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@@ -0,0 +1,33 @@
|
||||
name: Build & Deploy
|
||||
|
||||
on:
|
||||
push:
|
||||
branches: [main, preprod]
|
||||
workflow_dispatch: {}
|
||||
|
||||
env:
|
||||
IMAGE: git.nfteam.ovh/neckfire/the-cycle
|
||||
|
||||
jobs:
|
||||
build:
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- name: Checkout
|
||||
uses: actions/checkout@v4
|
||||
- name: Build & push image
|
||||
run: |
|
||||
set -e
|
||||
echo "${{ secrets.REGISTRY_PASSWORD }}" | docker login git.nfteam.ovh -u "${{ secrets.REGISTRY_USER }}" --password-stdin
|
||||
SHA="${GITHUB_SHA::12}"
|
||||
BRANCH="${GITHUB_REF_NAME}"
|
||||
if [ "$BRANCH" = "main" ]; then TAGS="-t ${IMAGE}:latest -t ${IMAGE}:${SHA}"; else TAGS="-t ${IMAGE}:${BRANCH} -t ${IMAGE}:${BRANCH}-${SHA}"; fi
|
||||
docker build $TAGS -f Dockerfile .
|
||||
docker push --all-tags "${IMAGE}"
|
||||
- name: Notify ntfy
|
||||
if: always()
|
||||
run: |
|
||||
if [ "${{ job.status }}" = "success" ]; then EMOJI="white_check_mark"; PRIO="default"; else EMOJI="rotating_light"; PRIO="high"; fi
|
||||
curl -s -H "Authorization: Bearer ${{ secrets.NTFY_TOKEN }}" -H "Title: ${GITHUB_REPOSITORY} — ${{ job.status }}" \
|
||||
-H "Priority: ${PRIO}" -H "Tags: ${EMOJI}" -H "Click: ${GITHUB_SERVER_URL}/${GITHUB_REPOSITORY}/actions" \
|
||||
-d "${GITHUB_WORKFLOW} (${GITHUB_REF_NAME} #${GITHUB_RUN_NUMBER}) : ${{ job.status }}" \
|
||||
"${{ secrets.NTFY_URL }}/${{ secrets.NTFY_TOPIC }}" || true
|
||||
@@ -0,0 +1,28 @@
|
||||
name: Build Game Server
|
||||
on:
|
||||
push:
|
||||
branches: [game-server]
|
||||
workflow_dispatch: {}
|
||||
env:
|
||||
IMAGE: git.nfteam.ovh/neckfire/the-cycle-game
|
||||
jobs:
|
||||
build:
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- name: Checkout
|
||||
uses: actions/checkout@v4
|
||||
- name: Build & push image
|
||||
run: |
|
||||
set -e
|
||||
echo "${{ secrets.REGISTRY_PASSWORD }}" | docker login git.nfteam.ovh -u "${{ secrets.REGISTRY_USER }}" --password-stdin
|
||||
SHA="${GITHUB_SHA::12}"
|
||||
docker build -t "${IMAGE}:game-server" -t "${IMAGE}:${SHA}" -f Dockerfile.gameserver .
|
||||
docker push --all-tags "${IMAGE}"
|
||||
- name: Notify ntfy
|
||||
if: always()
|
||||
run: |
|
||||
if [ "${{ job.status }}" = "success" ]; then EMOJI="white_check_mark"; PRIO="default"; else EMOJI="rotating_light"; PRIO="high"; fi
|
||||
curl -s -H "Authorization: Bearer ${{ secrets.NTFY_TOKEN }}" -H "Title: ${GITHUB_REPOSITORY} game-server — ${{ job.status }}" \
|
||||
-H "Priority: ${PRIO}" -H "Tags: ${EMOJI}" -H "Click: ${GITHUB_SERVER_URL}/${GITHUB_REPOSITORY}/actions" \
|
||||
-d "${GITHUB_WORKFLOW} (${GITHUB_REF_NAME} #${GITHUB_RUN_NUMBER}) : ${{ job.status }}" \
|
||||
"${{ secrets.NTFY_URL }}/${{ secrets.NTFY_TOPIC }}" || true
|
||||
@@ -0,0 +1 @@
|
||||
_out/
|
||||
+15
@@ -0,0 +1,15 @@
|
||||
# The Cycle: Frontier — serveur API (émulateur Prospect), build depuis les sources.
|
||||
# Multi-stage : SDK .NET 8 pour publier le projet API → runtime aspnet 8.
|
||||
FROM mcr.microsoft.com/dotnet/sdk:8.0 AS build
|
||||
WORKDIR /src
|
||||
COPY src/ ./src/
|
||||
# Configuration "Season 2 Release" = build qui correspond au client S2 déployé
|
||||
# (le code sélectionne la saison via des #if SEASON_2_RELEASE / SEASON_3_RELEASE).
|
||||
RUN dotnet publish src/Prospect.Server.Api/Prospect.Server.Api.csproj \
|
||||
-c "Season 2 Release" -o /app
|
||||
|
||||
FROM mcr.microsoft.com/dotnet/aspnet:8.0
|
||||
WORKDIR /app
|
||||
COPY --from=build /app ./
|
||||
EXPOSE 8443 8000
|
||||
ENTRYPOINT ["dotnet", "Prospect.Server.Api.dll"]
|
||||
@@ -0,0 +1,14 @@
|
||||
# The Cycle: Frontier — serveur de jeu dédié (EXPÉRIMENTAL / R&D).
|
||||
# Réimplémentation du serveur autoritaire Unreal (Prospect.Unreal). Build depuis les sources.
|
||||
FROM mcr.microsoft.com/dotnet/sdk:8.0 AS build
|
||||
WORKDIR /src
|
||||
COPY src/ ./src/
|
||||
RUN dotnet publish src/Prospect.Server.Game/Prospect.Server.Game.csproj -c Release -o /app
|
||||
|
||||
FROM mcr.microsoft.com/dotnet/runtime:8.0
|
||||
WORKDIR /app
|
||||
COPY --from=build /app ./
|
||||
# Le réseau Unreal est en UDP.
|
||||
EXPOSE 7777/udp
|
||||
# Configurable : PROSPECT_MAP / PROSPECT_GAMEMODE / PROSPECT_PORT
|
||||
ENTRYPOINT ["dotnet", "Prospect.Server.Game.dll"]
|
||||
@@ -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.*
|
||||
@@ -0,0 +1,62 @@
|
||||
# Serveur de jeu dédié — R&D (branche `game-server`)
|
||||
|
||||
> ⚠️ **Expérimental.** Objectif : un serveur de jeu **autoritaire** pour que plusieurs
|
||||
> joueurs soient dans la **même instance** (se voir, bouger). C'est un chantier de
|
||||
> reverse-engineering du serveur Unreal du Cycle. **Un raid co-op complet reste hors de portée
|
||||
> réaliste** ; on avance par jalons. **IA et loot volontairement hors périmètre pour l'instant.**
|
||||
|
||||
## Pièces en jeu
|
||||
- **`Prospect.Unreal`** — réimplémentation en C# de la couche réseau d'Unreal Engine
|
||||
(NetDriver UDP, channels control/actor, bunches, packet handler, handshake, `UWorld`,
|
||||
`AGameModeBase`/`APlayerController`/`APawn`).
|
||||
- **`Prospect.Server.Game`** — l'exécutable serveur (host loop, monde, game mode).
|
||||
|
||||
## État actuel (ce qui marche côté serveur)
|
||||
Le **handshake de connexion Unreal est implémenté** et va jusqu'au spawn du PlayerController :
|
||||
|
||||
```
|
||||
NMT_Hello → SendChallenge
|
||||
NMT_Login → PreLogin → WelcomePlayer (envoie map + game mode)
|
||||
NMT_Join → SpawnPlayActor → GameMode.Login → APlayerController
|
||||
```
|
||||
|
||||
Corrections/avancées de cette branche :
|
||||
- **Cible la map/gamemode du Cycle** (`/Game/Maps/MP/Station/Station_P` + `YGameMode_Station`)
|
||||
au lieu de la map template d'UE. Configurable via `PROSPECT_MAP` / `PROSPECT_GAMEMODE` / `PROSPECT_PORT`.
|
||||
- **`WelcomePlayer`** envoie désormais la **vraie** map/gamemode du monde (plus le template).
|
||||
- **`GameSession`** est initialisée → le login ne plante plus sur `"GameSession is null"`
|
||||
(c'était le point de blocage juste avant le spawn).
|
||||
|
||||
## Ce qui manque (roadmap, du plus atteignable au plus dur)
|
||||
1. **Connexion client réelle** : valider le handshake complet avec le **vrai client** (pas le
|
||||
harnais `Client.cs`). Nécessite des **tests en live** (impossible à valider hors client).
|
||||
2. **Spawn du Pawn du Cycle** : `GameMode.Login` spawn un `APlayerController` mais **pas** le
|
||||
personnage. Il faut spawner la **classe de Pawn spécifique du Cycle** (`YCharacter…`) avec le
|
||||
bon **NetGUID / class path** pour que le client l'instancie.
|
||||
3. **Réplication du mouvement** : répliquer les propriétés du `CharacterMovementComponent`
|
||||
(position/rotation/état) chaque tick → **le premier vrai « se voir bouger »**.
|
||||
4. *(plus tard)* IA, loot, dégâts, tempête, évac… — **hors périmètre pour l'instant**.
|
||||
|
||||
Les jalons 2–3 demandent de connaître les **classes répliquées du jeu** (côté client, non
|
||||
présentes dans le code serveur) et **itèrent en live** avec le client. C'est le vrai mur.
|
||||
|
||||
## Build / run
|
||||
```bash
|
||||
# build
|
||||
dotnet build src/Prospect.Server.Game/Prospect.Server.Game.csproj -c Release
|
||||
# run (défauts : station, port 7777 UDP)
|
||||
dotnet run --project src/Prospect.Server.Game
|
||||
# ou conteneur
|
||||
docker build -t the-cycle-game -f Dockerfile.gameserver .
|
||||
docker run --rm -p 7777:7777/udp the-cycle-game
|
||||
```
|
||||
|
||||
## CI/CD
|
||||
`.gitea/workflows/game-server.yml` : à chaque push sur `game-server`, build de `Dockerfile.gameserver`
|
||||
→ image **`git.nfteam.ovh/neckfire/the-cycle-game`** (tags `game-server` + sha) + notif ntfy.
|
||||
Image **séparée** de l'API (`the-cycle`) — les deux ne se marchent pas dessus.
|
||||
|
||||
## Honnêteté
|
||||
Ceci est une **base d'exploration**. Le handshake + le spawn du controller avancent ; le
|
||||
« 2 joueurs se voient bouger » dépend du spawn du pawn du Cycle + réplication, qui exige du RE
|
||||
spécifique au jeu **et** des tests dans le client réel. Aucune garantie d'aboutir.
|
||||
@@ -0,0 +1,90 @@
|
||||
# The Cycle: Frontier — serveur dédié gameplay (R&D netcode)
|
||||
|
||||
Branche `game-server`. Objectif : un serveur de jeu autoritatif écrit from scratch
|
||||
(Prospect.Unreal, réimplémentation C# du netcode Unreal) pour du vrai co-op, sans
|
||||
passer par un client-hôte P2P. **Statut : bloqué au chiffrement (voir plus bas).**
|
||||
|
||||
Client cible : **UE4 build `R3.5.0`** (`4.27.2` netcode), Steam depot 868271.
|
||||
|
||||
## Ce qui fonctionne (murs franchis)
|
||||
|
||||
La connexion d'un vrai client va jusqu'à l'entrée du login :
|
||||
|
||||
```
|
||||
Handshake stateless UDP (cookie/challenge) ✅
|
||||
Reconstruction du paquet (PacketHandler) ✅
|
||||
Séquençage des paquets (adopt des seq client) ✅
|
||||
Alignement des bunches ✅ ← percée
|
||||
Canal de contrôle ouvert ✅
|
||||
NMT_Hello reçu et parsé ✅
|
||||
Transition login Hello → Login ✅
|
||||
Chiffrement DTLS-PSK ❌ ← mur final
|
||||
```
|
||||
|
||||
### Percée : le bit de header spécifique R3.5.0
|
||||
|
||||
Le client écrit **un bit de plus** entre l'historique d'ack du `FNetPacketNotify` et
|
||||
le payload packet-info, que l'UE 4.27 stock (EngineNetVer 16) n'a pas. Décodage
|
||||
bit-à-bit d'un vrai paquet : l'en-tête fait **65 bits, pas 64**. En consommant ce bit
|
||||
(`bCycleExtraHeaderBit` dans `UNetConnection.ReceivedPacket`), tout se réaligne :
|
||||
`bHasPacketInfoPayload`, l'horloge jitter (10 bits) et `bHasServerFrameTime` tombent
|
||||
juste, et le premier bunch du canal de contrôle parse proprement (ChIndex 0, bOpen,
|
||||
bReliable = NMT_Hello). Sans ce fix, le `ChIndex` sortait en vrac (~1 049 000) et le
|
||||
serveur droppait/plantait.
|
||||
|
||||
## Le mur final : chiffrement DTLS-PSK
|
||||
|
||||
Le client **exige** le chiffrement. Établi par reverse-engineering :
|
||||
|
||||
- `NMT_Hello` porte `EncryptionToken` = le **PlayFab user_id** du joueur
|
||||
(ex. `92EBCFE8C3EAF3AC`). Vu dans l'URL de connexion du client :
|
||||
`...?EntityToken=<JWT>?EncryptionToken=92EBCFE8C3EAF3AC`.
|
||||
- Pile PacketHandler du client (ses propres logs) :
|
||||
`[DTLSHandlerComponent, StatelessConnectHandlerComponent]`.
|
||||
- Le exe embarque les suites **`ECDHE-PSK-AES256-*`, `DHE-PSK-AES256-GCM-SHA384`**,
|
||||
la cvar **`DTLS.PreSharedKeys`**, et `DTLSPSKClientCallback` / `DTLSPSKServerCallback`
|
||||
→ **DTLS en mode PSK** (clé pré-partagée 32 octets, identité = user_id).
|
||||
- Compression : **OodleNetwork** compilé, mais **aucun dictionnaire `.udic`** →
|
||||
pass-through (les paquets ne sont ni compressés ni chiffrés au niveau paquet ;
|
||||
entropie faible + longues suites de zéros le confirment).
|
||||
|
||||
Proposer un challenge en clair (sans `NMT_EncryptionAck`) ne marche pas : le client
|
||||
ferme le canal de contrôle juste après.
|
||||
|
||||
Pour finir il faudrait : (1) un **serveur DTLS-PSK** collé au framing du
|
||||
`DTLSHandlerComponent` d'UE, et (2) la **PSK de 32 octets** dérivée par le client à
|
||||
partir du user_id/EntityToken.
|
||||
|
||||
## Pourquoi la clé est inaccessible (statique)
|
||||
|
||||
L'exe `Prospect-Win64-Shipping.exe` est **packé/chiffré** (protection anti-triche,
|
||||
BattlEye) :
|
||||
|
||||
- **Entropie de `.text` = 8.000** (maximum = aléatoire/chiffré ; du code normal ≈ 6.3).
|
||||
- `.rdata` = 4.96 (normal → les strings restent lisibles, d'où les découvertes ci-dessus).
|
||||
- Un scan brut du `.text` (76 Mo) ne trouve que **~76 instructions** → niveau du bruit :
|
||||
ce n'est pas du code sur disque, c'est du chiffré déchiffré au runtime.
|
||||
|
||||
Conséquence : Ghidra / radare2 n'analysent que du ciphertext ; **aucune référence** aux
|
||||
fonctions de chiffrement n'est trouvable statiquement. La dérivation de la PSK vit dans
|
||||
ce code chiffré.
|
||||
|
||||
**Seule voie restante (non tentée)** : dump mémoire au runtime. Le jeu tourne sous
|
||||
Proton/Linux (BattlEye n'a pas de driver kernel sous Linux) → un autre process Linux
|
||||
peut lire `/proc/<pid>/mem` et récupérer le `.text` **déchiffré**, puis l'analyser dans
|
||||
Ghidra pour retrouver la dérivation. Zone grise ToS, plusieurs étapes.
|
||||
|
||||
## Fichiers clés
|
||||
|
||||
- `src/Prospect.Server.Game/Program.cs` — hôte du serveur de jeu (map Station, GameSession).
|
||||
- `src/Prospect.Unreal/Net/UNetConnection.cs` — `ReceivedPacket` : fix du bit de header
|
||||
(`bCycleExtraHeaderBit`), adopt des séquences client, drop gracieux des bunches.
|
||||
- `src/Prospect.Unreal/Runtime/UWorld.cs` — `NotifyControlMessage` : Hello/Login ;
|
||||
le `else` du bloc `NMT.Hello` documente le mur DTLS-PSK.
|
||||
|
||||
## Verdict
|
||||
|
||||
On a amené un serveur dédié gameplay The Cycle plus loin qu'aucun projet public connu
|
||||
(le projet communautaire deiteris/Prospect n'émule que les services en ligne, pas le
|
||||
netcode de jeu). Le mur restant — DTLS-PSK dont la clé est derrière un packer
|
||||
anti-triche — est un chantier crypto + RE dynamique d'un autre ordre de grandeur.
|
||||
@@ -9,12 +9,10 @@ Also known as "The Cycle: Frontier".
|
||||
- [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)
|
||||
- [2. Unpack `Prospect.Server.Api`](#2-unpack-prospectserverapi)
|
||||
- [3. Patch the `hosts` file](#3-patch-the-hosts-file)
|
||||
- [4. Generate and import SSL certificate](#4-generate-and-import-ssl-certificate)
|
||||
- [5. Add `steam_appid` to the game](#5-add-steam_appid-to-the-game)
|
||||
- [6. Create a game shortcut with specified arguments](#6-create-a-game-shortcut-with-specified-arguments)
|
||||
- [7. Run the server](#7-run-the-server)
|
||||
- [8. Run the game](#8-run-the-game)
|
||||
- [3. Generate and import SSL certificate](#3-generate-and-import-ssl-certificate)
|
||||
- [4. Extract `LoaderPack` to the game](#4-extract-loaderpack-to-the-game)
|
||||
- [5. Run the server](#5-run-the-server)
|
||||
- [6. Run the game](#6-run-the-game)
|
||||
- [Troubleshooting and FAQ](#troubleshooting-and-faq)
|
||||
- [How to remove the certificate?](#how-to-remove-the-certificate)
|
||||
- [`generate_ssl.exe` is flagged as a virus](#generate_sslexe-is-flagged-as-a-virus)
|
||||
@@ -30,10 +28,7 @@ Also known as "The Cycle: Frontier".
|
||||
* [x] EULA acceptance
|
||||
* [x] Tutorial
|
||||
* [x] Single-player station (Season 2 and Season 3):
|
||||
* [ ] Onboarding
|
||||
* [x] Talk to Badum
|
||||
* [x] Equip items
|
||||
* [ ] Deploy to Fortuna
|
||||
* [x] Onboarding
|
||||
* [ ] Matchmaking and deployment
|
||||
* [x] Solo
|
||||
* [ ] Squad
|
||||
@@ -42,16 +37,15 @@ Also known as "The Cycle: Frontier".
|
||||
* [x] Inventory and loadout
|
||||
* [ ] Loadout presets (Season 3)
|
||||
* [x] Quests
|
||||
* [ ] Job boards
|
||||
* [x] Faction progression
|
||||
* [ ] Season pass
|
||||
* [ ] Shops
|
||||
* [ ] Aurum Shops
|
||||
* [ ] Daily shop
|
||||
* [ ] Weekly shop
|
||||
* [ ] Shop rotation
|
||||
* [x] Daily login
|
||||
* [x] Character appearance and emotes
|
||||
* [x] Shops
|
||||
* [x] Item Shops
|
||||
* [x] Crafting station
|
||||
* [x] Quarters
|
||||
* [x] Player balance
|
||||
@@ -60,17 +54,17 @@ Also known as "The Cycle: Frontier".
|
||||
* [x] Vivox login
|
||||
* [x] Vivox create and join channel
|
||||
* [ ] Proximity voice works
|
||||
* [ ] Game mechanics
|
||||
* [x] Game mechanics
|
||||
* [x] Can deploy through terminal
|
||||
* [x] Can deploy with loadout
|
||||
* [ ] Can evac
|
||||
* [ ] Can do quests
|
||||
* [ ] Can gain/lose loot
|
||||
* [ ] Can use Alien Forge.
|
||||
* [ ] Map content
|
||||
* [x] Can evac
|
||||
* [x] Can do quests (except PvP)
|
||||
* [x] Can gain/lose loot
|
||||
* [x] Can use Alien Forge
|
||||
* [x] Map content
|
||||
* [x] Bright Sands
|
||||
* [ ] Crescent Falls
|
||||
* [ ] Tharis Island
|
||||
* [x] Crescent Falls
|
||||
* [x] Tharis Island
|
||||
|
||||
## Running locally
|
||||
|
||||
@@ -90,29 +84,29 @@ Before you start, you'll need the following software downloaded and installed:
|
||||
|
||||
1. [MongoDB Community Edition](https://fastdl.mongodb.org/windows/mongodb-windows-x86_64-8.0.4-signed.msi).
|
||||
|
||||
1. [Latest `Prospect.Server.Api`](https://github.com/deiteris/Prospect/releases) from the Releases section
|
||||
1. [`Prospect.Server.Api` and `LoaderPack`](https://github.com/deiteris/Prospect/releases) from the Releases section:
|
||||
|
||||
1. [.NET Runtime 8.0](https://aka.ms/dotnet-core-applaunch?missing_runtime=true&arch=x64&rid=win-x64&os=win10&apphost_version=8.0.11) installed.
|
||||
- For Season 3 (the latest Steam game client), use Build 6.
|
||||
|
||||
1. [ASP.NET Core 8.0](https://aka.ms/dotnet-core-applaunch?framework=Microsoft.AspNetCore.App&framework_version=8.0.0&arch=x64&rid=win-x64&os=win10) installed.
|
||||
- For Season 2 game client, use the latest version.
|
||||
|
||||
1. The Cycle: Frontier game client:
|
||||
|
||||
- The latest version from [Steam](https://steamcommunity.com/app/868270).
|
||||
|
||||
- Season 2 client. See [download instructions below](#11-how-to-download-season-2-client-from-steamdb-using-steam-console).
|
||||
- Season 2 client version `4623363103423775682` from SteamDB. See [download instructions below](#11-how-to-download-season-2-client-from-steamdb-using-steam-console).
