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@@ -0,0 +1,33 @@
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|||||||
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name: Build & Deploy
|
||||||
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|
||||||
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on:
|
||||||
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push:
|
||||||
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branches: [main, preprod]
|
||||||
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workflow_dispatch: {}
|
||||||
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|
||||||
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env:
|
||||||
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IMAGE: git.nfteam.ovh/neckfire/the-cycle
|
||||||
|
|
||||||
|
jobs:
|
||||||
|
build:
|
||||||
|
runs-on: ubuntu-latest
|
||||||
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steps:
|
||||||
|
- name: Checkout
|
||||||
|
uses: actions/checkout@v4
|
||||||
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- name: Build & push image
|
||||||
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run: |
|
||||||
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set -e
|
||||||
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echo "${{ secrets.REGISTRY_PASSWORD }}" | docker login git.nfteam.ovh -u "${{ secrets.REGISTRY_USER }}" --password-stdin
|
||||||
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SHA="${GITHUB_SHA::12}"
|
||||||
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BRANCH="${GITHUB_REF_NAME}"
|
||||||
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if [ "$BRANCH" = "main" ]; then TAGS="-t ${IMAGE}:latest -t ${IMAGE}:${SHA}"; else TAGS="-t ${IMAGE}:${BRANCH} -t ${IMAGE}:${BRANCH}-${SHA}"; fi
|
||||||
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docker build $TAGS -f Dockerfile .
|
||||||
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docker push --all-tags "${IMAGE}"
|
||||||
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- name: Notify ntfy
|
||||||
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if: always()
|
||||||
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run: |
|
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if [ "${{ job.status }}" = "success" ]; then EMOJI="white_check_mark"; PRIO="default"; else EMOJI="rotating_light"; PRIO="high"; fi
|
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curl -s -H "Authorization: Bearer ${{ secrets.NTFY_TOKEN }}" -H "Title: ${GITHUB_REPOSITORY} — ${{ job.status }}" \
|
||||||
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-H "Priority: ${PRIO}" -H "Tags: ${EMOJI}" -H "Click: ${GITHUB_SERVER_URL}/${GITHUB_REPOSITORY}/actions" \
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-d "${GITHUB_WORKFLOW} (${GITHUB_REF_NAME} #${GITHUB_RUN_NUMBER}) : ${{ job.status }}" \
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"${{ secrets.NTFY_URL }}/${{ secrets.NTFY_TOPIC }}" || true
|
||||||
@@ -0,0 +1,28 @@
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name: Build Game Server
|
||||||
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on:
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||||||
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push:
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||||||
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branches: [game-server]
|
||||||
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workflow_dispatch: {}
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||||||
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env:
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||||||
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IMAGE: git.nfteam.ovh/neckfire/the-cycle-game
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jobs:
|
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build:
|
||||||
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runs-on: ubuntu-latest
|
||||||
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steps:
|
||||||
|
- name: Checkout
|
||||||
|
uses: actions/checkout@v4
|
||||||
|
- name: Build & push image
|
||||||
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run: |
|
||||||
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set -e
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||||||
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echo "${{ secrets.REGISTRY_PASSWORD }}" | docker login git.nfteam.ovh -u "${{ secrets.REGISTRY_USER }}" --password-stdin
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||||||
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SHA="${GITHUB_SHA::12}"
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||||||
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docker build -t "${IMAGE}:game-server" -t "${IMAGE}:${SHA}" -f Dockerfile.gameserver .
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||||||
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docker push --all-tags "${IMAGE}"
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- name: Notify ntfy
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||||||
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if: always()
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||||||
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run: |
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if [ "${{ job.status }}" = "success" ]; then EMOJI="white_check_mark"; PRIO="default"; else EMOJI="rotating_light"; PRIO="high"; fi
|
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curl -s -H "Authorization: Bearer ${{ secrets.NTFY_TOKEN }}" -H "Title: ${GITHUB_REPOSITORY} game-server — ${{ job.status }}" \
|
||||||
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-H "Priority: ${PRIO}" -H "Tags: ${EMOJI}" -H "Click: ${GITHUB_SERVER_URL}/${GITHUB_REPOSITORY}/actions" \
|
||||||
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-d "${GITHUB_WORKFLOW} (${GITHUB_REF_NAME} #${GITHUB_RUN_NUMBER}) : ${{ job.status }}" \
|
||||||
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"${{ secrets.NTFY_URL }}/${{ secrets.NTFY_TOPIC }}" || true
|
||||||
@@ -0,0 +1 @@
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|||||||
|
_out/
|
||||||
+15
@@ -0,0 +1,15 @@
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# The Cycle: Frontier — serveur API (émulateur Prospect), build depuis les sources.
|
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# Multi-stage : SDK .NET 8 pour publier le projet API → runtime aspnet 8.
|
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FROM mcr.microsoft.com/dotnet/sdk:8.0 AS build
|
||||||
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WORKDIR /src
|
||||||
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COPY src/ ./src/
|
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# Configuration "Season 2 Release" = build qui correspond au client S2 déployé
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# (le code sélectionne la saison via des #if SEASON_2_RELEASE / SEASON_3_RELEASE).
|
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RUN dotnet publish src/Prospect.Server.Api/Prospect.Server.Api.csproj \
|
||||||
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-c "Season 2 Release" -o /app
|
||||||
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|
||||||
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FROM mcr.microsoft.com/dotnet/aspnet:8.0
|
||||||
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WORKDIR /app
|
||||||
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COPY --from=build /app ./
|
||||||
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EXPOSE 8443 8000
|
||||||
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ENTRYPOINT ["dotnet", "Prospect.Server.Api.dll"]
|
||||||
@@ -0,0 +1,14 @@
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# The Cycle: Frontier — serveur de jeu dédié (EXPÉRIMENTAL / R&D).
|
||||||
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# Réimplémentation du serveur autoritaire Unreal (Prospect.Unreal). Build depuis les sources.
|
||||||
|
FROM mcr.microsoft.com/dotnet/sdk:8.0 AS build
|
||||||
|
WORKDIR /src
|
||||||
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COPY src/ ./src/
|
||||||
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RUN dotnet publish src/Prospect.Server.Game/Prospect.Server.Game.csproj -c Release -o /app
|
||||||
|
|
||||||
|
FROM mcr.microsoft.com/dotnet/runtime:8.0
|
||||||
|
WORKDIR /app
|
||||||
|
COPY --from=build /app ./
|
||||||
|
# Le réseau Unreal est en UDP.
|
||||||
|
EXPOSE 7777/udp
|
||||||
|
# Configurable : PROSPECT_MAP / PROSPECT_GAMEMODE / PROSPECT_PORT
|
||||||
|
ENTRYPOINT ["dotnet", "Prospect.Server.Game.dll"]
|
||||||
@@ -0,0 +1,80 @@
|
|||||||
|
# 🎮 The Cycle: Frontier — Rejoindre le serveur privé (installation client)
|
||||||
|
|
||||||
|
Guide pour **installer le client et jouer sur le serveur privé**. Tu n'installes **rien côté serveur** — juste le jeu + un loader + un certificat.
|
||||||
|
|
||||||
|
> ⚠️ **À savoir avant de commencer**
|
||||||
|
> - Le jeu a été retiré de Steam en septembre 2022 : il faut **l'avoir déjà eu dans ta bibliothèque Steam** pour le retélécharger.
|
||||||
|
> - **Ce n'est pas du co-op en raid.** Chacun joue sa propre instance (stations solo) ; l'émulateur ne supporte pas plusieurs joueurs dans le même raid. Vous partagez le même serveur (progression, boutiques, comptes), pas la même partie.
|
||||||
|
> - Le serveur doit être **allumé** au moment où tu joues (demande à l'hébergeur).
