1 Commits
Author SHA1 Message Date
Yury 44a7554616 Push changes 2025-02-24 01:01:48 +02:00
73 changed files with 501 additions and 3288 deletions
-33
View File
@@ -1,33 +0,0 @@
name: Build & Deploy
on:
push:
branches: [main, preprod]
workflow_dispatch: {}
env:
IMAGE: git.nfteam.ovh/neckfire/the-cycle
jobs:
build:
runs-on: ubuntu-latest
steps:
- name: Checkout
uses: actions/checkout@v4
- name: Build & push image
run: |
set -e
echo "${{ secrets.REGISTRY_PASSWORD }}" | docker login git.nfteam.ovh -u "${{ secrets.REGISTRY_USER }}" --password-stdin
SHA="${GITHUB_SHA::12}"
BRANCH="${GITHUB_REF_NAME}"
if [ "$BRANCH" = "main" ]; then TAGS="-t ${IMAGE}:latest -t ${IMAGE}:${SHA}"; else TAGS="-t ${IMAGE}:${BRANCH} -t ${IMAGE}:${BRANCH}-${SHA}"; fi
docker build $TAGS -f Dockerfile .
docker push --all-tags "${IMAGE}"
- name: Notify ntfy
if: always()
run: |
if [ "${{ job.status }}" = "success" ]; then EMOJI="white_check_mark"; PRIO="default"; else EMOJI="rotating_light"; PRIO="high"; fi
curl -s -H "Authorization: Bearer ${{ secrets.NTFY_TOKEN }}" -H "Title: ${GITHUB_REPOSITORY} — ${{ job.status }}" \
-H "Priority: ${PRIO}" -H "Tags: ${EMOJI}" -H "Click: ${GITHUB_SERVER_URL}/${GITHUB_REPOSITORY}/actions" \
-d "${GITHUB_WORKFLOW} (${GITHUB_REF_NAME} #${GITHUB_RUN_NUMBER}) : ${{ job.status }}" \
"${{ secrets.NTFY_URL }}/${{ secrets.NTFY_TOPIC }}" || true
-1
View File
@@ -1 +0,0 @@
_out/
-15
View File
@@ -1,15 +0,0 @@
# The Cycle: Frontier — serveur API (émulateur Prospect), build depuis les sources.
# Multi-stage : SDK .NET 8 pour publier le projet API → runtime aspnet 8.
FROM mcr.microsoft.com/dotnet/sdk:8.0 AS build
WORKDIR /src
COPY src/ ./src/
# Configuration "Season 2 Release" = build qui correspond au client S2 déployé
# (le code sélectionne la saison via des #if SEASON_2_RELEASE / SEASON_3_RELEASE).
RUN dotnet publish src/Prospect.Server.Api/Prospect.Server.Api.csproj \
-c "Season 2 Release" -o /app
FROM mcr.microsoft.com/dotnet/aspnet:8.0
WORKDIR /app
COPY --from=build /app ./
EXPOSE 8443 8000
ENTRYPOINT ["dotnet", "Prospect.Server.Api.dll"]
-80
View File
@@ -1,80 +0,0 @@
# 🎮 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.*
+68 -35
View File
@@ -7,12 +7,14 @@ Also known as "The Cycle: Frontier".
- [Features](#features)
- [Running locally](#running-locally)
- [1. Prerequisites](#1-prerequisites)
- [1.1 How to download Season 2 client from SteamDB using Steam console](#11-how-to-download-season-2-client-from-steamdb-using-steam-console)
- [1.1 How to download Season 2 client from SteamDB using Steam console](#11-how-to-download-season-2-client-from-steamdb-using-steam-console)
- [2. Unpack `Prospect.Server.Api`](#2-unpack-prospectserverapi)
- [3. Generate and import SSL certificate](#3-generate-and-import-ssl-certificate)
- [4. Extract `LoaderPack` to the game](#4-extract-loaderpack-to-the-game)
- [5. Run the server](#5-run-the-server)
- [6. Run the game](#6-run-the-game)
- [3. Patch the `hosts` file](#3-patch-the-hosts-file)
- [4. Generate and import SSL certificate](#4-generate-and-import-ssl-certificate)
- [5. Add `steam_appid` to the game](#5-add-steam_appid-to-the-game)
- [6. Create a game shortcut with specified arguments](#6-create-a-game-shortcut-with-specified-arguments)
- [7. Run the server](#7-run-the-server)
- [8. Run the game](#8-run-the-game)
- [Troubleshooting and FAQ](#troubleshooting-and-faq)
- [How to remove the certificate?](#how-to-remove-the-certificate)
- [`generate_ssl.exe` is flagged as a virus](#generate_sslexe-is-flagged-as-a-virus)
@@ -28,7 +30,10 @@ Also known as "The Cycle: Frontier".
