation * inventoryItem.Amount;
|
||||
playerBalance += blueprintData.OverrideScrappingReturns * inventoryItem.Amount;
|
||||
// NOTE: Ammo and consumables have reverse price mapping.
|
||||
if (blueprintData.Kind == "Ammo" || blueprintData.Kind == "Ability") {
|
||||
factionProgression += (int)((float)blueprintData.OverrideScrappingReputation / blueprintData.MaxAmountPerStack * inventoryItem.Amount);
|
||||
balance.SoftCurrency += (int)((float)blueprintData.OverrideScrappingReturns / blueprintData.MaxAmountPerStack * inventoryItem.Amount);
|
||||
} else if (blueprintData.Kind == "Armor") {
|
||||
factionProgression += (int)Math.Max(
|
||||
(float)inventoryItem.Durability / blueprintData.DurabilityMax * blueprintData.OverrideScrappingReputation,
|
||||
blueprintData.OverrideScrappingReputation * blueprintData.DurabilityBrokenScrappingReturnModifier
|
||||
);
|
||||
balance.SoftCurrency += (int)Math.Max(
|
||||
(float)inventoryItem.Durability / blueprintData.DurabilityMax * blueprintData.OverrideScrappingReturns,
|
||||
blueprintData.OverrideScrappingReturns * blueprintData.DurabilityBrokenScrappingReturnModifier
|
||||
);
|
||||
} else {
|
||||
// Items that have durability are not stackable so it's always 1 item
|
||||
factionProgression += MapValue.Map(
|
||||
inventoryItem.Durability,
|
||||
blueprintData.DurabilityMax, 0,
|
||||
blueprintData.OverrideScrappingReputation, (int)(blueprintData.OverrideScrappingReputation * blueprintData.DurabilityBrokenScrappingReturnModifier)
|
||||
);
|
||||
playerBalance += MapValue.Map(
|
||||
inventoryItem.Durability,
|
||||
blueprintData.DurabilityMax, 0,
|
||||
blueprintData.OverrideScrappingReturns, (int)(blueprintData.OverrideScrappingReturns * blueprintData.DurabilityBrokenScrappingReturnModifier)
|
||||
);
|
||||
factionProgression += blueprintData.OverrideScrappingReputation * inventoryItem.Amount;
|
||||
balance.SoftCurrency += blueprintData.OverrideScrappingReturns * inventoryItem.Amount;
|
||||
}
|
||||
|
||||
scrappedItemIds.Add(itemId);
|
||||
@@ -118,13 +146,11 @@ public class SellItemsClientFunction : ICloudScriptFunction<SellItemsClientReque
|
||||
}
|
||||
}
|
||||
|
||||
balanceData["SC"] = playerBalance;
|
||||
|
||||
await _userDataService.UpdateAsync(
|
||||
userId, userId,
|
||||
new Dictionary<string, string>{
|
||||
["Inventory"] = JsonSerializer.Serialize(newInventory),
|
||||
["Balance"] = JsonSerializer.Serialize(balanceData),
|
||||
["Balance"] = JsonSerializer.Serialize(balance),
|
||||
[progressionFactionKey] = JsonSerializer.Serialize(factionProgression),
|
||||
}
|
||||
);
|
||||
@@ -135,14 +161,14 @@ public class SellItemsClientFunction : ICloudScriptFunction<SellItemsClientReque
|
||||
Error = "",
|
||||
ChangedCurrencies = [new FYCurrencyItem {
|
||||
CurrencyName = "SoftCurrency",
|
||||
Amount = playerBalance,
|
||||
Amount = balance.SoftCurrency,
|
||||
}],
|
||||
PlayerFactionProgressionData = new FYPlayerFactionProgressData {
|
||||
FactionID = request.FactionID,
|
||||
CurrentProgression = factionProgression,
|
||||
},
|
||||
ScrappedItemIDs = scrappedItemIds,
|
||||
ChangedItems = [], // TODO: Changed items from InventoryUpdateData
|
||||
ChangedItems = changedItems,
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
+12
-4
@@ -47,10 +47,18 @@ public class SetCharacterVanityArchetype : ICloudScriptFunction<FYSetActiveChara
|
||||
var genderSuffix = request.ArcheTypeId.EndsWith("G02") ? "M" : "F";
|
||||
returnVanity.ArchetypeID = request.ArcheTypeId;
|
||||
returnVanity.HeadItem.ID = request.ArcheTypeId + "_Head01";
|
||||
returnVanity.BootsItem.ID = "StarterOutfit01_Boots_" + genderSuffix;
|
||||
returnVanity.ChestItem.ID = "StarterOutfit01_Chest_" + genderSuffix;
|
||||
returnVanity.GloveItem.ID = "StarterOutfit01_Gloves_" + genderSuffix;
|
||||
returnVanity.BaseSuitItem.ID = "StarterOutfit01" + genderSuffix + "_BaseSuit";
|
||||
#if SEASON_2_RELEASE || SEASON_2_DEBUG
|
||||
returnVanity.BootsItem.ID = $"StarterOutfit01_Boots_{genderSuffix}";
|
||||
returnVanity.ChestItem.ID = $"StarterOutfit01_Chest_{genderSuffix}";
|
||||
returnVanity.GloveItem.ID = $"StarterOutfit01_Gloves_{genderSuffix}";
|
||||
#elif SEASON_3_RELEASE || SEASON_3_DEBUG
|
||||
returnVanity.BootsItem.ID = "StarterOutfit01_Boots";
|
||||
returnVanity.ChestItem.ID = "StarterOutfit01_Chest";
|
||||
returnVanity.GloveItem.ID = "StarterOutfit01_Gloves";
|
||||
#else
|
||||
#error Unsupported build type
|
||||
#endif
|
||||
returnVanity.BaseSuitItem.ID = $"StarterOutfit01{genderSuffix}_BaseSuit";
|
||||
returnVanity.BodyType = request.ArcheTypeId.EndsWith("G02") ? 1 : 2;
|
||||
await _userDataService.UpdateAsync(
|
||||
userId, userId,
|
||||
|
||||
@@ -1,8 +1,7 @@
|
||||
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;
|
||||
using Prospect.Server.Api.Services.CloudScript.Models.Data;
|
||||
using Prospect.Server.Api.Services.UserData;
|
||||
using Prospect.Server.Api.Utils;
|
||||
|
||||
@@ -61,7 +60,7 @@ public class SkipItemCraftingClient : ICloudScriptFunction<FYSkipItemCraftingCli
|
||||
new List<string>{"CraftingTimer__2022_05_12", "Balance", "Inventory"}
|
||||
);
|
||||
|
||||
var balance = JsonSerializer.Deserialize<Dictionary<string, int>>(userData["Balance"].Value);
|
||||
var balance = JsonSerializer.Deserialize<PlayerBalance>(userData["Balance"].Value);
|
||||
var inventory = JsonSerializer.Deserialize<List<FYCustomItemInfo>>(userData["Inventory"].Value);
|
||||
var craftingTimer = JsonSerializer.Deserialize<FYItemCurrentlyBeingCrafted>(userData["CraftingTimer__2022_05_12"].Value);
|
||||
|
||||
@@ -78,24 +77,24 @@ public class SkipItemCraftingClient : ICloudScriptFunction<FYSkipItemCraftingCli
|
||||
FYCurrencyItem[] changedCurrency;
|
||||
if (request.UseOptionalCosts) {
|
||||
var remaining = MapValue.Map(now, craftStartTime, craftEndTime, shopCraftingData.SkipOptionalCraftingMaxCost, 1);
|
||||
if (balance["SC"] < remaining) {
|
||||
if (balance.SoftCurrency < remaining) {
|
||||
return new FYSkipItemCraftingClientResult {
|
||||
UserID = userId,
|
||||
Error = "Insufficient balance",
|
||||
};
|
||||
}
|
||||
balance["SC"] -= remaining;
|
||||
changedCurrency = [new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance["SC"] }];
|
||||
balance.SoftCurrency -= remaining;
|
||||
changedCurrency = [new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance.SoftCurrency }];
|
||||
} else {
|
||||
var remaining = MapValue.Map(now, craftStartTime, craftEndTime, shopCraftingData.SkipCraftingMaxCost, 1);
|
||||
if (balance["AU"] < remaining) {
|
||||
if (balance.HardCurrency < remaining) {
|
||||
return new FYSkipItemCraftingClientResult {
|
||||
UserID = userId,
|
||||
Error = "Insufficient balance",
|
||||
};
|
||||
}
|
||||
balance["AU"] -= remaining;
|
||||
changedCurrency = [new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance["AU"] }];
|
||||
balance.HardCurrency -= remaining;
|
||||
changedCurrency = [new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance.HardCurrency }];
|
||||
}
|
||||
|
||||
List<FYCustomItemInfo> itemsGrantedOrUpdated = [];
|
||||
|
||||
+8
-7
@@ -1,5 +1,6 @@
|
||||
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;
|
||||
@@ -69,7 +70,7 @@ public class SkipPlayerQuarterUpgradeClient : ICloudScriptFunction<FYSkipPlayerQ
|
||||
}
|
||||
|
||||
var titleData = _titleDataService.Find(new List<string>{"PlayerQuarters"});
|
||||
var balance = JsonSerializer.Deserialize<Dictionary<string, int>>(userData["Balance"].Value);
|
||||
var balance = JsonSerializer.Deserialize<PlayerBalance>(userData["Balance"].Value);
|
||||
var playerQuartersData = JsonSerializer.Deserialize<TitleDataPlayerQuartersInfo[]>(titleData["PlayerQuarters"]);
|
||||
var nextQuartersLevel = playerQuartersData[userPlayerQuarters.Level - 1]; // Quarters level starts from 1
|
||||
|
||||
@@ -79,24 +80,24 @@ public class SkipPlayerQuarterUpgradeClient : ICloudScriptFunction<FYSkipPlayerQ
|
||||
FYCurrencyItem[] changedCurrency;
|
||||
if (request.UseOptionalCosts) {
|
||||
var remaining = MapValue.Map(now, craftStartTime, craftEndTime, nextQuartersLevel.OptionalRushCosts, 1);
|
||||
if (balance["SC"] < remaining) {
|
||||
if (balance.SoftCurrency < remaining) {
|
||||
return new FYSkipPlayerQuarterUpgradeClientResult {
|
||||
UserID = userId,
|
||||
Error = "Insufficient balance",
|
||||
};
|
||||
}
|
||||
balance["SC"] -= remaining;
|
||||
changedCurrency = [new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance["SC"] }];
|
||||
balance.SoftCurrency -= remaining;
|
||||
changedCurrency = [new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance.SoftCurrency }];
|
||||
} else {
|
||||
var remaining = MapValue.Map(now, craftStartTime, craftEndTime, nextQuartersLevel.InitialRushCosts, 1);
|
||||
if (balance["AU"] < remaining) {
|
||||
if (balance.HardCurrency < remaining) {
|
||||
return new FYSkipPlayerQuarterUpgradeClientResult {
|
||||
UserID = userId,
|
||||
Error = "Insufficient balance",
|
||||
};
|
||||
}
|
||||
balance["AU"] -= remaining;
|
||||
changedCurrency = [new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance["AU"] }];
|
||||
balance.HardCurrency -= remaining;
|
||||
changedCurrency = [new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance.HardCurrency }];
|
||||
}
|
||||
|
||||
var upgradeStartedTime = new FYTimestamp {
|
||||
|
||||
+8
-7
@@ -1,5 +1,6 @@
|
||||
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;
|
||||
@@ -56,7 +57,7 @@ public class SkipTechTreeNodeUpgradeClient : ICloudScriptFunction<FYSkipTechTree
|
||||
new List<string>{"TechTreeNodeData", "Balance", "CharacterTechTreeBonuses"}