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Fichiers à télécharger (dans la release)
|
||||||
|
Les 2 fichiers sont dispo dans la **release Gitea** :
|
||||||
|
👉 **https://git.nfteam.ovh/neckfire/the-cycle/releases/tag/friends-client**
|
||||||
|
|
||||||
|
1. **`LoaderPack.zip`** — le loader qui redirige le jeu vers le serveur privé (build b8 / Saison 2).
|
||||||
|
2. **`certificate.crt`** — le certificat **public** du serveur (sans clé privée, safe).
|
||||||
|
|
||||||
|
Télécharge les deux depuis la page de release avant de commencer.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Étapes (Windows)
|
||||||
|
|
||||||
|
### 1. Installer le client Saison 2 (via la console Steam)
|
||||||
|
1. Steam ouvert, `Win+R` → tape `steam://nav/console` → Entrée (la **console Steam** s'ouvre).
|
||||||
|
2. Colle **exactement** cette commande → Entrée :
|
||||||
|
```
|
||||||
|
download_depot 868270 868271 4623363103423775682
|
||||||
|
```
|
||||||
|
(`868270` = le jeu, `868271` = le dépôt client, `4623363103423775682` = manifest **Saison 2 v2.7.2**.)
|
||||||
|
3. Le téléchargement démarre (⚠️ **pas de barre de progression**, sois patient — plusieurs Go).
|
||||||
|
4. À la fin, Steam affiche **« Depot download complete »** + le **chemin du dossier**
|
||||||
|
(ex. `...\Steam\steamapps\content\app_868270\depot_868271`). **Ce dossier = ton install du jeu.**
|
||||||
|
|
||||||
|
> Il faut **avoir eu The Cycle: Frontier dans ta bibliothèque Steam** avant, sinon → erreur `missing license`.
|
||||||
|
|
||||||
|
> **Pas assez d'espace sur le disque principal ?** `download_depot` écrit toujours dans `...\Steam\steamapps\content`. Pour le mettre sur un autre disque : ferme Steam, supprime `...\Steam\steamapps\content`, puis en **cmd admin** :
|
||||||
|
> ```
|
||||||
|
> mkdir "D:\SteamContent"
|
||||||
|
> mklink /J "C:\Program Files (x86)\Steam\steamapps\content" "D:\SteamContent"
|
||||||
|
> ```
|
||||||
|
> Rouvre Steam et relance la commande → le jeu ira sur `D:\`.
|
||||||
|
|
||||||
|
### 2. Installer le LoaderPack
|
||||||
|
1. Va dans le dossier du jeu → **`Prospect\Binaries\Win64`**.
|
||||||
|
2. Ouvre `LoaderPack.zip` et **glisse tout son contenu** dans ce dossier `Win64`.
|
||||||
|
3. Crée un **raccourci** vers `Prospect.Client.Loader.exe` (c'est avec ça que tu lanceras le jeu).
|
||||||
|
|
||||||
|
### 3. Faire confiance au certificat du serveur
|
||||||
|
1. Double-clique **`certificate.crt`** → **Installer le certificat**.
|
||||||
|
2. **Emplacement : Utilisateur actuel** → Suivant.
|
||||||
|
3. **Placer tous les certificats dans le magasin suivant** → **Parcourir** → **Autorités de certification racines de confiance** → OK → Suivant → Terminer.
|
||||||
|
4. Accepte l'avertissement de sécurité (il mentionne `2EA46.playfabapi.com`).
|
||||||
|
|
||||||
|
### 4. Pointer le client vers le serveur
|
||||||
|
Dans **`Prospect\Binaries\Win64`**, crée (ou édite) un fichier **`backend.txt`** contenant **exactement** cette ligne :
|
||||||
|
|
||||||
|
```
|
||||||
|
https://tc.nfteam.ovh:8443
|
||||||
|
```
|
||||||
|
|
||||||
|
### 5. Lancer le jeu
|
||||||
|
1. **Steam doit être ouvert** (connecté à ton compte).
|
||||||
|
2. Lance le jeu via le **raccourci `Prospect.Client.Loader`** (⚠️ pas via Steam directement).
|
||||||
|
3. Connexion automatique avec ton compte Steam. Bienvenue sur Fortuna III ! 🚀
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Dépannage
|
||||||
|
| Symptôme | Cause / solution |
|
||||||
|
|---|---|
|
||||||
|
| `libcurl error 7 (Couldn't connect to server)` | Le serveur est **éteint** → demande à l'hébergeur de l'allumer. |
|
||||||
|
| Erreur de certificat / `hostname mismatch` | `certificate.crt` **pas importé** (ou pas dans « Autorités racines de confiance »). Refais l'étape 3. |
|
||||||
|
| `missing license` au téléchargement | Tu n'as jamais eu le jeu sur ce compte Steam → impossible de le retélécharger. |
|
||||||
|
| Parties du corps manquantes (client S3) | Va en station → change ton apparence une fois (corrige les IDs). |
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
*Serveur privé The Cycle: Frontier — émulateur Prospect. Usage privé entre amis.*
|
||||||
@@ -0,0 +1,62 @@
|
|||||||
|
# Serveur de jeu dédié — R&D (branche `game-server`)
|
||||||
|
|
||||||
|
> ⚠️ **Expérimental.** Objectif : un serveur de jeu **autoritaire** pour que plusieurs
|
||||||
|
> joueurs soient dans la **même instance** (se voir, bouger). C'est un chantier de
|
||||||
|
> reverse-engineering du serveur Unreal du Cycle. **Un raid co-op complet reste hors de portée
|
||||||
|
> réaliste** ; on avance par jalons. **IA et loot volontairement hors périmètre pour l'instant.**
|
||||||
|
|
||||||
|
## Pièces en jeu
|
||||||
|
- **`Prospect.Unreal`** — réimplémentation en C# de la couche réseau d'Unreal Engine
|
||||||
|
(NetDriver UDP, channels control/actor, bunches, packet handler, handshake, `UWorld`,
|
||||||
|
`AGameModeBase`/`APlayerController`/`APawn`).
|
||||||
|
- **`Prospect.Server.Game`** — l'exécutable serveur (host loop, monde, game mode).
|
||||||
|
|
||||||
|
## État actuel (ce qui marche côté serveur)
|
||||||
|
Le **handshake de connexion Unreal est implémenté** et va jusqu'au spawn du PlayerController :
|
||||||
|
|
||||||
|
```
|
||||||
|
NMT_Hello → SendChallenge
|
||||||
|
NMT_Login → PreLogin → WelcomePlayer (envoie map + game mode)
|
||||||
|
NMT_Join → SpawnPlayActor → GameMode.Login → APlayerController
|
||||||
|
```
|
||||||
|
|
||||||
|
Corrections/avancées de cette branche :
|
||||||
|
- **Cible la map/gamemode du Cycle** (`/Game/Maps/MP/Station/Station_P` + `YGameMode_Station`)
|
||||||
|
au lieu de la map template d'UE. Configurable via `PROSPECT_MAP` / `PROSPECT_GAMEMODE` / `PROSPECT_PORT`.
|
||||||
|
- **`WelcomePlayer`** envoie désormais la **vraie** map/gamemode du monde (plus le template).
|
||||||
|
- **`GameSession`** est initialisée → le login ne plante plus sur `"GameSession is null"`
|
||||||
|
(c'était le point de blocage juste avant le spawn).
|
||||||
|
|
||||||
|
## Ce qui manque (roadmap, du plus atteignable au plus dur)
|
||||||
|
1. **Connexion client réelle** : valider le handshake complet avec le **vrai client** (pas le
|
||||||
|
harnais `Client.cs`). Nécessite des **tests en live** (impossible à valider hors client).
|
||||||
|
2. **Spawn du Pawn du Cycle** : `GameMode.Login` spawn un `APlayerController` mais **pas** le
|
||||||
|
personnage. Il faut spawner la **classe de Pawn spécifique du Cycle** (`YCharacter…`) avec le
|
||||||
|
bon **NetGUID / class path** pour que le client l'instancie.
|
||||||
|
3. **Réplication du mouvement** : répliquer les propriétés du `CharacterMovementComponent`
|
||||||
|
(position/rotation/état) chaque tick → **le premier vrai « se voir bouger »**.
|
||||||
|
4. *(plus tard)* IA, loot, dégâts, tempête, évac… — **hors périmètre pour l'instant**.
|
||||||
|
|
||||||
|
Les jalons 2–3 demandent de connaître les **classes répliquées du jeu** (côté client, non
|
||||||
|
présentes dans le code serveur) et **itèrent en live** avec le client. C'est le vrai mur.
|
||||||
|
|
||||||
|
## Build / run
|
||||||
|
```bash
|
||||||
|
# build
|
||||||
|
dotnet build src/Prospect.Server.Game/Prospect.Server.Game.csproj -c Release
|
||||||
|
# run (défauts : station, port 7777 UDP)
|
||||||
|
dotnet run --project src/Prospect.Server.Game
|
||||||
|
# ou conteneur
|
||||||
|
docker build -t the-cycle-game -f Dockerfile.gameserver .
