1 Commits
b6 .. b5
Author SHA1 Message Date
Yury 44a7554616 Push changes 2025-02-24 01:01:48 +02:00
34 changed files with 193 additions and 847 deletions
+12 -12
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@@ -7,12 +7,12 @@ Also known as "The Cycle: Frontier".
- [Features](#features) - [Features](#features)
- [Running locally](#running-locally) - [Running locally](#running-locally)
- [1. Prerequisites](#1-prerequisites) - [1. Prerequisites](#1-prerequisites)
- [1.1 How to download Season 2 client from SteamDB using Steam console](#11-how-to-download-season-2-client-from-steamdb-using-steam-console) - [1.1 How to download Season 2 client from SteamDB using Steam console](#11-how-to-download-season-2-client-from-steamdb-using-steam-console)
- [2. Unpack `Prospect.Server.Api`](#2-unpack-prospectserverapi) - [2. Unpack `Prospect.Server.Api`](#2-unpack-prospectserverapi)
- [3. Patch the `hosts` file](#3-patch-the-hosts-file) - [3. Patch the `hosts` file](#3-patch-the-hosts-file)
- [4. Generate and import SSL certificate](#4-generate-and-import-ssl-certificate) - [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) - [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) - [6. Create a game shortcut with specified arguments](#6-create-a-game-shortcut-with-specified-arguments)
- [7. Run the server](#7-run-the-server) - [7. Run the server](#7-run-the-server)
- [8. Run the game](#8-run-the-game) - [8. Run the game](#8-run-the-game)
- [Troubleshooting and FAQ](#troubleshooting-and-faq) - [Troubleshooting and FAQ](#troubleshooting-and-faq)
@@ -90,9 +90,7 @@ 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. [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. [Latest `Prospect.Server.Api`](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.
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. [.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.
@@ -106,17 +104,15 @@ Before you start, you'll need the following software downloaded and installed:
- Any other version, even Season 1 works. - 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] > [!WARNING]
> This will overwrite the existing client if you try to download a different manifest! > This will overwrite the existing client if you try to download a different manifest!
1. With Steam running, press `Win+R` and enter `steam://nav/console`. A Steam console will open. 1. With Steam running, click <steam://nav/console> to open Steam console. Alternatively, you can press `Win+R` and enter `steam://nav/console`.
1. Open [The Cycle: Frontier SteamDB manifests](https://steamdb.info/depot/868271/manifests/). 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. Press `CTRL+F` and enter `4623363103423775682` to find the manifest for Season 2 version 2.7.2 client.
1. Click the ![Copy](./_assets/steamdb_copy.PNG) icon to copy the download command. 1. Click the ![Copy](./_assets/steamdb_copy.PNG) icon to copy the download command.
@@ -173,13 +169,17 @@ to successfully communicate with the local server. Do the following:
1. Save and close the file. 1. Save and close the file.
### 6. Copy the `Prospect.Client.Loader` to 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. 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. Right-click `Prospect-Win64-Shipping.exe` > **Create Shortcut**.
1. Create a shortcut for the `Prospect.Client.Loader` that you will use later to launch the game. 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 ### 7. Run the server
@@ -1,136 +0,0 @@
<?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>{8170a17f-e536-4fdb-bc01-78bf09a9a48b}</ProjectGuid>
<RootNamespace>ProspectClientLoader</RootNamespace>
<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
<ProjectName>Prospect.Client.Loader</ProjectName>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v143</PlatformToolset>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(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" />
<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>
@@ -1,22 +0,0 @@
<?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>
-139
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@@ -1,139 +0,0 @@
#include <windows.h>
#include <tlhelp32.h>
#include <stdio.h>
#include <stdint.h>
#include <string.h>
// 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 {
printf("Failed to start process. Error: %lu\n", GetLastError());
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 CheckTutorialActorsOffset(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 CheckTutorialActorsOffset(hProcess, address);
}
printf("Failed to read memory. Error: %lu\n", error);
return false;
}
}
bool Patch(const wchar_t* processName) {
DWORD processID;
uintptr_t imageBase, address;
BYTE newValues[2] = { 0xB3, 0x01 };
SIZE_T bytesWritten;
HANDLE hProcess = StartProcess(processName, &processID);
if (hProcess == NULL) {
return false;
}
// Wait a bit for PE image to load
Sleep(5000);
// Find the PE Image Base Address
imageBase = GetModuleBaseAddress(processID);
if (imageBase == 0) {
printf("Failed to find PE Image Base Address.\n");
return false;
}
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!");
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());
}
// Clean up
CloseHandle(hProcess);
return true;
}
int main() {
bool 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;
}
@@ -6,7 +6,6 @@ using Microsoft.Extensions.Options;
using Prospect.Server.Api.Config; using Prospect.Server.Api.Config;
using Prospect.Server.Api.Models.Client; using Prospect.Server.Api.Models.Client;
using Prospect.Server.Api.Models.Client.Data; using Prospect.Server.Api.Models.Client.Data;
using Prospect.Server.Api.Models.Data;
using Prospect.Server.Api.Services.Auth; using Prospect.Server.Api.Services.Auth;
using Prospect.Server.Api.Services.Auth.Extensions; using Prospect.Server.Api.Services.Auth.Extensions;
using Prospect.Server.Api.Services.Auth.User; using Prospect.Server.Api.Services.Auth.User;
@@ -297,7 +296,7 @@ public class ClientController : Controller
Data = new FGetUserInventoryResult Data = new FGetUserInventoryResult
{ {
Inventory = items, Inventory = items,
VirtualCurrency = JsonSerializer.Deserialize<PlayerBalance>(userData["Balance"].Value), VirtualCurrency = JsonSerializer.Deserialize<Dictionary<string, int>>(userData["Balance"].Value),
VirtualCurrencyRechargeTimes = new Dictionary<string, FVirtualCurrencyRechargeTime>() VirtualCurrencyRechargeTimes = new Dictionary<string, FVirtualCurrencyRechargeTime>()
} }
}); });
@@ -1,6 +1,5 @@
using System.Text.Json.Serialization; using System.Text.Json.Serialization;
using Prospect.Server.Api.Models.Client.Data; using Prospect.Server.Api.Models.Client.Data;
using Prospect.Server.Api.Models.Data;
namespace Prospect.Server.Api.Models.Client; namespace Prospect.Server.Api.Models.Client;
@@ -18,7 +17,7 @@ public class FGetUserInventoryResult
/// </summary> /// </summary>
[JsonPropertyName("VirtualCurrency")] [JsonPropertyName("VirtualCurrency")]
[JsonIgnore(Condition = JsonIgnoreCondition.WhenWritingDefault)] [JsonIgnore(Condition = JsonIgnoreCondition.WhenWritingDefault)]
public PlayerBalance? VirtualCurrency { get; set; } public Dictionary<string, int>? VirtualCurrency { get; set; }
/// <summary> /// <summary>
/// [optional] Array of virtual currency balance(s) belonging to the user. /// [optional] Array of virtual currency balance(s) belonging to the user.