|
||||
|
||||
- Any other version, even Season 1 works.
|
||||
|
||||
### 1.1 How to download Season 2 client from SteamDB using Steam console
|
||||
#### 1.1 How to download Season 2 client from SteamDB using Steam console
|
||||
|
||||
> [!WARNING]
|
||||
> This will overwrite the existing client if you try to download a different manifest!
|
||||
|
||||
1. With Steam running, click <steam://nav/console> to open Steam console. Alternatively, you can press `Win+R` and enter `steam://nav/console`.
|
||||
1. With Steam running, press `Win+R` and enter `steam://nav/console`. A Steam console will open.
|
||||
|
||||
1. Open [The Cycle: Frontier SteamDB manifests](https://steamdb.info/depot/868271/manifests/).
|
||||
|
||||
1. Make sure you have **Copy format** set to **Steam console**.
|
||||
|
||||
1. Press `CTRL+F` and enter `4623363103423775682` to find the manifest for Season 2 version 2.7.2 client.
|
||||
|
||||
1. Click the  icon to copy the download command.
|
||||
@@ -125,17 +119,7 @@ Before you start, you'll need the following software downloaded and installed:
|
||||
|
||||
Use your favorite ZIP archiver and unzip the `Prospect.Server.Api.zip` downloaded from this repository.
|
||||
|
||||
### 3. Patch the `hosts` file
|
||||
|
||||
To be able to connect to the locally running server, you must replace the IP address of `2EA46.playfabapi.com` that the game uses. Do the following:
|
||||
|
||||
1. Open Notepad as Administrator.
|
||||
|
||||
1. Click **File** > **Open...** and select `C:\Windows\System32\drivers\etc\hosts`.
|
||||
|
||||
1. At the end of the file, add `127.0.0.1 2EA46.playfabapi.com` on a new line. Do not add the `#` character!
|
||||
|
||||
### 4. Generate and import SSL certificate
|
||||
### 3. Generate and import SSL certificate
|
||||
|
||||
> [!IMPORTANT]
|
||||
> Do not share the generated certificate! Generated certificate includes a private key that may be used to generate other certificates and compromise your security.
|
||||
@@ -159,38 +143,24 @@ to successfully communicate with the local server. Do the following:
|
||||
|
||||
1. Click **Finish**. A **Security Warning** popup may appear, make sure it specifies `2EA46.playfabapi.com` certification authority and click **Yes**.
|
||||
|
||||
### 5. Add `steam_appid` to the game
|
||||
### 4. Extract `LoaderPack` to the game
|
||||
|
||||
1. Open the folder with The Cycle: Frontier and navigate to **Prospect** > **Binaries** > **Win64**.
|
||||
|
||||
1. Right-click in the folder > **New** > **Text Document**, and name it `steam_appid`.
|
||||
1. Open the `LoaderPack` archive.
|
||||
|
||||
1. Open `steam_appid` and enter `480`.
|
||||
1. Drag and drop the contents of the `LoaderPack` archive to the game.
|
||||
|
||||
1. Save and close the file.
|
||||
1. Create a shortcut for the `Prospect.Client.Loader` that you will use later to launch the game.
|
||||
|
||||
### 6. Create a game shortcut with specified arguments
|
||||
|
||||
1. Open the folder with The Cycle: Frontier and navigate to **Prospect** > **Binaries** > **Win64**.
|
||||
|
||||
1. Right-click `Prospect-Win64-Shipping.exe` > **Create Shortcut**.
|
||||
|
||||
1. Right-click the created shortcut > **Properties**.
|
||||
|
||||
1. In the **Target** field, add the following parameters after the quote ` -log -steam_auth PF_TITLEID=2EA46`. Note the space after the quote.
|
||||
|
||||
1. Move the shortcut to desktop.
|
||||
|
||||
### 7. Run the server
|
||||
### 5. Run the server
|
||||
|
||||
Now you are all set! Open the folder with `Prospect.Server.Api` and run `Prospect.Server.Api.exe`. It will open a console if it runs successfully.
|
||||
|
||||
> [!IMPORTANT]
|
||||
> Do not close the console when you run the game.
|
||||
>
|
||||
> If the console does not open, make sure you have [.NET Runtime 8.0](https://aka.ms/dotnet-core-applaunch?missing_runtime=true&arch=x64&rid=win-x64&os=win10&apphost_version=8.0.11) and [ASP.NET Core 8.0](https://aka.ms/dotnet-core-applaunch?framework=Microsoft.AspNetCore.App&framework_version=8.0.0&arch=x64&rid=win-x64&os=win10) installed.
|
||||
|
||||
### 8. Run the game
|
||||
### 6. Run the game
|
||||
|
||||
Once the server is running, make sure that Steam is running and open The Cycle: Frontier using the shortcut you've created before.
|
||||
|
||||
@@ -231,17 +201,14 @@ Make sure that:
|
||||
|
||||
### Login Failed. Error code: 5
|
||||
|
||||
Make sure that:
|
||||
Make sure that `Prospect.Server.Api` server is running.
|
||||
|
||||
* `Prospect.Server.Api` server is running.
|
||||
* The `C:\Windows\System32\drivers\etc\hosts` file contains `127.0.0.1 2EA46.playfabapi.com` and that the file is **saved**.
|
||||
|
||||
If the server works and the `hosts` file is saved, press `Alt+Tab` to a game console that opens when you start the game and check for the following:
|
||||
If the server is running, press `Alt+Tab` to a game console that opens when you start the game and check for the following:
|
||||
|
||||
* `libcurl error 7 (Couldn't connect to server)` - indicates that the `Prospect.Server.Api` is not running.
|
||||

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

|
||||
|
||||
* `libcurl error 60 (Peer certificate cannot be authenticated with given CA certificates)` - indicates that the certificate was not installed correctly. Make sure that the certificate is present in `certmgr.msc` and there is only one certificate. Try removing the certificate and importing it again by following step 4.
|
||||
|
||||
@@ -0,0 +1,119 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup Label="ProjectConfigurations">
|
||||
<ProjectConfiguration Include="Debug|x64">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|x64">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
</ItemGroup>
|
||||
<PropertyGroup Label="Globals">
|
||||
<VCProjectVersion>16.0</VCProjectVersion>
|
||||
<Keyword>Win32Proj</Keyword>
|
||||
<ProjectGuid>{a9ba7d25-f239-4320-a0dc-85e8001fd669}</ProjectGuid>
|
||||
<RootNamespace>ProspectAgent</RootNamespace>
|
||||
<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>DynamicLibrary</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<PlatformToolset>v143</PlatformToolset>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>DynamicLibrary</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<PlatformToolset>v143</PlatformToolset>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="Shared">
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<PropertyGroup Label="UserMacros" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<LinkIncremental>true</LinkIncremental>
|
||||
<OutDir>$(ProjectDir)bin\$(Platform)\$(Configuration)\</OutDir>
|
||||
<IntDir>$(ProjectDir)bin\intermediate\$(Platform)\$(Configuration)\</IntDir>
|
||||
<LibraryPath>$(LibraryPath)</LibraryPath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<LinkIncremental>false</LinkIncremental>
|
||||
<OutDir>$(ProjectDir)bin\$(Platform)\$(Configuration)\</OutDir>
|
||||
<IntDir>$(ProjectDir)bin\intermediate\$(Platform)\$(Configuration)\</IntDir>
|
||||
<LibraryPath>$(LibraryPath)</LibraryPath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Label="Vcpkg" Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<VcpkgUseStatic>true</VcpkgUseStatic>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Label="Vcpkg" Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<VcpkgUseStatic>true</VcpkgUseStatic>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Label="Vcpkg">
|
||||
<VcpkgEnableManifest>true</VcpkgEnableManifest>
|
||||
</PropertyGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<SDLCheck>true</SDLCheck>
|
||||
<PreprocessorDefinitions>_DEBUG;PROSPECTAGENT_EXPORTS;_WINDOWS;_USRDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<ConformanceMode>true</ConformanceMode>
|
||||
<PrecompiledHeader>NotUsing</PrecompiledHeader>
|
||||
<PrecompiledHeaderFile>pch.h</PrecompiledHeaderFile>
|
||||
<AdditionalIncludeDirectories>%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Windows</SubSystem>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableUAC>false</EnableUAC>
|
||||
<AdditionalDependencies>%(AdditionalDependencies)</AdditionalDependencies>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<SDLCheck>true</SDLCheck>
|
||||
<PreprocessorDefinitions>NDEBUG;PROSPECTAGENT_EXPORTS;_WINDOWS;_USRDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<ConformanceMode>true</ConformanceMode>
|
||||
<PrecompiledHeader>NotUsing</PrecompiledHeader>
|
||||
<PrecompiledHeaderFile>pch.h</PrecompiledHeaderFile>
|
||||
<AdditionalIncludeDirectories>%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<Optimization>MinSpace</Optimization>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Windows</SubSystem>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableUAC>false</EnableUAC>
|
||||
<AdditionalDependencies>%(AdditionalDependencies)</AdditionalDependencies>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="hooks.h" />
|
||||
<ClInclude Include="logger.h" />
|
||||
<ClInclude Include="SDK.h" />
|
||||
<ClInclude Include="SDK_Memory.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="logger.cpp" />
|
||||
<ClCompile Include="main.cpp" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
||||
@@ -0,0 +1,39 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup>
|
||||
<Filter Include="Source Files">
|
||||
<UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
|
||||
<Extensions>cpp;c;cc;cxx;c++;cppm;ixx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
|
||||
</Filter>
|
||||
<Filter Include="Header Files">
|
||||
<UniqueIdentifier>{93995380-89BD-4b04-88EB-625FBE52EBFB}</UniqueIdentifier>
|
||||
<Extensions>h;hh;hpp;hxx;h++;hm;inl;inc;ipp;xsd</Extensions>
|
||||
</Filter>
|
||||
<Filter Include="Resource Files">
|
||||
<UniqueIdentifier>{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}</UniqueIdentifier>
|
||||
<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
|
||||
</Filter>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="logger.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="SDK.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="hooks.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="SDK_Memory.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="main.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="logger.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
@@ -0,0 +1,105 @@
|
||||
#pragma once
|
||||
|
||||
#include <cstdint>
|
||||
#include <locale>
|
||||
#include <string>
|
||||
#include "SDK_Memory.h"
|
||||
|
||||
namespace SDK
|
||||
{
|
||||
template<class T>
|
||||
struct TArray
|
||||
{
|
||||
friend struct FString;
|
||||
|
||||
TArray()
|
||||
{
|
||||
Data = nullptr;
|
||||
Count = Max = 0;
|
||||
}
|
||||
|
||||
int Num() const
|
||||
{
|
||||
return Count;
|
||||
}
|
||||
|
||||
T& operator[](int i)
|
||||
{
|
||||
return Data[i];
|
||||
}
|
||||
|
||||
const T& operator[](int i) const
|
||||
{
|
||||
return Data[i];
|
||||
}
|
||||
|
||||
bool IsValidIndex(int i) const
|
||||
{
|
||||
return i < Num();
|
||||
}
|
||||
|
||||
private:
|
||||
T* Data;
|
||||
int32_t Count;
|
||||
int32_t Max;
|
||||
};
|
||||
|
||||
struct FString : private TArray<wchar_t>
|
||||
{
|
||||
FString(const wchar_t* other)
|
||||
{
|
||||
const size_t charLen = std::wcslen(other);
|
||||
|
||||
if (charLen == 0)
|
||||
{
|
||||
Count = 0;
|
||||
Max = 0;
|
||||
Data = nullptr;
|
||||
}
|
||||
else
|
||||
{
|
||||
Count = charLen + 1;
|
||||
Max = Count;
|
||||
Data = static_cast<wchar_t*>((*GMalloc)->Malloc(Count * 2));
|
||||
|
||||
memset(Data, 0, Count * 2);
|
||||
memcpy(Data, other, charLen * 2);
|
||||
}
|
||||
}
|
||||
|
||||
FString(const std::wstring& other) : FString(other.c_str())
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
bool IsValid() const
|
||||
{
|
||||
return Data != nullptr;
|
||||
}
|
||||
|
||||
const wchar_t* c_str() const
|
||||
{
|
||||
return Data;
|
||||
}
|
||||
|
||||
std::string ToString() const
|
||||
{
|
||||
const auto length = std::wcslen(Data);
|
||||
|
||||
std::string str(length, '\0');
|
||||
std::use_facet<std::ctype<wchar_t>>(std::locale()).narrow(Data, Data + length, '?', &str[0]);
|
||||
|
||||
return str;
|
||||
}
|
||||
};
|
||||
|
||||
struct UPlayFabAPISettings
|
||||
{
|
||||
FString VerticalName;
|
||||
FString BaseServiceHost;
|
||||
FString TitleId;
|
||||
FString AdvertisingIdType;
|
||||
FString AdvertisingIdValue;
|
||||
bool DisableAdvertising = false;
|
||||
};
|
||||
}
|
||||
@@ -0,0 +1,79 @@
|
||||
#pragma once
|
||||
|
||||
#include <cstdint>
|
||||
|
||||
#define DEFAULT_ALIGNMENT 0
|
||||
|
||||
namespace SDK
|
||||
{
|
||||
class FExec
|
||||
{
|
||||
public:
|
||||
virtual ~FExec() = default;
|
||||
private:
|
||||
virtual bool Exec(void* world, void* cmd, void* ar) = 0;
|
||||
};
|
||||
|
||||
class FMalloc : FExec
|
||||
{
|
||||
public:
|
||||
virtual void* Malloc(SIZE_T Count, uint32_t Alignment = DEFAULT_ALIGNMENT) = 0;
|
||||
|
||||
virtual void* TryMalloc(SIZE_T Count, uint32_t Alignment = DEFAULT_ALIGNMENT) = 0;
|
||||
|
||||
virtual void* Realloc(void* Original, SIZE_T Count, uint32_t Alignment = DEFAULT_ALIGNMENT) = 0;
|
||||
|
||||
virtual void* TryRealloc(void* Original, SIZE_T Count, uint32_t Alignment = DEFAULT_ALIGNMENT) = 0;
|
||||
|
||||
virtual void Free(void* Original) = 0;
|
||||
|
||||
virtual SIZE_T QuantizeSize(SIZE_T Count, uint32_t Alignment)
|
||||
{
|
||||
return Count;
|
||||
}
|
||||
|
||||
virtual bool GetAllocationSize(void* Original, SIZE_T& SizeOut)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
virtual void Trim(bool bTrimThreadCaches)
|
||||
{
|
||||
}
|
||||
|
||||
virtual void SetupTLSCachesOnCurrentThread()
|
||||
{
|
||||
}
|
||||
|
||||
virtual void ClearAndDisableTLSCachesOnCurrentThread()
|
||||
{
|
||||
}
|
||||
|
||||
virtual void InitializeStatsMetadata();
|
||||
|
||||
virtual bool Exec(void* InWorld, void* Cmd, void* Ar) override
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
virtual void UpdateStats() = 0;
|
||||
|
||||
virtual void GetAllocatorStats(void* out_Stats) = 0;
|
||||
|
||||
virtual void DumpAllocatorStats(class FOutputDevice& Ar) = 0;
|
||||
|
||||
virtual bool IsInternallyThreadSafe() const
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
virtual bool ValidateHeap()
|
||||
{
|
||||
return(true);
|
||||
}
|
||||
|
||||
virtual const TCHAR* GetDescriptiveName() = 0;
|
||||
};
|
||||
|
||||
FMalloc** GMalloc;
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
#pragma once
|
||||
|
||||
#include "SDK.h"
|
||||
@@ -0,0 +1,85 @@
|
||||
#include "logger.h"
|
||||
|
||||
#include <cstdio>
|
||||
#include <Windows.h>
|
||||
|
||||
HANDLE h_out = nullptr, h_old_out = nullptr;
|
||||
HANDLE h_err = nullptr, h_old_err = nullptr;
|
||||
HANDLE h_in = nullptr, h_old_in = nullptr;
|
||||
|
||||
namespace logger
|
||||
{
|
||||
void Attach()
|
||||
{
|
||||
h_old_out = GetStdHandle(STD_OUTPUT_HANDLE);
|
||||
h_old_err = GetStdHandle(STD_ERROR_HANDLE);
|
||||
h_old_in = GetStdHandle(STD_INPUT_HANDLE);
|
||||
|
||||
AllocConsole() && AttachConsole(GetCurrentProcessId());
|
||||
|
||||
h_out = GetStdHandle(STD_OUTPUT_HANDLE);
|
||||
h_err = GetStdHandle(STD_ERROR_HANDLE);
|
||||
h_in = GetStdHandle(STD_INPUT_HANDLE);
|
||||
|
||||
SetConsoleMode(h_out,
|
||||
ENABLE_PROCESSED_OUTPUT | ENABLE_WRAP_AT_EOL_OUTPUT);
|
||||
|
||||
SetConsoleMode(h_in,
|
||||
ENABLE_INSERT_MODE | ENABLE_EXTENDED_FLAGS |
|
||||
ENABLE_PROCESSED_INPUT | ENABLE_QUICK_EDIT_MODE);
|
||||
}
|
||||
|
||||
void Detach()
|
||||
{
|
||||
if (h_out && h_err && h_in) {
|
||||
FreeConsole();
|
||||
|
||||
if (h_old_out)
|
||||
{
|
||||
SetStdHandle(STD_OUTPUT_HANDLE, h_old_out);
|
||||
}
|
||||
|
||||
if (h_old_err)
|
||||
{
|
||||
SetStdHandle(STD_ERROR_HANDLE, h_old_err);
|
||||
}
|
||||
|
||||
if (h_old_in)
|
||||
{
|
||||
SetStdHandle(STD_INPUT_HANDLE, h_old_in);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool Print(const char* fmt, ...)
|
||||
{
|
||||
if (!h_out)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
char buf[1024];
|
||||
va_list va;
|
||||
|
||||
va_start(va, fmt);
|
||||
_vsnprintf_s(buf, 1024, fmt, va);
|
||||
va_end(va);
|
||||
|
||||
return !!WriteConsoleA(h_out, buf, static_cast<DWORD>(strlen(buf)), nullptr, nullptr);
|
||||
}
|
||||
|
||||
char ReadKey()
|
||||
{
|
||||
if (!h_in)
|
||||
{
|
||||
return -1;
|
||||
}
|
||||
|
||||
auto key = char{ 0 };
|
||||
auto keysread = DWORD{ 0 };
|
||||
|
||||
ReadConsoleA(h_in, &key, 1, &keysread, nullptr);
|
||||
|
||||
return key;
|
||||
}
|
||||
};
|
||||
@@ -0,0 +1,12 @@
|
||||
#pragma once
|
||||
|
||||
namespace logger
|
||||
{
|
||||
void Attach();
|
||||
|
||||
void Detach();
|
||||
|
||||
bool Print(const char* fmt, ...);
|
||||
|
||||
char ReadKey();
|
||||
}
|
||||
@@ -0,0 +1,135 @@
|
||||
#define WIN32_LEAN_AND_MEAN
|
||||
#include <Windows.h>
|
||||
#include <MinHook.h>
|
||||
#include <cstdio>
|
||||
#include "logger.h"
|
||||
#include "SDK.h"
|
||||
#include "SDK_Memory.h"
|
||||
#include <string>
|
||||
#include <fstream>
|
||||
#include <sstream>
|
||||
#include <algorithm>
|
||||
#include <cctype>
|
||||
#include <locale>
|
||||
|
||||
std::wstring g_backendUrl;
|
||||
|
||||
// trim from start (in place)
|
||||
inline void ltrim(std::wstring &s) {
|
||||
s.erase(s.begin(), std::find_if(s.begin(), s.end(), [](unsigned char ch) {
|
||||
return !std::isspace(ch);
|
||||
}));
|
||||
}
|
||||
|
||||
// trim from end (in place)
|
||||
inline void rtrim(std::wstring &s) {
|
||||
s.erase(std::find_if(s.rbegin(), s.rend(), [](unsigned char ch) {
|
||||
return !std::isspace(ch);
|
||||
}).base(), s.end());
|
||||
}
|
||||
|
||||
inline void trim(std::wstring &s) {
|
||||
rtrim(s);
|
||||
ltrim(s);
|
||||
}
|
||||
|
||||
constexpr uintptr_t OffsetGMalloc = 0x63EC4A0;
|
||||
|
||||
/**
|
||||
* Function offset, find with "?sdk=".
|
||||
*/
|
||||
constexpr uintptr_t OffsetPlayFabApiGetUrl = 0xCEEF00;
|
||||
|
||||
/**
|
||||
* Function hooks.
|
||||
*/
|
||||
typedef SDK::FString(__fastcall* tPlayFabApiGetUrl)(SDK::UPlayFabAPISettings*, const SDK::FString&);
|
||||
|
||||
tPlayFabApiGetUrl OldPlayFabApiGetUrl;
|
||||
|
||||
SDK::FString __fastcall PlayFabApiGetUrlProxy(SDK::UPlayFabAPISettings* thiz, const SDK::FString& callPath) {
|
||||
logger::Print("[Agent] GetURL called with callPath %s\n", callPath.ToString().c_str());
|
||||
|
||||
if (!g_backendUrl.empty())
|
||||
{
|
||||
return g_backendUrl + std::wstring(callPath.c_str());
|
||||
}
|
||||
|
||||
return std::wstring(L"https://127.0.0.1:8443") + std::wstring(callPath.c_str());
|
||||
}
|
||||
|
||||
DWORD WINAPI OnDllAttach(LPVOID base) {
|
||||
logger::Print("[Agent] DLL Attached\n");
|
||||
|
||||
const auto hModule = GetModuleHandleW(nullptr);
|
||||
const auto hModulePtr = reinterpret_cast<uintptr_t>(hModule);
|
||||
|
||||
// Initialize GMalloc.
|
||||
SDK::GMalloc = reinterpret_cast<SDK::FMalloc**>(hModulePtr + OffsetGMalloc);
|
||||
|
||||
// Initialize MinHook.
|
||||
if (MH_Initialize() != MH_OK) {
|
||||
logger::Print("[Agent] Failed to initialize MinHook\n");
|
||||
FreeLibraryAndExitThread(hModule, 1);
|
||||
}
|
||||
|
||||
// Hook UPlayFabAPISettings::GetUrl.