|
||||
);
|
||||
|
||||
var balance = JsonSerializer.Deserialize<Dictionary<string, int>>(userData["Balance"].Value);
|
||||
var balance = JsonSerializer.Deserialize<PlayerBalance>(userData["Balance"].Value);
|
||||
var userTechTree = JsonSerializer.Deserialize<UserTechTreeNodeData>(userData["TechTreeNodeData"].Value);
|
||||
|
||||
var currentNode = userTechTree.NodeInProgress;
|
||||
@@ -81,24 +82,24 @@ public class SkipTechTreeNodeUpgradeClient : ICloudScriptFunction<FYSkipTechTree
|
||||
FYCurrencyItem[] changedCurrency;
|
||||
if (request.UseOptionalCosts) {
|
||||
var remaining = MapValue.Map(now, craftStartTime, craftEndTime, nodeLevelInfo.OptionalRushCosts, 1);
|
||||
if (balance["SC"] < remaining) {
|
||||
if (balance.SoftCurrency < remaining) {
|
||||
return new FYSkipTechTreeNodeUpgradeClientResult {
|
||||
UserID = userId,
|
||||
Error = "Insufficient balance",
|
||||
};
|
||||
}
|
||||
balance["SC"] -= remaining;
|
||||
changedCurrency = [new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance["SC"] }];
|
||||
balance.SoftCurrency -= remaining;
|
||||
changedCurrency = [new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance.SoftCurrency }];
|
||||
} else {
|
||||
var remaining = MapValue.Map(now, craftStartTime, craftEndTime, nodeLevelInfo.InitialRushCosts, 1);
|
||||
if (balance["AU"] < remaining) {
|
||||
if (balance.HardCurrency < remaining) {
|
||||
return new FYSkipTechTreeNodeUpgradeClientResult {
|
||||
UserID = userId,
|
||||
Error = "Insufficient balance",
|
||||
};
|
||||
}
|
||||
balance["AU"] -= remaining;
|
||||
changedCurrency = [new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance["AU"] }];
|
||||
balance.HardCurrency -= remaining;
|
||||
changedCurrency = [new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance.HardCurrency }];
|
||||
}
|
||||
|
||||
userTechTree.TotalUpgrades++;
|
||||
|
||||
+23
-18
@@ -1,6 +1,9 @@
|
||||
using System.Text.Json.Serialization;
|
||||
using Prospect.Server.Api.Services.CloudScript;
|
||||
using Prospect.Server.Api.Services.Auth.Extensions;
|
||||
using Prospect.Server.Api.Services.Database;
|
||||
using Prospect.Server.Api.Services.Database.Models;
|
||||
using Prospect.Server.Api.Services.Squad;
|
||||
using Microsoft.AspNetCore.SignalR;
|
||||
using Prospect.Server.Api.Hubs;
|
||||
|
||||
@@ -28,12 +31,16 @@ public class SquadMemberReadyForMatchFunction : ICloudScriptFunction<SquadMember
|
||||
private readonly ILogger<SquadMemberReadyForMatchFunction> _logger;
|
||||
private readonly IHttpContextAccessor _httpContextAccessor;
|
||||
private readonly IHubContext<CycleHub> _hubContext;
|
||||
private readonly SquadService _squadService;
|
||||
private readonly DbUserService _userService;
|
||||
|
||||
public SquadMemberReadyForMatchFunction(ILogger<SquadMemberReadyForMatchFunction> logger, IHttpContextAccessor httpContextAccessor, IHubContext<CycleHub> hubContext)
|
||||
public SquadMemberReadyForMatchFunction(ILogger<SquadMemberReadyForMatchFunction> logger, IHttpContextAccessor httpContextAccessor, IHubContext<CycleHub> hubContext, SquadService squadService, DbUserService userService)
|
||||
{
|
||||
_httpContextAccessor = httpContextAccessor;
|
||||
_logger = logger;
|
||||
_hubContext = hubContext;
|
||||
_squadService = squadService;
|
||||
_userService = userService;
|
||||
}
|
||||
|
||||
public async Task<SquadMemberReadyForMatchResponse> ExecuteAsync(SquadMemberReadyForMatchRequest request)
|
||||
@@ -44,27 +51,25 @@ public class SquadMemberReadyForMatchFunction : ICloudScriptFunction<SquadMember
|
||||
throw new CloudScriptException("CloudScript was not called within a http request");
|
||||
}
|
||||
var userId = context.User.FindAuthUserId();
|
||||
var squadId = string.IsNullOrEmpty(request.SquadID) ? userId : request.SquadID;
|
||||
|
||||
// Register the caller into the squad (party is formed client-side; each member's client
|
||||
// calls this with the shared squadId) and record their readiness / selected map.
|
||||
var displayName = (await _userService.FindByIdAsync(userId))?.DisplayName ?? "";
|
||||
_squadService.JoinOrCreate(squadId, userId, displayName);
|
||||
var ready = request.matchmakingSettings?.isReadyForMatch ?? false;
|
||||
_squadService.SetReady(squadId, userId, ready, request.matchmakingSettings?.selectedMapName);
|
||||
|
||||
var squad = _squadService.Get(squadId)!;
|
||||
var isSquadReady = _squadService.IsSquadReady(squadId);
|
||||
_logger.LogInformation("SquadMemberReadyForMatch: {User} ready={Ready} in squad {Squad} ({Count} member(s), squadReady={SquadReady})",
|
||||
userId, ready, squadId, squad.Members.Count, isSquadReady);
|
||||
|
||||
return new SquadMemberReadyForMatchResponse
|
||||
{
|
||||
Result = 0, // EYSquadActionResult::OK
|
||||
Squad = new FYPlayFabSquad {
|
||||
SquadID = "100", // TODO
|
||||
// Members = [
|
||||
// new FYPlayFabSquadMember {
|
||||
// Profile = new FYPlayFabPlayerProfile {
|
||||
// PlayerId = userId,
|
||||
// },
|
||||
// onlineState = 0, // EYUserState::IN_STATION
|
||||
// matchmakingSettings = new FYUserMatchmakingSettings {
|
||||
// isReadyForMatch = true,
|
||||
// isSecretLeader = true,
|
||||
// selectedMapName = "Map01",
|
||||
// }
|
||||
// }
|
||||
// ],
|
||||
},
|
||||
IsSquadReadyForMatch = true,
|
||||
Squad = _squadService.ToClientSquad(squad),
|
||||
IsSquadReadyForMatch = isSquadReady,
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,5 +1,8 @@
|
||||
using System.Text.Json.Serialization;
|
||||
using System.Text.Json.Serialization;
|
||||
using Prospect.Server.Api.Services.Auth.Extensions;
|
||||
using Prospect.Server.Api.Services.CloudScript;
|
||||
using Prospect.Server.Api.Services.Squad;
|
||||
|
||||
public class SquadMemberSelectedMapRequest
|
||||
{
|
||||
[JsonPropertyName("squadId")]
|
||||
@@ -17,15 +20,26 @@ public class SquadMemberSelectedMapResponse
|
||||
public class SquadMemberSelectedMapFunction : ICloudScriptFunction<SquadMemberSelectedMapRequest, SquadMemberSelectedMapResponse>
|
||||
{
|
||||
private readonly ILogger<SquadMemberSelectedMapFunction> _logger;
|
||||
private readonly IHttpContextAccessor _httpContextAccessor;
|
||||
private readonly SquadService _squadService;
|
||||
|
||||
public SquadMemberSelectedMapFunction(ILogger<SquadMemberSelectedMapFunction> logger)
|
||||
public SquadMemberSelectedMapFunction(ILogger<SquadMemberSelectedMapFunction> logger, IHttpContextAccessor httpContextAccessor, SquadService squadService)
|
||||
{
|
||||
_logger = logger;
|
||||
_httpContextAccessor = httpContextAccessor;
|
||||
_squadService = squadService;
|
||||
}
|
||||
|
||||
public async Task<SquadMemberSelectedMapResponse> ExecuteAsync(SquadMemberSelectedMapRequest request)
|
||||
public Task<SquadMemberSelectedMapResponse> ExecuteAsync(SquadMemberSelectedMapRequest request)
|
||||
{
|
||||
return new SquadMemberSelectedMapResponse
|
||||
{};
|
||||
var context = _httpContextAccessor.HttpContext;
|
||||
if (context != null && !string.IsNullOrEmpty(request.SquadID))
|
||||
{
|
||||
var userId = context.User.FindAuthUserId();
|
||||
_squadService.JoinOrCreate(request.SquadID, userId, "");
|
||||
_squadService.SetMap(request.SquadID, userId, request.SelectedMapName ?? "");
|
||||
_logger.LogInformation("SquadMemberSelectedMap: {User} -> {Map} (squad {Squad})", userId, request.SelectedMapName, request.SquadID);
|
||||
}
|
||||
return Task.FromResult(new SquadMemberSelectedMapResponse { });
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
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;
|
||||
@@ -70,8 +71,9 @@ public class StartItemCraftingClient : ICloudScriptFunction<FYStartItemCraftingC
|
||||
}
|
||||
|
||||
// TODO: Contract unlock criteria
|
||||
// TODO: Inventory limit check
|
||||
|
||||
var balance = JsonSerializer.Deserialize<Dictionary<string, int>>(userData["Balance"].Value);
|
||||
var balance = JsonSerializer.Deserialize<PlayerBalance>(userData["Balance"].Value);
|
||||
var inventory = JsonSerializer.Deserialize<List<FYCustomItemInfo>>(userData["Inventory"].Value);
|
||||
|
||||
var blueprints = JsonSerializer.Deserialize<Dictionary<string, TitleDataBlueprintInfo>>(titleData["Blueprints"]);
|
||||
@@ -88,15 +90,14 @@ public class StartItemCraftingClient : ICloudScriptFunction<FYStartItemCraftingC
|
||||
int remaining = ingredient.Amount;
|
||||
if (ingredient.Currency == "SoftCurrency") {
|
||||
remaining -= ingredient.Amount;
|
||||
balance["SC"] -= ingredient.Amount;
|
||||
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance["SC"] });
|
||||
balance.SoftCurrency -= ingredient.Amount;
|
||||
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance.SoftCurrency });
|
||||
} else if (ingredient.Currency == "Aurum") {
|
||||
remaining -= ingredient.Amount;
|
||||
balance["AU"] -= ingredient.Amount;
|
||||
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance["AU"] });
|
||||
balance.HardCurrency -= ingredient.Amount;
|
||||
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance.HardCurrency });
|
||||
} else {
|
||||
for (var i = 0; i < inventory.Count; i++) {
|
||||
var item = inventory[i];
|
||||
foreach (var item in inventory) {
|
||||
if (item.BaseItemId != ingredient.Currency) {
|
||||
continue;
|
||||
}
|
||||
|
||||
+8
-8
@@ -1,5 +1,6 @@
|
||||
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;
|
||||
@@ -66,7 +67,7 @@ public class StartPlayerQuarterUpgradeClient : ICloudScriptFunction<FYStartPlaye
|
||||
}
|
||||
|
||||
var titleData = _titleDataService.Find(new List<string>{"PlayerQuarters"});
|
||||