@@ -1,15 +0,0 @@
using System.Text.Json.Serialization;
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 InsuranceTokens { get; set; }
}
@@ -15,8 +15,6 @@ public class TitleDataContractInfo {
public TitleDataContractInfoUnlockData UnlockData { get; set; } public TitleDataContractInfoUnlockData UnlockData { get; set; }
[JsonPropertyName("IsMainContract")] [JsonPropertyName("IsMainContract")]
public bool IsMainContract { get; set; } public bool IsMainContract { get; set; }
[JsonPropertyName("ContractDifficulty")]
public EYContractDifficulty ContractDifficulty { get; set; }
} }
public class TitleDataContractInfoReward { public class TitleDataContractInfoReward {
@@ -28,7 +26,7 @@ public class TitleDataContractInfoReward {
public class TitleDataContractInfoObjective { public class TitleDataContractInfoObjective {
[JsonPropertyName("Type")] [JsonPropertyName("Type")]
public EYContractObjectiveType Type { get; set; } public int Type { get; set; }
[JsonPropertyName("MaxProgress")] [JsonPropertyName("MaxProgress")]
public int MaxProgress { get; set; } public int MaxProgress { get; set; }
[JsonPropertyName("ItemToOwn")] [JsonPropertyName("ItemToOwn")]
@@ -39,26 +37,5 @@ public class TitleDataContractInfoUnlockData {
[JsonPropertyName("Level")] [JsonPropertyName("Level")]
public int Level { get; set; } public int Level { get; set; }
[JsonPropertyName("Contracts")] [JsonPropertyName("Contracts")]
public HashSet<string> Contracts { get; set; } public 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
};
@@ -28,11 +28,11 @@ public class TitleDataBlueprintInfo {
[JsonPropertyName("ScrappingFactionProgressionIncrement")] [JsonPropertyName("ScrappingFactionProgressionIncrement")]
public int ScrappingFactionProgressionIncrement { get; set; } public int ScrappingFactionProgressionIncrement { get; set; }
[JsonPropertyName("UnlockData")] [JsonPropertyName("UnlockData")]
public TitleDataItemUnlockData UnlockData { get; set; } public object UnlockData { get; set; }
[JsonPropertyName("ModID")] [JsonPropertyName("ModID")]
public int? ModID { get; set; } public int? ModID { get; set; }
[JsonPropertyName("AlienForgeCatalystToUpgradedItemMap")] [JsonPropertyName("AlienForgeCatalystToUpgradedItemMap")]
public TitleDataItemAlienForgeCatalystToUpgradedItemMap AlienForgeCatalystToUpgradedItemMap { get; set; } public object? AlienForgeCatalystToUpgradedItemMap { get; set; }
[JsonPropertyName("Rarity")] [JsonPropertyName("Rarity")]
public int Rarity { get; set; } public int Rarity { get; set; }
[JsonPropertyName("Kind")] [JsonPropertyName("Kind")]
@@ -61,22 +61,6 @@ public class TitleDataItemRecipeCostType {
public int Amount { get; set; } 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 enum class EYItemType : uint8_t
{ {
@@ -4,23 +4,6 @@
<TargetFramework>net8.0</TargetFramework> <TargetFramework>net8.0</TargetFramework>
<ImplicitUsings>true</ImplicitUsings> <ImplicitUsings>true</ImplicitUsings>
<Nullable>enable</Nullable> <Nullable>enable</Nullable>
<Configurations>Debug;Release;Season 3 Release;Season 2 Release;Season 2 Debug;Season 3 Debug</Configurations>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Season 3 Debug|AnyCPU'">
<Optimize>False</Optimize>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Season 3 Release|AnyCPU'">
<Optimize>True</Optimize>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Season 2 Release|AnyCPU'">
<Optimize>True</Optimize>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|AnyCPU'">
<Optimize>True</Optimize>
</PropertyGroup> </PropertyGroup>
<ItemGroup> <ItemGroup>
@@ -1,6 +1,5 @@
using System.Text.Json; using System.Text.Json;
using System.Text.Json.Serialization; using System.Text.Json.Serialization;
using Prospect.Server.Api.Models.Data;
using Prospect.Server.Api.Services.Auth.Extensions; using Prospect.Server.Api.Services.Auth.Extensions;
using Prospect.Server.Api.Services.CloudScript.Models.Data; using Prospect.Server.Api.Services.CloudScript.Models.Data;
using Prospect.Server.Api.Services.UserData; using Prospect.Server.Api.Services.UserData;
@@ -88,7 +87,7 @@ public class ClaimActiveContract : ICloudScriptFunction<FYClaimCompletedActiveCo
var factionProgression = JsonSerializer.Deserialize<int>(userData[factionKey].Value); var factionProgression = JsonSerializer.Deserialize<int>(userData[factionKey].Value);
var contractsActive = JsonSerializer.Deserialize<FYGetActiveContractsResult>(userData["ContractsActive"].Value); var contractsActive = JsonSerializer.Deserialize<FYGetActiveContractsResult>(userData["ContractsActive"].Value);
var contractsCompleted = JsonSerializer.Deserialize<FYGetCompletedContractsResult>(userData["ContractsOneTimeCompleted"].Value); var contractsCompleted = JsonSerializer.Deserialize<FYGetCompletedContractsResult>(userData["ContractsOneTimeCompleted"].Value);
var balance = JsonSerializer.Deserialize<PlayerBalance>(userData["Balance"].Value); var balance = JsonSerializer.Deserialize<Dictionary<string, int>>(userData["Balance"].Value);
var inventory = JsonSerializer.Deserialize<List<FYCustomItemInfo>>(userData["Inventory"].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 == request.ContractID);
@@ -103,16 +102,14 @@ public class ClaimActiveContract : ICloudScriptFunction<FYClaimCompletedActiveCo
var blueprints = JsonSerializer.Deserialize<Dictionary<string, TitleDataBlueprintInfo>>(titleData["Blueprints"]); var blueprints = JsonSerializer.Deserialize<Dictionary<string, TitleDataBlueprintInfo>>(titleData["Blueprints"]);
var targetContract = contractsActive.Contracts[targetContractIdx];
List<FYCustomItemInfo> itemsUpdatedOrRemoved = []; List<FYCustomItemInfo> itemsUpdatedOrRemoved = [];
HashSet<string> deletedItemsIds = []; HashSet<string> deletedItemsIds = [];
for (var i = 0; i < contract.Objectives.Length; i++) { // TODO: Proper progress verification of all objectives
var objective = contract.Objectives[i]; foreach (var objective in contract.Objectives) {
int remaining = objective.MaxProgress; int remaining = objective.MaxProgress;
if (objective.Type == EYContractObjectiveType.OwnNumOfItem) { if (objective.Type == 2) {
// NOTE: The backend may perform item ownership validation for (var i = 0; i < inventory.Count; i++) {
// since it has the information about the player's items. var item = inventory[i];
foreach (var item in inventory) {
if (item.BaseItemId != objective.ItemToOwn) { if (item.BaseItemId != objective.ItemToOwn) {
continue; continue;
} }
@@ -128,11 +125,6 @@ public class ClaimActiveContract : ICloudScriptFunction<FYClaimCompletedActiveCo
break; break;
} }
} }
} 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) { if (remaining > 0) {
return new FYClaimCompletedActiveContractRewardsResult return new FYClaimCompletedActiveContractRewardsResult
@@ -156,17 +148,15 @@ public class ClaimActiveContract : ICloudScriptFunction<FYClaimCompletedActiveCo
List<FYCurrencyItem> changedCurrencies = []; List<FYCurrencyItem> changedCurrencies = [];
foreach (var reward in contract.Rewards) { foreach (var reward in contract.Rewards) {
if (reward.ItemID == "SoftCurrency") { if (reward.ItemID == "SoftCurrency") {
balance.SoftCurrency += reward.Amount; balance["SC"] += reward.Amount;
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance.SoftCurrency }); changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance["SC"] });
} else if (reward.ItemID == "Aurum") { } else if (reward.ItemID == "Aurum") {
balance.HardCurrency += reward.Amount; balance["AU"] += reward.Amount;
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance.HardCurrency }); changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance["AU"] });
} else if (reward.ItemID == "InsuranceToken") { } else if (reward.ItemID == "InsuranceToken") {
balance.InsuranceTokens += reward.Amount; balance["IN"] += reward.Amount;
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "InsuranceToken", Amount = balance.InsuranceTokens }); changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "InsuranceToken", Amount = balance["IN"] });
} else { } else {
// TODO: Inventory limit check
var blueprintData = blueprints[reward.ItemID]; var blueprintData = blueprints[reward.ItemID];
var remainingAmount = reward.Amount * blueprintData.AmountPerPurchase; var remainingAmount = reward.Amount * blueprintData.AmountPerPurchase;
@@ -1,6 +1,5 @@
using System.Text.Json; using System.Text.Json;
using System.Text.Json.Serialization; using System.Text.Json.Serialization;
using Prospect.Server.Api.Models.Data;
using Prospect.Server.Api.Services.Auth.Extensions; using Prospect.Server.Api.Services.Auth.Extensions;
using Prospect.Server.Api.Services.CloudScript.Models.Data; using Prospect.Server.Api.Services.CloudScript.Models.Data;
using Prospect.Server.Api.Services.UserData; using Prospect.Server.Api.Services.UserData;
@@ -104,7 +103,7 @@ public class ClaimGeneratorIncomeClient : ICloudScriptFunction<FYClaimGeneratorI
}; };
} }
var balance = JsonSerializer.Deserialize<PlayerBalance>(userData["Balance"].Value); var balance = JsonSerializer.Deserialize<Dictionary<string, int>>(userData["Balance"].Value);
var inventory = JsonSerializer.Deserialize<List<FYCustomItemInfo>>(userData["Inventory"].Value); var inventory = JsonSerializer.Deserialize<List<FYCustomItemInfo>>(userData["Inventory"].Value);
var techTreeBonuses = JsonSerializer.Deserialize<CharacterTechTreeBonuses>(userData["CharacterTechTreeBonuses"].Value); var techTreeBonuses = JsonSerializer.Deserialize<CharacterTechTreeBonuses>(userData["CharacterTechTreeBonuses"].Value);
@@ -137,8 +136,8 @@ public class ClaimGeneratorIncomeClient : ICloudScriptFunction<FYClaimGeneratorI
}; };
} }
balance.SoftCurrency += claimableAmount; balance["SC"] += claimableAmount;
changedCurrencies = [new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance.SoftCurrency }]; changedCurrencies = [new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance["SC"] }];
break; break;
} }
case "playerquarters_gen_aurum": { case "playerquarters_gen_aurum": {
@@ -163,8 +162,8 @@ public class ClaimGeneratorIncomeClient : ICloudScriptFunction<FYClaimGeneratorI
}; };
} }
balance.HardCurrency += claimableAmount; balance["AU"] += claimableAmount;
changedCurrencies = [new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance.HardCurrency }]; changedCurrencies = [new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance["AU"] }];
break; break;
} }
case "playerquarters_gen_crate": { case "playerquarters_gen_crate": {
@@ -191,8 +190,7 @@ public class ClaimGeneratorIncomeClient : ICloudScriptFunction<FYClaimGeneratorI
var blueprints = JsonSerializer.Deserialize<Dictionary<string, TitleDataBlueprintInfo>>(titleData["Blueprints"]); var blueprints = JsonSerializer.Deserialize<Dictionary<string, TitleDataBlueprintInfo>>(titleData["Blueprints"]);
var rewardsPool = dailyCrateRewards[crateTier - 1]; var rewardsPool = dailyCrateRewards[crateTier - 1];
// TODO: Get rewardGrants from PassiveGenerators_CrateRewards_DT var items = PickItems(rewardsPool, 5); // TODO: Not sure how many items were granted
var items = PickItems(rewardsPool, 5);
// TODO: Stackable? GrantedItems doesn't imply granted OR updated. // TODO: Stackable? GrantedItems doesn't imply granted OR updated.
