56 Commits
Author SHA1 Message Date
neckfire 1d9cf795dd Merge pull request 'Audit léger: stats carrière, présence amis, AddGenericId' (#7) from preprod into main
Build & Deploy / build (push) Successful in 27s
2026-07-15 07:02:46 +00:00
neckfireandClaude Opus 4.8 0a68a97291 fix(audit léger): stats carrière, présence amis, AddGenericId
Build & Deploy / build (push) Successful in 43s
- GetPlayerStatisticsRequestsClient: renvoyait vide -> renvoie les stats demandées
  (0 pour l'instant, raid client-hosted non traçable) pour que l'écran carrière s'affiche.
- UpdatePlayerPresenceState: persiste {inMatch,lastSeenUtc}; GetFriendList lit la présence
  et calcule onlineState (online si vu <3min, 2=en raid) au lieu de 0 en dur.
- AddGenericId: persiste l'id de service lié (était un no-op).
(Free-loadout non touché: S3 only, pas de free-loadout en S2.)

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-15 09:02:45 +02:00
neckfire 7dbab1aab8 Merge pull request 'Audit fixes: Fortuna pass level, rename persist, loadout & craft-timer' (#6) from preprod into main
Build & Deploy / build (push) Successful in 26s
2026-07-15 00:57:11 +00:00
neckfireandClaude Opus 4.8 1b4c1b2606 fix(audit): Fortuna pass level, display-name persist, loadout & craft-timer queries
Build & Deploy / build (push) Successful in 39s
Audit of the emulator surface + 4 fixes:
- Fortuna pass level was frozen: nothing ever granted season XP. ClaimActiveContract
  now grants + persists FortunaPass{2,3}_SeasonXp (scaled to the contract's reputation)
  and returns the new total, so the pass level moves as you complete contracts.
- UpdateUserTitleDisplayName never persisted the rename (echoed back, lost on relog).
  Added DbUserService.UpdateDisplayNameAsync and call it.
- GetPlayerSets returned a blank loadout; now reads the persisted LOADOUT key.
- GetCraftingInProgressData was a stub; now returns the persisted CraftingTimer so an
  in-progress craft + remaining time survive a menu reopen/relog.

Remaining known gaps documented in Plane (need client data / multiplayer / out of scope).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-15 02:56:47 +02:00
neckfire 078d2f80be Merge pull request 'Fix critique: achats bloqués (sentinelle ContractLockPurchase None)' (#5) from preprod into main
Build & Deploy / build (push) Successful in 24s
2026-07-15 00:15:14 +00:00
neckfireandClaude Opus 4.8 14ab3267f4 fix(shop): don't treat ContractLockPurchase sentinel 'None' as a real lock
Build & Deploy / build (push) Successful in 34s
Regression from the contract-lock feature: the check gated on any non-empty
ContractLockPurchase, but the blueprint data uses the string "None" (not "")
for items with no lock (749/773 items). So virtually every item returned
'Item is locked' before the currency deduction -> players couldn't buy anything
(error shown, K-Marks unchanged). Skip the gate when the value is null/empty/"None".

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-15 02:15:13 +02:00
neckfire c986a98471 Merge pull request 'Promotion: fix sauvegarde des missions en zone (raid client-hosted)' (#4) from preprod into main
Build & Deploy / build (push) Successful in 23s
2026-07-14 23:58:55 +00:00
neckfireandClaude Opus 4.8 dc34233e40 fix(contracts): persist raid-zone objective progress (client-hosted raids)
Build & Deploy / build (push) Successful in 36s
Symptom: missions done in raid zones weren't saved -> contracts stuck on
'Objective not met', no claim possible.

Root cause: client-hosted raids have no dedicated game server, so
UpdatePlayerActiveContracts is never called (confirmed: 0 calls in prod logs).
Only Kills and OwnNumOfItem objectives were handled; DeadDrop/VisitArea/
LootContainer had Progress[i]=0 forever -> unclaimable and not shown at station.

Fix: EYContractObjectiveType.IsRaidRuntime() groups the objectives that can only
be observed in a live raid (Kills/DeadDrop/VisitArea/LootContainer). Auto-credit
them on deploy (EnterMatchmakingMatch, persisted) so the station shows them
complete, and accept them in ClaimActiveContract. OwnNumOfItem still validated
against the real stash; FactionLevel/CompletedMission unchanged. Added a
defensive guard against a Progress array shorter than the objective list.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-15 01:54:25 +02:00
neckfireandClaude Opus 4.8 71a2c8a1e9 feat(deploy): optional dedicated-server travel via GAMESERVER_ADDRESS
Build & Deploy / build (push) Successful in 31s
When GAMESERVER_ADDRESS ("host:port") is set, EnterMatchmaking returns
that server (SingleplayerStation=false) and EnterMatchmakingMatch's
deploy signal carries its address, so the client travels to the real
game server instead of the client-hosted station. Unset = unchanged
(normal preprod). Lets a 2nd preprod run the same :preprod image and
differ only by this env var (dedicated-server test bench).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 18:41:20 +02:00
neckfireandClaude Opus 4.8 55a9571958 fix(matchmaking): deploy signal targets only the deploying player
Build & Deploy / build (push) Successful in 32s
EnterMatchmakingMatch broadcast OnSquadMatchmakingSuccess to Clients.All,
so one player deploying pulled every connected player into the match.
Map each player to their SignalR connection (GetSignalRConnection tags the
URL with uid; CycleHub records it via a SignalRConnectionRegistry) and
send the deploy signal only to that connection (broadcast fallback if
unmapped). Also enable m_automaticImportPlatformFriends (Steam friends).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 17:56:22 +02:00
neckfireandClaude Opus 4.8 8057fcae47 fix(social): disable friends limit (was capping at 0 friends)
Build & Deploy / build (push) Successful in 31s
FeatureToggles had m_isFriendsLimitEnabled=true with no positive limit,
so the client showed 'friend limit reached: 0 friends' and blocked adding
friends / squad invites. Disabled the toggle (squads/social already on).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 17:31:44 +02:00
neckfireandClaude Opus 4.8 c70f674431 docs(tool): document automatic Proton prefix cert import
Build & Deploy / build (push) Successful in 28s
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 16:50:30 +02:00
neckfireandClaude Opus 4.8 61e45351cd feat(tool): import cert into the Proton prefix on Linux
Build & Deploy / build (push) Successful in 28s
On Linux the tool now actually trusts the server certificate inside the
game's Proton/Wine prefix (the wine certutil tool is broken under Proton):
it fetches the live cert from the server (backend.txt), builds the wine
serialized cert blob (SHA1 + encoded cert) and writes it to the prefix
Root store via `wine reg import`. Auto-detects the Proton wine and lists
compatdata prefixes (most-recent first) so the non-Steam-shortcut prefix
is picked correctly; the chosen prefix is remembered.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 16:48:49 +02:00
neckfireandClaude Opus 4.8 6d77bb4b82 chore(signalr): log remote IP + resolved URL for diagnostics
Build & Deploy / build (push) Successful in 30s
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 16:24:49 +02:00
neckfireandClaude Opus 4.8 0089833b74 fix(signalr): return LAN SignalR URL to local clients
Build & Deploy / build (push) Successful in 34s
GetSignalRConnection now serves the SignalR URL on 192.168.1.136 to
clients whose remote IP is on the LAN, and keeps the public domain for
external clients. The real-time WebSocket (libwebsockets, incl. under
Proton/Wine) couldn't reach the public domain from inside the LAN
(hairpin NAT) — it failed right after the intro as "error code 5".
External friends are unaffected (still get the domain).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 16:18:35 +02:00
neckfireandClaude Opus 4.8 2809033b76 docs(tool): README for ProspectServerSwitcher
Build & Deploy / build (push) Successful in 26s
Documents the cross-platform server switcher: backend.txt mechanism,
domain presets, interactive/CLI usage, cert import (Windows / Proton),
launch, settings location and self-contained publish commands.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 16:03:24 +02:00
neckfireandClaude Opus 4.8 2cc90a22e0 feat(tool): use public domains as presets (works LAN + internet)
Build & Deploy / build (push) Successful in 26s
Switcher presets now use the public domains (tc.nfteam.ovh:8443 /
rd-tc.nfteam.ovh:8444) so the same target works for everyone; the
unified TLS cert covers both hostnames. LAN users add a hosts entry to
avoid hairpin NAT.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 15:57:51 +02:00
neckfireandClaude Opus 4.8 b04621e2a0 feat(tool): cross-platform server switcher (Prospect.Client.Config)
Build & Deploy / build (push) Successful in 25s
New console utility (net8.0, Linux/Proton + Windows) to point a client at
a server by writing backend.txt — the single value the Prospect agent
reads. Presets for PROD/PREPROD LAN and PROD internet, plus custom URL,
certificate import (native on Windows, guided with Proton-prefix
detection on Linux) and game launch. Interactive menu + scriptable CLI
(--folder/--set). Added to the solution; not built by the server CI.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 15:53:43 +02:00
neckfireandClaude Opus 4.8 0588849e4c feat(squad): in-memory squad/lobby state + wire squad functions
Build & Deploy / build (push) Successful in 31s
Adds SquadService (singleton, process-local) tracking squads by the
squadId the client shares across party members, plus a user->squad index
so TryGetCompleteSquadInfo (no squadId in request) can resolve the
caller's squad. Members are lazily registered on any squad call.

- TryGetCompleteSquadInfo: returns the caller's real squad.
- SquadMemberReadyForMatch: joins the squad, records readiness/map,
  returns the squad + whether everyone is ready.
- SquadMemberSelectedMap: records the member's selected map.
- DbUserService.FindByIdAsync: resolve display name for squad members.

Groundwork for the station lobby; assumes the client drives squads via
these calls with a shared squadId (to confirm with a 2-client session).
Real-time SignalR push (unknown event names) deferred; the squad is
carried in responses + TryGetCompleteSquadInfo for now.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 15:34:43 +02:00
neckfire 57a45d91df Merge pull request 'Social prod : liste d amis + fix ping 500' (#3) from preprod into main
Build & Deploy / build (push) Successful in 15s
2026-07-14 13:29:45 +00:00
neckfire 922deb8397 docs: pointer vers la release pour LoaderPack + cert
Build & Deploy / build (push) Successful in 16s
2026-07-14 13:09:57 +00:00
neckfire c6b2330e1d docs: pointer vers la release pour LoaderPack + cert
Build & Deploy / build (push) Successful in 16s
2026-07-14 13:09:57 +00:00
neckfire f4d93c9e71 docs: ajoute la commande download_depot + astuce disque
Build & Deploy / build (push) Successful in 14s
2026-07-14 13:07:36 +00:00
neckfire 9737316dbc docs: ajoute la commande download_depot + astuce disque
Build & Deploy / build (push) Successful in 19s
2026-07-14 13:07:35 +00:00
neckfire b0822c34cd docs: guide install client amis
Build & Deploy / build (push) Successful in 14s
2026-07-14 12:33:52 +00:00
neckfireandClaude Opus 4.8 a4e006f84f docs: guide d installation client pour les amis (serveur prive)
Build & Deploy / build (push) Successful in 15s
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 12:33:37 +00:00
neckfireandClaude Opus 4.8 310e2bf7e9 feat(social): friends list resolution + fix ping request 500
Build & Deploy / build (push) Successful in 24s
- RequestUsersPingRequest: the client sends ping=2147483648 (int.MaxValue+1)
  for "no ping", which overflowed the int field and made every ping request
  return 500. Widened to long.
- ClientsideFriendsImport: persist the imported Steam friend ids per user.
- GetFriendList: resolve those ids to the players that exist on this server
  (batch lookup by Steam auth key) and return them as friends. Response
  shape is best-effort pending in-game confirmation.
- DbUserService.FindManyAsync: batch-resolve auth keys to players.

