60 Commits
Author SHA1 Message Date
neckfire 57a45d91df Merge pull request 'Social prod : liste d amis + fix ping 500' (#3) from preprod into main
Build & Deploy / build (push) Successful in 15s
2026-07-14 13:29:45 +00:00
neckfire c6b2330e1d docs: pointer vers la release pour LoaderPack + cert
Build & Deploy / build (push) Successful in 16s
2026-07-14 13:09:57 +00:00
neckfire 922deb8397 docs: pointer vers la release pour LoaderPack + cert
Build & Deploy / build (push) Successful in 16s
2026-07-14 13:09:57 +00:00
neckfire f4d93c9e71 docs: ajoute la commande download_depot + astuce disque
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2026-07-14 13:07:36 +00:00
neckfire 9737316dbc docs: ajoute la commande download_depot + astuce disque
Build & Deploy / build (push) Successful in 19s
2026-07-14 13:07:35 +00:00
neckfire b0822c34cd docs: guide install client amis
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2026-07-14 12:33:52 +00:00
neckfireandClaude Opus 4.8 a4e006f84f docs: guide d installation client pour les amis (serveur prive)
Build & Deploy / build (push) Successful in 15s
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 12:33:37 +00:00
neckfireandClaude Opus 4.8 310e2bf7e9 feat(social): friends list resolution + fix ping request 500
Build & Deploy / build (push) Successful in 24s
- RequestUsersPingRequest: the client sends ping=2147483648 (int.MaxValue+1)
  for "no ping", which overflowed the int field and made every ping request
  return 500. Widened to long.
- ClientsideFriendsImport: persist the imported Steam friend ids per user.
- GetFriendList: resolve those ids to the players that exist on this server
  (batch lookup by Steam auth key) and return them as friends. Response
  shape is best-effort pending in-game confirmation.
- DbUserService.FindManyAsync: batch-resolve auth keys to players.

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

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

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

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

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

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

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

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

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

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

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

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

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-13 02:33:04 +02:00
Yury d9bd46e6e0 Update README 2025-03-31 01:40:20 +03:00
Yury 269659b8da Stash changes 2025-03-31 01:39:22 +03:00
Yury 14097808d8 Add CompleteInventoryUpdate CloudScript function from closed beta 2025-03-31 01:38:58 +03:00
Yury 6fe4432c6e Add custom UpdatePlayerActiveContracts CloudScript function for contracts update 2025-03-31 01:38:35 +03:00
Yury 4f11c8e550 Change Prospect.Client.Loader output dir 2025-03-31 01:37:34 +03:00
Yury 1ac2374eff Update README 2025-03-31 01:37:16 +03:00
Yury b5cb885262 Improve loader
* Improve loading speed
* Change DLL loading order
* Add Prospect.Agent.dll
2025-03-31 01:37:00 +03:00
Yury d55ef94fd9 Update launchSettings for HTTP server 2025-03-31 01:35:20 +03:00
Yury 1f4640fccd Fix given amount of quest reward 2025-03-31 01:34:41 +03:00
Yury faf90c1841 Autocomplete only PvP quests now 2025-03-31 01:34:16 +03:00
Yury efbacc57d1 Add Prospect.Agent DLL for utility functions 2025-03-31 01:33:41 +03:00
Yury 458585c37f Add "common-name" command-line parameter to generate_ssl 2025-03-31 01:33:01 +03:00
Yury b3c5fa3e2b Disallow accepting already completed contracts 2025-03-31 01:32:15 +03:00
Yury 2fb730cb8c Temporary disable HTTPS redirection 2025-03-31 01:31:46 +03:00
Yury 87e1708d6b Fix inventory update on quarter level upgrade 2025-03-31 01:31:35 +03:00
Yury 2695f25242 Update contract info structure and title data
* Include information about kill conditions
* Use default client settings for MatchmakingSetup
2025-03-31 01:31:18 +03:00
Yury 81dea35778 Allow for configurable SignalR connection settings 2025-03-31 01:30:14 +03:00
Yury 704abac924 Add client version check 2025-03-31 01:29:00 +03:00
Yury 033227eb83 Revert stash size to 90 items 2025-03-25 20:40:24 +02:00
Yury 388dd99f60 Update README 2025-03-25 20:09:22 +02:00
Yury 986db8acb8 Update solution file 2025-03-25 20:09:09 +02:00
Yury 1b94cbdd8d Update TitleData to match client data 2025-03-25 20:07:29 +02:00
Yury b2e2106912 Fix insurance token name 2025-03-25 20:06:35 +02:00
Yury 3858d482e9 Fill objectives when receiving new contract after claim 2025-03-25 20:05:29 +02:00