var balance = JsonSerializer.Deserialize<Dictionary<string, int>>(userData["Balance"].Value);
|
||||
var balance = JsonSerializer.Deserialize<PlayerBalance>(userData["Balance"].Value);
|
||||
var inventory = JsonSerializer.Deserialize<List<FYCustomItemInfo>>(userData["Inventory"].Value);
|
||||
var playerQuartersData = JsonSerializer.Deserialize<TitleDataPlayerQuartersInfo[]>(titleData["PlayerQuarters"]);
|
||||
// Current level contains the information about next level
|
||||
@@ -82,15 +83,14 @@ public class StartPlayerQuarterUpgradeClient : ICloudScriptFunction<FYStartPlaye
|
||||
int remaining = ingredient.Amount;
|
||||
if (ingredient.Currency == "SoftCurrency") {
|
||||
remaining -= ingredient.Amount;
|
||||
balance["SC"] -= ingredient.Amount;
|
||||
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance["SC"] });
|
||||
balance.SoftCurrency -= ingredient.Amount;
|
||||
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance.SoftCurrency });
|
||||
} else if (ingredient.Currency == "Aurum") {
|
||||
remaining -= ingredient.Amount;
|
||||
balance["AU"] -= ingredient.Amount;
|
||||
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance["AU"] });
|
||||
balance.HardCurrency -= ingredient.Amount;
|
||||
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance.HardCurrency });
|
||||
} else {
|
||||
for (var i = 0; i < inventory.Count; i++) {
|
||||
var item = inventory[i];
|
||||
foreach (var item in inventory) {
|
||||
if (item.BaseItemId != ingredient.Currency) {
|
||||
continue;
|
||||
}
|
||||
@@ -135,7 +135,7 @@ public class StartPlayerQuarterUpgradeClient : ICloudScriptFunction<FYStartPlaye
|
||||
userId, userId,
|
||||
new Dictionary<string, string>{
|
||||
["Balance"] = JsonSerializer.Serialize(balance),
|
||||
["Inventory"] = JsonSerializer.Serialize(inventory),
|
||||
["Inventory"] = JsonSerializer.Serialize(newInventory),
|
||||
["PlayerQuartersLevel"] = JsonSerializer.Serialize(userPlayerQuarters),
|
||||
}
|
||||
);
|
||||
|
||||
+17
-9
@@ -1,5 +1,6 @@
|
||||
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;
|
||||
@@ -53,7 +54,7 @@ public class StartTechTreeNodeUpgradeClient : ICloudScriptFunction<FYStartTechTr
|
||||
|
||||
var userData = await _userDataService.FindAsync(
|
||||
userId, userId,
|
||||
new List<string>{"TechTreeNodeData", "Balance", "Inventory"}
|
||||
new List<string>{"TechTreeNodeData", "Balance", "Inventory", "PlayerQuartersLevel"}
|
||||
);
|
||||
|
||||
var userTechTree = JsonSerializer.Deserialize<UserTechTreeNodeData>(userData["TechTreeNodeData"].Value);
|
||||
@@ -67,7 +68,7 @@ public class StartTechTreeNodeUpgradeClient : ICloudScriptFunction<FYStartTechTr
|
||||
};
|
||||
}
|
||||
|
||||
var balance = JsonSerializer.Deserialize<Dictionary<string, int>>(userData["Balance"].Value);
|
||||
var balance = JsonSerializer.Deserialize<PlayerBalance>(userData["Balance"].Value);
|
||||
var inventory = JsonSerializer.Deserialize<List<FYCustomItemInfo>>(userData["Inventory"].Value);
|
||||
|
||||
var titleData = _titleDataService.Find(new List<string>{"TechTreeNodes"});
|
||||
@@ -78,7 +79,15 @@ public class StartTechTreeNodeUpgradeClient : ICloudScriptFunction<FYStartTechTr
|
||||
var techTreeNodeData = techTreeNodes[request.NodeID];
|
||||
var nextTreeNodeLevel = techTreeNodeData.PerkLevels[currentLevel]; // Tech tree node levels start from 0
|
||||
|
||||
// TODO: Dependency check
|
||||
// Dependency check: the player's quarters must be high enough to unlock this node.
|
||||
var playerQuarters = JsonSerializer.Deserialize<FYPlayerQuarterStatus>(userData["PlayerQuartersLevel"].Value);
|
||||
if (playerQuarters != null && playerQuarters.Level < techTreeNodeData.PlayerQuarterLevelRequired) {
|
||||
return new FYStartTechTreeNodeUpgradeClientResult
|
||||
{
|
||||
UserID = userId,
|
||||
Error = $"Requires player quarters level {techTreeNodeData.PlayerQuarterLevelRequired}",
|
||||
};
|
||||
}
|
||||
|
||||
// Validate price
|
||||
// TODO: Refactor
|
||||
@@ -89,15 +98,14 @@ public class StartTechTreeNodeUpgradeClient : ICloudScriptFunction<FYStartTechTr
|
||||
int remaining = ingredient.Amount;
|
||||
if (ingredient.Currency == "SoftCurrency") {
|
||||
remaining -= ingredient.Amount;
|
||||
balance["SC"] -= ingredient.Amount;
|
||||
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance["SC"] });
|
||||
balance.SoftCurrency -= ingredient.Amount;
|
||||
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance.SoftCurrency });
|
||||
} else if (ingredient.Currency == "Aurum") {
|
||||
remaining -= ingredient.Amount;
|
||||
balance["AU"] -= ingredient.Amount;
|
||||
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance["AU"] });
|
||||
balance.HardCurrency -= ingredient.Amount;
|
||||
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance.HardCurrency });
|
||||
} else {
|
||||
for (var i = 0; i < inventory.Count; i++) {
|
||||
var item = inventory[i];
|
||||
foreach (var item in inventory) {
|
||||
if (item.BaseItemId != ingredient.Currency) {
|
||||
continue;
|
||||
}
|
||||
|
||||
@@ -1,5 +1,8 @@
|
||||
using System.Text.Json.Serialization;
|
||||
using Prospect.Server.Api.Services.Auth.Extensions;
|
||||
using Prospect.Server.Api.Services.CloudScript;
|
||||
using Prospect.Server.Api.Services.Database;
|
||||
using Prospect.Server.Api.Services.Squad;
|
||||
|
||||
public class TryGetCompleteSquadInfoRequest
|
||||
{
|
||||
@@ -51,26 +54,30 @@ public class TryGetCompleteSquadInfoFunction : ICloudScriptFunction<TryGetComple
|
||||
{
|
||||
private readonly ILogger<TryGetCompleteSquadInfoFunction> _logger;
|
||||
private readonly IHttpContextAccessor _httpContextAccessor;
|
||||
private readonly SquadService _squadService;
|
||||
|
||||
public TryGetCompleteSquadInfoFunction(ILogger<TryGetCompleteSquadInfoFunction> logger, IHttpContextAccessor httpContextAccessor)
|
||||
public TryGetCompleteSquadInfoFunction(ILogger<TryGetCompleteSquadInfoFunction> logger, IHttpContextAccessor httpContextAccessor, SquadService squadService)
|
||||
{
|
||||
_httpContextAccessor = httpContextAccessor;
|
||||
_logger = logger;
|
||||
_squadService = squadService;
|
||||
}
|
||||
|
||||
public async Task<FYPlayFabSquad> ExecuteAsync(TryGetCompleteSquadInfoRequest request)
|
||||
public Task<FYPlayFabSquad> ExecuteAsync(TryGetCompleteSquadInfoRequest request)
|
||||
{
|
||||
var context = _httpContextAccessor.HttpContext;
|
||||
if (context == null)
|
||||
{
|
||||
throw new CloudScriptException("CloudScript was not called within a http request");
|
||||
}
|
||||
// var userId = context.User.FindAuthUserId();
|
||||
|
||||
return new FYPlayFabSquad
|
||||
var userId = context.User.FindAuthUserId();
|
||||
var squad = _squadService.GetByUser(userId);
|
||||
if (squad == null)
|
||||
{
|
||||
// SquadID = "100",
|
||||
// Members = [],
|
||||
};
|
||||
// Not in a squad yet — return an empty squad (same as the previous stub).
|
||||
return Task.FromResult(new FYPlayFabSquad());
|
||||
}
|
||||
_logger.LogInformation("TryGetCompleteSquadInfo: user {User} in squad {Squad} ({Count} member(s))", userId, squad.SquadId, squad.Members.Count);
|
||||
return Task.FromResult(_squadService.ToClientSquad(squad));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,62 @@
|
||||
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;
|
||||
|
||||
// Custom request for dedicated server implementation
|
||||
|
||||
public class FYUpdatePlayerActiveContractsRequest {
|
||||
[JsonPropertyName("userId")]
|
||||
public string UserID { get; set; }
|
||||
[JsonPropertyName("contracts")]
|
||||
public List<FYActiveContractPlayerData> Contracts { get; set; }
|
||||
}
|
||||
|
||||
public class FYUpdatePlayerActiveContractsResult {
|
||||
}
|
||||
|
||||
[CloudScriptFunction("UpdatePlayerActiveContracts")]
|
||||
public class UpdatePlayerActiveContracts : ICloudScriptFunction<FYUpdatePlayerActiveContractsRequest, FYUpdatePlayerActiveContractsResult>
|
||||
{
|
||||
private readonly IHttpContextAccessor _httpContextAccessor;
|
||||
private readonly UserDataService _userDataService;
|
||||
private readonly TitleDataService _titleDataService;
|
||||
|
||||
public UpdatePlayerActiveContracts(IHttpContextAccessor httpContextAccessor, UserDataService userDataService, TitleDataService titleDataService)
|
||||
{
|
||||
_httpContextAccessor = httpContextAccessor;
|
||||
_userDataService = userDataService;
|
||||
_titleDataService = titleDataService;
|
||||
}
|
||||
|
||||
public async Task<FYUpdatePlayerActiveContractsResult> ExecuteAsync(FYUpdatePlayerActiveContractsRequest 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);
|
||||
|
||||
foreach (var contract in request.Contracts) {
|
||||
var foundContract = contractsActive.Contracts.Find(item => item.ContractID == contract.ContractID);
|
||||
if (foundContract == null) {
|
||||
continue;
|
||||
}
|
||||
foundContract.Progress = contract.Progress;
|
||||
}
|
||||
|
||||
await _userDataService.UpdateAsync(
|
||||
userId, userId,
|
||||
new Dictionary<string, string>{ ["ContractsActive"] = JsonSerializer.Serialize(contractsActive) }
|
||||
);
|
||||
|
||||
return new FYUpdatePlayerActiveContractsResult
|
||||
{};
|
||||
}
|
||||
}
|
||||
+11
-4
@@ -1,7 +1,14 @@
|
||||
namespace Prospect.Server.Api.Services.CloudScript.Models.Data;
|
||||
using System.Text.Json.Serialization;
|
||||
|
||||
namespace Prospect.Server.Api.Services.CloudScript.Models.Data;
|
||||
|
||||
// Envoyé par le client au déploiement (dans FYEnterMatchAzureFunction) : quels items
|
||||
// de l'inventaire assurer, avec quelle police (voir TitleData "InventoryInsurance").