* [x] EULA acceptance
* [x] Tutorial
* [x] Single-player station (Season 2 and Season 3):
* [x] Onboarding
* [ ] Onboarding
* [x] Talk to Badum
* [x] Equip items
* [ ] Deploy to Fortuna
* [ ] Matchmaking and deployment
* [x] Solo
* [ ] Squad
@@ -37,15 +42,16 @@ Also known as "The Cycle: Frontier".
* [x] Inventory and loadout
* [ ] Loadout presets (Season 3)
* [x] Quests
* [ ] Job boards
* [x] Faction progression
* [ ] Season pass
* [ ] Aurum Shops
* [ ] Shops
* [ ] Daily shop
* [ ] Weekly shop
* [ ] Shop rotation
* [x] Daily login
* [x] Character appearance and emotes
* [x] Item Shops
* [x] Shops
* [x] Crafting station
* [x] Quarters
* [x] Player balance
@@ -54,17 +60,17 @@ Also known as "The Cycle: Frontier".
* [x] Vivox login
* [x] Vivox create and join channel
* [ ] Proximity voice works
* [x] Game mechanics
* [ ] Game mechanics
* [x] Can deploy through terminal
* [x] Can deploy with loadout
* [x] Can evac
* [x] Can do quests (except PvP)
* [x] Can gain/lose loot
* [x] Can use Alien Forge
* [x] Map content
* [ ] Can evac
* [ ] Can do quests
* [ ] Can gain/lose loot
* [ ] Can use Alien Forge.
* [ ] Map content
* [x] Bright Sands
* [x] Crescent Falls
* [x] Tharis Island
* [ ] Crescent Falls
* [ ] Tharis Island
## Running locally
@@ -84,29 +90,29 @@ Before you start, you'll need the following software downloaded and installed:
1. [MongoDB Community Edition](https://fastdl.mongodb.org/windows/mongodb-windows-x86_64-8.0.4-signed.msi).
1. [`Prospect.Server.Api` and `LoaderPack`](https://github.com/deiteris/Prospect/releases) from the Releases section:
1. [Latest `Prospect.Server.Api`](https://github.com/deiteris/Prospect/releases) from the Releases section
- For Season 3 (the latest Steam game client), use Build 6.
1. [.NET Runtime 8.0](https://aka.ms/dotnet-core-applaunch?missing_runtime=true&arch=x64&rid=win-x64&os=win10&apphost_version=8.0.11) installed.
- For Season 2 game client, use the latest version.
1. [ASP.NET Core 8.0](https://aka.ms/dotnet-core-applaunch?framework=Microsoft.AspNetCore.App&framework_version=8.0.0&arch=x64&rid=win-x64&os=win10) installed.
1. The Cycle: Frontier game client:
- The latest version from [Steam](https://steamcommunity.com/app/868270).
- Season 2 client version `4623363103423775682` from SteamDB. See [download instructions below](#11-how-to-download-season-2-client-from-steamdb-using-steam-console).
- Season 2 client. See [download instructions below](#11-how-to-download-season-2-client-from-steamdb-using-steam-console).
#### 1.1 How to download Season 2 client from SteamDB using Steam console
- Any other version, even Season 1 works.
### 1.1 How to download Season 2 client from SteamDB using Steam console
> [!WARNING]
> This will overwrite the existing client if you try to download a different manifest!
1. With Steam running, press `Win+R` and enter `steam://nav/console`. A Steam console will open.
1. With Steam running, click <steam://nav/console> to open Steam console. Alternatively, you can press `Win+R` and enter `steam://nav/console`.
1. Open [The Cycle: Frontier SteamDB manifests](https://steamdb.info/depot/868271/manifests/).
1. Make sure you have **Copy format** set to **Steam console**.
1. Press `CTRL+F` and enter `4623363103423775682` to find the manifest for Season 2 version 2.7.2 client.
1. Click the ![Copy](./_assets/steamdb_copy.PNG) icon to copy the download command.
@@ -119,7 +125,17 @@ Before you start, you'll need the following software downloaded and installed:
Use your favorite ZIP archiver and unzip the `Prospect.Server.Api.zip` downloaded from this repository.
### 3. Generate and import SSL certificate
### 3. Patch the `hosts` file
To be able to connect to the locally running server, you must replace the IP address of `2EA46.playfabapi.com` that the game uses. Do the following:
1. Open Notepad as Administrator.
1. Click **File** > **Open...** and select `C:\Windows\System32\drivers\etc\hosts`.
1. At the end of the file, add `127.0.0.1 2EA46.playfabapi.com` on a new line. Do not add the `#` character!
### 4. Generate and import SSL certificate
> [!IMPORTANT]
> Do not share the generated certificate! Generated certificate includes a private key that may be used to generate other certificates and compromise your security.