Yury 5e42a54bbf Add JobBoardsData document for job board data per player 2025-03-25 18:54:15 +02:00
Yury 7766d47bda Add EnterMatchmaking function for CB 2025-03-25 18:53:52 +02:00
Yury 31dbcfdb4f Change durability on inventory update 2025-03-25 18:53:09 +02:00
Yury 43e2b69d66 Set objective counter before deployment 2025-03-25 18:52:55 +02:00
Yury 7a0e0d1285 Fix possible exception on non-existent quest activation 2025-03-25 18:52:28 +02:00
Yury 36d797b391 Fix item sell formula for Ammo and Ability items 2025-03-25 18:51:55 +02:00
Yury 4e0b6440d9 Fix job boards 2025-03-25 18:51:29 +02:00
Yury eec90dae91 Set max objective progress for kills and visit quests 2025-03-25 18:50:38 +02:00
Yury 4e1c256fbe Update Prospect.Client.Loader 2025-03-25 18:49:27 +02:00
Yury 7a370fded1 Update features 2025-03-05 00:14:47 +02:00
Yury ff54118493 Add note regarding Loader compatibility with game versions 2025-03-05 00:10:45 +02:00
Yury 840efb8383 Add Prospect.Client.Loader and update Solution config 2025-03-04 23:56:50 +02:00
Yury c3dbfa5d59 Update instructions 2025-03-04 23:56:37 +02:00
Yury dfc38de7b5 Push API changes
* Fix item repair cost formula
* Add "RequestUpdateAvailableFreeLoadout" function (WIP)
* Fix item sell formula
* Fix item stack split on sell
* Fix contract progression counting for objectives other than owned items
* Refactor balance into a proper struct
* Separate and update Season 2 and Season 3 data
2025-03-04 23:39:20 +02:00
YuryandGitHub 08ca12f1e3 Update README.md 2025-02-24 11:03:32 +02:00
YuryandGitHub fb9acbbedc Update README.md 2025-02-24 11:01:37 +02:00
Yury 280b87314c Push changes 2025-02-24 01:06:32 +02:00
77 changed files with 3393 additions and 515 deletions
+33
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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
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_out/
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# 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"]
+80
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@@ -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.*
+34 -67
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@@ -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 ![Copy](./_assets/steamdb_copy.PNG) 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.
![](./_assets/connection_refused_error.png)
* `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`.
![](./_assets/invalid_api_endpoint.PNG)
* `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.
+119
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@@ -0,0 +1,119 @@
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<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|x64">
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<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>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
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<PlatformToolset>v143</PlatformToolset>
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<PrecompiledHeader>NotUsing</PrecompiledHeader>
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<Link>
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<WarningLevel>Level3</WarningLevel>
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<PreprocessorDefinitions>NDEBUG;PROSPECTAGENT_EXPORTS;_WINDOWS;_USRDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<AdditionalIncludeDirectories>%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<Link>
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<EnableCOMDATFolding>true</EnableCOMDATFolding>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<AdditionalDependencies>%(AdditionalDependencies)</AdditionalDependencies>
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</ItemDefinitionGroup>
<ItemGroup>
<ClInclude Include="hooks.h" />
<ClInclude Include="logger.h" />
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<ClInclude Include="SDK_Memory.h" />
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<ClCompile Include="main.cpp" />
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
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@@ -0,0 +1,39 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<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>
+105
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@@ -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;
};
}
+79
View File
@@ -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;
}
+3
View File
@@ -0,0 +1,3 @@
#pragma once
#include "SDK.h"
+85
View File
@@ -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;
}
};
+12
View File
@@ -0,0 +1,12 @@
#pragma once
namespace logger
{
void Attach();
void Detach();