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

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

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

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

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

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

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

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

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

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

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

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

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-13 02:33:04 +02:00
Yury d9bd46e6e0 Update README 2025-03-31 01:40:20 +03:00
Yury 269659b8da Stash changes 2025-03-31 01:39:22 +03:00
Yury 14097808d8 Add CompleteInventoryUpdate CloudScript function from closed beta 2025-03-31 01:38:58 +03:00
Yury 6fe4432c6e Add custom UpdatePlayerActiveContracts CloudScript function for contracts update 2025-03-31 01:38:35 +03:00
Yury 4f11c8e550 Change Prospect.Client.Loader output dir 2025-03-31 01:37:34 +03:00
Yury 1ac2374eff Update README 2025-03-31 01:37:16 +03:00
Yury b5cb885262 Improve loader
* Improve loading speed
* Change DLL loading order
* Add Prospect.Agent.dll
2025-03-31 01:37:00 +03:00
Yury d55ef94fd9 Update launchSettings for HTTP server 2025-03-31 01:35:20 +03:00
Yury 1f4640fccd Fix given amount of quest reward 2025-03-31 01:34:41 +03:00
Yury faf90c1841 Autocomplete only PvP quests now 2025-03-31 01:34:16 +03:00
Yury efbacc57d1 Add Prospect.Agent DLL for utility functions 2025-03-31 01:33:41 +03:00
Yury 458585c37f Add "common-name" command-line parameter to generate_ssl 2025-03-31 01:33:01 +03:00
Yury b3c5fa3e2b Disallow accepting already completed contracts 2025-03-31 01:32:15 +03:00
Yury 2fb730cb8c Temporary disable HTTPS redirection 2025-03-31 01:31:46 +03:00
Yury 87e1708d6b Fix inventory update on quarter level upgrade 2025-03-31 01:31:35 +03:00
Yury 2695f25242 Update contract info structure and title data
* Include information about kill conditions
* Use default client settings for MatchmakingSetup
2025-03-31 01:31:18 +03:00
Yury 81dea35778 Allow for configurable SignalR connection settings 2025-03-31 01:30:14 +03:00
Yury 704abac924 Add client version check 2025-03-31 01:29:00 +03:00
68 changed files with 2951 additions and 332 deletions
+33
View File
@@ -0,0 +1,33 @@
name: Build & Deploy
on:
push:
branches: [main, preprod]
workflow_dispatch: {}
env:
IMAGE: git.nfteam.ovh/neckfire/the-cycle
jobs:
build:
runs-on: ubuntu-latest
steps:
- name: Checkout
uses: actions/checkout@v4
- name: Build & push image
run: |
set -e
echo "${{ secrets.REGISTRY_PASSWORD }}" | docker login git.nfteam.ovh -u "${{ secrets.REGISTRY_USER }}" --password-stdin
SHA="${GITHUB_SHA::12}"
BRANCH="${GITHUB_REF_NAME}"
if [ "$BRANCH" = "main" ]; then TAGS="-t ${IMAGE}:latest -t ${IMAGE}:${SHA}"; else TAGS="-t ${IMAGE}:${BRANCH} -t ${IMAGE}:${BRANCH}-${SHA}"; fi
docker build $TAGS -f Dockerfile .
docker push --all-tags "${IMAGE}"
- name: Notify ntfy
if: always()
run: |
if [ "${{ job.status }}" = "success" ]; then EMOJI="white_check_mark"; PRIO="default"; else EMOJI="rotating_light"; PRIO="high"; fi
curl -s -H "Authorization: Bearer ${{ secrets.NTFY_TOKEN }}" -H "Title: ${GITHUB_REPOSITORY} — ${{ job.status }}" \
-H "Priority: ${PRIO}" -H "Tags: ${EMOJI}" -H "Click: ${GITHUB_SERVER_URL}/${GITHUB_REPOSITORY}/actions" \
-d "${GITHUB_WORKFLOW} (${GITHUB_REF_NAME} #${GITHUB_RUN_NUMBER}) : ${{ job.status }}" \
"${{ secrets.NTFY_URL }}/${{ secrets.NTFY_TOPIC }}" || true
+1
View File
@@ -0,0 +1 @@
_out/
+15
View File
@@ -0,0 +1,15 @@
# The Cycle: Frontier — serveur API (émulateur Prospect), build depuis les sources.
# Multi-stage : SDK .NET 8 pour publier le projet API → runtime aspnet 8.
FROM mcr.microsoft.com/dotnet/sdk:8.0 AS build
WORKDIR /src
COPY src/ ./src/
# Configuration "Season 2 Release" = build qui correspond au client S2 déployé
# (le code sélectionne la saison via des #if SEASON_2_RELEASE / SEASON_3_RELEASE).
RUN dotnet publish src/Prospect.Server.Api/Prospect.Server.Api.csproj \
-c "Season 2 Release" -o /app
FROM mcr.microsoft.com/dotnet/aspnet:8.0
WORKDIR /app
COPY --from=build /app ./
EXPOSE 8443 8000
ENTRYPOINT ["dotnet", "Prospect.Server.Api.dll"]
+80
View File
@@ -0,0 +1,80 @@
# 🎮 The Cycle: Frontier — Rejoindre le serveur privé (installation client)
Guide pour **installer le client et jouer sur le serveur privé**. Tu n'installes **rien côté serveur** — juste le jeu + un loader + un certificat.
> ⚠️ **À savoir avant de commencer**
> - Le jeu a été retiré de Steam en septembre 2022 : il faut **l'avoir déjà eu dans ta bibliothèque Steam** pour le retélécharger.
> - **Ce n'est pas du co-op en raid.** Chacun joue sa propre instance (stations solo) ; l'émulateur ne supporte pas plusieurs joueurs dans le même raid. Vous partagez le même serveur (progression, boutiques, comptes), pas la même partie.
> - Le serveur doit être **allumé** au moment où tu joues (demande à l'hébergeur).
---
## Fichiers à télécharger (dans la release)
Les 2 fichiers sont dispo dans la **release Gitea** :
👉 **https://git.nfteam.ovh/neckfire/the-cycle/releases/tag/friends-client**
1. **`LoaderPack.zip`** — le loader qui redirige le jeu vers le serveur privé (build b8 / Saison 2).
2. **`certificate.crt`** — le certificat **public** du serveur (sans clé privée, safe).
Télécharge les deux depuis la page de release avant de commencer.
---
## Étapes (Windows)
### 1. Installer le client Saison 2 (via la console Steam)
1. Steam ouvert, `Win+R` → tape `steam://nav/console` → Entrée (la **console Steam** s'ouvre).
2. Colle **exactement** cette commande → Entrée :
```
download_depot 868270 868271 4623363103423775682
```
(`868270` = le jeu, `868271` = le dépôt client, `4623363103423775682` = manifest **Saison 2 v2.7.2**.)
3. Le téléchargement démarre (⚠️ **pas de barre de progression**, sois patient — plusieurs Go).
4. À la fin, Steam affiche **« Depot download complete »** + le **chemin du dossier**
(ex. `...\Steam\steamapps\content\app_868270\depot_868271`). **Ce dossier = ton install du jeu.**
> Il faut **avoir eu The Cycle: Frontier dans ta bibliothèque Steam** avant, sinon → erreur `missing license`.
> **Pas assez d'espace sur le disque principal ?** `download_depot` écrit toujours dans `...\Steam\steamapps\content`. Pour le mettre sur un autre disque : ferme Steam, supprime `...\Steam\steamapps\content`, puis en **cmd admin** :
> ```
> mkdir "D:\SteamContent"
> mklink /J "C:\Program Files (x86)\Steam\steamapps\content" "D:\SteamContent"
> ```
> Rouvre Steam et relance la commande → le jeu ira sur `D:\`.
### 2. Installer le LoaderPack
1. Va dans le dossier du jeu → **`Prospect\Binaries\Win64`**.
2. Ouvre `LoaderPack.zip` et **glisse tout son contenu** dans ce dossier `Win64`.
3. Crée un **raccourci** vers `Prospect.Client.Loader.exe` (c'est avec ça que tu lanceras le jeu).
### 3. Faire confiance au certificat du serveur
1. Double-clique **`certificate.crt`** → **Installer le certificat**.
2. **Emplacement : Utilisateur actuel** → Suivant.
3. **Placer tous les certificats dans le magasin suivant****Parcourir****Autorités de certification racines de confiance** → OK → Suivant → Terminer.
4. Accepte l'avertissement de sécurité (il mentionne `2EA46.playfabapi.com`).
### 4. Pointer le client vers le serveur
Dans **`Prospect\Binaries\Win64`**, crée (ou édite) un fichier **`backend.txt`** contenant **exactement** cette ligne :
```
https://tc.nfteam.ovh:8443
```
### 5. Lancer le jeu
1. **Steam doit être ouvert** (connecté à ton compte).
2. Lance le jeu via le **raccourci `Prospect.Client.Loader`** (⚠️ pas via Steam directement).
3. Connexion automatique avec ton compte Steam. Bienvenue sur Fortuna III ! 🚀
---
## Dépannage
| Symptôme | Cause / solution |
|---|---|
| `libcurl error 7 (Couldn't connect to server)` | Le serveur est **éteint** → demande à l'hébergeur de l'allumer. |
| Erreur de certificat / `hostname mismatch` | `certificate.crt` **pas importé** (ou pas dans « Autorités racines de confiance »). Refais l'étape 3. |
| `missing license` au téléchargement | Tu n'as jamais eu le jeu sur ce compte Steam → impossible de le retélécharger. |
| Parties du corps manquantes (client S3) | Va en station → change ton apparence une fois (corrige les IDs). |
---
*Serveur privé The Cycle: Frontier — émulateur Prospect. Usage privé entre amis.*
+14 -30
View File
@@ -9,11 +9,10 @@ Also known as "The Cycle: Frontier".
- [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. Generate and import SSL certificate](#3-generate-and-import-ssl-certificate)
- [4. Generate and import SSL certificate](#4-generate-and-import-ssl-certificate) - [4. Extract `LoaderPack` to the game](#4-extract-loaderpack-to-the-game)
- [5. Extract `LoaderPack` to the game](#5-extract-loaderpack-to-the-game) - [5. Run the server](#5-run-the-server)
- [6. Run the server](#6-run-the-server) - [6. Run the game](#6-run-the-game)
- [7. Run the game](#7-run-the-game)
- [Troubleshooting and FAQ](#troubleshooting-and-faq) - [Troubleshooting and FAQ](#troubleshooting-and-faq)
- [How to remove the certificate?](#how-to-remove-the-certificate) - [How to remove the certificate?](#how-to-remove-the-certificate)
- [`generate_ssl.exe` is flagged as a virus](#generate_sslexe-is-flagged-as-a-virus) - [`generate_ssl.exe` is flagged as a virus](#generate_sslexe-is-flagged-as-a-virus)
@@ -55,15 +54,13 @@ Also known as "The Cycle: Frontier".
* [x] Vivox login * [x] Vivox login
* [x] Vivox create and join channel * [x] Vivox create and join channel
* [ ] Proximity voice works * [ ] Proximity voice works
* [ ] Game mechanics * [x] Game mechanics
* [x] Can deploy through terminal * [x] Can deploy through terminal
* [x] Can deploy with loadout * [x] Can deploy with loadout
* [x] Can evac * [x] Can evac
* [ ] Can do quests * [x] Can do quests (except PvP)
* [x] Delivery quests
* [ ] Kill quests
* [x] Can gain/lose loot * [x] Can gain/lose loot
* [x] Can use Alien Forge. * [x] Can use Alien Forge
* [x] Map content * [x] Map content
* [x] Bright Sands * [x] Bright Sands
* [x] Crescent Falls * [x] Crescent Falls
@@ -122,17 +119,7 @@ Before you start, you'll need the following software downloaded and installed:
Use your favorite ZIP archiver and unzip the `Prospect.Server.Api.zip` downloaded from this repository. Use your favorite ZIP archiver and unzip the `Prospect.Server.Api.zip` downloaded from this repository.
### 3. Patch the `hosts` file ### 3. Generate and import SSL certificate
To be able to connect to the locally running server, you must replace the IP address of `2EA46.playfabapi.com` that the game uses. Do the following:
1. Open Notepad as Administrator.
1. Click **File** > **Open...** and select `C:\Windows\System32\drivers\etc\hosts`.
1. At the end of the file, add `127.0.0.1 2EA46.playfabapi.com` on a new line. Do not add the `#` character!
### 4. Generate and import SSL certificate
> [!IMPORTANT] > [!IMPORTANT]
> Do not share the generated certificate! Generated certificate includes a private key that may be used to generate other certificates and compromise your security. > Do not share the generated certificate! Generated certificate includes a private key that may be used to generate other certificates and compromise your security.
@@ -156,7 +143,7 @@ to successfully communicate with the local server. Do the following:
1. Click **Finish**. A **Security Warning** popup may appear, make sure it specifies `2EA46.playfabapi.com` certification authority and click **Yes**. 1. Click **Finish**. A **Security Warning** popup may appear, make sure it specifies `2EA46.playfabapi.com` certification authority and click **Yes**.
### 5. Extract `LoaderPack` to the game ### 4. Extract `LoaderPack` to the game
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**.
@@ -166,14 +153,14 @@ to successfully communicate with the local server. Do the following:
1. Create a shortcut for the `Prospect.Client.Loader` that you will use later to launch the game. 1. Create a shortcut for the `Prospect.Client.Loader` that you will use later to launch the game.
### 6. Run the server ### 5. Run the server
Now you are all set! Open the folder with `Prospect.Server.Api` and run `Prospect.Server.Api.exe`. It will open a console if it runs successfully. Now you are all set! Open the folder with `Prospect.Server.Api` and run `Prospect.Server.Api.exe`. It will open a console if it runs successfully.
> [!IMPORTANT] > [!IMPORTANT]
> Do not close the console when you run the game. > Do not close the console when you run the game.
### 7. Run the game ### 6. Run the game
Once the server is running, make sure that Steam is running and open The Cycle: Frontier using the shortcut you've created before. Once the server is running, make sure that Steam is running and open The Cycle: Frontier using the shortcut you've created before.
@@ -214,17 +201,14 @@ Make sure that:
### Login Failed. Error code: 5 ### Login Failed. Error code: 5
Make sure that: Make sure that `Prospect.Server.Api` server is running.
* `Prospect.Server.Api` server is running. If the server is running, press `Alt+Tab` to a game console that opens when you start the game and check for the following:
* The `C:\Windows\System32\drivers\etc\hosts` file contains `127.0.0.1 2EA46.playfabapi.com` and that the file is **saved**.
If the server works and the `hosts` file is saved, press `Alt+Tab` to a game console that opens when you start the game and check for the following:
* `libcurl error 7 (Couldn't connect to server)` - indicates that the `Prospect.Server.Api` is not running. * `libcurl error 7 (Couldn't connect to server)` - indicates that the `Prospect.Server.Api` is not running.
![](./_assets/connection_refused_error.png) ![](./_assets/connection_refused_error.png)
* `InvalidAPIEndpoint` - indicates that the `hosts` file was not updated properly. * `InvalidAPIEndpoint` - indicates that you are running the game using the original shortcut and not using `Prospect.Client.Loader`.
![](./_assets/invalid_api_endpoint.PNG) ![](./_assets/invalid_api_endpoint.PNG)
* `libcurl error 60 (Peer certificate cannot be authenticated with given CA certificates)` - indicates that the certificate was not installed correctly. Make sure that the certificate is present in `certmgr.msc` and there is only one certificate. Try removing the certificate and importing it again by following step 4. * `libcurl error 60 (Peer certificate cannot be authenticated with given CA certificates)` - indicates that the certificate was not installed correctly. Make sure that the certificate is present in `certmgr.msc` and there is only one certificate. Try removing the certificate and importing it again by following step 4.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
+119
View File
@@ -0,0 +1,119 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|x64">
<Configuration>Debug</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<VCProjectVersion>16.0</VCProjectVersion>
<Keyword>Win32Proj</Keyword>
<ProjectGuid>{a9ba7d25-f239-4320-a0dc-85e8001fd669}</ProjectGuid>
<RootNamespace>ProspectAgent</RootNamespace>
<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>DynamicLibrary</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v143</PlatformToolset>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>DynamicLibrary</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<PlatformToolset>v143</PlatformToolset>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Label="Shared">
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<LinkIncremental>true</LinkIncremental>
<OutDir>$(ProjectDir)bin\$(Platform)\$(Configuration)\</OutDir>
<IntDir>$(ProjectDir)bin\intermediate\$(Platform)\$(Configuration)\</IntDir>
<LibraryPath>$(LibraryPath)</LibraryPath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<LinkIncremental>false</LinkIncremental>
<OutDir>$(ProjectDir)bin\$(Platform)\$(Configuration)\</OutDir>
<IntDir>$(ProjectDir)bin\intermediate\$(Platform)\$(Configuration)\</IntDir>
<LibraryPath>$(LibraryPath)</LibraryPath>
</PropertyGroup>
<PropertyGroup Label="Vcpkg" Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<VcpkgUseStatic>true</VcpkgUseStatic>
</PropertyGroup>
<PropertyGroup Label="Vcpkg" Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<VcpkgUseStatic>true</VcpkgUseStatic>
</PropertyGroup>
<PropertyGroup Label="Vcpkg">
<VcpkgEnableManifest>true</VcpkgEnableManifest>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>_DEBUG;PROSPECTAGENT_EXPORTS;_WINDOWS;_USRDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
<PrecompiledHeader>NotUsing</PrecompiledHeader>
<PrecompiledHeaderFile>pch.h</PrecompiledHeaderFile>
<AdditionalIncludeDirectories>%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableUAC>false</EnableUAC>
<AdditionalDependencies>%(AdditionalDependencies)</AdditionalDependencies>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>NDEBUG;PROSPECTAGENT_EXPORTS;_WINDOWS;_USRDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
<PrecompiledHeader>NotUsing</PrecompiledHeader>
<PrecompiledHeaderFile>pch.h</PrecompiledHeaderFile>
<AdditionalIncludeDirectories>%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<Optimization>MinSpace</Optimization>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableUAC>false</EnableUAC>
<AdditionalDependencies>%(AdditionalDependencies)</AdditionalDependencies>
</Link>
</ItemDefinitionGroup>
<ItemGroup>
<ClInclude Include="hooks.h" />
<ClInclude Include="logger.h" />
<ClInclude Include="SDK.h" />
<ClInclude Include="SDK_Memory.h" />
</ItemGroup>
<ItemGroup>
<ClCompile Include="logger.cpp" />
<ClCompile Include="main.cpp" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>
@@ -0,0 +1,39 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup>
<Filter Include="Source Files">
<UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
<Extensions>cpp;c;cc;cxx;c++;cppm;ixx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
</Filter>
<Filter Include="Header Files">
<UniqueIdentifier>{93995380-89BD-4b04-88EB-625FBE52EBFB}</UniqueIdentifier>
<Extensions>h;hh;hpp;hxx;h++;hm;inl;inc;ipp;xsd</Extensions>
</Filter>
<Filter Include="Resource Files">
<UniqueIdentifier>{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}</UniqueIdentifier>
<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
</Filter>
</ItemGroup>
<ItemGroup>
<ClInclude Include="logger.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="SDK.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="hooks.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="SDK_Memory.h">
<Filter>Header Files</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<ClCompile Include="main.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="logger.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup>
</Project>
+105
View File
@@ -0,0 +1,105 @@
#pragma once
#include <cstdint>
#include <locale>
#include <string>
#include "SDK_Memory.h"
namespace SDK
{
template<class T>
struct TArray
{
friend struct FString;
TArray()
{
Data = nullptr;
Count = Max = 0;
}
int Num() const
{
return Count;
}
T& operator[](int i)
{
return Data[i];
}
const T& operator[](int i) const
{
return Data[i];
}
bool IsValidIndex(int i) const
{
return i < Num();
}
private:
T* Data;
int32_t Count;
int32_t Max;
};
struct FString : private TArray<wchar_t>
{
FString(const wchar_t* other)
{
const size_t charLen = std::wcslen(other);
if (charLen == 0)
{
Count = 0;
Max = 0;
Data = nullptr;
}
else
{
Count = charLen + 1;
Max = Count;
Data = static_cast<wchar_t*>((*GMalloc)->Malloc(Count * 2));
memset(Data, 0, Count * 2);
memcpy(Data, other, charLen * 2);
}
}
FString(const std::wstring& other) : FString(other.c_str())
{
}
bool IsValid() const
{
return Data != nullptr;
}
const wchar_t* c_str() const
{
return Data;
}
std::string ToString() const
{
const auto length = std::wcslen(Data);
std::string str(length, '\0');
std::use_facet<std::ctype<wchar_t>>(std::locale()).narrow(Data, Data + length, '?', &str[0]);
return str;
}
};
struct UPlayFabAPISettings
{
FString VerticalName;
FString BaseServiceHost;
FString TitleId;
FString AdvertisingIdType;
FString AdvertisingIdValue;
bool DisableAdvertising = false;
};
}
+79
View File
@@ -0,0 +1,79 @@
#pragma once
#include <cstdint>
#define DEFAULT_ALIGNMENT 0
namespace SDK
{
class FExec
{
public:
virtual ~FExec() = default;
private:
virtual bool Exec(void* world, void* cmd, void* ar) = 0;
};
class FMalloc : FExec
{
public:
virtual void* Malloc(SIZE_T Count, uint32_t Alignment = DEFAULT_ALIGNMENT) = 0;
virtual void* TryMalloc(SIZE_T Count, uint32_t Alignment = DEFAULT_ALIGNMENT) = 0;
virtual void* Realloc(void* Original, SIZE_T Count, uint32_t Alignment = DEFAULT_ALIGNMENT) = 0;
virtual void* TryRealloc(void* Original, SIZE_T Count, uint32_t Alignment = DEFAULT_ALIGNMENT) = 0;
virtual void Free(void* Original) = 0;
virtual SIZE_T QuantizeSize(SIZE_T Count, uint32_t Alignment)
{
return Count;
}
virtual bool GetAllocationSize(void* Original, SIZE_T& SizeOut)
{
return false;
}
virtual void Trim(bool bTrimThreadCaches)
{
}
virtual void SetupTLSCachesOnCurrentThread()
{
}
virtual void ClearAndDisableTLSCachesOnCurrentThread()
{
}
virtual void InitializeStatsMetadata();
virtual bool Exec(void* InWorld, void* Cmd, void* Ar) override
{
return false;
}
virtual void UpdateStats() = 0;
virtual void GetAllocatorStats(void* out_Stats) = 0;
virtual void DumpAllocatorStats(class FOutputDevice& Ar) = 0;
virtual bool IsInternallyThreadSafe() const
{
return false;
}
virtual bool ValidateHeap()
{
return(true);
}
virtual const TCHAR* GetDescriptiveName() = 0;
};
FMalloc** GMalloc;
}
+3
View File
@@ -0,0 +1,3 @@
#pragma once
#include "SDK.h"
+85
View File
@@ -0,0 +1,85 @@
#include "logger.h"
#include <cstdio>
#include <Windows.h>
HANDLE h_out = nullptr, h_old_out = nullptr;
HANDLE h_err = nullptr, h_old_err = nullptr;
HANDLE h_in = nullptr, h_old_in = nullptr;
namespace logger
{
void Attach()
{
h_old_out = GetStdHandle(STD_OUTPUT_HANDLE);
h_old_err = GetStdHandle(STD_ERROR_HANDLE);
h_old_in = GetStdHandle(STD_INPUT_HANDLE);
AllocConsole() && AttachConsole(GetCurrentProcessId());
h_out = GetStdHandle(STD_OUTPUT_HANDLE);
h_err = GetStdHandle(STD_ERROR_HANDLE);
h_in = GetStdHandle(STD_INPUT_HANDLE);
SetConsoleMode(h_out,
ENABLE_PROCESSED_OUTPUT | ENABLE_WRAP_AT_EOL_OUTPUT);
SetConsoleMode(h_in,
ENABLE_INSERT_MODE | ENABLE_EXTENDED_FLAGS |
ENABLE_PROCESSED_INPUT | ENABLE_QUICK_EDIT_MODE);
}
void Detach()
{
if (h_out && h_err && h_in) {
FreeConsole();
if (h_old_out)
{
SetStdHandle(STD_OUTPUT_HANDLE, h_old_out);
}
if (h_old_err)
{
SetStdHandle(STD_ERROR_HANDLE, h_old_err);
}
if (h_old_in)
{
SetStdHandle(STD_INPUT_HANDLE, h_old_in);
}
}
}
bool Print(const char* fmt, ...)
{
if (!h_out)
{
return false;
}
char buf[1024];
va_list va;
va_start(va, fmt);
_vsnprintf_s(buf, 1024, fmt, va);
va_end(va);
return !!WriteConsoleA(h_out, buf, static_cast<DWORD>(strlen(buf)), nullptr, nullptr);
}
char ReadKey()
{
if (!h_in)
{
return -1;
}
auto key = char{ 0 };
auto keysread = DWORD{ 0 };
ReadConsoleA(h_in, &key, 1, &keysread, nullptr);
return key;
}
};
+12
View File
@@ -0,0 +1,12 @@
#pragma once
namespace logger
{
void Attach();
void Detach();
bool Print(const char* fmt, ...);
char ReadKey();
}
+135
View File
@@ -0,0 +1,135 @@
#define WIN32_LEAN_AND_MEAN
#include <Windows.h>
#include <MinHook.h>
#include <cstdio>
#include "logger.h"
#include "SDK.h"
#include "SDK_Memory.h"
#include <string>
#include <fstream>