|
||||
const auto pTarget = reinterpret_cast<LPVOID>(hModulePtr + OffsetPlayFabApiGetUrl);
|
||||
const auto ppOriginal = reinterpret_cast<LPVOID*>(&OldPlayFabApiGetUrl);
|
||||
const auto mhStatus = MH_CreateHook(pTarget, &PlayFabApiGetUrlProxy, ppOriginal);
|
||||
|
||||
if (mhStatus != MH_OK) {
|
||||
logger::Print("[Agent] Failed to create PlayFabAPIGetUrl hook (%d)\n", mhStatus);
|
||||
FreeLibraryAndExitThread(hModule, 1);
|
||||
}
|
||||
|
||||
if (MH_EnableHook(pTarget) != MH_OK) {
|
||||
logger::Print("[Agent] Failed to enable PlayFabAPIGetUrl hook\n");
|
||||
FreeLibraryAndExitThread(hModule, 1);
|
||||
}
|
||||
|
||||
const wchar_t* filePath = L"backend.txt";
|
||||
std::wifstream f(filePath);
|
||||
if (f) {
|
||||
std::wstringstream buffer;
|
||||
buffer << f.rdbuf();
|
||||
g_backendUrl = buffer.str();
|
||||
trim(g_backendUrl);
|
||||
if (g_backendUrl.rfind(L"https://", 0) != 0) {
|
||||
logger::Print("[Agent] URL must start with https://\n");
|
||||
g_backendUrl.clear();
|
||||
} else {
|
||||
logger::Print("[Agent] Loaded custom URL: %S\n", g_backendUrl.c_str());
|
||||
}
|
||||
} else {
|
||||
logger::Print("[Agent] Failed to open file: %S\n", filePath);
|
||||
}
|
||||
|
||||
logger::Print("[Agent] DLL Initialized\n");
|
||||
ExitThread(1);
|
||||
}
|
||||
|
||||
BOOL WINAPI DllMain(
|
||||
const _In_ HINSTANCE hinstDll,
|
||||
const _In_ DWORD fdwReason,
|
||||
const _In_opt_ LPVOID lpvReserved
|
||||
) {
|
||||
if (fdwReason == DLL_PROCESS_ATTACH) {
|
||||
DisableThreadLibraryCalls(hinstDll);
|
||||
|
||||
// Allocate a console.
|
||||
AllocConsole();
|
||||
freopen_s(reinterpret_cast<FILE**>(stdout), "CONOUT$", "w", stdout);
|
||||
|
||||
// Attach logger.
|
||||
logger::Attach();
|
||||
|
||||
// Spawn thread.
|
||||
CreateThread(nullptr, 0, OnDllAttach, hinstDll, 0, nullptr);
|
||||
} else if (fdwReason == DLL_PROCESS_DETACH) {
|
||||
// Detach logger.
|
||||
logger::Detach();
|
||||
}
|
||||
|
||||
return TRUE;
|
||||
}
|
||||
@@ -0,0 +1,14 @@
|
||||
{
|
||||
"default-registry": {
|
||||
"kind": "git",
|
||||
"baseline": "2960d7d80e8d09c84ae8abf15c12196c2ca7d39a",
|
||||
"repository": "https://github.com/microsoft/vcpkg"
|
||||
},
|
||||
"registries": [
|
||||
{
|
||||
"kind": "artifact",
|
||||
"location": "https://github.com/microsoft/vcpkg-ce-catalog/archive/refs/heads/main.zip",
|
||||
"name": "microsoft"
|
||||
}
|
||||
]
|
||||
}
|
||||
@@ -0,0 +1,5 @@
|
||||
{
|
||||
"dependencies": [
|
||||
"minhook"
|
||||
]
|
||||
}
|
||||
@@ -0,0 +1,138 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup Label="ProjectConfigurations">
|
||||
<ProjectConfiguration Include="Debug|Win32">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|Win32">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Debug|x64">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|x64">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
</ItemGroup>
|
||||
<PropertyGroup Label="Globals">
|
||||
<VCProjectVersion>17.0</VCProjectVersion>
|
||||
<Keyword>Win32Proj</Keyword>
|
||||
<ProjectGuid>{04b1d963-2bcb-4887-9d6d-04cb3366a348}</ProjectGuid>
|
||||
<RootNamespace>ProspectClientLoader</RootNamespace>
|
||||
<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<PlatformToolset>v143</PlatformToolset>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<PlatformToolset>v143</PlatformToolset>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<PlatformToolset>v143</PlatformToolset>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<PlatformToolset>v143</PlatformToolset>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="Shared">
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<PropertyGroup Label="UserMacros" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<OutDir>$(SolutionDir)\$(ProjectName)\$(Platform)\$(Configuration)\</OutDir>
|
||||
</PropertyGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<SDLCheck>true</SDLCheck>
|
||||
<PreprocessorDefinitions>WIN32;_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<ConformanceMode>true</ConformanceMode>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<SDLCheck>true</SDLCheck>
|
||||
<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<ConformanceMode>true</ConformanceMode>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<SDLCheck>true</SDLCheck>
|
||||
<PreprocessorDefinitions>_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<ConformanceMode>true</ConformanceMode>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<SDLCheck>true</SDLCheck>
|
||||
<PreprocessorDefinitions>NDEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<ConformanceMode>true</ConformanceMode>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="main.cpp" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
||||
@@ -0,0 +1,22 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup>
|
||||
<Filter Include="Source Files">
|
||||
<UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
|
||||
<Extensions>cpp;c;cc;cxx;c++;cppm;ixx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
|
||||
</Filter>
|
||||
<Filter Include="Header Files">
|
||||
<UniqueIdentifier>{93995380-89BD-4b04-88EB-625FBE52EBFB}</UniqueIdentifier>
|
||||
<Extensions>h;hh;hpp;hxx;h++;hm;inl;inc;ipp;xsd</Extensions>
|
||||
</Filter>
|
||||
<Filter Include="Resource Files">
|
||||
<UniqueIdentifier>{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}</UniqueIdentifier>
|
||||
<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
|
||||
</Filter>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="main.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
@@ -0,0 +1,500 @@
|
||||
#include <windows.h>
|
||||
#include <tlhelp32.h>
|
||||
#include <stdio.h>
|
||||
#include <stdint.h>
|
||||
#include <string>
|
||||
|
||||
std::wstring ExePath() {
|
||||
TCHAR buffer[MAX_PATH] = { 0 };
|
||||
GetModuleFileName( NULL, buffer, MAX_PATH );
|
||||
std::wstring::size_type pos = std::wstring(buffer).find_last_of(L"\\/");
|
||||
return std::wstring(buffer).substr(0, pos);
|
||||
}
|
||||
|
||||
// Function to create and launch a process with parameters
|
||||
HANDLE StartProcess(const wchar_t* exePath, DWORD* processID) {
|
||||
STARTUPINFO si = { 0 };
|
||||
PROCESS_INFORMATION pi = { 0 };
|
||||
si.cb = sizeof(si);
|
||||
|
||||
// Command-line arguments to pass to the process
|
||||
wchar_t commandLine[MAX_PATH] = L""; // Buffer for full command
|
||||
_snwprintf_s(commandLine, sizeof(commandLine) / sizeof(wchar_t), L"\"%s\" -log -steam_auth PF_TITLEID=2EA46", exePath);
|
||||
|
||||
if (CreateProcess(NULL, commandLine, NULL, NULL, FALSE, CREATE_SUSPENDED, NULL, NULL, &si, &pi)) {
|
||||
*processID = pi.dwProcessId;
|
||||
printf("Successfully started process: %ls (PID: %lu)\n", exePath, *processID);
|
||||
ResumeThread(pi.hThread);
|
||||
CloseHandle(pi.hThread);
|
||||
return pi.hProcess;
|
||||
}
|
||||
else {
|
||||
wchar_t szErrorMessage[512];
|
||||
|
||||
DWORD dwErrorCode = GetLastError();
|
||||
FormatMessage(
|
||||
FORMAT_MESSAGE_FROM_SYSTEM | FORMAT_MESSAGE_IGNORE_INSERTS,
|
||||
NULL,
|
||||
dwErrorCode,
|
||||
0,
|
||||
szErrorMessage,
|
||||
sizeof(szErrorMessage),
|
||||
NULL
|
||||
);
|
||||
|
||||
printf("Failed to start process. Error: %lu: %ws\n", dwErrorCode, szErrorMessage);
|
||||
return NULL;
|
||||
}
|
||||
}
|
||||
|
||||
// Function to get the base address of the main module (PE Image)
|
||||
uintptr_t GetModuleBaseAddress(DWORD processID) {
|
||||
uintptr_t baseAddress = 0;
|
||||
HANDLE hSnapshot = CreateToolhelp32Snapshot(TH32CS_SNAPMODULE | TH32CS_SNAPMODULE32, processID);
|
||||
if (hSnapshot != INVALID_HANDLE_VALUE) {
|
||||
MODULEENTRY32 moduleEntry;
|
||||
moduleEntry.dwSize = sizeof(MODULEENTRY32);
|
||||
if (Module32First(hSnapshot, &moduleEntry)) {
|
||||
baseAddress = (uintptr_t)moduleEntry.modBaseAddr;
|
||||
}
|
||||
CloseHandle(hSnapshot);
|
||||
}
|
||||
else {
|
||||
printf("Failed to take process snapshot. Error: %lu\n", GetLastError());
|
||||
}
|
||||
return baseAddress;
|
||||
}
|
||||
|
||||
// Function to get a handle to the target process
|
||||
HANDLE OpenTargetProcess(DWORD processID) {
|
||||
HANDLE hProcess = OpenProcess(PROCESS_ALL_ACCESS, FALSE, processID);
|
||||
if (hProcess == NULL) {
|
||||
printf("Failed to open process. Error: %lu\n", GetLastError());
|
||||
}
|
||||
return hProcess;
|
||||
}
|
||||
|
||||
bool WriteBytes(HANDLE hProcess, uintptr_t address, BYTE* newValues, size_t size) {
|
||||
SIZE_T bytesWritten;
|
||||
DWORD oldProtect;
|
||||
if (VirtualProtectEx(hProcess, (LPVOID)address, size, PAGE_EXECUTE_READWRITE, &oldProtect)) {
|
||||
if (WriteProcessMemory(hProcess, (LPVOID)address, newValues, size, &bytesWritten)) {
|
||||
printf("Memory Write Success at address 0x%p\n", (void*)address);
|
||||
}
|
||||
else {
|
||||
printf("Failed to write memory. Error: %lu\n", GetLastError());
|
||||
return false;
|
||||
}
|
||||
// Restore original protection
|
||||
VirtualProtectEx(hProcess, (LPVOID)address, size, oldProtect, &oldProtect);
|
||||
}
|
||||
else {
|
||||
printf("Failed to change memory protection. Error: %lu\n", GetLastError());
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
bool CheckForceLevelStreamingOffset(HANDLE hProcess, uintptr_t address) {
|
||||
BYTE buffer[2];
|
||||
SIZE_T bytesRead;
|
||||
if (ReadProcessMemory(hProcess, (LPCVOID)address, buffer, sizeof(buffer), &bytesRead)) {
|
||||
return buffer[0] == 0x32 && buffer[1] == 0xDB;
|
||||
}
|
||||
else {
|
||||
DWORD error = GetLastError();
|
||||
if (error == 299) {
|
||||
printf("Incomplete memory read. Retrying...\n");
|
||||
Sleep(1000);
|
||||
return CheckForceLevelStreamingOffset(hProcess, address);
|
||||
}
|
||||
printf("Failed to read memory. Error: %lu\n", error);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
bool CheckGPStringOffset(HANDLE hProcess, uintptr_t address) {
|
||||
BYTE buffer[2];
|
||||
SIZE_T bytesRead;
|
||||
if (ReadProcessMemory(hProcess, (LPCVOID)address, buffer, sizeof(buffer), &bytesRead)) {
|
||||
return buffer[0] == 0x5F && buffer[1] == 0x00;
|
||||
}
|
||||
else {
|
||||
DWORD error = GetLastError();
|
||||
if (error == 299) {
|
||||
printf("Incomplete memory read. Retrying...\n");
|
||||
Sleep(1000);
|
||||
return CheckForceLevelStreamingOffset(hProcess, address);
|
||||
}
|
||||
printf("Failed to read memory. Error: %lu\n", error);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
bool CheckWeakPointerCheckJumpOffset(HANDLE hProcess, uintptr_t address) {
|
||||
BYTE buffer[2];
|
||||
SIZE_T bytesRead;
|
||||
if (ReadProcessMemory(hProcess, (LPCVOID)address, buffer, sizeof(buffer), &bytesRead)) {
|
||||
return buffer[0] == 0xF8 && buffer[1] == 0xFE;
|
||||
}
|
||||
else {
|
||||
DWORD error = GetLastError();
|
||||
if (error == 299) {
|
||||
printf("Incomplete memory read. Retrying...\n");
|
||||
Sleep(1000);
|
||||
return CheckWeakPointerCheckJumpOffset(hProcess, address);
|
||||
}
|
||||
printf("Failed to read memory. Error: %lu\n", error);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
bool CheckWeakPointerCheckOffset(HANDLE hProcess, uintptr_t address) {
|
||||
BYTE buffer[3];
|
||||
SIZE_T bytesRead;
|
||||
if (ReadProcessMemory(hProcess, (LPCVOID)address, buffer, sizeof(buffer), &bytesRead)) {
|
||||
return buffer[0] == 0x0F && buffer[1] == 0x1F && buffer[2] == 0x40;
|
||||
}
|
||||
else {
|
||||
DWORD error = GetLastError();
|
||||
if (error == 299) {
|
||||
printf("Incomplete memory read. Retrying...\n");
|
||||
Sleep(1000);
|
||||
return CheckWeakPointerCheckOffset(hProcess, address);
|
||||
}
|
||||
printf("Failed to read memory. Error: %lu\n", error);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
bool PatchForceLevelStreaming(HANDLE hProcess, uintptr_t imageBase) {
|
||||
// Season 3 Patch force disable level streaming: sub_3DA7520 -> loc_3DA75B6
|
||||
uintptr_t address = imageBase + 0x3DA75B6;
|
||||
bool found = CheckForceLevelStreamingOffset(hProcess, address);
|
||||
if (!found) {
|
||||
// Season 2 Patch force disable level streaming: sub_3D19900 -> loc_3D19996
|
||||
address = imageBase + 0x3D19996;
|
||||
found = CheckForceLevelStreamingOffset(hProcess, address);
|
||||
}
|
||||
|
||||
if (!found) {
|
||||
printf("Failed to patch force level streaming!\n");
|
||||
return false;
|
||||
}
|
||||
|
||||
{
|
||||
BYTE newValues[2] = { 0xB3, 0x01 };
|
||||
bool result = WriteBytes(hProcess, address, newValues, sizeof(newValues));
|
||||
if (!result) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
address = imageBase + 0x5541C08;
|
||||
found = CheckGPStringOffset(hProcess, address);
|
||||
if (!found) {
|
||||
address = imageBase + 0x54E0558;
|
||||
found = CheckGPStringOffset(hProcess, address);
|
||||
}
|
||||
|
||||
if (!found) {
|
||||
printf("Failed to find _GP string!\n");
|
||||
return false;
|
||||
}
|
||||
|
||||
{
|
||||
BYTE newValues[6] = { 0x47, 0x00, 0x00, 0x00, 0x00, 0x00 };
|
||||
bool result = WriteBytes(hProcess, address, newValues, sizeof(newValues));
|
||||
if (!result) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
address = imageBase + 0x16D7C24;
|
||||
found = CheckWeakPointerCheckOffset(hProcess, address);
|
||||
// TODO
|
||||
//if (!found) {
|
||||
// address = imageBase + 0x54E0558;
|
||||
// found = CheckWeakPointerCheckOffset(hProcess, address);
|
||||
//}
|
||||
|
||||
if (!found) {
|
||||
printf("Failed to find Weak Pointer Check!\n");
|
||||
return false;
|
||||
}
|
||||
|
||||
{
|
||||
BYTE newValues[28] = {
|
||||
0x48, 0x8B, 0x06,
|
||||
0x48, 0x8D, 0x4D, 0x7F,
|
||||
0x48, 0x89, 0x45, 0x7F,
|
||||
0xE8, 0xDC, 0xC7, 0xA7, 0x00,
|
||||
0x48, 0x85, 0xC0,
|
||||
0x0F, 0x84, 0xEE, 0x00, 0x00, 0x00,
|
||||
0x90, 0x90, 0x90
|
||||
};
|
||||
bool result = WriteBytes(hProcess, address, newValues, sizeof(newValues));
|
||||
if (!result) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
address = imageBase + 0x16D7D34;
|
||||
found = CheckWeakPointerCheckJumpOffset(hProcess, address);
|
||||
// TODO
|
||||
//if (!found) {
|
||||
// address = imageBase + 0x54E0558;
|
||||
// found = CheckWeakPointerCheckJumpOffset(hProcess, address);
|
||||
//}
|
||||
|
||||
if (!found) {
|
||||
printf("Failed to find Weak Pointer Check Jump!\n");
|
||||
return false;
|
||||
}
|
||||
|
||||
{
|
||||
BYTE newValues[1] = { 0xEC };
|
||||
bool result = WriteBytes(hProcess, address, newValues, sizeof(newValues));
|
||||
if (!result) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool CheckUpdateInventoryFunctionOffset(HANDLE hProcess, uintptr_t address) {
|
||||
BYTE buffer[2];
|
||||
SIZE_T bytesRead;
|
||||
if (ReadProcessMemory(hProcess, (LPCVOID)address, buffer, sizeof(buffer), &bytesRead)) {
|
||||
return buffer[0] == 0x84 && buffer[1] == 0xC0;
|
||||
}
|
||||
else {
|
||||
DWORD error = GetLastError();
|
||||
if (error == 299) {
|
||||
printf("Incomplete memory read. Retrying...\n");
|
||||
Sleep(1000);
|
||||
return CheckUpdateInventoryFunctionOffset(hProcess, address);
|
||||
}
|
||||
printf("Failed to read memory. Error: %lu\n", error);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
bool PatchUpdateInventory(HANDLE hProcess, uintptr_t imageBase) {
|
||||
uintptr_t address = imageBase + 0x18D5A11;
|
||||
bool found = CheckUpdateInventoryFunctionOffset(hProcess, address);
|
||||
if (!found) {
|
||||
address = imageBase + 0x3D19B19;
|
||||
found = CheckUpdateInventoryFunctionOffset(hProcess, address);
|
||||
}
|
||||
|
||||
if (!found) {
|
||||
printf("Failed to patch inventory update function!\n");
|
||||
return false;
|
||||
}
|
||||
|
||||
BYTE newValues[8] = { 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90 };
|
||||
bool result = WriteBytes(hProcess, address, newValues, sizeof(newValues));
|
||||
if (!result) {
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
bool CheckSetupPlayerContractsOffset(HANDLE hProcess, uintptr_t address) {
|
||||
BYTE buffer[2];
|
||||
SIZE_T bytesRead;
|
||||
if (ReadProcessMemory(hProcess, (LPCVOID)address, buffer, sizeof(buffer), &bytesRead)) {
|
||||
return buffer[0] == 0x48 && buffer[1] == 0x8D;
|
||||
}
|
||||
else {
|
||||
DWORD error = GetLastError();
|
||||
if (error == 299) {
|
||||
printf("Incomplete memory read. Retrying...\n");
|
||||
Sleep(1000);
|
||||
return CheckSetupPlayerContractsOffset(hProcess, address);
|
||||
}
|
||||
printf("Failed to read memory. Error: %lu\n", error);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
bool CheckUpdatePlayerContractsOffset(HANDLE hProcess, uintptr_t address) {
|
||||
BYTE buffer[2];
|
||||
SIZE_T bytesRead;
|
||||
if (ReadProcessMemory(hProcess, (LPCVOID)address, buffer, sizeof(buffer), &bytesRead)) {
|
||||
return buffer[0] == 0x3B && buffer[1] == 0xC1;
|
||||
}
|
||||
else {
|
||||
DWORD error = GetLastError();
|
||||
if (error == 299) {
|
||||
printf("Incomplete memory read. Retrying...\n");
|
||||
Sleep(1000);
|
||||
return CheckUpdatePlayerContractsOffset(hProcess, address);
|
||||
}
|
||||
printf("Failed to read memory. Error: %lu\n", error);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
bool PatchLoadPlayerContracts(HANDLE hProcess, uintptr_t imageBase) {
|
||||
uintptr_t address = imageBase + 0x171E9EC;
|
||||
bool found = CheckUpdatePlayerContractsOffset(hProcess, address);
|
||||
if (!found) {
|
||||
printf("Failed to update player contracts function!\n");
|
||||
return false;
|
||||
}
|
||||
|
||||
{
|
||||
BYTE newValues[4] = { 0x90, 0x90, 0xEB, 0x21 };
|
||||
bool result = WriteBytes(hProcess, address, newValues, sizeof(newValues));
|
||||
if (!result) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
address = imageBase + 0x1706127;
|
||||
found = CheckSetupPlayerContractsOffset(hProcess, address);
|
||||
if (!found) {
|
||||
printf("Failed to find setup player contracts function!\n");
|
||||
return false;
|
||||
}
|
||||
|
||||
{
|
||||
BYTE newValues[39] = {
|
||||
0x45, 0x33, 0xC0, 0x49, 0x8B, 0xD5, 0x48, 0x8B, 0x89, 0xD8, 0x00, 0x00, 0x00, 0xE8, 0x47,
|
||||
0xE2, 0x10, 0x00, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90,
|
||||
0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0xEB
|
||||
};
|
||||
bool result = WriteBytes(hProcess, address, newValues, sizeof(newValues));
|
||||
if (!result) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool Inject(HANDLE hProcess, const wchar_t* dllPath) {
|
||||
// Allocate space in the target process for the DLL path
|
||||
size_t pathSize = (wcslen(dllPath) + 1) * sizeof(wchar_t);
|
||||
LPVOID remotePath = VirtualAllocEx(hProcess, NULL, pathSize, MEM_COMMIT | MEM_RESERVE, PAGE_READWRITE);
|
||||
if (!remotePath) {
|
||||
wprintf(L"Failed to allocate memory in remote process. Error: %lu\n", GetLastError());
|
||||
CloseHandle(hProcess);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Write the DLL path into the target process
|
||||
if (!WriteProcessMemory(hProcess, remotePath, dllPath, pathSize, NULL)) {
|
||||
wprintf(L"Failed to write memory. Error: %lu\n", GetLastError());
|
||||
VirtualFreeEx(hProcess, remotePath, 0, MEM_RELEASE);
|
||||
CloseHandle(hProcess);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Get the address of LoadLibraryW in kernel32.dll
|
||||
LPVOID loadLibraryAddr = (LPVOID)GetProcAddress(GetModuleHandleW(L"kernel32.dll"), "LoadLibraryW");
|
||||
if (!loadLibraryAddr) {
|
||||
wprintf(L"Failed to get LoadLibraryW address. Error: %lu\n", GetLastError());
|
||||
VirtualFreeEx(hProcess, remotePath, 0, MEM_RELEASE);
|
||||
CloseHandle(hProcess);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create a remote thread to call LoadLibraryW with our DLL path
|
||||
HANDLE hThread = CreateRemoteThread(
|
||||
hProcess, NULL, 0,
|
||||
(LPTHREAD_START_ROUTINE)loadLibraryAddr,
|
||||
remotePath, 0, NULL);
|
||||
|
||||
if (!hThread) {
|
||||
wprintf(L"Failed to create remote thread. Error: %lu\n", GetLastError());
|
||||
VirtualFreeEx(hProcess, remotePath, 0, MEM_RELEASE);
|
||||
CloseHandle(hProcess);
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
bool Patch(const wchar_t* processName) {
|
||||
DWORD processID;
|
||||
|
||||
HANDLE hProcess = StartProcess(processName, &processID);
|
||||
if (hProcess == NULL) {
|
||||
return false;
|
||||
}
|
||||
if (!Inject(hProcess, L"Prospect.Agent.dll")) {
|
||||
return false;
|
||||
}
|
||||
if (!Inject(hProcess, L"UE4SS.dll")) {
|
||||
return false;
|
||||
}
|
||||
|
||||
uintptr_t imageBase;
|
||||
// Wait a bit for PE image to load
|
||||
Sleep(250);
|
||||
while ((imageBase = GetModuleBaseAddress(processID)) == 0) {
|
||||
printf("Failed to find PE Image Base Address. Retrying...\n");
|
||||
Sleep(250);
|
||||
}
|
||||
printf("PE Image Base Address: 0x%p\n", (void*)imageBase);
|
||||
|
||||
bool success = !PatchForceLevelStreaming(hProcess, imageBase) || !PatchUpdateInventory(hProcess, imageBase) || !PatchLoadPlayerContracts(hProcess, imageBase);
|
||||
if (success) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Clean up
|
||||
CloseHandle(hProcess);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool WriteSteamAppIDFile() {
|
||||
const char* filename = "steam_appid.txt";
|
||||
FILE* fp;
|
||||
|
||||
if (fopen_s(&fp, filename, "r") == 0) {
|
||||
// File exists, close the file
|
||||
fclose(fp);
|
||||
printf("File '%s' already exists.\n", filename);
|
||||
return true;
|
||||
}
|
||||
else {
|
||||
// File does not exist, create and write to it
|
||||
if (fopen_s(&fp, filename, "w") == 0) {
|
||||
const char* content = "480";
|
||||
size_t written = fwrite(content, sizeof(char), strlen(content), fp);
|
||||
fclose(fp);
|
||||
printf("File '%s' was created and written successfully.\n", filename);
|
||||
}
|
||||
else {
|
||||
printf("Error creating the file '%s'.\n", filename);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
int main() {
|
||||
printf("Current working directory: %ws\n", ExePath().c_str());
|
||||
|
||||
bool success = WriteSteamAppIDFile();
|
||||
if (!success) {
|
||||
// Wait for user input to exit
|
||||
printf("An error occurred when writing steam_appid.txt! Press any key to exit...\n");
|
||||
getchar();
|
||||
return 1;
|
||||
}
|
||||
|
||||
success = Patch(L"Prospect-Win64-Shipping.exe");
|
||||
if (!success) {
|
||||
// Wait for user input to exit
|
||||
printf("An error occurred when patching the executable! Press any key to exit...\n");
|
||||
getchar();
|
||||
return 1;
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
@@ -4,4 +4,6 @@ public class PlayFabSettings
|
||||
{
|
||||
public string PublisherId { get; set; }
|
||||
public string TitleId { get; set; }
|
||||
public string SignalRURL { get; set; }
|
||||
public string SignalRAccessToken { get; set; }
|
||||
}
|
||||
@@ -6,6 +6,7 @@ using Microsoft.Extensions.Options;
|
||||
using Prospect.Server.Api.Config;
|
||||
using Prospect.Server.Api.Models.Client;
|
||||
using Prospect.Server.Api.Models.Client.Data;
|
||||
using Prospect.Server.Api.Models.Data;
|
||||
using Prospect.Server.Api.Services.Auth;
|
||||
using Prospect.Server.Api.Services.Auth.Extensions;
|
||||
using Prospect.Server.Api.Services.Auth.User;
|
||||
@@ -154,11 +155,119 @@ public class ClientController : Controller
|
||||
[Authorize(AuthenticationSchemes = UserAuthenticationOptions.DefaultScheme)]
|
||||
public IActionResult GetStoreItems(FGetStoreItems request)
|
||||
{
|
||||
return Ok(new ClientResponse<object>
|
||||
// The vendors (Korolev / ICA / Osiris / QuickShop) and other stores are defined
|
||||
// inside the Blueprints title data: each item lists a per-store entry under
|
||||
// ItemShopsCraftingData keyed by the store id, with the currency price in its
|
||||
// recipe ingredients. This endpoint was previously a stub returning {}, which is
|
||||
// why every shop showed up empty. We build the store on the fly from that data.