bool Print(const char* fmt, ...);
char ReadKey();
}
+135
View File
@@ -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"
}
]
}
+5
View File
@@ -0,0 +1,5 @@
{
"dependencies": [
"minhook"
]
}
@@ -0,0 +1,138 @@
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<ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration>
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</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>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v143</PlatformToolset>
<CharacterSet>Unicode</CharacterSet>
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<PropertyGroup Condition="'$(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" />
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<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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<PropertyGroup Label="UserMacros" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<OutDir>$(SolutionDir)\$(ProjectName)\$(Platform)\$(Configuration)\</OutDir>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>WIN32;_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<GenerateDebugInformation>true</GenerateDebugInformation>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>NDEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<GenerateDebugInformation>true</GenerateDebugInformation>
</Link>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="main.cpp" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>
@@ -0,0 +1,22 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup>
<Filter Include="Source Files">
<UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
<Extensions>cpp;c;cc;cxx;c++;cppm;ixx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
</Filter>
<Filter Include="Header Files">
<UniqueIdentifier>{93995380-89BD-4b04-88EB-625FBE52EBFB}</UniqueIdentifier>
<Extensions>h;hh;hpp;hxx;h++;hm;inl;inc;ipp;xsd</Extensions>
</Filter>
<Filter Include="Resource Files">
<UniqueIdentifier>{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}</UniqueIdentifier>
<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
</Filter>
</ItemGroup>
<ItemGroup>
<ClCompile Include="main.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup>
</Project>
+500
View File
@@ -0,0 +1,500 @@
#include <windows.h>
#include <tlhelp32.h>
#include <stdio.h>
#include <stdint.h>
#include <string>
std::wstring ExePath() {
TCHAR buffer[MAX_PATH] = { 0 };
GetModuleFileName( NULL, buffer, MAX_PATH );
std::wstring::size_type pos = std::wstring(buffer).find_last_of(L"\\/");
return std::wstring(buffer).substr(0, pos);
}
// Function to create and launch a process with parameters
HANDLE StartProcess(const wchar_t* exePath, DWORD* processID) {
STARTUPINFO si = { 0 };
PROCESS_INFORMATION pi = { 0 };
si.cb = sizeof(si);
// Command-line arguments to pass to the process
wchar_t commandLine[MAX_PATH] = L""; // Buffer for full command
_snwprintf_s(commandLine, sizeof(commandLine) / sizeof(wchar_t), L"\"%s\" -log -steam_auth PF_TITLEID=2EA46", exePath);
if (CreateProcess(NULL, commandLine, NULL, NULL, FALSE, CREATE_SUSPENDED, NULL, NULL, &si, &pi)) {
*processID = pi.dwProcessId;
printf("Successfully started process: %ls (PID: %lu)\n", exePath, *processID);
ResumeThread(pi.hThread);
CloseHandle(pi.hThread);
return pi.hProcess;
}
else {
wchar_t szErrorMessage[512];
DWORD dwErrorCode = GetLastError();
FormatMessage(
FORMAT_MESSAGE_FROM_SYSTEM | FORMAT_MESSAGE_IGNORE_INSERTS,
NULL,
dwErrorCode,
0,
szErrorMessage,
sizeof(szErrorMessage),
NULL
);
printf("Failed to start process. Error: %lu: %ws\n", dwErrorCode, szErrorMessage);
return NULL;
}
}
// Function to get the base address of the main module (PE Image)
uintptr_t GetModuleBaseAddress(DWORD processID) {
uintptr_t baseAddress = 0;
HANDLE hSnapshot = CreateToolhelp32Snapshot(TH32CS_SNAPMODULE | TH32CS_SNAPMODULE32, processID);
if (hSnapshot != INVALID_HANDLE_VALUE) {
MODULEENTRY32 moduleEntry;
moduleEntry.dwSize = sizeof(MODULEENTRY32);
if (Module32First(hSnapshot, &moduleEntry)) {
baseAddress = (uintptr_t)moduleEntry.modBaseAddr;
}
CloseHandle(hSnapshot);
}
else {
printf("Failed to take process snapshot. Error: %lu\n", GetLastError());
}
return baseAddress;
}
// Function to get a handle to the target process
HANDLE OpenTargetProcess(DWORD processID) {
HANDLE hProcess = OpenProcess(PROCESS_ALL_ACCESS, FALSE, processID);
if (hProcess == NULL) {
printf("Failed to open process. Error: %lu\n", GetLastError());
}
return hProcess;
}
bool WriteBytes(HANDLE hProcess, uintptr_t address, BYTE* newValues, size_t size) {
SIZE_T bytesWritten;
DWORD oldProtect;
if (VirtualProtectEx(hProcess, (LPVOID)address, size, PAGE_EXECUTE_READWRITE, &oldProtect)) {