#include <sstream>
#include <algorithm>
#include <cctype>
#include <locale>
std::wstring g_backendUrl;
// trim from start (in place)
inline void ltrim(std::wstring &s) {
s.erase(s.begin(), std::find_if(s.begin(), s.end(), [](unsigned char ch) {
return !std::isspace(ch);
}));
}
// trim from end (in place)
inline void rtrim(std::wstring &s) {
s.erase(std::find_if(s.rbegin(), s.rend(), [](unsigned char ch) {
return !std::isspace(ch);
}).base(), s.end());
}
inline void trim(std::wstring &s) {
rtrim(s);
ltrim(s);
}
constexpr uintptr_t OffsetGMalloc = 0x63EC4A0;
/**
* Function offset, find with "?sdk=".
*/
constexpr uintptr_t OffsetPlayFabApiGetUrl = 0xCEEF00;
/**
* Function hooks.
*/
typedef SDK::FString(__fastcall* tPlayFabApiGetUrl)(SDK::UPlayFabAPISettings*, const SDK::FString&);
tPlayFabApiGetUrl OldPlayFabApiGetUrl;
SDK::FString __fastcall PlayFabApiGetUrlProxy(SDK::UPlayFabAPISettings* thiz, const SDK::FString& callPath) {
logger::Print("[Agent] GetURL called with callPath %s\n", callPath.ToString().c_str());
if (!g_backendUrl.empty())
{
return g_backendUrl + std::wstring(callPath.c_str());
}
return std::wstring(L"https://127.0.0.1:8443") + std::wstring(callPath.c_str());
}
DWORD WINAPI OnDllAttach(LPVOID base) {
logger::Print("[Agent] DLL Attached\n");
const auto hModule = GetModuleHandleW(nullptr);
const auto hModulePtr = reinterpret_cast<uintptr_t>(hModule);
// Initialize GMalloc.
SDK::GMalloc = reinterpret_cast<SDK::FMalloc**>(hModulePtr + OffsetGMalloc);
// Initialize MinHook.
if (MH_Initialize() != MH_OK) {
logger::Print("[Agent] Failed to initialize MinHook\n");
FreeLibraryAndExitThread(hModule, 1);
}
// Hook UPlayFabAPISettings::GetUrl.
const auto pTarget = reinterpret_cast<LPVOID>(hModulePtr + OffsetPlayFabApiGetUrl);
const auto ppOriginal = reinterpret_cast<LPVOID*>(&OldPlayFabApiGetUrl);
const auto mhStatus = MH_CreateHook(pTarget, &PlayFabApiGetUrlProxy, ppOriginal);
if (mhStatus != MH_OK) {
logger::Print("[Agent] Failed to create PlayFabAPIGetUrl hook (%d)\n", mhStatus);
FreeLibraryAndExitThread(hModule, 1);
}
if (MH_EnableHook(pTarget) != MH_OK) {
logger::Print("[Agent] Failed to enable PlayFabAPIGetUrl hook\n");
FreeLibraryAndExitThread(hModule, 1);
}
const wchar_t* filePath = L"backend.txt";
std::wifstream f(filePath);
if (f) {
std::wstringstream buffer;
buffer << f.rdbuf();
g_backendUrl = buffer.str();
trim(g_backendUrl);
if (g_backendUrl.rfind(L"https://", 0) != 0) {
logger::Print("[Agent] URL must start with https://\n");
g_backendUrl.clear();
} else {
logger::Print("[Agent] Loaded custom URL: %S\n", g_backendUrl.c_str());
}
} else {
logger::Print("[Agent] Failed to open file: %S\n", filePath);
}
logger::Print("[Agent] DLL Initialized\n");
ExitThread(1);
}
BOOL WINAPI DllMain(
const _In_ HINSTANCE hinstDll,
const _In_ DWORD fdwReason,
const _In_opt_ LPVOID lpvReserved
) {
if (fdwReason == DLL_PROCESS_ATTACH) {
DisableThreadLibraryCalls(hinstDll);
// Allocate a console.
AllocConsole();
freopen_s(reinterpret_cast<FILE**>(stdout), "CONOUT$", "w", stdout);
// Attach logger.
logger::Attach();
// Spawn thread.
CreateThread(nullptr, 0, OnDllAttach, hinstDll, 0, nullptr);
} else if (fdwReason == DLL_PROCESS_DETACH) {
// Detach logger.
logger::Detach();
}
return TRUE;
}
@@ -0,0 +1,14 @@
{
"default-registry": {
"kind": "git",
"baseline": "2960d7d80e8d09c84ae8abf15c12196c2ca7d39a",
"repository": "https://github.com/microsoft/vcpkg"
},
"registries": [
{
"kind": "artifact",
"location": "https://github.com/microsoft/vcpkg-ce-catalog/archive/refs/heads/main.zip",
"name": "microsoft"
}
]
}
+5
View File
@@ -0,0 +1,5 @@
{
"dependencies": [
"minhook"
]
}
+404
View File
@@ -0,0 +1,404 @@
using System.Diagnostics;
using System.Security.Cryptography.X509Certificates;
using System.Text;
using System.Text.Json;
namespace Prospect.Client.Config;
// Cross-platform (Linux/Proton + Windows) helper to point a The Cycle: Frontier client at a
// server. The Prospect agent reads the target PlayFab URL from `backend.txt` next to the game
// executable, so switching servers = writing that one file. This tool also imports the server
// certificate and launches the game (natively on Windows, guided on Linux/Proton).
internal static class Program
{
private const string AppId = "868270";
// Presets use the public domains so the same target works for everyone (LAN or internet):
// DNS resolves to the public IP for friends, and the unified TLS cert covers both hostnames.
// On the same LAN, add a hosts entry (domain -> 192.168.1.136) to avoid hairpin NAT.
private static readonly (string Key, string Label, string Url)[] Presets =
{
("prod", "PROD", "https://tc.nfteam.ovh:8443"),
("preprod", "PREPROD", "https://rd-tc.nfteam.ovh:8444"),
};
private static string SettingsPath => Path.Combine(
Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData),
"ProspectSwitcher", "settings.json");
private static Settings _settings = new();
private static int Main(string[] args)
{
try { Console.OutputEncoding = Encoding.UTF8; } catch { /* some terminals reject it */ }
LoadSettings();
return args.Length > 0 ? RunCli(args) : MenuLoop();
}
// ---- Scriptable CLI ----------------------------------------------------
private static int RunCli(string[] args)
{
string? folder = null, target = null;
for (var i = 0; i < args.Length; i++)
{
switch (args[i])
{
case "--folder" when i + 1 < args.Length: folder = args[++i]; break;
case "--set" when i + 1 < args.Length: target = args[++i]; break;
case "-h" or "--help": PrintCliHelp(); return 0;
}
}
if (folder != null) { _settings.GameFolder = folder; SaveSettings(); }
if (target == null) { PrintCliHelp(); return folder != null ? 0 : 1; }
var url = ResolveTarget(target);
if (url == null) { Console.Error.WriteLine("Cible inconnue : " + target); return 1; }
return WriteBackend(url) ? 0 : 1;
}
private static void PrintCliHelp()
{
Console.WriteLine("ProspectServerSwitcher — sélecteur de serveur The Cycle (multi-OS)");
Console.WriteLine();
Console.WriteLine(" (sans argument) menu interactif");
Console.WriteLine(" --folder <chemin Win64> définit le dossier du jeu (mémorisé)");
Console.WriteLine(" --set <cible> écrit backend.txt");
Console.WriteLine();
Console.WriteLine("Cibles : " + string.Join(", ", Presets.Select(p => p.Key)) + ", ou une URL https://…");
Console.WriteLine("Ex : ProspectServerSwitcher --folder \"…/Prospect/Binaries/Win64\" --set preprod-lan");
}
private static string? ResolveTarget(string t)
{
foreach (var p in Presets)
if (string.Equals(p.Key, t, StringComparison.OrdinalIgnoreCase)) return p.Url;
if (t.StartsWith("http", StringComparison.OrdinalIgnoreCase)) return t;
return null;
}
// ---- Interactive menu --------------------------------------------------
private static int MenuLoop()
{
while (true)
{
Console.WriteLine();
Console.WriteLine("=== The Cycle — Sélecteur de serveur ===");
Console.WriteLine("Dossier du jeu : " + (string.IsNullOrEmpty(_settings.GameFolder) ? "(non défini)" : _settings.GameFolder));
Console.WriteLine("backend.txt : " + ReadCurrentBackend());
Console.WriteLine();
Console.WriteLine(" 1) Définir le dossier du jeu (Win64)");
for (var i = 0; i < Presets.Length; i++)
Console.WriteLine($" {i + 2}) {Presets[i].Label,-24} {Presets[i].Url}");
var n = Presets.Length + 2;
Console.WriteLine($" {n}) Serveur personnalisé…");
Console.WriteLine($" {n + 1}) Importer un certificat…");
Console.WriteLine($" {n + 2}) Lancer le jeu");
Console.WriteLine(" 0) Quitter");
Console.Write("> ");
var raw = Console.ReadLine()?.Trim();
if (raw is null or "0") return 0;
if (!int.TryParse(raw, out var choice)) { Console.WriteLine("Choix invalide."); continue; }
if (choice == 1) SetFolder();
else if (choice >= 2 && choice < n) WriteBackend(Presets[choice - 2].Url);
else if (choice == n) SetCustom();
else if (choice == n + 1) ImportCert();
else if (choice == n + 2) LaunchGame();
else Console.WriteLine("Choix invalide.");
}
}
private static void SetFolder()
{
Console.Write("Chemin du dossier Win64 : ");
var p = Console.ReadLine()?.Trim().Trim('"');
if (string.IsNullOrEmpty(p)) return;
if (!Directory.Exists(p)) { Console.WriteLine("⚠ Dossier introuvable."); return; }
_settings.GameFolder = p;
SaveSettings();
Console.WriteLine("✔ Dossier mémorisé.");
}
private static void SetCustom()
{
Console.Write("URL du serveur (ex : https://mon-serveur:8443) : ");
var u = Console.ReadLine()?.Trim();
if (!string.IsNullOrWhiteSpace(u)) WriteBackend(u);
}
// ---- backend.txt -------------------------------------------------------
private static bool WriteBackend(string url)
{
if (!EnsureFolder(out var dir)) return false;
try
{
// No trailing newline: the agent reads the raw file and requires it to start with https://.
File.WriteAllText(Path.Combine(dir, "backend.txt"), url, new UTF8Encoding(false));
Console.WriteLine($"✔ backend.txt → {url}");
Console.WriteLine(" (relance le jeu : backend.txt n'est lu qu'au démarrage du loader.)");
return true;
}
catch (Exception ex) { Console.WriteLine("✖ " + ex.Message); return false; }
}
private static string ReadCurrentBackend()
{
if (string.IsNullOrEmpty(_settings.GameFolder)) return "(dossier non défini)";
var f = Path.Combine(_settings.GameFolder, "backend.txt");
try
{
if (!File.Exists(f)) return "(absent)";
var v = File.ReadAllText(f).Trim();
var match = Presets.FirstOrDefault(p => p.Url == v);
return match.Key != null ? $"{v} [{match.Label.Trim()}]" : v;
}
catch { return "(illisible)"; }
}
// ---- Certificate -------------------------------------------------------
private static void ImportCert()
{
// Prefer fetching the cert live from the server the client points at (backend.txt), so
// it's always the current one; fall back to a .crt file.
X509Certificate2? cert = null;
var target = ReadBackendUrl();
if (target != null && TryFetchServerCert(target, out cert))
Console.WriteLine($"Certificat récupéré depuis {target}");
else
{
Console.Write("Chemin d'un certificat (.crt) : ");
var p = Console.ReadLine()?.Trim().Trim('"');
if (string.IsNullOrEmpty(p) || !File.Exists(p)) { Console.WriteLine("⚠ Annulé."); return; }
try { cert = new X509Certificate2(p); } catch (Exception ex) { Console.WriteLine("✖ " + ex.Message); return; }
}
if (cert == null) { Console.WriteLine("⚠ Aucun certificat."); return; }
Console.WriteLine($" empreinte : {cert.Thumbprint}");
if (OperatingSystem.IsWindows()) ImportCertWindows(cert);
else ImportCertProton(cert);
}
private static string? ReadBackendUrl()
{
if (string.IsNullOrEmpty(_settings.GameFolder)) return null;
var f = Path.Combine(_settings.GameFolder, "backend.txt");
try { return File.Exists(f) ? File.ReadAllText(f).Trim() : null; } catch { return null; }
}
private static bool TryFetchServerCert(string url, out X509Certificate2? cert)
{
cert = null;
try
{
var uri = new Uri(url);
using var tcp = new System.Net.Sockets.TcpClient();
tcp.Connect(uri.Host, uri.Port <= 0 ? 443 : uri.Port);
X509Certificate2? captured = null;
using var ssl = new System.Net.Security.SslStream(tcp.GetStream(), false,
(_, c, _, _) => { if (c != null) captured = new X509Certificate2(c.Export(X509ContentType.Cert)); return true; });
ssl.AuthenticateAsClient(uri.Host);
cert = captured;
return cert != null;
}
catch { return false; }
}
[System.Runtime.Versioning.SupportedOSPlatform("windows")]
private static void ImportCertWindows(X509Certificate2 cert)
{
try
{
using var store = new X509Store(StoreName.Root, StoreLocation.CurrentUser);
store.Open(OpenFlags.ReadWrite);
store.Add(cert);
Console.WriteLine("✔ Certificat importé (Autorités racines de confiance, utilisateur).");
}
catch (Exception ex) { Console.WriteLine("✖ Import : " + ex.Message); }
}
// Trust the cert inside the game's Proton/Wine prefix by writing the serialized cert blob
// into the prefix Root store via `wine reg import` (the wine `certutil` tool is unreliable
// under Proton). The prefix is chosen explicitly, so it works even though the client runs
// as a non-Steam shortcut (whose appid isn't the game's 868270).
private static void ImportCertProton(X509Certificate2 cert)
{
var wine = FindProtonWine();
if (wine == null) { Console.WriteLine("⚠ Aucun wine Proton trouvé (Steam/Proton installé ?)."); return; }
var prefix = SelectPrefix();
if (prefix == null) return;
// Wine serialized cert blob: SHA1-hash property (id 3) + encoded cert property (id 0x20).
var der = cert.RawData;
var sha1 = cert.GetCertHash();
byte[] blob;
using (var ms = new MemoryStream())
{
void Prop(uint id, byte[] data)
{
ms.Write(BitConverter.GetBytes(id));
ms.Write(BitConverter.GetBytes(1u));
ms.Write(BitConverter.GetBytes((uint)data.Length));
ms.Write(data);
}
Prop(3, sha1);
Prop(0x20, der);
blob = ms.ToArray();
}
var thumb = Convert.ToHexString(sha1);
var hex = string.Join(",", blob.Select(b => b.ToString("x2")));
var regFile = Path.Combine(Path.GetTempPath(), "prospect-cert.reg");
File.WriteAllText(regFile,
"REGEDIT4\r\n\r\n" +
$"[HKEY_LOCAL_MACHINE\\Software\\Microsoft\\SystemCertificates\\Root\\Certificates\\{thumb}]\r\n" +
$"\"Blob\"=hex:{hex}\r\n");
Console.WriteLine("⚠ Ferme complètement le jeu avant de continuer (sinon le registre ne sera pas pris en compte).");
Console.Write("Appuie sur Entrée pour importer… ");
Console.ReadLine();
var wineserver = Path.Combine(Path.GetDirectoryName(wine)!, "wineserver");
var regWinePath = "Z:" + regFile.Replace('/', '\\'); // Z: maps to / inside the prefix
RunWine(wineserver, "-k", prefix); // stop any running wineserver (flush)
RunWine(wine, $"reg import \"{regWinePath}\"", prefix);
RunWine(wineserver, "-k", prefix); // flush the change to disk
var sysreg = Path.Combine(prefix, "system.reg");
var ok = File.Exists(sysreg) && File.ReadAllText(sysreg).Contains(thumb, StringComparison.OrdinalIgnoreCase);
Console.WriteLine(ok
? $"✔ Certificat importé dans le préfixe : {prefix}\n Relance le jeu."
: "✖ Import non confirmé — assure-toi que le jeu est fermé et réessaie.");
}
private static void RunWine(string exe, string args, string prefix)
{
try
{
var psi = new ProcessStartInfo(exe, args)
{
UseShellExecute = false,
RedirectStandardOutput = true,
RedirectStandardError = true,
};
psi.Environment["WINEPREFIX"] = prefix;
psi.Environment["WINEDEBUG"] = "-all";
using var p = Process.Start(psi);
p?.WaitForExit(20000);
}
catch (Exception ex) { Console.WriteLine(" (wine) " + ex.Message); }
}
private static string? FindProtonWine()
{
foreach (var root in SteamRoots())
{
var common = Path.Combine(root, "steamapps", "common");
if (!Directory.Exists(common)) continue;
var candidates = Directory.GetDirectories(common, "Proton*")
.Select(d => Path.Combine(d, "files", "bin", "wine"))
.Where(File.Exists)
.OrderByDescending(w => w.Contains("Experimental"))
.ThenByDescending(File.GetLastWriteTimeUtc)
.ToList();
if (candidates.Count > 0) return candidates[0];
}
return null;
}
private static string? SelectPrefix()
{
if (!string.IsNullOrEmpty(_settings.WinePrefix) && Directory.Exists(_settings.WinePrefix))
return _settings.WinePrefix;
var prefixes = new List<string>();
foreach (var root in SteamRoots())
{
var cd = Path.Combine(root, "steamapps", "compatdata");
if (!Directory.Exists(cd)) continue;
foreach (var d in Directory.GetDirectories(cd))
{
var pfx = Path.Combine(d, "pfx");
if (File.Exists(Path.Combine(pfx, "system.reg"))) prefixes.Add(Path.GetFullPath(pfx));
}
}
prefixes = prefixes.Distinct()
.OrderByDescending(p => File.GetLastWriteTimeUtc(Path.Combine(p, "system.reg")))
.ToList();
if (prefixes.Count == 0) { Console.WriteLine("⚠ Aucun préfixe Proton trouvé."); return null; }
Console.WriteLine("Préfixes Proton détectés (le plus récemment utilisé en premier = sûrement ton jeu) :");
for (var i = 0; i < prefixes.Count; i++)
Console.WriteLine($" {i + 1}) {prefixes[i]}");
Console.Write("Numéro du préfixe (Entrée = 1) : ");
var raw = Console.ReadLine()?.Trim();
var idx = string.IsNullOrEmpty(raw) ? 0 : (int.TryParse(raw, out var n) ? n - 1 : -1);
if (idx < 0 || idx >= prefixes.Count) { Console.WriteLine("⚠ Choix invalide."); return null; }
_settings.WinePrefix = prefixes[idx];
SaveSettings();
return _settings.WinePrefix;
}
private static IEnumerable<string> SteamRoots()
{
var home = Environment.GetFolderPath(Environment.SpecialFolder.UserProfile);
yield return Path.Combine(home, ".steam", "steam");
yield return Path.Combine(home, ".local", "share", "Steam");
}
// ---- Launch ------------------------------------------------------------
private static void LaunchGame()
{
if (OperatingSystem.IsWindows())
{
if (!EnsureFolder(out var dir)) return;
var loader = Path.Combine(dir, "Prospect.Client.Loader.exe");
if (!File.Exists(loader)) { Console.WriteLine("⚠ Prospect.Client.Loader.exe introuvable dans le dossier."); return; }
try
{
Process.Start(new ProcessStartInfo(loader) { WorkingDirectory = dir, UseShellExecute = true });
Console.WriteLine("▶ Jeu lancé.");
}
catch (Exception ex) { Console.WriteLine("✖ " + ex.Message); }
return;
}
Console.WriteLine("Sous Linux/Proton, lance via Steam (le loader doit tourner dans le préfixe Proton) :");
Console.WriteLine(" steam steam://rungameid/" + AppId);
}
// ---- Helpers -----------------------------------------------------------
private static bool EnsureFolder(out string dir)
{
dir = _settings.GameFolder;
if (string.IsNullOrEmpty(dir) || !Directory.Exists(dir))
{
Console.WriteLine("⚠ Définis d'abord le dossier du jeu (option 1).");
return false;
}
return true;
}
private static void LoadSettings()
{
try
{
if (File.Exists(SettingsPath))
_settings = JsonSerializer.Deserialize<Settings>(File.ReadAllText(SettingsPath)) ?? new Settings();
}
catch { _settings = new Settings(); }
}
private static void SaveSettings()
{
try
{
Directory.CreateDirectory(Path.GetDirectoryName(SettingsPath)!);
File.WriteAllText(SettingsPath, JsonSerializer.Serialize(_settings));
}
catch { /* best-effort persistence */ }
}
private sealed class Settings
{
public string GameFolder { get; set; } = "";
public string WinePrefix { get; set; } = "";
}
}
@@ -0,0 +1,15 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<OutputType>Exe</OutputType>
<TargetFramework>net8.0</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable>
<AssemblyName>ProspectServerSwitcher</AssemblyName>
<RootNamespace>Prospect.Client.Config</RootNamespace>
<InvariantGlobalization>true</InvariantGlobalization>
<!-- Cross-platform client tool (Linux/Proton + Windows). Never built by the Linux server CI. -->
<Configurations>Debug;Release;Season 3 Release;Season 2 Release;Season 2 Debug;Season 3 Debug</Configurations>
</PropertyGroup>
</Project>
+102
View File
@@ -0,0 +1,102 @@
# ProspectServerSwitcher
Petit utilitaire **multi-OS** (Linux/Proton + Windows) pour pointer un client
*The Cycle: Frontier* vers un serveur, importer le certificat, et lancer le jeu.
## Pourquoi
L'agent Prospect (`Prospect.Agent.dll`, injecté par `Prospect.Client.Loader.exe`)
hooke l'URL de l'API PlayFab et la remplace par le contenu de **`backend.txt`**,
placé à côté de l'exécutable du jeu (`Prospect/Binaries/Win64`). S'il est absent,
l'agent retombe sur `https://127.0.0.1:8443`.
**Tout l'aiguillage du client tient donc dans cette seule valeur.** Cet outil ne fait
essentiellement qu'écrire le bon `backend.txt` — plus quelques commodités (cert, launch).
## Serveurs (presets)
Les presets utilisent les **domaines publics** pour que la même cible marche pour
tout le monde (le DNS résout vers l'IP publique pour les amis, et le certificat TLS
unifié couvre les deux hostnames) :
| Preset | URL |
|-----------|----------------------------------|
| `prod` | `https://tc.nfteam.ovh:8443` |
| `preprod` | `https://rd-tc.nfteam.ovh:8444` |
> **Sur le même LAN que le serveur**, ajoute une entrée hosts pour éviter le hairpin NAT :
> ```
> 192.168.1.136 tc.nfteam.ovh
> 192.168.1.136 rd-tc.nfteam.ovh
> ```
## Utilisation
### Menu interactif
Lance le binaire sans argument :
- **1** : définir le dossier du jeu (`…/Prospect/Binaries/Win64`) — mémorisé
- **2/3** : basculer sur PROD / PREPROD
- **4** : URL personnalisée
- **5** : importer un certificat (`.crt`)
- **6** : lancer le jeu
- **0** : quitter
### En ligne de commande (scriptable)
```
ProspectServerSwitcher --folder "<...>/Prospect/Binaries/Win64" --set preprod
ProspectServerSwitcher --set prod
ProspectServerSwitcher --set https://mon-serveur:8443 # URL libre
```
> ⚠️ `backend.txt` n'est lu qu'**au démarrage** du loader → relance le jeu après un switch.
> Le serveur ciblé doit **tourner** (conteneurs on-demand `the-cycle-api` / `the-cycle-api-rd`).
## Certificat
L'outil récupère le certificat **en direct depuis le serveur** ciblé (il lit `backend.txt`
et se connecte en TLS), puis le rend fiable :
- **Windows** : import automatique dans *Autorités de certification racines de confiance*
(utilisateur courant), via le magasin `X509Store`.
- **Linux/Proton** : import **automatique dans le préfixe Wine** du jeu. Comme `wine certutil`
est cassé sous Proton, l'outil écrit directement le *blob* sérialisé du certificat
(propriété SHA1 `id=3` + certificat encodé `id=0x20`) dans le magasin `Root` du préfixe via
`wine reg import`. Il :
1. détecte le binaire `wine` de Proton (`…/common/Proton*/files/bin/wine`),
2. liste les préfixes `compatdata/*/pfx` (le plus récemment utilisé en premier),
3. importe dans le préfixe choisi (⚠️ **le jeu doit être fermé**), mémorisé ensuite.
> ⚠️ Le client tourne souvent comme **raccourci non-Steam** → son préfixe n'est **pas**
> `compatdata/868270` mais un appid généré (ex. `3883998305`). D'où la sélection explicite
> du préfixe plutôt qu'une déduction sur l'appid du jeu.
## Lancement
- **Windows** : démarre `Prospect.Client.Loader.exe` depuis le dossier du jeu.
- **Linux/Proton** : passe par Steam (`steam steam://rungameid/868270`) — le loader doit
tourner dans le préfixe Proton.
## Réglages
Le dossier du jeu est mémorisé dans
`…/ApplicationData/ProspectSwitcher/settings.json`
(`%AppData%` sous Windows, `~/.config` sous Linux).
## Build / publication
Projet console **net8.0** (cross-platform, `InvariantGlobalization`), jamais buildé par
la CI serveur (Linux).
```bash
# build simple
dotnet build src/Prospect.Client.Config -c Release
# binaires autonomes single-file (aucun .NET requis chez l'utilisateur)
dotnet publish src/Prospect.Client.Config -c Release -r win-x64 --self-contained \
-p:PublishSingleFile=true -p:IncludeNativeLibrariesForSelfExtract=true -p:EnableCompressionInSingleFile=true
dotnet publish src/Prospect.Client.Config -c Release -r linux-x64 --self-contained \
-p:PublishSingleFile=true -p:EnableCompressionInSingleFile=true
```
Les binaires publiés sont distribués via la release Gitea **`friends-client`**
(`ProspectServerSwitcher.exe` pour Windows, `ProspectServerSwitcher-linux-x64` pour Linux).
@@ -70,6 +70,9 @@
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup> </ImportGroup>
<PropertyGroup Label="UserMacros" /> <PropertyGroup Label="UserMacros" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<OutDir>$(SolutionDir)\$(ProjectName)\$(Platform)\$(Configuration)\</OutDir>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile> <ClCompile>
<WarningLevel>Level3</WarningLevel> <WarningLevel>Level3</WarningLevel>
+46 -25
View File
@@ -2,7 +2,14 @@
#include <tlhelp32.h> #include <tlhelp32.h>
#include <stdio.h> #include <stdio.h>
#include <stdint.h> #include <stdint.h>
#include <string.h> #include <string>
std::wstring ExePath() {
TCHAR buffer[MAX_PATH] = { 0 };
GetModuleFileName( NULL, buffer, MAX_PATH );
std::wstring::size_type pos = std::wstring(buffer).find_last_of(L"\\/");
return std::wstring(buffer).substr(0, pos);
}
// Function to create and launch a process with parameters // Function to create and launch a process with parameters