|
||||||
|
docker run --rm -p 7777:7777/udp the-cycle-game
|
||||||
|
```
|
||||||
|
|
||||||
|
## CI/CD
|
||||||
|
`.gitea/workflows/game-server.yml` : à chaque push sur `game-server`, build de `Dockerfile.gameserver`
|
||||||
|
→ image **`git.nfteam.ovh/neckfire/the-cycle-game`** (tags `game-server` + sha) + notif ntfy.
|
||||||
|
Image **séparée** de l'API (`the-cycle`) — les deux ne se marchent pas dessus.
|
||||||
|
|
||||||
|
## Honnêteté
|
||||||
|
Ceci est une **base d'exploration**. Le handshake + le spawn du controller avancent ; le
|
||||||
|
« 2 joueurs se voient bouger » dépend du spawn du pawn du Cycle + réplication, qui exige du RE
|
||||||
|
spécifique au jeu **et** des tests dans le client réel. Aucune garantie d'aboutir.
|
||||||
@@ -0,0 +1,90 @@
|
|||||||
|
# The Cycle: Frontier — serveur dédié gameplay (R&D netcode)
|
||||||
|
|
||||||
|
Branche `game-server`. Objectif : un serveur de jeu autoritatif écrit from scratch
|
||||||
|
(Prospect.Unreal, réimplémentation C# du netcode Unreal) pour du vrai co-op, sans
|
||||||
|
passer par un client-hôte P2P. **Statut : bloqué au chiffrement (voir plus bas).**
|
||||||
|
|
||||||
|
Client cible : **UE4 build `R3.5.0`** (`4.27.2` netcode), Steam depot 868271.
|
||||||
|
|
||||||
|
## Ce qui fonctionne (murs franchis)
|
||||||
|
|
||||||
|
La connexion d'un vrai client va jusqu'à l'entrée du login :
|
||||||
|
|
||||||
|
```
|
||||||
|
Handshake stateless UDP (cookie/challenge) ✅
|
||||||
|
Reconstruction du paquet (PacketHandler) ✅
|
||||||
|
Séquençage des paquets (adopt des seq client) ✅
|
||||||
|
Alignement des bunches ✅ ← percée
|
||||||
|
Canal de contrôle ouvert ✅
|
||||||
|
NMT_Hello reçu et parsé ✅
|
||||||
|
Transition login Hello → Login ✅
|
||||||
|
Chiffrement DTLS-PSK ❌ ← mur final
|
||||||
|
```
|
||||||
|
|
||||||
|
### Percée : le bit de header spécifique R3.5.0
|
||||||
|
|
||||||
|
Le client écrit **un bit de plus** entre l'historique d'ack du `FNetPacketNotify` et
|
||||||
|
le payload packet-info, que l'UE 4.27 stock (EngineNetVer 16) n'a pas. Décodage
|
||||||
|
bit-à-bit d'un vrai paquet : l'en-tête fait **65 bits, pas 64**. En consommant ce bit
|
||||||
|
(`bCycleExtraHeaderBit` dans `UNetConnection.ReceivedPacket`), tout se réaligne :
|
||||||
|
`bHasPacketInfoPayload`, l'horloge jitter (10 bits) et `bHasServerFrameTime` tombent
|
||||||
|
juste, et le premier bunch du canal de contrôle parse proprement (ChIndex 0, bOpen,
|
||||||
|
bReliable = NMT_Hello). Sans ce fix, le `ChIndex` sortait en vrac (~1 049 000) et le
|
||||||
|
serveur droppait/plantait.
|
||||||
|
|
||||||
|
## Le mur final : chiffrement DTLS-PSK
|
||||||
|
|
||||||
|
Le client **exige** le chiffrement. Établi par reverse-engineering :
|
||||||
|
|
||||||
|
- `NMT_Hello` porte `EncryptionToken` = le **PlayFab user_id** du joueur
|
||||||
|
(ex. `92EBCFE8C3EAF3AC`). Vu dans l'URL de connexion du client :
|
||||||
|
`...?EntityToken=<JWT>?EncryptionToken=92EBCFE8C3EAF3AC`.
|
||||||
|
- Pile PacketHandler du client (ses propres logs) :
|
||||||
|
`[DTLSHandlerComponent, StatelessConnectHandlerComponent]`.
|
||||||
|
- Le exe embarque les suites **`ECDHE-PSK-AES256-*`, `DHE-PSK-AES256-GCM-SHA384`**,
|
||||||
|
la cvar **`DTLS.PreSharedKeys`**, et `DTLSPSKClientCallback` / `DTLSPSKServerCallback`
|
||||||
|
→ **DTLS en mode PSK** (clé pré-partagée 32 octets, identité = user_id).
|
||||||
|
- Compression : **OodleNetwork** compilé, mais **aucun dictionnaire `.udic`** →
|
||||||
|
pass-through (les paquets ne sont ni compressés ni chiffrés au niveau paquet ;
|
||||||
|
entropie faible + longues suites de zéros le confirment).
|
||||||
|
|
||||||
|
Proposer un challenge en clair (sans `NMT_EncryptionAck`) ne marche pas : le client
|
||||||
|
ferme le canal de contrôle juste après.
|
||||||
|
|
||||||
|
Pour finir il faudrait : (1) un **serveur DTLS-PSK** collé au framing du
|
||||||
|
`DTLSHandlerComponent` d'UE, et (2) la **PSK de 32 octets** dérivée par le client à
|
||||||
|
partir du user_id/EntityToken.
|
||||||
|
|
||||||
|
## Pourquoi la clé est inaccessible (statique)
|
||||||
|
|
||||||
|
L'exe `Prospect-Win64-Shipping.exe` est **packé/chiffré** (protection anti-triche,
|
||||||
|
BattlEye) :
|
||||||
|
|
||||||
|
- **Entropie de `.text` = 8.000** (maximum = aléatoire/chiffré ; du code normal ≈ 6.3).
|
||||||
|
- `.rdata` = 4.96 (normal → les strings restent lisibles, d'où les découvertes ci-dessus).
|
||||||
|
- Un scan brut du `.text` (76 Mo) ne trouve que **~76 instructions** → niveau du bruit :
|
||||||
|
ce n'est pas du code sur disque, c'est du chiffré déchiffré au runtime.
|
||||||
|
|
||||||
|
Conséquence : Ghidra / radare2 n'analysent que du ciphertext ; **aucune référence** aux
|
||||||
|
fonctions de chiffrement n'est trouvable statiquement. La dérivation de la PSK vit dans
|
||||||
|
ce code chiffré.
|
||||||
|
|
||||||
|
**Seule voie restante (non tentée)** : dump mémoire au runtime. Le jeu tourne sous
|
||||||
|
Proton/Linux (BattlEye n'a pas de driver kernel sous Linux) → un autre process Linux
|
||||||
|
peut lire `/proc/<pid>/mem` et récupérer le `.text` **déchiffré**, puis l'analyser dans
|
||||||
|
Ghidra pour retrouver la dérivation. Zone grise ToS, plusieurs étapes.
|
||||||
|
|
||||||
|
## Fichiers clés
|
||||||
|
|
||||||
|
- `src/Prospect.Server.Game/Program.cs` — hôte du serveur de jeu (map Station, GameSession).
|
||||||
|
- `src/Prospect.Unreal/Net/UNetConnection.cs` — `ReceivedPacket` : fix du bit de header
|
||||||
|
(`bCycleExtraHeaderBit`), adopt des séquences client, drop gracieux des bunches.
|
||||||
|
- `src/Prospect.Unreal/Runtime/UWorld.cs` — `NotifyControlMessage` : Hello/Login ;
|
||||||
|
le `else` du bloc `NMT.Hello` documente le mur DTLS-PSK.
|
||||||
|
|
||||||
|
## Verdict
|
||||||
|
|
||||||
|
On a amené un serveur dédié gameplay The Cycle plus loin qu'aucun projet public connu
|
||||||
|
(le projet communautaire deiteris/Prospect n'émule que les services en ligne, pas le
|
||||||
|
netcode de jeu). Le mur restant — DTLS-PSK dont la clé est derrière un packer
|
||||||
|
anti-triche — est un chantier crypto + RE dynamique d'un autre ordre de grandeur.
|
||||||
@@ -155,11 +155,119 @@ 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,
|
||||||
|
}
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -244,13 +352,15 @@ 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 +386,9 @@ 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 +413,60 @@ 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)]
|
||||||
|
|||||||
@@ -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; }
|
||||||
|
}
|
||||||
@@ -131,6 +131,12 @@ public class ClaimActiveContract : ICloudScriptFunction<FYClaimCompletedActiveCo
|
|||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
} else if (objective.Type == EYContractObjectiveType.Kills) {
|
||||||
|
// Kill objectives can't be tracked in a client-hosted raid (no dedicated
|
||||||
|
// game server reports kills). They are auto-credited on deploy
|
||||||
|
// (EnterMatchmakingMatch); accept them here even if a contract was
|
||||||
|
// activated before that so kill contracts remain completable.