if (WriteProcessMemory(hProcess, (LPVOID)address, newValues, size, &bytesWritten)) {
printf("Memory Write Success at address 0x%p\n", (void*)address);
}
else {
printf("Failed to write memory. Error: %lu\n", GetLastError());
return false;
}
// Restore original protection
VirtualProtectEx(hProcess, (LPVOID)address, size, oldProtect, &oldProtect);
}
else {
printf("Failed to change memory protection. Error: %lu\n", GetLastError());
return false;
}
return true;
}
bool CheckForceLevelStreamingOffset(HANDLE hProcess, uintptr_t address) {
BYTE buffer[2];
SIZE_T bytesRead;
if (ReadProcessMemory(hProcess, (LPCVOID)address, buffer, sizeof(buffer), &bytesRead)) {
return buffer[0] == 0x32 && buffer[1] == 0xDB;
}
else {
DWORD error = GetLastError();
if (error == 299) {
printf("Incomplete memory read. Retrying...\n");
Sleep(1000);
return CheckForceLevelStreamingOffset(hProcess, address);
}
printf("Failed to read memory. Error: %lu\n", error);
return false;
}
}
bool CheckGPStringOffset(HANDLE hProcess, uintptr_t address) {
BYTE buffer[2];
SIZE_T bytesRead;
if (ReadProcessMemory(hProcess, (LPCVOID)address, buffer, sizeof(buffer), &bytesRead)) {
return buffer[0] == 0x5F && buffer[1] == 0x00;
}
else {
DWORD error = GetLastError();
if (error == 299) {
printf("Incomplete memory read. Retrying...\n");
Sleep(1000);
return CheckForceLevelStreamingOffset(hProcess, address);
}
printf("Failed to read memory. Error: %lu\n", error);
return false;
}
}
bool CheckWeakPointerCheckJumpOffset(HANDLE hProcess, uintptr_t address) {
BYTE buffer[2];
SIZE_T bytesRead;
if (ReadProcessMemory(hProcess, (LPCVOID)address, buffer, sizeof(buffer), &bytesRead)) {
return buffer[0] == 0xF8 && buffer[1] == 0xFE;
}
else {
DWORD error = GetLastError();
if (error == 299) {
printf("Incomplete memory read. Retrying...\n");
Sleep(1000);
return CheckWeakPointerCheckJumpOffset(hProcess, address);
}
printf("Failed to read memory. Error: %lu\n", error);
return false;
}
}
bool CheckWeakPointerCheckOffset(HANDLE hProcess, uintptr_t address) {
BYTE buffer[3];
SIZE_T bytesRead;
if (ReadProcessMemory(hProcess, (LPCVOID)address, buffer, sizeof(buffer), &bytesRead)) {
return buffer[0] == 0x0F && buffer[1] == 0x1F && buffer[2] == 0x40;
}
else {
DWORD error = GetLastError();
if (error == 299) {
printf("Incomplete memory read. Retrying...\n");
Sleep(1000);
return CheckWeakPointerCheckOffset(hProcess, address);
}
printf("Failed to read memory. Error: %lu\n", error);
return false;
}
}
bool PatchForceLevelStreaming(HANDLE hProcess, uintptr_t imageBase) {
// Season 3 Patch force disable level streaming: sub_3DA7520 -> loc_3DA75B6
uintptr_t address = imageBase + 0x3DA75B6;
bool found = CheckForceLevelStreamingOffset(hProcess, address);
if (!found) {
// Season 2 Patch force disable level streaming: sub_3D19900 -> loc_3D19996
address = imageBase + 0x3D19996;
found = CheckForceLevelStreamingOffset(hProcess, address);
}
if (!found) {
printf("Failed to patch force level streaming!\n");
return false;
}
{
BYTE newValues[2] = { 0xB3, 0x01 };
bool result = WriteBytes(hProcess, address, newValues, sizeof(newValues));
if (!result) {
return false;
}
}
address = imageBase + 0x5541C08;
found = CheckGPStringOffset(hProcess, address);
if (!found) {
address = imageBase + 0x54E0558;
found = CheckGPStringOffset(hProcess, address);
}
if (!found) {
printf("Failed to find _GP string!\n");
return false;
}
{
BYTE newValues[6] = { 0x47, 0x00, 0x00, 0x00, 0x00, 0x00 };
bool result = WriteBytes(hProcess, address, newValues, sizeof(newValues));
if (!result) {
return false;
}
}
address = imageBase + 0x16D7C24;
found = CheckWeakPointerCheckOffset(hProcess, address);
// TODO
//if (!found) {
// address = imageBase + 0x54E0558;
// found = CheckWeakPointerCheckOffset(hProcess, address);
//}
if (!found) {
printf("Failed to find Weak Pointer Check!\n");
return false;
}
{
BYTE newValues[28] = {
0x48, 0x8B, 0x06,
0x48, 0x8D, 0x4D, 0x7F,
0x48, 0x89, 0x45, 0x7F,
0xE8, 0xDC, 0xC7, 0xA7, 0x00,
0x48, 0x85, 0xC0,
0x0F, 0x84, 0xEE, 0x00, 0x00, 0x00,
0x90, 0x90, 0x90
};
bool result = WriteBytes(hProcess, address, newValues, sizeof(newValues));
if (!result) {
return false;
}
}
address = imageBase + 0x16D7D34;
found = CheckWeakPointerCheckJumpOffset(hProcess, address);
// TODO
//if (!found) {
// address = imageBase + 0x54E0558;
// found = CheckWeakPointerCheckJumpOffset(hProcess, address);
//}
if (!found) {
printf("Failed to find Weak Pointer Check Jump!\n");
return false;
}
{
BYTE newValues[1] = { 0xEC };
bool result = WriteBytes(hProcess, address, newValues, sizeof(newValues));
if (!result) {
return false;
}
}
return true;
}
bool CheckUpdateInventoryFunctionOffset(HANDLE hProcess, uintptr_t address) {
BYTE buffer[2];
SIZE_T bytesRead;