|
||||
public class FYPurchaseInventoryInsuranceRequest
|
||||
{
|
||||
// m_insuranceId
|
||||
// m_itemIds
|
||||
}
|
||||
[JsonPropertyName("insuranceId")]
|
||||
public string InsuranceId { get; set; }
|
||||
|
||||
[JsonPropertyName("itemIds")]
|
||||
public List<string> ItemIds { get; set; }
|
||||
}
|
||||
|
||||
@@ -29,3 +29,30 @@ public class FYEnterMatchAzureFunction
|
||||
[JsonPropertyName("loginNonce")]
|
||||
public string LoginNonce { get; set; }
|
||||
}
|
||||
|
||||
public class FYEnterMatchAzureFunctionCB
|
||||
{
|
||||
[JsonPropertyName("optimalRegion")]
|
||||
public string? OptimalRegion { get; set; }
|
||||
|
||||
[JsonPropertyName("isMatch")]
|
||||
public bool IsMatch { get; set; }
|
||||
|
||||
[JsonPropertyName("bypassMaintenanceMode")]
|
||||
public bool BypassMaintenanceMode { get; set; }
|
||||
|
||||
[JsonPropertyName("debugOption")]
|
||||
public string? DebugOption { get; set; }
|
||||
|
||||
[JsonPropertyName("mapName")]
|
||||
public string? MapName { get; set; }
|
||||
|
||||
[JsonPropertyName("squad_id")]
|
||||
public string? SquadId { get; set; }
|
||||
|
||||
[JsonPropertyName("purchaseInsuranceRequest")]
|
||||
public FYPurchaseInventoryInsuranceRequest PurchaseInventoryInsurances { get; set; }
|
||||
|
||||
[JsonPropertyName("loginNonce")]
|
||||
public string LoginNonce { get; set; }
|
||||
}
|
||||
+27
@@ -21,3 +21,30 @@ public class FYEnterMatchmakingResult
|
||||
[JsonPropertyName("errorMessage")]
|
||||
public string ErrorMessage { get; set; }
|
||||
}
|
||||
|
||||
public class FYEnterMatchAzureFunctionResult
|
||||
{
|
||||
[JsonPropertyName("success")]
|
||||
public bool Success { get; set; }
|
||||
|
||||
[JsonPropertyName("address")]
|
||||
public string? Address { get; set; }
|
||||
|
||||
[JsonPropertyName("errorMessage")]
|
||||
public string? ErrorMessage { get; set; }
|
||||
|
||||
[JsonPropertyName("port")]
|
||||
public int Port { get; set; }
|
||||
|
||||
[JsonPropertyName("sharedIndex")]
|
||||
public int ShardIndex { get; set; }
|
||||
|
||||
[JsonPropertyName("singleplayerStation")]
|
||||
public bool SingleplayerStation { get; set; }
|
||||
|
||||
[JsonPropertyName("maintenanceMode")]
|
||||
public bool MaintenanceMode { get; set; }
|
||||
|
||||
[JsonPropertyName("sessionTimeJoinDelay")]
|
||||
public float SessionTimeJoinDelay { get; set; }
|
||||
}
|
||||
@@ -13,11 +13,17 @@ public class DbUserService : BaseDbService<PlayFabUser>
|
||||
|
||||
public async Task<PlayFabUser> FindAsync(PlayFabUserAuthType type, string key)
|
||||
{
|
||||
return await Collection.Find(user => user.Auth.Any(auth =>
|
||||
auth.Type == type &&
|
||||
return await Collection.Find(user => user.Auth.Any(auth =>
|
||||
auth.Type == type &&
|
||||
auth.Key == key)).FirstOrDefaultAsync();
|
||||
}
|
||||
|
||||
// Resolve a player by its PlayFab id (used to display squad member names).
|
||||
public async Task<PlayFabUser> FindByIdAsync(string id)
|
||||
{
|
||||
return await Collection.Find(user => user.Id == id).FirstOrDefaultAsync();
|
||||
}
|
||||
|
||||
private async Task<PlayFabUser> CreateAsync(PlayFabUserAuthType type, string key)
|
||||
{
|
||||
var user = new PlayFabUser
|
||||
@@ -40,7 +46,21 @@ public class DbUserService : BaseDbService<PlayFabUser>
|
||||
|
||||
public async Task<PlayFabUser> FindOrCreateAsync(PlayFabUserAuthType type, string key)
|
||||
{
|
||||
return await FindAsync(type, key) ??
|
||||
return await FindAsync(type, key) ??
|
||||
await CreateAsync(type, key);
|
||||
}
|
||||
|
||||
// Resolve several auth keys (e.g. a batch of Steam IDs) to the players that exist on
|
||||
// this server in a single query. Used by the friends list to keep only the imported
|
||||
// Steam friends who have actually played here.
|
||||
public async Task<List<PlayFabUser>> FindManyAsync(PlayFabUserAuthType type, IReadOnlyCollection<string> keys)
|
||||
{
|
||||
if (keys == null || keys.Count == 0)
|
||||
{
|
||||
return new List<PlayFabUser>();
|
||||
}
|
||||
var wanted = new HashSet<string>(keys);
|
||||
return await Collection.Find(user => user.Auth.Any(auth =>
|
||||
auth.Type == type && wanted.Contains(auth.Key))).ToListAsync();
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,99 @@
|
||||
using System.Collections.Concurrent;
|
||||
|
||||
namespace Prospect.Server.Api.Services.Squad;
|
||||
|
||||
// In-memory squad/lobby state. Squads are keyed by the squadId the client provides on the
|
||||
// SquadMember* calls (the client forms the party and shares a squadId; each member's client
|
||||
// then calls the backend with it). A member is (lazily) registered into that squad on any
|
||||
// squad call, and the current squad for a user is tracked so TryGetCompleteSquadInfo — which
|
||||
// carries no squadId — can still return it. State is process-local (fine for a small server).
|
||||
public class SquadMemberInfo
|
||||
{
|
||||
public string UserId { get; set; } = "";
|
||||
public string DisplayName { get; set; } = "";
|
||||
public int OnlineState { get; set; }
|
||||
public bool IsReady { get; set; }
|
||||
public string SelectedMap { get; set; } = "";
|
||||
public bool IsLeader { get; set; }
|
||||
}
|
||||
|
||||
public class SquadInfo
|
||||
{
|
||||
public string SquadId { get; set; } = "";
|
||||
public ConcurrentDictionary<string, SquadMemberInfo> Members { get; } = new();
|
||||
}
|
||||
|
||||
public class SquadService
|
||||
{
|
||||
private readonly ConcurrentDictionary<string, SquadInfo> _squads = new();
|
||||
private readonly ConcurrentDictionary<string, string> _userToSquad = new();
|
||||
|
||||
public SquadInfo JoinOrCreate(string squadId, string userId, string displayName)
|
||||
{
|
||||
var squad = _squads.GetOrAdd(squadId, id => new SquadInfo { SquadId = id });
|
||||
var isFirst = squad.Members.IsEmpty;
|
||||
var member = squad.Members.GetOrAdd(userId, uid => new SquadMemberInfo { UserId = uid, IsLeader = isFirst });
|
||||
if (!string.IsNullOrEmpty(displayName)) member.DisplayName = displayName;
|
||||
_userToSquad[userId] = squadId;
|
||||
return squad;
|
||||
}
|
||||
|
||||
public SquadInfo? GetByUser(string userId)
|
||||
=> _userToSquad.TryGetValue(userId, out var sid) && _squads.TryGetValue(sid, out var sq) ? sq : null;
|
||||
|
||||
public SquadInfo? Get(string squadId)
|
||||
=> _squads.TryGetValue(squadId, out var sq) ? sq : null;
|
||||
|
||||
public void SetReady(string squadId, string userId, bool ready, string? selectedMap)
|
||||
{
|
||||
if (_squads.TryGetValue(squadId, out var sq) && sq.Members.TryGetValue(userId, out var m))
|
||||
{
|
||||
m.IsReady = ready;
|
||||
if (!string.IsNullOrEmpty(selectedMap)) m.SelectedMap = selectedMap;
|
||||
}
|
||||
}
|
||||
|
||||
public void SetMap(string squadId, string userId, string map)
|
||||
{
|
||||
if (_squads.TryGetValue(squadId, out var sq) && sq.Members.TryGetValue(userId, out var m))
|
||||
m.SelectedMap = map;
|
||||
}
|
||||
|
||||
public bool IsSquadReady(string squadId)
|
||||
=> _squads.TryGetValue(squadId, out var sq) && !sq.Members.IsEmpty && sq.Members.Values.All(m => m.IsReady);
|
||||
|
||||
public void Leave(string userId)
|
||||
{
|
||||
if (_userToSquad.TryRemove(userId, out var sid) && _squads.TryGetValue(sid, out var sq))
|
||||
{
|
||||
sq.Members.TryRemove(userId, out _);
|
||||
if (sq.Members.IsEmpty) _squads.TryRemove(sid, out _);
|
||||
}
|
||||
}
|
||||
|
||||
// Build the client-facing squad object (models live in the global namespace).