foreach (var item in items) { foreach (var item in items) {
var itemInfo = blueprints[item.Name]; var itemInfo = blueprints[item.Name];
@@ -1,6 +1,5 @@
using System.Text.Json; using System.Text.Json;
using System.Text.Json.Serialization; using System.Text.Json.Serialization;
using Prospect.Server.Api.Models.Data;
using Prospect.Server.Api.Services.Auth.Extensions; using Prospect.Server.Api.Services.Auth.Extensions;
using Prospect.Server.Api.Services.CloudScript; using Prospect.Server.Api.Services.CloudScript;
using Prospect.Server.Api.Services.UserData; using Prospect.Server.Api.Services.UserData;
@@ -139,7 +138,7 @@ public class PurchaseWeaponShopItemFunction : ICloudScriptFunction<PurchaseWeapo
} }
var userData = await _userDataService.FindAsync(userId, userId, new List<string>{"Inventory", "Balance"}); var userData = await _userDataService.FindAsync(userId, userId, new List<string>{"Inventory", "Balance"});
var inventory = JsonSerializer.Deserialize<List<FYCustomItemInfo>>(userData["Inventory"].Value); var inventory = JsonSerializer.Deserialize<List<FYCustomItemInfo>>(userData["Inventory"].Value);
var balance = JsonSerializer.Deserialize<PlayerBalance>(userData["Balance"].Value); var balance = JsonSerializer.Deserialize<Dictionary<string, int>>(userData["Balance"].Value);
var blueprintsData = _titleDataService.Find(new List<string>{"Blueprints"}); var blueprintsData = _titleDataService.Find(new List<string>{"Blueprints"});
var blueprints = JsonSerializer.Deserialize<Dictionary<string, TitleDataBlueprintInfo>>(blueprintsData["Blueprints"]); var blueprints = JsonSerializer.Deserialize<Dictionary<string, TitleDataBlueprintInfo>>(blueprintsData["Blueprints"]);
if (!blueprints.ContainsKey(request.BaseItemID)) { if (!blueprints.ContainsKey(request.BaseItemID)) {
@@ -166,15 +165,16 @@ public class PurchaseWeaponShopItemFunction : ICloudScriptFunction<PurchaseWeapo
if (ingredient.Currency == "SoftCurrency") { if (ingredient.Currency == "SoftCurrency") {
var buyCost = request.PurchaseAmount * ingredient.Amount; var buyCost = request.PurchaseAmount * ingredient.Amount;
remaining -= buyCost; remaining -= buyCost;
balance.SoftCurrency -= buyCost; balance["SC"] -= buyCost;
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance.SoftCurrency }); changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance["SC"] });
} else if (ingredient.Currency == "Aurum") { } else if (ingredient.Currency == "Aurum") {
var buyCost = request.PurchaseAmount * ingredient.Amount; var buyCost = request.PurchaseAmount * ingredient.Amount;
remaining -= buyCost; remaining -= buyCost;
balance.HardCurrency -= buyCost; balance["AU"] -= buyCost;
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance.HardCurrency }); changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance["AU"] });
} else { } else {
foreach (var item in inventory) { for (var i = 0; i < inventory.Count; i++) {
var item = inventory[i];
if (item.BaseItemId != ingredient.Currency) { if (item.BaseItemId != ingredient.Currency) {
continue; continue;
} }
@@ -209,7 +209,6 @@ public class PurchaseWeaponShopItemFunction : ICloudScriptFunction<PurchaseWeapo
} }
} }
// TODO: Inventory limit check
// TODO: Refactor into a helper function // TODO: Refactor into a helper function
var remainingAmount = request.PurchaseAmount * blueprintData.AmountPerPurchase; var remainingAmount = request.PurchaseAmount * blueprintData.AmountPerPurchase;
@@ -1,6 +1,5 @@
using System.Text.Json; using System.Text.Json;
using System.Text.Json.Serialization; using System.Text.Json.Serialization;
using Prospect.Server.Api.Models.Data;
using Prospect.Server.Api.Services.Auth.Extensions; using Prospect.Server.Api.Services.Auth.Extensions;
using Prospect.Server.Api.Services.UserData; using Prospect.Server.Api.Services.UserData;
using Prospect.Server.Api.Utils; using Prospect.Server.Api.Utils;
@@ -66,20 +65,20 @@ public class RepairItem : ICloudScriptFunction<FYRepairItemRequest, FYRepairItem
var blueprints = JsonSerializer.Deserialize<Dictionary<string, TitleDataBlueprintInfo>>(titleData["Blueprints"]); var blueprints = JsonSerializer.Deserialize<Dictionary<string, TitleDataBlueprintInfo>>(titleData["Blueprints"]);
var blueprintData = blueprints[item.BaseItemId]; var blueprintData = blueprints[item.BaseItemId];
var balance = JsonSerializer.Deserialize<PlayerBalance>(userData["Balance"].Value); var balance = JsonSerializer.Deserialize<Dictionary<string, int>>(userData["Balance"].Value);
var repairCost = blueprintData.RepairCostBase + (int)Math.Ceiling((1 - (float)item.Durability / blueprintData.DurabilityMax) * blueprintData.RepairCostMaxDurability); var repairCost = MapValue.Map(item.Durability, blueprintData.DurabilityMax, 0, blueprintData.RepairCostBase, blueprintData.RepairCostMaxDurability);
if (item.Durability == 0) { if (item.Durability == 0) {
repairCost += blueprintData.RepairCostModifierBroken; repairCost += blueprintData.RepairCostModifierBroken;
} }
if (balance.SoftCurrency < repairCost) { if (balance["SC"] < repairCost) {
return new FYRepairItemResult return new FYRepairItemResult
{ {
UserID = userId, UserID = userId,
Error = "Insufficient balance", Error = "Insufficient balance",
}; };
} }
balance.SoftCurrency -= repairCost; balance["SC"] -= repairCost;
item.Durability = blueprintData.DurabilityMax; item.Durability = blueprintData.DurabilityMax;
await _userDataService.UpdateAsync( await _userDataService.UpdateAsync(
@@ -96,7 +95,7 @@ public class RepairItem : ICloudScriptFunction<FYRepairItemRequest, FYRepairItem
Error = "", Error = "",
ChangedItems = [item], ChangedItems = [item],
ChangedCurrencies = [ ChangedCurrencies = [
new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance.SoftCurrency }, new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance["SC"] },
], ],
}; };
} }
@@ -1,6 +1,5 @@
using System.Text.Json; using System.Text.Json;
using System.Text.Json.Serialization; using System.Text.Json.Serialization;
using Prospect.Server.Api.Models.Data;
using Prospect.Server.Api.Services.Auth.Extensions; using Prospect.Server.Api.Services.Auth.Extensions;
using Prospect.Server.Api.Services.UserData; using Prospect.Server.Api.Services.UserData;
@@ -55,7 +54,7 @@ public class RequestMissionCompleted : ICloudScriptFunction<FYRequestMissionComp
var rewards = JsonSerializer.Deserialize<Dictionary<string, TitleDataMissionRewardInfo>>(titleData["OnboardingRewardMissions"]); var rewards = JsonSerializer.Deserialize<Dictionary<string, TitleDataMissionRewardInfo>>(titleData["OnboardingRewardMissions"]);
var blueprints = JsonSerializer.Deserialize<Dictionary<string, TitleDataBlueprintInfo>>(titleData["Blueprints"]); var blueprints = JsonSerializer.Deserialize<Dictionary<string, TitleDataBlueprintInfo>>(titleData["Blueprints"]);
var missions = JsonSerializer.Deserialize<Dictionary<string, TitleDataMissionInfo>>(titleData["OnboardingMissions"]); var missions = JsonSerializer.Deserialize<Dictionary<string, TitleDataMissionInfo>>(titleData["OnboardingMissions"]);
var balance = JsonSerializer.Deserialize<PlayerBalance>(userData["Balance"].Value); var balance = JsonSerializer.Deserialize<Dictionary<string, int>>(userData["Balance"].Value);
var currentMission = missions[onboardingMission.CurrentMissionID]; var currentMission = missions[onboardingMission.CurrentMissionID];
var missionRewardId = currentMission.OnboardingRewards.RowName; var missionRewardId = currentMission.OnboardingRewards.RowName;
@@ -69,16 +68,15 @@ public class RequestMissionCompleted : ICloudScriptFunction<FYRequestMissionComp
var missionRewards = rewards[missionRewardId].RewardEntries; var missionRewards = rewards[missionRewardId].RewardEntries;
foreach (var reward in missionRewards) { foreach (var reward in missionRewards) {
if (reward.RewardRowHandle.RowName == "SoftCurrency") { if (reward.RewardRowHandle.RowName == "SoftCurrency") {