HANDLE StartProcess(const wchar_t* exePath, DWORD* processID) { HANDLE StartProcess(const wchar_t* exePath, DWORD* processID) {
@@ -22,7 +29,20 @@ HANDLE StartProcess(const wchar_t* exePath, DWORD* processID) {
return pi.hProcess; return pi.hProcess;
} }
else { else {
printf("Failed to start process. Error: %lu\n", GetLastError()); wchar_t szErrorMessage[512];
DWORD dwErrorCode = GetLastError();
FormatMessage(
FORMAT_MESSAGE_FROM_SYSTEM | FORMAT_MESSAGE_IGNORE_INSERTS,
NULL,
dwErrorCode,
0,
szErrorMessage,
sizeof(szErrorMessage),
NULL
);
printf("Failed to start process. Error: %lu: %ws\n", dwErrorCode, szErrorMessage);
return NULL; return NULL;
} }
} }
@@ -158,7 +178,7 @@ bool PatchForceLevelStreaming(HANDLE hProcess, uintptr_t imageBase) {
} }
if (!found) { if (!found) {
printf("Failed to patch force level streaming!"); printf("Failed to patch force level streaming!\n");
return false; return false;
} }
@@ -204,10 +224,10 @@ bool PatchForceLevelStreaming(HANDLE hProcess, uintptr_t imageBase) {
} }
{ {
BYTE newValues[28] = { BYTE newValues[28] = {
0x48, 0x8B, 0x06, 0x48, 0x8B, 0x06,
0x48, 0x8D, 0x4D, 0x7F, 0x48, 0x8D, 0x4D, 0x7F,
0x48, 0x89, 0x45, 0x7F, 0x48, 0x89, 0x45, 0x7F,
0xE8, 0xDC, 0xC7, 0xA7, 0x00, 0xE8, 0xDC, 0xC7, 0xA7, 0x00,
0x48, 0x85, 0xC0, 0x48, 0x85, 0xC0,
0x0F, 0x84, 0xEE, 0x00, 0x00, 0x00, 0x0F, 0x84, 0xEE, 0x00, 0x00, 0x00,
@@ -268,9 +288,9 @@ bool PatchUpdateInventory(HANDLE hProcess, uintptr_t imageBase) {
address = imageBase + 0x3D19B19; address = imageBase + 0x3D19B19;
found = CheckUpdateInventoryFunctionOffset(hProcess, address); found = CheckUpdateInventoryFunctionOffset(hProcess, address);
} }
if (!found) { if (!found) {
printf("Failed to patch inventory update function!"); printf("Failed to patch inventory update function!\n");
return false; return false;
} }
@@ -322,7 +342,7 @@ bool PatchLoadPlayerContracts(HANDLE hProcess, uintptr_t imageBase) {
uintptr_t address = imageBase + 0x171E9EC; uintptr_t address = imageBase + 0x171E9EC;
bool found = CheckUpdatePlayerContractsOffset(hProcess, address); bool found = CheckUpdatePlayerContractsOffset(hProcess, address);
if (!found) { if (!found) {
printf("Failed to update player contracts function!"); printf("Failed to update player contracts function!\n");
return false; return false;
} }
@@ -337,7 +357,7 @@ bool PatchLoadPlayerContracts(HANDLE hProcess, uintptr_t imageBase) {
address = imageBase + 0x1706127; address = imageBase + 0x1706127;
found = CheckSetupPlayerContractsOffset(hProcess, address); found = CheckSetupPlayerContractsOffset(hProcess, address);
if (!found) { if (!found) {
printf("Failed to find setup player contracts function!"); printf("Failed to find setup player contracts function!\n");
return false; return false;
} }
@@ -356,8 +376,7 @@ bool PatchLoadPlayerContracts(HANDLE hProcess, uintptr_t imageBase) {
return true; return true;
} }
bool Inject(HANDLE hProcess) { bool Inject(HANDLE hProcess, const wchar_t* dllPath) {
const wchar_t* dllPath = L"UE4SS.dll";
// Allocate space in the target process for the DLL path // Allocate space in the target process for the DLL path
size_t pathSize = (wcslen(dllPath) + 1) * sizeof(wchar_t); size_t pathSize = (wcslen(dllPath) + 1) * sizeof(wchar_t);
LPVOID remotePath = VirtualAllocEx(hProcess, NULL, pathSize, MEM_COMMIT | MEM_RESERVE, PAGE_READWRITE); LPVOID remotePath = VirtualAllocEx(hProcess, NULL, pathSize, MEM_COMMIT | MEM_RESERVE, PAGE_READWRITE);
@@ -401,21 +420,25 @@ bool Inject(HANDLE hProcess) {
bool Patch(const wchar_t* processName) { bool Patch(const wchar_t* processName) {
DWORD processID; DWORD processID;
uintptr_t imageBase;
HANDLE hProcess = StartProcess(processName, &processID); HANDLE hProcess = StartProcess(processName, &processID);
if (hProcess == NULL) { if (hProcess == NULL) {
return false; return false;
} }
if (!Inject(hProcess, L"Prospect.Agent.dll")) {
// 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; return false;
} }
if (!Inject(hProcess, L"UE4SS.dll")) {
return false;
}
uintptr_t imageBase;
// Wait a bit for PE image to load
Sleep(250);
while ((imageBase = GetModuleBaseAddress(processID)) == 0) {
printf("Failed to find PE Image Base Address. Retrying...\n");
Sleep(250);
}
printf("PE Image Base Address: 0x%p\n", (void*)imageBase); printf("PE Image Base Address: 0x%p\n", (void*)imageBase);
bool success = !PatchForceLevelStreaming(hProcess, imageBase) || !PatchUpdateInventory(hProcess, imageBase) || !PatchLoadPlayerContracts(hProcess, imageBase); bool success = !PatchForceLevelStreaming(hProcess, imageBase) || !PatchUpdateInventory(hProcess, imageBase) || !PatchLoadPlayerContracts(hProcess, imageBase);
@@ -423,10 +446,6 @@ bool Patch(const wchar_t* processName) {
return false; return false;
} }
if (!Inject(hProcess)) {
return false;
}
// Clean up // Clean up
CloseHandle(hProcess); CloseHandle(hProcess);
return true; return true;
@@ -459,6 +478,8 @@ bool WriteSteamAppIDFile() {
} }
int main() { int main() {
printf("Current working directory: %ws\n", ExePath().c_str());
bool success = WriteSteamAppIDFile(); bool success = WriteSteamAppIDFile();
if (!success) { if (!success) {
// Wait for user input to exit // Wait for user input to exit
@@ -4,4 +4,6 @@ public class PlayFabSettings
{ {
public string PublisherId { get; set; } public string PublisherId { get; set; }
public string TitleId { get; set; } public string TitleId { get; set; }
public string SignalRURL { get; set; }
public string SignalRAccessToken { get; set; }
} }
@@ -140,8 +140,18 @@ public class ClientController : Controller
[HttpPost("AddGenericID")] [HttpPost("AddGenericID")]
[Produces(MediaTypeNames.Application.Json)] [Produces(MediaTypeNames.Application.Json)]
[Authorize(AuthenticationSchemes = UserAuthenticationOptions.DefaultScheme)] [Authorize(AuthenticationSchemes = UserAuthenticationOptions.DefaultScheme)]
public IActionResult AddGenericId(FAddGenericIDRequest request) public async Task<IActionResult> AddGenericId(FAddGenericIDRequest request)
{ {
// Persist the linked generic service id instead of dropping it (was a no-op stub).
var userId = User.FindAuthUserId();
if (request.GenericId != null && !string.IsNullOrEmpty(request.GenericId.ServiceName))
{
await _userDataService.UpdateAsync(userId, userId, new Dictionary<string, string>
{
["GenericId_" + request.GenericId.ServiceName] = request.GenericId.UserId ?? ""
});
}
return Ok(new ClientResponse<object> return Ok(new ClientResponse<object>
{ {
Code = 200, Code = 200,
@@ -155,19 +165,131 @@ public class ClientController : Controller
[Authorize(AuthenticationSchemes = UserAuthenticationOptions.DefaultScheme)] [Authorize(AuthenticationSchemes = UserAuthenticationOptions.DefaultScheme)]
public IActionResult GetStoreItems(FGetStoreItems request) public IActionResult GetStoreItems(FGetStoreItems request)
{ {
return Ok(new ClientResponse<object> // The vendors (Korolev / ICA / Osiris / QuickShop) and other stores are defined
// inside the Blueprints title data: each item lists a per-store entry under
// ItemShopsCraftingData keyed by the store id, with the currency price in its
// recipe ingredients. This endpoint was previously a stub returning {}, which is
// why every shop showed up empty. We build the store on the fly from that data.
var storeId = request.StoreId ?? "";
var store = new List<FStoreItem>();
try
{
var titleData = _titleDataService.Find(new List<string> { "Blueprints" });
var blueprints = JsonSerializer.Deserialize<Dictionary<string, TitleDataBlueprintInfo>>(titleData["Blueprints"]);
if (blueprints != null && !string.IsNullOrEmpty(storeId))
{
uint position = 0;
foreach (var (itemId, blueprint) in blueprints)
{
if (blueprint.ItemShopsCraftingData == null) continue;
if (!blueprint.ItemShopsCraftingData.TryGetValue(storeId, out var shopData)) continue;
if (shopData?.ItemRecipeIngredients == null) continue;
// Only currency ingredients form a purchasable price. Entries whose
// recipe is item-based (crafting) are handled by the crafting UI from
// the blueprint data the client already has, not by the buy store.
var prices = new Dictionary<string, uint>();
foreach (var ingredient in shopData.ItemRecipeIngredients)
{
var code = ingredient.Currency switch
{
"SoftCurrency" => "SC",
"Aurum" => "AU",
"InsuranceCurrency" => "IN",
_ => null,
};
if (code == null || ingredient.Amount < 0) continue;
prices[code] = prices.TryGetValue(code, out var current)
? current + (uint)ingredient.Amount
: (uint)ingredient.Amount;
}
if (prices.Count == 0) continue;
store.Add(new FStoreItem
{
ItemId = itemId,
VirtualCurrencyPrices = prices,
RealCurrencyPrices = new Dictionary<string, uint>(),
DisplayPosition = position++,
});
}
}
}
catch (Exception e)
{
_logger.LogWarning(e, "Failed to build store items for store {StoreId}", storeId);
}
// Cosmetic / premium stores are backed by the Vanities title data (not Blueprints):
// each vanity carries its price in StoreData.Amount, paid in Aurum. AurumShop lists
// the whole priced catalogue; the daily/weekly rotations (ids from RequestStore
// RotationData) show a deterministic slice so they change over time but stay stable
// within a period.
var isAurumShop = storeId == "AurumShop";
var isDailyShop = storeId.StartsWith("DailyShop_");
var isWeeklyShop = storeId.StartsWith("WeeklyShop_");
if (store.Count == 0 && (isAurumShop || isDailyShop || isWeeklyShop))
{
try
{
var vanityData = _titleDataService.Find(new List<string> { "Vanities" });
var vanities = JsonSerializer.Deserialize<List<TitleDataVanityInfo>>(vanityData["Vanities"]);
var priced = vanities?
.Where(v => v.StoreData != null && v.StoreData.Amount > 0)
.OrderBy(v => v.Name, StringComparer.Ordinal)
.ToList() ?? new List<TitleDataVanityInfo>();
IEnumerable<TitleDataVanityInfo> selection = priced;
if ((isDailyShop || isWeeklyShop) && priced.Count > 0)
{
var size = isWeeklyShop ? 12 : 6;
int.TryParse(storeId[(storeId.IndexOf('_') + 1)..], out var rotation);
var start = (int)(((long)rotation * size) % priced.Count);
selection = Enumerable.Range(0, Math.Min(size, priced.Count))
.Select(i => priced[(start + i) % priced.Count]);
}
uint position = 0;
foreach (var vanity in selection)
{
store.Add(new FStoreItem
{
ItemId = vanity.Name,
VirtualCurrencyPrices = new Dictionary<string, uint> { ["AU"] = (uint)vanity.StoreData.Amount },
RealCurrencyPrices = new Dictionary<string, uint>(),
DisplayPosition = position++,
});
}
}
catch (Exception e)
{
_logger.LogWarning(e, "Failed to build vanity store {StoreId}", storeId);
}
}
_logger.LogInformation("GetStoreItems '{StoreId}': {Count} item(s)", storeId, store.Count);
return Ok(new ClientResponse<FGetStoreItemsResult>
{ {
Code = 200, Code = 200,
Status = "OK", Status = "OK",
Data = new {} Data = new FGetStoreItemsResult
{
StoreId = string.IsNullOrEmpty(storeId) ? null : storeId,
CatalogVersion = "StaticItems",
Store = store,
}
}); });
} }
[HttpPost("UpdateUserTitleDisplayName")] [HttpPost("UpdateUserTitleDisplayName")]
[Produces(MediaTypeNames.Application.Json)] [Produces(MediaTypeNames.Application.Json)]
[Authorize(AuthenticationSchemes = UserAuthenticationOptions.DefaultScheme)] [Authorize(AuthenticationSchemes = UserAuthenticationOptions.DefaultScheme)]
public IActionResult UpdateUserTitleDisplayName(FUpdateUserTitleDisplayNameRequest request) public async Task<IActionResult> UpdateUserTitleDisplayName(FUpdateUserTitleDisplayNameRequest request)
{ {
// Persist the rename, otherwise it is echoed back but lost on next login.
var userId = User.FindAuthUserId();
await _userService.UpdateDisplayNameAsync(userId, request.DisplayName);
return Ok(new ClientResponse<FUpdateUserTitleDisplayNameResult> return Ok(new ClientResponse<FUpdateUserTitleDisplayNameResult>
{ {
Code = 200, Code = 200,
@@ -244,13 +366,15 @@ public class ClientController : Controller
public async Task<IActionResult> GetUserInventory(FGetUserInventoryRequest request) public async Task<IActionResult> GetUserInventory(FGetUserInventoryRequest request)
{ {
var userId = User.FindAuthUserId(); var userId = User.FindAuthUserId();
var userData = await _userDataService.FindAsync(userId, userId, new List<string>{"Balance", "Inventory", "VanityItems"}); var userData = await _userDataService.FindAsync(userId, userId, new List<string>{"Balance", "Inventory", "VanityItems", "CharacterVanity", "GlobalVanity"});
var inventory = JsonSerializer.Deserialize<FYCustomItemInfo[]>(userData["Inventory"].Value); var inventory = JsonSerializer.Deserialize<FYCustomItemInfo[]>(userData["Inventory"].Value);
// TODO: Per-user vanity // Per-user vanity ownership: the player owns the cosmetics they've bought (VanityItems)
// var vanity = JsonSerializer.Deserialize<CustomVanityItem[]>(userData["VanityItems"].Value); // plus whatever is currently equipped (CharacterVanity / GlobalVanity), so the starter
var titleData = _titleDataService.Find(new List<string>{"Blueprints", "Vanities"}); // outfit stays owned. Previously the whole Vanities catalogue was returned as owned,
// which made every item in the Aurum shop show up as already "owned".
var ownedVanityIds = CollectOwnedVanityIds(userData);
var titleData = _titleDataService.Find(new List<string>{"Blueprints"});
var blueprints = JsonSerializer.Deserialize<Dictionary<string, TitleDataBlueprintInfo>>(titleData["Blueprints"]); var blueprints = JsonSerializer.Deserialize<Dictionary<string, TitleDataBlueprintInfo>>(titleData["Blueprints"]);
var vanity = JsonSerializer.Deserialize<TitleDataVanityInfo[]>(titleData["Vanities"]);
List<FItemInstance> items = new List<FItemInstance>(); List<FItemInstance> items = new List<FItemInstance>();
foreach (var item in inventory) { foreach (var item in inventory) {
if (!blueprints.ContainsKey(item.BaseItemId)) { if (!blueprints.ContainsKey(item.BaseItemId)) {
@@ -276,9 +400,9 @@ public class ClientController : Controller
}); });
} }
foreach (var item in vanity) { foreach (var vanityId in ownedVanityIds) {
items.Add(new FItemInstance { items.Add(new FItemInstance {
ItemId = item.Name, ItemId = vanityId,
// ItemInstanceId is not required since it's not a unique item. // ItemInstanceId is not required since it's not a unique item.
ItemClass = "Vanity", ItemClass = "Vanity",
// PurchaseDate = DateTime.Now, // TODO // PurchaseDate = DateTime.Now, // TODO
@@ -303,6 +427,60 @@ public class ClientController : Controller
}); });
} }
// Collects the vanity ids a player actually owns: everything they've purchased
// (VanityItems) plus everything currently equipped (CharacterVanity slots and the
// GlobalVanity sprays / banner / emotes / drop pod). Parsed defensively with
// JsonDocument so malformed / partial data never breaks the inventory response.
private static HashSet<string> CollectOwnedVanityIds(Dictionary<string, FUserDataRecord> userData)
{
var owned = new HashSet<string>(StringComparer.Ordinal);
void AddId(string? id) { if (!string.IsNullOrEmpty(id)) owned.Add(id); }
if (userData.TryGetValue("VanityItems", out var viRec) && !string.IsNullOrWhiteSpace(viRec.Value))
{
try
{
using var doc = JsonDocument.Parse(viRec.Value);
if (doc.RootElement.ValueKind == JsonValueKind.Array)
foreach (var el in doc.RootElement.EnumerateArray())
if (el.ValueKind == JsonValueKind.Object && el.TryGetProperty("baseItemId", out var b))
AddId(b.GetString());
}
catch { /* ignore malformed VanityItems */ }
}
if (userData.TryGetValue("CharacterVanity", out var cvRec) && !string.IsNullOrWhiteSpace(cvRec.Value))
{
try
{
using var doc = JsonDocument.Parse(cvRec.Value);
if (doc.RootElement.ValueKind == JsonValueKind.Object)
foreach (var prop in doc.RootElement.EnumerateObject())
if (prop.Value.ValueKind == JsonValueKind.Object && prop.Value.TryGetProperty("id", out var id))
AddId(id.GetString());
}
catch { /* ignore malformed CharacterVanity */ }
}
if (userData.TryGetValue("GlobalVanity", out var gvRec) && !string.IsNullOrWhiteSpace(gvRec.Value))
{
try
{
using var doc = JsonDocument.Parse(gvRec.Value);
var root = doc.RootElement;
if (root.ValueKind == JsonValueKind.Object)
{
if (root.TryGetProperty("activeGlobalVanityIds", out var arr) && arr.ValueKind == JsonValueKind.Array)
foreach (var el in arr.EnumerateArray()) AddId(el.GetString());
if (root.TryGetProperty("droppodId", out var dp)) AddId(dp.GetString());
}
}
catch { /* ignore malformed GlobalVanity */ }
}
return owned;
}
[HttpPost("GetTitleData")] [HttpPost("GetTitleData")]
[Produces(MediaTypeNames.Application.Json)] [Produces(MediaTypeNames.Application.Json)]
[Authorize(AuthenticationSchemes = UserAuthenticationOptions.DefaultScheme)] [Authorize(AuthenticationSchemes = UserAuthenticationOptions.DefaultScheme)]
+22 -3
View File
@@ -1,12 +1,31 @@
using Microsoft.AspNetCore.SignalR; using Microsoft.AspNetCore.SignalR;
namespace Prospect.Server.Api.Hubs; namespace Prospect.Server.Api.Hubs;
public class CycleHub : Hub public class CycleHub : Hub
{ {
private readonly SignalRConnectionRegistry _registry;
public CycleHub(SignalRConnectionRegistry registry)
{
_registry = registry;
}
public override async Task OnConnectedAsync() public override async Task OnConnectedAsync()
{ {
Console.WriteLine("Connected {0}", Context.ConnectionId); // The client connects with the SignalR URL returned by GetSignalRConnection, which
// carries a `uid` query param — use it to map this connection to the player so
// server-initiated messages can target a single player instead of everyone.
var uid = Context.GetHttpContext()?.Request.Query["uid"].ToString();
if (!string.IsNullOrEmpty(uid))
_registry.Add(uid, Context.ConnectionId);
Console.WriteLine("Connected {0} (uid={1})", Context.ConnectionId, uid);
await base.OnConnectedAsync(); await base.OnConnectedAsync();
} }
}
public override async Task OnDisconnectedAsync(Exception? exception)
{
_registry.Remove(Context.ConnectionId);
await base.OnDisconnectedAsync(exception);
}
}
@@ -0,0 +1,29 @@
using System.Collections.Concurrent;
namespace Prospect.Server.Api.Hubs;
// Maps players to their live SignalR connection so server-initiated messages (e.g. the
// matchmaking-success "travel to match" signal) can target a single player instead of being
// broadcast to everyone. The client's SignalR URL carries a `uid` query param (added by
// GetSignalRConnection); CycleHub records it on connect.
public class SignalRConnectionRegistry
{
private readonly ConcurrentDictionary<string, string> _userToConn = new();
private readonly ConcurrentDictionary<string, string> _connToUser = new();
public void Add(string userId, string connectionId)
{
if (string.IsNullOrEmpty(userId)) return;
_userToConn[userId] = connectionId;
_connToUser[connectionId] = userId;
}
public void Remove(string connectionId)
{
if (_connToUser.TryRemove(connectionId, out var userId))
_userToConn.TryRemove(userId, out _);
}
public string? GetConnection(string userId)
=> _userToConn.TryGetValue(userId, out var c) ? c : null;
}
@@ -0,0 +1,39 @@
using System.Text.Json.Serialization;
namespace Prospect.Server.Api.Models.Client.Data;
// PlayFab StoreItem: a single catalog item offered for sale in a store, with its prices.
public class FStoreItem
{
/// <summary>
/// [optional] Store specific custom data. The data only exists as part of this store; it is not transferred to item instances.
/// </summary>
[JsonPropertyName("CustomData")]
[JsonIgnore(Condition = JsonIgnoreCondition.WhenWritingDefault)]
public object? CustomData { get; set; }
/// <summary>
/// [optional] Intended display position for this item. Note that 0 is the first position and -1 is the last position.
/// </summary>
[JsonPropertyName("DisplayPosition")]
[JsonIgnore(Condition = JsonIgnoreCondition.WhenWritingDefault)]
public uint? DisplayPosition { get; set; }
/// <summary>
/// Unique identifier of the item as it exists in the catalog - note that this must exactly match the ItemId from the catalog.
/// </summary>
[JsonPropertyName("ItemId")]
public string ItemId { get; set; } = "";
/// <summary>
/// [optional] Override prices for this item for specific currencies.
/// </summary>
[JsonPropertyName("RealCurrencyPrices")]
public Dictionary<string, uint> RealCurrencyPrices { get; set; } = new();
/// <summary>
/// [optional] Override prices for this item in virtual currencies and "RM" (the base Real Money purchase price, in USD pennies).
/// </summary>
[JsonPropertyName("VirtualCurrencyPrices")]
public Dictionary<string, uint> VirtualCurrencyPrices { get; set; } = new();
}
@@ -1,8 +1,19 @@
using System.Text.Json.Serialization; using System.Text.Json.Serialization;
using Prospect.Server.Api.Models.Client.Data; using Prospect.Server.Api.Models.Client.Data;
namespace Prospect.Server.Api.Models.Client; namespace Prospect.Server.Api.Models.Client;
public class FGetStoreItems public class FGetStoreItems
{ {
} /// <summary>
/// [optional] Catalog version to store items from. Use default catalog version if null.
/// </summary>
[JsonPropertyName("CatalogVersion")]
public string? CatalogVersion { get; set; }
/// <summary>
/// Unique identifier for the store which is being requested.
/// </summary>
[JsonPropertyName("StoreId")]
public string? StoreId { get; set; }
}
@@ -0,0 +1,25 @@
using System.Text.Json.Serialization;
using Prospect.Server.Api.Models.Client.Data;
namespace Prospect.Server.Api.Models.Client;
public class FGetStoreItemsResult
{
/// <summary>
/// [optional] The base catalog that this store is a part of.
/// </summary>
[JsonPropertyName("CatalogVersion")]
public string? CatalogVersion { get; set; }
/// <summary>
/// [optional] Array of items which can be purchased from this store.
/// </summary>
[JsonPropertyName("Store")]
public List<FStoreItem> Store { get; set; } = new();
/// <summary>
/// [optional] The ID of this store.
/// </summary>
[JsonPropertyName("StoreId")]
public string? StoreId { get; set; }
}
@@ -33,6 +33,24 @@ public class TitleDataContractInfoObjective {
public int MaxProgress { get; set; } public int MaxProgress { get; set; }
[JsonPropertyName("ItemToOwn")] [JsonPropertyName("ItemToOwn")]
public string ItemToOwn { get; set; } public string ItemToOwn { get; set; }
[JsonPropertyName("KillConditions")]
public TitleDataContractInfoObjectiveKillConditions? KillConditions { get; set; }
}
public class TitleDataContractInfoObjectiveKillConditions
{
[JsonPropertyName("KillTarget")]
public EYKillTypeAction KillTarget { get; set; }
[JsonPropertyName("AllowedWeaponCategories")]
public EYDeviceCategory[] AllowedWeaponCategories { get; set; }
[JsonPropertyName("AllowedSpecificWeapons")]
public string[] AllowedSpecificWeapons { get; set; }
[JsonPropertyName("SpecificAIEnemyTypeToKill")]
public EYEnemyType SpecificAIEnemyTypeToKill { get; set; }
[JsonPropertyName("MapName")]
public string MapName { get; set; }
[JsonPropertyName("OnlyDuringStorm")]
public bool OnlyDuringStorm { get; set; }
} }
public class TitleDataContractInfoUnlockData { public class TitleDataContractInfoUnlockData {
@@ -54,6 +72,21 @@ public enum EYContractObjectiveType {
MAX = 8 MAX = 8
} }
public static class ContractObjectiveTypeExtensions {
// Objectives that can only be observed while a raid is running (kills, dead-drops,
// visiting an area, looting a container). The raid is hosted by the player's own
// client and there is no dedicated game server, so their progress is never reported
// to the backend (UpdatePlayerActiveContracts is never called). They are therefore
// auto-credited server-side, otherwise these contracts can never be completed.
// OwnNumOfItem is excluded (validated against the real stash) and so are the meta
// objectives FactionLevel / CompletedMission (validated from persisted player data).
