17 Commits
b6 ... b7
17 changed files with 766 additions and 210 deletions
+23 -40
View File
@@ -11,10 +11,9 @@ Also known as "The Cycle: Frontier".
- [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. Copy the `Prospect.Client.Loader` to the game](#6-copy-the-prospectclientloader-to-the-game)
- [7. Run the server](#7-run-the-server)
- [8. Run the game](#8-run-the-game)
- [5. Extract `LoaderPack` to the game](#5-extract-loaderpack-to-the-game)
- [6. Run the server](#6-run-the-server)
- [7. Run the game](#7-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 +29,7 @@ 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 +38,15 @@ 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
@@ -63,14 +58,16 @@ Also known as "The Cycle: Frontier".
* [ ] Game mechanics
* [x] Can deploy through terminal
* [x] Can deploy with loadout
* [ ] Can evac
* [x] Can evac
* [ ] Can do quests
* [ ] Can gain/lose loot
* [ ] Can use Alien Forge.
* [ ] Map content
* [x] Delivery quests
* [ ] Kill quests
* [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
@@ -90,21 +87,17 @@ 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. [Latest `Prospect.Client.Loader`](https://github.com/deiteris/Prospect/releases) from the Releases section.
- For Season 3 (the latest Steam game client), use Build 6.
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.
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).
- Any other version, even Season 1 works.
- Season 2 client version `4623363103423775682` from SteamDB. See [download instructions below](#11-how-to-download-season-2-client-from-steamdb-using-steam-console).
#### 1.1 How to download Season 2 client from SteamDB using Steam console
@@ -163,34 +156,24 @@ 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
### 5. 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. Save and close the file.
### 6. Copy the `Prospect.Client.Loader` to the game
1. Open the folder with The Cycle: Frontier and navigate to **Prospect** > **Binaries** > **Win64**.
1. Copy the downloaded `Prospect.Client.Loader` file into the folder.
1. Drag and drop the contents of the `LoaderPack` archive to the game.
1. Create a shortcut for the `Prospect.Client.Loader` that you will use later to launch the game.
### 7. Run the server
### 6. 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
### 7. 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.
@@ -21,10 +21,9 @@
<PropertyGroup Label="Globals">
<VCProjectVersion>17.0</VCProjectVersion>
<Keyword>Win32Proj</Keyword>
<ProjectGuid>{8170a17f-e536-4fdb-bc01-78bf09a9a48b}</ProjectGuid>
<ProjectGuid>{04b1d963-2bcb-4887-9d6d-04cb3366a348}</ProjectGuid>
<RootNamespace>ProspectClientLoader</RootNamespace>
<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
<ProjectName>Prospect.Client.Loader</ProjectName>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
+371 -31
View File
@@ -54,28 +54,354 @@ HANDLE OpenTargetProcess(DWORD processID) {
return hProcess;
}
bool CheckTutorialActorsOffset(HANDLE hProcess, uintptr_t address) {
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 {
}
else {
DWORD error = GetLastError();
if (error == 299) {
printf("Incomplete memory read. Retrying...\n");
Sleep(1000);
return CheckTutorialActorsOffset(hProcess, address);
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!");
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!");
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!");
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!");
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 = L"UE4SS.dll";
// 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;
uintptr_t imageBase, address;
BYTE newValues[2] = { 0xB3, 0x01 };
SIZE_T bytesWritten;
uintptr_t imageBase;
HANDLE hProcess = StartProcess(processName, &processID);
if (hProcess == NULL) {
@@ -92,33 +418,13 @@ bool Patch(const wchar_t* processName) {
}
printf("PE Image Base Address: 0x%p\n", (void*)imageBase);
// Season 3 Patch tutorial actors loader: sub_3DA7520 -> loc_3DA75B6
address = imageBase + 0x3DA75B6;
bool found = CheckTutorialActorsOffset(hProcess, address);
if (!found) {
// Season 2 Patch tutorial actors loader: sub_3D19900 -> loc_3D19996
address = imageBase + 0x3D19996;
found = CheckTutorialActorsOffset(hProcess, address);
}
if (!found) {
printf("Failed to find necessary memory chunk!");