|
||||
public FYPlayFabSquad ToClientSquad(SquadInfo squad)
|
||||
{
|
||||
return new FYPlayFabSquad
|
||||
{
|
||||
SquadID = squad.SquadId,
|
||||
Members = squad.Members.Values.Select(m => new FYPlayFabSquadMember
|
||||
{
|
||||
Profile = new FYPlayFabPlayerProfile
|
||||
{
|
||||
PlayerId = m.UserId,
|
||||
DisplayName = m.DisplayName,
|
||||
AvatarUrl = "",
|
||||
},
|
||||
onlineState = m.OnlineState,
|
||||
matchmakingSettings = new FYUserMatchmakingSettings
|
||||
{
|
||||
isReadyForMatch = m.IsReady,
|
||||
selectedMapName = m.SelectedMap,
|
||||
isSecretLeader = m.IsLeader,
|
||||
},
|
||||
mapRowNamesUnlocked = Array.Empty<string>(),
|
||||
}).ToArray(),
|
||||
};
|
||||
}
|
||||
}
|
||||
File diff suppressed because one or more lines are too long
@@ -1,6 +1,9 @@
|
||||
using System.Text.Json;
|
||||
using System.Text.Json.Serialization;
|
||||
using Prospect.Server.Api.Models.Client.Data;
|
||||
using Prospect.Server.Api.Models.Data;
|
||||
using Prospect.Server.Api.Services.CloudScript.Functions;
|
||||
using Prospect.Server.Api.Services.CloudScript.Models.Data;
|
||||
using Prospect.Server.Api.Services.Database;
|
||||
|
||||
namespace Prospect.Server.Api.Services.UserData;
|
||||
@@ -70,35 +73,53 @@ public class UserDataService
|
||||
};
|
||||
}
|
||||
|
||||
var blueprints = JsonSerializer.Deserialize<Dictionary<string, TitleDataBlueprintInfo>>(titleData["Blueprints"]);
|
||||
|
||||
// TODO: For testing purposes
|
||||
List<FYCustomItemInfo> inventory = new List<FYCustomItemInfo>();
|
||||
foreach (var dict in blueprints)
|
||||
{
|
||||
var blueprint = dict.Value;
|
||||
if (blueprint.Kind != "Material")
|
||||
{
|
||||
continue;
|
||||
}
|
||||
for (int i = 0; i < 3; i++)
|
||||
{
|
||||
inventory.Add(new FYCustomItemInfo {
|
||||
Amount = 10000,
|
||||
BaseItemId = blueprint.Name,
|
||||
Durability = blueprint.DurabilityMax,
|
||||
ItemId = Guid.NewGuid().ToString(),
|
||||
Insurance = "",
|
||||
InsuranceOwnerPlayfabId = "",
|
||||
ModData = new FYModItems { M = [] },
|
||||
Origin = new FYItemOriginBackend { G = "", P = "", T = "" },
|
||||
InsuredAttachmentId = "",
|
||||
PrimaryVanityId = 0,
|
||||
SecondaryVanityId = 0,
|
||||
RolledPerks = [],
|
||||
});
|
||||
}
|
||||
}
|
||||
var defaultVanity = new FYCharacterVanity {
|
||||
UserID = playFabId,
|
||||
ArchetypeID = "E01_G02",
|
||||
SlotIndex = 0,
|
||||
BaseSuitItem = new FYVanityMaterialItem {
|
||||
ID = "StarterOutfit01M_BaseSuit",
|
||||
MaterialIndex = 0,
|
||||
},
|
||||
HeadItem = new FYVanityMaterialItem {
|
||||
ID = "E01_G02_Head01",
|
||||
MaterialIndex = 0,
|
||||
},
|
||||
MeleeWeaponItem = new FYVanityMaterialItem {
|
||||
ID = "Melee_Omega",
|
||||
MaterialIndex = 0,
|
||||
},
|
||||
BodyType = 1,
|
||||
};
|
||||
#if SEASON_2_RELEASE || SEASON_2_DEBUG
|
||||
defaultVanity.BootsItem = new FYVanityMaterialItem {
|
||||
ID = "StarterOutfit01_Boots_M",
|
||||
MaterialIndex = 0,
|
||||
};
|
||||
defaultVanity.ChestItem = new FYVanityMaterialItem {
|
||||
ID = "StarterOutfit01_Chest_M",
|
||||
MaterialIndex = 0,
|
||||
};
|
||||
defaultVanity.GloveItem = new FYVanityMaterialItem {
|
||||
ID = "StarterOutfit01_Gloves_M",
|
||||
MaterialIndex = 0,
|
||||
};
|
||||
#elif SEASON_3_RELEASE || SEASON_3_DEBUG
|
||||
defaultVanity.BootsItem = new FYVanityMaterialItem {
|
||||
ID = "StarterOutfit01_Boots",
|
||||
MaterialIndex = 0,
|
||||
};
|
||||
defaultVanity.ChestItem = new FYVanityMaterialItem {
|
||||
ID = "StarterOutfit01_Chest",
|
||||
MaterialIndex = 0,
|
||||
};
|
||||
defaultVanity.GloveItem = new FYVanityMaterialItem {
|
||||
ID = "StarterOutfit01_Gloves",
|
||||
MaterialIndex = 0,
|
||||
};
|
||||
#else
|
||||
#error Unsupported build type
|
||||
#endif
|
||||
|
||||
// TODO: Proper objects.
|
||||
var defaultData = new Dictionary<string, (bool isPublic, string value)>
|
||||
@@ -150,10 +171,27 @@ public class UserDataService
|
||||
// Used to optimize bonuses calculation and further validations without getting the user data and computing bonuses in runtime.
|
||||
["CharacterTechTreeBonuses"] = (false, "{\"aurumCap\":0,\"aurumRate\":0,\"kmarksCap\":0,\"kmarksRate\":0,\"crateTier\":0,\"stashSize\":0,\"safePocketSize\":0,\"upgradeSpeed\":1.0}"),
|
||||
["GlobalVanity"] = (false, $"{{\"activeGlobalVanityIds\":[\"Season03_Spray_13\",\"Banner_MIne\",\"Emote_Chill_01\",\"\",\"\",\"\",\"\",\"\"], \"droppodId\": \"VDP_Omega02\"}}"),
|
||||
// NOTE: Default CharacterVanity is based on Season 2 IDs.
|
||||
["CharacterVanity"] = (false, $"{{\"userId\":\"{playFabId}\",\"head_item\":{{\"id\":\"E01_G02_Head01\",\"materialIndex\":0}},\"boots_item\":{{\"id\":\"StarterOutfit01_Boots_M\",\"materialIndex\":0}},\"chest_item\":{{\"id\":\"StarterOutfit01_Chest_M\",\"materialIndex\":0}},\"glove_item\":{{\"id\":\"StarterOutfit01_Gloves_M\",\"materialIndex\":0}},\"base_suit_item\":{{\"id\":\"StarterOutfit01M_BaseSuit\",\"materialIndex\":0}},\"melee_weapon_item\":{{\"id\":\"Melee_Omega\",\"materialIndex\":0}},\"body_type\":1,\"archetype_id\":\"E01_G02\",\"slot_index\":0}}"),
|
||||
// ["Inventory"] = (false, "[]"),
|
||||
["Inventory"] = (false, JsonSerializer.Serialize(inventory)),
|
||||
["CharacterVanity"] = (false, JsonSerializer.Serialize(defaultVanity)),
|
||||
["Inventory"] = (false, "[]"),
|
||||
["JobBoardsData"] = (false, JsonSerializer.Serialize(
|
||||
new JobBoardsData {
|
||||
LastBoardRefreshTimeUtc = new CloudScript.Models.Data.FYTimestamp { Seconds = 0 },
|
||||
Boards = [
|
||||
new FYFactionContractsData {
|
||||
FactionId = "Korolev",
|
||||
Contracts = [ new FYFactionContractData { }, new FYFactionContractData { }, new FYFactionContractData { }]
|
||||
},
|
||||
new FYFactionContractsData {
|
||||
FactionId = "Osiris",
|
||||
Contracts = [ new FYFactionContractData { }, new FYFactionContractData { }, new FYFactionContractData { }]
|
||||
},
|
||||
new FYFactionContractsData {
|
||||
FactionId = "ICA",
|
||||
Contracts = [ new FYFactionContractData { }, new FYFactionContractData { }, new FYFactionContractData { }]
|
||||
}
|
||||
]
|
||||
}
|
||||
)),
|
||||
["VanityItems"] = (false, "[]"),
|
||||
["RetentionBonus"] = (false, "{\"claimedAll\":false,\"daysClaimed\":0,\"lastClaimTime\":{\"seconds\":0}}"),
|
||||
["Balance"] = (false, "{\"IN\": 0,\"AU\": 800,\"SC\": 30000}"),
|
||||
@@ -195,9 +233,6 @@ public class UserDataService
|
||||
}
|
||||
|
||||
var other = currentUserId != requestUserId;
|
||||
if (other) {
|
||||
Console.WriteLine("aboba");
|
||||
}
|
||||
var result = new Dictionary<string, FUserDataRecord>();
|
||||
|
||||
if (keys != null && keys.Count > 0)
|
||||
|
||||
@@ -35,6 +35,9 @@ public class Startup
|
||||
|
||||
services.AddSingleton<DbUserDataService>();
|
||||
|
||||
services.AddSingleton<Prospect.Server.Api.Services.Squad.SquadService>();
|
||||
services.AddSingleton<Prospect.Server.Api.Hubs.SignalRConnectionRegistry>();
|
||||
|
||||
services.AddHostedService<QosService>();
|
||||
services.AddSingleton<QosServer>();
|
||||
|
||||
@@ -65,7 +68,7 @@ public class Startup
|
||||
app.UseDeveloperExceptionPage();
|
||||
}
|
||||
|
||||
app.UseHttpsRedirection();
|
||||
// app.UseHttpsRedirection();
|
||||
app.UseSerilogRequestLogging();
|
||||
app.UseMiddleware<RequestLoggerMiddleware>();
|
||||
app.UseRouting();
|
||||
|
||||
@@ -8,14 +8,11 @@
|
||||
},
|
||||
"PlayFabSettings": {
|
||||
"PublisherId": "850902E5B40508ED",
|
||||
"TitleId": "2EA46"
|
||||
"TitleId": "2EA46",
|
||||
"SignalRURL": "https://127.0.0.1:8443/signalr/?hub=pubsub",
|
||||
"SignalRAccessToken": "TEST"
|
||||
},
|
||||
"Kestrel": {
|
||||
"Endpoints": {
|
||||
"Https": {
|
||||
"Url": "https://2EA46.playfabapi.com"
|
||||
}
|
||||
},
|
||||