balance.SoftCurrency += reward.RewardAmount; balance["SC"] += reward.RewardAmount;
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance.SoftCurrency }); changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance["SC"] });
} else if (reward.RewardRowHandle.RowName == "Aurum") { } else if (reward.RewardRowHandle.RowName == "Aurum") {
balance.HardCurrency += reward.RewardAmount; balance["AU"] += reward.RewardAmount;
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance.HardCurrency }); changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance["AU"] });
} else if (reward.RewardRowHandle.RowName == "InsuranceToken") { } else if (reward.RewardRowHandle.RowName == "InsuranceToken") {
balance.InsuranceTokens += reward.RewardAmount; balance["IN"] += reward.RewardAmount;
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "InsuranceToken", Amount = balance.InsuranceTokens }); changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "InsuranceToken", Amount = balance["IN"] });
} else { } else {
// TODO: Inventory limit check
var blueprintData = blueprints[reward.RewardRowHandle.RowName]; var blueprintData = blueprints[reward.RewardRowHandle.RowName];
var remainingAmount = reward.RewardAmount * blueprintData.AmountPerPurchase; var remainingAmount = reward.RewardAmount * blueprintData.AmountPerPurchase;
while (remainingAmount > 0) { while (remainingAmount > 0) {
@@ -1,47 +0,0 @@
using System.Text.Json.Serialization;
using Prospect.Server.Api.Services.Auth.Extensions;
using Prospect.Server.Api.Services.CloudScript;
public class RequestUpdateAvailableFreeLoadoutRequest
{
}
public class RequestUpdateAvailableFreeLoadoutResponse
{
[JsonPropertyName("userId")]
public string UserId { get; set; }
[JsonPropertyName("error")]
public string Error { get; set; }
[JsonPropertyName("newRandomSeed")]
public int NewRandomSeed { get; set; }
}
[CloudScriptFunction("RequestUpdateAvailableFreeLoadout")]
public class RequestUpdateAvailableFreeLoadoutFunction : ICloudScriptFunction<RequestUpdateAvailableFreeLoadoutRequest, RequestUpdateAvailableFreeLoadoutResponse>
{
private readonly IHttpContextAccessor _httpContextAccessor;
private readonly ILogger<RequestUpdateAvailableFreeLoadoutFunction> _logger;
public RequestUpdateAvailableFreeLoadoutFunction(ILogger<RequestUpdateAvailableFreeLoadoutFunction> logger, IHttpContextAccessor httpContextAccessor)
{
_logger = logger;
_httpContextAccessor = httpContextAccessor;
}
public async Task<RequestUpdateAvailableFreeLoadoutResponse> ExecuteAsync(RequestUpdateAvailableFreeLoadoutRequest request)
{
var context = _httpContextAccessor.HttpContext;
if (context == null)
{
throw new CloudScriptException("CloudScript was not called within a http request");
}
var userId = context.User.FindAuthUserId();
return new RequestUpdateAvailableFreeLoadoutResponse
{
UserId = userId,
Error = "",
NewRandomSeed = 0,
};
}
}
@@ -9,9 +9,9 @@ public class RequestUpdateSeasonWipeDataRequest
public class RequestUpdateSeasonWipeDataResponse public class RequestUpdateSeasonWipeDataResponse
{ {
[JsonPropertyName("userId")] [JsonPropertyName("userId")]
public string UserId { get; set; } public string UserId;
[JsonPropertyName("error")] [JsonPropertyName("error")]
public string Error { get; set; } public string Error;
} }
[CloudScriptFunction("RequestUpdateSeasonWipeData")] [CloudScriptFunction("RequestUpdateSeasonWipeData")]
@@ -76,12 +76,6 @@ public class RequestUpdateStationInventoryFunction : ICloudScriptFunction<Reques
var inventory = JsonSerializer.Deserialize<List<FYCustomItemInfo>>(userData["Inventory"].Value); var inventory = JsonSerializer.Deserialize<List<FYCustomItemInfo>>(userData["Inventory"].Value);
// TODO: Optimize // 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.
var newInventory = new List<FYCustomItemInfo>(inventory.Count); var newInventory = new List<FYCustomItemInfo>(inventory.Count);
foreach (var item in inventory) { foreach (var item in inventory) {
if (!request.ItemsToRemove.Contains(item.ItemId)) { if (!request.ItemsToRemove.Contains(item.ItemId)) {
@@ -89,6 +83,7 @@ public class RequestUpdateStationInventoryFunction : ICloudScriptFunction<Reques
} }
} }
// TODO: Check deleted items to see if other stacks/mods were updated correctly
foreach (var item in request.ItemsToUpdateAmount) { foreach (var item in request.ItemsToUpdateAmount) {
var inventoryItem = newInventory.Find(i => i.ItemId == item.ItemId); var inventoryItem = newInventory.Find(i => i.ItemId == item.ItemId);
if (inventoryItem == null) { if (inventoryItem == null) {
@@ -1,6 +1,5 @@
using System.Text.Json; using System.Text.Json;
using System.Text.Json.Serialization; using System.Text.Json.Serialization;
using Prospect.Server.Api.Models.Data;
using Prospect.Server.Api.Services.Auth.Extensions; using Prospect.Server.Api.Services.Auth.Extensions;
using Prospect.Server.Api.Services.CloudScript; using Prospect.Server.Api.Services.CloudScript;
using Prospect.Server.Api.Services.UserData; using Prospect.Server.Api.Services.UserData;
@@ -34,7 +33,7 @@ public class SellItemsClientResponse
[JsonPropertyName("scrappedItemIds")] [JsonPropertyName("scrappedItemIds")]
public HashSet<string> ScrappedItemIDs { get; set; } public HashSet<string> ScrappedItemIDs { get; set; }
[JsonPropertyName("changedItems")] [JsonPropertyName("changedItems")]
public List<FYCustomItemInfo> ChangedItems { get; set; } public FYCustomItemInfo[] ChangedItems { get; set; }
[JsonPropertyName("changedCurrencies")] [JsonPropertyName("changedCurrencies")]
public FYCurrencyItem[] ChangedCurrencies { get; set; } public FYCurrencyItem[] ChangedCurrencies { get; set; }
[JsonPropertyName("playerFactionProgressionData")] [JsonPropertyName("playerFactionProgressionData")]
@@ -72,63 +71,39 @@ public class SellItemsClientFunction : ICloudScriptFunction<SellItemsClientReque
throw new CloudScriptException("CloudScript was not called within a http request"); throw new CloudScriptException("CloudScript was not called within a http request");
} }
var userId = context.User.FindAuthUserId(); 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 userData = await _userDataService.FindAsync(userId, userId, new List<string>{"Inventory", "Balance", progressionFactionKey});
var inventory = JsonSerializer.Deserialize<List<FYCustomItemInfo>>(userData["Inventory"].Value); var inventory = JsonSerializer.Deserialize<List<FYCustomItemInfo>>(userData["Inventory"].Value);
var balance = JsonSerializer.Deserialize<PlayerBalance>(userData["Balance"].Value); var balanceData = JsonSerializer.Deserialize<Dictionary<string, int>>(userData["Balance"].Value);
var factionProgression = JsonSerializer.Deserialize<int>(userData[progressionFactionKey].Value); var factionProgression = JsonSerializer.Deserialize<int>(userData[progressionFactionKey].Value);
var blueprintsData = _titleDataService.Find(new List<string>{"Blueprints"}); var blueprintsData = _titleDataService.Find(new List<string>{"Blueprints"});
var blueprints = JsonSerializer.Deserialize<Dictionary<string, TitleDataBlueprintInfo>>(blueprintsData["Blueprints"]); var blueprints = JsonSerializer.Deserialize<Dictionary<string, TitleDataBlueprintInfo>>(blueprintsData["Blueprints"]);
// TODO: Optimize var playerBalance = balanceData["SC"];
// 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 = []; HashSet<string> scrappedItemIds = [];
foreach (var itemId in request.IDs) { foreach (var itemId in request.IDs) {
var inventoryItem = inventory.Find(i => i.ItemId == itemId); var inventoryItemIdx = inventory.FindIndex(i => i.ItemId == itemId);
if (inventoryItem == null) { if (inventoryItemIdx == -1) {
continue; continue;
} }
var inventoryItem = inventory[inventoryItemIdx];
var blueprintData = blueprints[inventoryItem.BaseItemId]; var blueprintData = blueprints[inventoryItem.BaseItemId];
// TODO: Probably better to decide based on item kind instead // TODO: Probably better to decide based on item kind instead