|
||||
var storeId = request.StoreId ?? "";
|
||||
var store = new List<FStoreItem>();
|
||||
try
|
||||
{
|
||||
var titleData = _titleDataService.Find(new List<string> { "Blueprints" });
|
||||
var blueprints = JsonSerializer.Deserialize<Dictionary<string, TitleDataBlueprintInfo>>(titleData["Blueprints"]);
|
||||
if (blueprints != null && !string.IsNullOrEmpty(storeId))
|
||||
{
|
||||
uint position = 0;
|
||||
foreach (var (itemId, blueprint) in blueprints)
|
||||
{
|
||||
if (blueprint.ItemShopsCraftingData == null) continue;
|
||||
if (!blueprint.ItemShopsCraftingData.TryGetValue(storeId, out var shopData)) continue;
|
||||
if (shopData?.ItemRecipeIngredients == null) continue;
|
||||
|
||||
// Only currency ingredients form a purchasable price. Entries whose
|
||||
// recipe is item-based (crafting) are handled by the crafting UI from
|
||||
// the blueprint data the client already has, not by the buy store.
|
||||
var prices = new Dictionary<string, uint>();
|
||||
foreach (var ingredient in shopData.ItemRecipeIngredients)
|
||||
{
|
||||
var code = ingredient.Currency switch
|
||||
{
|
||||
"SoftCurrency" => "SC",
|
||||
"Aurum" => "AU",
|
||||
"InsuranceCurrency" => "IN",
|
||||
_ => null,
|
||||
};
|
||||
if (code == null || ingredient.Amount < 0) continue;
|
||||
prices[code] = prices.TryGetValue(code, out var current)
|
||||
? current + (uint)ingredient.Amount
|
||||
: (uint)ingredient.Amount;
|
||||
}
|
||||
if (prices.Count == 0) continue;
|
||||
|
||||
store.Add(new FStoreItem
|
||||
{
|
||||
ItemId = itemId,
|
||||
VirtualCurrencyPrices = prices,
|
||||
RealCurrencyPrices = new Dictionary<string, uint>(),
|
||||
DisplayPosition = position++,
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
_logger.LogWarning(e, "Failed to build store items for store {StoreId}", storeId);
|
||||
}
|
||||
|
||||
// Cosmetic / premium stores are backed by the Vanities title data (not Blueprints):
|
||||
// each vanity carries its price in StoreData.Amount, paid in Aurum. AurumShop lists
|
||||
// the whole priced catalogue; the daily/weekly rotations (ids from RequestStore
|
||||
// RotationData) show a deterministic slice so they change over time but stay stable
|
||||
// within a period.
|
||||
var isAurumShop = storeId == "AurumShop";
|
||||
var isDailyShop = storeId.StartsWith("DailyShop_");
|
||||
var isWeeklyShop = storeId.StartsWith("WeeklyShop_");
|
||||
if (store.Count == 0 && (isAurumShop || isDailyShop || isWeeklyShop))
|
||||
{
|
||||
try
|
||||
{
|
||||
var vanityData = _titleDataService.Find(new List<string> { "Vanities" });
|
||||
var vanities = JsonSerializer.Deserialize<List<TitleDataVanityInfo>>(vanityData["Vanities"]);
|
||||
var priced = vanities?
|
||||
.Where(v => v.StoreData != null && v.StoreData.Amount > 0)
|
||||
.OrderBy(v => v.Name, StringComparer.Ordinal)
|
||||
.ToList() ?? new List<TitleDataVanityInfo>();
|
||||
|
||||
IEnumerable<TitleDataVanityInfo> selection = priced;
|
||||
if ((isDailyShop || isWeeklyShop) && priced.Count > 0)
|
||||
{
|
||||
var size = isWeeklyShop ? 12 : 6;
|
||||
int.TryParse(storeId[(storeId.IndexOf('_') + 1)..], out var rotation);
|
||||
var start = (int)(((long)rotation * size) % priced.Count);
|
||||
selection = Enumerable.Range(0, Math.Min(size, priced.Count))
|
||||
.Select(i => priced[(start + i) % priced.Count]);
|
||||
}
|
||||
|
||||
uint position = 0;
|
||||
foreach (var vanity in selection)
|
||||
{
|
||||
store.Add(new FStoreItem
|
||||
{
|
||||
ItemId = vanity.Name,
|
||||
VirtualCurrencyPrices = new Dictionary<string, uint> { ["AU"] = (uint)vanity.StoreData.Amount },
|
||||
RealCurrencyPrices = new Dictionary<string, uint>(),
|
||||
DisplayPosition = position++,
|
||||
});
|
||||
}
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
_logger.LogWarning(e, "Failed to build vanity store {StoreId}", storeId);
|
||||
}
|
||||
}
|
||||
|
||||
_logger.LogInformation("GetStoreItems '{StoreId}': {Count} item(s)", storeId, store.Count);
|
||||
return Ok(new ClientResponse<FGetStoreItemsResult>
|
||||
{
|
||||
Code = 200,
|
||||
Status = "OK",
|
||||
Data = new {}
|
||||
Data = new FGetStoreItemsResult
|
||||
{
|
||||
StoreId = string.IsNullOrEmpty(storeId) ? null : storeId,
|
||||
CatalogVersion = "StaticItems",
|
||||
Store = store,
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
@@ -243,13 +352,15 @@ public class ClientController : Controller
|
||||
public async Task<IActionResult> GetUserInventory(FGetUserInventoryRequest request)
|
||||
{
|
||||
var userId = User.FindAuthUserId();
|
||||
var userData = await _userDataService.FindAsync(userId, userId, new List<string>{"Balance", "Inventory", "VanityItems"});
|
||||
var userData = await _userDataService.FindAsync(userId, userId, new List<string>{"Balance", "Inventory", "VanityItems", "CharacterVanity", "GlobalVanity"});
|
||||
var inventory = JsonSerializer.Deserialize<FYCustomItemInfo[]>(userData["Inventory"].Value);
|
||||
// TODO: Per-user vanity
|
||||
// var vanity = JsonSerializer.Deserialize<CustomVanityItem[]>(userData["VanityItems"].Value);
|
||||
var titleData = _titleDataService.Find(new List<string>{"Blueprints", "Vanities"});
|
||||
// Per-user vanity ownership: the player owns the cosmetics they've bought (VanityItems)
|
||||
// plus whatever is currently equipped (CharacterVanity / GlobalVanity), so the starter
|
||||
// outfit stays owned. Previously the whole Vanities catalogue was returned as owned,
|
||||
// which made every item in the Aurum shop show up as already "owned".
|
||||
var ownedVanityIds = CollectOwnedVanityIds(userData);
|
||||
var titleData = _titleDataService.Find(new List<string>{"Blueprints"});
|
||||
var blueprints = JsonSerializer.Deserialize<Dictionary<string, TitleDataBlueprintInfo>>(titleData["Blueprints"]);
|
||||
var vanity = JsonSerializer.Deserialize<TitleDataVanityInfo[]>(titleData["Vanities"]);
|
||||
List<FItemInstance> items = new List<FItemInstance>();
|
||||
foreach (var item in inventory) {
|
||||
if (!blueprints.ContainsKey(item.BaseItemId)) {
|
||||
@@ -275,9 +386,9 @@ public class ClientController : Controller
|
||||
});
|
||||
}
|
||||
|
||||
foreach (var item in vanity) {
|
||||
foreach (var vanityId in ownedVanityIds) {
|
||||
items.Add(new FItemInstance {
|
||||
ItemId = item.Name,
|
||||
ItemId = vanityId,
|
||||
// ItemInstanceId is not required since it's not a unique item.
|
||||
ItemClass = "Vanity",
|
||||
// PurchaseDate = DateTime.Now, // TODO
|
||||
@@ -296,12 +407,66 @@ public class ClientController : Controller
|
||||
Data = new FGetUserInventoryResult
|
||||
{
|
||||
Inventory = items,
|
||||
VirtualCurrency = JsonSerializer.Deserialize<Dictionary<string, int>>(userData["Balance"].Value),
|
||||
VirtualCurrency = JsonSerializer.Deserialize<PlayerBalance>(userData["Balance"].Value),
|
||||
VirtualCurrencyRechargeTimes = new Dictionary<string, FVirtualCurrencyRechargeTime>()
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
// Collects the vanity ids a player actually owns: everything they've purchased
|
||||
// (VanityItems) plus everything currently equipped (CharacterVanity slots and the
|
||||
// GlobalVanity sprays / banner / emotes / drop pod). Parsed defensively with
|
||||
// JsonDocument so malformed / partial data never breaks the inventory response.
|
||||
private static HashSet<string> CollectOwnedVanityIds(Dictionary<string, FUserDataRecord> userData)
|
||||
{
|
||||
var owned = new HashSet<string>(StringComparer.Ordinal);
|
||||
void AddId(string? id) { if (!string.IsNullOrEmpty(id)) owned.Add(id); }
|
||||
|
||||
if (userData.TryGetValue("VanityItems", out var viRec) && !string.IsNullOrWhiteSpace(viRec.Value))
|
||||
{
|
||||
try
|
||||
{
|
||||
using var doc = JsonDocument.Parse(viRec.Value);
|
||||
if (doc.RootElement.ValueKind == JsonValueKind.Array)
|
||||
foreach (var el in doc.RootElement.EnumerateArray())
|
||||
if (el.ValueKind == JsonValueKind.Object && el.TryGetProperty("baseItemId", out var b))
|
||||
AddId(b.GetString());
|
||||
}
|
||||
catch { /* ignore malformed VanityItems */ }
|
||||
}
|
||||
|
||||
if (userData.TryGetValue("CharacterVanity", out var cvRec) && !string.IsNullOrWhiteSpace(cvRec.Value))
|
||||
{
|
||||
try
|
||||
{
|
||||
using var doc = JsonDocument.Parse(cvRec.Value);
|
||||
if (doc.RootElement.ValueKind == JsonValueKind.Object)
|
||||
foreach (var prop in doc.RootElement.EnumerateObject())
|
||||
if (prop.Value.ValueKind == JsonValueKind.Object && prop.Value.TryGetProperty("id", out var id))
|
||||
AddId(id.GetString());
|
||||
}
|
||||
catch { /* ignore malformed CharacterVanity */ }
|
||||
}
|
||||
|
||||
if (userData.TryGetValue("GlobalVanity", out var gvRec) && !string.IsNullOrWhiteSpace(gvRec.Value))
|
||||
{
|
||||
try
|
||||
{
|
||||
using var doc = JsonDocument.Parse(gvRec.Value);
|
||||
var root = doc.RootElement;
|
||||
if (root.ValueKind == JsonValueKind.Object)
|
||||
{
|
||||
if (root.TryGetProperty("activeGlobalVanityIds", out var arr) && arr.ValueKind == JsonValueKind.Array)
|
||||
foreach (var el in arr.EnumerateArray()) AddId(el.GetString());
|
||||
if (root.TryGetProperty("droppodId", out var dp)) AddId(dp.GetString());
|
||||
}
|
||||
}
|
||||
catch { /* ignore malformed GlobalVanity */ }
|
||||
}
|
||||
|
||||
return owned;
|
||||
}
|
||||
|
||||
[HttpPost("GetTitleData")]
|
||||
[Produces(MediaTypeNames.Application.Json)]
|
||||
[Authorize(AuthenticationSchemes = UserAuthenticationOptions.DefaultScheme)]
|
||||
|
||||
@@ -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,
|
||||
|
||||
+4
-9
@@ -32,18 +32,13 @@ public class CheckClientVersionUpToDateFunction : ICloudScriptFunction<CheckClie
|
||||
_logger.LogInformation("Processing client version check request for client {Version}",
|
||||
request.Version);
|
||||
|
||||
// TODO: Validate login
|
||||
// if (string.IsNullOrEmpty(request.LoginNonce))
|
||||
// {
|
||||
// return new CheckClientVersionUpToDateResponse
|
||||
// {
|
||||
// IsClientUpToDate = false,
|
||||
// };
|
||||
// }
|
||||
|
||||
return new CheckClientVersionUpToDateResponse
|
||||
{
|
||||
#if SEASON_2_RELEASE || SEASON_2_DEBUG
|
||||
IsClientUpToDate = request.Version == "4.27.2-1413204+PROSPECT-Releases-R2.7.0",
|
||||
#else
|
||||
IsClientUpToDate = true,
|
||||
#endif
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
using System.Text.Json;
|
||||
using System.Text.Json.Serialization;
|
||||
using Prospect.Server.Api.Models.Data;
|
||||
using Prospect.Server.Api.Services.Auth.Extensions;
|
||||
using Prospect.Server.Api.Services.CloudScript.Models.Data;
|
||||
using Prospect.Server.Api.Services.UserData;
|
||||
@@ -49,6 +50,8 @@ public class ClaimActiveContract : ICloudScriptFunction<FYClaimCompletedActiveCo
|
||||
private readonly IHttpContextAccessor _httpContextAccessor;
|
||||
private readonly UserDataService _userDataService;
|
||||
private readonly TitleDataService _titleDataService;
|
||||
private readonly string[] difficulties = ["Easy", "Medium", "Hard"];
|
||||
private readonly Random rnd = new Random();
|
||||
|
||||
public ClaimActiveContract(IHttpContextAccessor httpContextAccessor, UserDataService userDataService, TitleDataService titleDataService)
|
||||
{
|
||||
@@ -65,11 +68,10 @@ public class ClaimActiveContract : ICloudScriptFunction<FYClaimCompletedActiveCo
|
||||
throw new CloudScriptException("CloudScript was not called within a http request");
|
||||
}
|
||||
var userId = context.User.FindAuthUserId();
|
||||
var titleData = _titleDataService.Find(new List<string>{"Contracts", "Blueprints"});
|
||||
var titleData = _titleDataService.Find(new List<string>{ "Contracts", "Blueprints", "Jobs", "LevelData" });
|
||||
|
||||
var contracts = JsonSerializer.Deserialize<Dictionary<string, TitleDataContractInfo>>(titleData["Contracts"]);
|
||||
var contract = contracts[request.ContractID];
|
||||
if (contract == null) {
|
||||
if (!contracts.TryGetValue(request.ContractID, out var contract)) {
|
||||
return new FYClaimCompletedActiveContractRewardsResult
|
||||
{
|
||||
UserID = userId,
|
||||
@@ -81,16 +83,17 @@ public class ClaimActiveContract : ICloudScriptFunction<FYClaimCompletedActiveCo
|
||||
var factionKey = "FactionProgression" + contract.Faction;
|
||||
var userData = await _userDataService.FindAsync(
|
||||
userId, userId,
|
||||
new List<string>{"ContractsActive", "ContractsOneTimeCompleted", "Balance", "Inventory", factionKey}
|
||||
new List<string>{"ContractsActive", "ContractsOneTimeCompleted", "Balance", "Inventory", factionKey, "JobBoardsData" }
|
||||
);
|
||||
|
||||
var factionProgression = JsonSerializer.Deserialize<int>(userData[factionKey].Value);
|
||||
var contractsActive = JsonSerializer.Deserialize<FYGetActiveContractsResult>(userData["ContractsActive"].Value);
|
||||
var contractsCompleted = JsonSerializer.Deserialize<FYGetCompletedContractsResult>(userData["ContractsOneTimeCompleted"].Value);
|
||||
var balance = JsonSerializer.Deserialize<Dictionary<string, int>>(userData["Balance"].Value);
|
||||
var jobBoardsData = JsonSerializer.Deserialize<JobBoardsData>(userData["JobBoardsData"].Value);
|
||||
var balance = JsonSerializer.Deserialize<PlayerBalance>(userData["Balance"].Value);
|
||||
var inventory = JsonSerializer.Deserialize<List<FYCustomItemInfo>>(userData["Inventory"].Value);
|
||||
|
||||
var targetContractIdx = contractsActive.Contracts.FindIndex(item => item.ContractID == request.ContractID);
|
||||
var targetContractIdx = contractsActive.Contracts.FindIndex(item => item.ContractID == contract.Name);
|
||||
if (targetContractIdx == -1) {
|
||||
return new FYClaimCompletedActiveContractRewardsResult
|
||||
{
|
||||
@@ -102,14 +105,17 @@ public class ClaimActiveContract : ICloudScriptFunction<FYClaimCompletedActiveCo
|
||||
|
||||
var blueprints = JsonSerializer.Deserialize<Dictionary<string, TitleDataBlueprintInfo>>(titleData["Blueprints"]);
|
||||
|
||||
var targetContract = contractsActive.Contracts[targetContractIdx];
|
||||
List<FYCustomItemInfo> itemsUpdatedOrRemoved = [];
|
||||
HashSet<string> deletedItemsIds = [];
|
||||
// TODO: Proper progress verification of all objectives
|
||||
foreach (var objective in contract.Objectives) {
|
||||
// TODO: Optimize
|
||||
for (var i = 0; i < contract.Objectives.Length; i++) {
|
||||
var objective = contract.Objectives[i];
|
||||
int remaining = objective.MaxProgress;
|
||||
if (objective.Type == 2) {
|
||||
for (var i = 0; i < inventory.Count; i++) {
|
||||
var item = inventory[i];
|
||||
if (objective.Type == EYContractObjectiveType.OwnNumOfItem) {
|
||||
// NOTE: The backend may perform item ownership validation
|
||||
// since it has the information about the player's items.