"Certificates": {
|
||||
"Default": {
|
||||
"Path": ".\\certificate.pfx"
|
||||
|
||||
@@ -5,6 +5,7 @@
|
||||
<TargetFramework>net8.0</TargetFramework>
|
||||
<ImplicitUsings>enable</ImplicitUsings>
|
||||
<Nullable>enable</Nullable>
|
||||
<Configurations>Debug;Release;Season 3 Release;Season 2 Release;Season 2 Debug;Season 3 Debug</Configurations>
|
||||
</PropertyGroup>
|
||||
|
||||
<ItemGroup>
|
||||
|
||||
@@ -3,6 +3,7 @@
|
||||
<PropertyGroup>
|
||||
<TargetFramework>net8.0</TargetFramework>
|
||||
<ImplicitUsings>true</ImplicitUsings>
|
||||
<Configurations>Debug;Release;Season 3 Release;Season 2 Release;Season 2 Debug;Season 3 Debug</Configurations>
|
||||
</PropertyGroup>
|
||||
|
||||
</Project>
|
||||
|
||||
@@ -4,6 +4,7 @@
|
||||
<TargetFramework>netstandard2.0</TargetFramework>
|
||||
<LangVersion>9.0</LangVersion>
|
||||
<IsRoslynComponent>true</IsRoslynComponent>
|
||||
<Configurations>Debug;Release;Season 3 Release;Season 2 Release;Season 2 Debug;Season 3 Debug</Configurations>
|
||||
</PropertyGroup>
|
||||
|
||||
<ItemGroup>
|
||||
|
||||
@@ -5,6 +5,8 @@
|
||||
<Nullable>enable</Nullable>
|
||||
|
||||
<IsPackable>false</IsPackable>
|
||||
|
||||
<Configurations>Debug;Release;Season 3 Release;Season 2 Release;Season 2 Debug;Season 3 Debug</Configurations>
|
||||
</PropertyGroup>
|
||||
|
||||
<ItemGroup>
|
||||
|
||||
@@ -5,6 +5,7 @@
|
||||
<ImplicitUsings>enable</ImplicitUsings>
|
||||
<Nullable>enable</Nullable>
|
||||
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
|
||||
<Configurations>Debug;Release;Season 3 Release;Season 2 Release;Season 2 Debug;Season 3 Debug</Configurations>
|
||||
</PropertyGroup>
|
||||
|
||||
<PropertyGroup>
|
||||
|
||||
+185
-1
@@ -1,7 +1,7 @@
|
||||
|
||||
Microsoft Visual Studio Solution File, Format Version 12.00
|
||||
# Visual Studio Version 17
|
||||
VisualStudioVersion = 17.12.35514.174 d17.12
|
||||
VisualStudioVersion = 17.12.35514.174
|
||||
MinimumVisualStudioVersion = 10.0.40219.1
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Prospect.Server.Api", "Prospect.Server.Api\Prospect.Server.Api.csproj", "{A539B020-8BEC-497F-9176-DC2665D927A1}"
|
||||
EndProject
|
||||
@@ -21,12 +21,26 @@ Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Prospect.Unreal.Tests", "Pr
|
||||
EndProject
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Prospect.Unreal.Generator", "Prospect.Unreal.Generator\Prospect.Unreal.Generator.csproj", "{71E3E262-49C5-4B6C-9670-D0741CEDB63B}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Prospect.Client.Loader", "Prospect.Client.Loader\Prospect.Client.Loader.vcxproj", "{04B1D963-2BCB-4887-9D6D-04CB3366A348}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Prospect.Agent", "Prospect.Agent\Prospect.Agent.vcxproj", "{A9BA7D25-F239-4320-A0DC-85E8001FD669}"
|
||||
EndProject
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Prospect.Client.Config", "Prospect.Client.Config\Prospect.Client.Config.csproj", "{6DECEB07-996B-4EBC-927C-13E170161107}"
|
||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
Debug|x64 = Debug|x64
|
||||
Debug|x86 = Debug|x86
|
||||
Release|x64 = Release|x64
|
||||
Release|x86 = Release|x86
|
||||
Season 2 Debug|x64 = Season 2 Debug|x64
|
||||
Season 2 Debug|x86 = Season 2 Debug|x86
|
||||
Season 2 Release|x64 = Season 2 Release|x64
|
||||
Season 2 Release|x86 = Season 2 Release|x86
|
||||
Season 3 Debug|x64 = Season 3 Debug|x64
|
||||
Season 3 Debug|x86 = Season 3 Debug|x86
|
||||
Season 3 Release|x64 = Season 3 Release|x64
|
||||
Season 3 Release|x86 = Season 3 Release|x86
|
||||
EndGlobalSection
|
||||
GlobalSection(ProjectConfigurationPlatforms) = postSolution
|
||||
{A539B020-8BEC-497F-9176-DC2665D927A1}.Debug|x64.ActiveCfg = Debug|Any CPU
|
||||
@@ -37,6 +51,22 @@ Global
|
||||
{A539B020-8BEC-497F-9176-DC2665D927A1}.Release|x64.Build.0 = Release|Any CPU
|
||||
{A539B020-8BEC-497F-9176-DC2665D927A1}.Release|x86.ActiveCfg = Release|Any CPU
|
||||
{A539B020-8BEC-497F-9176-DC2665D927A1}.Release|x86.Build.0 = Release|Any CPU
|
||||
{A539B020-8BEC-497F-9176-DC2665D927A1}.Season 2 Debug|x64.ActiveCfg = Season 2 Debug|Any CPU
|
||||
{A539B020-8BEC-497F-9176-DC2665D927A1}.Season 2 Debug|x64.Build.0 = Season 2 Debug|Any CPU
|
||||
{A539B020-8BEC-497F-9176-DC2665D927A1}.Season 2 Debug|x86.ActiveCfg = Season 2 Debug|Any CPU
|
||||
{A539B020-8BEC-497F-9176-DC2665D927A1}.Season 2 Debug|x86.Build.0 = Season 2 Debug|Any CPU
|
||||
{A539B020-8BEC-497F-9176-DC2665D927A1}.Season 2 Release|x64.ActiveCfg = Season 2 Release|Any CPU
|
||||
{A539B020-8BEC-497F-9176-DC2665D927A1}.Season 2 Release|x64.Build.0 = Season 2 Release|Any CPU
|
||||
{A539B020-8BEC-497F-9176-DC2665D927A1}.Season 2 Release|x86.ActiveCfg = Season 2 Release|Any CPU
|
||||
{A539B020-8BEC-497F-9176-DC2665D927A1}.Season 2 Release|x86.Build.0 = Season 2 Release|Any CPU
|
||||
{A539B020-8BEC-497F-9176-DC2665D927A1}.Season 3 Debug|x64.ActiveCfg = Season 3 Debug|Any CPU
|
||||
{A539B020-8BEC-497F-9176-DC2665D927A1}.Season 3 Debug|x64.Build.0 = Season 3 Debug|Any CPU
|
||||
{A539B020-8BEC-497F-9176-DC2665D927A1}.Season 3 Debug|x86.ActiveCfg = Season 3 Debug|Any CPU
|
||||
{A539B020-8BEC-497F-9176-DC2665D927A1}.Season 3 Debug|x86.Build.0 = Season 3 Debug|Any CPU
|
||||
{A539B020-8BEC-497F-9176-DC2665D927A1}.Season 3 Release|x64.ActiveCfg = Season 3 Release|Any CPU
|
||||
{A539B020-8BEC-497F-9176-DC2665D927A1}.Season 3 Release|x64.Build.0 = Season 3 Release|Any CPU
|
||||
{A539B020-8BEC-497F-9176-DC2665D927A1}.Season 3 Release|x86.ActiveCfg = Season 3 Release|Any CPU
|
||||
{A539B020-8BEC-497F-9176-DC2665D927A1}.Season 3 Release|x86.Build.0 = Season 3 Release|Any CPU
|
||||
{E65720EB-7ED5-4D81-BE06-1DFFD57C1C47}.Debug|x64.ActiveCfg = Debug|Any CPU
|
||||
{E65720EB-7ED5-4D81-BE06-1DFFD57C1C47}.Debug|x64.Build.0 = Debug|Any CPU
|
||||
{E65720EB-7ED5-4D81-BE06-1DFFD57C1C47}.Debug|x86.ActiveCfg = Debug|Any CPU
|
||||
@@ -45,6 +75,22 @@ Global
|
||||
{E65720EB-7ED5-4D81-BE06-1DFFD57C1C47}.Release|x64.Build.0 = Release|Any CPU
|
||||
{E65720EB-7ED5-4D81-BE06-1DFFD57C1C47}.Release|x86.ActiveCfg = Release|Any CPU
|
||||
{E65720EB-7ED5-4D81-BE06-1DFFD57C1C47}.Release|x86.Build.0 = Release|Any CPU
|
||||
{E65720EB-7ED5-4D81-BE06-1DFFD57C1C47}.Season 2 Debug|x64.ActiveCfg = Season 2 Debug|Any CPU
|
||||
{E65720EB-7ED5-4D81-BE06-1DFFD57C1C47}.Season 2 Debug|x64.Build.0 = Season 2 Debug|Any CPU
|
||||
{E65720EB-7ED5-4D81-BE06-1DFFD57C1C47}.Season 2 Debug|x86.ActiveCfg = Season 2 Debug|Any CPU
|
||||
{E65720EB-7ED5-4D81-BE06-1DFFD57C1C47}.Season 2 Debug|x86.Build.0 = Season 2 Debug|Any CPU
|
||||
{E65720EB-7ED5-4D81-BE06-1DFFD57C1C47}.Season 2 Release|x64.ActiveCfg = Season 2 Release|Any CPU
|
||||
{E65720EB-7ED5-4D81-BE06-1DFFD57C1C47}.Season 2 Release|x64.Build.0 = Season 2 Release|Any CPU
|
||||
{E65720EB-7ED5-4D81-BE06-1DFFD57C1C47}.Season 2 Release|x86.ActiveCfg = Season 2 Release|Any CPU
|
||||
{E65720EB-7ED5-4D81-BE06-1DFFD57C1C47}.Season 2 Release|x86.Build.0 = Season 2 Release|Any CPU
|
||||
{E65720EB-7ED5-4D81-BE06-1DFFD57C1C47}.Season 3 Debug|x64.ActiveCfg = Season 3 Debug|Any CPU
|
||||
{E65720EB-7ED5-4D81-BE06-1DFFD57C1C47}.Season 3 Debug|x64.Build.0 = Season 3 Debug|Any CPU
|
||||
{E65720EB-7ED5-4D81-BE06-1DFFD57C1C47}.Season 3 Debug|x86.ActiveCfg = Season 3 Debug|Any CPU
|
||||
{E65720EB-7ED5-4D81-BE06-1DFFD57C1C47}.Season 3 Debug|x86.Build.0 = Season 3 Debug|Any CPU
|
||||
{E65720EB-7ED5-4D81-BE06-1DFFD57C1C47}.Season 3 Release|x64.ActiveCfg = Season 3 Release|Any CPU
|
||||
{E65720EB-7ED5-4D81-BE06-1DFFD57C1C47}.Season 3 Release|x64.Build.0 = Season 3 Release|Any CPU
|
||||
{E65720EB-7ED5-4D81-BE06-1DFFD57C1C47}.Season 3 Release|x86.ActiveCfg = Season 3 Release|Any CPU