|
||||||
|
remaining = 0;
|
||||||
} else {
|
} else {
|
||||||
// NOTE: A game server must write the correct progress
|
// NOTE: A game server must write the correct progress
|
||||||
// for other types of objectives.
|
// for other types of objectives.
|
||||||
|
|||||||
@@ -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{};
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -2,6 +2,7 @@ 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;
|
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.CloudScript.Models;
|
||||||
using Prospect.Server.Api.Services.UserData;
|
using Prospect.Server.Api.Services.UserData;
|
||||||
|
|
||||||
@@ -45,12 +46,14 @@ public class CompleteInventoryUpdateFunction : ICloudScriptFunction<CompleteInve
|
|||||||
private readonly ILogger<CompleteInventoryUpdateFunction> _logger;
|
private readonly ILogger<CompleteInventoryUpdateFunction> _logger;
|
||||||
private readonly IHttpContextAccessor _httpContextAccessor;
|
private readonly IHttpContextAccessor _httpContextAccessor;
|
||||||
private readonly UserDataService _userDataService;
|
private readonly UserDataService _userDataService;
|
||||||
|
private readonly TitleDataService _titleDataService;
|
||||||
|
|
||||||
public CompleteInventoryUpdateFunction(ILogger<CompleteInventoryUpdateFunction> logger, IHttpContextAccessor httpContextAccessor, UserDataService userDataService)
|
public CompleteInventoryUpdateFunction(ILogger<CompleteInventoryUpdateFunction> logger, IHttpContextAccessor httpContextAccessor, UserDataService userDataService, TitleDataService titleDataService)
|
||||||
{
|
{
|
||||||
_logger = logger;
|
_logger = logger;
|
||||||
_httpContextAccessor = httpContextAccessor;
|
_httpContextAccessor = httpContextAccessor;
|
||||||
_userDataService = userDataService;
|
_userDataService = userDataService;
|
||||||
|
_titleDataService = titleDataService;
|
||||||
}
|
}
|
||||||
|
|
||||||
public async Task<CompleteInventoryUpdateResponse> ExecuteAsync(CompleteInventoryUpdateRequest request)
|
public async Task<CompleteInventoryUpdateResponse> ExecuteAsync(CompleteInventoryUpdateRequest request)
|
||||||
@@ -64,6 +67,42 @@ public class CompleteInventoryUpdateFunction : ICloudScriptFunction<CompleteInve
|
|||||||
var userData = await _userDataService.FindAsync(userId, userId, new List<string>{"Inventory"});
|
var userData = await _userDataService.FindAsync(userId, userId, new List<string>{"Inventory"});
|
||||||
var inventory = JsonSerializer.Deserialize<List<FYCustomItemInfo>>(userData["Inventory"].Value);
|
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: Optimize
|
||||||
// TODO: Check deleted items to see if other stacks/mods were updated correctly
|
// TODO: Check deleted items to see if other stacks/mods were updated correctly
|
||||||
// Process inventory update. The player may:
|
// Process inventory update. The player may:
|
||||||
@@ -74,7 +113,8 @@ public class CompleteInventoryUpdateFunction : ICloudScriptFunction<CompleteInve
|
|||||||
// IMPORTANT: The same request is currently used to report the updated inventory in the end of match.
|
// IMPORTANT: The same request is currently used to report the updated inventory in the end of match.
|
||||||
var newInventory = new List<FYCustomItemInfo>(inventory.Count);
|
var newInventory = new List<FYCustomItemInfo>(inventory.Count);
|
||||||
foreach (var item in inventory) {
|
foreach (var item in inventory) {
|
||||||
if (!request.ItemsToRemove.Contains(item.ItemId)) {
|
// Keep items that weren't removed, plus insured items recovered above.
|
||||||
|
if (!request.ItemsToRemove.Contains(item.ItemId) || recoveredInsured.Contains(item.ItemId)) {
|
||||||
newInventory.Add(item);
|
newInventory.Add(item);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -61,6 +61,14 @@ public class EnterMatchmakingMatchFunction : ICloudScriptFunction<FYEnterMatchAz
|
|||||||
}
|
}
|
||||||
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];
|
||||||
|
// Kill objectives: the client-hosted raid has no dedicated game server
|
||||||
|
// to report per-kill progress to the backend, so kills would never be
|
||||||
|
// saved. Auto-credit them on deploy so the objective can be completed
|
||||||
|
// (mirrors the player-kill auto-credit done in ActivateContract).
|
||||||
|
if (objective.Type == EYContractObjectiveType.Kills) {
|
||||||
|
contractActive.Progress[i] = objective.MaxProgress;
|
||||||
|
continue;
|
||||||
|
}
|
||||||
if (objective.Type != EYContractObjectiveType.OwnNumOfItem) {
|
if (objective.Type != EYContractObjectiveType.OwnNumOfItem) {
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -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);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -1,15 +1,71 @@
|
|||||||
using Prospect.Server.Api.Services.CloudScript.Models;
|
using System.Text.Json;
|
||||||
|
using Prospect.Server.Api.Services.Auth.Extensions;
|
||||||
|
using Prospect.Server.Api.Services.CloudScript.Models;
|
||||||
|
using Prospect.Server.Api.Services.Database;
|
||||||
|
using Prospect.Server.Api.Services.Database.Models;
|
||||||
|
using Prospect.Server.Api.Services.UserData;
|
||||||
|
|
||||||
namespace Prospect.Server.Api.Services.CloudScript.Functions;
|
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;
|
||||||
return Task.FromResult<object?>(new
|
private readonly UserDataService _userDataService;
|
||||||
{
|
private readonly DbUserService _userService;
|
||||||
|
|
||||||
|
public GetFriendList(ILogger<GetFriendList> logger, IHttpContextAccessor httpContextAccessor, UserDataService userDataService, DbUserService userService)
|
||||||
|
{
|
||||||
|
_logger = logger;
|
||||||
|
_httpContextAccessor = httpContextAccessor;
|
||||||
|
_userDataService = userDataService;
|
||||||
|
_userService = userService;
|
||||||
|
}
|
||||||
|
|
||||||
|
public async Task<object?> ExecuteAsync(FYBaseSocialRequest request)
|
||||||
|
{
|
||||||
|
var context = _httpContextAccessor.HttpContext;
|
||||||
|
if (context == null)
|
||||||
|
{
|
||||||
|
throw new CloudScriptException("CloudScript was not called within a http request");
|
||||||
|
}
|
||||||
|
var userId = context.User.FindAuthUserId();
|
||||||
|
|
||||||
|
// Resolve the imported Steam friends (persisted by ClientsideFriendsImport) to the
|
||||||
|
// players that actually exist on this server. It's a private server, so only friends
|
||||||
|
// who have logged in here will show up.
|
||||||
|
var steamIds = new List<string>();
|
||||||
|
var userData = await _userDataService.FindAsync(userId, userId, new List<string> { "ImportedSteamFriends" });
|
||||||
|
if (userData.TryGetValue("ImportedSteamFriends", out var rec) && !string.IsNullOrWhiteSpace(rec.Value))
|
||||||
|
{
|
||||||
|
try { steamIds = JsonSerializer.Deserialize<List<string>>(rec.Value) ?? new List<string>(); }
|
||||||
|
catch { /* ignore malformed */ }
|
||||||
|
}
|
||||||
|
|
||||||
|
var friends = new List<object>();
|
||||||
|
if (steamIds.Count > 0)
|
||||||
|
{
|
||||||
|
var players = await _userService.FindManyAsync(PlayFabUserAuthType.Steam, steamIds);
|
||||||
|
foreach (var player in players)
|
||||||
|
{
|
||||||
|
if (player.Id == userId) continue; // never list yourself
|
||||||
|
friends.Add(new
|
||||||
|
{
|
||||||
|
profile = new
|
||||||
|
{
|
||||||
|
playerId = player.Id,
|
||||||
|
displayName = player.DisplayName,
|
||||||
|
avatarUrl = "",
|
||||||
|
},
|
||||||
|
onlineState = 0, // EYUserState — real presence tracking is a later phase
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// NOTE: the exact response shape the client expects is not yet confirmed; this is a
|
||||||
|
// best-effort structure. The log lets us verify resolution while we validate in game.