@@ -143,24 +159,38 @@ to successfully communicate with the local server. Do the following:
1. Click **Finish**. A **Security Warning** popup may appear, make sure it specifies `2EA46.playfabapi.com` certification authority and click **Yes**.
### 4. Extract `LoaderPack` to the game
### 5. Add `steam_appid` to the game
1. Open the folder with The Cycle: Frontier and navigate to **Prospect** > **Binaries** > **Win64**.
1. Open the `LoaderPack` archive.
1. Right-click in the folder > **New** > **Text Document**, and name it `steam_appid`.
1. Drag and drop the contents of the `LoaderPack` archive to the game.
1. Open `steam_appid` and enter `480`.
1. Create a shortcut for the `Prospect.Client.Loader` that you will use later to launch the game.
1. Save and close the file.
### 5. Run the server
### 6. Create a game shortcut with specified arguments
1. Open the folder with The Cycle: Frontier and navigate to **Prospect** > **Binaries** > **Win64**.
1. Right-click `Prospect-Win64-Shipping.exe` > **Create Shortcut**.
1. Right-click the created shortcut > **Properties**.
1. In the **Target** field, add the following parameters after the quote ` -log -steam_auth PF_TITLEID=2EA46`. Note the space after the quote.
1. Move the shortcut to desktop.
### 7. Run the server
Now you are all set! Open the folder with `Prospect.Server.Api` and run `Prospect.Server.Api.exe`. It will open a console if it runs successfully.
> [!IMPORTANT]
> Do not close the console when you run the game.
>
> If the console does not open, make sure you have [.NET Runtime 8.0](https://aka.ms/dotnet-core-applaunch?missing_runtime=true&arch=x64&rid=win-x64&os=win10&apphost_version=8.0.11) and [ASP.NET Core 8.0](https://aka.ms/dotnet-core-applaunch?framework=Microsoft.AspNetCore.App&framework_version=8.0.0&arch=x64&rid=win-x64&os=win10) installed.
### 6. Run the game
### 8. Run the game
Once the server is running, make sure that Steam is running and open The Cycle: Frontier using the shortcut you've created before.
@@ -201,14 +231,17 @@ Make sure that:
### Login Failed. Error code: 5
Make sure that `Prospect.Server.Api` server is running.
Make sure that:
If the server is running, press `Alt+Tab` to a game console that opens when you start the game and check for the following:
* `Prospect.Server.Api` server is running.
* The `C:\Windows\System32\drivers\etc\hosts` file contains `127.0.0.1 2EA46.playfabapi.com` and that the file is **saved**.
If the server works and the `hosts` file is saved, press `Alt+Tab` to a game console that opens when you start the game and check for the following:
* `libcurl error 7 (Couldn't connect to server)` - indicates that the `Prospect.Server.Api` is not running.
![](./_assets/connection_refused_error.png)
* `InvalidAPIEndpoint` - indicates that you are running the game using the original shortcut and not using `Prospect.Client.Loader`.
* `InvalidAPIEndpoint` - indicates that the `hosts` file was not updated properly.
![](./_assets/invalid_api_endpoint.PNG)
* `libcurl error 60 (Peer certificate cannot be authenticated with given CA certificates)` - indicates that the certificate was not installed correctly. Make sure that the certificate is present in `certmgr.msc` and there is only one certificate. Try removing the certificate and importing it again by following step 4.