|
||||
foreach (var item in inventory) {
|
||||
if (item.BaseItemId != objective.ItemToOwn) {
|
||||
continue;
|
||||
}
|
||||
@@ -125,6 +131,17 @@ 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,
|
||||
|
||||
+8
-6
@@ -1,5 +1,6 @@
|
||||
using System.Text.Json;
|
||||
using System.Text.Json.Serialization;
|
||||
using Prospect.Server.Api.Models.Data;
|
||||
using Prospect.Server.Api.Services.Auth.Extensions;
|
||||
using Prospect.Server.Api.Services.CloudScript.Models.Data;
|
||||
using Prospect.Server.Api.Services.UserData;
|
||||
@@ -103,7 +104,7 @@ public class ClaimGeneratorIncomeClient : ICloudScriptFunction<FYClaimGeneratorI
|
||||
};
|
||||
}
|
||||
|
||||
var balance = JsonSerializer.Deserialize<Dictionary<string, int>>(userData["Balance"].Value);
|
||||
var balance = JsonSerializer.Deserialize<PlayerBalance>(userData["Balance"].Value);
|
||||
var inventory = JsonSerializer.Deserialize<List<FYCustomItemInfo>>(userData["Inventory"].Value);
|
||||
var techTreeBonuses = JsonSerializer.Deserialize<CharacterTechTreeBonuses>(userData["CharacterTechTreeBonuses"].Value);
|
||||
|
||||
@@ -136,8 +137,8 @@ public class ClaimGeneratorIncomeClient : ICloudScriptFunction<FYClaimGeneratorI
|
||||
};
|
||||
}
|
||||
|
||||
balance["SC"] += claimableAmount;
|
||||
changedCurrencies = [new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance["SC"] }];
|
||||
balance.SoftCurrency += claimableAmount;
|
||||
changedCurrencies = [new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance.SoftCurrency }];
|
||||
break;
|
||||
}
|
||||
case "playerquarters_gen_aurum": {
|
||||
@@ -162,8 +163,8 @@ public class ClaimGeneratorIncomeClient : ICloudScriptFunction<FYClaimGeneratorI
|
||||
};
|
||||
}
|
||||
|
||||
balance["AU"] += claimableAmount;
|
||||
changedCurrencies = [new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance["AU"] }];
|
||||
balance.HardCurrency += claimableAmount;
|
||||
changedCurrencies = [new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance.HardCurrency }];
|
||||
break;
|
||||
}
|
||||
case "playerquarters_gen_crate": {
|
||||
@@ -190,7 +191,8 @@ public class ClaimGeneratorIncomeClient : ICloudScriptFunction<FYClaimGeneratorI
|
||||
var blueprints = JsonSerializer.Deserialize<Dictionary<string, TitleDataBlueprintInfo>>(titleData["Blueprints"]);
|
||||
var rewardsPool = dailyCrateRewards[crateTier - 1];
|
||||
|
||||
var items = PickItems(rewardsPool, 5); // TODO: Not sure how many items were granted
|
||||
// TODO: Get rewardGrants from PassiveGenerators_CrateRewards_DT
|
||||
var items = PickItems(rewardsPool, 5);
|
||||
// TODO: Stackable? GrantedItems doesn't imply granted OR updated.
|
||||
foreach (var item in items) {
|
||||
var itemInfo = blueprints[item.Name];
|
||||
|
||||
@@ -1,5 +1,8 @@
|
||||
using System.Text.Json;
|
||||
using System.Text.Json.Serialization;
|
||||
using Prospect.Server.Api.Services.Auth.Extensions;
|
||||
using Prospect.Server.Api.Services.CloudScript;
|
||||
using Prospect.Server.Api.Services.UserData;
|
||||
|
||||
public class ClientsideFriendsImportRequest
|
||||
{
|
||||
@@ -18,15 +21,33 @@ public class ClientsideFriendsImportResponse
|
||||
public class ClientsideFriendsImportFunction : ICloudScriptFunction<ClientsideFriendsImportRequest, ClientsideFriendsImportResponse>
|
||||
{
|
||||
private readonly ILogger<ClientsideFriendsImportFunction> _logger;
|
||||
private readonly IHttpContextAccessor _httpContextAccessor;
|
||||
private readonly UserDataService _userDataService;
|
||||
|
||||
public ClientsideFriendsImportFunction(ILogger<ClientsideFriendsImportFunction> logger)
|
||||
public ClientsideFriendsImportFunction(ILogger<ClientsideFriendsImportFunction> logger, IHttpContextAccessor httpContextAccessor, UserDataService userDataService)
|
||||
{
|
||||
_logger = logger;
|
||||
_httpContextAccessor = httpContextAccessor;
|
||||
_userDataService = userDataService;
|
||||
}
|
||||
|
||||
public async Task<ClientsideFriendsImportResponse> ExecuteAsync(ClientsideFriendsImportRequest request)
|
||||
{
|
||||
_logger.LogInformation("Processing friends import");
|
||||
var context = _httpContextAccessor.HttpContext;
|
||||
if (context == null)
|
||||
{
|
||||
throw new CloudScriptException("CloudScript was not called within a http request");
|
||||
}
|
||||
var userId = context.User.FindAuthUserId();
|
||||
|
||||
// Persist the platform friend ids the client imports (Steam ids) so GetFriendList
|
||||
// can later resolve which of them actually play on this server.
|
||||
var ids = request.UserIDs ?? Array.Empty<string>();
|
||||
await _userDataService.UpdateAsync(userId, userId, new Dictionary<string, string>
|
||||
{
|
||||
["ImportedSteamFriends"] = JsonSerializer.Serialize(ids),
|
||||
});
|
||||
_logger.LogInformation("Imported {Count} {Platform} friend id(s) for user {User}", ids.Length, request.Platform, userId);
|
||||
|
||||
return new ClientsideFriendsImportResponse{};
|
||||
}
|
||||
|
||||
@@ -0,0 +1,154 @@
|
||||
using System.Text.Json;
|
||||
using System.Text.Json.Serialization;
|
||||
using Prospect.Server.Api.Services.Auth.Extensions;
|
||||
using Prospect.Server.Api.Services.CloudScript;
|
||||
using Prospect.Server.Api.Services.CloudScript.Functions;
|
||||
using Prospect.Server.Api.Services.CloudScript.Models;
|
||||
using Prospect.Server.Api.Services.UserData;
|
||||
|
||||
// Closed Beta Function
|
||||
|
||||
public class CompleteInventoryUpdateRequest
|
||||
{
|
||||
[JsonPropertyName("userId")]
|
||||
public string UserID { get; set; }
|
||||
[JsonPropertyName("reason")]
|
||||
public string Reason { get; set; }
|
||||
[JsonPropertyName("newSet")]
|
||||
public LoadoutData NewSet { get; set; }
|
||||
[JsonPropertyName("itemsToAdd")]
|
||||
public FYCustomItemInfo[] ItemsToAdd { get; set; }
|
||||
[JsonPropertyName("itemsToUpdateAmount")]
|
||||
public FYCustomItemInfo[] ItemsToUpdateAmount { get; set; }
|
||||
[JsonPropertyName("itemsToRemove")]
|
||||
public HashSet<string> ItemsToRemove { get; set; }
|
||||
}
|
||||
|
||||
public class CompleteInventoryUpdateResponse
|
||||
{
|
||||
[JsonPropertyName("userId")]
|
||||
public string UserId { get; set; }
|
||||
[JsonPropertyName("error")]
|
||||
public string Error { get; set; }
|
||||
[JsonPropertyName("newSet")]
|
||||
public LoadoutData NewSet { get; set; }
|
||||
[JsonPropertyName("itemsToAdd")]
|
||||
public FYCustomItemInfo[] ItemsToAdd { get; set; }
|
||||
[JsonPropertyName("itemsToUpdateAmount")]
|
||||
public FYCustomItemInfo[] ItemsToUpdateAmount { get; set; }
|
||||
[JsonPropertyName("itemsToRemove")]
|
||||
public HashSet<string> ItemsToRemove { get; set; }
|
||||
}
|
||||
|
||||
[CloudScriptFunction("CompleteInventoryUpdate")]
|
||||
public class CompleteInventoryUpdateFunction : ICloudScriptFunction<CompleteInventoryUpdateRequest, CompleteInventoryUpdateResponse>
|
||||
{
|
||||
private readonly ILogger<CompleteInventoryUpdateFunction> _logger;
|
||||
private readonly IHttpContextAccessor _httpContextAccessor;
|
||||
private readonly UserDataService _userDataService;
|
||||
private readonly TitleDataService _titleDataService;
|
||||
|
||||
public CompleteInventoryUpdateFunction(ILogger<CompleteInventoryUpdateFunction> logger, IHttpContextAccessor httpContextAccessor, UserDataService userDataService, TitleDataService titleDataService)
|
||||
{
|
||||
_logger = logger;
|
||||
_httpContextAccessor = httpContextAccessor;
|
||||
_userDataService = userDataService;
|
||||
_titleDataService = titleDataService;
|
||||
}
|
||||
|
||||
public async Task<CompleteInventoryUpdateResponse> ExecuteAsync(CompleteInventoryUpdateRequest request)
|
||||
{
|
||||
var context = _httpContextAccessor.HttpContext;
|
||||
if (context == null)
|
||||
{
|
||||
throw new CloudScriptException("CloudScript was not called within a http request");
|
||||
}
|
||||
var userId = context.User.FindAuthUserId();
|
||||
var userData = await _userDataService.FindAsync(userId, userId, new List<string>{"Inventory"});
|
||||
var inventory = JsonSerializer.Deserialize<List<FYCustomItemInfo>>(userData["Inventory"].Value);
|
||||
|
||||
// Insurance payout: this request also reports the end-of-match inventory, so items
|
||||
// the player lost (death / left behind) arrive in ItemsToRemove. Any of those that
|
||||
// were insured on deploy (EnterMatchmakingStation) are recovered back to the stash —
|
||||
// the premium was already paid up-front — and the insurance is consumed (one raid).
|
||||
// Recovery is only performed if the item's policy declares a positive Payout.
|
||||
var recoveredInsured = new HashSet<string>();
|
||||
if (request.ItemsToRemove is { Count: > 0 })
|
||||
{
|
||||
try
|
||||
{
|
||||
var td = _titleDataService.Find(new List<string> { "InventoryInsurance" });
|
||||
if (td.TryGetValue("InventoryInsurance", out var rawPolicies) && !string.IsNullOrEmpty(rawPolicies))
|
||||
{
|
||||
var policies = JsonSerializer.Deserialize<Dictionary<string, InventoryInsurancePolicy>>(rawPolicies);
|
||||
foreach (var item in inventory)
|
||||
{
|
||||
if (!request.ItemsToRemove.Contains(item.ItemId)) continue;
|
||||
if (string.IsNullOrEmpty(item.Insurance) || item.InsuranceOwnerPlayfabId != userId) continue;
|
||||
if (policies == null || !policies.TryGetValue(item.Insurance, out var policy) || policy.Payout <= 0) continue;
|
||||
recoveredInsured.Add(item.ItemId);
|
||||
item.Insurance = ""; // consumed for this raid
|
||||
item.InsuranceOwnerPlayfabId = "";
|
||||
}
|
||||
if (recoveredInsured.Count > 0)
|
||||
{
|
||||
_logger.LogInformation("Recovered {Count} insured item(s) for user {User}", recoveredInsured.Count, userId);
|
||||
}
|
||||
}
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
// Never fail the inventory commit because of insurance handling.
|
||||
_logger.LogWarning(e, "Failed to process insurance payout");
|
||||
}
|
||||
}
|
||||
|
||||
// TODO: Optimize
|
||||
// TODO: Check deleted items to see if other stacks/mods were updated correctly
|
||||
// Process inventory update. The player may:
|
||||
// 1. Split item stack - creates a new item and updates amount of existing item.
|
||||
// 2. Stack existing items - deletes existing items and updates amount of existing item.
|
||||
// 3. Change vanity data - updates an existing item.
|
||||
// 4. Change weapon mods - updates an existing item.
|
||||
// IMPORTANT: The same request is currently used to report the updated inventory in the end of match.
|
||||
var newInventory = new List<FYCustomItemInfo>(inventory.Count);
|
||||
foreach (var item in inventory) {
|
||||
// Keep items that weren't removed, plus insured items recovered above.
|
||||
if (!request.ItemsToRemove.Contains(item.ItemId) || recoveredInsured.Contains(item.ItemId)) {
|
||||
newInventory.Add(item);
|
||||
}
|
||||
}
|
||||
|
||||
foreach (var item in request.ItemsToUpdateAmount) {
|
||||
var inventoryItem = newInventory.Find(i => i.ItemId == item.ItemId);
|
||||
if (inventoryItem == null) {
|
||||
continue;
|
||||
}
|
||||
inventoryItem.Amount = item.Amount;
|
||||
inventoryItem.ModData = item.ModData;
|
||||
inventoryItem.PrimaryVanityId = item.PrimaryVanityId;
|
||||
inventoryItem.SecondaryVanityId = item.SecondaryVanityId;
|
||||
inventoryItem.Durability = item.Durability;
|
||||
}
|
||||
|
||||
// TODO: Check updated items and validate new items
|
||||
foreach (var item in request.ItemsToAdd) {
|
||||
newInventory.Add(item);
|
||||
}
|
||||
|
||||
await _userDataService.UpdateAsync(userId, userId, new Dictionary<string, string>{
|
||||
["LOADOUT"] = JsonSerializer.Serialize(request.NewSet),
|
||||
["Inventory"] = JsonSerializer.Serialize(newInventory),
|
||||
});
|
||||
|
||||
return new CompleteInventoryUpdateResponse
|
||||
{
|
||||
UserId = userId,
|
||||
//Error = "",
|
||||
//NewSet = request.NewSet,
|
||||
//ItemsToAdd = request.ItemsToAdd,
|
||||
//ItemsToRemove = request.ItemsToRemove,
|
||||
//ItemsToUpdateAmount = request.ItemsToUpdateAmount,
|
||||
};
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,38 @@
|
||||
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 },
|
||||
],
|
||||
};
|
||||
}
|
||||
|
||||
+71
-70
@@ -1,4 +1,7 @@
|
||||
using System.Text.Json;
|
||||
using System.Collections;
|
||||
using System.Diagnostics.Contracts;
|
||||
using System.Text.Json;
|
||||
using Prospect.Server.Api.Models.Data;
|
||||
using Prospect.Server.Api.Services.Auth.Extensions;
|
||||
using Prospect.Server.Api.Services.CloudScript.Models;
|
||||
using Prospect.Server.Api.Services.CloudScript.Models.Data;
|
||||
@@ -11,11 +14,16 @@ public class RequestActiveObjectivesAndBoardsData : ICloudScriptFunction<FYQuery
|
||||
{
|
||||
private readonly IHttpContextAccessor _httpContextAccessor;
|
||||
private readonly UserDataService _userDataService;
|
||||
private readonly TitleDataService _titleDataService;
|
||||
private readonly string[] factions = ["Korolev", "Osiris", "ICA"]; // TODO: Order is important
|
||||
private readonly string[] difficulties = ["Easy", "Medium", "Hard"];
|
||||
private readonly Random rnd = new Random();
|
||||
|
||||
public RequestActiveObjectivesAndBoardsData(IHttpContextAccessor httpContextAccessor, UserDataService userDataService)
|
||||
public RequestActiveObjectivesAndBoardsData(IHttpContextAccessor httpContextAccessor, UserDataService userDataService, TitleDataService titleDataService)
|
||||
{
|
||||
_httpContextAccessor = httpContextAccessor;
|
||||
_userDataService = userDataService;
|
||||
_titleDataService = titleDataService;
|
||||
}
|
||||
|
||||
public async Task<FYGetPlayerContractsResult> ExecuteAsync(FYQueryFactionProgressionRequest request)
|
||||
@@ -26,10 +34,65 @@ public class RequestActiveObjectivesAndBoardsData : ICloudScriptFunction<FYQuery
|
||||
return new FYGetPlayerContractsResult{};
|
||||
}
|
||||
var userId = context.User.FindAuthUserId();
|
||||
var userData = await _userDataService.FindAsync(userId, userId, new List<string>{"ContractsActive"});
|
||||
var contractsActive = JsonSerializer.Deserialize<FYGetActiveContractsResult>(userData["ContractsActive"].Value);
|
||||
|
||||
// TODO: Get player's contract boards and refresh
|
||||
var userData = await _userDataService.FindAsync(userId, userId, new List<string>{ "ContractsActive", "JobBoardsData", "FactionProgressionKorolev", "FactionProgressionICA", "FactionProgressionOsiris" });
|
||||
var contractsActive = JsonSerializer.Deserialize<FYGetActiveContractsResult>(userData["ContractsActive"].Value);
|
||||
var jobBoardsData = JsonSerializer.Deserialize<JobBoardsData>(userData["JobBoardsData"].Value);
|
||||
|
||||
var now = (int)DateTimeOffset.UtcNow.ToUnixTimeSeconds();
|
||||
var lastBoardRefreshTimeUtc = jobBoardsData.LastBoardRefreshTimeUtc;
|
||||
var boards = jobBoardsData.Boards;
|
||||
// The boards are updated once in 3 hours
|
||||
if (now >= lastBoardRefreshTimeUtc.Seconds + 60 * 60 * 3) {
|
||||
var titleData = _titleDataService.Find(new List<string> { "Contracts", "Jobs", "LevelData" });
|
||||
|
||||
var contracts = JsonSerializer.Deserialize<Dictionary<string, TitleDataContractInfo>>(titleData["Contracts"]);
|
||||
var jobs = JsonSerializer.Deserialize<Dictionary<string, Dictionary<string, string[]>>>(titleData["Jobs"]);
|
||||
var levelsData = JsonSerializer.Deserialize<Dictionary<string, int[]>>(titleData["LevelData"]);
|
||||
var currentQuests = new Dictionary<string, Dictionary<string, bool>> {
|
||||
["Korolev"] = new Dictionary<string, bool> { ["Easy"] = false, ["Medium"] = false, ["Hard"] = false },
|
||||
["Osiris"] = new Dictionary<string, bool> { ["Easy"] = false, ["Medium"] = false, ["Hard"] = false },
|
||||
["ICA"] = new Dictionary<string, bool> { ["Easy"] = false, ["Medium"] = false, ["Hard"] = false },
|
||||
};
|
||||
|
||||
foreach (var contract in contractsActive.Contracts) {
|
||||
var parts = contract.ContractID.Split('-');
|
||||
if (parts[0] != "NEW") {
|
||||
continue;
|
||||
}
|
||||
var difficulty = parts[1];
|
||||
var faction = parts[2] == "KOR" ? "Korolev" : parts[2];
|
||||
currentQuests[faction][difficulty] = true;
|
||||
}
|
||||
|
||||
for (var i = 0; i < factions.Length; i++) {
|
||||
var faction = factions[i];
|
||||
var factionProgression = JsonSerializer.Deserialize<int>(userData[$"FactionProgression{faction}"].Value);
|
||||
var levels = levelsData[faction];
|
||||
var level = levels.Length - Array.FindIndex(levels, (int xp) => {
|
||||
return factionProgression >= xp;
|
||||
});
|
||||
|
||||
for (var j = 0; j < difficulties.Length; j++) {
|
||||
var difficulty = difficulties[j];
|
||||
if (currentQuests[faction][difficulty]) {
|
||||
continue;
|
||||
}
|
||||
var factionJobs = jobs[faction];
|
||||
var jobsAvailable = Array.FindAll(factionJobs[difficulty], (string jobId) => {
|
||||
return level >= contracts[jobId].UnlockData.Level;
|
||||
});
|
||||
string jobId = jobsAvailable.Length > 0 ? jobsAvailable[rnd.Next(jobsAvailable.Length)] : factionJobs[difficulty][0];
|
||||
boards[i].Contracts[j] = new FYFactionContractData { ContractId = jobId };
|
||||
}
|
||||
}
|
||||
lastBoardRefreshTimeUtc.Seconds = now;
|
||||
|
||||
await _userDataService.UpdateAsync(
|
||||
userId, userId,
|
||||
new Dictionary<string, string> { ["JobBoardsData"] = JsonSerializer.Serialize(jobBoardsData) }
|
||||
);
|
||||
}
|
||||
|
||||
return new FYGetPlayerContractsResult
|
||||
{
|
||||
@@ -38,72 +101,10 @@ public class RequestActiveObjectivesAndBoardsData : ICloudScriptFunction<FYQuery
|
||||
ActiveContracts = contractsActive.Contracts,
|
||||
FactionsContracts = new FYFactionsContractsData
|
||||
{
|
||||
Boards = new List<FYFactionContractsData>
|
||||
{
|
||||
new FYFactionContractsData
|
||||
{
|
||||
FactionId = "ICA",
|
||||
Contracts = new List<FYFactionContractData>
|
||||
{
|
||||
new FYFactionContractData
|
||||
{
|
||||
ContractId = "NEW-Easy-ICA-Gather-1",
|
||||
Boards = boards,
|
||||
LastBoardRefreshTimeUtc = lastBoardRefreshTimeUtc
|
||||
},
|
||||
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()
|
||||
}
|
||||
},
|
||||
RefreshHours24UtcFromBackend = 12
|
||||
RefreshHours24UtcFromBackend = 12 // Doesn't seem to work
|
||||
};
|
||||
}
|
||||
}
|
||||
+103
-14
@@ -1,5 +1,6 @@
|
||||
using System.Text.Json;
|
||||
using System.Text.Json.Serialization;
|
||||
using Prospect.Server.Api.Models.Data;
|
||||
using Prospect.Server.Api.Services.Auth.Extensions;
|
||||
using Prospect.Server.Api.Services.CloudScript;
|
||||
using Prospect.Server.Api.Services.UserData;
|
||||
@@ -9,6 +10,15 @@ public class FYFortunaPassClaimedRewards {
|
||||
public List<string> RewardsIDs { get; set; }
|
||||
};
|
||||
|
||||
// Récompense d'un palier de la passe (catalogue optionnel TitleData "FortunaPass2_Rewards").
|
||||
// itemId "SoftCurrency"/"Aurum"/"InsuranceCurrency" = monnaie, sinon item d'inventaire.