|
||||||
|
_logger.LogInformation("GetFriendList for {User}: {Count} friend(s) resolved on server", userId, friends.Count);
|
||||||
|
return new { friends };
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|||||||
@@ -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 +154,21 @@ 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. Only gate when the item explicitly declares such a lock, so
|
||||||
|
// items with no lock keep working as before.
|
||||||
|
if (!string.IsNullOrEmpty(blueprintData.UnlockData?.ContractLockPurchase))
|
||||||
|
{
|
||||||
|
var completed = JsonSerializer.Deserialize<FYGetCompletedContractsResult>(userData["ContractsOneTimeCompleted"].Value);
|
||||||
|
if (completed?.ContractsIDs == null || !completed.ContractsIDs.Contains(blueprintData.UnlockData.ContractLockPurchase))
|
||||||
|
{
|
||||||
|
return new PurchaseWeaponShopItemResponse
|
||||||
|
{
|
||||||
|
UserID = userId,
|
||||||
|
Error = "Item is locked: complete the required contract first",
|
||||||
|
};
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
// Validate price
|
// Validate price
|
||||||
var shopCraftingData = blueprintData.ItemShopsCraftingData[request.ShopItemBelongsTo];
|
var shopCraftingData = blueprintData.ItemShopsCraftingData[request.ShopItemBelongsTo];
|
||||||
|
|||||||
+103
-14
@@ -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).
|
||||||
claimedRewards.RewardsIDs.Add(rewardId);
|
#if SEASON_3_RELEASE || SEASON_3_DEBUG
|
||||||
|
const string claimedKey = "FortunaPass3_ClaimedRewards";
|
||||||
|
const string rewardsCatalogKey = "FortunaPass3_Rewards";
|
||||||
|
#else
|
||||||
|
const string claimedKey = "FortunaPass2_ClaimedRewards";
|
||||||
|
const string rewardsCatalogKey = "FortunaPass2_Rewards";
|
||||||
|
#endif
|
||||||
|
|
||||||
|
var userData = await _userDataService.FindAsync(userId, userId, new List<string>{ claimedKey, "Inventory", "Balance" });
|
||||||
|
var claimedRewards = JsonSerializer.Deserialize<FYFortunaPassClaimedRewards>(userData[claimedKey].Value)
|
||||||
|
?? new FYFortunaPassClaimedRewards { RewardsIDs = new List<string>() };
|
||||||
|
claimedRewards.RewardsIDs ??= new List<string>();
|
||||||
|
|
||||||
|
// Catalogue des récompenses (optionnel) : rewardId -> {itemId, amount}.
|
||||||
|
Dictionary<string, FortunaPassRewardDef> catalog = null;
|
||||||
|
try
|
||||||
|
{
|
||||||
|
var td = _titleDataService.Find(new List<string> { rewardsCatalogKey });
|
||||||
|
if (td.TryGetValue(rewardsCatalogKey, out var raw) && !string.IsNullOrWhiteSpace(raw))
|
||||||
|
catalog = JsonSerializer.Deserialize<Dictionary<string, FortunaPassRewardDef>>(raw);
|
||||||
|
}
|
||||||
|
catch { /* pas de catalogue → on enregistre seulement la réclamation */ }
|
||||||
|
|
||||||
|
var inventory = JsonSerializer.Deserialize<List<FYCustomItemInfo>>(userData["Inventory"].Value) ?? new List<FYCustomItemInfo>();
|
||||||
|
var balance = JsonSerializer.Deserialize<PlayerBalance>(userData["Balance"].Value);
|
||||||
|
var grantedItems = new List<FYCustomItemInfo>();
|
||||||
|
var changedCurrencies = new List<FYCurrencyItem>();
|
||||||
|
|
||||||
|
foreach (var rewardId in request.RewardsIDs)
|
||||||
|
{
|
||||||
|
// Ne pas re-créditer un palier déjà réclamé.
|
||||||
|
if (claimedRewards.RewardsIDs.Contains(rewardId)) continue;
|
||||||
|
|
||||||
|
if (catalog == null || !catalog.TryGetValue(rewardId, out var def) || def == null)
|
||||||
|
{
|
||||||
|
// Le catalogue des paliers est défini côté client (DataTable). On journalise
|
||||||
|
// les IDs inconnus pour pouvoir construire un vrai catalogue FortunaPass{2,3}_Rewards
|
||||||
|
// qui matche. IMPORTANT : ne PAS marquer le palier comme réclamé si on ne peut rien
|
||||||
|
// accorder — sinon il serait brûlé définitivement et inclaimable une fois le
|
||||||
|
// catalogue ajouté.
|
||||||
|
_logger.LogInformation("FortunaPass claim: aucun catalogue pour le reward '{RewardId}' (catalogue {State}) — non accordé", rewardId, catalog == null ? "absent" : "présent");
|
||||||
|
continue;
|
||||||
}
|
}
|
||||||
|
|
||||||
var output = JsonSerializer.Serialize(claimedRewards);
|
claimedRewards.RewardsIDs.Add(rewardId);
|
||||||
await _userDataService.UpdateAsync(
|
_logger.LogInformation("FortunaPass claim: octroi reward '{RewardId}' -> {ItemId} x{Amount}", rewardId, def.ItemId, def.Amount);
|
||||||
userId, userId,
|
|
||||||
new Dictionary<string, string>{
|
switch (def.ItemId)
|
||||||
["FortunaPass2_ClaimedRewards"] = output,
|
{
|
||||||
["FortunaPass3_ClaimedRewards"] = output, // TODO: Separate logic for S2 and S3
|
case "SoftCurrency":
|
||||||
|
balance.SoftCurrency += def.Amount;
|
||||||
|
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance.SoftCurrency });
|
||||||
|
break;
|
||||||
|
case "Aurum":
|
||||||
|
balance.HardCurrency += def.Amount;
|
||||||
|
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance.HardCurrency });
|
||||||
|
break;
|
||||||
|
case "InsuranceCurrency":
|
||||||
|
balance.InsuranceCurrency += def.Amount;
|
||||||
|
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "InsuranceCurrency", Amount = balance.InsuranceCurrency });
|
||||||
|
break;
|
||||||
|
default:
|
||||||
|
var item = new FYCustomItemInfo {
|
||||||
|
ItemId = Guid.NewGuid().ToString(),
|
||||||
|
Amount = def.Amount <= 0 ? 1 : def.Amount,
|
||||||
|
BaseItemId = def.ItemId,
|
||||||
|
Durability = 0,
|
||||||
|
Insurance = "",
|
||||||
|
InsuranceOwnerPlayfabId = "",
|
||||||
|
ModData = new FYModItems { M = [] },
|
||||||
|
Origin = new FYItemOriginBackend { G = "", P = "", T = "" },
|
||||||
|
InsuredAttachmentId = "",
|
||||||
|
PrimaryVanityId = 0,
|
||||||
|
SecondaryVanityId = 0,
|
||||||
|
RolledPerks = [],
|
||||||
|
};
|
||||||
|
inventory.Add(item);
|
||||||
|
grantedItems.Add(item);
|
||||||
|
break;
|
||||||
}
|
}
|
||||||
);
|
}
|
||||||
|
|
||||||
|
var changes = new Dictionary<string, string> { [claimedKey] = JsonSerializer.Serialize(claimedRewards) };
|
||||||
|
if (grantedItems.Count > 0) changes["Inventory"] = JsonSerializer.Serialize(inventory);
|
||||||
|
if (changedCurrencies.Count > 0) changes["Balance"] = JsonSerializer.Serialize(balance);
|
||||||
|
await _userDataService.UpdateAsync(userId, userId, changes);
|
||||||
|
|
||||||
return new RequestClaimFortunaPassRewardsResponse
|
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(),
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
+25
-22
@@ -1,5 +1,7 @@
|
|||||||
using Prospect.Server.Api.Services.Auth.Extensions;
|
using System.Text.Json;
|
||||||
|
using Prospect.Server.Api.Services.Auth.Extensions;
|
||||||
using Prospect.Server.Api.Services.CloudScript.Models;
|
using Prospect.Server.Api.Services.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
|
userId,
|
||||||
{
|
|
||||||
factionId = "Korolev",
|
|
||||||
currentProgression = 0
|
|
||||||
},
|
|
||||||
new
|
|
||||||
{
|
|
||||||
factionId = "Osiris",
|
|
||||||
currentProgression = 0
|
|
||||||
},
|
|
||||||
},
|
|
||||||
userId = context.User.FindAuthUserId(),
|
|
||||||
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>
|
||||||
{
|
{
|
||||||
UserId = context.User.FindAuthUserId(),
|
"ContractsActive", "JobBoardsData",
|
||||||
|
"FactionProgressionKorolev", "FactionProgressionICA", "FactionProgressionOsiris",
|
||||||
|
}
|
||||||
|
);
|
||||||
|
|
||||||
|
var contractsActive = JsonSerializer.Deserialize<FYGetActiveContractsResult>(userData["ContractsActive"].Value)!;
|
||||||
|
var jobBoardsData = JsonSerializer.Deserialize<JobBoardsData>(userData["JobBoardsData"].Value)!;
|
||||||
|
|
||||||
|
var titleData = _titleDataService.Find(new List<string> { "Contracts", "Jobs", "LevelData" });
|
||||||
|
var contracts = JsonSerializer.Deserialize<Dictionary<string, TitleDataContractInfo>>(titleData["Contracts"])!;
|
||||||
|
var jobs = JsonSerializer.Deserialize<Dictionary<string, Dictionary<string, string[]>>>(titleData["Jobs"])!;
|
||||||
|
var levelsData = JsonSerializer.Deserialize<Dictionary<string, int[]>>(titleData["LevelData"])!;
|
||||||
|
|
||||||
|
var now = (int)DateTimeOffset.UtcNow.ToUnixTimeSeconds();
|
||||||
|
var lastRefresh = jobBoardsData.LastBoardRefreshTimeUtc?.Seconds ?? 0;
|
||||||
|
|
||||||
|
// Initial fill only: populate boards that were seeded empty / never refreshed.