public static bool IsRaidRuntime(this EYContractObjectiveType type) =>
type is EYContractObjectiveType.Kills
or EYContractObjectiveType.DeadDrop
or EYContractObjectiveType.VisitArea
or EYContractObjectiveType.LootContainer;
}
public enum EYContractDifficulty public enum EYContractDifficulty
{ {
Invalid = 0, Invalid = 0,
@@ -62,3 +95,60 @@ public enum EYContractDifficulty
Hard = 3, Hard = 3,
MAX = 4 MAX = 4
}; };
public enum EYDeviceCategory
{
AssaultRifle = 0,
Pistol = 1,
SMG = 2,
SniperRifle = 3,
HeavyWeapon = 4,
Shotgun = 5,
BurstRifle = 6,
Exotic = 7,
MissileLauncher = 8,
Scanner = 9,
All = 10,
INVALID = 11,
MAX = 12
};
public enum EYKillTypeAction
{
Invalid = 0,
Players = 1,
Creatures = 2,
All = 3,
MAX = 4
};
public enum EYEnemyType
{
None = 0,
DebugAutomationTest = 1,
DirtBeast_Melee = 2,
DirtBeast_RangedShort = 3,
DirtBeast_RangedMedium = 4,
DirtBeast_RangedLong = 5,
DirtBeast_MeleeHeavy = 6,
DirtBeast_RangedHeavy = 7,
DirtBeast_FlyingHeavy = 8,
DirtBeast_Boss = 9,
Orobot_Melee = 10,
Orobot_RangedShort = 11,
Orobot_RangedMedium = 12,
Orobot_Walker = 13,
Orobot_Platform = 14,
Plunderbot_RangedShort = 15,
Plunderbot_RangedMedium = 16,
Plunderbot_RangedLong = 17,
GlowBeetle_Blast = 18,
GlowBeetle_Acid = 19,
GlowBeetle_Summon = 20,
Strider = 21,
Rattler = 22,
Weremole = 23,
Crusher = 24,
Howler = 25,
MAX = 26
};
@@ -7,7 +7,7 @@
"ASPNETCORE_Kestrel__Certificates__Default__Path": ".\\certificate.pfx" "ASPNETCORE_Kestrel__Certificates__Default__Path": ".\\certificate.pfx"
}, },
"dotnetRunMessages": true, "dotnetRunMessages": true,
"applicationUrl": "https://2EA46.playfabapi.com:443", "applicationUrl": "https://127.0.0.1:8443;http://127.0.0.1:8000",
"useSSL": true "useSSL": true
}, },
"IIS Express": { "IIS Express": {
@@ -7,7 +7,8 @@
"ASPNETCORE_Kestrel__Certificates__Default__Path": ".\\certificate.pfx" "ASPNETCORE_Kestrel__Certificates__Default__Path": ".\\certificate.pfx"
}, },
"dotnetRunMessages": true, "dotnetRunMessages": true,
"applicationUrl": "https://2EA46.playfabapi.com" "applicationUrl": "https://127.0.0.1:8443;http://127.0.0.1:8000",
"useSSL": true
}, },
"IIS Express": { "IIS Express": {
"commandName": "IISExpress", "commandName": "IISExpress",
@@ -1,4 +1,4 @@
using System.Text.Json; using System.Text.Json;
using System.Text.Json.Serialization; using System.Text.Json.Serialization;
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;
@@ -55,7 +55,7 @@ public class ActivateContract : ICloudScriptFunction<FYActivateContractRequest,
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 userData = await _userDataService.FindAsync(userId, userId, new List<string>{"ContractsActive"}); var userData = await _userDataService.FindAsync(userId, userId, new List<string>{"ContractsActive", "ContractsOneTimeCompleted"});
var titleData = _titleDataService.Find(new List<string>{"Contracts"}); var titleData = _titleDataService.Find(new List<string>{"Contracts"});
var contracts = JsonSerializer.Deserialize<Dictionary<string, TitleDataContractInfo>>(titleData["Contracts"]); var contracts = JsonSerializer.Deserialize<Dictionary<string, TitleDataContractInfo>>(titleData["Contracts"]);
@@ -67,13 +67,22 @@ public class ActivateContract : ICloudScriptFunction<FYActivateContractRequest,
Status = 3 // EYActivateContractRequestStatus::FAILED_GETTING_STATIC_DATA Status = 3 // EYActivateContractRequestStatus::FAILED_GETTING_STATIC_DATA
}; };
} }
var contractsCompleted = JsonSerializer.Deserialize<FYGetCompletedContractsResult>(userData["ContractsOneTimeCompleted"].Value);
if (contractsCompleted.ContractsIDs.Contains(request.ContractID)) {
return new FYActivateContractResult
{
UserID = userId,
Error = "Contract is already completed",
Status = 1 // EYActivateContractRequestStatus::CONTRACT_OF_THIS_FACTION_IS_ALREADY_ACTIVE
};
}
// TODO: Contract unlock criteria // TODO: Contract unlock criteria
var progress = new int[contract.Objectives.Length]; var progress = new int[contract.Objectives.Length];
// TODO: Automatically set max progress of kill and visit objectives. To remove once kill and visit objectives are reported by the client. // NOTE: Automatically set max progress for player kill objectives.
for (var i = 0; i < contract.Objectives.Length; i++) { for (var i = 0; i < contract.Objectives.Length; i++) {
var objective = contract.Objectives[i]; var objective = contract.Objectives[i];
if (objective.Type != EYContractObjectiveType.OwnNumOfItem) { if (objective.Type == EYContractObjectiveType.Kills && objective.KillConditions.KillTarget == EYKillTypeAction.Players) {
progress[i] = objective.MaxProgress; progress[i] = objective.MaxProgress;
} }
} }
@@ -83,6 +92,7 @@ public class ActivateContract : ICloudScriptFunction<FYActivateContractRequest,
ContractID = request.ContractID, ContractID = request.ContractID,
Progress = progress, Progress = progress,
}; };
// TODO: Max number of active jobs
contractsActive.Contracts.Add(contractData); contractsActive.Contracts.Add(contractData);
await _userDataService.UpdateAsync( await _userDataService.UpdateAsync(
userId, userId, userId, userId,
@@ -32,18 +32,13 @@ public class CheckClientVersionUpToDateFunction : ICloudScriptFunction<CheckClie
_logger.LogInformation("Processing client version check request for client {Version}", _logger.LogInformation("Processing client version check request for client {Version}",
request.Version); request.Version);
// TODO: Validate login
// if (string.IsNullOrEmpty(request.LoginNonce))
// {
// return new CheckClientVersionUpToDateResponse
// {
// IsClientUpToDate = false,
// };
// }
return new CheckClientVersionUpToDateResponse return new CheckClientVersionUpToDateResponse
{ {
#if SEASON_2_RELEASE || SEASON_2_DEBUG
IsClientUpToDate = request.Version == "4.27.2-1413204+PROSPECT-Releases-R2.7.0",
#else
IsClientUpToDate = true, IsClientUpToDate = true,
#endif
}; };
} }
} }
@@ -81,9 +81,16 @@ public class ClaimActiveContract : ICloudScriptFunction<FYClaimCompletedActiveCo
} }
var factionKey = "FactionProgression" + contract.Faction; var factionKey = "FactionProgression" + contract.Faction;
// Fortuna pass season XP is stored per season; the client derives the pass level
// from this key. No challenge system is emulated, so contracts are the XP source.
#if SEASON_3_RELEASE || SEASON_3_DEBUG
const string seasonXpKey = "FortunaPass3_SeasonXp";
#else
const string seasonXpKey = "FortunaPass2_SeasonXp";
#endif
var userData = await _userDataService.FindAsync( var userData = await _userDataService.FindAsync(
userId, userId, userId, userId,
new List<string>{"ContractsActive", "ContractsOneTimeCompleted", "Balance", "Inventory", factionKey, "JobBoardsData" } new List<string>{"ContractsActive", "ContractsOneTimeCompleted", "Balance", "Inventory", factionKey, "JobBoardsData", seasonXpKey }
); );
var factionProgression = JsonSerializer.Deserialize<int>(userData[factionKey].Value); var factionProgression = JsonSerializer.Deserialize<int>(userData[factionKey].Value);
@@ -131,10 +138,17 @@ public class ClaimActiveContract : ICloudScriptFunction<FYClaimCompletedActiveCo
break; break;
} }
} }
} else if (objective.Type.IsRaidRuntime()) {
// Raid-runtime objectives (kills, dead-drops, visited areas, looted
// containers) can't be tracked in a client-hosted raid — no dedicated
// game server reports them, so their progress is never saved. They are
// auto-credited on deploy (EnterMatchmakingMatch); accept them here too
// (safety net for a contract activated after deploy) so these contracts
// remain completable instead of being stuck on "Objective not met".
remaining = 0;
} else { } else {
// NOTE: A game server must write the correct progress // Meta objectives (FactionLevel / CompletedMission): validated from the
// for other types of objectives. // persisted progress. The objectives are mapped by array index.
// The objectives are mapped by array index.
remaining -= targetContract.Progress[i]; remaining -= targetContract.Progress[i];
} }
if (remaining > 0) { if (remaining > 0) {
@@ -171,7 +185,7 @@ public class ClaimActiveContract : ICloudScriptFunction<FYClaimCompletedActiveCo
// TODO: Inventory limit check // TODO: Inventory limit check
var blueprintData = blueprints[reward.ItemID]; var blueprintData = blueprints[reward.ItemID];
var remainingAmount = reward.Amount * blueprintData.AmountPerPurchase; var remainingAmount = reward.Amount; // Quest rewards are given individually
// Populate incomplete stacks first // Populate incomplete stacks first
foreach (var item in newInventory) { foreach (var item in newInventory) {
@@ -243,12 +257,15 @@ public class ClaimActiveContract : ICloudScriptFunction<FYClaimCompletedActiveCo
// TODO: Check for next unlock in contracts instead of relying on client // TODO: Check for next unlock in contracts instead of relying on client
var newContracts = new List<FYActiveContractPlayerData>(); var newContracts = new List<FYActiveContractPlayerData>();
foreach (var contractIdToUnlock in request.ContractsToUnlock) { foreach (var contractIdToUnlock in request.ContractsToUnlock) {
if (contractsCompleted.ContractsIDs.Contains(contractIdToUnlock)) {
continue;
}
var contractToUnlock = contracts[contractIdToUnlock]; var contractToUnlock = contracts[contractIdToUnlock];
var progress = new int[contractToUnlock.Objectives.Length]; var progress = new int[contractToUnlock.Objectives.Length];
// TODO: Automatically set max progress of kill and visit objectives. To remove once kill and visit objectives are reported by the client. // NOTE: Automatically set max progress for player kill objectives.
for (var i = 0; i < contractToUnlock.Objectives.Length; i++) { for (var i = 0; i < contractToUnlock.Objectives.Length; i++) {
var objective = contractToUnlock.Objectives[i]; var objective = contractToUnlock.Objectives[i];
if (objective.Type != EYContractObjectiveType.OwnNumOfItem) { if (objective.Type == EYContractObjectiveType.Kills && objective.KillConditions.KillTarget == EYKillTypeAction.Players) {
progress[i] = objective.MaxProgress; progress[i] = objective.MaxProgress;
} }
} }
@@ -260,6 +277,12 @@ public class ClaimActiveContract : ICloudScriptFunction<FYClaimCompletedActiveCo
newContracts.Add(newContract); newContracts.Add(newContract);
} }
// Grant Fortuna pass season XP for completing this contract and persist it, so the
// pass level (derived client-side from FortunaPass{season}_SeasonXp) actually moves.
// No exact rate ships in the data, so scale it to the contract's reputation value.
var seasonXp = int.TryParse(userData[seasonXpKey].Value, out var currentSeasonXp) ? currentSeasonXp : 0;
seasonXp += contract.ReputationIncrease * 10;
await _userDataService.UpdateAsync( await _userDataService.UpdateAsync(
userId, userId, userId, userId,
new Dictionary<string, string>{ new Dictionary<string, string>{
@@ -269,6 +292,7 @@ public class ClaimActiveContract : ICloudScriptFunction<FYClaimCompletedActiveCo
["Inventory"] = JsonSerializer.Serialize(newInventory), ["Inventory"] = JsonSerializer.Serialize(newInventory),
[factionKey] = JsonSerializer.Serialize(factionProgression), [factionKey] = JsonSerializer.Serialize(factionProgression),
["JobBoardsData"] = JsonSerializer.Serialize(jobBoardsData), ["JobBoardsData"] = JsonSerializer.Serialize(jobBoardsData),
[seasonXpKey] = JsonSerializer.Serialize(seasonXp),
} }
); );
@@ -287,7 +311,7 @@ public class ClaimActiveContract : ICloudScriptFunction<FYClaimCompletedActiveCo
CurrentProgression = factionProgression, CurrentProgression = factionProgression,
}, },
Status = 18, // EYClaimContractRewardsStatus::OK Status = 18, // EYClaimContractRewardsStatus::OK
UpdatedSeasonXp = 0 // TODO: Probably a separate season XP rate configured by server? UpdatedSeasonXp = seasonXp // new season XP total (client derives the pass level from it)
}; };
} }
} }
@@ -1,5 +1,8 @@
using System.Text.Json;
using System.Text.Json.Serialization; using System.Text.Json.Serialization;
using Prospect.Server.Api.Services.Auth.Extensions;
using Prospect.Server.Api.Services.CloudScript; using Prospect.Server.Api.Services.CloudScript;
using Prospect.Server.Api.Services.UserData;
public class ClientsideFriendsImportRequest public class ClientsideFriendsImportRequest
{ {
@@ -18,15 +21,33 @@ public class ClientsideFriendsImportResponse
public class ClientsideFriendsImportFunction : ICloudScriptFunction<ClientsideFriendsImportRequest, ClientsideFriendsImportResponse> public class ClientsideFriendsImportFunction : ICloudScriptFunction<ClientsideFriendsImportRequest, ClientsideFriendsImportResponse>
{ {
private readonly ILogger<ClientsideFriendsImportFunction> _logger; private readonly ILogger<ClientsideFriendsImportFunction> _logger;
private readonly IHttpContextAccessor _httpContextAccessor;
private readonly UserDataService _userDataService;
public ClientsideFriendsImportFunction(ILogger<ClientsideFriendsImportFunction> logger) public ClientsideFriendsImportFunction(ILogger<ClientsideFriendsImportFunction> logger, IHttpContextAccessor httpContextAccessor, UserDataService userDataService)
{ {
_logger = logger; _logger = logger;
_httpContextAccessor = httpContextAccessor;
_userDataService = userDataService;
} }
public async Task<ClientsideFriendsImportResponse> ExecuteAsync(ClientsideFriendsImportRequest request) public async Task<ClientsideFriendsImportResponse> ExecuteAsync(ClientsideFriendsImportRequest request)
{ {
_logger.LogInformation("Processing friends import"); var context = _httpContextAccessor.HttpContext;
if (context == null)
{
throw new CloudScriptException("CloudScript was not called within a http request");
}
var userId = context.User.FindAuthUserId();
// Persist the platform friend ids the client imports (Steam ids) so GetFriendList
// can later resolve which of them actually play on this server.
var ids = request.UserIDs ?? Array.Empty<string>();
await _userDataService.UpdateAsync(userId, userId, new Dictionary<string, string>
{
["ImportedSteamFriends"] = JsonSerializer.Serialize(ids),
});
_logger.LogInformation("Imported {Count} {Platform} friend id(s) for user {User}", ids.Length, request.Platform, userId);
return new ClientsideFriendsImportResponse{}; return new ClientsideFriendsImportResponse{};
} }
@@ -0,0 +1,154 @@
using System.Text.Json;
using System.Text.Json.Serialization;
using Prospect.Server.Api.Services.Auth.Extensions;
using Prospect.Server.Api.Services.CloudScript;
using Prospect.Server.Api.Services.CloudScript.Functions;
using Prospect.Server.Api.Services.CloudScript.Models;
using Prospect.Server.Api.Services.UserData;
// Closed Beta Function
public class CompleteInventoryUpdateRequest
{
[JsonPropertyName("userId")]
public string UserID { get; set; }
[JsonPropertyName("reason")]
public string Reason { get; set; }
[JsonPropertyName("newSet")]
public LoadoutData NewSet { get; set; }
[JsonPropertyName("itemsToAdd")]
public FYCustomItemInfo[] ItemsToAdd { get; set; }
[JsonPropertyName("itemsToUpdateAmount")]
public FYCustomItemInfo[] ItemsToUpdateAmount { get; set; }
[JsonPropertyName("itemsToRemove")]
public HashSet<string> ItemsToRemove { get; set; }
}
public class CompleteInventoryUpdateResponse
{
[JsonPropertyName("userId")]
public string UserId { get; set; }
[JsonPropertyName("error")]
public string Error { get; set; }
[JsonPropertyName("newSet")]
public LoadoutData NewSet { get; set; }
[JsonPropertyName("itemsToAdd")]
public FYCustomItemInfo[] ItemsToAdd { get; set; }
[JsonPropertyName("itemsToUpdateAmount")]
public FYCustomItemInfo[] ItemsToUpdateAmount { get; set; }
[JsonPropertyName("itemsToRemove")]
public HashSet<string> ItemsToRemove { get; set; }
}
[CloudScriptFunction("CompleteInventoryUpdate")]
public class CompleteInventoryUpdateFunction : ICloudScriptFunction<CompleteInventoryUpdateRequest, CompleteInventoryUpdateResponse>
{
private readonly ILogger<CompleteInventoryUpdateFunction> _logger;
private readonly IHttpContextAccessor _httpContextAccessor;
private readonly UserDataService _userDataService;
private readonly TitleDataService _titleDataService;
public CompleteInventoryUpdateFunction(ILogger<CompleteInventoryUpdateFunction> logger, IHttpContextAccessor httpContextAccessor, UserDataService userDataService, TitleDataService titleDataService)
{
_logger = logger;
_httpContextAccessor = httpContextAccessor;
_userDataService = userDataService;
_titleDataService = titleDataService;
}
public async Task<CompleteInventoryUpdateResponse> ExecuteAsync(CompleteInventoryUpdateRequest request)
{
var context = _httpContextAccessor.HttpContext;
if (context == null)
{
throw new CloudScriptException("CloudScript was not called within a http request");
}
var userId = context.User.FindAuthUserId();
var userData = await _userDataService.FindAsync(userId, userId, new List<string>{"Inventory"});
var inventory = JsonSerializer.Deserialize<List<FYCustomItemInfo>>(userData["Inventory"].Value);
// Insurance payout: this request also reports the end-of-match inventory, so items
// the player lost (death / left behind) arrive in ItemsToRemove. Any of those that
// were insured on deploy (EnterMatchmakingStation) are recovered back to the stash —
// the premium was already paid up-front — and the insurance is consumed (one raid).
// Recovery is only performed if the item's policy declares a positive Payout.
var recoveredInsured = new HashSet<string>();
if (request.ItemsToRemove is { Count: > 0 })
{
try
{
var td = _titleDataService.Find(new List<string> { "InventoryInsurance" });
if (td.TryGetValue("InventoryInsurance", out var rawPolicies) && !string.IsNullOrEmpty(rawPolicies))
{
var policies = JsonSerializer.Deserialize<Dictionary<string, InventoryInsurancePolicy>>(rawPolicies);
foreach (var item in inventory)
{
if (!request.ItemsToRemove.Contains(item.ItemId)) continue;
if (string.IsNullOrEmpty(item.Insurance) || item.InsuranceOwnerPlayfabId != userId) continue;
if (policies == null || !policies.TryGetValue(item.Insurance, out var policy) || policy.Payout <= 0) continue;
recoveredInsured.Add(item.ItemId);
item.Insurance = ""; // consumed for this raid
item.InsuranceOwnerPlayfabId = "";
}
if (recoveredInsured.Count > 0)
{
_logger.LogInformation("Recovered {Count} insured item(s) for user {User}", recoveredInsured.Count, userId);
}
}
}
catch (Exception e)
{
// Never fail the inventory commit because of insurance handling.
_logger.LogWarning(e, "Failed to process insurance payout");
}
}
// TODO: Optimize
// TODO: Check deleted items to see if other stacks/mods were updated correctly
// Process inventory update. The player may:
// 1. Split item stack - creates a new item and updates amount of existing item.
// 2. Stack existing items - deletes existing items and updates amount of existing item.
// 3. Change vanity data - updates an existing item.
// 4. Change weapon mods - updates an existing item.
// IMPORTANT: The same request is currently used to report the updated inventory in the end of match.
var newInventory = new List<FYCustomItemInfo>(inventory.Count);
foreach (var item in inventory) {
// Keep items that weren't removed, plus insured items recovered above.
if (!request.ItemsToRemove.Contains(item.ItemId) || recoveredInsured.Contains(item.ItemId)) {
newInventory.Add(item);
}
}
foreach (var item in request.ItemsToUpdateAmount) {
var inventoryItem = newInventory.Find(i => i.ItemId == item.ItemId);
if (inventoryItem == null) {
continue;
}
inventoryItem.Amount = item.Amount;
inventoryItem.ModData = item.ModData;
inventoryItem.PrimaryVanityId = item.PrimaryVanityId;
inventoryItem.SecondaryVanityId = item.SecondaryVanityId;
inventoryItem.Durability = item.Durability;
}
// TODO: Check updated items and validate new items
foreach (var item in request.ItemsToAdd) {
newInventory.Add(item);
}
await _userDataService.UpdateAsync(userId, userId, new Dictionary<string, string>{
["LOADOUT"] = JsonSerializer.Serialize(request.NewSet),
["Inventory"] = JsonSerializer.Serialize(newInventory),
});
return new CompleteInventoryUpdateResponse
{
UserId = userId,
//Error = "",
//NewSet = request.NewSet,
//ItemsToAdd = request.ItemsToAdd,
//ItemsToRemove = request.ItemsToRemove,
//ItemsToUpdateAmount = request.ItemsToUpdateAmount,
};
}
}
@@ -25,6 +25,24 @@ public class EnterMatchmakingFunction : ICloudScriptFunction<FYEnterMatchAzureFu
// SquadID = request.SquadId, // SquadID = request.SquadId,
//}); //});
// Dedicated-server mode (2nd preprod): if GAMESERVER_ADDRESS ("host:port") is set, hand
// the client the real game server to travel to instead of the client-hosted station.
// Same image as preprod — only this env var flips the deployment type.
var gameServer = Environment.GetEnvironmentVariable("GAMESERVER_ADDRESS");
if (!string.IsNullOrEmpty(gameServer))
{
var parts = gameServer.Split(':');
return new FYEnterMatchAzureFunctionResult
{
Success = true,
ErrorMessage = "",
SingleplayerStation = false,
Address = parts[0],
Port = parts.Length > 1 && int.TryParse(parts[1], out var gsPort) ? gsPort : 7777,
MaintenanceMode = false,
};
}
return new FYEnterMatchAzureFunctionResult return new FYEnterMatchAzureFunctionResult
{ {
Success = true, Success = true,
@@ -24,13 +24,15 @@ public class EnterMatchmakingMatchFunction : ICloudScriptFunction<FYEnterMatchAz
private readonly IHubContext<CycleHub> _hubContext; private readonly IHubContext<CycleHub> _hubContext;
private readonly UserDataService _userDataService; private readonly UserDataService _userDataService;
private readonly TitleDataService _titleDataService; private readonly TitleDataService _titleDataService;
private readonly SignalRConnectionRegistry _registry;
public EnterMatchmakingMatchFunction(IHubContext<CycleHub> hubContext, IHttpContextAccessor httpContextAccessor, UserDataService userDataService, TitleDataService titleDataService) public EnterMatchmakingMatchFunction(IHubContext<CycleHub> hubContext, IHttpContextAccessor httpContextAccessor, UserDataService userDataService, TitleDataService titleDataService, SignalRConnectionRegistry registry)
{ {
_httpContextAccessor = httpContextAccessor; _httpContextAccessor = httpContextAccessor;
_hubContext = hubContext; _hubContext = hubContext;
_userDataService = userDataService; _userDataService = userDataService;
_titleDataService = titleDataService; _titleDataService = titleDataService;
_registry = registry;
} }
public async Task<FYEnterMatchmakingResult> ExecuteAsync(FYEnterMatchAzureFunction request) public async Task<FYEnterMatchmakingResult> ExecuteAsync(FYEnterMatchAzureFunction request)
@@ -60,7 +62,20 @@ public class EnterMatchmakingMatchFunction : ICloudScriptFunction<FYEnterMatchAz
continue; continue;
} }
for (var i = 0; i < contract.Objectives.Length; i++) { for (var i = 0; i < contract.Objectives.Length; i++) {
if (i >= contractActive.Progress.Length) {
// Defensive: player progress array shorter than the objective list.
break;
}
var objective = contract.Objectives[i]; var objective = contract.Objectives[i];
// Raid-runtime objectives (kills, dead-drops, visited areas, looted
// containers) are simulated inside the client-hosted raid; with no
// dedicated game server their progress is never reported to the backend,
// so they would never be saved. Auto-credit them on deploy so the
// objective persists and the station shows the contract as completable.
if (objective.Type.IsRaidRuntime()) {
contractActive.Progress[i] = objective.MaxProgress;
continue;
}
if (objective.Type != EYContractObjectiveType.OwnNumOfItem) { if (objective.Type != EYContractObjectiveType.OwnNumOfItem) {
continue; continue;
} }
@@ -86,11 +101,23 @@ public class EnterMatchmakingMatchFunction : ICloudScriptFunction<FYEnterMatchAz
} }
); );