|
||||
public class FortunaPassRewardDef {
|
||||
[JsonPropertyName("itemId")]
|
||||
public string ItemId { get; set; }
|
||||
[JsonPropertyName("amount")]
|
||||
public int Amount { get; set; }
|
||||
}
|
||||
|
||||
public class RequestClaimFortunaPassRewardsRequest
|
||||
{
|
||||
[JsonPropertyName("rewardsIds")]
|
||||
@@ -34,11 +44,15 @@ public class RequestClaimFortunaPassRewardsFunction : ICloudScriptFunction<Reque
|
||||
{
|
||||
private readonly IHttpContextAccessor _httpContextAccessor;
|
||||
private readonly UserDataService _userDataService;
|
||||
private readonly TitleDataService _titleDataService;
|
||||
private readonly ILogger<RequestClaimFortunaPassRewardsFunction> _logger;
|
||||
|
||||
public RequestClaimFortunaPassRewardsFunction(IHttpContextAccessor httpContextAccessor, UserDataService userDataService)
|
||||
public RequestClaimFortunaPassRewardsFunction(IHttpContextAccessor httpContextAccessor, UserDataService userDataService, TitleDataService titleDataService, ILogger<RequestClaimFortunaPassRewardsFunction> logger)
|
||||
{
|
||||
_httpContextAccessor = httpContextAccessor;
|
||||
_userDataService = userDataService;
|
||||
_titleDataService = titleDataService;
|
||||
_logger = logger;
|
||||
}
|
||||
|
||||
public async Task<RequestClaimFortunaPassRewardsResponse> ExecuteAsync(RequestClaimFortunaPassRewardsRequest request)
|
||||
@@ -49,28 +63,103 @@ public class RequestClaimFortunaPassRewardsFunction : ICloudScriptFunction<Reque
|
||||
throw new CloudScriptException("CloudScript was not called within a http request");
|
||||
}
|
||||
var userId = context.User.FindAuthUserId();
|
||||
var userData = await _userDataService.FindAsync(userId, userId, new List<string>{"FortunaPass2_ClaimedRewards"});
|
||||
var claimedRewards = JsonSerializer.Deserialize<FYFortunaPassClaimedRewards>(userData["FortunaPass2_ClaimedRewards"].Value);
|
||||
foreach (var rewardId in request.RewardsIDs) {
|
||||
claimedRewards.RewardsIDs.Add(rewardId);
|
||||
|
||||
// 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;
|
||||
}
|
||||
|
||||
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
|
||||
claimedRewards.RewardsIDs.Add(rewardId);
|
||||
_logger.LogInformation("FortunaPass claim: octroi reward '{RewardId}' -> {ItemId} x{Amount}", rewardId, def.ItemId, def.Amount);
|
||||
|
||||
switch (def.ItemId)
|
||||
{
|
||||
case "SoftCurrency":
|
||||
balance.SoftCurrency += def.Amount;
|
||||
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance.SoftCurrency });
|
||||
break;
|
||||
case "Aurum":
|
||||
balance.HardCurrency += def.Amount;
|
||||
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance.HardCurrency });
|
||||
break;
|
||||
case "InsuranceCurrency":
|
||||
balance.InsuranceCurrency += def.Amount;
|
||||
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "InsuranceCurrency", Amount = balance.InsuranceCurrency });
|
||||
break;
|
||||
default:
|
||||
var item = new FYCustomItemInfo {
|
||||
ItemId = Guid.NewGuid().ToString(),
|
||||
Amount = def.Amount <= 0 ? 1 : def.Amount,
|
||||
BaseItemId = def.ItemId,
|
||||
Durability = 0,
|
||||
Insurance = "",
|
||||
InsuranceOwnerPlayfabId = "",
|
||||
ModData = new FYModItems { M = [] },
|
||||
Origin = new FYItemOriginBackend { G = "", P = "", T = "" },
|
||||
InsuredAttachmentId = "",
|
||||
PrimaryVanityId = 0,
|
||||
SecondaryVanityId = 0,
|
||||
RolledPerks = [],
|
||||
};
|
||||
inventory.Add(item);
|
||||
grantedItems.Add(item);
|
||||
break;
|
||||
}
|
||||
);
|
||||
}
|
||||
|
||||
var changes = new Dictionary<string, string> { [claimedKey] = JsonSerializer.Serialize(claimedRewards) };
|
||||
if (grantedItems.Count > 0) changes["Inventory"] = JsonSerializer.Serialize(inventory);
|
||||
if (changedCurrencies.Count > 0) changes["Balance"] = JsonSerializer.Serialize(balance);
|
||||
await _userDataService.UpdateAsync(userId, userId, changes);
|
||||
|
||||
return new RequestClaimFortunaPassRewardsResponse
|
||||
{
|
||||
UserId = userId,
|
||||
ErrorType = 3, // EYFortunaPassToastReponseType::Ok
|
||||
Error = "",
|
||||
GrantedItems = [],
|
||||
ChangedCurrencies = [],
|
||||
GrantedItems = grantedItems.ToArray(),
|
||||
ChangedCurrencies = changedCurrencies.ToArray(),
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
+25
-22
@@ -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[]
|
||||
{
|
||||
new
|
||||
{
|
||||
factionId = "ICA",
|
||||
currentProgression = 0
|
||||
new { factionId = "ICA", currentProgression = Progression("ICA") },
|
||||
new { factionId = "Korolev", currentProgression = Progression("Korolev") },
|
||||
new { factionId = "Osiris", currentProgression = Progression("Osiris") },
|
||||
},
|
||||
new
|
||||
{
|
||||
factionId = "Korolev",
|
||||
currentProgression = 0
|
||||
},
|
||||
new
|
||||
{
|
||||
factionId = "Osiris",
|
||||
currentProgression = 0
|
||||
},
|
||||
},
|
||||
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>
|
||||
{
|
||||
UserId = context.User.FindAuthUserId(),
|
||||
"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))
|
||||
{
|
||||
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",
|
||||
Boards = jobBoardsData.Boards,
|
||||
LastBoardRefreshTimeUtc = jobBoardsData.LastBoardRefreshTimeUtc ?? new FYTimestamp { Seconds = now },
|
||||
},
|
||||
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()
|
||||
}
|
||||
},
|
||||
RefreshHours24UtcFromBackend = 12
|
||||
});
|
||||
RefreshHours24UtcFromBackend = RefreshHours,
|
||||
};
|
||||
}
|
||||
}
|
||||
@@ -35,6 +35,11 @@ public class RequestStoreRotationDataFunction : ICloudScriptFunction<RequestStor
|
||||
_httpContextAccessor = httpContextAccessor;
|
||||
}
|
||||
|
||||
// Nombre de variantes de rotation (les storeId "DailyShop_N" / "WeeklyShop_N"
|
||||
// permettent au client de distinguer chaque rotation et de rafraîchir son cache).
|
||||
private const int DailyVariants = 8;
|
||||
private const int WeeklyVariants = 4;
|
||||
|
||||
public async Task<RequestStoreRotationDataResponse> ExecuteAsync(RequestStoreRotationDataRequest request)
|
||||
{
|
||||
var context = _httpContextAccessor.HttpContext;
|
||||
@@ -43,18 +48,33 @@ public class RequestStoreRotationDataFunction : ICloudScriptFunction<RequestStor
|
||||
throw new CloudScriptException("CloudScript was not called within a http request");
|
||||
}
|
||||
|
||||
// TODO: Get and save store rotation data
|
||||
var now = DateTime.UtcNow;
|
||||
|
||||
// Rotation quotidienne : expire au prochain minuit UTC ; l'index de rotation
|
||||
// est le nombre de jours écoulés depuis l'epoch (déterministe, stable).
|
||||
var todayUtc = now.Date;
|
||||
var dailyExpiration = todayUtc.AddDays(1);
|
||||
var dayIndex = (int)(todayUtc - DateTime.UnixEpoch.Date).TotalDays;
|
||||
var dailyStoreId = $"DailyShop_{dayIndex % DailyVariants}";
|
||||
|
||||
// Rotation hebdomadaire : expire au prochain lundi 00:00 UTC.
|
||||
// DayOfWeek : dimanche=0 ; on ramène lundi=0.
|
||||
var daysSinceMonday = ((int)todayUtc.DayOfWeek + 6) % 7;
|
||||
var weekStart = todayUtc.AddDays(-daysSinceMonday);
|
||||
var weeklyExpiration = weekStart.AddDays(7);
|
||||
var weekIndex = (int)Math.Floor((weekStart - DateTime.UnixEpoch.Date).TotalDays / 7);
|
||||
var weeklyStoreId = $"WeeklyShop_{weekIndex % WeeklyVariants}";
|
||||
|
||||
return new RequestStoreRotationDataResponse
|
||||
{
|
||||
Error = "",
|
||||
DailyStoreData = new StoreRotationData {
|
||||
StoreID = "DailyShop",
|
||||
ExpirationData = DateTime.UtcNow.AddDays(1)
|
||||
StoreID = dailyStoreId,
|
||||
ExpirationData = dailyExpiration
|
||||
},
|
||||
WeeklyStoreData = new StoreRotationData {
|
||||
StoreID = "WeeklyShop",
|
||||
ExpirationData = DateTime.UtcNow.AddDays(1)
|
||||
StoreID = weeklyStoreId,
|
||||
ExpirationData = weeklyExpiration
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
+47
@@ -0,0 +1,47 @@
|
||||
using System.Text.Json.Serialization;
|
||||
using Prospect.Server.Api.Services.Auth.Extensions;
|
||||
using Prospect.Server.Api.Services.CloudScript;
|
||||
|
||||
public class RequestUpdateAvailableFreeLoadoutRequest
|
||||
{
|
||||
}
|
||||
|
||||
public class RequestUpdateAvailableFreeLoadoutResponse
|
||||
{
|
||||
[JsonPropertyName("userId")]
|
||||
public string UserId { get; set; }
|
||||
[JsonPropertyName("error")]
|
||||
public string Error { get; set; }
|
||||
[JsonPropertyName("newRandomSeed")]
|
||||
public int NewRandomSeed { get; set; }
|
||||
}
|
||||
|
||||
[CloudScriptFunction("RequestUpdateAvailableFreeLoadout")]
|
||||
public class RequestUpdateAvailableFreeLoadoutFunction : ICloudScriptFunction<RequestUpdateAvailableFreeLoadoutRequest, RequestUpdateAvailableFreeLoadoutResponse>
|
||||
{
|
||||
private readonly IHttpContextAccessor _httpContextAccessor;
|
||||
private readonly ILogger<RequestUpdateAvailableFreeLoadoutFunction> _logger;
|
||||
|
||||
public RequestUpdateAvailableFreeLoadoutFunction(ILogger<RequestUpdateAvailableFreeLoadoutFunction> logger, IHttpContextAccessor httpContextAccessor)
|
||||
{
|
||||
_logger = logger;
|
||||
_httpContextAccessor = httpContextAccessor;
|
||||
}
|
||||
|
||||
public async Task<RequestUpdateAvailableFreeLoadoutResponse> ExecuteAsync(RequestUpdateAvailableFreeLoadoutRequest request)
|
||||
{
|
||||
var context = _httpContextAccessor.HttpContext;
|
||||
if (context == null)
|
||||
{
|
||||
throw new CloudScriptException("CloudScript was not called within a http request");
|
||||
}
|
||||
var userId = context.User.FindAuthUserId();
|
||||
|
||||
return new RequestUpdateAvailableFreeLoadoutResponse
|
||||
{
|
||||
UserId = userId,
|
||||
Error = "",
|
||||
NewRandomSeed = 0,
|
||||
};
|
||||
}
|
||||
}
|
||||
+2
-2
@@ -9,9 +9,9 @@ public class RequestUpdateSeasonWipeDataRequest
|
||||
public class RequestUpdateSeasonWipeDataResponse
|
||||
{
|
||||
[JsonPropertyName("userId")]
|
||||
public string UserId;
|
||||
public string UserId { get; set; }
|
||||
[JsonPropertyName("error")]
|
||||
public string Error;
|
||||
public string Error { get; set; }
|
||||
}
|
||||
|
||||
[CloudScriptFunction("RequestUpdateSeasonWipeData")]
|
||||
|
||||
+8
-1
@@ -76,6 +76,13 @@ public class RequestUpdateStationInventoryFunction : ICloudScriptFunction<Reques
|
||||
var inventory = JsonSerializer.Deserialize<List<FYCustomItemInfo>>(userData["Inventory"].Value);
|
||||
|
||||
// TODO: Optimize
|
||||
// TODO: Check deleted items to see if other stacks/mods were updated correctly
|
||||
// Process inventory update. The player may:
|
||||
// 1. Split item stack - creates a new item and updates amount of existing item.
|
||||
// 2. Stack existing items - deletes existing items and updates amount of existing item.
|
||||
// 3. Change vanity data - updates an existing item.
|
||||
// 4. Change weapon mods - updates an existing item.
|
||||
// IMPORTANT: The same request is currently used to report the updated inventory in the end of match.
|
||||
var newInventory = new List<FYCustomItemInfo>(inventory.Count);
|
||||
foreach (var item in inventory) {
|
||||
if (!request.ItemsToRemove.Contains(item.ItemId)) {
|
||||
@@ -83,7 +90,6 @@ public class RequestUpdateStationInventoryFunction : ICloudScriptFunction<Reques
|
||||
}
|
||||
}
|
||||
|
||||
// TODO: Check deleted items to see if other stacks/mods were updated correctly
|
||||
foreach (var item in request.ItemsToUpdateAmount) {
|
||||
var inventoryItem = newInventory.Find(i => i.ItemId == item.ItemId);
|
||||
if (inventoryItem == null) {
|
||||
@@ -93,6 +99,7 @@ public class RequestUpdateStationInventoryFunction : ICloudScriptFunction<Reques
|
||||
inventoryItem.ModData = item.ModData;
|
||||
inventoryItem.PrimaryVanityId = item.PrimaryVanityId;
|
||||
inventoryItem.SecondaryVanityId = item.SecondaryVanityId;
|
||||
inventoryItem.Durability = item.Durability;
|
||||
}
|
||||
|
||||
// TODO: Check updated items and validate new items
|
||||
|
||||
@@ -6,7 +6,7 @@ public class RegionObject
|
||||
[JsonPropertyName("region")]
|
||||
public string Region { get; set; }
|
||||
[JsonPropertyName("ping")]
|
||||
public int Ping { get; set; }
|
||||
public long Ping { get; set; } // client sends 2147483648 (int.MaxValue+1) for "no ping" -> must be long or deserialization 500s
|
||||
[JsonPropertyName("instanceType")]
|
||||
public int InstanceType { get; set; }
|
||||
}
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
using System.Text.Json;
|
||||
using System.Text.Json.Serialization;
|
||||
using Prospect.Server.Api.Models.Data;
|
||||
using Prospect.Server.Api.Services.Auth.Extensions;
|
||||
using Prospect.Server.Api.Services.CloudScript;
|
||||
using Prospect.Server.Api.Services.UserData;
|
||||
@@ -33,7 +34,7 @@ public class SellItemsClientResponse
|
||||
[JsonPropertyName("scrappedItemIds")]
|
||||
public HashSet<string> ScrappedItemIDs { get; set; }
|
||||
[JsonPropertyName("changedItems")]
|
||||
public FYCustomItemInfo[] ChangedItems { get; set; }
|
||||
public List<FYCustomItemInfo> ChangedItems { get; set; }
|
||||
[JsonPropertyName("changedCurrencies")]
|
||||
public FYCurrencyItem[] ChangedCurrencies { get; set; }
|
||||
[JsonPropertyName("playerFactionProgressionData")]
|
||||
@@ -71,40 +72,67 @@ public class SellItemsClientFunction : ICloudScriptFunction<SellItemsClientReque
|
||||
throw new CloudScriptException("CloudScript was not called within a http request");
|
||||
}
|
||||
var userId = context.User.FindAuthUserId();
|
||||
var progressionFactionKey = "FactionProgression" + request.FactionID;
|
||||
var progressionFactionKey = $"FactionProgression{request.FactionID}";
|
||||
|
||||
var userData = await _userDataService.FindAsync(userId, userId, new List<string>{"Inventory", "Balance", progressionFactionKey});
|
||||
var inventory = JsonSerializer.Deserialize<List<FYCustomItemInfo>>(userData["Inventory"].Value);
|
||||
var balanceData = JsonSerializer.Deserialize<Dictionary<string, int>>(userData["Balance"].Value);
|
||||
var balance = JsonSerializer.Deserialize<PlayerBalance>(userData["Balance"].Value);
|
||||
var factionProgression = JsonSerializer.Deserialize<int>(userData[progressionFactionKey].Value);
|
||||
|
||||
var blueprintsData = _titleDataService.Find(new List<string>{"Blueprints"});
|
||||
var blueprints = JsonSerializer.Deserialize<Dictionary<string, TitleDataBlueprintInfo>>(blueprintsData["Blueprints"]);
|
||||
|
||||
var playerBalance = balanceData["SC"];
|
||||
// TODO: Optimize
|
||||
// TODO: Check deleted items to see if other stacks/mods were updated correctly
|
||||
// Process inventory update before selling since a player may split item stack.
|
||||
// This will result in creating a new item and updating amount of existing item.
|
||||
// NOTE: Stacking items back doesn't seem to work, at least in single-player station. Bug?
|
||||
// var newInventory = new List<FYCustomItemInfo>(inventory.Count);
|
||||
// foreach (var item in inventory) {
|
||||
// if (!request.InventoryUpdateData.ItemsToRemove.Contains(item.ItemId)) {
|
||||
// newInventory.Add(item);
|
||||
// }
|
||||
// }
|
||||
|
||||
var changedItems = new List<FYCustomItemInfo>();
|
||||
foreach (var item in request.InventoryUpdateData.ItemsToUpdateAmount) {
|
||||
var inventoryItem = inventory.Find(i => i.ItemId == item.ItemId);
|
||||
if (inventoryItem == null) {
|
||||
continue;
|
||||
}
|
||||
inventoryItem.Amount = item.Amount;
|
||||
// NOTE: Vanity and mod data cannot be managed in sell menu
|
||||
changedItems.Add(item);
|
||||
}
|
||||
|
||||
foreach (var item in request.InventoryUpdateData.ItemsToAdd) {
|
||||
inventory.Add(item);
|
||||
}
|
||||
|
||||
// Then process selling. The game client provides item IDs for newly added items.
|
||||
HashSet<string> scrappedItemIds = [];
|
||||
foreach (var itemId in request.IDs) {
|
||||
var inventoryItemIdx = inventory.FindIndex(i => i.ItemId == itemId);
|
||||
if (inventoryItemIdx == -1) {
|
||||
var inventoryItem = inventory.Find(i => i.ItemId == itemId);
|
||||
if (inventoryItem == null) {
|
||||
continue;
|
||||
}
|
||||
var inventoryItem = inventory[inventoryItemIdx];
|
||||
var blueprintData = blueprints[inventoryItem.BaseItemId];
|
||||
// TODO: Probably better to decide based on item kind instead
|
||||
if (inventoryItem.Durability == -1) {
|
||||
factionProgression += blueprintData.OverrideScrappingReputation * inventoryItem.Amount;
|
||||
playerBalance += blueprintData.OverrideScrappingReturns * inventoryItem.Amount;
|
||||
// NOTE: Ammo and consumables have reverse price mapping.