if (inventoryItem.Durability == -1) { if (inventoryItem.Durability == -1) {
factionProgression += (int)((float)blueprintData.OverrideScrappingReputation / blueprintData.MaxAmountPerStack * inventoryItem.Amount); factionProgression += blueprintData.OverrideScrappingReputation * inventoryItem.Amount;
balance.SoftCurrency += (int)((float)blueprintData.OverrideScrappingReturns / blueprintData.MaxAmountPerStack * inventoryItem.Amount); playerBalance += blueprintData.OverrideScrappingReturns * inventoryItem.Amount;
} else { } else {
factionProgression += (int)Math.Max( // Items that have durability are not stackable so it's always 1 item
(float)inventoryItem.Durability / blueprintData.DurabilityMax * blueprintData.OverrideScrappingReputation, factionProgression += MapValue.Map(
blueprintData.OverrideScrappingReputation * blueprintData.DurabilityBrokenScrappingReturnModifier inventoryItem.Durability,
blueprintData.DurabilityMax, 0,
blueprintData.OverrideScrappingReputation, (int)(blueprintData.OverrideScrappingReputation * blueprintData.DurabilityBrokenScrappingReturnModifier)
); );
balance.SoftCurrency += (int)Math.Max( playerBalance += MapValue.Map(
(float)inventoryItem.Durability / blueprintData.DurabilityMax * blueprintData.OverrideScrappingReturns, inventoryItem.Durability,
blueprintData.OverrideScrappingReturns * blueprintData.DurabilityBrokenScrappingReturnModifier blueprintData.DurabilityMax, 0,
blueprintData.OverrideScrappingReturns, (int)(blueprintData.OverrideScrappingReturns * blueprintData.DurabilityBrokenScrappingReturnModifier)
); );
} }
@@ -143,11 +118,13 @@ public class SellItemsClientFunction : ICloudScriptFunction<SellItemsClientReque
} }
} }
balanceData["SC"] = playerBalance;
await _userDataService.UpdateAsync( await _userDataService.UpdateAsync(
userId, userId, userId, userId,
new Dictionary<string, string>{ new Dictionary<string, string>{
["Inventory"] = JsonSerializer.Serialize(newInventory), ["Inventory"] = JsonSerializer.Serialize(newInventory),
["Balance"] = JsonSerializer.Serialize(balance), ["Balance"] = JsonSerializer.Serialize(balanceData),
[progressionFactionKey] = JsonSerializer.Serialize(factionProgression), [progressionFactionKey] = JsonSerializer.Serialize(factionProgression),
} }
); );
@@ -158,14 +135,14 @@ public class SellItemsClientFunction : ICloudScriptFunction<SellItemsClientReque
Error = "", Error = "",
ChangedCurrencies = [new FYCurrencyItem { ChangedCurrencies = [new FYCurrencyItem {
CurrencyName = "SoftCurrency", CurrencyName = "SoftCurrency",
Amount = balance.SoftCurrency, Amount = playerBalance,
}], }],
PlayerFactionProgressionData = new FYPlayerFactionProgressData { PlayerFactionProgressionData = new FYPlayerFactionProgressData {
FactionID = request.FactionID, FactionID = request.FactionID,
CurrentProgression = factionProgression, CurrentProgression = factionProgression,
}, },
ScrappedItemIDs = scrappedItemIds, ScrappedItemIDs = scrappedItemIds,
ChangedItems = changedItems, ChangedItems = [], // TODO: Changed items from InventoryUpdateData
}; };
} }
} }
@@ -47,18 +47,10 @@ public class SetCharacterVanityArchetype : ICloudScriptFunction<FYSetActiveChara
var genderSuffix = request.ArcheTypeId.EndsWith("G02") ? "M" : "F"; var genderSuffix = request.ArcheTypeId.EndsWith("G02") ? "M" : "F";
returnVanity.ArchetypeID = request.ArcheTypeId; returnVanity.ArchetypeID = request.ArcheTypeId;
returnVanity.HeadItem.ID = request.ArcheTypeId + "_Head01"; returnVanity.HeadItem.ID = request.ArcheTypeId + "_Head01";
#if SEASON_2_RELEASE || SEASON_2_DEBUG returnVanity.BootsItem.ID = "StarterOutfit01_Boots_" + genderSuffix;
returnVanity.BootsItem.ID = $"StarterOutfit01_Boots_{genderSuffix}"; returnVanity.ChestItem.ID = "StarterOutfit01_Chest_" + genderSuffix;
returnVanity.ChestItem.ID = $"StarterOutfit01_Chest_{genderSuffix}"; returnVanity.GloveItem.ID = "StarterOutfit01_Gloves_" + genderSuffix;
returnVanity.GloveItem.ID = $"StarterOutfit01_Gloves_{genderSuffix}"; returnVanity.BaseSuitItem.ID = "StarterOutfit01" + genderSuffix + "_BaseSuit";
#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; returnVanity.BodyType = request.ArcheTypeId.EndsWith("G02") ? 1 : 2;
await _userDataService.UpdateAsync( await _userDataService.UpdateAsync(
userId, userId, userId, userId,
@@ -1,7 +1,8 @@
using System.Text.Json; using System.Text.Json;
using System.Text.Json.Serialization; using System.Text.Json.Serialization;
using Prospect.Server.Api.Models.Data;
using Prospect.Server.Api.Services.Auth.Extensions; 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.Services.UserData;
using Prospect.Server.Api.Utils; using Prospect.Server.Api.Utils;
@@ -60,7 +61,7 @@ public class SkipItemCraftingClient : ICloudScriptFunction<FYSkipItemCraftingCli
new List<string>{"CraftingTimer__2022_05_12", "Balance", "Inventory"} new List<string>{"CraftingTimer__2022_05_12", "Balance", "Inventory"}
); );
var balance = JsonSerializer.Deserialize<PlayerBalance>(userData["Balance"].Value); var balance = JsonSerializer.Deserialize<Dictionary<string, int>>(userData["Balance"].Value);
var inventory = JsonSerializer.Deserialize<List<FYCustomItemInfo>>(userData["Inventory"].Value); var inventory = JsonSerializer.Deserialize<List<FYCustomItemInfo>>(userData["Inventory"].Value);
var craftingTimer = JsonSerializer.Deserialize<FYItemCurrentlyBeingCrafted>(userData["CraftingTimer__2022_05_12"].Value); var craftingTimer = JsonSerializer.Deserialize<FYItemCurrentlyBeingCrafted>(userData["CraftingTimer__2022_05_12"].Value);
@@ -77,24 +78,24 @@ public class SkipItemCraftingClient : ICloudScriptFunction<FYSkipItemCraftingCli
FYCurrencyItem[] changedCurrency; FYCurrencyItem[] changedCurrency;
if (request.UseOptionalCosts) { if (request.UseOptionalCosts) {
var remaining = MapValue.Map(now, craftStartTime, craftEndTime, shopCraftingData.SkipOptionalCraftingMaxCost, 1); var remaining = MapValue.Map(now, craftStartTime, craftEndTime, shopCraftingData.SkipOptionalCraftingMaxCost, 1);
if (balance.SoftCurrency < remaining) { if (balance["SC"] < remaining) {
return new FYSkipItemCraftingClientResult { return new FYSkipItemCraftingClientResult {
UserID = userId, UserID = userId,
Error = "Insufficient balance", Error = "Insufficient balance",
}; };
} }
balance.SoftCurrency -= remaining; balance["SC"] -= remaining;
changedCurrency = [new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance.SoftCurrency }]; changedCurrency = [new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance["SC"] }];
} else { } else {
var remaining = MapValue.Map(now, craftStartTime, craftEndTime, shopCraftingData.SkipCraftingMaxCost, 1); var remaining = MapValue.Map(now, craftStartTime, craftEndTime, shopCraftingData.SkipCraftingMaxCost, 1);
if (balance.HardCurrency < remaining) { if (balance["AU"] < remaining) {
return new FYSkipItemCraftingClientResult { return new FYSkipItemCraftingClientResult {
UserID = userId, UserID = userId,
Error = "Insufficient balance", Error = "Insufficient balance",
}; };
} }
balance.HardCurrency -= remaining; balance["AU"] -= remaining;
changedCurrency = [new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance.HardCurrency }]; changedCurrency = [new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance["AU"] }];
} }
List<FYCustomItemInfo> itemsGrantedOrUpdated = []; List<FYCustomItemInfo> itemsGrantedOrUpdated = [];
@@ -1,6 +1,5 @@
using System.Text.Json; using System.Text.Json;
using System.Text.Json.Serialization; using System.Text.Json.Serialization;
using Prospect.Server.Api.Models.Data;
using Prospect.Server.Api.Services.Auth.Extensions; using Prospect.Server.Api.Services.Auth.Extensions;
using Prospect.Server.Api.Services.CloudScript.Models.Data; using Prospect.Server.Api.Services.CloudScript.Models.Data;
using Prospect.Server.Api.Services.UserData; using Prospect.Server.Api.Services.UserData;
@@ -70,7 +69,7 @@ public class SkipPlayerQuarterUpgradeClient : ICloudScriptFunction<FYSkipPlayerQ