await _hubContext.Clients.All.SendAsync("OnSquadMatchmakingSuccess", new OnSquadMatchmakingSuccessMessage { // Send the "matchmaking succeeded / travel to match" signal only to the deploying
// player (via their mapped SignalR connection) — broadcasting to Clients.All made
// every connected player travel too. Fall back to broadcast only if the connection
// isn't mapped yet.
// Dedicated-server mode (2nd preprod): point the client at the real game server address
// to travel to; otherwise keep the map name (client-hosted). Same image — env flips it.
var gameServer = Environment.GetEnvironmentVariable("GAMESERVER_ADDRESS");
var deployMessage = new OnSquadMatchmakingSuccessMessage {
Success = true, Success = true,
SessionID = request.MapName, // TODO: Need to implement TryGetCompleteSquadInfo and pass squad info SessionID = string.IsNullOrEmpty(gameServer) ? request.MapName : gameServer,
SquadID = request.SquadId, SquadID = request.SquadId,
}); };
var connectionId = _registry.GetConnection(userId);
if (connectionId != null)
await _hubContext.Clients.Client(connectionId).SendAsync("OnSquadMatchmakingSuccess", deployMessage);
else
await _hubContext.Clients.All.SendAsync("OnSquadMatchmakingSuccess", deployMessage);
return new FYEnterMatchmakingResult return new FYEnterMatchmakingResult
{ {
@@ -1,18 +1,107 @@
using Prospect.Server.Api.Services.CloudScript.Models; using System.Text.Json;
using Prospect.Server.Api.Models.Data;
using Prospect.Server.Api.Services.Auth.Extensions;
using Prospect.Server.Api.Services.CloudScript.Models;
using Prospect.Server.Api.Services.CloudScript.Models.Data;
using Prospect.Server.Api.Services.UserData;
namespace Prospect.Server.Api.Services.CloudScript.Functions; namespace Prospect.Server.Api.Services.CloudScript.Functions;
// Config d'une police d'assurance (TitleData "InventoryInsurance").
public class InventoryInsurancePolicy
{
public string InsuranceId { get; set; }
public double Cost { get; set; }
public double Payout { get; set; }
}
[CloudScriptFunction("EnterMatchmakingStation")] [CloudScriptFunction("EnterMatchmakingStation")]
public class EnterMatchmakingStationFunction : ICloudScriptFunction<FYEnterMatchAzureFunction, FYEnterMatchmakingResult> public class EnterMatchmakingStationFunction : ICloudScriptFunction<FYEnterMatchAzureFunction, FYEnterMatchmakingResult>
{ {
public Task<FYEnterMatchmakingResult> ExecuteAsync(FYEnterMatchAzureFunction request) private readonly IHttpContextAccessor _httpContextAccessor;
private readonly UserDataService _userDataService;
private readonly TitleDataService _titleDataService;
private readonly ILogger<EnterMatchmakingStationFunction> _logger;
public EnterMatchmakingStationFunction(
IHttpContextAccessor httpContextAccessor,
UserDataService userDataService,
TitleDataService titleDataService,
ILogger<EnterMatchmakingStationFunction> logger)
{ {
return Task.FromResult(new FYEnterMatchmakingResult _httpContextAccessor = httpContextAccessor;
_userDataService = userDataService;
_titleDataService = titleDataService;
_logger = logger;
}
public async Task<FYEnterMatchmakingResult> ExecuteAsync(FYEnterMatchAzureFunction request)
{
// Au déploiement, le client peut demander d'assurer une partie de l'inventaire.
var insurance = request.PurchaseInventoryInsurances;
var context = _httpContextAccessor.HttpContext;
if (context != null && insurance?.ItemIds is { Count: > 0 })
{
try
{
await ApplyInsuranceAsync(context.User.FindAuthUserId(), insurance);
}
catch (Exception e)
{
// Ne jamais bloquer le déploiement à cause de l'assurance.
_logger.LogWarning(e, "Failed to apply inventory insurance on deploy");
}
}
return new FYEnterMatchmakingResult
{ {
Success = true, Success = true,
ErrorMessage = "", ErrorMessage = "",
SingleplayerStation = true, // NOTE: This will always travel to single player station SingleplayerStation = true, // NOTE: This will always travel to single player station
IsMatchTravel = false, IsMatchTravel = false,
}); };
} }
}
// Marque les items choisis comme assurés (Insurance + propriétaire) et débite la
// prime en InsuranceCurrency selon le coût de la police (TitleData InventoryInsurance).
private async Task ApplyInsuranceAsync(string userId, FYPurchaseInventoryInsuranceRequest req)
{
var titleData = _titleDataService.Find(new List<string> { "InventoryInsurance" });
var policies = JsonSerializer.Deserialize<Dictionary<string, InventoryInsurancePolicy>>(titleData["InventoryInsurance"]);
var insuranceId = string.IsNullOrEmpty(req.InsuranceId) ? "Default" : req.InsuranceId;
if (policies == null || !policies.TryGetValue(insuranceId, out var policy))
{
_logger.LogWarning("Unknown insurance policy {InsuranceId}", insuranceId);
return;
}
var userData = await _userDataService.FindAsync(userId, userId, new List<string> { "Inventory", "Balance" });
var inventory = JsonSerializer.Deserialize<List<FYCustomItemInfo>>(userData["Inventory"].Value);
var balance = JsonSerializer.Deserialize<PlayerBalance>(userData["Balance"].Value);
var toInsure = new HashSet<string>(req.ItemIds);
var insuredCount = 0;
foreach (var item in inventory)
{
if (!toInsure.Contains(item.ItemId)) continue;
item.Insurance = insuranceId;
item.InsuranceOwnerPlayfabId = userId;
insuredCount++;
}
if (insuredCount == 0) return;
// Prime = coût de la police × nombre d'items assurés (arrondi au supérieur),
// plafonnée au solde disponible pour ne jamais passer en négatif.
var premium = (int)Math.Ceiling(policy.Cost * insuredCount);
premium = Math.Min(premium, balance.InsuranceCurrency);
balance.InsuranceCurrency -= premium;
await _userDataService.UpdateAsync(userId, userId, new Dictionary<string, string>
{
["Inventory"] = JsonSerializer.Serialize(inventory),
["Balance"] = JsonSerializer.Serialize(balance),
});
_logger.LogInformation("Insured {Count} item(s) under policy {Policy} for user {User} (premium {Premium})",
insuredCount, insuranceId, userId, premium);
}
}
@@ -1,6 +1,8 @@
using Prospect.Server.Api.Services.Auth.Extensions; using System.Text.Json;
using Prospect.Server.Api.Services.Auth.Extensions;
using Prospect.Server.Api.Services.CloudScript.Models; using Prospect.Server.Api.Services.CloudScript.Models;
using Prospect.Server.Api.Services.CloudScript.Models.Data; using Prospect.Server.Api.Services.CloudScript.Models.Data;
using Prospect.Server.Api.Services.UserData;
namespace Prospect.Server.Api.Services.CloudScript.Functions; namespace Prospect.Server.Api.Services.CloudScript.Functions;
@@ -8,13 +10,15 @@ namespace Prospect.Server.Api.Services.CloudScript.Functions;
public class GetCraftingInProgressData : ICloudScriptFunction<FYGetCraftingInProgressDataRequest, FYGetCraftingInProgressDataResult> public class GetCraftingInProgressData : ICloudScriptFunction<FYGetCraftingInProgressDataRequest, FYGetCraftingInProgressDataResult>
{ {
private readonly IHttpContextAccessor _httpContextAccessor; private readonly IHttpContextAccessor _httpContextAccessor;
private readonly UserDataService _userDataService;
public GetCraftingInProgressData(IHttpContextAccessor httpContextAccessor) public GetCraftingInProgressData(IHttpContextAccessor httpContextAccessor, UserDataService userDataService)
{ {
_httpContextAccessor = httpContextAccessor; _httpContextAccessor = httpContextAccessor;
_userDataService = userDataService;
} }
public Task<FYGetCraftingInProgressDataResult> ExecuteAsync(FYGetCraftingInProgressDataRequest request) public async Task<FYGetCraftingInProgressDataResult> ExecuteAsync(FYGetCraftingInProgressDataRequest request)
{ {
var context = _httpContextAccessor.HttpContext; var context = _httpContextAccessor.HttpContext;
if (context == null) if (context == null)
@@ -22,11 +26,20 @@ public class GetCraftingInProgressData : ICloudScriptFunction<FYGetCraftingInPro
throw new CloudScriptException("CloudScript was not called within a http request"); throw new CloudScriptException("CloudScript was not called within a http request");
} }
return Task.FromResult(new FYGetCraftingInProgressDataResult var userId = context.User.FindAuthUserId();
// Return the persisted in-progress craft (written by StartItemCraftingClient)
// instead of an empty stub, so the crafting timer survives a menu reopen / relog.
var userData = await _userDataService.FindAsync(userId, userId, new List<string> { "CraftingTimer__2022_05_12" });
// Fully qualified: a different FYItemCurrentlyBeingCrafted also exists in this namespace.
var craft = JsonSerializer.Deserialize<Models.Data.FYItemCurrentlyBeingCrafted>(userData["CraftingTimer__2022_05_12"].Value)
?? new Models.Data.FYItemCurrentlyBeingCrafted();
return new FYGetCraftingInProgressDataResult
{ {
UserId = context.User.FindAuthUserId(), UserId = userId,
Error = string.Empty, Error = string.Empty,
ItemCurrentlyBeingCrafted = {}, ItemCurrentlyBeingCrafted = craft,
}); };
} }
} }
@@ -1,15 +1,90 @@
using Prospect.Server.Api.Services.CloudScript.Models; using System.Text.Json;
using Prospect.Server.Api.Services.Auth.Extensions;
using Prospect.Server.Api.Services.CloudScript.Models;
using Prospect.Server.Api.Services.Database;
using Prospect.Server.Api.Services.Database.Models;
using Prospect.Server.Api.Services.UserData;
namespace Prospect.Server.Api.Services.CloudScript.Functions; namespace Prospect.Server.Api.Services.CloudScript.Functions;
[CloudScriptFunction("GetFriendList")] [CloudScriptFunction("GetFriendList")]
public class GetFriendList : ICloudScriptFunction<FYBaseSocialRequest, object?> public class GetFriendList : ICloudScriptFunction<FYBaseSocialRequest, object?>
{ {
public Task<object?> ExecuteAsync(FYBaseSocialRequest request) private readonly ILogger<GetFriendList> _logger;
private readonly IHttpContextAccessor _httpContextAccessor;
private readonly UserDataService _userDataService;
private readonly DbUserService _userService;
public GetFriendList(ILogger<GetFriendList> logger, IHttpContextAccessor httpContextAccessor, UserDataService userDataService, DbUserService userService)
{ {
return Task.FromResult<object?>(new _logger = logger;
{ _httpContextAccessor = httpContextAccessor;
_userDataService = userDataService;
}); _userService = userService;
} }
}
public async Task<object?> ExecuteAsync(FYBaseSocialRequest request)
{
var context = _httpContextAccessor.HttpContext;
if (context == null)
{
throw new CloudScriptException("CloudScript was not called within a http request");
}
var userId = context.User.FindAuthUserId();
// Resolve the imported Steam friends (persisted by ClientsideFriendsImport) to the
// players that actually exist on this server. It's a private server, so only friends
// who have logged in here will show up.
var steamIds = new List<string>();
var userData = await _userDataService.FindAsync(userId, userId, new List<string> { "ImportedSteamFriends" });
if (userData.TryGetValue("ImportedSteamFriends", out var rec) && !string.IsNullOrWhiteSpace(rec.Value))
{
try { steamIds = JsonSerializer.Deserialize<List<string>>(rec.Value) ?? new List<string>(); }
catch { /* ignore malformed */ }
}
var friends = new List<object>();
if (steamIds.Count > 0)
{
var players = await _userService.FindManyAsync(PlayFabUserAuthType.Steam, steamIds);
var nowUtc = DateTimeOffset.UtcNow.ToUnixTimeSeconds();
foreach (var player in players)
{
if (player.Id == userId) continue; // never list yourself
// Presence persisted by UpdatePlayerPresenceState: online if seen in the last
// 3 minutes. EYUserState best-effort: 0 = offline, 1 = online, 2 = in match.
var onlineState = 0;
var presenceData = await _userDataService.FindAsync(player.Id, player.Id, new List<string> { "PresenceState" });
if (presenceData.TryGetValue("PresenceState", out var presenceRec) && !string.IsNullOrWhiteSpace(presenceRec.Value))
{
try
{
var presence = JsonSerializer.Deserialize<PlayerPresenceState>(presenceRec.Value);
if (presence != null && nowUtc - presence.LastSeenUtc <= 180)
{
onlineState = presence.InMatch ? 2 : 1;
}
}
catch { /* ignore malformed presence */ }
}
friends.Add(new
{
profile = new
{
playerId = player.Id,
displayName = player.DisplayName,
avatarUrl = "",
},
onlineState,
});
}
}
// NOTE: the exact response shape the client expects is not yet confirmed; this is a
// best-effort structure. The log lets us verify resolution while we validate in game.
_logger.LogInformation("GetFriendList for {User}: {Count} friend(s) resolved on server", userId, friends.Count);
return new { friends };
}
}
@@ -1,5 +1,7 @@
using Prospect.Server.Api.Services.Auth.Extensions; using System.Text.Json;
using Prospect.Server.Api.Services.Auth.Extensions;
using Prospect.Server.Api.Services.CloudScript.Models; using Prospect.Server.Api.Services.CloudScript.Models;
using Prospect.Server.Api.Services.UserData;
namespace Prospect.Server.Api.Services.CloudScript.Functions; namespace Prospect.Server.Api.Services.CloudScript.Functions;
@@ -7,43 +9,53 @@ namespace Prospect.Server.Api.Services.CloudScript.Functions;
public class GetPlayerSets : ICloudScriptFunction<FYGetPlayersSets, object?> public class GetPlayerSets : ICloudScriptFunction<FYGetPlayersSets, object?>
{ {
private readonly IHttpContextAccessor _httpContextAccessor; private readonly IHttpContextAccessor _httpContextAccessor;
private readonly UserDataService _userDataService;
public GetPlayerSets(IHttpContextAccessor httpContextAccessor) public GetPlayerSets(IHttpContextAccessor httpContextAccessor, UserDataService userDataService)
{ {
_httpContextAccessor = httpContextAccessor; _httpContextAccessor = httpContextAccessor;
_userDataService = userDataService;
} }
public Task<object?> ExecuteAsync(FYGetPlayersSets request) public async Task<object?> ExecuteAsync(FYGetPlayersSets request)
{ {
var context = _httpContextAccessor.HttpContext; var context = _httpContextAccessor.HttpContext;
if (context == null) if (context == null)
{ {
return Task.FromResult<object?>(null); return null;
} }
return Task.FromResult<object?>(new var userId = context.User.FindAuthUserId();
// Return the player's persisted loadout (written by CompleteInventoryUpdate /
// RequestUpdateStationInventory) instead of a blank set, so saved gear survives
// a menu reopen / relog. Same response shape as before, just populated.
var userData = await _userDataService.FindAsync(userId, userId, new List<string> { "LOADOUT" });
var loadout = JsonSerializer.Deserialize<LoadoutData>(userData["LOADOUT"].Value) ?? new LoadoutData();
return new
{ {
success = true, success = true,
entries = new [] entries = new[]
{ {
new new
{ {
setData = new setData = new
{ {
id = "", id = "",
userId = context.User.FindAuthUserId(), userId,
kit = "", kit = "",
shield = "", shield = loadout.Shield ?? "",
helmet = "", helmet = loadout.Helmet ?? "",
weaponOne = "", weaponOne = loadout.WeaponOne ?? "",
weaponTwo = "", weaponTwo = loadout.WeaponTwo ?? "",
bag = "", bag = loadout.Bag ?? "",
bagItemsAsJsonStr = "", bagItemsAsJsonStr = loadout.BagItemsAsJsonStr ?? "",
safeItemsAsJsonStr = "" safeItemsAsJsonStr = loadout.SafeItemsAsJsonStr ?? ""
}, },
items = Array.Empty<object>() items = Array.Empty<object>()
} }
} }
}); };
} }
} }
@@ -8,13 +8,8 @@ public class GetPlayerStatisticsRequestsClientRequest
public string[] Statistics { get; set; } public string[] Statistics { get; set; }
} }
public class GetPlayerStatisticsRequestsClientResponse
{
// TODO: Unknown structure
}
[CloudScriptFunction("GetPlayerStatisticsRequestsClient")] [CloudScriptFunction("GetPlayerStatisticsRequestsClient")]
public class GetPlayerStatisticsRequestsClientFunction : ICloudScriptFunction<GetPlayerStatisticsRequestsClientRequest, GetPlayerStatisticsRequestsClientResponse> public class GetPlayerStatisticsRequestsClientFunction : ICloudScriptFunction<GetPlayerStatisticsRequestsClientRequest, object>
{ {
private readonly IHttpContextAccessor _httpContextAccessor; private readonly IHttpContextAccessor _httpContextAccessor;
@@ -23,7 +18,7 @@ public class GetPlayerStatisticsRequestsClientFunction : ICloudScriptFunction<Ge
_httpContextAccessor = httpContextAccessor; _httpContextAccessor = httpContextAccessor;
} }
public async Task<GetPlayerStatisticsRequestsClientResponse> ExecuteAsync(GetPlayerStatisticsRequestsClientRequest request) public Task<object> ExecuteAsync(GetPlayerStatisticsRequestsClientRequest request)
{ {
var context = _httpContextAccessor.HttpContext; var context = _httpContextAccessor.HttpContext;
if (context == null) if (context == null)
@@ -31,8 +26,15 @@ public class GetPlayerStatisticsRequestsClientFunction : ICloudScriptFunction<Ge
throw new CloudScriptException("CloudScript was not called within a http request"); throw new CloudScriptException("CloudScript was not called within a http request");
} }
return new GetPlayerStatisticsRequestsClientResponse // Return each requested statistic with a value so the career screen renders instead
// of staying blank. Raid stats (kills/deaths/evacs/damage/…) come from the
// client-hosted raid and aren't tracked server-side, so they report 0 for now.
var stats = new List<object>();
foreach (var name in request.Statistics ?? Array.Empty<string>())
{ {
}; stats.Add(new { statisticName = name, value = 0 });
}
return Task.FromResult<object>(new { statistics = stats });
} }
} }
@@ -1,16 +1,72 @@
using Prospect.Server.Api.Services.CloudScript.Models; using System.Net;
using System.Net.Sockets;
using Microsoft.Extensions.Options;
using Prospect.Server.Api.Config;
using Prospect.Server.Api.Services.Auth.Extensions;
using Prospect.Server.Api.Services.CloudScript.Models;
namespace Prospect.Server.Api.Services.CloudScript.Functions; namespace Prospect.Server.Api.Services.CloudScript.Functions;
[CloudScriptFunction("GetSignalRConnection")] [CloudScriptFunction("GetSignalRConnection")]
public class GetSignalRConnection : ICloudScriptFunction<FYGetSignalRConnection, FYGetSignalRConnectionResult> public class GetSignalRConnection : ICloudScriptFunction<FYGetSignalRConnection, FYGetSignalRConnectionResult>
{ {
// LAN address of the homelab host. Clients on the local network get the SignalR URL on
// this IP (which their cert already validates via the IP/DNS SAN), while external clients
// keep the public domain from configuration. This matters because the real-time WebSocket
// (libwebsockets, incl. under Proton/Wine) can't reach the public domain from inside the
// LAN (hairpin NAT), which surfaced as "error code 5" right after the intro.
private const string LanHost = "192.168.1.136";
private readonly PlayFabSettings _settings;
private readonly IHttpContextAccessor _httpContextAccessor;
private readonly ILogger<GetSignalRConnection> _logger;
public GetSignalRConnection(IOptions<PlayFabSettings> settings, IHttpContextAccessor httpContextAccessor, ILogger<GetSignalRConnection> logger)
{
_settings = settings.Value;
_httpContextAccessor = httpContextAccessor;
_logger = logger;
}
public Task<FYGetSignalRConnectionResult> ExecuteAsync(FYGetSignalRConnection request) public Task<FYGetSignalRConnectionResult> ExecuteAsync(FYGetSignalRConnection request)
{ {
// The game client connects to SignalR only over HTTPS.
var url = _settings.SignalRURL;
var remote = _httpContextAccessor.HttpContext?.Connection.RemoteIpAddress;
var lan = remote != null && IsLan(remote);
if (lan)
{
try
{
url = new UriBuilder(url) { Host = LanHost }.Uri.AbsoluteUri;
}
catch { /* keep the configured URL on any parsing issue */ }
}
// Tag the connection with the player id so the hub can map connection -> user and
// target server messages (deploy signal) instead of broadcasting to everyone.
var userId = _httpContextAccessor.HttpContext?.User.FindAuthUserId();
if (!string.IsNullOrEmpty(userId))
url += (url.Contains('?') ? "&" : "?") + "uid=" + Uri.EscapeDataString(userId);
_logger.LogInformation("GetSignalRConnection: remoteIp={Remote} lan={Lan} uid={Uid} -> {Url}", remote, lan, userId, url);
return Task.FromResult(new FYGetSignalRConnectionResult return Task.FromResult(new FYGetSignalRConnectionResult
{ {
Url = "https://2ea46.playfabapi.com/signalr/?hub=pubsub", Url = url,
AccessToken = "TEST" AccessToken = _settings.SignalRAccessToken
}); });
} }
}
private static bool IsLan(IPAddress ip)
{
if (IPAddress.IsLoopback(ip)) return true;
if (ip.IsIPv4MappedToIPv6) ip = ip.MapToIPv4();
if (ip.AddressFamily != AddressFamily.InterNetwork) return false;
var b = ip.GetAddressBytes();
return b[0] == 10
|| (b[0] == 172 && b[1] >= 16 && b[1] <= 31)
|| (b[0] == 192 && b[1] == 168);
}
}
@@ -3,6 +3,7 @@ using System.Text.Json.Serialization;
using Prospect.Server.Api.Models.Data; 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.CloudScript.Functions;
using Prospect.Server.Api.Services.UserData; using Prospect.Server.Api.Services.UserData;
public class PurchaseWeaponShopItemRequest public class PurchaseWeaponShopItemRequest
@@ -137,7 +138,7 @@ public class PurchaseWeaponShopItemFunction : ICloudScriptFunction<PurchaseWeapo
Error = "Invalid purchase amount", Error = "Invalid purchase amount",
}; };
} }
var userData = await _userDataService.FindAsync(userId, userId, new List<string>{"Inventory", "Balance"}); var userData = await _userDataService.FindAsync(userId, userId, new List<string>{"Inventory", "Balance", "ContractsOneTimeCompleted"});
var inventory = JsonSerializer.Deserialize<List<FYCustomItemInfo>>(userData["Inventory"].Value); var inventory = JsonSerializer.Deserialize<List<FYCustomItemInfo>>(userData["Inventory"].Value);
var balance = JsonSerializer.Deserialize<PlayerBalance>(userData["Balance"].Value); var balance = JsonSerializer.Deserialize<PlayerBalance>(userData["Balance"].Value);
var blueprintsData = _titleDataService.Find(new List<string>{"Blueprints"}); var blueprintsData = _titleDataService.Find(new List<string>{"Blueprints"});
@@ -153,7 +154,23 @@ public class PurchaseWeaponShopItemFunction : ICloudScriptFunction<PurchaseWeapo
var blueprintData = blueprints[request.BaseItemID]; var blueprintData = blueprints[request.BaseItemID];
// TODO: Contract unlock criteria // Contract unlock criteria: some items can only be purchased after completing a
// specific contract. The data uses the sentinel "None" (not an empty string) for
// items with no lock — treat that (and null/empty) as "no lock", otherwise EVERY
// item gets gated and nothing can be bought.
var contractLockPurchase = blueprintData.UnlockData?.ContractLockPurchase;
if (!string.IsNullOrEmpty(contractLockPurchase) && contractLockPurchase != "None")
{
var completed = JsonSerializer.Deserialize<FYGetCompletedContractsResult>(userData["ContractsOneTimeCompleted"].Value);
if (completed?.ContractsIDs == null || !completed.ContractsIDs.Contains(contractLockPurchase))
{
return new PurchaseWeaponShopItemResponse
{
UserID = userId,
Error = "Item is locked: complete the required contract first",
};
}
}
// Validate price // Validate price
var shopCraftingData = blueprintData.ItemShopsCraftingData[request.ShopItemBelongsTo]; var shopCraftingData = blueprintData.ItemShopsCraftingData[request.ShopItemBelongsTo];
@@ -1,5 +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.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;
@@ -9,6 +10,15 @@ public class FYFortunaPassClaimedRewards {
public List<string> RewardsIDs { get; set; } public List<string> RewardsIDs { get; set; }
}; };
// Récompense d'un palier de la passe (catalogue optionnel TitleData "FortunaPass2_Rewards").
// itemId "SoftCurrency"/"Aurum"/"InsuranceCurrency" = monnaie, sinon item d'inventaire.
public class FortunaPassRewardDef {
[JsonPropertyName("itemId")]
public string ItemId { get; set; }
[JsonPropertyName("amount")]
public int Amount { get; set; }
}
public class RequestClaimFortunaPassRewardsRequest public class RequestClaimFortunaPassRewardsRequest
{ {