if (ReadProcessMemory(hProcess, (LPCVOID)address, buffer, sizeof(buffer), &bytesRead)) {
return buffer[0] == 0x84 && buffer[1] == 0xC0;
}
else {
DWORD error = GetLastError();
if (error == 299) {
printf("Incomplete memory read. Retrying...\n");
Sleep(1000);
return CheckUpdateInventoryFunctionOffset(hProcess, address);
}
printf("Failed to read memory. Error: %lu\n", error);
return false;
}
}
bool PatchUpdateInventory(HANDLE hProcess, uintptr_t imageBase) {
uintptr_t address = imageBase + 0x18D5A11;
bool found = CheckUpdateInventoryFunctionOffset(hProcess, address);
if (!found) {
address = imageBase + 0x3D19B19;
found = CheckUpdateInventoryFunctionOffset(hProcess, address);
}
if (!found) {
printf("Failed to patch inventory update function!\n");
return false;
}
BYTE newValues[8] = { 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90 };
bool result = WriteBytes(hProcess, address, newValues, sizeof(newValues));
if (!result) {
return false;
}
return true;
}
bool CheckSetupPlayerContractsOffset(HANDLE hProcess, uintptr_t address) {
BYTE buffer[2];
SIZE_T bytesRead;
if (ReadProcessMemory(hProcess, (LPCVOID)address, buffer, sizeof(buffer), &bytesRead)) {
return buffer[0] == 0x48 && buffer[1] == 0x8D;
}
else {
DWORD error = GetLastError();
if (error == 299) {
printf("Incomplete memory read. Retrying...\n");
Sleep(1000);
return CheckSetupPlayerContractsOffset(hProcess, address);
}
printf("Failed to read memory. Error: %lu\n", error);
return false;
}
}
bool CheckUpdatePlayerContractsOffset(HANDLE hProcess, uintptr_t address) {
BYTE buffer[2];
SIZE_T bytesRead;
if (ReadProcessMemory(hProcess, (LPCVOID)address, buffer, sizeof(buffer), &bytesRead)) {
return buffer[0] == 0x3B && buffer[1] == 0xC1;
}
else {
DWORD error = GetLastError();
if (error == 299) {
printf("Incomplete memory read. Retrying...\n");
Sleep(1000);
return CheckUpdatePlayerContractsOffset(hProcess, address);
}
printf("Failed to read memory. Error: %lu\n", error);
return false;
}
}
bool PatchLoadPlayerContracts(HANDLE hProcess, uintptr_t imageBase) {
uintptr_t address = imageBase + 0x171E9EC;
bool found = CheckUpdatePlayerContractsOffset(hProcess, address);
if (!found) {
printf("Failed to update player contracts function!\n");
return false;
}
{
BYTE newValues[4] = { 0x90, 0x90, 0xEB, 0x21 };
bool result = WriteBytes(hProcess, address, newValues, sizeof(newValues));
if (!result) {
return false;
}
}
address = imageBase + 0x1706127;
found = CheckSetupPlayerContractsOffset(hProcess, address);
if (!found) {
printf("Failed to find setup player contracts function!\n");
return false;
}
{
BYTE newValues[39] = {
0x45, 0x33, 0xC0, 0x49, 0x8B, 0xD5, 0x48, 0x8B, 0x89, 0xD8, 0x00, 0x00, 0x00, 0xE8, 0x47,
0xE2, 0x10, 0x00, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90,
0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0xEB
};
bool result = WriteBytes(hProcess, address, newValues, sizeof(newValues));
if (!result) {
return false;
}
}
return true;
}
bool Inject(HANDLE hProcess, const wchar_t* dllPath) {
// Allocate space in the target process for the DLL path
size_t pathSize = (wcslen(dllPath) + 1) * sizeof(wchar_t);
LPVOID remotePath = VirtualAllocEx(hProcess, NULL, pathSize, MEM_COMMIT | MEM_RESERVE, PAGE_READWRITE);
if (!remotePath) {
wprintf(L"Failed to allocate memory in remote process. Error: %lu\n", GetLastError());
CloseHandle(hProcess);
return false;
}
// Write the DLL path into the target process
if (!WriteProcessMemory(hProcess, remotePath, dllPath, pathSize, NULL)) {
wprintf(L"Failed to write memory. Error: %lu\n", GetLastError());
VirtualFreeEx(hProcess, remotePath, 0, MEM_RELEASE);
CloseHandle(hProcess);
return false;
}
// Get the address of LoadLibraryW in kernel32.dll
LPVOID loadLibraryAddr = (LPVOID)GetProcAddress(GetModuleHandleW(L"kernel32.dll"), "LoadLibraryW");
if (!loadLibraryAddr) {
wprintf(L"Failed to get LoadLibraryW address. Error: %lu\n", GetLastError());
VirtualFreeEx(hProcess, remotePath, 0, MEM_RELEASE);
CloseHandle(hProcess);
return false;
}
// Create a remote thread to call LoadLibraryW with our DLL path
HANDLE hThread = CreateRemoteThread(
hProcess, NULL, 0,
(LPTHREAD_START_ROUTINE)loadLibraryAddr,
remotePath, 0, NULL);
if (!hThread) {
wprintf(L"Failed to create remote thread. Error: %lu\n", GetLastError());
VirtualFreeEx(hProcess, remotePath, 0, MEM_RELEASE);
CloseHandle(hProcess);
return false;
}
return true;
}
bool Patch(const wchar_t* processName) {
DWORD processID;
HANDLE hProcess = StartProcess(processName, &processID);
if (hProcess == NULL) {
return false;
}
if (!Inject(hProcess, L"Prospect.Agent.dll")) {
return false;
}
if (!Inject(hProcess, L"UE4SS.dll")) {
return false;
}
uintptr_t imageBase;