|
||||||
|
// The periodic rotation is owned by RequestActiveObjectivesAndBoardsData, so we
|
||||||
|
// don't refresh on a timer here to avoid two competing refresh policies.
|
||||||
|
var boardsEmpty = jobBoardsData.Boards == null
|
||||||
|
|| jobBoardsData.Boards.Any(b => b.Contracts == null
|
||||||
|
|| b.Contracts.Any(c => string.IsNullOrEmpty(c.ContractId)));
|
||||||
|
|
||||||
|
if (jobBoardsData.Boards != null && (lastRefresh == 0 || boardsEmpty))
|
||||||
|
{
|
||||||
|
foreach (var board in jobBoardsData.Boards)
|
||||||
|
{
|
||||||
|
if (board.Contracts == null || !jobs.TryGetValue(board.FactionId, out var factionJobs))
|
||||||
|
{
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
var factionKey = "FactionProgression" + board.FactionId;
|
||||||
|
var factionProgression = userData.TryGetValue(factionKey, out var fp)
|
||||||
|
? JsonSerializer.Deserialize<int>(fp.Value)
|
||||||
|
: 0;
|
||||||
|
|
||||||
|
var level = levelsData.TryGetValue(board.FactionId, out var levels)
|
||||||
|
? levels.Length - Array.FindIndex(levels, xp => factionProgression >= xp)
|
||||||
|
: 0;
|
||||||
|
|
||||||
|
for (var idx = 0; idx < board.Contracts.Count && idx < Difficulties.Length; idx++)
|
||||||
|
{
|
||||||
|
if (!factionJobs.TryGetValue(Difficulties[idx], out var difficultyJobs))
|
||||||
|
{
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
var available = Array.FindAll(difficultyJobs,
|
||||||
|
jobId => contracts.TryGetValue(jobId, out var c) && level >= c.UnlockData.Level);
|
||||||
|
if (available.Length > 0)
|
||||||
|
{
|
||||||
|
board.Contracts[idx].ContractId = available[_rnd.Next(available.Length)];
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
jobBoardsData.LastBoardRefreshTimeUtc = new FYTimestamp { Seconds = now };
|
||||||
|
|
||||||
|
await _userDataService.UpdateAsync(
|
||||||
|
userId, userId,
|
||||||
|
new Dictionary<string, string> { ["JobBoardsData"] = JsonSerializer.Serialize(jobBoardsData) }
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
return new FYGetPlayerContractsResult
|
||||||
|
{
|
||||||
|
UserId = userId,
|
||||||
Error = null,
|
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
|
RefreshHours24UtcFromBackend = RefreshHours,
|
||||||
{
|
};
|
||||||
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
|
|
||||||
});
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -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; }
|
||||||
}
|
}
|
||||||
|
|||||||
+10
-2
@@ -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
|
||||||
|
|||||||
+10
-3
@@ -1,7 +1,14 @@
|
|||||||
namespace Prospect.Server.Api.Services.CloudScript.Models.Data;
|
using System.Text.Json.Serialization;
|
||||||
|
|
||||||
|
namespace Prospect.Server.Api.Services.CloudScript.Models.Data;
|
||||||
|
|
||||||
|
// Envoyé par le client au déploiement (dans FYEnterMatchAzureFunction) : quels items
|
||||||
|
// de l'inventaire assurer, avec quelle police (voir TitleData "InventoryInsurance").
|
||||||
public class FYPurchaseInventoryInsuranceRequest
|
public class FYPurchaseInventoryInsuranceRequest
|
||||||
{
|
{
|
||||||
// m_insuranceId
|
[JsonPropertyName("insuranceId")]
|
||||||
// m_itemIds
|
public string InsuranceId { get; set; }
|
||||||
|
|
||||||
|
[JsonPropertyName("itemIds")]
|
||||||
|
public List<string> ItemIds { get; set; }
|
||||||
}
|
}
|
||||||
@@ -43,4 +43,18 @@ public class DbUserService : BaseDbService<PlayFabUser>
|
|||||||
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();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
@@ -1,4 +1,5 @@
|
|||||||
using Prospect.Unreal.Core;
|
using Prospect.Unreal.Core;
|
||||||
|
using Prospect.Unreal.Net.Actors;
|
||||||
using Prospect.Unreal.Runtime;
|
using Prospect.Unreal.Runtime;
|
||||||
using Serilog;
|
using Serilog;
|
||||||
|
|
||||||
@@ -25,28 +26,55 @@ internal static class Program
|
|||||||
.WriteTo.Console(outputTemplate: "[{Timestamp:HH:mm:ss} {Level:u3}] ({SourceContext,-52}) {Message:lj}{NewLine}{Exception}")
|
.WriteTo.Console(outputTemplate: "[{Timestamp:HH:mm:ss} {Level:u3}] ({SourceContext,-52}) {Message:lj}{NewLine}{Exception}")
|
||||||
.CreateLogger();
|
.CreateLogger();
|
||||||
|
|
||||||
Logger.Information("Starting Prospect.Server.Game");
|
// The Cycle: Frontier authoritative game server.
|
||||||
|
// We start on the station map (the simplest shared space to get two players spawned
|
||||||
|
// and moving); the raid maps (Bright Sands, …) come once spawn + movement replication
|
||||||
|
// work end to end. AI and loot are intentionally out of scope for now.
|
||||||
|
var map = Environment.GetEnvironmentVariable("PROSPECT_MAP") ?? "/Game/Maps/MP/Station/Station_P";
|
||||||
|
var gameMode = Environment.GetEnvironmentVariable("PROSPECT_GAMEMODE") ?? "/Script/Prospect/YGameMode_Station";
|
||||||
|
var port = int.TryParse(Environment.GetEnvironmentVariable("PROSPECT_PORT"), out var p) ? p : 7777;
|
||||||
|
|
||||||
// Prospect:
|
Logger.Information("Starting Prospect.Server.Game — map={Map} gameMode={GameMode} port={Port}", map, gameMode, port);
|
||||||
// Map: /Game/Maps/MP/Station/Station_P
|
|
||||||
// GameMode: /Script/Prospect/YGameMode_Station
|
|
||||||
|
|
||||||
var worldUrl = new FUrl
|
var worldUrl = new FUrl { Map = map, Port = port };
|
||||||
{
|
worldUrl.Options.Add($"game={gameMode}");
|
||||||
Map = "/Game/ThirdPersonCPP/Maps/ThirdPersonExampleMap"
|
|
||||||
};
|
|
||||||
|
|
||||||
await using (var world = new ProspectWorld())
|
await using (var world = new ProspectWorld())
|
||||||
{
|
{
|
||||||
world.SetGameInstance(new UGameInstance());
|
world.SetGameInstance(new UGameInstance());
|
||||||
world.SetGameMode(worldUrl);
|
world.SetGameMode(worldUrl);
|
||||||
|
|
||||||
|
// The game mode needs a GameSession, otherwise NMT_Join -> SpawnPlayActor -> Login
|
||||||
|
// fails with "GameSession is null" and the player is never spawned.