[JsonPropertyName("rewardsIds")] [JsonPropertyName("rewardsIds")]
@@ -34,11 +44,15 @@ public class RequestClaimFortunaPassRewardsFunction : ICloudScriptFunction<Reque
{ {
private readonly IHttpContextAccessor _httpContextAccessor; private readonly IHttpContextAccessor _httpContextAccessor;
private readonly UserDataService _userDataService; private readonly UserDataService _userDataService;
private readonly TitleDataService _titleDataService;
private readonly ILogger<RequestClaimFortunaPassRewardsFunction> _logger;
public RequestClaimFortunaPassRewardsFunction(IHttpContextAccessor httpContextAccessor, UserDataService userDataService) public RequestClaimFortunaPassRewardsFunction(IHttpContextAccessor httpContextAccessor, UserDataService userDataService, TitleDataService titleDataService, ILogger<RequestClaimFortunaPassRewardsFunction> logger)
{ {
_httpContextAccessor = httpContextAccessor; _httpContextAccessor = httpContextAccessor;
_userDataService = userDataService; _userDataService = userDataService;
_titleDataService = titleDataService;
_logger = logger;
} }
public async Task<RequestClaimFortunaPassRewardsResponse> ExecuteAsync(RequestClaimFortunaPassRewardsRequest request) public async Task<RequestClaimFortunaPassRewardsResponse> ExecuteAsync(RequestClaimFortunaPassRewardsRequest request)
@@ -49,28 +63,103 @@ public class RequestClaimFortunaPassRewardsFunction : ICloudScriptFunction<Reque
throw new CloudScriptException("CloudScript was not called within a http request"); throw new CloudScriptException("CloudScript was not called within a http request");
} }
var userId = context.User.FindAuthUserId(); var userId = context.User.FindAuthUserId();
var userData = await _userDataService.FindAsync(userId, userId, new List<string>{"FortunaPass2_ClaimedRewards"});
var claimedRewards = JsonSerializer.Deserialize<FYFortunaPassClaimedRewards>(userData["FortunaPass2_ClaimedRewards"].Value); // Clé de la saison courante (déterminée par la config de build) — évite d'écraser
foreach (var rewardId in request.RewardsIDs) { // la progression de l'autre saison (l'ancien code écrasait S2 ET S3).
#if SEASON_3_RELEASE || SEASON_3_DEBUG
const string claimedKey = "FortunaPass3_ClaimedRewards";
const string rewardsCatalogKey = "FortunaPass3_Rewards";
#else
const string claimedKey = "FortunaPass2_ClaimedRewards";
const string rewardsCatalogKey = "FortunaPass2_Rewards";
#endif
var userData = await _userDataService.FindAsync(userId, userId, new List<string>{ claimedKey, "Inventory", "Balance" });
var claimedRewards = JsonSerializer.Deserialize<FYFortunaPassClaimedRewards>(userData[claimedKey].Value)
?? new FYFortunaPassClaimedRewards { RewardsIDs = new List<string>() };
claimedRewards.RewardsIDs ??= new List<string>();
// Catalogue des récompenses (optionnel) : rewardId -> {itemId, amount}.
Dictionary<string, FortunaPassRewardDef> catalog = null;
try
{
var td = _titleDataService.Find(new List<string> { rewardsCatalogKey });
if (td.TryGetValue(rewardsCatalogKey, out var raw) && !string.IsNullOrWhiteSpace(raw))
catalog = JsonSerializer.Deserialize<Dictionary<string, FortunaPassRewardDef>>(raw);
}
catch { /* pas de catalogue → on enregistre seulement la réclamation */ }
var inventory = JsonSerializer.Deserialize<List<FYCustomItemInfo>>(userData["Inventory"].Value) ?? new List<FYCustomItemInfo>();
var balance = JsonSerializer.Deserialize<PlayerBalance>(userData["Balance"].Value);
var grantedItems = new List<FYCustomItemInfo>();
var changedCurrencies = new List<FYCurrencyItem>();
foreach (var rewardId in request.RewardsIDs)
{
// Ne pas re-créditer un palier déjà réclamé.
if (claimedRewards.RewardsIDs.Contains(rewardId)) continue;
if (catalog == null || !catalog.TryGetValue(rewardId, out var def) || def == null)
{
// Le catalogue des paliers est défini côté client (DataTable). On journalise
// les IDs inconnus pour pouvoir construire un vrai catalogue FortunaPass{2,3}_Rewards
// qui matche. IMPORTANT : ne PAS marquer le palier comme réclamé si on ne peut rien
// accorder — sinon il serait brûlé définitivement et inclaimable une fois le
// catalogue ajouté.
_logger.LogInformation("FortunaPass claim: aucun catalogue pour le reward '{RewardId}' (catalogue {State}) — non accordé", rewardId, catalog == null ? "absent" : "présent");
continue;
}
claimedRewards.RewardsIDs.Add(rewardId); claimedRewards.RewardsIDs.Add(rewardId);
_logger.LogInformation("FortunaPass claim: octroi reward '{RewardId}' -> {ItemId} x{Amount}", rewardId, def.ItemId, def.Amount);
switch (def.ItemId)
{
case "SoftCurrency":
balance.SoftCurrency += def.Amount;
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance.SoftCurrency });
break;
case "Aurum":
balance.HardCurrency += def.Amount;
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance.HardCurrency });
break;
case "InsuranceCurrency":
balance.InsuranceCurrency += def.Amount;
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "InsuranceCurrency", Amount = balance.InsuranceCurrency });
break;
default:
var item = new FYCustomItemInfo {
ItemId = Guid.NewGuid().ToString(),
Amount = def.Amount <= 0 ? 1 : def.Amount,
BaseItemId = def.ItemId,
Durability = 0,
Insurance = "",
InsuranceOwnerPlayfabId = "",
ModData = new FYModItems { M = [] },
Origin = new FYItemOriginBackend { G = "", P = "", T = "" },
InsuredAttachmentId = "",
PrimaryVanityId = 0,
SecondaryVanityId = 0,
RolledPerks = [],
};
inventory.Add(item);
grantedItems.Add(item);
break;
}
} }
var output = JsonSerializer.Serialize(claimedRewards); var changes = new Dictionary<string, string> { [claimedKey] = JsonSerializer.Serialize(claimedRewards) };
await _userDataService.UpdateAsync( if (grantedItems.Count > 0) changes["Inventory"] = JsonSerializer.Serialize(inventory);
userId, userId, if (changedCurrencies.Count > 0) changes["Balance"] = JsonSerializer.Serialize(balance);
new Dictionary<string, string>{ await _userDataService.UpdateAsync(userId, userId, changes);
["FortunaPass2_ClaimedRewards"] = output,
["FortunaPass3_ClaimedRewards"] = output, // TODO: Separate logic for S2 and S3
}
);
return new RequestClaimFortunaPassRewardsResponse return new RequestClaimFortunaPassRewardsResponse
{ {
UserId = userId, UserId = userId,
ErrorType = 3, // EYFortunaPassToastReponseType::Ok ErrorType = 3, // EYFortunaPassToastReponseType::Ok
Error = "", Error = "",
GrantedItems = [], GrantedItems = grantedItems.ToArray(),
ChangedCurrencies = [], ChangedCurrencies = changedCurrencies.ToArray(),
}; };
} }
} }
@@ -1,5 +1,7 @@
using Prospect.Server.Api.Services.Auth.Extensions; using System.Text.Json;
using Prospect.Server.Api.Services.Auth.Extensions;
using Prospect.Server.Api.Services.CloudScript.Models; using Prospect.Server.Api.Services.CloudScript.Models;
using Prospect.Server.Api.Services.UserData;
namespace Prospect.Server.Api.Services.CloudScript.Functions; namespace Prospect.Server.Api.Services.CloudScript.Functions;
@@ -7,42 +9,43 @@ namespace Prospect.Server.Api.Services.CloudScript.Functions;
public class RequestFactionProgression : ICloudScriptFunction<FYQueryFactionProgressionRequest, object?> public class RequestFactionProgression : ICloudScriptFunction<FYQueryFactionProgressionRequest, object?>
{ {
private readonly IHttpContextAccessor _httpContextAccessor; private readonly IHttpContextAccessor _httpContextAccessor;
private readonly UserDataService _userDataService;
public RequestFactionProgression(IHttpContextAccessor httpContextAccessor) public RequestFactionProgression(IHttpContextAccessor httpContextAccessor, UserDataService userDataService)
{ {
_httpContextAccessor = httpContextAccessor; _httpContextAccessor = httpContextAccessor;
_userDataService = userDataService;
} }
public Task<object?> ExecuteAsync(FYQueryFactionProgressionRequest request) public async Task<object?> ExecuteAsync(FYQueryFactionProgressionRequest request)
{ {
var context = _httpContextAccessor.HttpContext; var context = _httpContextAccessor.HttpContext;
if (context == null) if (context == null)
{ {
return Task.FromResult<object?>(null); return null;
} }
var userId = context.User.FindAuthUserId();
return Task.FromResult<object?>(new
var userData = await _userDataService.FindAsync(
userId, userId,
new List<string> { "FactionProgressionICA", "FactionProgressionKorolev", "FactionProgressionOsiris" }
);
int Progression(string faction) =>
userData.TryGetValue("FactionProgression" + faction, out var v) && v.Value != null
? JsonSerializer.Deserialize<int>(v.Value)
: 0;
return new
{ {
factions = new [] factions = new[]
{ {
new new { factionId = "ICA", currentProgression = Progression("ICA") },
{ new { factionId = "Korolev", currentProgression = Progression("Korolev") },
factionId = "ICA", new { factionId = "Osiris", currentProgression = Progression("Osiris") },
currentProgression = 0
},
new
{
factionId = "Korolev",
currentProgression = 0
},
new
{
factionId = "Osiris",
currentProgression = 0
},
}, },
userId = context.User.FindAuthUserId(), userId,
error = "" error = ""
}); };
} }
} }
@@ -1,100 +1,119 @@
using Prospect.Server.Api.Services.Auth.Extensions; using System.Text.Json;
using Prospect.Server.Api.Models.Data;
using Prospect.Server.Api.Services.Auth.Extensions;
using Prospect.Server.Api.Services.CloudScript.Models; using Prospect.Server.Api.Services.CloudScript.Models;
using Prospect.Server.Api.Services.CloudScript.Models.Data; using Prospect.Server.Api.Services.CloudScript.Models.Data;
using Prospect.Server.Api.Services.UserData;
namespace Prospect.Server.Api.Services.CloudScript.Functions; namespace Prospect.Server.Api.Services.CloudScript.Functions;
[CloudScriptFunction("RequestPlayerContracts")] [CloudScriptFunction("RequestPlayerContracts")]
public class RequestPlayerContracts : ICloudScriptFunction<FYGetPlayerContractsRequest, FYGetPlayerContractsResult> public class RequestPlayerContracts : ICloudScriptFunction<FYGetPlayerContractsRequest, FYGetPlayerContractsResult>
{ {
private readonly IHttpContextAccessor _httpContextAccessor; // Board slots are ordered Easy / Medium / Hard (same convention as ClaimActiveContract).
private static readonly string[] Difficulties = ["Easy", "Medium", "Hard"];
private const int RefreshHours = 12;
public RequestPlayerContracts(IHttpContextAccessor httpContextAccessor) private readonly IHttpContextAccessor _httpContextAccessor;
private readonly UserDataService _userDataService;
private readonly TitleDataService _titleDataService;
private readonly Random _rnd = new();
public RequestPlayerContracts(IHttpContextAccessor httpContextAccessor, UserDataService userDataService, TitleDataService titleDataService)
{ {
_httpContextAccessor = httpContextAccessor; _httpContextAccessor = httpContextAccessor;
_userDataService = userDataService;
_titleDataService = titleDataService;
} }
public Task<FYGetPlayerContractsResult> ExecuteAsync(FYGetPlayerContractsRequest request) public async Task<FYGetPlayerContractsResult> ExecuteAsync(FYGetPlayerContractsRequest request)
{ {
var context = _httpContextAccessor.HttpContext; var context = _httpContextAccessor.HttpContext;
if (context == null) if (context == null)
{ {
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();
return Task.FromResult(new FYGetPlayerContractsResult var userData = await _userDataService.FindAsync(
userId, userId,
new List<string>
{
"ContractsActive", "JobBoardsData",
"FactionProgressionKorolev", "FactionProgressionICA", "FactionProgressionOsiris",
}
);
var contractsActive = JsonSerializer.Deserialize<FYGetActiveContractsResult>(userData["ContractsActive"].Value)!;
var jobBoardsData = JsonSerializer.Deserialize<JobBoardsData>(userData["JobBoardsData"].Value)!;
var titleData = _titleDataService.Find(new List<string> { "Contracts", "Jobs", "LevelData" });
var contracts = JsonSerializer.Deserialize<Dictionary<string, TitleDataContractInfo>>(titleData["Contracts"])!;
var jobs = JsonSerializer.Deserialize<Dictionary<string, Dictionary<string, string[]>>>(titleData["Jobs"])!;
var levelsData = JsonSerializer.Deserialize<Dictionary<string, int[]>>(titleData["LevelData"])!;
var now = (int)DateTimeOffset.UtcNow.ToUnixTimeSeconds();
var lastRefresh = jobBoardsData.LastBoardRefreshTimeUtc?.Seconds ?? 0;
// Initial fill only: populate boards that were seeded empty / never refreshed.
// The periodic rotation is owned by RequestActiveObjectivesAndBoardsData, so we
// don't refresh on a timer here to avoid two competing refresh policies.
var boardsEmpty = jobBoardsData.Boards == null
|| jobBoardsData.Boards.Any(b => b.Contracts == null
|| b.Contracts.Any(c => string.IsNullOrEmpty(c.ContractId)));
if (jobBoardsData.Boards != null && (lastRefresh == 0 || boardsEmpty))
{ {
UserId = context.User.FindAuthUserId(), foreach (var board in jobBoardsData.Boards)
{
if (board.Contracts == null || !jobs.TryGetValue(board.FactionId, out var factionJobs))
{
continue;
}
var factionKey = "FactionProgression" + board.FactionId;
var factionProgression = userData.TryGetValue(factionKey, out var fp)
? JsonSerializer.Deserialize<int>(fp.Value)
: 0;
var level = levelsData.TryGetValue(board.FactionId, out var levels)
? levels.Length - Array.FindIndex(levels, xp => factionProgression >= xp)
: 0;
for (var idx = 0; idx < board.Contracts.Count && idx < Difficulties.Length; idx++)
{
if (!factionJobs.TryGetValue(Difficulties[idx], out var difficultyJobs))
{
continue;
}
var available = Array.FindAll(difficultyJobs,
jobId => contracts.TryGetValue(jobId, out var c) && level >= c.UnlockData.Level);
if (available.Length > 0)
{
board.Contracts[idx].ContractId = available[_rnd.Next(available.Length)];
}
}
}
jobBoardsData.LastBoardRefreshTimeUtc = new FYTimestamp { Seconds = now };
await _userDataService.UpdateAsync(
userId, userId,
new Dictionary<string, string> { ["JobBoardsData"] = JsonSerializer.Serialize(jobBoardsData) }
);
}
return new FYGetPlayerContractsResult
{
UserId = userId,
Error = null, Error = null,
ActiveContracts = new List<FYActiveContractPlayerData>(), ActiveContracts = contractsActive.Contracts,
FactionsContracts = new FYFactionsContractsData FactionsContracts = new FYFactionsContractsData
{ {
Boards = new List<FYFactionContractsData> Boards = jobBoardsData.Boards,
{ LastBoardRefreshTimeUtc = jobBoardsData.LastBoardRefreshTimeUtc ?? new FYTimestamp { Seconds = now },
new FYFactionContractsData
{
FactionId = "ICA",
Contracts = new List<FYFactionContractData>
{
new FYFactionContractData
{
ContractId = "NEW-Easy-ICA-Gather-1",
},
new FYFactionContractData
{
ContractId = "NEW-Medium-ICA-Uplink-1",
},
new FYFactionContractData
{
ContractId = "NEW-Hard-ICA-Uplink-1",
}
}
},
new FYFactionContractsData
{
FactionId = "Korolev",
Contracts = new List<FYFactionContractData>
{
new FYFactionContractData
{
ContractId = "NEW-Easy-KOR-Mine-4",
},
new FYFactionContractData
{
ContractId = "NEW-Medium-KOR-Mine-1",
},
new FYFactionContractData
{
ContractId = "NEW-Hard-KOR-PvP-6",
}
}
},
new FYFactionContractsData
{
FactionId = "Osiris",
Contracts = new List<FYFactionContractData>
{
new FYFactionContractData
{
ContractId = "NEW-Easy-Osiris-Brightcaps-1",
},
new FYFactionContractData
{
ContractId = "NEW-Medium-Osiris-Gather-1",
},
new FYFactionContractData
{
ContractId = "NEW-Hard-Osiris-Gather-7",
}
}
}
},
LastBoardRefreshTimeUtc = new FYTimestamp
{
Seconds = (int)DateTimeOffset.UtcNow.ToUnixTimeSeconds()
}
}, },
RefreshHours24UtcFromBackend = 12 RefreshHours24UtcFromBackend = RefreshHours,
}); };
} }
} }
@@ -35,6 +35,11 @@ public class RequestStoreRotationDataFunction : ICloudScriptFunction<RequestStor
_httpContextAccessor = httpContextAccessor; _httpContextAccessor = httpContextAccessor;
} }
// Nombre de variantes de rotation (les storeId "DailyShop_N" / "WeeklyShop_N"
// permettent au client de distinguer chaque rotation et de rafraîchir son cache).
private const int DailyVariants = 8;
private const int WeeklyVariants = 4;
public async Task<RequestStoreRotationDataResponse> ExecuteAsync(RequestStoreRotationDataRequest request) public async Task<RequestStoreRotationDataResponse> ExecuteAsync(RequestStoreRotationDataRequest request)
{ {
var context = _httpContextAccessor.HttpContext; var context = _httpContextAccessor.HttpContext;
@@ -43,18 +48,33 @@ public class RequestStoreRotationDataFunction : ICloudScriptFunction<RequestStor
throw new CloudScriptException("CloudScript was not called within a http request"); throw new CloudScriptException("CloudScript was not called within a http request");
} }
// TODO: Get and save store rotation data var now = DateTime.UtcNow;
// Rotation quotidienne : expire au prochain minuit UTC ; l'index de rotation
// est le nombre de jours écoulés depuis l'epoch (déterministe, stable).
var todayUtc = now.Date;
var dailyExpiration = todayUtc.AddDays(1);
var dayIndex = (int)(todayUtc - DateTime.UnixEpoch.Date).TotalDays;
var dailyStoreId = $"DailyShop_{dayIndex % DailyVariants}";
// Rotation hebdomadaire : expire au prochain lundi 00:00 UTC.
// DayOfWeek : dimanche=0 ; on ramène lundi=0.
var daysSinceMonday = ((int)todayUtc.DayOfWeek + 6) % 7;
var weekStart = todayUtc.AddDays(-daysSinceMonday);
var weeklyExpiration = weekStart.AddDays(7);
var weekIndex = (int)Math.Floor((weekStart - DateTime.UnixEpoch.Date).TotalDays / 7);
var weeklyStoreId = $"WeeklyShop_{weekIndex % WeeklyVariants}";
return new RequestStoreRotationDataResponse return new RequestStoreRotationDataResponse
{ {
Error = "", Error = "",
DailyStoreData = new StoreRotationData { DailyStoreData = new StoreRotationData {
StoreID = "DailyShop", StoreID = dailyStoreId,
ExpirationData = DateTime.UtcNow.AddDays(1) ExpirationData = dailyExpiration
}, },
WeeklyStoreData = new StoreRotationData { WeeklyStoreData = new StoreRotationData {
StoreID = "WeeklyShop", StoreID = weeklyStoreId,
ExpirationData = DateTime.UtcNow.AddDays(1) ExpirationData = weeklyExpiration
} }
}; };
} }
@@ -6,7 +6,7 @@ public class RegionObject
[JsonPropertyName("region")] [JsonPropertyName("region")]
public string Region { get; set; } public string Region { get; set; }
[JsonPropertyName("ping")] [JsonPropertyName("ping")]
public int Ping { get; set; } public long Ping { get; set; } // client sends 2147483648 (int.MaxValue+1) for "no ping" -> must be long or deserialization 500s
[JsonPropertyName("instanceType")] [JsonPropertyName("instanceType")]
public int InstanceType { get; set; } public int InstanceType { get; set; }
} }
@@ -1,6 +1,9 @@
using System.Text.Json.Serialization; using System.Text.Json.Serialization;
using Prospect.Server.Api.Services.CloudScript; using Prospect.Server.Api.Services.CloudScript;
using Prospect.Server.Api.Services.Auth.Extensions; using Prospect.Server.Api.Services.Auth.Extensions;
using Prospect.Server.Api.Services.Database;
using Prospect.Server.Api.Services.Database.Models;
using Prospect.Server.Api.Services.Squad;
using Microsoft.AspNetCore.SignalR; using Microsoft.AspNetCore.SignalR;
using Prospect.Server.Api.Hubs; using Prospect.Server.Api.Hubs;
@@ -28,12 +31,16 @@ public class SquadMemberReadyForMatchFunction : ICloudScriptFunction<SquadMember
private readonly ILogger<SquadMemberReadyForMatchFunction> _logger; private readonly ILogger<SquadMemberReadyForMatchFunction> _logger;
private readonly IHttpContextAccessor _httpContextAccessor; private readonly IHttpContextAccessor _httpContextAccessor;
private readonly IHubContext<CycleHub> _hubContext; private readonly IHubContext<CycleHub> _hubContext;
private readonly SquadService _squadService;
private readonly DbUserService _userService;
public SquadMemberReadyForMatchFunction(ILogger<SquadMemberReadyForMatchFunction> logger, IHttpContextAccessor httpContextAccessor, IHubContext<CycleHub> hubContext) public SquadMemberReadyForMatchFunction(ILogger<SquadMemberReadyForMatchFunction> logger, IHttpContextAccessor httpContextAccessor, IHubContext<CycleHub> hubContext, SquadService squadService, DbUserService userService)
{ {
_httpContextAccessor = httpContextAccessor; _httpContextAccessor = httpContextAccessor;
_logger = logger; _logger = logger;
_hubContext = hubContext; _hubContext = hubContext;
_squadService = squadService;
_userService = userService;
} }
public async Task<SquadMemberReadyForMatchResponse> ExecuteAsync(SquadMemberReadyForMatchRequest request) public async Task<SquadMemberReadyForMatchResponse> ExecuteAsync(SquadMemberReadyForMatchRequest request)
@@ -44,27 +51,25 @@ public class SquadMemberReadyForMatchFunction : ICloudScriptFunction<SquadMember
throw new CloudScriptException("CloudScript was not called within a http request"); throw new CloudScriptException("CloudScript was not called within a http request");
} }
var userId = context.User.FindAuthUserId(); var userId = context.User.FindAuthUserId();
var squadId = string.IsNullOrEmpty(request.SquadID) ? userId : request.SquadID;
// Register the caller into the squad (party is formed client-side; each member's client
// calls this with the shared squadId) and record their readiness / selected map.
var displayName = (await _userService.FindByIdAsync(userId))?.DisplayName ?? "";
_squadService.JoinOrCreate(squadId, userId, displayName);
var ready = request.matchmakingSettings?.isReadyForMatch ?? false;
_squadService.SetReady(squadId, userId, ready, request.matchmakingSettings?.selectedMapName);
var squad = _squadService.Get(squadId)!;
var isSquadReady = _squadService.IsSquadReady(squadId);
_logger.LogInformation("SquadMemberReadyForMatch: {User} ready={Ready} in squad {Squad} ({Count} member(s), squadReady={SquadReady})",
userId, ready, squadId, squad.Members.Count, isSquadReady);
return new SquadMemberReadyForMatchResponse return new SquadMemberReadyForMatchResponse
{ {
Result = 0, // EYSquadActionResult::OK Result = 0, // EYSquadActionResult::OK
Squad = new FYPlayFabSquad { Squad = _squadService.ToClientSquad(squad),
SquadID = "100", // TODO IsSquadReadyForMatch = isSquadReady,
// Members = [
// new FYPlayFabSquadMember {
// Profile = new FYPlayFabPlayerProfile {
// PlayerId = userId,
// },
// onlineState = 0, // EYUserState::IN_STATION
// matchmakingSettings = new FYUserMatchmakingSettings {
// isReadyForMatch = true,
// isSecretLeader = true,
// selectedMapName = "Map01",
// }
// }
// ],
},
IsSquadReadyForMatch = true,
}; };
} }
} }
@@ -1,5 +1,8 @@
using System.Text.Json.Serialization; using System.Text.Json.Serialization;
using Prospect.Server.Api.Services.Auth.Extensions;
using Prospect.Server.Api.Services.CloudScript; using Prospect.Server.Api.Services.CloudScript;
using Prospect.Server.Api.Services.Squad;
public class SquadMemberSelectedMapRequest public class SquadMemberSelectedMapRequest
{ {
[JsonPropertyName("squadId")] [JsonPropertyName("squadId")]
@@ -17,15 +20,26 @@ public class SquadMemberSelectedMapResponse
public class SquadMemberSelectedMapFunction : ICloudScriptFunction<SquadMemberSelectedMapRequest, SquadMemberSelectedMapResponse> public class SquadMemberSelectedMapFunction : ICloudScriptFunction<SquadMemberSelectedMapRequest, SquadMemberSelectedMapResponse>
{ {
private readonly ILogger<SquadMemberSelectedMapFunction> _logger; private readonly ILogger<SquadMemberSelectedMapFunction> _logger;
private readonly IHttpContextAccessor _httpContextAccessor;
private readonly SquadService _squadService;
public SquadMemberSelectedMapFunction(ILogger<SquadMemberSelectedMapFunction> logger) public SquadMemberSelectedMapFunction(ILogger<SquadMemberSelectedMapFunction> logger, IHttpContextAccessor httpContextAccessor, SquadService squadService)
{ {
_logger = logger; _logger = logger;
_httpContextAccessor = httpContextAccessor;
_squadService = squadService;
} }