// Wait a bit for PE image to load
Sleep(250);
while ((imageBase = GetModuleBaseAddress(processID)) == 0) {
printf("Failed to find PE Image Base Address. Retrying...\n");
Sleep(250);
}
printf("PE Image Base Address: 0x%p\n", (void*)imageBase);
bool success = !PatchForceLevelStreaming(hProcess, imageBase) || !PatchUpdateInventory(hProcess, imageBase) || !PatchLoadPlayerContracts(hProcess, imageBase);
if (success) {
return false;
}
// Clean up
CloseHandle(hProcess);
return true;
}
bool WriteSteamAppIDFile() {
const char* filename = "steam_appid.txt";
FILE* fp;
if (fopen_s(&fp, filename, "r") == 0) {
// File exists, close the file
fclose(fp);
printf("File '%s' already exists.\n", filename);
return true;
}
else {
// File does not exist, create and write to it
if (fopen_s(&fp, filename, "w") == 0) {
const char* content = "480";
size_t written = fwrite(content, sizeof(char), strlen(content), fp);
fclose(fp);
printf("File '%s' was created and written successfully.\n", filename);
}
else {
printf("Error creating the file '%s'.\n", filename);
return false;
}
}
return true;
}
int main() {
printf("Current working directory: %ws\n", ExePath().c_str());
bool success = WriteSteamAppIDFile();
if (!success) {
// Wait for user input to exit
printf("An error occurred when writing steam_appid.txt! Press any key to exit...\n");
getchar();
return 1;
}
success = Patch(L"Prospect-Win64-Shipping.exe");
if (!success) {
// Wait for user input to exit
printf("An error occurred when patching the executable! Press any key to exit...\n");
getchar();
return 1;
}
return 0;
}
@@ -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)]
@@ -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 +28,112 @@ 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 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,
@@ -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 +131,17 @@ public class ClaimActiveContract : ICloudScriptFunction<FYClaimCompletedActiveCo
break;
}
}
} else if (objective.Type == EYContractObjectiveType.Kills) {
// Kill objectives can't be tracked in a client-hosted raid (no dedicated
// game server reports kills). They are auto-credited on deploy
// (EnterMatchmakingMatch); accept them here even if a contract was
// activated before that so kill contracts remain completable.
remaining = 0;
} else {
// NOTE: A game server must write the correct progress
// for other types of objectives.
// The objectives are mapped by array index.
remaining -= targetContract.Progress[i];
}
if (remaining > 0) {
return new FYClaimCompletedActiveContractRewardsResult
@@ -148,17 +165,19 @@ 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 +220,47 @@ 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 +277,7 @@ public class ClaimActiveContract : ICloudScriptFunction<FYClaimCompletedActiveCo
["Balance"] = JsonSerializer.Serialize(balance),
["Inventory"] = JsonSerializer.Serialize(newInventory),
[factionKey] = JsonSerializer.Serialize(factionProgression),
["JobBoardsData"] = JsonSerializer.Serialize(jobBoardsData),
}
);
@@ -232,12 +285,12 @@ 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,
@@ -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 +1,38 @@
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,
//});
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;
@@ -17,15 +20,80 @@ 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;
public EnterMatchmakingMatchFunction(IHubContext<CycleHub> hubContext)
public EnterMatchmakingMatchFunction(IHubContext<CycleHub> hubContext, IHttpContextAccessor httpContextAccessor, UserDataService userDataService, TitleDataService titleDataService)
{
_httpContextAccessor = httpContextAccessor;
_hubContext = hubContext;
_userDataService = userDataService;
_titleDataService = titleDataService;
}
public async Task<FYEnterMatchmakingResult> ExecuteAsync(FYEnterMatchAzureFunction request)
{
var context = _httpContextAccessor.HttpContext;
if (context == null)
{
throw new CloudScriptException("CloudScript was not called within a http request");
}
var userId = context.User.FindAuthUserId();
var titleData = _titleDataService.Find(new List<string>{"Contracts"});
var contracts = JsonSerializer.Deserialize<Dictionary<string, TitleDataContractInfo>>(titleData["Contracts"]);
var userData = await _userDataService.FindAsync(
userId, userId,
new List<string>{"ContractsActive", "Inventory"}
);
var inventory = JsonSerializer.Deserialize<List<FYCustomItemInfo>>(userData["Inventory"].Value);
var contractsActive = JsonSerializer.Deserialize<FYGetActiveContractsResult>(userData["ContractsActive"].Value);
// Compute delivery quest progress before deploy.
// This ensures that the quest progress will be shown on the planet.