|
||||
if (blueprintData.Kind == "Ammo" || blueprintData.Kind == "Ability") {
|
||||
factionProgression += (int)((float)blueprintData.OverrideScrappingReputation / blueprintData.MaxAmountPerStack * inventoryItem.Amount);
|
||||
balance.SoftCurrency += (int)((float)blueprintData.OverrideScrappingReturns / blueprintData.MaxAmountPerStack * inventoryItem.Amount);
|
||||
} else if (blueprintData.Kind == "Armor") {
|
||||
factionProgression += (int)Math.Max(
|
||||
(float)inventoryItem.Durability / blueprintData.DurabilityMax * blueprintData.OverrideScrappingReputation,
|
||||
blueprintData.OverrideScrappingReputation * blueprintData.DurabilityBrokenScrappingReturnModifier
|
||||
);
|
||||
balance.SoftCurrency += (int)Math.Max(
|
||||
(float)inventoryItem.Durability / blueprintData.DurabilityMax * blueprintData.OverrideScrappingReturns,
|
||||
blueprintData.OverrideScrappingReturns * blueprintData.DurabilityBrokenScrappingReturnModifier
|
||||
);
|
||||
} else {
|
||||
// Items that have durability are not stackable so it's always 1 item
|
||||
factionProgression += MapValue.Map(
|
||||
inventoryItem.Durability,
|
||||
blueprintData.DurabilityMax, 0,
|
||||
blueprintData.OverrideScrappingReputation, (int)(blueprintData.OverrideScrappingReputation * blueprintData.DurabilityBrokenScrappingReturnModifier)
|
||||
);
|
||||
playerBalance += MapValue.Map(
|
||||
inventoryItem.Durability,
|
||||
blueprintData.DurabilityMax, 0,
|
||||
blueprintData.OverrideScrappingReturns, (int)(blueprintData.OverrideScrappingReturns * blueprintData.DurabilityBrokenScrappingReturnModifier)
|
||||
);
|
||||
factionProgression += blueprintData.OverrideScrappingReputation * inventoryItem.Amount;
|
||||
balance.SoftCurrency += blueprintData.OverrideScrappingReturns * inventoryItem.Amount;
|
||||
}
|
||||
|
||||
scrappedItemIds.Add(itemId);
|
||||
@@ -118,13 +146,11 @@ public class SellItemsClientFunction : ICloudScriptFunction<SellItemsClientReque
|
||||
}
|
||||
}
|
||||
|
||||
balanceData["SC"] = playerBalance;
|
||||
|
||||
await _userDataService.UpdateAsync(
|
||||
userId, userId,
|
||||
new Dictionary<string, string>{
|
||||
["Inventory"] = JsonSerializer.Serialize(newInventory),
|
||||
["Balance"] = JsonSerializer.Serialize(balanceData),
|
||||
["Balance"] = JsonSerializer.Serialize(balance),
|
||||
[progressionFactionKey] = JsonSerializer.Serialize(factionProgression),
|
||||
}
|
||||
);
|
||||
@@ -135,14 +161,14 @@ public class SellItemsClientFunction : ICloudScriptFunction<SellItemsClientReque
|
||||
Error = "",
|
||||
ChangedCurrencies = [new FYCurrencyItem {
|
||||
CurrencyName = "SoftCurrency",
|
||||
Amount = playerBalance,
|
||||
Amount = balance.SoftCurrency,
|
||||
}],
|
||||
PlayerFactionProgressionData = new FYPlayerFactionProgressData {
|
||||
FactionID = request.FactionID,
|
||||
CurrentProgression = factionProgression,
|
||||
},
|
||||
ScrappedItemIDs = scrappedItemIds,
|
||||
ChangedItems = [], // TODO: Changed items from InventoryUpdateData
|
||||
ChangedItems = changedItems,
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
+12
-4
@@ -47,10 +47,18 @@ public class SetCharacterVanityArchetype : ICloudScriptFunction<FYSetActiveChara
|
||||
var genderSuffix = request.ArcheTypeId.EndsWith("G02") ? "M" : "F";
|
||||
returnVanity.ArchetypeID = request.ArcheTypeId;
|
||||
returnVanity.HeadItem.ID = request.ArcheTypeId + "_Head01";
|
||||
returnVanity.BootsItem.ID = "StarterOutfit01_Boots_" + genderSuffix;
|
||||
returnVanity.ChestItem.ID = "StarterOutfit01_Chest_" + genderSuffix;
|
||||
returnVanity.GloveItem.ID = "StarterOutfit01_Gloves_" + genderSuffix;
|
||||
returnVanity.BaseSuitItem.ID = "StarterOutfit01" + genderSuffix + "_BaseSuit";
|
||||
#if SEASON_2_RELEASE || SEASON_2_DEBUG
|
||||
returnVanity.BootsItem.ID = $"StarterOutfit01_Boots_{genderSuffix}";
|
||||
returnVanity.ChestItem.ID = $"StarterOutfit01_Chest_{genderSuffix}";
|
||||
returnVanity.GloveItem.ID = $"StarterOutfit01_Gloves_{genderSuffix}";
|
||||
#elif SEASON_3_RELEASE || SEASON_3_DEBUG
|
||||
returnVanity.BootsItem.ID = "StarterOutfit01_Boots";
|
||||
returnVanity.ChestItem.ID = "StarterOutfit01_Chest";
|
||||
returnVanity.GloveItem.ID = "StarterOutfit01_Gloves";
|
||||
#else
|
||||
#error Unsupported build type
|
||||
#endif
|
||||
returnVanity.BaseSuitItem.ID = $"StarterOutfit01{genderSuffix}_BaseSuit";
|
||||
returnVanity.BodyType = request.ArcheTypeId.EndsWith("G02") ? 1 : 2;
|
||||
await _userDataService.UpdateAsync(
|
||||
userId, userId,
|
||||
|
||||
@@ -1,8 +1,7 @@
|
||||
using System.Text.Json;
|
||||
using System.Text.Json.Serialization;
|
||||
using Prospect.Server.Api.Models.Data;
|
||||
using Prospect.Server.Api.Services.Auth.Extensions;
|
||||
using Prospect.Server.Api.Services.CloudScript.Models;
|
||||
using Prospect.Server.Api.Services.CloudScript.Models.Data;
|
||||
using Prospect.Server.Api.Services.UserData;
|
||||
using Prospect.Server.Api.Utils;
|
||||
|
||||
@@ -61,7 +60,7 @@ public class SkipItemCraftingClient : ICloudScriptFunction<FYSkipItemCraftingCli
|
||||
new List<string>{"CraftingTimer__2022_05_12", "Balance", "Inventory"}
|
||||
);
|
||||
|
||||
var balance = JsonSerializer.Deserialize<Dictionary<string, int>>(userData["Balance"].Value);
|
||||
var balance = JsonSerializer.Deserialize<PlayerBalance>(userData["Balance"].Value);
|
||||
var inventory = JsonSerializer.Deserialize<List<FYCustomItemInfo>>(userData["Inventory"].Value);
|
||||
var craftingTimer = JsonSerializer.Deserialize<FYItemCurrentlyBeingCrafted>(userData["CraftingTimer__2022_05_12"].Value);
|
||||
|
||||
@@ -78,24 +77,24 @@ public class SkipItemCraftingClient : ICloudScriptFunction<FYSkipItemCraftingCli
|
||||
FYCurrencyItem[] changedCurrency;
|
||||
if (request.UseOptionalCosts) {
|
||||
var remaining = MapValue.Map(now, craftStartTime, craftEndTime, shopCraftingData.SkipOptionalCraftingMaxCost, 1);
|
||||
if (balance["SC"] < remaining) {
|
||||
if (balance.SoftCurrency < remaining) {
|
||||
return new FYSkipItemCraftingClientResult {
|
||||
UserID = userId,
|
||||
Error = "Insufficient balance",
|
||||
};
|
||||
}
|
||||
balance["SC"] -= remaining;
|
||||
changedCurrency = [new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance["SC"] }];
|
||||
balance.SoftCurrency -= remaining;
|
||||
changedCurrency = [new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance.SoftCurrency }];
|
||||
} else {
|
||||
var remaining = MapValue.Map(now, craftStartTime, craftEndTime, shopCraftingData.SkipCraftingMaxCost, 1);
|
||||
if (balance["AU"] < remaining) {
|
||||
if (balance.HardCurrency < remaining) {
|
||||
return new FYSkipItemCraftingClientResult {
|
||||
UserID = userId,
|
||||
Error = "Insufficient balance",
|
||||
};
|
||||
}
|
||||
balance["AU"] -= remaining;
|
||||
changedCurrency = [new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance["AU"] }];
|
||||
balance.HardCurrency -= remaining;
|
||||
changedCurrency = [new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance.HardCurrency }];
|
||||
}
|
||||
|
||||
List<FYCustomItemInfo> itemsGrantedOrUpdated = [];
|
||||
|
||||
+8
-7
@@ -1,5 +1,6 @@
|
||||
using System.Text.Json;
|
||||
using System.Text.Json.Serialization;
|
||||
using Prospect.Server.Api.Models.Data;
|
||||
using Prospect.Server.Api.Services.Auth.Extensions;
|
||||
using Prospect.Server.Api.Services.CloudScript.Models.Data;
|
||||
using Prospect.Server.Api.Services.UserData;
|
||||
@@ -69,7 +70,7 @@ public class SkipPlayerQuarterUpgradeClient : ICloudScriptFunction<FYSkipPlayerQ
|
||||
}
|
||||
|
||||
var titleData = _titleDataService.Find(new List<string>{"PlayerQuarters"});
|
||||
var balance = JsonSerializer.Deserialize<Dictionary<string, int>>(userData["Balance"].Value);
|
||||
var balance = JsonSerializer.Deserialize<PlayerBalance>(userData["Balance"].Value);
|
||||
var playerQuartersData = JsonSerializer.Deserialize<TitleDataPlayerQuartersInfo[]>(titleData["PlayerQuarters"]);
|
||||
var nextQuartersLevel = playerQuartersData[userPlayerQuarters.Level - 1]; // Quarters level starts from 1
|
||||
|
||||
@@ -79,24 +80,24 @@ public class SkipPlayerQuarterUpgradeClient : ICloudScriptFunction<FYSkipPlayerQ
|
||||
FYCurrencyItem[] changedCurrency;
|
||||
if (request.UseOptionalCosts) {
|
||||
var remaining = MapValue.Map(now, craftStartTime, craftEndTime, nextQuartersLevel.OptionalRushCosts, 1);
|
||||
if (balance["SC"] < remaining) {
|
||||
if (balance.SoftCurrency < remaining) {
|
||||
return new FYSkipPlayerQuarterUpgradeClientResult {
|
||||
UserID = userId,
|
||||
Error = "Insufficient balance",
|
||||
};
|
||||
}
|
||||
balance["SC"] -= remaining;
|
||||
changedCurrency = [new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance["SC"] }];
|
||||
balance.SoftCurrency -= remaining;
|
||||
changedCurrency = [new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance.SoftCurrency }];
|
||||
} else {
|
||||
var remaining = MapValue.Map(now, craftStartTime, craftEndTime, nextQuartersLevel.InitialRushCosts, 1);
|
||||
if (balance["AU"] < remaining) {
|
||||
if (balance.HardCurrency < remaining) {
|
||||
return new FYSkipPlayerQuarterUpgradeClientResult {
|
||||
UserID = userId,
|
||||
Error = "Insufficient balance",
|
||||
};
|
||||
}
|
||||
balance["AU"] -= remaining;
|
||||
changedCurrency = [new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance["AU"] }];
|
||||
balance.HardCurrency -= remaining;
|
||||
changedCurrency = [new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance.HardCurrency }];
|
||||
}
|
||||
|
||||
var upgradeStartedTime = new FYTimestamp {
|
||||
|
||||
+8
-7
@@ -1,5 +1,6 @@
|
||||
using System.Text.Json;
|
||||
using System.Text.Json.Serialization;
|
||||
using Prospect.Server.Api.Models.Data;
|
||||
using Prospect.Server.Api.Services.Auth.Extensions;
|
||||
using Prospect.Server.Api.Services.UserData;
|
||||
using Prospect.Server.Api.Utils;
|
||||
@@ -56,7 +57,7 @@ public class SkipTechTreeNodeUpgradeClient : ICloudScriptFunction<FYSkipTechTree
|
||||
new List<string>{"TechTreeNodeData", "Balance", "CharacterTechTreeBonuses"}
|
||||
);
|
||||
|
||||
var balance = JsonSerializer.Deserialize<Dictionary<string, int>>(userData["Balance"].Value);
|
||||
var balance = JsonSerializer.Deserialize<PlayerBalance>(userData["Balance"].Value);
|
||||
var userTechTree = JsonSerializer.Deserialize<UserTechTreeNodeData>(userData["TechTreeNodeData"].Value);
|
||||
|
||||
var currentNode = userTechTree.NodeInProgress;
|
||||
@@ -81,24 +82,24 @@ public class SkipTechTreeNodeUpgradeClient : ICloudScriptFunction<FYSkipTechTree
|
||||
FYCurrencyItem[] changedCurrency;
|
||||
if (request.UseOptionalCosts) {
|
||||
var remaining = MapValue.Map(now, craftStartTime, craftEndTime, nodeLevelInfo.OptionalRushCosts, 1);
|
||||
if (balance["SC"] < remaining) {
|
||||
if (balance.SoftCurrency < remaining) {
|
||||
return new FYSkipTechTreeNodeUpgradeClientResult {
|
||||
UserID = userId,
|
||||
Error = "Insufficient balance",
|
||||
};
|
||||
}
|
||||
balance["SC"] -= remaining;
|
||||
changedCurrency = [new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance["SC"] }];
|
||||
balance.SoftCurrency -= remaining;
|
||||
changedCurrency = [new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance.SoftCurrency }];
|
||||
} else {
|
||||
var remaining = MapValue.Map(now, craftStartTime, craftEndTime, nodeLevelInfo.InitialRushCosts, 1);
|
||||
if (balance["AU"] < remaining) {
|
||||
if (balance.HardCurrency < remaining) {
|
||||
return new FYSkipTechTreeNodeUpgradeClientResult {
|
||||
UserID = userId,
|
||||
Error = "Insufficient balance",
|
||||
};
|
||||
}
|
||||
balance["AU"] -= remaining;
|
||||
changedCurrency = [new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance["AU"] }];
|
||||
balance.HardCurrency -= remaining;
|
||||
changedCurrency = [new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance.HardCurrency }];
|
||||
}
|
||||
|
||||
userTechTree.TotalUpgrades++;
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
using System.Text.Json;
|
||||
using System.Text.Json.Serialization;
|
||||
using Prospect.Server.Api.Models.Data;
|
||||
using Prospect.Server.Api.Services.Auth.Extensions;
|
||||
using Prospect.Server.Api.Services.CloudScript.Models.Data;
|
||||
using Prospect.Server.Api.Services.UserData;
|
||||
@@ -70,8 +71,9 @@ public class StartItemCraftingClient : ICloudScriptFunction<FYStartItemCraftingC
|
||||
}
|
||||
|
||||
// TODO: Contract unlock criteria
|
||||
// TODO: Inventory limit check
|
||||
|
||||
var balance = JsonSerializer.Deserialize<Dictionary<string, int>>(userData["Balance"].Value);
|
||||
var balance = JsonSerializer.Deserialize<PlayerBalance>(userData["Balance"].Value);
|
||||
var inventory = JsonSerializer.Deserialize<List<FYCustomItemInfo>>(userData["Inventory"].Value);
|
||||
|
||||
var blueprints = JsonSerializer.Deserialize<Dictionary<string, TitleDataBlueprintInfo>>(titleData["Blueprints"]);
|
||||
@@ -88,15 +90,14 @@ public class StartItemCraftingClient : ICloudScriptFunction<FYStartItemCraftingC
|
||||
int remaining = ingredient.Amount;
|
||||
if (ingredient.Currency == "SoftCurrency") {
|
||||
remaining -= ingredient.Amount;
|
||||
balance["SC"] -= ingredient.Amount;
|
||||
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance["SC"] });
|
||||
balance.SoftCurrency -= ingredient.Amount;
|
||||
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance.SoftCurrency });
|
||||
} else if (ingredient.Currency == "Aurum") {
|
||||
remaining -= ingredient.Amount;
|
||||
balance["AU"] -= ingredient.Amount;
|
||||
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance["AU"] });
|
||||
balance.HardCurrency -= ingredient.Amount;
|
||||
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance.HardCurrency });
|
||||
} else {
|
||||
for (var i = 0; i < inventory.Count; i++) {
|
||||
var item = inventory[i];
|
||||
foreach (var item in inventory) {
|
||||
if (item.BaseItemId != ingredient.Currency) {
|
||||
continue;
|
||||
}
|
||||
|
||||
+8
-8
@@ -1,5 +1,6 @@
|
||||
using System.Text.Json;
|
||||
using System.Text.Json.Serialization;
|
||||
using Prospect.Server.Api.Models.Data;
|
||||
using Prospect.Server.Api.Services.Auth.Extensions;
|
||||
using Prospect.Server.Api.Services.CloudScript.Models.Data;
|
||||
using Prospect.Server.Api.Services.UserData;
|
||||
@@ -66,7 +67,7 @@ public class StartPlayerQuarterUpgradeClient : ICloudScriptFunction<FYStartPlaye
|
||||
}
|
||||
|
||||
var titleData = _titleDataService.Find(new List<string>{"PlayerQuarters"});
|
||||
var balance = JsonSerializer.Deserialize<Dictionary<string, int>>(userData["Balance"].Value);
|
||||
var balance = JsonSerializer.Deserialize<PlayerBalance>(userData["Balance"].Value);
|
||||
var inventory = JsonSerializer.Deserialize<List<FYCustomItemInfo>>(userData["Inventory"].Value);
|
||||
var playerQuartersData = JsonSerializer.Deserialize<TitleDataPlayerQuartersInfo[]>(titleData["PlayerQuarters"]);
|
||||
// Current level contains the information about next level
|
||||
@@ -82,15 +83,14 @@ public class StartPlayerQuarterUpgradeClient : ICloudScriptFunction<FYStartPlaye
|
||||
int remaining = ingredient.Amount;
|
||||
if (ingredient.Currency == "SoftCurrency") {
|
||||
remaining -= ingredient.Amount;
|
||||
balance["SC"] -= ingredient.Amount;
|
||||
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance["SC"] });
|
||||
balance.SoftCurrency -= ingredient.Amount;
|
||||
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance.SoftCurrency });
|
||||
} else if (ingredient.Currency == "Aurum") {
|
||||
remaining -= ingredient.Amount;
|
||||
balance["AU"] -= ingredient.Amount;
|
||||
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance["AU"] });
|
||||
balance.HardCurrency -= ingredient.Amount;
|
||||
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance.HardCurrency });
|
||||
} else {
|
||||
for (var i = 0; i < inventory.Count; i++) {
|
||||
var item = inventory[i];
|
||||
foreach (var item in inventory) {
|
||||
if (item.BaseItemId != ingredient.Currency) {
|
||||
continue;
|
||||
}
|
||||
@@ -135,7 +135,7 @@ public class StartPlayerQuarterUpgradeClient : ICloudScriptFunction<FYStartPlaye
|
||||
userId, userId,
|
||||
new Dictionary<string, string>{
|
||||
["Balance"] = JsonSerializer.Serialize(balance),
|
||||
["Inventory"] = JsonSerializer.Serialize(inventory),
|
||||
["Inventory"] = JsonSerializer.Serialize(newInventory),
|
||||
["PlayerQuartersLevel"] = JsonSerializer.Serialize(userPlayerQuarters),
|
||||
}
|
||||
);
|
||||
|
||||
+17
-9
@@ -1,5 +1,6 @@
|
||||
using System.Text.Json;
|
||||
using System.Text.Json.Serialization;
|
||||
using Prospect.Server.Api.Models.Data;
|
||||
using Prospect.Server.Api.Services.Auth.Extensions;
|
||||
using Prospect.Server.Api.Services.CloudScript.Models.Data;
|
||||
using Prospect.Server.Api.Services.UserData;
|
||||
@@ -53,7 +54,7 @@ public class StartTechTreeNodeUpgradeClient : ICloudScriptFunction<FYStartTechTr
|
||||
|
||||
var userData = await _userDataService.FindAsync(
|
||||
userId, userId,
|
||||
new List<string>{"TechTreeNodeData", "Balance", "Inventory"}
|
||||
new List<string>{"TechTreeNodeData", "Balance", "Inventory", "PlayerQuartersLevel"}
|
||||
);
|
||||
|
||||
var userTechTree = JsonSerializer.Deserialize<UserTechTreeNodeData>(userData["TechTreeNodeData"].Value);
|
||||
@@ -67,7 +68,7 @@ public class StartTechTreeNodeUpgradeClient : ICloudScriptFunction<FYStartTechTr
|
||||
};
|
||||
}
|
||||
|
||||
var balance = JsonSerializer.Deserialize<Dictionary<string, int>>(userData["Balance"].Value);
|
||||
var balance = JsonSerializer.Deserialize<PlayerBalance>(userData["Balance"].Value);
|
||||
var inventory = JsonSerializer.Deserialize<List<FYCustomItemInfo>>(userData["Inventory"].Value);
|
||||
|
||||
var titleData = _titleDataService.Find(new List<string>{"TechTreeNodes"});
|
||||
@@ -78,7 +79,15 @@ public class StartTechTreeNodeUpgradeClient : ICloudScriptFunction<FYStartTechTr
|
||||
var techTreeNodeData = techTreeNodes[request.NodeID];
|
||||
var nextTreeNodeLevel = techTreeNodeData.PerkLevels[currentLevel]; // Tech tree node levels start from 0
|
||||
|
||||
// TODO: Dependency check
|
||||
// Dependency check: the player's quarters must be high enough to unlock this node.
|
||||
var playerQuarters = JsonSerializer.Deserialize<FYPlayerQuarterStatus>(userData["PlayerQuartersLevel"].Value);
|
||||
if (playerQuarters != null && playerQuarters.Level < techTreeNodeData.PlayerQuarterLevelRequired) {
|
||||
return new FYStartTechTreeNodeUpgradeClientResult
|
||||
{
|
||||
UserID = userId,
|
||||
Error = $"Requires player quarters level {techTreeNodeData.PlayerQuarterLevelRequired}",
|
||||
};
|
||||
}
|
||||
|
||||
// Validate price
|
||||
// TODO: Refactor
|
||||
@@ -89,15 +98,14 @@ public class StartTechTreeNodeUpgradeClient : ICloudScriptFunction<FYStartTechTr
|
||||
int remaining = ingredient.Amount;
|
||||
if (ingredient.Currency == "SoftCurrency") {
|
||||
remaining -= ingredient.Amount;
|
||||
balance["SC"] -= ingredient.Amount;
|
||||
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance["SC"] });
|
||||
balance.SoftCurrency -= ingredient.Amount;
|
||||
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance.SoftCurrency });
|
||||
} else if (ingredient.Currency == "Aurum") {
|
||||
remaining -= ingredient.Amount;
|
||||
balance["AU"] -= ingredient.Amount;
|
||||
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance["AU"] });
|
||||
balance.HardCurrency -= ingredient.Amount;
|
||||
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance.HardCurrency });
|
||||
} else {
|
||||
for (var i = 0; i < inventory.Count; i++) {
|
||||
var item = inventory[i];
|
||||
foreach (var item in inventory) {
|
||||
if (item.BaseItemId != ingredient.Currency) {
|
||||
continue;
|
||||
}
|
||||
|
||||
@@ -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
|
||||
{};
|
||||
}
|
||||
}
|
||||
+10
-3
@@ -1,7 +1,14 @@
|
||||
namespace Prospect.Server.Api.Services.CloudScript.Models.Data;
|
||||
using System.Text.Json.Serialization;
|
||||
|
||||
namespace Prospect.Server.Api.Services.CloudScript.Models.Data;
|
||||
|
||||
// Envoyé par le client au déploiement (dans FYEnterMatchAzureFunction) : quels items
|
||||
// de l'inventaire assurer, avec quelle police (voir TitleData "InventoryInsurance").