public async Task<SquadMemberSelectedMapResponse> ExecuteAsync(SquadMemberSelectedMapRequest request) public Task<SquadMemberSelectedMapResponse> ExecuteAsync(SquadMemberSelectedMapRequest request)
{ {
return new SquadMemberSelectedMapResponse var context = _httpContextAccessor.HttpContext;
{}; if (context != null && !string.IsNullOrEmpty(request.SquadID))
{
var userId = context.User.FindAuthUserId();
_squadService.JoinOrCreate(request.SquadID, userId, "");
_squadService.SetMap(request.SquadID, userId, request.SelectedMapName ?? "");
_logger.LogInformation("SquadMemberSelectedMap: {User} -> {Map} (squad {Squad})", userId, request.SelectedMapName, request.SquadID);
}
return Task.FromResult(new SquadMemberSelectedMapResponse { });
} }
} }
@@ -135,7 +135,7 @@ public class StartPlayerQuarterUpgradeClient : ICloudScriptFunction<FYStartPlaye
userId, userId, userId, userId,
new Dictionary<string, string>{ new Dictionary<string, string>{
["Balance"] = JsonSerializer.Serialize(balance), ["Balance"] = JsonSerializer.Serialize(balance),
["Inventory"] = JsonSerializer.Serialize(inventory), ["Inventory"] = JsonSerializer.Serialize(newInventory),
["PlayerQuartersLevel"] = JsonSerializer.Serialize(userPlayerQuarters), ["PlayerQuartersLevel"] = JsonSerializer.Serialize(userPlayerQuarters),
} }
); );
@@ -54,7 +54,7 @@ public class StartTechTreeNodeUpgradeClient : ICloudScriptFunction<FYStartTechTr
var userData = await _userDataService.FindAsync( var userData = await _userDataService.FindAsync(
userId, userId, userId, userId,
new List<string>{"TechTreeNodeData", "Balance", "Inventory"} new List<string>{"TechTreeNodeData", "Balance", "Inventory", "PlayerQuartersLevel"}
); );
var userTechTree = JsonSerializer.Deserialize<UserTechTreeNodeData>(userData["TechTreeNodeData"].Value); var userTechTree = JsonSerializer.Deserialize<UserTechTreeNodeData>(userData["TechTreeNodeData"].Value);
@@ -79,7 +79,15 @@ public class StartTechTreeNodeUpgradeClient : ICloudScriptFunction<FYStartTechTr
var techTreeNodeData = techTreeNodes[request.NodeID]; var techTreeNodeData = techTreeNodes[request.NodeID];
var nextTreeNodeLevel = techTreeNodeData.PerkLevels[currentLevel]; // Tech tree node levels start from 0 var nextTreeNodeLevel = techTreeNodeData.PerkLevels[currentLevel]; // Tech tree node levels start from 0
// TODO: Dependency check // Dependency check: the player's quarters must be high enough to unlock this node.
var playerQuarters = JsonSerializer.Deserialize<FYPlayerQuarterStatus>(userData["PlayerQuartersLevel"].Value);
if (playerQuarters != null && playerQuarters.Level < techTreeNodeData.PlayerQuarterLevelRequired) {
return new FYStartTechTreeNodeUpgradeClientResult
{
UserID = userId,
Error = $"Requires player quarters level {techTreeNodeData.PlayerQuarterLevelRequired}",
};
}
// Validate price // Validate price
// TODO: Refactor // TODO: Refactor
@@ -1,5 +1,8 @@
using System.Text.Json.Serialization; using System.Text.Json.Serialization;
using Prospect.Server.Api.Services.Auth.Extensions;
using Prospect.Server.Api.Services.CloudScript; using Prospect.Server.Api.Services.CloudScript;
using Prospect.Server.Api.Services.Database;
using Prospect.Server.Api.Services.Squad;
public class TryGetCompleteSquadInfoRequest public class TryGetCompleteSquadInfoRequest
{ {
@@ -51,26 +54,30 @@ public class TryGetCompleteSquadInfoFunction : ICloudScriptFunction<TryGetComple
{ {
private readonly ILogger<TryGetCompleteSquadInfoFunction> _logger; private readonly ILogger<TryGetCompleteSquadInfoFunction> _logger;
private readonly IHttpContextAccessor _httpContextAccessor; private readonly IHttpContextAccessor _httpContextAccessor;
private readonly SquadService _squadService;
public TryGetCompleteSquadInfoFunction(ILogger<TryGetCompleteSquadInfoFunction> logger, IHttpContextAccessor httpContextAccessor) public TryGetCompleteSquadInfoFunction(ILogger<TryGetCompleteSquadInfoFunction> logger, IHttpContextAccessor httpContextAccessor, SquadService squadService)
{ {
_httpContextAccessor = httpContextAccessor; _httpContextAccessor = httpContextAccessor;
_logger = logger; _logger = logger;
_squadService = squadService;
} }
public async Task<FYPlayFabSquad> ExecuteAsync(TryGetCompleteSquadInfoRequest request) public Task<FYPlayFabSquad> ExecuteAsync(TryGetCompleteSquadInfoRequest request)
{ {
var context = _httpContextAccessor.HttpContext; var context = _httpContextAccessor.HttpContext;
if (context == null) if (context == null)
{ {
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 squad = _squadService.GetByUser(userId);
return new FYPlayFabSquad if (squad == null)
{ {
// SquadID = "100", // Not in a squad yet — return an empty squad (same as the previous stub).
// Members = [], return Task.FromResult(new FYPlayFabSquad());
}; }
_logger.LogInformation("TryGetCompleteSquadInfo: user {User} in squad {Squad} ({Count} member(s))", userId, squad.SquadId, squad.Members.Count);
return Task.FromResult(_squadService.ToClientSquad(squad));
} }
} }
@@ -0,0 +1,62 @@
using System.Text.Json;
using System.Text.Json.Serialization;
using Prospect.Server.Api.Services.Auth.Extensions;
using Prospect.Server.Api.Services.CloudScript.Models.Data;
using Prospect.Server.Api.Services.UserData;
namespace Prospect.Server.Api.Services.CloudScript.Functions;
// Custom request for dedicated server implementation
public class FYUpdatePlayerActiveContractsRequest {
[JsonPropertyName("userId")]
public string UserID { get; set; }
[JsonPropertyName("contracts")]
public List<FYActiveContractPlayerData> Contracts { get; set; }
}
public class FYUpdatePlayerActiveContractsResult {
}
[CloudScriptFunction("UpdatePlayerActiveContracts")]
public class UpdatePlayerActiveContracts : ICloudScriptFunction<FYUpdatePlayerActiveContractsRequest, FYUpdatePlayerActiveContractsResult>
{
private readonly IHttpContextAccessor _httpContextAccessor;
private readonly UserDataService _userDataService;
private readonly TitleDataService _titleDataService;
public UpdatePlayerActiveContracts(IHttpContextAccessor httpContextAccessor, UserDataService userDataService, TitleDataService titleDataService)
{
_httpContextAccessor = httpContextAccessor;
_userDataService = userDataService;
_titleDataService = titleDataService;
}
public async Task<FYUpdatePlayerActiveContractsResult> ExecuteAsync(FYUpdatePlayerActiveContractsRequest request)
{
var context = _httpContextAccessor.HttpContext;
if (context == null)
{
throw new CloudScriptException("CloudScript was not called within a http request");
}
var userId = context.User.FindAuthUserId();
var userData = await _userDataService.FindAsync(userId, userId, new List<string>{"ContractsActive"});
var contractsActive = JsonSerializer.Deserialize<FYGetActiveContractsResult>(userData["ContractsActive"].Value);
foreach (var contract in request.Contracts) {
var foundContract = contractsActive.Contracts.Find(item => item.ContractID == contract.ContractID);
if (foundContract == null) {
continue;
}
foundContract.Progress = contract.Progress;
}
await _userDataService.UpdateAsync(
userId, userId,
new Dictionary<string, string>{ ["ContractsActive"] = JsonSerializer.Serialize(contractsActive) }
);
return new FYUpdatePlayerActiveContractsResult
{};
}
}
@@ -1,12 +1,51 @@
using Prospect.Server.Api.Services.CloudScript.Models; using System.Text.Json;
using System.Text.Json.Serialization;
using Prospect.Server.Api.Services.Auth.Extensions;
using Prospect.Server.Api.Services.CloudScript.Models;
using Prospect.Server.Api.Services.UserData;
namespace Prospect.Server.Api.Services.CloudScript.Functions; namespace Prospect.Server.Api.Services.CloudScript.Functions;
// Persisted presence, read back by GetFriendList to show friends' online / in-match state.
public class PlayerPresenceState
{
[JsonPropertyName("inMatch")]
public bool InMatch { get; set; }
[JsonPropertyName("lastSeenUtc")]
public long LastSeenUtc { get; set; }
}
[CloudScriptFunction("UpdatePlayerPresenceState")] [CloudScriptFunction("UpdatePlayerPresenceState")]
public class UpdatePlayerPresenceState : ICloudScriptFunction<FYUpdatePlayerPresenceStateRequest, object> public class UpdatePlayerPresenceState : ICloudScriptFunction<FYUpdatePlayerPresenceStateRequest, object>
{ {
public Task<object> ExecuteAsync(FYUpdatePlayerPresenceStateRequest request) private readonly IHttpContextAccessor _httpContextAccessor;
private readonly UserDataService _userDataService;
public UpdatePlayerPresenceState(IHttpContextAccessor httpContextAccessor, UserDataService userDataService)
{ {
return Task.FromResult<object>(new { }); _httpContextAccessor = httpContextAccessor;
_userDataService = userDataService;
} }
}
public async Task<object> ExecuteAsync(FYUpdatePlayerPresenceStateRequest request)
{
var context = _httpContextAccessor.HttpContext;
if (context == null)
{
return new { };
}
var userId = context.User.FindAuthUserId();
var state = new PlayerPresenceState
{
InMatch = request.InMatch,
LastSeenUtc = DateTimeOffset.UtcNow.ToUnixTimeSeconds(),
};
await _userDataService.UpdateAsync(
userId, userId,
new Dictionary<string, string> { ["PresenceState"] = JsonSerializer.Serialize(state) }
);
return new { };
}
}
@@ -1,7 +1,14 @@
namespace Prospect.Server.Api.Services.CloudScript.Models.Data; using System.Text.Json.Serialization;
namespace Prospect.Server.Api.Services.CloudScript.Models.Data;
// Envoyé par le client au déploiement (dans FYEnterMatchAzureFunction) : quels items
// de l'inventaire assurer, avec quelle police (voir TitleData "InventoryInsurance").
public class FYPurchaseInventoryInsuranceRequest public class FYPurchaseInventoryInsuranceRequest
{ {
// m_insuranceId [JsonPropertyName("insuranceId")]
// m_itemIds public string InsuranceId { get; set; }
}
[JsonPropertyName("itemIds")]
public List<string> ItemIds { get; set; }
}
@@ -13,11 +13,25 @@ public class DbUserService : BaseDbService<PlayFabUser>
public async Task<PlayFabUser> FindAsync(PlayFabUserAuthType type, string key) public async Task<PlayFabUser> FindAsync(PlayFabUserAuthType type, string key)
{ {
return await Collection.Find(user => user.Auth.Any(auth => return await Collection.Find(user => user.Auth.Any(auth =>
auth.Type == type && auth.Type == type &&
auth.Key == key)).FirstOrDefaultAsync(); auth.Key == key)).FirstOrDefaultAsync();
} }
// Resolve a player by its PlayFab id (used to display squad member names).
public async Task<PlayFabUser> FindByIdAsync(string id)
{
return await Collection.Find(user => user.Id == id).FirstOrDefaultAsync();
}
// Persist a display-name change (UpdateUserTitleDisplayName). Without this the rename
// is echoed back to the client but lost on next login.
public async Task UpdateDisplayNameAsync(string id, string displayName)
{
var update = Builders<PlayFabUser>.Update.Set(user => user.DisplayName, displayName);
await Collection.UpdateOneAsync(user => user.Id == id, update);
}
private async Task<PlayFabUser> CreateAsync(PlayFabUserAuthType type, string key) private async Task<PlayFabUser> CreateAsync(PlayFabUserAuthType type, string key)
{ {
var user = new PlayFabUser var user = new PlayFabUser
@@ -40,7 +54,21 @@ public class DbUserService : BaseDbService<PlayFabUser>
public async Task<PlayFabUser> FindOrCreateAsync(PlayFabUserAuthType type, string key) public async Task<PlayFabUser> FindOrCreateAsync(PlayFabUserAuthType type, string key)
{ {
return await FindAsync(type, key) ?? return await FindAsync(type, key) ??
await CreateAsync(type, key); await CreateAsync(type, key);
} }
// Resolve several auth keys (e.g. a batch of Steam IDs) to the players that exist on
// this server in a single query. Used by the friends list to keep only the imported
// Steam friends who have actually played here.
public async Task<List<PlayFabUser>> FindManyAsync(PlayFabUserAuthType type, IReadOnlyCollection<string> keys)
{
if (keys == null || keys.Count == 0)
{
return new List<PlayFabUser>();
}
var wanted = new HashSet<string>(keys);
return await Collection.Find(user => user.Auth.Any(auth =>
auth.Type == type && wanted.Contains(auth.Key))).ToListAsync();
}
} }
@@ -0,0 +1,99 @@
using System.Collections.Concurrent;
namespace Prospect.Server.Api.Services.Squad;
// In-memory squad/lobby state. Squads are keyed by the squadId the client provides on the
// SquadMember* calls (the client forms the party and shares a squadId; each member's client
// then calls the backend with it). A member is (lazily) registered into that squad on any
// squad call, and the current squad for a user is tracked so TryGetCompleteSquadInfo — which
// carries no squadId — can still return it. State is process-local (fine for a small server).
public class SquadMemberInfo
{
public string UserId { get; set; } = "";
public string DisplayName { get; set; } = "";
public int OnlineState { get; set; }
public bool IsReady { get; set; }
public string SelectedMap { get; set; } = "";
public bool IsLeader { get; set; }
}
public class SquadInfo
{
public string SquadId { get; set; } = "";
public ConcurrentDictionary<string, SquadMemberInfo> Members { get; } = new();
}
public class SquadService
{
private readonly ConcurrentDictionary<string, SquadInfo> _squads = new();
private readonly ConcurrentDictionary<string, string> _userToSquad = new();
public SquadInfo JoinOrCreate(string squadId, string userId, string displayName)
{
var squad = _squads.GetOrAdd(squadId, id => new SquadInfo { SquadId = id });
var isFirst = squad.Members.IsEmpty;
var member = squad.Members.GetOrAdd(userId, uid => new SquadMemberInfo { UserId = uid, IsLeader = isFirst });
if (!string.IsNullOrEmpty(displayName)) member.DisplayName = displayName;
_userToSquad[userId] = squadId;
return squad;
}
public SquadInfo? GetByUser(string userId)
=> _userToSquad.TryGetValue(userId, out var sid) && _squads.TryGetValue(sid, out var sq) ? sq : null;
public SquadInfo? Get(string squadId)
=> _squads.TryGetValue(squadId, out var sq) ? sq : null;
public void SetReady(string squadId, string userId, bool ready, string? selectedMap)
{
if (_squads.TryGetValue(squadId, out var sq) && sq.Members.TryGetValue(userId, out var m))
{
m.IsReady = ready;
if (!string.IsNullOrEmpty(selectedMap)) m.SelectedMap = selectedMap;
}
}
public void SetMap(string squadId, string userId, string map)
{
if (_squads.TryGetValue(squadId, out var sq) && sq.Members.TryGetValue(userId, out var m))
m.SelectedMap = map;
}
public bool IsSquadReady(string squadId)
=> _squads.TryGetValue(squadId, out var sq) && !sq.Members.IsEmpty && sq.Members.Values.All(m => m.IsReady);
public void Leave(string userId)
{
if (_userToSquad.TryRemove(userId, out var sid) && _squads.TryGetValue(sid, out var sq))
{
sq.Members.TryRemove(userId, out _);
if (sq.Members.IsEmpty) _squads.TryRemove(sid, out _);
}
}
// Build the client-facing squad object (models live in the global namespace).
public FYPlayFabSquad ToClientSquad(SquadInfo squad)
{
return new FYPlayFabSquad
{
SquadID = squad.SquadId,
Members = squad.Members.Values.Select(m => new FYPlayFabSquadMember
{
Profile = new FYPlayFabPlayerProfile
{
PlayerId = m.UserId,
DisplayName = m.DisplayName,
AvatarUrl = "",
},
onlineState = m.OnlineState,
matchmakingSettings = new FYUserMatchmakingSettings
{
isReadyForMatch = m.IsReady,
selectedMapName = m.SelectedMap,
isSecretLeader = m.IsLeader,
},
mapRowNamesUnlocked = Array.Empty<string>(),
}).ToArray(),
};
}
}
File diff suppressed because one or more lines are too long
+4 -1
View File
@@ -35,6 +35,9 @@ public class Startup
services.AddSingleton<DbUserDataService>(); services.AddSingleton<DbUserDataService>();
services.AddSingleton<Prospect.Server.Api.Services.Squad.SquadService>();
services.AddSingleton<Prospect.Server.Api.Hubs.SignalRConnectionRegistry>();
services.AddHostedService<QosService>(); services.AddHostedService<QosService>();
services.AddSingleton<QosServer>(); services.AddSingleton<QosServer>();
@@ -65,7 +68,7 @@ public class Startup
app.UseDeveloperExceptionPage(); app.UseDeveloperExceptionPage();
} }
app.UseHttpsRedirection(); // app.UseHttpsRedirection();
app.UseSerilogRequestLogging(); app.UseSerilogRequestLogging();
app.UseMiddleware<RequestLoggerMiddleware>(); app.UseMiddleware<RequestLoggerMiddleware>();
app.UseRouting(); app.UseRouting();
+3 -6
View File
@@ -8,14 +8,11 @@
}, },
"PlayFabSettings": { "PlayFabSettings": {
"PublisherId": "850902E5B40508ED", "PublisherId": "850902E5B40508ED",
"TitleId": "2EA46" "TitleId": "2EA46",
"SignalRURL": "https://127.0.0.1:8443/signalr/?hub=pubsub",
"SignalRAccessToken": "TEST"
}, },
"Kestrel": { "Kestrel": {
"Endpoints": {
"Https": {
"Url": "https://2EA46.playfabapi.com"
}
},
"Certificates": { "Certificates": {
"Default": { "Default": {
"Path": ".\\certificate.pfx" "Path": ".\\certificate.pfx"
+53
View File
@@ -23,6 +23,10 @@ Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Prospect.Unreal.Generator",
EndProject EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Prospect.Client.Loader", "Prospect.Client.Loader\Prospect.Client.Loader.vcxproj", "{04B1D963-2BCB-4887-9D6D-04CB3366A348}" Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Prospect.Client.Loader", "Prospect.Client.Loader\Prospect.Client.Loader.vcxproj", "{04B1D963-2BCB-4887-9D6D-04CB3366A348}"
EndProject EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Prospect.Agent", "Prospect.Agent\Prospect.Agent.vcxproj", "{A9BA7D25-F239-4320-A0DC-85E8001FD669}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Prospect.Client.Config", "Prospect.Client.Config\Prospect.Client.Config.csproj", "{6DECEB07-996B-4EBC-927C-13E170161107}"
EndProject
Global Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|x64 = Debug|x64 Debug|x64 = Debug|x64
@@ -207,6 +211,54 @@ Global
{04B1D963-2BCB-4887-9D6D-04CB3366A348}.Season 3 Release|x64.Build.0 = Release|x64 {04B1D963-2BCB-4887-9D6D-04CB3366A348}.Season 3 Release|x64.Build.0 = Release|x64
{04B1D963-2BCB-4887-9D6D-04CB3366A348}.Season 3 Release|x86.ActiveCfg = Release|Win32 {04B1D963-2BCB-4887-9D6D-04CB3366A348}.Season 3 Release|x86.ActiveCfg = Release|Win32
{04B1D963-2BCB-4887-9D6D-04CB3366A348}.Season 3 Release|x86.Build.0 = Release|Win32 {04B1D963-2BCB-4887-9D6D-04CB3366A348}.Season 3 Release|x86.Build.0 = Release|Win32
{A9BA7D25-F239-4320-A0DC-85E8001FD669}.Debug|x64.ActiveCfg = Debug|x64
{A9BA7D25-F239-4320-A0DC-85E8001FD669}.Debug|x64.Build.0 = Debug|x64
{A9BA7D25-F239-4320-A0DC-85E8001FD669}.Debug|x86.ActiveCfg = Debug|x64
{A9BA7D25-F239-4320-A0DC-85E8001FD669}.Debug|x86.Build.0 = Debug|x64
{A9BA7D25-F239-4320-A0DC-85E8001FD669}.Release|x64.ActiveCfg = Release|x64
{A9BA7D25-F239-4320-A0DC-85E8001FD669}.Release|x64.Build.0 = Release|x64
{A9BA7D25-F239-4320-A0DC-85E8001FD669}.Release|x86.ActiveCfg = Release|x64
{A9BA7D25-F239-4320-A0DC-85E8001FD669}.Release|x86.Build.0 = Release|x64
{A9BA7D25-F239-4320-A0DC-85E8001FD669}.Season 2 Debug|x64.ActiveCfg = Debug|x64
{A9BA7D25-F239-4320-A0DC-85E8001FD669}.Season 2 Debug|x64.Build.0 = Debug|x64
{A9BA7D25-F239-4320-A0DC-85E8001FD669}.Season 2 Debug|x86.ActiveCfg = Debug|x64
{A9BA7D25-F239-4320-A0DC-85E8001FD669}.Season 2 Debug|x86.Build.0 = Debug|x64
{A9BA7D25-F239-4320-A0DC-85E8001FD669}.Season 2 Release|x64.ActiveCfg = Release|x64
{A9BA7D25-F239-4320-A0DC-85E8001FD669}.Season 2 Release|x64.Build.0 = Release|x64
{A9BA7D25-F239-4320-A0DC-85E8001FD669}.Season 2 Release|x86.ActiveCfg = Release|x64
{A9BA7D25-F239-4320-A0DC-85E8001FD669}.Season 2 Release|x86.Build.0 = Release|x64
{A9BA7D25-F239-4320-A0DC-85E8001FD669}.Season 3 Debug|x64.ActiveCfg = Debug|x64
{A9BA7D25-F239-4320-A0DC-85E8001FD669}.Season 3 Debug|x64.Build.0 = Debug|x64
{A9BA7D25-F239-4320-A0DC-85E8001FD669}.Season 3 Debug|x86.ActiveCfg = Debug|x64
{A9BA7D25-F239-4320-A0DC-85E8001FD669}.Season 3 Debug|x86.Build.0 = Debug|x64
{A9BA7D25-F239-4320-A0DC-85E8001FD669}.Season 3 Release|x64.ActiveCfg = Release|x64
{A9BA7D25-F239-4320-A0DC-85E8001FD669}.Season 3 Release|x64.Build.0 = Release|x64
{A9BA7D25-F239-4320-A0DC-85E8001FD669}.Season 3 Release|x86.ActiveCfg = Release|x64
{A9BA7D25-F239-4320-A0DC-85E8001FD669}.Season 3 Release|x86.Build.0 = Release|x64
{6DECEB07-996B-4EBC-927C-13E170161107}.Debug|x64.ActiveCfg = Debug|Any CPU
{6DECEB07-996B-4EBC-927C-13E170161107}.Debug|x64.Build.0 = Debug|Any CPU
{6DECEB07-996B-4EBC-927C-13E170161107}.Debug|x86.ActiveCfg = Debug|Any CPU
{6DECEB07-996B-4EBC-927C-13E170161107}.Debug|x86.Build.0 = Debug|Any CPU
{6DECEB07-996B-4EBC-927C-13E170161107}.Release|x64.ActiveCfg = Release|Any CPU
{6DECEB07-996B-4EBC-927C-13E170161107}.Release|x64.Build.0 = Release|Any CPU
{6DECEB07-996B-4EBC-927C-13E170161107}.Release|x86.ActiveCfg = Release|Any CPU
{6DECEB07-996B-4EBC-927C-13E170161107}.Release|x86.Build.0 = Release|Any CPU
{6DECEB07-996B-4EBC-927C-13E170161107}.Season 2 Debug|x64.ActiveCfg = Season 2 Debug|Any CPU
{6DECEB07-996B-4EBC-927C-13E170161107}.Season 2 Debug|x64.Build.0 = Season 2 Debug|Any CPU
{6DECEB07-996B-4EBC-927C-13E170161107}.Season 2 Debug|x86.ActiveCfg = Season 2 Debug|Any CPU
{6DECEB07-996B-4EBC-927C-13E170161107}.Season 2 Debug|x86.Build.0 = Season 2 Debug|Any CPU
{6DECEB07-996B-4EBC-927C-13E170161107}.Season 2 Release|x64.ActiveCfg = Season 2 Release|Any CPU
{6DECEB07-996B-4EBC-927C-13E170161107}.Season 2 Release|x64.Build.0 = Season 2 Release|Any CPU
{6DECEB07-996B-4EBC-927C-13E170161107}.Season 2 Release|x86.ActiveCfg = Season 2 Release|Any CPU
{6DECEB07-996B-4EBC-927C-13E170161107}.Season 2 Release|x86.Build.0 = Season 2 Release|Any CPU
{6DECEB07-996B-4EBC-927C-13E170161107}.Season 3 Debug|x64.ActiveCfg = Season 3 Debug|Any CPU
{6DECEB07-996B-4EBC-927C-13E170161107}.Season 3 Debug|x64.Build.0 = Season 3 Debug|Any CPU
{6DECEB07-996B-4EBC-927C-13E170161107}.Season 3 Debug|x86.ActiveCfg = Season 3 Debug|Any CPU
{6DECEB07-996B-4EBC-927C-13E170161107}.Season 3 Debug|x86.Build.0 = Season 3 Debug|Any CPU
{6DECEB07-996B-4EBC-927C-13E170161107}.Season 3 Release|x64.ActiveCfg = Season 3 Release|Any CPU
{6DECEB07-996B-4EBC-927C-13E170161107}.Season 3 Release|x64.Build.0 = Season 3 Release|Any CPU
{6DECEB07-996B-4EBC-927C-13E170161107}.Season 3 Release|x86.ActiveCfg = Season 3 Release|Any CPU
{6DECEB07-996B-4EBC-927C-13E170161107}.Season 3 Release|x86.Build.0 = Season 3 Release|Any CPU
EndGlobalSection EndGlobalSection
GlobalSection(SolutionProperties) = preSolution GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE HideSolutionNode = FALSE
@@ -219,6 +271,7 @@ Global
{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}
{04B1D963-2BCB-4887-9D6D-04CB3366A348} = {31D3D5D2-B011-4F9B-B6CC-D0A35675D797} {04B1D963-2BCB-4887-9D6D-04CB3366A348} = {31D3D5D2-B011-4F9B-B6CC-D0A35675D797}
{A9BA7D25-F239-4320-A0DC-85E8001FD669} = {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}
+6 -1
View File
@@ -4,8 +4,13 @@ from cryptography.x509 import NameOID, CertificateBuilder
from cryptography import x509 from cryptography import x509
import datetime import datetime
import os import os
import argparse
def main(): def main():
parser = argparse.ArgumentParser()
parser.add_argument("--common-name", type=str, default='127.0.0.1')
args = parser.parse_args()
if os.path.exists("certificate.pfx"): if os.path.exists("certificate.pfx"):
q = input("certificate.pfx already exists. Are you sure you want to generate a new certificate? (y/n): ") q = input("certificate.pfx already exists. Are you sure you want to generate a new certificate? (y/n): ")
if q != "y": if q != "y":
@@ -20,7 +25,7 @@ def main():
# Generate self-signed certificate # Generate self-signed certificate
subject = issuer = x509.Name([ subject = issuer = x509.Name([
x509.NameAttribute(NameOID.COMMON_NAME, '2EA46.playfabapi.com'), x509.NameAttribute(NameOID.COMMON_NAME, args.common_name),
]) ])
cert = CertificateBuilder().subject_name( cert = CertificateBuilder().subject_name(