// The station doesn't seem to care about delivery quests progress and calculates progress
// based on actual items in stash. And so does the "ClaimActiveContract" function.
foreach (var contractActive in contractsActive.Contracts) {
if (!contracts.TryGetValue(contractActive.ContractID, out var contract)) {
continue;
}
for (var i = 0; i < contract.Objectives.Length; i++) {
var objective = contract.Objectives[i];
// Kill objectives: the client-hosted raid has no dedicated game server
// to report per-kill progress to the backend, so kills would never be
// saved. Auto-credit them on deploy so the objective can be completed
// (mirrors the player-kill auto-credit done in ActivateContract).
if (objective.Type == EYContractObjectiveType.Kills) {
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),
}
);
await _hubContext.Clients.All.SendAsync("OnSquadMatchmakingSuccess", new OnSquadMatchmakingSuccessMessage {
Success = true,
SessionID = request.MapName, // TODO: Need to implement TryGetCompleteSquadInfo and pass squad info
@@ -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)
{
return Task.FromResult<object?>(new
{
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)
{
_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 +1,26 @@
using Prospect.Server.Api.Services.CloudScript.Models;
using Microsoft.Extensions.Options;
using Prospect.Server.Api.Config;
using Prospect.Server.Api.Services.CloudScript.Models;
namespace Prospect.Server.Api.Services.CloudScript.Functions;
[CloudScriptFunction("GetSignalRConnection")]
public class GetSignalRConnection : ICloudScriptFunction<FYGetSignalRConnection, FYGetSignalRConnectionResult>
{
private readonly PlayFabSettings _settings;
public GetSignalRConnection(IOptions<PlayFabSettings> settings)
{
_settings = settings.Value;
}
public Task<FYGetSignalRConnectionResult> ExecuteAsync(FYGetSignalRConnection request)
{
// The game client connects to SignalR only over HTTPS
return Task.FromResult(new FYGetSignalRConnectionResult
{
Url = "https://2ea46.playfabapi.com/signalr/?hub=pubsub",
AccessToken = "TEST"
Url = _settings.SignalRURL,
AccessToken = _settings.SignalRAccessToken
});
}
}
@@ -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 +154,21 @@ 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. Only gate when the item explicitly declares such a lock, so
// items with no lock keep working as before.
if (!string.IsNullOrEmpty(blueprintData.UnlockData?.ContractLockPurchase))
{
var completed = JsonSerializer.Deserialize<FYGetCompletedContractsResult>(userData["ContractsOneTimeCompleted"].Value);
if (completed?.ContractsIDs == null || !completed.ContractsIDs.Contains(blueprintData.UnlockData.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 +181,15 @@ 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 +224,7 @@ 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 },
],
};
}
@@ -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
};
}
}
@@ -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(),
};
}
}
@@ -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;
}
var userId = context.User.FindAuthUserId();
return Task.FromResult<object?>(new
var userData = await _userDataService.FindAsync(
userId, userId,
new List<string> { "FactionProgressionICA", "FactionProgressionKorolev", "FactionProgressionOsiris" }
);
int Progression(string faction) =>
userData.TryGetValue("FactionProgression" + faction, out var v) && v.Value != null
? JsonSerializer.Deserialize<int>(v.Value)
: 0;
return new
{
factions = new []
factions = new[]
{
new
{
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
}
};
}
@@ -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,
};
}
}
@@ -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")]
@@ -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,
};
}
}
@@ -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 = [];
@@ -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 {
@@ -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++;
@@ -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;
}
@@ -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),
}
);
@@ -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;
}
@@ -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
{};
}
}
@@ -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; }
}
@@ -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; }
}
@@ -43,4 +43,18 @@ public class DbUserService : BaseDbService<PlayFabUser>
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();
}
}
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)
+1 -1
View File
@@ -65,7 +65,7 @@ public class Startup
app.UseDeveloperExceptionPage();
}
app.UseHttpsRedirection();
// app.UseHttpsRedirection();
app.UseSerilogRequestLogging();