|
||||
public class FYPurchaseInventoryInsuranceRequest
|
||||
{
|
||||
// m_insuranceId
|
||||
// m_itemIds
|
||||
[JsonPropertyName("insuranceId")]
|
||||
public string InsuranceId { get; set; }
|
||||
|
||||
[JsonPropertyName("itemIds")]
|
||||
public List<string> ItemIds { get; set; }
|
||||
}
|
||||
@@ -29,3 +29,30 @@ public class FYEnterMatchAzureFunction
|
||||
[JsonPropertyName("loginNonce")]
|
||||
public string LoginNonce { get; set; }
|
||||
}
|
||||
|
||||
public class FYEnterMatchAzureFunctionCB
|
||||
{
|
||||
[JsonPropertyName("optimalRegion")]
|
||||
public string? OptimalRegion { get; set; }
|
||||
|
||||
[JsonPropertyName("isMatch")]
|
||||
public bool IsMatch { get; set; }
|
||||
|
||||
[JsonPropertyName("bypassMaintenanceMode")]
|
||||
public bool BypassMaintenanceMode { get; set; }
|
||||
|
||||
[JsonPropertyName("debugOption")]
|
||||
public string? DebugOption { get; set; }
|
||||
|
||||
[JsonPropertyName("mapName")]
|
||||
public string? MapName { get; set; }
|
||||
|
||||
[JsonPropertyName("squad_id")]
|
||||
public string? SquadId { get; set; }
|
||||
|
||||
[JsonPropertyName("purchaseInsuranceRequest")]
|
||||
public FYPurchaseInventoryInsuranceRequest PurchaseInventoryInsurances { get; set; }
|
||||
|
||||
[JsonPropertyName("loginNonce")]
|
||||
public string LoginNonce { get; set; }
|
||||
}
|
||||
+27
@@ -21,3 +21,30 @@ public class FYEnterMatchmakingResult
|
||||
[JsonPropertyName("errorMessage")]
|
||||
public string ErrorMessage { get; set; }
|
||||
}
|
||||
|
||||
public class FYEnterMatchAzureFunctionResult
|
||||
{
|
||||
[JsonPropertyName("success")]
|
||||
public bool Success { get; set; }
|
||||
|
||||
[JsonPropertyName("address")]
|
||||
public string? Address { get; set; }
|
||||
|
||||
[JsonPropertyName("errorMessage")]
|
||||
public string? ErrorMessage { get; set; }
|
||||
|
||||
[JsonPropertyName("port")]
|
||||
public int Port { get; set; }
|
||||
|
||||
[JsonPropertyName("sharedIndex")]
|
||||
public int ShardIndex { get; set; }
|
||||
|
||||
[JsonPropertyName("singleplayerStation")]
|
||||
public bool SingleplayerStation { get; set; }
|
||||
|
||||
[JsonPropertyName("maintenanceMode")]
|
||||
public bool MaintenanceMode { get; set; }
|
||||
|
||||
[JsonPropertyName("sessionTimeJoinDelay")]
|
||||
public float SessionTimeJoinDelay { get; set; }
|
||||
}
|
||||
@@ -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)
|
||||
|
||||
@@ -65,7 +65,7 @@ public class Startup
|
||||
app.UseDeveloperExceptionPage();
|
||||
}
|
||||
|
||||
app.UseHttpsRedirection();
|
||||
// app.UseHttpsRedirection();
|
||||
app.UseSerilogRequestLogging();
|
||||
app.UseMiddleware<RequestLoggerMiddleware>();
|
||||
app.UseRouting();
|
||||
|
||||
@@ -8,14 +8,11 @@
|
||||
},
|
||||
"PlayFabSettings": {
|
||||
"PublisherId": "850902E5B40508ED",
|
||||
"TitleId": "2EA46"
|
||||
"TitleId": "2EA46",
|
||||
"SignalRURL": "https://127.0.0.1:8443/signalr/?hub=pubsub",
|
||||
"SignalRAccessToken": "TEST"
|
||||
},
|
||||
"Kestrel": {
|
||||
"Endpoints": {
|
||||
"Https": {
|
||||
"Url": "https://2EA46.playfabapi.com"
|
||||
}
|
||||
},
|
||||
"Certificates": {
|
||||
"Default": {
|
||||
"Path": ".\\certificate.pfx"
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
using Prospect.Unreal.Core;
|
||||
using Prospect.Unreal.Core;
|
||||
using Prospect.Unreal.Net.Actors;
|
||||
using Prospect.Unreal.Runtime;
|
||||
using Serilog;
|
||||
|
||||
@@ -25,28 +26,55 @@ internal static class Program
|
||||
.WriteTo.Console(outputTemplate: "[{Timestamp:HH:mm:ss} {Level:u3}] ({SourceContext,-52}) {Message:lj}{NewLine}{Exception}")
|
||||
.CreateLogger();
|
||||
|
||||
Logger.Information("Starting Prospect.Server.Game");
|
||||
// The Cycle: Frontier authoritative game server.
|
||||
// We start on the station map (the simplest shared space to get two players spawned
|
||||
// and moving); the raid maps (Bright Sands, …) come once spawn + movement replication
|
||||
// work end to end. AI and loot are intentionally out of scope for now.
|
||||
var map = Environment.GetEnvironmentVariable("PROSPECT_MAP") ?? "/Game/Maps/MP/Station/Station_P";
|
||||
var gameMode = Environment.GetEnvironmentVariable("PROSPECT_GAMEMODE") ?? "/Script/Prospect/YGameMode_Station";
|
||||
var port = int.TryParse(Environment.GetEnvironmentVariable("PROSPECT_PORT"), out var p) ? p : 7777;
|
||||
|
||||
// Prospect:
|
||||
// Map: /Game/Maps/MP/Station/Station_P
|
||||
// GameMode: /Script/Prospect/YGameMode_Station
|
||||
Logger.Information("Starting Prospect.Server.Game — map={Map} gameMode={GameMode} port={Port}", map, gameMode, port);
|
||||
|
||||
var worldUrl = new FUrl
|
||||
{
|
||||
Map = "/Game/ThirdPersonCPP/Maps/ThirdPersonExampleMap"
|
||||
};
|
||||
var worldUrl = new FUrl { Map = map, Port = port };
|
||||
worldUrl.Options.Add($"game={gameMode}");
|
||||
|
||||
await using (var world = new ProspectWorld())
|
||||
{
|
||||
world.SetGameInstance(new UGameInstance());
|
||||
world.SetGameMode(worldUrl);
|
||||
|
||||
// The game mode needs a GameSession, otherwise NMT_Join -> SpawnPlayActor -> Login
|
||||
// fails with "GameSession is null" and the player is never spawned.
|
||||
var authGameMode = world.GetAuthGameMode();
|
||||
if (authGameMode != null && authGameMode.GameSession == null)
|
||||
{
|
||||
authGameMode.GameSession = new AGameSession();
|
||||
}
|
||||
|
||||
world.InitializeActorsForPlay(worldUrl, true);
|
||||
world.Listen();
|
||||
|
||||
if (!world.Listen())
|
||||
{
|
||||
Logger.Fatal("Failed to start listening (port {Port} already in use?)", port);
|
||||
return;
|
||||
}
|
||||
|
||||
Logger.Information("Server listening on :{Port}. Waiting for players…", port);
|
||||
|
||||
while (await Tick.WaitForNextTickAsync())
|
||||
{
|
||||
try
|
||||
{
|
||||
world.Tick(TickRate);
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
// A misaligned/incompatible client packet must not kill the whole server
|
||||
// (R&D: the client's exact net version isn't matched yet). Log and continue.
|
||||
Logger.Error(ex, "Tick error (bad packet?) — continuing");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Logger.Information("Shutting down");
|
||||
|
||||
@@ -5,6 +5,7 @@
|
||||
<TargetFramework>net8.0</TargetFramework>
|
||||
<ImplicitUsings>enable</ImplicitUsings>
|
||||
<Nullable>enable</Nullable>
|
||||
<Configurations>Debug;Release;Season 3 Release;Season 2 Release;Season 2 Debug;Season 3 Debug</Configurations>
|
||||
</PropertyGroup>
|
||||
|
||||
<ItemGroup>
|
||||
|
||||
@@ -3,6 +3,7 @@
|
||||
<PropertyGroup>
|
||||
<TargetFramework>net8.0</TargetFramework>
|
||||
<ImplicitUsings>true</ImplicitUsings>
|
||||
<Configurations>Debug;Release;Season 3 Release;Season 2 Release;Season 2 Debug;Season 3 Debug</Configurations>
|
||||
</PropertyGroup>
|
||||
|
||||
</Project>
|
||||
|
||||
@@ -4,6 +4,7 @@
|
||||
<TargetFramework>netstandard2.0</TargetFramework>
|
||||
<LangVersion>9.0</LangVersion>
|
||||
<IsRoslynComponent>true</IsRoslynComponent>
|
||||
<Configurations>Debug;Release;Season 3 Release;Season 2 Release;Season 2 Debug;Season 3 Debug</Configurations>
|
||||
</PropertyGroup>
|
||||
|
||||
<ItemGroup>
|
||||
|
||||
@@ -5,6 +5,8 @@
|
||||
<Nullable>enable</Nullable>
|
||||
|
||||
<IsPackable>false</IsPackable>
|
||||
|
||||
<Configurations>Debug;Release;Season 3 Release;Season 2 Release;Season 2 Debug;Season 3 Debug</Configurations>
|
||||
</PropertyGroup>
|
||||
|
||||
<ItemGroup>
|
||||
|
||||
@@ -129,16 +129,19 @@ public class FNetPacketNotify
|
||||
{
|
||||
if (!notificationData.Seq.Greater(_inSeq))
|
||||
{
|
||||
Logger.Information("[HS-SEQ] fail1 seq<=inSeq seq={Seq} inSeq={InSeq}", notificationData.Seq.Value, _inSeq.Value);
|
||||
return 0;
|
||||
}
|
||||
|
||||
if (!notificationData.AckedSeq.GreaterEq(_outAckSeq))
|
||||
{
|
||||
Logger.Information("[HS-SEQ] fail2 ackedSeq<outAckSeq ackedSeq={Acked} outAckSeq={OutAck}", notificationData.AckedSeq.Value, _outAckSeq.Value);
|
||||
return 0;
|
||||
}
|
||||
|
||||
if (!_outSeq.Greater(notificationData.AckedSeq))
|
||||
{
|
||||
Logger.Information("[HS-SEQ] fail3 outSeq<=ackedSeq outSeq={OutSeq} ackedSeq={Acked}", _outSeq.Value, notificationData.AckedSeq.Value);
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
@@ -185,6 +185,8 @@ public class StatelessConnectHandlerComponent : HandlerComponent
|
||||
|
||||
public override void Incoming(FBitReader packet)
|
||||
{
|
||||
var diagTotalBits = packet.GetBitsLeft();
|
||||
|
||||
if (_magicHeader.Length > 0)
|
||||
{
|
||||
// Skip magic header.
|
||||
@@ -192,6 +194,11 @@ public class StatelessConnectHandlerComponent : HandlerComponent
|
||||
}
|
||||
|
||||
var bHandshakePacket = packet.ReadBit() && !packet.IsError();
|
||||
|
||||
// [HS-DIAG] Compare the incoming packet against what the stateless handshake expects.
|
||||
// The Cycle client may use a magic header / different handshake size than 227 bits.
|
||||
Logger.Information("[HS-DIAG] Incoming totalBits={Total} magicLen={Magic} bHandshake={HS} bitsLeftAfterFlag={Left} expectAfterFlag={Exp}",
|
||||
diagTotalBits, _magicHeader.Length, bHandshakePacket, packet.GetBitsLeft(), HandshakePacketSizeBits - 1);
|
||||
if (bHandshakePacket)
|
||||
{
|
||||
var bRestartHandshake = false;
|
||||
@@ -392,6 +399,7 @@ public class StatelessConnectHandlerComponent : HandlerComponent
|
||||
}
|
||||
|
||||
var bHandshakePacket = packet.ReadBit() && !packet.IsError();
|
||||
Logger.Information("[HS-DIAG-CL] Incoming flag={HS} bitsLeftAfterFlag={Left} expect={Exp}", bHandshakePacket, packet.GetBitsLeft(), HandshakePacketSizeBits - 1);
|
||||
|
||||
_lastChallengeSuccessAddress = null;
|
||||
|
||||
@@ -404,6 +412,7 @@ public class StatelessConnectHandlerComponent : HandlerComponent
|
||||
Span<byte> origCookie = stackalloc byte[CookieByteSize];
|
||||
|
||||
bHandshakePacket = ParseHandshakePacket(packet, ref bRestartHandshake, ref secretId, ref timestamp, cookie, origCookie);
|
||||
Logger.Information("[HS-DIAG-CL] parsed ok={Ok} restart={R} secretId={S} timestamp={T}", bHandshakePacket, bRestartHandshake, secretId, timestamp);
|
||||
|
||||
if (bHandshakePacket)
|
||||
{
|
||||
@@ -412,6 +421,7 @@ public class StatelessConnectHandlerComponent : HandlerComponent
|
||||
var bInitialConnect = timestamp == 0.0;
|
||||
if (bInitialConnect)
|
||||
{
|
||||
Logger.Information("[HS-DIAG-CL] initial -> SendConnectChallenge to {Addr}", address);
|
||||
SendConnectChallenge(address);
|
||||
}
|
||||
else if (_driver != null)
|
||||
@@ -430,6 +440,7 @@ public class StatelessConnectHandlerComponent : HandlerComponent
|
||||
GenerateCookie(address, secretId, timestamp, regenCookie);
|
||||
|
||||
bChallengeSuccess = cookie.SequenceEqual(regenCookie);
|
||||
Logger.Information("[HS-DIAG-CL] challenge response cookieMatch={Ok}", bChallengeSuccess);
|
||||
|
||||
if (bChallengeSuccess)
|
||||
{
|
||||
|
||||
@@ -267,6 +267,8 @@ public abstract class UNetConnection : UPlayer
|
||||
/// <summary>
|
||||
/// Full incoming packet index.
|
||||
/// </summary>
|
||||
private bool _bAdoptedInitialSequence;
|
||||
|
||||
public int InPacketId { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
@@ -515,6 +517,19 @@ public abstract class UNetConnection : UPlayer
|
||||
return;
|
||||
}
|
||||
|
||||
// The Cycle client (UE4 R3.5.0) writes one extra bit between the packet's
|
||||
// ack history and the packet-info payload that stock UE 4.27 (EngineNetVer
|
||||
// 16) does not. Bit-decoding real client packets showed the header is 65
|
||||
// bits, not 64: consuming this bit realigns everything downstream — the
|
||||
// bHasPacketInfoPayload flag, the 10-bit jitter clock and bHasServerFrameTime
|
||||
// then land exactly, and the first control-channel bunch parses cleanly
|
||||
// (ChIndex 0, NMT_Hello). Observed always 0 in captures.
|
||||
var bCycleExtraHeaderBit = reader.ReadBit();
|
||||
if (bCycleExtraHeaderBit)
|
||||
{
|
||||
Logger.Warning("[HS-HDR] Cycle extra header bit was set (expected 0)");
|
||||
}
|
||||
|
||||
var bHasPacketInfoPayload = true;
|
||||
|
||||
if (reader.EngineNetVer() > EEngineNetworkVersionHistory.HISTORY_JITTER_IN_HEADER)
|
||||
@@ -540,6 +555,25 @@ public abstract class UNetConnection : UPlayer
|
||||
}
|
||||
|
||||
var packetSequenceDelta = PacketNotify.GetSequenceDelta(header);
|
||||
|
||||
// The Cycle client doesn't derive its initial packet sequences from the handshake
|
||||
// cookie the way stock UE does, so our cookie-based InitSequence disagrees with it
|
||||
// and every packet looks out-of-order. On the very first packet, adopt the client's
|
||||
// announced sequences (Seq + AckedSeq) instead of the cookie-derived ones.
|
||||
if (packetSequenceDelta <= 0 && !_bAdoptedInitialSequence && Driver != null && Driver.IsServer())
|
||||
{
|
||||
_bAdoptedInitialSequence = true;
|
||||
var adoptIn = new SequenceNumber((ushort)(header.Seq.Value - 1));
|
||||
var adoptOut = new SequenceNumber((ushort)(header.AckedSeq.Value + 1));
|
||||
PacketNotify.Init(adoptIn, adoptOut);
|
||||
InPacketId = header.Seq.Value - 1;
|
||||
OutPacketId = header.AckedSeq.Value + 1;
|
||||
OutAckPacketId = header.AckedSeq.Value;
|
||||
LastNotifiedPacketId = OutAckPacketId;
|
||||
Logger.Information("[HS-SEQ] Adopted client sequences: inSeq={In} outSeq={Out}", header.Seq.Value, header.AckedSeq.Value + 1);
|
||||
packetSequenceDelta = PacketNotify.GetSequenceDelta(header);
|
||||
}
|
||||
|
||||
if (packetSequenceDelta > 0)
|
||||
{
|
||||
var bPacketOrderCacheActive = !_bFlushingPacketOrderCache && _packetOrderCache != null;
|
||||
@@ -645,7 +679,10 @@ public abstract class UNetConnection : UPlayer
|
||||
|
||||
if (bunch.ChIndex >= MaxChannelSize)
|
||||
{
|
||||
throw new Exception("Bunch channel index exceeds channel limit");
|
||||
// Don't crash the whole server on a malformed/misaligned bunch (e.g. a
|
||||
// version/bit-alignment mismatch with the client). Log and drop the packet.
|
||||
Logger.Error("[HS-SEQ] Bunch channel index {Idx} exceeds limit {Max} (netVer={Ver}) — dropping packet", bunch.ChIndex, MaxChannelSize, (int)bunch.EngineNetVer());
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1079,6 +1116,7 @@ public abstract class UNetConnection : UPlayer
|
||||
|
||||
public void InitSequence(int incomingSequence, int outgoingSequence)
|
||||
{
|
||||
Logger.Information("[HS-SEQ] InitSequence incoming={In} outgoing={Out}", incomingSequence, outgoingSequence);
|
||||
if (InPacketId == -1)
|
||||
{
|
||||
// Initialize the base UNetConnection packet sequence (not very useful/effective at preventing attacks)
|
||||
|
||||
@@ -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>
|
||||
|
||||
@@ -286,7 +286,29 @@ public abstract partial class UWorld : FNetworkNotify, IAsyncDisposable
|
||||
}
|
||||
else
|
||||
{
|
||||
throw new NotImplementedException("Encryption");
|
||||
// R&D WALL — The Cycle mandates encryption on the game connection.
|
||||
// The client's NMT_Hello carries EncryptionToken = its PlayFab
|
||||
// user_id (e.g. "92EBCFE8C3EAF3AC"), and the client PacketHandler
|
||||
// stack is [DTLSHandlerComponent, StatelessConnectHandlerComponent]
|
||||
// (confirmed from the client's own logs). Encryption is therefore
|
||||
// DTLS in PSK mode (the shipping exe bundles ECDHE/DHE-PSK-AES256
|
||||
// cipher suites + a "DTLS.PreSharedKeys" cvar + DTLSPSK*Callback).
|
||||
//
|
||||
// Proceeding to the challenge WITHOUT sending NMT_EncryptionAck does
|
||||
// NOT work: the client requires encryption and closes the control
|
||||
// channel immediately after the plaintext challenge.
|
||||
//
|
||||
// To finish this we'd need (1) a DTLS-PSK server that matches UE's
|
||||
// DTLSHandlerComponent framing, and (2) the 32-byte PSK the client
|
||||
// derives per user_id. The derivation lives in the client's code,
|
||||
// which cannot be recovered statically: the exe is packed/encrypted
|
||||
// (.text entropy = 8.0), so Ghidra/radare2 see only ciphertext. The
|
||||
// only route left is a runtime memory dump of the decrypted image.
|
||||
//
|
||||
// For now: log and proceed to the challenge so the flow is visible
|
||||
// in logs; the client will close afterwards.
|
||||
Logger.Warning("Client requires DTLS-PSK encryption (EncryptionToken={Token}); server-side DTLS not implemented — connection will be dropped by client", encryptionToken);
|
||||
connection.SendChallengeControlMessage();
|
||||
}
|
||||
}
|
||||
break;
|
||||
@@ -434,13 +456,14 @@ public abstract partial class UWorld : FNetworkNotify, IAsyncDisposable
|
||||
|
||||
private void WelcomePlayer(UNetConnection connection)
|
||||
{
|
||||
// TODO: Properly fetch level name from CurrentLevel
|
||||
var levelName = "/Game/ThirdPersonCPP/Maps/ThirdPersonExampleMap";
|
||||
|
||||
// TODO: Properly fetch from AuthorityGameMode
|
||||
var gameName = "/Script/ThirdPersonMP.ThirdPersonMPGameMode";
|
||||
// Tell the client which level + game mode to travel to. Previously hardcoded to the
|
||||
// UE ThirdPerson template; now use the world's configured map and the "game=" option
|
||||
// (set by the host), falling back to the template if unset.
|
||||
var levelName = string.IsNullOrEmpty(Url.Map) ? "/Game/ThirdPersonCPP/Maps/ThirdPersonExampleMap" : Url.Map;
|
||||
var gameName = Url.GetOption("game=", "/Script/ThirdPersonMP.ThirdPersonMPGameMode") ?? string.Empty;
|
||||
var redirectUrl = string.Empty;
|
||||
|
||||
Logger.Information("Welcoming player -> level={Level} game={Game}", levelName, gameName);
|
||||
NMT_Welcome.Send(connection, levelName, gameName, redirectUrl);
|
||||
|
||||
connection.FlushNet();
|
||||
|
||||
+159
-1
@@ -1,7 +1,7 @@
|
||||
|
||||
Microsoft Visual Studio Solution File, Format Version 12.00
|
||||
# Visual Studio Version 17
|
||||
VisualStudioVersion = 17.12.35514.174 d17.12
|
||||
VisualStudioVersion = 17.12.35514.174
|
||||
MinimumVisualStudioVersion = 10.0.40219.1
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Prospect.Server.Api", "Prospect.Server.Api\Prospect.Server.Api.csproj", "{A539B020-8BEC-497F-9176-DC2665D927A1}"
|
||||
EndProject
|
||||
@@ -21,12 +21,24 @@ 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
|
||||
{04B1D963-2BCB-4887-9D6D-04CB3366A348}.Season 3 Release|x86.ActiveCfg = Release|Win32
|
||||
{04B1D963-2BCB-4887-9D6D-04CB3366A348}.Season 3 Release|x86.Build.0 = Release|Win32
|
||||
{A9BA7D25-F239-4320-A0DC-85E8001FD669}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{A9BA7D25-F239-4320-A0DC-85E8001FD669}.Debug|x64.Build.0 = Debug|x64
|
||||
{A9BA7D25-F239-4320-A0DC-85E8001FD669}.Debug|x86.ActiveCfg = Debug|x64
|
||||
{A9BA7D25-F239-4320-A0DC-85E8001FD669}.Debug|x86.Build.0 = Debug|x64
|
||||
{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}
|
||||
|
||||
@@ -4,8 +4,13 @@ from cryptography.x509 import NameOID, CertificateBuilder
|
||||
from cryptography import x509
|
||||
import datetime
|
||||
import os
|
||||
import argparse
|
||||
|
||||
def main():
|
||||
parser = argparse.ArgumentParser()
|
||||
parser.add_argument("--common-name", type=str, default='127.0.0.1')
|
||||
args = parser.parse_args()
|
||||
|
||||
if os.path.exists("certificate.pfx"):
|
||||
q = input("certificate.pfx already exists. Are you sure you want to generate a new certificate? (y/n): ")
|
||||
if q != "y":
|
||||
@@ -20,7 +25,7 @@ def main():
|
||||
|
||||
# Generate self-signed certificate
|
||||
subject = issuer = x509.Name([
|
||||
x509.NameAttribute(NameOID.COMMON_NAME, '2EA46.playfabapi.com'),
|
||||
x509.NameAttribute(NameOID.COMMON_NAME, args.common_name),
|
||||
])
|
||||
|
||||
cert = CertificateBuilder().subject_name(
|
||||
|
||||
Reference in New Issue
Block a user