|
||||
{E65720EB-7ED5-4D81-BE06-1DFFD57C1C47}.Season 3 Release|x86.Build.0 = Season 3 Release|Any CPU
|
||||
{DE064B5C-5E9A-44FB-8DB0-5E61DD8ED4F6}.Debug|x64.ActiveCfg = Debug|Any CPU
|
||||
{DE064B5C-5E9A-44FB-8DB0-5E61DD8ED4F6}.Debug|x64.Build.0 = Debug|Any CPU
|
||||
{DE064B5C-5E9A-44FB-8DB0-5E61DD8ED4F6}.Debug|x86.ActiveCfg = Debug|Any CPU
|
||||
@@ -53,6 +99,22 @@ Global
|
||||
{DE064B5C-5E9A-44FB-8DB0-5E61DD8ED4F6}.Release|x64.Build.0 = Release|Any CPU
|
||||
{DE064B5C-5E9A-44FB-8DB0-5E61DD8ED4F6}.Release|x86.ActiveCfg = Release|Any CPU
|
||||
{DE064B5C-5E9A-44FB-8DB0-5E61DD8ED4F6}.Release|x86.Build.0 = Release|Any CPU
|
||||
{DE064B5C-5E9A-44FB-8DB0-5E61DD8ED4F6}.Season 2 Debug|x64.ActiveCfg = Season 2 Debug|Any CPU
|
||||
{DE064B5C-5E9A-44FB-8DB0-5E61DD8ED4F6}.Season 2 Debug|x64.Build.0 = Season 2 Debug|Any CPU
|
||||
{DE064B5C-5E9A-44FB-8DB0-5E61DD8ED4F6}.Season 2 Debug|x86.ActiveCfg = Season 2 Debug|Any CPU
|
||||
{DE064B5C-5E9A-44FB-8DB0-5E61DD8ED4F6}.Season 2 Debug|x86.Build.0 = Season 2 Debug|Any CPU
|
||||
{DE064B5C-5E9A-44FB-8DB0-5E61DD8ED4F6}.Season 2 Release|x64.ActiveCfg = Season 2 Release|Any CPU
|
||||
{DE064B5C-5E9A-44FB-8DB0-5E61DD8ED4F6}.Season 2 Release|x64.Build.0 = Season 2 Release|Any CPU
|
||||
{DE064B5C-5E9A-44FB-8DB0-5E61DD8ED4F6}.Season 2 Release|x86.ActiveCfg = Season 2 Release|Any CPU
|
||||
{DE064B5C-5E9A-44FB-8DB0-5E61DD8ED4F6}.Season 2 Release|x86.Build.0 = Season 2 Release|Any CPU
|
||||
{DE064B5C-5E9A-44FB-8DB0-5E61DD8ED4F6}.Season 3 Debug|x64.ActiveCfg = Season 3 Debug|Any CPU
|
||||
{DE064B5C-5E9A-44FB-8DB0-5E61DD8ED4F6}.Season 3 Debug|x64.Build.0 = Season 3 Debug|Any CPU
|
||||
{DE064B5C-5E9A-44FB-8DB0-5E61DD8ED4F6}.Season 3 Debug|x86.ActiveCfg = Season 3 Debug|Any CPU
|
||||
{DE064B5C-5E9A-44FB-8DB0-5E61DD8ED4F6}.Season 3 Debug|x86.Build.0 = Season 3 Debug|Any CPU
|
||||
{DE064B5C-5E9A-44FB-8DB0-5E61DD8ED4F6}.Season 3 Release|x64.ActiveCfg = Season 3 Release|Any CPU
|
||||
{DE064B5C-5E9A-44FB-8DB0-5E61DD8ED4F6}.Season 3 Release|x64.Build.0 = Season 3 Release|Any CPU
|
||||
{DE064B5C-5E9A-44FB-8DB0-5E61DD8ED4F6}.Season 3 Release|x86.ActiveCfg = Season 3 Release|Any CPU
|
||||
{DE064B5C-5E9A-44FB-8DB0-5E61DD8ED4F6}.Season 3 Release|x86.Build.0 = Season 3 Release|Any CPU
|
||||
{380DD490-8F01-4025-91D7-74C289AA5B75}.Debug|x64.ActiveCfg = Debug|Any CPU
|
||||
{380DD490-8F01-4025-91D7-74C289AA5B75}.Debug|x64.Build.0 = Debug|Any CPU
|
||||
{380DD490-8F01-4025-91D7-74C289AA5B75}.Debug|x86.ActiveCfg = Debug|Any CPU
|
||||
@@ -61,6 +123,22 @@ Global
|
||||
{380DD490-8F01-4025-91D7-74C289AA5B75}.Release|x64.Build.0 = Release|Any CPU
|
||||
{380DD490-8F01-4025-91D7-74C289AA5B75}.Release|x86.ActiveCfg = Release|Any CPU
|
||||
{380DD490-8F01-4025-91D7-74C289AA5B75}.Release|x86.Build.0 = Release|Any CPU
|
||||
{380DD490-8F01-4025-91D7-74C289AA5B75}.Season 2 Debug|x64.ActiveCfg = Season 2 Debug|Any CPU
|
||||
{380DD490-8F01-4025-91D7-74C289AA5B75}.Season 2 Debug|x64.Build.0 = Season 2 Debug|Any CPU
|
||||
{380DD490-8F01-4025-91D7-74C289AA5B75}.Season 2 Debug|x86.ActiveCfg = Season 2 Debug|Any CPU
|
||||
{380DD490-8F01-4025-91D7-74C289AA5B75}.Season 2 Debug|x86.Build.0 = Season 2 Debug|Any CPU
|
||||
{380DD490-8F01-4025-91D7-74C289AA5B75}.Season 2 Release|x64.ActiveCfg = Season 2 Release|Any CPU
|
||||
{380DD490-8F01-4025-91D7-74C289AA5B75}.Season 2 Release|x64.Build.0 = Season 2 Release|Any CPU
|
||||
{380DD490-8F01-4025-91D7-74C289AA5B75}.Season 2 Release|x86.ActiveCfg = Season 2 Release|Any CPU
|
||||
{380DD490-8F01-4025-91D7-74C289AA5B75}.Season 2 Release|x86.Build.0 = Season 2 Release|Any CPU
|
||||
{380DD490-8F01-4025-91D7-74C289AA5B75}.Season 3 Debug|x64.ActiveCfg = Season 3 Debug|Any CPU
|
||||
{380DD490-8F01-4025-91D7-74C289AA5B75}.Season 3 Debug|x64.Build.0 = Season 3 Debug|Any CPU
|
||||
{380DD490-8F01-4025-91D7-74C289AA5B75}.Season 3 Debug|x86.ActiveCfg = Season 3 Debug|Any CPU
|
||||
{380DD490-8F01-4025-91D7-74C289AA5B75}.Season 3 Debug|x86.Build.0 = Season 3 Debug|Any CPU
|
||||
{380DD490-8F01-4025-91D7-74C289AA5B75}.Season 3 Release|x64.ActiveCfg = Season 3 Release|Any CPU
|
||||
{380DD490-8F01-4025-91D7-74C289AA5B75}.Season 3 Release|x64.Build.0 = Season 3 Release|Any CPU
|
||||
{380DD490-8F01-4025-91D7-74C289AA5B75}.Season 3 Release|x86.ActiveCfg = Season 3 Release|Any CPU
|
||||
{380DD490-8F01-4025-91D7-74C289AA5B75}.Season 3 Release|x86.Build.0 = Season 3 Release|Any CPU
|
||||
{14DAE1A4-6F3F-43C0-AC17-9DCDE420AF34}.Debug|x64.ActiveCfg = Debug|Any CPU
|
||||
{14DAE1A4-6F3F-43C0-AC17-9DCDE420AF34}.Debug|x64.Build.0 = Debug|Any CPU
|
||||
{14DAE1A4-6F3F-43C0-AC17-9DCDE420AF34}.Debug|x86.ActiveCfg = Debug|Any CPU
|
||||
@@ -69,6 +147,22 @@ Global
|
||||
{14DAE1A4-6F3F-43C0-AC17-9DCDE420AF34}.Release|x64.Build.0 = Release|Any CPU
|
||||
{14DAE1A4-6F3F-43C0-AC17-9DCDE420AF34}.Release|x86.ActiveCfg = Release|Any CPU
|
||||
{14DAE1A4-6F3F-43C0-AC17-9DCDE420AF34}.Release|x86.Build.0 = Release|Any CPU
|
||||
{14DAE1A4-6F3F-43C0-AC17-9DCDE420AF34}.Season 2 Debug|x64.ActiveCfg = Season 2 Debug|Any CPU
|
||||
{14DAE1A4-6F3F-43C0-AC17-9DCDE420AF34}.Season 2 Debug|x64.Build.0 = Season 2 Debug|Any CPU
|
||||
{14DAE1A4-6F3F-43C0-AC17-9DCDE420AF34}.Season 2 Debug|x86.ActiveCfg = Season 2 Debug|Any CPU
|
||||
{14DAE1A4-6F3F-43C0-AC17-9DCDE420AF34}.Season 2 Debug|x86.Build.0 = Season 2 Debug|Any CPU
|
||||
{14DAE1A4-6F3F-43C0-AC17-9DCDE420AF34}.Season 2 Release|x64.ActiveCfg = Season 2 Release|Any CPU
|
||||
{14DAE1A4-6F3F-43C0-AC17-9DCDE420AF34}.Season 2 Release|x64.Build.0 = Season 2 Release|Any CPU
|
||||
{14DAE1A4-6F3F-43C0-AC17-9DCDE420AF34}.Season 2 Release|x86.ActiveCfg = Season 2 Release|Any CPU
|
||||
{14DAE1A4-6F3F-43C0-AC17-9DCDE420AF34}.Season 2 Release|x86.Build.0 = Season 2 Release|Any CPU
|
||||
{14DAE1A4-6F3F-43C0-AC17-9DCDE420AF34}.Season 3 Debug|x64.ActiveCfg = Season 3 Debug|Any CPU
|
||||
{14DAE1A4-6F3F-43C0-AC17-9DCDE420AF34}.Season 3 Debug|x64.Build.0 = Season 3 Debug|Any CPU
|
||||
{14DAE1A4-6F3F-43C0-AC17-9DCDE420AF34}.Season 3 Debug|x86.ActiveCfg = Season 3 Debug|Any CPU
|
||||
{14DAE1A4-6F3F-43C0-AC17-9DCDE420AF34}.Season 3 Debug|x86.Build.0 = Season 3 Debug|Any CPU
|
||||
{14DAE1A4-6F3F-43C0-AC17-9DCDE420AF34}.Season 3 Release|x64.ActiveCfg = Season 3 Release|Any CPU
|
||||
{14DAE1A4-6F3F-43C0-AC17-9DCDE420AF34}.Season 3 Release|x64.Build.0 = Season 3 Release|Any CPU
|
||||
{14DAE1A4-6F3F-43C0-AC17-9DCDE420AF34}.Season 3 Release|x86.ActiveCfg = Season 3 Release|Any CPU
|
||||
{14DAE1A4-6F3F-43C0-AC17-9DCDE420AF34}.Season 3 Release|x86.Build.0 = Season 3 Release|Any CPU
|
||||
{71E3E262-49C5-4B6C-9670-D0741CEDB63B}.Debug|x64.ActiveCfg = Debug|Any CPU
|
||||
{71E3E262-49C5-4B6C-9670-D0741CEDB63B}.Debug|x64.Build.0 = Debug|Any CPU
|
||||
{71E3E262-49C5-4B6C-9670-D0741CEDB63B}.Debug|x86.ActiveCfg = Debug|Any CPU
|
||||
@@ -77,6 +171,94 @@ Global
|
||||
{71E3E262-49C5-4B6C-9670-D0741CEDB63B}.Release|x64.Build.0 = Release|Any CPU
|
||||
{71E3E262-49C5-4B6C-9670-D0741CEDB63B}.Release|x86.ActiveCfg = Release|Any CPU
|
||||
{71E3E262-49C5-4B6C-9670-D0741CEDB63B}.Release|x86.Build.0 = Release|Any CPU
|
||||
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|
||||
{71E3E262-49C5-4B6C-9670-D0741CEDB63B}.Season 2 Debug|x64.Build.0 = Season 2 Debug|Any CPU
|
||||
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|
||||
{71E3E262-49C5-4B6C-9670-D0741CEDB63B}.Season 2 Debug|x86.Build.0 = Season 2 Debug|Any CPU
|
||||
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||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
{71E3E262-49C5-4B6C-9670-D0741CEDB63B}.Season 3 Release|x86.Build.0 = Season 3 Release|Any CPU
|
||||