} }
var titleData = _titleDataService.Find(new List<string>{"PlayerQuarters"}); var titleData = _titleDataService.Find(new List<string>{"PlayerQuarters"});
var balance = JsonSerializer.Deserialize<PlayerBalance>(userData["Balance"].Value); var balance = JsonSerializer.Deserialize<Dictionary<string, int>>(userData["Balance"].Value);
var playerQuartersData = JsonSerializer.Deserialize<TitleDataPlayerQuartersInfo[]>(titleData["PlayerQuarters"]); var playerQuartersData = JsonSerializer.Deserialize<TitleDataPlayerQuartersInfo[]>(titleData["PlayerQuarters"]);
var nextQuartersLevel = playerQuartersData[userPlayerQuarters.Level - 1]; // Quarters level starts from 1 var nextQuartersLevel = playerQuartersData[userPlayerQuarters.Level - 1]; // Quarters level starts from 1
@@ -80,24 +79,24 @@ public class SkipPlayerQuarterUpgradeClient : ICloudScriptFunction<FYSkipPlayerQ
FYCurrencyItem[] changedCurrency; FYCurrencyItem[] changedCurrency;
if (request.UseOptionalCosts) { if (request.UseOptionalCosts) {
var remaining = MapValue.Map(now, craftStartTime, craftEndTime, nextQuartersLevel.OptionalRushCosts, 1); var remaining = MapValue.Map(now, craftStartTime, craftEndTime, nextQuartersLevel.OptionalRushCosts, 1);
if (balance.SoftCurrency < remaining) { if (balance["SC"] < remaining) {
return new FYSkipPlayerQuarterUpgradeClientResult { return new FYSkipPlayerQuarterUpgradeClientResult {
UserID = userId, UserID = userId,
Error = "Insufficient balance", Error = "Insufficient balance",
}; };
} }
balance.SoftCurrency -= remaining; balance["SC"] -= remaining;
changedCurrency = [new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance.SoftCurrency }]; changedCurrency = [new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance["SC"] }];
} else { } else {
var remaining = MapValue.Map(now, craftStartTime, craftEndTime, nextQuartersLevel.InitialRushCosts, 1); var remaining = MapValue.Map(now, craftStartTime, craftEndTime, nextQuartersLevel.InitialRushCosts, 1);
if (balance.HardCurrency < remaining) { if (balance["AU"] < remaining) {
return new FYSkipPlayerQuarterUpgradeClientResult { return new FYSkipPlayerQuarterUpgradeClientResult {
UserID = userId, UserID = userId,
Error = "Insufficient balance", Error = "Insufficient balance",
}; };
} }
balance.HardCurrency -= remaining; balance["AU"] -= remaining;
changedCurrency = [new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance.HardCurrency }]; changedCurrency = [new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance["AU"] }];
} }
var upgradeStartedTime = new FYTimestamp { var upgradeStartedTime = new FYTimestamp {
@@ -1,6 +1,5 @@
using System.Text.Json; using System.Text.Json;
using System.Text.Json.Serialization; using System.Text.Json.Serialization;
using Prospect.Server.Api.Models.Data;
using Prospect.Server.Api.Services.Auth.Extensions; using Prospect.Server.Api.Services.Auth.Extensions;
using Prospect.Server.Api.Services.UserData; using Prospect.Server.Api.Services.UserData;
using Prospect.Server.Api.Utils; using Prospect.Server.Api.Utils;
@@ -57,7 +56,7 @@ public class SkipTechTreeNodeUpgradeClient : ICloudScriptFunction<FYSkipTechTree
new List<string>{"TechTreeNodeData", "Balance", "CharacterTechTreeBonuses"} new List<string>{"TechTreeNodeData", "Balance", "CharacterTechTreeBonuses"}
); );
var balance = JsonSerializer.Deserialize<PlayerBalance>(userData["Balance"].Value); var balance = JsonSerializer.Deserialize<Dictionary<string, int>>(userData["Balance"].Value);
var userTechTree = JsonSerializer.Deserialize<UserTechTreeNodeData>(userData["TechTreeNodeData"].Value); var userTechTree = JsonSerializer.Deserialize<UserTechTreeNodeData>(userData["TechTreeNodeData"].Value);
var currentNode = userTechTree.NodeInProgress; var currentNode = userTechTree.NodeInProgress;
@@ -82,24 +81,24 @@ public class SkipTechTreeNodeUpgradeClient : ICloudScriptFunction<FYSkipTechTree
FYCurrencyItem[] changedCurrency; FYCurrencyItem[] changedCurrency;
if (request.UseOptionalCosts) { if (request.UseOptionalCosts) {
var remaining = MapValue.Map(now, craftStartTime, craftEndTime, nodeLevelInfo.OptionalRushCosts, 1); var remaining = MapValue.Map(now, craftStartTime, craftEndTime, nodeLevelInfo.OptionalRushCosts, 1);
if (balance.SoftCurrency < remaining) { if (balance["SC"] < remaining) {
return new FYSkipTechTreeNodeUpgradeClientResult { return new FYSkipTechTreeNodeUpgradeClientResult {
UserID = userId, UserID = userId,
Error = "Insufficient balance", Error = "Insufficient balance",
}; };
} }
balance.SoftCurrency -= remaining; balance["SC"] -= remaining;
changedCurrency = [new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance.SoftCurrency }]; changedCurrency = [new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance["SC"] }];
} else { } else {
var remaining = MapValue.Map(now, craftStartTime, craftEndTime, nodeLevelInfo.InitialRushCosts, 1); var remaining = MapValue.Map(now, craftStartTime, craftEndTime, nodeLevelInfo.InitialRushCosts, 1);
if (balance.HardCurrency < remaining) { if (balance["AU"] < remaining) {
return new FYSkipTechTreeNodeUpgradeClientResult { return new FYSkipTechTreeNodeUpgradeClientResult {
UserID = userId, UserID = userId,
Error = "Insufficient balance", Error = "Insufficient balance",
}; };
} }
balance.HardCurrency -= remaining; balance["AU"] -= remaining;
changedCurrency = [new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance.HardCurrency }]; changedCurrency = [new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance["AU"] }];
} }
userTechTree.TotalUpgrades++; userTechTree.TotalUpgrades++;
@@ -1,6 +1,5 @@
using System.Text.Json; using System.Text.Json;
using System.Text.Json.Serialization; using System.Text.Json.Serialization;
using Prospect.Server.Api.Models.Data;
using Prospect.Server.Api.Services.Auth.Extensions; using Prospect.Server.Api.Services.Auth.Extensions;
using Prospect.Server.Api.Services.CloudScript.Models.Data; using Prospect.Server.Api.Services.CloudScript.Models.Data;
using Prospect.Server.Api.Services.UserData; using Prospect.Server.Api.Services.UserData;
@@ -71,9 +70,8 @@ public class StartItemCraftingClient : ICloudScriptFunction<FYStartItemCraftingC
} }
// TODO: Contract unlock criteria // TODO: Contract unlock criteria
// TODO: Inventory limit check
var balance = JsonSerializer.Deserialize<PlayerBalance>(userData["Balance"].Value); var balance = JsonSerializer.Deserialize<Dictionary<string, int>>(userData["Balance"].Value);
var inventory = JsonSerializer.Deserialize<List<FYCustomItemInfo>>(userData["Inventory"].Value); var inventory = JsonSerializer.Deserialize<List<FYCustomItemInfo>>(userData["Inventory"].Value);
var blueprints = JsonSerializer.Deserialize<Dictionary<string, TitleDataBlueprintInfo>>(titleData["Blueprints"]); var blueprints = JsonSerializer.Deserialize<Dictionary<string, TitleDataBlueprintInfo>>(titleData["Blueprints"]);
@@ -90,14 +88,15 @@ public class StartItemCraftingClient : ICloudScriptFunction<FYStartItemCraftingC
int remaining = ingredient.Amount; int remaining = ingredient.Amount;
if (ingredient.Currency == "SoftCurrency") { if (ingredient.Currency == "SoftCurrency") {
remaining -= ingredient.Amount; remaining -= ingredient.Amount;
balance.SoftCurrency -= ingredient.Amount; balance["SC"] -= ingredient.Amount;
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance.SoftCurrency }); changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance["SC"] });
} else if (ingredient.Currency == "Aurum") { } else if (ingredient.Currency == "Aurum") {
remaining -= ingredient.Amount; remaining -= ingredient.Amount;
balance.HardCurrency -= ingredient.Amount; balance["AU"] -= ingredient.Amount;
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance.HardCurrency }); changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance["AU"] });
} else { } else {
foreach (var item in inventory) { for (var i = 0; i < inventory.Count; i++) {