bool success = !PatchForceLevelStreaming(hProcess, imageBase) || !PatchUpdateInventory(hProcess, imageBase) || !PatchLoadPlayerContracts(hProcess, imageBase);
if (success) {
return false;
}
DWORD oldProtect;
if (VirtualProtectEx(hProcess, (LPVOID)address, sizeof(newValues), PAGE_EXECUTE_READWRITE, &oldProtect)) {
if (WriteProcessMemory(hProcess, (LPVOID)address, newValues, sizeof(newValues), &bytesWritten)) {
printf("Memory Write Success: Wrote 0xB3 0x01 at address 0x%p\n", (void*)address);
}
else {
printf("Failed to write memory. Error: %lu\n", GetLastError());
}
// Restore original protection
VirtualProtectEx(hProcess, (LPVOID)address, sizeof(newValues), oldProtect, &oldProtect);
}
else {
printf("Failed to change memory protection. Error: %lu\n", GetLastError());
if (!Inject(hProcess)) {
return false;
}
// Clean up
@@ -126,8 +432,42 @@ bool Patch(const wchar_t* processName) {
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() {
bool success = Patch(L"Prospect-Win64-Shipping.exe");
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");
@@ -1,4 +1,5 @@
using System.Text.Json.Serialization;
using Prospect.Server.Api.Services.CloudScript.Models.Data;
namespace Prospect.Server.Api.Models.Data;
@@ -11,5 +12,14 @@ public class PlayerBalance
public int SoftCurrency { get; set; }
[JsonPropertyName("IN")]
public int InsuranceTokens { get; set; }
public int InsuranceCurrency { get; set; }
}
public class JobBoardsData
{
[JsonPropertyName("lastBoardRefreshTimeUtc")]
public FYTimestamp LastBoardRefreshTimeUtc { get; set; }
[JsonPropertyName("boards")]
public List<FYFactionContractsData> Boards { get; set; }
}
@@ -1,4 +1,4 @@
using System.Text.Json;
using System.Text.Json;
using System.Text.Json.Serialization;
using Prospect.Server.Api.Services.Auth.Extensions;
using Prospect.Server.Api.Services.CloudScript.Models.Data;
@@ -59,8 +59,7 @@ public class ActivateContract : ICloudScriptFunction<FYActivateContractRequest,
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,
@@ -71,6 +70,14 @@ public class ActivateContract : ICloudScriptFunction<FYActivateContractRequest,
// TODO: Contract unlock criteria
var progress = new int[contract.Objectives.Length];
// TODO: Automatically set max progress of kill and visit objectives. To remove once kill and visit objectives are reported by the client.
for (var i = 0; i < contract.Objectives.Length; i++) {
var objective = contract.Objectives[i];
if (objective.Type != EYContractObjectiveType.OwnNumOfItem) {
progress[i] = objective.MaxProgress;
}
}
var contractsActive = JsonSerializer.Deserialize<FYGetActiveContractsResult>(userData["ContractsActive"].Value);
var contractData = new FYActiveContractPlayerData {
ContractID = request.ContractID,
@@ -50,6 +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)
{
@@ -66,11 +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,
@@ -82,16 +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 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
{
@@ -106,6 +108,7 @@ public class ClaimActiveContract : ICloudScriptFunction<FYClaimCompletedActiveCo
var targetContract = contractsActive.Contracts[targetContractIdx];
List<FYCustomItemInfo> itemsUpdatedOrRemoved = [];
HashSet<string> deletedItemsIds = [];
// TODO: Optimize
for (var i = 0; i < contract.Objectives.Length; i++) {
var objective = contract.Objectives[i];
int remaining = objective.MaxProgress;
@@ -161,9 +164,9 @@ public class ClaimActiveContract : ICloudScriptFunction<FYClaimCompletedActiveCo
} else if (reward.ItemID == "Aurum") {
balance.HardCurrency += reward.Amount;
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance.HardCurrency });
} else if (reward.ItemID == "InsuranceToken") {
balance.InsuranceTokens += reward.Amount;
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "InsuranceToken", Amount = balance.InsuranceTokens });
} else if (reward.ItemID == "InsuranceCurrency") {
balance.InsuranceCurrency += reward.Amount;
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "InsuranceCurrency", Amount = balance.InsuranceCurrency });
} else {
// TODO: Inventory limit check
@@ -211,14 +214,44 @@ 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) {
var contractToUnlock = contracts[contractIdToUnlock];
var progress = new int[contractToUnlock.Objectives.Length];
// TODO: Automatically set max progress of kill and visit objectives. To remove once kill and visit objectives are reported by the client.