|
||||||
|
var authGameMode = world.GetAuthGameMode();
|
||||||
|
if (authGameMode != null && authGameMode.GameSession == null)
|
||||||
|
{
|
||||||
|
authGameMode.GameSession = new AGameSession();
|
||||||
|
}
|
||||||
|
|
||||||
world.InitializeActorsForPlay(worldUrl, true);
|
world.InitializeActorsForPlay(worldUrl, true);
|
||||||
world.Listen();
|
|
||||||
|
if (!world.Listen())
|
||||||
|
{
|
||||||
|
Logger.Fatal("Failed to start listening (port {Port} already in use?)", port);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
Logger.Information("Server listening on :{Port}. Waiting for players…", port);
|
||||||
|
|
||||||
while (await Tick.WaitForNextTickAsync())
|
while (await Tick.WaitForNextTickAsync())
|
||||||
|
{
|
||||||
|
try
|
||||||
{
|
{
|
||||||
world.Tick(TickRate);
|
world.Tick(TickRate);
|
||||||
}
|
}
|
||||||
|
catch (Exception ex)
|
||||||
|
{
|
||||||
|
// A misaligned/incompatible client packet must not kill the whole server
|
||||||
|
// (R&D: the client's exact net version isn't matched yet). Log and continue.
|
||||||
|
Logger.Error(ex, "Tick error (bad packet?) — continuing");
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
Logger.Information("Shutting down");
|
Logger.Information("Shutting down");
|
||||||
|
|||||||
@@ -129,16 +129,19 @@ public class FNetPacketNotify
|
|||||||
{
|
{
|
||||||
if (!notificationData.Seq.Greater(_inSeq))
|
if (!notificationData.Seq.Greater(_inSeq))
|
||||||
{
|
{
|
||||||
|
Logger.Information("[HS-SEQ] fail1 seq<=inSeq seq={Seq} inSeq={InSeq}", notificationData.Seq.Value, _inSeq.Value);
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (!notificationData.AckedSeq.GreaterEq(_outAckSeq))
|
if (!notificationData.AckedSeq.GreaterEq(_outAckSeq))
|
||||||
{
|
{
|
||||||
|
Logger.Information("[HS-SEQ] fail2 ackedSeq<outAckSeq ackedSeq={Acked} outAckSeq={OutAck}", notificationData.AckedSeq.Value, _outAckSeq.Value);
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (!_outSeq.Greater(notificationData.AckedSeq))
|
if (!_outSeq.Greater(notificationData.AckedSeq))
|
||||||
{
|
{
|
||||||
|
Logger.Information("[HS-SEQ] fail3 outSeq<=ackedSeq outSeq={OutSeq} ackedSeq={Acked}", _outSeq.Value, notificationData.AckedSeq.Value);
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -185,6 +185,8 @@ public class StatelessConnectHandlerComponent : HandlerComponent
|
|||||||
|
|
||||||
public override void Incoming(FBitReader packet)
|
public override void Incoming(FBitReader packet)
|
||||||
{
|
{
|
||||||
|
var diagTotalBits = packet.GetBitsLeft();
|
||||||
|
|
||||||
if (_magicHeader.Length > 0)
|
if (_magicHeader.Length > 0)
|
||||||
{
|
{
|
||||||
// Skip magic header.
|
// Skip magic header.
|
||||||
@@ -192,6 +194,11 @@ public class StatelessConnectHandlerComponent : HandlerComponent
|
|||||||
}
|
}
|
||||||
|
|
||||||
var bHandshakePacket = packet.ReadBit() && !packet.IsError();
|
var bHandshakePacket = packet.ReadBit() && !packet.IsError();
|
||||||
|
|
||||||
|
// [HS-DIAG] Compare the incoming packet against what the stateless handshake expects.
|
||||||
|
// The Cycle client may use a magic header / different handshake size than 227 bits.
|
||||||
|
Logger.Information("[HS-DIAG] Incoming totalBits={Total} magicLen={Magic} bHandshake={HS} bitsLeftAfterFlag={Left} expectAfterFlag={Exp}",
|
||||||
|
diagTotalBits, _magicHeader.Length, bHandshakePacket, packet.GetBitsLeft(), HandshakePacketSizeBits - 1);
|
||||||
if (bHandshakePacket)
|
if (bHandshakePacket)
|
||||||
{
|
{
|
||||||
var bRestartHandshake = false;
|
var bRestartHandshake = false;
|
||||||
@@ -392,6 +399,7 @@ public class StatelessConnectHandlerComponent : HandlerComponent
|
|||||||
}
|
}
|
||||||
|
|
||||||
var bHandshakePacket = packet.ReadBit() && !packet.IsError();
|
var bHandshakePacket = packet.ReadBit() && !packet.IsError();
|
||||||
|
Logger.Information("[HS-DIAG-CL] Incoming flag={HS} bitsLeftAfterFlag={Left} expect={Exp}", bHandshakePacket, packet.GetBitsLeft(), HandshakePacketSizeBits - 1);
|
||||||
|
|
||||||
_lastChallengeSuccessAddress = null;
|
_lastChallengeSuccessAddress = null;
|
||||||
|
|
||||||
@@ -404,6 +412,7 @@ public class StatelessConnectHandlerComponent : HandlerComponent
|
|||||||
Span<byte> origCookie = stackalloc byte[CookieByteSize];
|
Span<byte> origCookie = stackalloc byte[CookieByteSize];
|
||||||
|
|
||||||
bHandshakePacket = ParseHandshakePacket(packet, ref bRestartHandshake, ref secretId, ref timestamp, cookie, origCookie);
|
bHandshakePacket = ParseHandshakePacket(packet, ref bRestartHandshake, ref secretId, ref timestamp, cookie, origCookie);
|
||||||
|
Logger.Information("[HS-DIAG-CL] parsed ok={Ok} restart={R} secretId={S} timestamp={T}", bHandshakePacket, bRestartHandshake, secretId, timestamp);
|
||||||
|
|
||||||
if (bHandshakePacket)
|
if (bHandshakePacket)
|
||||||
{
|
{
|
||||||
@@ -412,6 +421,7 @@ public class StatelessConnectHandlerComponent : HandlerComponent
|
|||||||
var bInitialConnect = timestamp == 0.0;
|
var bInitialConnect = timestamp == 0.0;
|
||||||
if (bInitialConnect)
|
if (bInitialConnect)
|
||||||
{
|
{
|
||||||
|
Logger.Information("[HS-DIAG-CL] initial -> SendConnectChallenge to {Addr}", address);
|
||||||
SendConnectChallenge(address);
|
SendConnectChallenge(address);
|
||||||
}
|
}
|
||||||
else if (_driver != null)
|
else if (_driver != null)
|
||||||
@@ -430,6 +440,7 @@ public class StatelessConnectHandlerComponent : HandlerComponent
|
|||||||
GenerateCookie(address, secretId, timestamp, regenCookie);
|
GenerateCookie(address, secretId, timestamp, regenCookie);
|
||||||
|
|
||||||
bChallengeSuccess = cookie.SequenceEqual(regenCookie);
|
bChallengeSuccess = cookie.SequenceEqual(regenCookie);
|
||||||
|
Logger.Information("[HS-DIAG-CL] challenge response cookieMatch={Ok}", bChallengeSuccess);
|
||||||
|
|
||||||
if (bChallengeSuccess)
|
if (bChallengeSuccess)
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -267,6 +267,8 @@ public abstract class UNetConnection : UPlayer
|
|||||||
/// <summary>
|
/// <summary>
|
||||||
/// Full incoming packet index.
|
/// Full incoming packet index.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
private bool _bAdoptedInitialSequence;
|
||||||
|
|
||||||
public int InPacketId { get; private set; }
|
public int InPacketId { get; private set; }
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
@@ -515,6 +517,19 @@ public abstract class UNetConnection : UPlayer
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// The Cycle client (UE4 R3.5.0) writes one extra bit between the packet's
|
||||||
|
// ack history and the packet-info payload that stock UE 4.27 (EngineNetVer
|
||||||
|
// 16) does not. Bit-decoding real client packets showed the header is 65
|
||||||
|
// bits, not 64: consuming this bit realigns everything downstream — the
|
||||||
|
// bHasPacketInfoPayload flag, the 10-bit jitter clock and bHasServerFrameTime
|
||||||
|
// then land exactly, and the first control-channel bunch parses cleanly
|
||||||
|
// (ChIndex 0, NMT_Hello). Observed always 0 in captures.