var item = inventory[i];
if (item.BaseItemId != ingredient.Currency) { if (item.BaseItemId != ingredient.Currency) {
continue; continue;
} }
@@ -1,6 +1,5 @@
using System.Text.Json; using System.Text.Json;
using System.Text.Json.Serialization; using System.Text.Json.Serialization;
using Prospect.Server.Api.Models.Data;
using Prospect.Server.Api.Services.Auth.Extensions; using Prospect.Server.Api.Services.Auth.Extensions;
using Prospect.Server.Api.Services.CloudScript.Models.Data; using Prospect.Server.Api.Services.CloudScript.Models.Data;
using Prospect.Server.Api.Services.UserData; using Prospect.Server.Api.Services.UserData;
@@ -67,7 +66,7 @@ public class StartPlayerQuarterUpgradeClient : ICloudScriptFunction<FYStartPlaye
} }
var titleData = _titleDataService.Find(new List<string>{"PlayerQuarters"}); var titleData = _titleDataService.Find(new List<string>{"PlayerQuarters"});
var balance = JsonSerializer.Deserialize<PlayerBalance>(userData["Balance"].Value); var balance = JsonSerializer.Deserialize<Dictionary<string, int>>(userData["Balance"].Value);
var inventory = JsonSerializer.Deserialize<List<FYCustomItemInfo>>(userData["Inventory"].Value); var inventory = JsonSerializer.Deserialize<List<FYCustomItemInfo>>(userData["Inventory"].Value);
var playerQuartersData = JsonSerializer.Deserialize<TitleDataPlayerQuartersInfo[]>(titleData["PlayerQuarters"]); var playerQuartersData = JsonSerializer.Deserialize<TitleDataPlayerQuartersInfo[]>(titleData["PlayerQuarters"]);
// Current level contains the information about next level // Current level contains the information about next level
@@ -83,14 +82,15 @@ public class StartPlayerQuarterUpgradeClient : ICloudScriptFunction<FYStartPlaye
int remaining = ingredient.Amount; int remaining = ingredient.Amount;
if (ingredient.Currency == "SoftCurrency") { if (ingredient.Currency == "SoftCurrency") {
remaining -= ingredient.Amount; remaining -= ingredient.Amount;
balance.SoftCurrency -= ingredient.Amount; balance["SC"] -= ingredient.Amount;
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance.SoftCurrency }); changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance["SC"] });
} else if (ingredient.Currency == "Aurum") { } else if (ingredient.Currency == "Aurum") {
remaining -= ingredient.Amount; remaining -= ingredient.Amount;
balance.HardCurrency -= ingredient.Amount; balance["AU"] -= ingredient.Amount;
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance.HardCurrency }); changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance["AU"] });
} else { } else {
foreach (var item in inventory) { for (var i = 0; i < inventory.Count; i++) {
var item = inventory[i];
if (item.BaseItemId != ingredient.Currency) { if (item.BaseItemId != ingredient.Currency) {
continue; continue;
} }
@@ -1,6 +1,5 @@
using System.Text.Json; using System.Text.Json;
using System.Text.Json.Serialization; using System.Text.Json.Serialization;
using Prospect.Server.Api.Models.Data;
using Prospect.Server.Api.Services.Auth.Extensions; using Prospect.Server.Api.Services.Auth.Extensions;
using Prospect.Server.Api.Services.CloudScript.Models.Data; using Prospect.Server.Api.Services.CloudScript.Models.Data;
using Prospect.Server.Api.Services.UserData; using Prospect.Server.Api.Services.UserData;
@@ -68,7 +67,7 @@ public class StartTechTreeNodeUpgradeClient : ICloudScriptFunction<FYStartTechTr
}; };
} }
var balance = JsonSerializer.Deserialize<PlayerBalance>(userData["Balance"].Value); var balance = JsonSerializer.Deserialize<Dictionary<string, int>>(userData["Balance"].Value);
var inventory = JsonSerializer.Deserialize<List<FYCustomItemInfo>>(userData["Inventory"].Value); var inventory = JsonSerializer.Deserialize<List<FYCustomItemInfo>>(userData["Inventory"].Value);
var titleData = _titleDataService.Find(new List<string>{"TechTreeNodes"}); var titleData = _titleDataService.Find(new List<string>{"TechTreeNodes"});
@@ -90,14 +89,15 @@ public class StartTechTreeNodeUpgradeClient : ICloudScriptFunction<FYStartTechTr
int remaining = ingredient.Amount; int remaining = ingredient.Amount;
if (ingredient.Currency == "SoftCurrency") { if (ingredient.Currency == "SoftCurrency") {
remaining -= ingredient.Amount; remaining -= ingredient.Amount;
balance.SoftCurrency -= ingredient.Amount; balance["SC"] -= ingredient.Amount;
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance.SoftCurrency }); changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance["SC"] });
} else if (ingredient.Currency == "Aurum") { } else if (ingredient.Currency == "Aurum") {
remaining -= ingredient.Amount; remaining -= ingredient.Amount;
balance.HardCurrency -= ingredient.Amount; balance["AU"] -= ingredient.Amount;
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance.HardCurrency }); changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance["AU"] });
} else { } else {
foreach (var item in inventory) { for (var i = 0; i < inventory.Count; i++) {
var item = inventory[i];
if (item.BaseItemId != ingredient.Currency) { if (item.BaseItemId != ingredient.Currency) {
continue; continue;
} }
File diff suppressed because one or more lines are too long
@@ -1,7 +1,6 @@
using System.Text.Json; using System.Text.Json;
using System.Text.Json.Serialization; using System.Text.Json.Serialization;
using Prospect.Server.Api.Models.Client.Data; using Prospect.Server.Api.Models.Client.Data;
using Prospect.Server.Api.Services.CloudScript.Functions;
using Prospect.Server.Api.Services.Database; using Prospect.Server.Api.Services.Database;
namespace Prospect.Server.Api.Services.UserData; namespace Prospect.Server.Api.Services.UserData;
@@ -71,53 +70,35 @@ public class UserDataService
}; };
} }
var defaultVanity = new FYCharacterVanity { var blueprints = JsonSerializer.Deserialize<Dictionary<string, TitleDataBlueprintInfo>>(titleData["Blueprints"]);
UserID = playFabId,
ArchetypeID = "E01_G02", // TODO: For testing purposes
SlotIndex = 0, List<FYCustomItemInfo> inventory = new List<FYCustomItemInfo>();
BaseSuitItem = new FYVanityMaterialItem { foreach (var dict in blueprints)
ID = "StarterOutfit01M_BaseSuit", {
MaterialIndex = 0, var blueprint = dict.Value;
}, if (blueprint.Kind != "Material")
HeadItem = new FYVanityMaterialItem { {
ID = "E01_G02_Head01", continue;
MaterialIndex = 0, }
}, for (int i = 0; i < 3; i++)
MeleeWeaponItem = new FYVanityMaterialItem { {
ID = "Melee_Omega", inventory.Add(new FYCustomItemInfo {
MaterialIndex = 0, Amount = 10000,
}, BaseItemId = blueprint.Name,
BodyType = 1, Durability = blueprint.DurabilityMax,
}; ItemId = Guid.NewGuid().ToString(),
#if SEASON_2_RELEASE || SEASON_2_DEBUG Insurance = "",
defaultVanity.BootsItem = new FYVanityMaterialItem { InsuranceOwnerPlayfabId = "",
ID = "StarterOutfit01_Boots_M", ModData = new FYModItems { M = [] },
MaterialIndex = 0, Origin = new FYItemOriginBackend { G = "", P = "", T = "" },
}; InsuredAttachmentId = "",
defaultVanity.ChestItem = new FYVanityMaterialItem { PrimaryVanityId = 0,
ID = "StarterOutfit01_Chest_M", SecondaryVanityId = 0,
MaterialIndex = 0, RolledPerks = [],
}; });
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. // TODO: Proper objects.
var defaultData = new Dictionary<string, (bool isPublic, string value)> var defaultData = new Dictionary<string, (bool isPublic, string value)>
@@ -169,8 +150,10 @@ public class UserDataService
// Used to optimize bonuses calculation and further validations without getting the user data and computing bonuses in runtime. // 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}"), ["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\"}}"), ["GlobalVanity"] = (false, $"{{\"activeGlobalVanityIds\":[\"Season03_Spray_13\",\"Banner_MIne\",\"Emote_Chill_01\",\"\",\"\",\"\",\"\",\"\"], \"droppodId\": \"VDP_Omega02\"}}"),
["CharacterVanity"] = (false, JsonSerializer.Serialize(defaultVanity)), // NOTE: Default CharacterVanity is based on Season 2 IDs.