for (var i = 0; i < contractToUnlock.Objectives.Length; i++) {
var objective = contractToUnlock.Objectives[i];
if (objective.Type != EYContractObjectiveType.OwnNumOfItem) {
progress[i] = objective.MaxProgress;
}
}
var newContract = new FYActiveContractPlayerData {
ContractID = contractIdToUnlock,
Progress = progress,
@@ -235,6 +268,7 @@ public class ClaimActiveContract : ICloudScriptFunction<FYClaimCompletedActiveCo
["Balance"] = JsonSerializer.Serialize(balance),
["Inventory"] = JsonSerializer.Serialize(newInventory),
[factionKey] = JsonSerializer.Serialize(factionProgression),
["JobBoardsData"] = JsonSerializer.Serialize(jobBoardsData),
}
);
@@ -242,12 +276,12 @@ 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,
@@ -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 +20,72 @@ 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];
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
@@ -1,4 +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
};
}
}
@@ -74,9 +74,9 @@ public class RequestMissionCompleted : ICloudScriptFunction<FYRequestMissionComp
} else if (reward.RewardRowHandle.RowName == "Aurum") {
balance.HardCurrency += reward.RewardAmount;
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance.HardCurrency });
} else if (reward.RewardRowHandle.RowName == "InsuranceToken") {
balance.InsuranceTokens += reward.RewardAmount;
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "InsuranceToken", Amount = balance.InsuranceTokens });
} 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];
@@ -82,6 +82,7 @@ public class RequestUpdateStationInventoryFunction : ICloudScriptFunction<Reques
// 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)) {
@@ -98,6 +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
@@ -117,11 +117,11 @@ public class SellItemsClientFunction : ICloudScriptFunction<SellItemsClientReque
continue;
}
var blueprintData = blueprints[inventoryItem.BaseItemId];
// TODO: Probably better to decide based on item kind instead
if (inventoryItem.Durability == -1) {
// 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 {
} else if (blueprintData.Kind == "Armor") {
factionProgression += (int)Math.Max(
(float)inventoryItem.Durability / blueprintData.DurabilityMax * blueprintData.OverrideScrappingReputation,
blueprintData.OverrideScrappingReputation * blueprintData.DurabilityBrokenScrappingReturnModifier
@@ -130,6 +130,9 @@ public class SellItemsClientFunction : ICloudScriptFunction<SellItemsClientReque
(float)inventoryItem.Durability / blueprintData.DurabilityMax * blueprintData.OverrideScrappingReturns,
blueprintData.OverrideScrappingReturns * blueprintData.DurabilityBrokenScrappingReturnModifier
);
} else {
factionProgression += blueprintData.OverrideScrappingReputation * inventoryItem.Amount;
balance.SoftCurrency += blueprintData.OverrideScrappingReturns * inventoryItem.Amount;
}
scrappedItemIds.Add(itemId);
@@ -29,3 +29,30 @@ public class FYEnterMatchAzureFunction
[JsonPropertyName("loginNonce")]
public string LoginNonce { get; set; }
}
public class FYEnterMatchAzureFunctionCB
{
[JsonPropertyName("optimalRegion")]
public string? OptimalRegion { get; set; }
[JsonPropertyName("isMatch")]
public bool IsMatch { get; set; }
[JsonPropertyName("bypassMaintenanceMode")]
public bool BypassMaintenanceMode { get; set; }
[JsonPropertyName("debugOption")]
public string? DebugOption { get; set; }
[JsonPropertyName("mapName")]
public string? MapName { get; set; }
[JsonPropertyName("squad_id")]
public string? SquadId { get; set; }
[JsonPropertyName("purchaseInsuranceRequest")]
public FYPurchaseInventoryInsuranceRequest PurchaseInventoryInsurances { get; set; }
[JsonPropertyName("loginNonce")]
public string LoginNonce { get; set; }
}
@@ -21,3 +21,30 @@ public class FYEnterMatchmakingResult
[JsonPropertyName("errorMessage")]
public string ErrorMessage { get; set; }
}