|
||||||
|
var bCycleExtraHeaderBit = reader.ReadBit();
|
||||||
|
if (bCycleExtraHeaderBit)
|
||||||
|
{
|
||||||
|
Logger.Warning("[HS-HDR] Cycle extra header bit was set (expected 0)");
|
||||||
|
}
|
||||||
|
|
||||||
var bHasPacketInfoPayload = true;
|
var bHasPacketInfoPayload = true;
|
||||||
|
|
||||||
if (reader.EngineNetVer() > EEngineNetworkVersionHistory.HISTORY_JITTER_IN_HEADER)
|
if (reader.EngineNetVer() > EEngineNetworkVersionHistory.HISTORY_JITTER_IN_HEADER)
|
||||||
@@ -540,6 +555,25 @@ public abstract class UNetConnection : UPlayer
|
|||||||
}
|
}
|
||||||
|
|
||||||
var packetSequenceDelta = PacketNotify.GetSequenceDelta(header);
|
var packetSequenceDelta = PacketNotify.GetSequenceDelta(header);
|
||||||
|
|
||||||
|
// The Cycle client doesn't derive its initial packet sequences from the handshake
|
||||||
|
// cookie the way stock UE does, so our cookie-based InitSequence disagrees with it
|
||||||
|
// and every packet looks out-of-order. On the very first packet, adopt the client's
|
||||||
|
// announced sequences (Seq + AckedSeq) instead of the cookie-derived ones.
|
||||||
|
if (packetSequenceDelta <= 0 && !_bAdoptedInitialSequence && Driver != null && Driver.IsServer())
|
||||||
|
{
|
||||||
|
_bAdoptedInitialSequence = true;
|
||||||
|
var adoptIn = new SequenceNumber((ushort)(header.Seq.Value - 1));
|
||||||
|
var adoptOut = new SequenceNumber((ushort)(header.AckedSeq.Value + 1));
|
||||||
|
PacketNotify.Init(adoptIn, adoptOut);
|
||||||
|
InPacketId = header.Seq.Value - 1;
|
||||||
|
OutPacketId = header.AckedSeq.Value + 1;
|
||||||
|
OutAckPacketId = header.AckedSeq.Value;
|
||||||
|
LastNotifiedPacketId = OutAckPacketId;
|
||||||
|
Logger.Information("[HS-SEQ] Adopted client sequences: inSeq={In} outSeq={Out}", header.Seq.Value, header.AckedSeq.Value + 1);
|
||||||
|
packetSequenceDelta = PacketNotify.GetSequenceDelta(header);
|
||||||
|
}
|
||||||
|
|
||||||
if (packetSequenceDelta > 0)
|
if (packetSequenceDelta > 0)
|
||||||
{
|
{
|
||||||
var bPacketOrderCacheActive = !_bFlushingPacketOrderCache && _packetOrderCache != null;
|
var bPacketOrderCacheActive = !_bFlushingPacketOrderCache && _packetOrderCache != null;
|
||||||
@@ -645,7 +679,10 @@ public abstract class UNetConnection : UPlayer
|
|||||||
|
|
||||||
if (bunch.ChIndex >= MaxChannelSize)
|
if (bunch.ChIndex >= MaxChannelSize)
|
||||||
{
|
{
|
||||||
throw new Exception("Bunch channel index exceeds channel limit");
|
// Don't crash the whole server on a malformed/misaligned bunch (e.g. a
|
||||||
|
// version/bit-alignment mismatch with the client). Log and drop the packet.
|
||||||
|
Logger.Error("[HS-SEQ] Bunch channel index {Idx} exceeds limit {Max} (netVer={Ver}) — dropping packet", bunch.ChIndex, MaxChannelSize, (int)bunch.EngineNetVer());
|
||||||
|
return;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -1079,6 +1116,7 @@ public abstract class UNetConnection : UPlayer
|
|||||||
|
|
||||||
public void InitSequence(int incomingSequence, int outgoingSequence)
|
public void InitSequence(int incomingSequence, int outgoingSequence)
|
||||||
{
|
{
|
||||||
|
Logger.Information("[HS-SEQ] InitSequence incoming={In} outgoing={Out}", incomingSequence, outgoingSequence);
|
||||||
if (InPacketId == -1)
|
if (InPacketId == -1)
|
||||||
{
|
{
|
||||||
// Initialize the base UNetConnection packet sequence (not very useful/effective at preventing attacks)
|
// Initialize the base UNetConnection packet sequence (not very useful/effective at preventing attacks)
|
||||||
|
|||||||
@@ -286,7 +286,29 @@ public abstract partial class UWorld : FNetworkNotify, IAsyncDisposable
|
|||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
throw new NotImplementedException("Encryption");
|
// R&D WALL — The Cycle mandates encryption on the game connection.
|
||||||
|
// The client's NMT_Hello carries EncryptionToken = its PlayFab
|
||||||
|
// user_id (e.g. "92EBCFE8C3EAF3AC"), and the client PacketHandler
|
||||||
|
// stack is [DTLSHandlerComponent, StatelessConnectHandlerComponent]
|
||||||
|
// (confirmed from the client's own logs). Encryption is therefore
|
||||||
|
// DTLS in PSK mode (the shipping exe bundles ECDHE/DHE-PSK-AES256
|
||||||
|
// cipher suites + a "DTLS.PreSharedKeys" cvar + DTLSPSK*Callback).
|
||||||
|
//
|
||||||
|
// Proceeding to the challenge WITHOUT sending NMT_EncryptionAck does
|
||||||
|
// NOT work: the client requires encryption and closes the control
|
||||||
|
// channel immediately after the plaintext challenge.
|
||||||
|
//
|
||||||
|
// To finish this we'd need (1) a DTLS-PSK server that matches UE's
|
||||||
|
// DTLSHandlerComponent framing, and (2) the 32-byte PSK the client
|
||||||
|
// derives per user_id. The derivation lives in the client's code,
|
||||||
|
// which cannot be recovered statically: the exe is packed/encrypted
|
||||||
|
// (.text entropy = 8.0), so Ghidra/radare2 see only ciphertext. The
|
||||||
|
// only route left is a runtime memory dump of the decrypted image.
|
||||||
|
//
|
||||||
|
// For now: log and proceed to the challenge so the flow is visible
|
||||||
|
// in logs; the client will close afterwards.
|
||||||
|
Logger.Warning("Client requires DTLS-PSK encryption (EncryptionToken={Token}); server-side DTLS not implemented — connection will be dropped by client", encryptionToken);
|
||||||
|
connection.SendChallengeControlMessage();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
@@ -434,13 +456,14 @@ public abstract partial class UWorld : FNetworkNotify, IAsyncDisposable
|
|||||||
|
|
||||||
private void WelcomePlayer(UNetConnection connection)
|
private void WelcomePlayer(UNetConnection connection)
|
||||||
{
|
{
|
||||||
// TODO: Properly fetch level name from CurrentLevel
|
// Tell the client which level + game mode to travel to. Previously hardcoded to the
|
||||||
var levelName = "/Game/ThirdPersonCPP/Maps/ThirdPersonExampleMap";
|
// UE ThirdPerson template; now use the world's configured map and the "game=" option
|
||||||
|
// (set by the host), falling back to the template if unset.
|
||||||
// TODO: Properly fetch from AuthorityGameMode
|
var levelName = string.IsNullOrEmpty(Url.Map) ? "/Game/ThirdPersonCPP/Maps/ThirdPersonExampleMap" : Url.Map;
|
||||||
var gameName = "/Script/ThirdPersonMP.ThirdPersonMPGameMode";
|
var gameName = Url.GetOption("game=", "/Script/ThirdPersonMP.ThirdPersonMPGameMode") ?? string.Empty;
|
||||||
var redirectUrl = string.Empty;
|
var redirectUrl = string.Empty;
|
||||||
|
|
||||||
|
Logger.Information("Welcoming player -> level={Level} game={Game}", levelName, gameName);
|
||||||
NMT_Welcome.Send(connection, levelName, gameName, redirectUrl);
|
NMT_Welcome.Send(connection, levelName, gameName, redirectUrl);
|
||||||
|
|
||||||
connection.FlushNet();
|
connection.FlushNet();
|
||||||
|
|||||||
Reference in New Issue
Block a user