["Inventory"] = (false, "[]"), ["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)),
["VanityItems"] = (false, "[]"), ["VanityItems"] = (false, "[]"),
["RetentionBonus"] = (false, "{\"claimedAll\":false,\"daysClaimed\":0,\"lastClaimTime\":{\"seconds\":0}}"), ["RetentionBonus"] = (false, "{\"claimedAll\":false,\"daysClaimed\":0,\"lastClaimTime\":{\"seconds\":0}}"),
["Balance"] = (false, "{\"IN\": 0,\"AU\": 800,\"SC\": 30000}"), ["Balance"] = (false, "{\"IN\": 0,\"AU\": 800,\"SC\": 30000}"),
@@ -212,6 +195,9 @@ public class UserDataService
} }
var other = currentUserId != requestUserId; var other = currentUserId != requestUserId;
if (other) {
Console.WriteLine("aboba");
}
var result = new Dictionary<string, FUserDataRecord>(); var result = new Dictionary<string, FUserDataRecord>();
if (keys != null && keys.Count > 0) if (keys != null && keys.Count > 0)
@@ -5,7 +5,6 @@
<TargetFramework>net8.0</TargetFramework> <TargetFramework>net8.0</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings> <ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable> <Nullable>enable</Nullable>
<Configurations>Debug;Release;Season 3 Release;Season 2 Release;Season 2 Debug;Season 3 Debug</Configurations>
</PropertyGroup> </PropertyGroup>
<ItemGroup> <ItemGroup>
-1
View File
@@ -3,7 +3,6 @@
<PropertyGroup> <PropertyGroup>
<TargetFramework>net8.0</TargetFramework> <TargetFramework>net8.0</TargetFramework>
<ImplicitUsings>true</ImplicitUsings> <ImplicitUsings>true</ImplicitUsings>
<Configurations>Debug;Release;Season 3 Release;Season 2 Release;Season 2 Debug;Season 3 Debug</Configurations>
</PropertyGroup> </PropertyGroup>
</Project> </Project>
@@ -4,7 +4,6 @@
<TargetFramework>netstandard2.0</TargetFramework> <TargetFramework>netstandard2.0</TargetFramework>
<LangVersion>9.0</LangVersion> <LangVersion>9.0</LangVersion>
<IsRoslynComponent>true</IsRoslynComponent> <IsRoslynComponent>true</IsRoslynComponent>
<Configurations>Debug;Release;Season 3 Release;Season 2 Release;Season 2 Debug;Season 3 Debug</Configurations>
</PropertyGroup> </PropertyGroup>
<ItemGroup> <ItemGroup>
@@ -5,8 +5,6 @@
<Nullable>enable</Nullable> <Nullable>enable</Nullable>
<IsPackable>false</IsPackable> <IsPackable>false</IsPackable>
<Configurations>Debug;Release;Season 3 Release;Season 2 Release;Season 2 Debug;Season 3 Debug</Configurations>
</PropertyGroup> </PropertyGroup>
<ItemGroup> <ItemGroup>
@@ -5,7 +5,6 @@
<ImplicitUsings>enable</ImplicitUsings> <ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable> <Nullable>enable</Nullable>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks> <AllowUnsafeBlocks>true</AllowUnsafeBlocks>
<Configurations>Debug;Release;Season 3 Release;Season 2 Release;Season 2 Debug;Season 3 Debug</Configurations>
</PropertyGroup> </PropertyGroup>
<PropertyGroup> <PropertyGroup>
+1 -132
View File
@@ -1,7 +1,7 @@
Microsoft Visual Studio Solution File, Format Version 12.00 Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio Version 17 # Visual Studio Version 17
VisualStudioVersion = 17.12.35514.174 VisualStudioVersion = 17.12.35514.174 d17.12
MinimumVisualStudioVersion = 10.0.40219.1 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}" Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Prospect.Server.Api", "Prospect.Server.Api\Prospect.Server.Api.csproj", "{A539B020-8BEC-497F-9176-DC2665D927A1}"
EndProject EndProject
@@ -21,22 +21,12 @@ Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Prospect.Unreal.Tests", "Pr
EndProject EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Prospect.Unreal.Generator", "Prospect.Unreal.Generator\Prospect.Unreal.Generator.csproj", "{71E3E262-49C5-4B6C-9670-D0741CEDB63B}" Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Prospect.Unreal.Generator", "Prospect.Unreal.Generator\Prospect.Unreal.Generator.csproj", "{71E3E262-49C5-4B6C-9670-D0741CEDB63B}"
EndProject EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Prospect.Client.Loader", "Prospect.Client.Loader\Prospect.Client.Loader.vcxproj", "{8170A17F-E536-4FDB-BC01-78BF09A9A48B}"
EndProject
Global Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|x64 = Debug|x64 Debug|x64 = Debug|x64
Debug|x86 = Debug|x86 Debug|x86 = Debug|x86
Release|x64 = Release|x64 Release|x64 = Release|x64
Release|x86 = Release|x86 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 EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution GlobalSection(ProjectConfigurationPlatforms) = postSolution
{A539B020-8BEC-497F-9176-DC2665D927A1}.Debug|x64.ActiveCfg = Debug|Any CPU {A539B020-8BEC-497F-9176-DC2665D927A1}.Debug|x64.ActiveCfg = Debug|Any CPU
@@ -47,22 +37,6 @@ Global
{A539B020-8BEC-497F-9176-DC2665D927A1}.Release|x64.Build.0 = Release|Any CPU {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.ActiveCfg = Release|Any CPU
{A539B020-8BEC-497F-9176-DC2665D927A1}.Release|x86.Build.0 = 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.ActiveCfg = Debug|Any CPU
{E65720EB-7ED5-4D81-BE06-1DFFD57C1C47}.Debug|x64.Build.0 = 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 {E65720EB-7ED5-4D81-BE06-1DFFD57C1C47}.Debug|x86.ActiveCfg = Debug|Any CPU
@@ -71,22 +45,6 @@ Global
{E65720EB-7ED5-4D81-BE06-1DFFD57C1C47}.Release|x64.Build.0 = Release|Any CPU {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.ActiveCfg = Release|Any CPU
{E65720EB-7ED5-4D81-BE06-1DFFD57C1C47}.Release|x86.Build.0 = 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.ActiveCfg = Debug|Any CPU
{DE064B5C-5E9A-44FB-8DB0-5E61DD8ED4F6}.Debug|x64.Build.0 = 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 {DE064B5C-5E9A-44FB-8DB0-5E61DD8ED4F6}.Debug|x86.ActiveCfg = Debug|Any CPU
@@ -95,22 +53,6 @@ Global
{DE064B5C-5E9A-44FB-8DB0-5E61DD8ED4F6}.Release|x64.Build.0 = Release|Any CPU {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.ActiveCfg = Release|Any CPU
{DE064B5C-5E9A-44FB-8DB0-5E61DD8ED4F6}.Release|x86.Build.0 = 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.ActiveCfg = Debug|Any CPU
{380DD490-8F01-4025-91D7-74C289AA5B75}.Debug|x64.Build.0 = 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 {380DD490-8F01-4025-91D7-74C289AA5B75}.Debug|x86.ActiveCfg = Debug|Any CPU
@@ -119,22 +61,6 @@ Global
{380DD490-8F01-4025-91D7-74C289AA5B75}.Release|x64.Build.0 = Release|Any CPU {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.ActiveCfg = Release|Any CPU
{380DD490-8F01-4025-91D7-74C289AA5B75}.Release|x86.Build.0 = 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.ActiveCfg = Debug|Any CPU
{14DAE1A4-6F3F-43C0-AC17-9DCDE420AF34}.Debug|x64.Build.0 = 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 {14DAE1A4-6F3F-43C0-AC17-9DCDE420AF34}.Debug|x86.ActiveCfg = Debug|Any CPU
@@ -143,22 +69,6 @@ Global
{14DAE1A4-6F3F-43C0-AC17-9DCDE420AF34}.Release|x64.Build.0 = Release|Any CPU {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.ActiveCfg = Release|Any CPU
{14DAE1A4-6F3F-43C0-AC17-9DCDE420AF34}.Release|x86.Build.0 = 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.ActiveCfg = Debug|Any CPU
{71E3E262-49C5-4B6C-9670-D0741CEDB63B}.Debug|x64.Build.0 = 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 {71E3E262-49C5-4B6C-9670-D0741CEDB63B}.Debug|x86.ActiveCfg = Debug|Any CPU
@@ -167,46 +77,6 @@ Global
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{71E3E262-49C5-4B6C-9670-D0741CEDB63B}.Release|x86.ActiveCfg = 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}.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
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{71E3E262-49C5-4B6C-9670-D0741CEDB63B}.Season 3 Release|x64.Build.0 = Season 3 Release|Any CPU
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{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
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{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
EndGlobalSection EndGlobalSection
GlobalSection(SolutionProperties) = preSolution GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE HideSolutionNode = FALSE
@@ -218,7 +88,6 @@ Global
{380DD490-8F01-4025-91D7-74C289AA5B75} = {76364BAA-BC9D-4A92-AA2A-8914FAE22834} {380DD490-8F01-4025-91D7-74C289AA5B75} = {76364BAA-BC9D-4A92-AA2A-8914FAE22834}
{14DAE1A4-6F3F-43C0-AC17-9DCDE420AF34} = {168B6247-2D33-4942-AB3F-C5041B3BDFEA} {14DAE1A4-6F3F-43C0-AC17-9DCDE420AF34} = {168B6247-2D33-4942-AB3F-C5041B3BDFEA}
{71E3E262-49C5-4B6C-9670-D0741CEDB63B} = {76364BAA-BC9D-4A92-AA2A-8914FAE22834} {71E3E262-49C5-4B6C-9670-D0741CEDB63B} = {76364BAA-BC9D-4A92-AA2A-8914FAE22834}
{8170A17F-E536-4FDB-BC01-78BF09A9A48B} = {31D3D5D2-B011-4F9B-B6CC-D0A35675D797}
EndGlobalSection EndGlobalSection
GlobalSection(ExtensibilityGlobals) = postSolution GlobalSection(ExtensibilityGlobals) = postSolution
SolutionGuid = {12888C62-D3A2-4DD7-A9A5-1481D95865D0} SolutionGuid = {12888C62-D3A2-4DD7-A9A5-1481D95865D0}