{04B1D963-2BCB-4887-9D6D-04CB3366A348}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{04B1D963-2BCB-4887-9D6D-04CB3366A348}.Debug|x64.Build.0 = Debug|x64
|
||||
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|
||||
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||||
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||||
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||||
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|
||||
{04B1D963-2BCB-4887-9D6D-04CB3366A348}.Release|x86.Build.0 = Release|Win32
|
||||
{04B1D963-2BCB-4887-9D6D-04CB3366A348}.Season 2 Debug|x64.ActiveCfg = Debug|x64
|
||||
{04B1D963-2BCB-4887-9D6D-04CB3366A348}.Season 2 Debug|x64.Build.0 = Debug|x64
|
||||
{04B1D963-2BCB-4887-9D6D-04CB3366A348}.Season 2 Debug|x86.ActiveCfg = Debug|Win32
|
||||
{04B1D963-2BCB-4887-9D6D-04CB3366A348}.Season 2 Debug|x86.Build.0 = Debug|Win32
|
||||
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|
||||
{04B1D963-2BCB-4887-9D6D-04CB3366A348}.Season 2 Release|x64.Build.0 = Release|x64
|
||||
{04B1D963-2BCB-4887-9D6D-04CB3366A348}.Season 2 Release|x86.ActiveCfg = Release|Win32
|
||||
{04B1D963-2BCB-4887-9D6D-04CB3366A348}.Season 2 Release|x86.Build.0 = Release|Win32
|
||||
{04B1D963-2BCB-4887-9D6D-04CB3366A348}.Season 3 Debug|x64.ActiveCfg = Debug|x64
|
||||
{04B1D963-2BCB-4887-9D6D-04CB3366A348}.Season 3 Debug|x64.Build.0 = Debug|x64
|
||||
{04B1D963-2BCB-4887-9D6D-04CB3366A348}.Season 3 Debug|x86.ActiveCfg = Debug|Win32
|
||||
{04B1D963-2BCB-4887-9D6D-04CB3366A348}.Season 3 Debug|x86.Build.0 = Debug|Win32
|
||||
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|
||||
{04B1D963-2BCB-4887-9D6D-04CB3366A348}.Season 3 Release|x64.Build.0 = Release|x64
|
||||
{04B1D963-2BCB-4887-9D6D-04CB3366A348}.Season 3 Release|x86.ActiveCfg = Release|Win32
|
||||
{04B1D963-2BCB-4887-9D6D-04CB3366A348}.Season 3 Release|x86.Build.0 = Release|Win32
|
||||
{A9BA7D25-F239-4320-A0DC-85E8001FD669}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{A9BA7D25-F239-4320-A0DC-85E8001FD669}.Debug|x64.Build.0 = Debug|x64
|
||||
{A9BA7D25-F239-4320-A0DC-85E8001FD669}.Debug|x86.ActiveCfg = Debug|x64
|
||||
{A9BA7D25-F239-4320-A0DC-85E8001FD669}.Debug|x86.Build.0 = Debug|x64
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||||
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||||
{A9BA7D25-F239-4320-A0DC-85E8001FD669}.Release|x64.Build.0 = Release|x64
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||||
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||||
{A9BA7D25-F239-4320-A0DC-85E8001FD669}.Release|x86.Build.0 = Release|x64
|
||||
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|
||||
{A9BA7D25-F239-4320-A0DC-85E8001FD669}.Season 2 Debug|x64.Build.0 = Debug|x64
|
||||
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||||
{A9BA7D25-F239-4320-A0DC-85E8001FD669}.Season 2 Debug|x86.Build.0 = Debug|x64
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||||
{A9BA7D25-F239-4320-A0DC-85E8001FD669}.Season 2 Release|x64.Build.0 = Release|x64
|
||||
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|
||||
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|
||||
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|
||||
{A9BA7D25-F239-4320-A0DC-85E8001FD669}.Season 3 Debug|x64.Build.0 = Debug|x64
|
||||
{A9BA7D25-F239-4320-A0DC-85E8001FD669}.Season 3 Debug|x86.ActiveCfg = Debug|x64
|
||||
{A9BA7D25-F239-4320-A0DC-85E8001FD669}.Season 3 Debug|x86.Build.0 = Debug|x64
|
||||
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|
||||
{A9BA7D25-F239-4320-A0DC-85E8001FD669}.Season 3 Release|x64.Build.0 = Release|x64
|
||||
{A9BA7D25-F239-4320-A0DC-85E8001FD669}.Season 3 Release|x86.ActiveCfg = Release|x64
|
||||
{A9BA7D25-F239-4320-A0DC-85E8001FD669}.Season 3 Release|x86.Build.0 = Release|x64
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||||
{6DECEB07-996B-4EBC-927C-13E170161107}.Debug|x64.ActiveCfg = Debug|Any CPU
|
||||
{6DECEB07-996B-4EBC-927C-13E170161107}.Debug|x64.Build.0 = Debug|Any CPU
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||||
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||||
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||||
{6DECEB07-996B-4EBC-927C-13E170161107}.Release|x64.Build.0 = Release|Any CPU
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||||
{6DECEB07-996B-4EBC-927C-13E170161107}.Release|x86.ActiveCfg = Release|Any CPU
|
||||
{6DECEB07-996B-4EBC-927C-13E170161107}.Release|x86.Build.0 = Release|Any CPU
|
||||
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|
||||
{6DECEB07-996B-4EBC-927C-13E170161107}.Season 2 Debug|x64.Build.0 = Season 2 Debug|Any CPU
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||||
{6DECEB07-996B-4EBC-927C-13E170161107}.Season 2 Debug|x86.ActiveCfg = Season 2 Debug|Any CPU
|
||||
{6DECEB07-996B-4EBC-927C-13E170161107}.Season 2 Debug|x86.Build.0 = Season 2 Debug|Any CPU
|
||||
{6DECEB07-996B-4EBC-927C-13E170161107}.Season 2 Release|x64.ActiveCfg = Season 2 Release|Any CPU
|
||||
{6DECEB07-996B-4EBC-927C-13E170161107}.Season 2 Release|x64.Build.0 = Season 2 Release|Any CPU
|
||||
{6DECEB07-996B-4EBC-927C-13E170161107}.Season 2 Release|x86.ActiveCfg = Season 2 Release|Any CPU
|
||||
{6DECEB07-996B-4EBC-927C-13E170161107}.Season 2 Release|x86.Build.0 = Season 2 Release|Any CPU
|
||||
{6DECEB07-996B-4EBC-927C-13E170161107}.Season 3 Debug|x64.ActiveCfg = Season 3 Debug|Any CPU
|
||||
{6DECEB07-996B-4EBC-927C-13E170161107}.Season 3 Debug|x64.Build.0 = Season 3 Debug|Any CPU
|
||||
{6DECEB07-996B-4EBC-927C-13E170161107}.Season 3 Debug|x86.ActiveCfg = Season 3 Debug|Any CPU
|
||||
{6DECEB07-996B-4EBC-927C-13E170161107}.Season 3 Debug|x86.Build.0 = Season 3 Debug|Any CPU
|
||||
{6DECEB07-996B-4EBC-927C-13E170161107}.Season 3 Release|x64.ActiveCfg = Season 3 Release|Any CPU
|
||||
{6DECEB07-996B-4EBC-927C-13E170161107}.Season 3 Release|x64.Build.0 = Season 3 Release|Any CPU
|
||||
{6DECEB07-996B-4EBC-927C-13E170161107}.Season 3 Release|x86.ActiveCfg = Season 3 Release|Any CPU
|
||||
{6DECEB07-996B-4EBC-927C-13E170161107}.Season 3 Release|x86.Build.0 = Season 3 Release|Any CPU
|
||||
EndGlobalSection
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
@@ -88,6 +270,8 @@ Global
|
||||
{380DD490-8F01-4025-91D7-74C289AA5B75} = {76364BAA-BC9D-4A92-AA2A-8914FAE22834}
|
||||
{14DAE1A4-6F3F-43C0-AC17-9DCDE420AF34} = {168B6247-2D33-4942-AB3F-C5041B3BDFEA}
|
||||
{71E3E262-49C5-4B6C-9670-D0741CEDB63B} = {76364BAA-BC9D-4A92-AA2A-8914FAE22834}
|
||||
{04B1D963-2BCB-4887-9D6D-04CB3366A348} = {31D3D5D2-B011-4F9B-B6CC-D0A35675D797}
|
||||
{A9BA7D25-F239-4320-A0DC-85E8001FD669} = {31D3D5D2-B011-4F9B-B6CC-D0A35675D797}
|
||||
EndGlobalSection
|
||||
GlobalSection(ExtensibilityGlobals) = postSolution
|
||||
SolutionGuid = {12888C62-D3A2-4DD7-A9A5-1481D95865D0}
|
||||
|
||||
@@ -4,8 +4,13 @@ from cryptography.x509 import NameOID, CertificateBuilder
|
||||
from cryptography import x509
|
||||
import datetime
|
||||
import os
|
||||
import argparse
|
||||
|
||||
def main():
|
||||
parser = argparse.ArgumentParser()
|
||||
parser.add_argument("--common-name", type=str, default='127.0.0.1')
|
||||
args = parser.parse_args()
|
||||
|
||||
if os.path.exists("certificate.pfx"):
|
||||
q = input("certificate.pfx already exists. Are you sure you want to generate a new certificate? (y/n): ")
|
||||
if q != "y":
|
||||
@@ -20,7 +25,7 @@ def main():
|
||||
|
||||
# Generate self-signed certificate
|
||||
subject = issuer = x509.Name([
|
||||
x509.NameAttribute(NameOID.COMMON_NAME, '2EA46.playfabapi.com'),
|
||||
x509.NameAttribute(NameOID.COMMON_NAME, args.common_name),
|
||||
])
|
||||
|
||||
cert = CertificateBuilder().subject_name(
|
||||
|
||||
Reference in New Issue
Block a user