public class FYEnterMatchAzureFunctionResult
{
[JsonPropertyName("success")]
public bool Success { get; set; }
[JsonPropertyName("address")]
public string? Address { get; set; }
[JsonPropertyName("errorMessage")]
public string? ErrorMessage { get; set; }
[JsonPropertyName("port")]
public int Port { get; set; }
[JsonPropertyName("sharedIndex")]
public int ShardIndex { get; set; }
[JsonPropertyName("singleplayerStation")]
public bool SingleplayerStation { get; set; }
[JsonPropertyName("maintenanceMode")]
public bool MaintenanceMode { get; set; }
[JsonPropertyName("sessionTimeJoinDelay")]
public float SessionTimeJoinDelay { get; set; }
}
File diff suppressed because one or more lines are too long
@@ -1,7 +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;
@@ -171,6 +173,25 @@ public class UserDataService
["GlobalVanity"] = (false, $"{{\"activeGlobalVanityIds\":[\"Season03_Spray_13\",\"Banner_MIne\",\"Emote_Chill_01\",\"\",\"\",\"\",\"\",\"\"], \"droppodId\": \"VDP_Omega02\"}}"),
["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}"),
+26 -26
View File
@@ -21,7 +21,7 @@ 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", "{8170A17F-E536-4FDB-BC01-78BF09A9A48B}"
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Prospect.Client.Loader", "Prospect.Client.Loader\Prospect.Client.Loader.vcxproj", "{04B1D963-2BCB-4887-9D6D-04CB3366A348}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
@@ -183,30 +183,30 @@ Global
{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
{8170A17F-E536-4FDB-BC01-78BF09A9A48B}.Debug|x64.ActiveCfg = Debug|x64
{8170A17F-E536-4FDB-BC01-78BF09A9A48B}.Debug|x64.Build.0 = Debug|x64
{8170A17F-E536-4FDB-BC01-78BF09A9A48B}.Debug|x86.ActiveCfg = Debug|Win32
{8170A17F-E536-4FDB-BC01-78BF09A9A48B}.Debug|x86.Build.0 = Debug|Win32
{8170A17F-E536-4FDB-BC01-78BF09A9A48B}.Release|x64.ActiveCfg = Release|x64
{8170A17F-E536-4FDB-BC01-78BF09A9A48B}.Release|x64.Build.0 = Release|x64
{8170A17F-E536-4FDB-BC01-78BF09A9A48B}.Release|x86.ActiveCfg = Release|Win32
{8170A17F-E536-4FDB-BC01-78BF09A9A48B}.Release|x86.Build.0 = Release|Win32
{8170A17F-E536-4FDB-BC01-78BF09A9A48B}.Season 2 Debug|x64.ActiveCfg = Debug|x64
{8170A17F-E536-4FDB-BC01-78BF09A9A48B}.Season 2 Debug|x64.Build.0 = Debug|x64
{8170A17F-E536-4FDB-BC01-78BF09A9A48B}.Season 2 Debug|x86.ActiveCfg = Debug|Win32
{8170A17F-E536-4FDB-BC01-78BF09A9A48B}.Season 2 Debug|x86.Build.0 = Debug|Win32
{8170A17F-E536-4FDB-BC01-78BF09A9A48B}.Season 2 Release|x64.ActiveCfg = Release|x64
{8170A17F-E536-4FDB-BC01-78BF09A9A48B}.Season 2 Release|x64.Build.0 = Release|x64
{8170A17F-E536-4FDB-BC01-78BF09A9A48B}.Season 2 Release|x86.ActiveCfg = Release|Win32
{8170A17F-E536-4FDB-BC01-78BF09A9A48B}.Season 2 Release|x86.Build.0 = Release|Win32
{8170A17F-E536-4FDB-BC01-78BF09A9A48B}.Season 3 Debug|x64.ActiveCfg = Debug|x64
{8170A17F-E536-4FDB-BC01-78BF09A9A48B}.Season 3 Debug|x64.Build.0 = Debug|x64
{8170A17F-E536-4FDB-BC01-78BF09A9A48B}.Season 3 Debug|x86.ActiveCfg = Debug|Win32
{8170A17F-E536-4FDB-BC01-78BF09A9A48B}.Season 3 Debug|x86.Build.0 = Debug|Win32
{8170A17F-E536-4FDB-BC01-78BF09A9A48B}.Season 3 Release|x64.ActiveCfg = Release|x64
{8170A17F-E536-4FDB-BC01-78BF09A9A48B}.Season 3 Release|x64.Build.0 = Release|x64
{8170A17F-E536-4FDB-BC01-78BF09A9A48B}.Season 3 Release|x86.ActiveCfg = Release|Win32
{8170A17F-E536-4FDB-BC01-78BF09A9A48B}.Season 3 Release|x86.Build.0 = Release|Win32
{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
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
@@ -218,7 +218,7 @@ 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}
{8170A17F-E536-4FDB-BC01-78BF09A9A48B} = {31D3D5D2-B011-4F9B-B6CC-D0A35675D797}
{04B1D963-2BCB-4887-9D6D-04CB3366A348} = {31D3D5D2-B011-4F9B-B6CC-D0A35675D797}
EndGlobalSection
GlobalSection(ExtensibilityGlobals) = postSolution
SolutionGuid = {12888C62-D3A2-4DD7-A9A5-1481D95865D0}