app.UseMiddleware<RequestLoggerMiddleware>();
app.UseRouting();
+3 -6
View File
@@ -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>
+1
View File
@@ -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>
+159 -1
View File
@@ -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 +21,24 @@ 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
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 +49,22 @@ 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 +73,22 @@ 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 +97,22 @@ 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 +121,22 @@ 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 +145,22 @@ 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 +169,70 @@ 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
{71E3E262-49C5-4B6C-9670-D0741CEDB63B}.Season 2 Debug|x64.ActiveCfg = Season 2 Debug|Any CPU
{71E3E262-49C5-4B6C-9670-D0741CEDB63B}.Season 2 Debug|x64.Build.0 = Season 2 Debug|Any CPU
{71E3E262-49C5-4B6C-9670-D0741CEDB63B}.Season 2 Debug|x86.ActiveCfg = Season 2 Debug|Any CPU
{71E3E262-49C5-4B6C-9670-D0741CEDB63B}.Season 2 Debug|x86.Build.0 = Season 2 Debug|Any CPU
{71E3E262-49C5-4B6C-9670-D0741CEDB63B}.Season 2 Release|x64.ActiveCfg = Season 2 Release|Any CPU
{71E3E262-49C5-4B6C-9670-D0741CEDB63B}.Season 2 Release|x64.Build.0 = Season 2 Release|Any CPU
{71E3E262-49C5-4B6C-9670-D0741CEDB63B}.Season 2 Release|x86.ActiveCfg = Season 2 Release|Any CPU
{71E3E262-49C5-4B6C-9670-D0741CEDB63B}.Season 2 Release|x86.Build.0 = Season 2 Release|Any CPU
{71E3E262-49C5-4B6C-9670-D0741CEDB63B}.Season 3 Debug|x64.ActiveCfg = Season 3 Debug|Any CPU
{71E3E262-49C5-4B6C-9670-D0741CEDB63B}.Season 3 Debug|x64.Build.0 = Season 3 Debug|Any CPU
{71E3E262-49C5-4B6C-9670-D0741CEDB63B}.Season 3 Debug|x86.ActiveCfg = Season 3 Debug|Any CPU
{71E3E262-49C5-4B6C-9670-D0741CEDB63B}.Season 3 Debug|x86.Build.0 = Season 3 Debug|Any CPU
{71E3E262-49C5-4B6C-9670-D0741CEDB63B}.Season 3 Release|x64.ActiveCfg = Season 3 Release|Any CPU
{71E3E262-49C5-4B6C-9670-D0741CEDB63B}.Season 3 Release|x64.Build.0 = Season 3 Release|Any CPU
{71E3E262-49C5-4B6C-9670-D0741CEDB63B}.Season 3 Release|x86.ActiveCfg = Season 3 Release|Any CPU
{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
{04B1D963-2BCB-4887-9D6D-04CB3366A348}.Debug|x86.ActiveCfg = Debug|Win32
{04B1D963-2BCB-4887-9D6D-04CB3366A348}.Debug|x86.Build.0 = Debug|Win32
{04B1D963-2BCB-4887-9D6D-04CB3366A348}.Release|x64.ActiveCfg = Release|x64
{04B1D963-2BCB-4887-9D6D-04CB3366A348}.Release|x64.Build.0 = Release|x64
{04B1D963-2BCB-4887-9D6D-04CB3366A348}.Release|x86.ActiveCfg = Release|Win32
{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
{04B1D963-2BCB-4887-9D6D-04CB3366A348}.Season 2 Release|x64.ActiveCfg = Release|x64
{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
{04B1D963-2BCB-4887-9D6D-04CB3366A348}.Season 3 Release|x64.ActiveCfg = Release|x64
{04B1D963-2BCB-4887-9D6D-04CB3366A348}.Season 3 Release|x64.Build.0 = Release|x64
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{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
{A9BA7D25-F239-4320-A0DC-85E8001FD669}.Release|x64.ActiveCfg = Release|x64
{A9BA7D25-F239-4320-A0DC-85E8001FD669}.Release|x64.Build.0 = Release|x64
{A9BA7D25-F239-4320-A0DC-85E8001FD669}.Release|x86.ActiveCfg = Release|x64
{A9BA7D25-F239-4320-A0DC-85E8001FD669}.Release|x86.Build.0 = Release|x64
{A9BA7D25-F239-4320-A0DC-85E8001FD669}.Season 2 Debug|x64.ActiveCfg = Debug|x64
{A9BA7D25-F239-4320-A0DC-85E8001FD669}.Season 2 Debug|x64.Build.0 = Debug|x64
{A9BA7D25-F239-4320-A0DC-85E8001FD669}.Season 2 Debug|x86.ActiveCfg = Debug|x64
{A9BA7D25-F239-4320-A0DC-85E8001FD669}.Season 2 Debug|x86.Build.0 = Debug|x64
{A9BA7D25-F239-4320-A0DC-85E8001FD669}.Season 2 Release|x64.ActiveCfg = Release|x64
{A9BA7D25-F239-4320-A0DC-85E8001FD669}.Season 2 Release|x64.Build.0 = Release|x64
{A9BA7D25-F239-4320-A0DC-85E8001FD669}.Season 2 Release|x86.ActiveCfg = Release|x64
{A9BA7D25-F239-4320-A0DC-85E8001FD669}.Season 2 Release|x86.Build.0 = Release|x64
{A9BA7D25-F239-4320-A0DC-85E8001FD669}.Season 3 Debug|x64.ActiveCfg = Debug|x64
{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
{A9BA7D25-F239-4320-A0DC-85E8001FD669}.Season 3 Release|x64.ActiveCfg = Release|x64
{A9BA7D25-F239-4320-A0DC-85E8001FD669}.Season 3 Release|x64.Build.0 = Release|x64
{A9BA7D25-F239-4320-A0DC-85E8001FD669}.Season 3 Release|x86.ActiveCfg = Release|x64
{A9BA7D25-F239-4320-A0DC-85E8001FD669}.Season 3 Release|x86.Build.0 = Release|x64
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
@@ -88,6 +244,8 @@ 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}
+6 -1
View File
@@ -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(