@@ -219,4 +252,4 @@ If the server is running, press `Alt+Tab` to a game console that opens when you
## Development
TBD
TBD
-119
View File
@@ -1,119 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|x64">
<Configuration>Debug</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<VCProjectVersion>16.0</VCProjectVersion>
<Keyword>Win32Proj</Keyword>
<ProjectGuid>{a9ba7d25-f239-4320-a0dc-85e8001fd669}</ProjectGuid>
<RootNamespace>ProspectAgent</RootNamespace>
<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>DynamicLibrary</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v143</PlatformToolset>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>DynamicLibrary</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<PlatformToolset>v143</PlatformToolset>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Label="Shared">
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<LinkIncremental>true</LinkIncremental>
<OutDir>$(ProjectDir)bin\$(Platform)\$(Configuration)\</OutDir>
<IntDir>$(ProjectDir)bin\intermediate\$(Platform)\$(Configuration)\</IntDir>
<LibraryPath>$(LibraryPath)</LibraryPath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<LinkIncremental>false</LinkIncremental>
<OutDir>$(ProjectDir)bin\$(Platform)\$(Configuration)\</OutDir>
<IntDir>$(ProjectDir)bin\intermediate\$(Platform)\$(Configuration)\</IntDir>
<LibraryPath>$(LibraryPath)</LibraryPath>
</PropertyGroup>
<PropertyGroup Label="Vcpkg" Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<VcpkgUseStatic>true</VcpkgUseStatic>
</PropertyGroup>
<PropertyGroup Label="Vcpkg" Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<VcpkgUseStatic>true</VcpkgUseStatic>
</PropertyGroup>
<PropertyGroup Label="Vcpkg">
<VcpkgEnableManifest>true</VcpkgEnableManifest>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>_DEBUG;PROSPECTAGENT_EXPORTS;_WINDOWS;_USRDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
<PrecompiledHeader>NotUsing</PrecompiledHeader>
<PrecompiledHeaderFile>pch.h</PrecompiledHeaderFile>
<AdditionalIncludeDirectories>%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableUAC>false</EnableUAC>
<AdditionalDependencies>%(AdditionalDependencies)</AdditionalDependencies>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>NDEBUG;PROSPECTAGENT_EXPORTS;_WINDOWS;_USRDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
<PrecompiledHeader>NotUsing</PrecompiledHeader>
<PrecompiledHeaderFile>pch.h</PrecompiledHeaderFile>
<AdditionalIncludeDirectories>%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<Optimization>MinSpace</Optimization>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableUAC>false</EnableUAC>
<AdditionalDependencies>%(AdditionalDependencies)</AdditionalDependencies>
</Link>
</ItemDefinitionGroup>
<ItemGroup>
<ClInclude Include="hooks.h" />
<ClInclude Include="logger.h" />
<ClInclude Include="SDK.h" />
<ClInclude Include="SDK_Memory.h" />
</ItemGroup>
<ItemGroup>
<ClCompile Include="logger.cpp" />
<ClCompile Include="main.cpp" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>
@@ -1,39 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup>
<Filter Include="Source Files">
<UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
<Extensions>cpp;c;cc;cxx;c++;cppm;ixx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
</Filter>
<Filter Include="Header Files">
<UniqueIdentifier>{93995380-89BD-4b04-88EB-625FBE52EBFB}</UniqueIdentifier>
<Extensions>h;hh;hpp;hxx;h++;hm;inl;inc;ipp;xsd</Extensions>
</Filter>
<Filter Include="Resource Files">
<UniqueIdentifier>{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}</UniqueIdentifier>
<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
</Filter>
</ItemGroup>
<ItemGroup>
<ClInclude Include="logger.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="SDK.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="hooks.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="SDK_Memory.h">
<Filter>Header Files</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<ClCompile Include="main.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="logger.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup>
</Project>
-105
View File
@@ -1,105 +0,0 @@
#pragma once
#include <cstdint>
#include <locale>
#include <string>
#include "SDK_Memory.h"
namespace SDK
{
template<class T>
struct TArray
{
friend struct FString;
TArray()
{
Data = nullptr;
Count = Max = 0;
}
int Num() const
{
return Count;
}
T& operator[](int i)
{
return Data[i];
}
const T& operator[](int i) const
{
return Data[i];
}
bool IsValidIndex(int i) const
{
return i < Num();
}
private:
T* Data;
int32_t Count;
int32_t Max;
};
struct FString : private TArray<wchar_t>
{
FString(const wchar_t* other)
{
const size_t charLen = std::wcslen(other);
if (charLen == 0)
{
Count = 0;
Max = 0;
Data = nullptr;
}
else
{
Count = charLen + 1;
Max = Count;
Data = static_cast<wchar_t*>((*GMalloc)->Malloc(Count * 2));
memset(Data, 0, Count * 2);
memcpy(Data, other, charLen * 2);
}
}
FString(const std::wstring& other) : FString(other.c_str())
{
}
bool IsValid() const
{
return Data != nullptr;
}
const wchar_t* c_str() const
{
return Data;
}
std::string ToString() const
{
const auto length = std::wcslen(Data);
std::string str(length, '\0');
std::use_facet<std::ctype<wchar_t>>(std::locale()).narrow(Data, Data + length, '?', &str[0]);
return str;
}
};
struct UPlayFabAPISettings
{
FString VerticalName;
FString BaseServiceHost;
FString TitleId;
FString AdvertisingIdType;
FString AdvertisingIdValue;
bool DisableAdvertising = false;
};
}
-79
View File
@@ -1,79 +0,0 @@
#pragma once
#include <cstdint>
#define DEFAULT_ALIGNMENT 0
namespace SDK
{
class FExec
{
public:
virtual ~FExec() = default;
private:
virtual bool Exec(void* world, void* cmd, void* ar) = 0;
};
class FMalloc : FExec
{
public:
virtual void* Malloc(SIZE_T Count, uint32_t Alignment = DEFAULT_ALIGNMENT) = 0;
virtual void* TryMalloc(SIZE_T Count, uint32_t Alignment = DEFAULT_ALIGNMENT) = 0;
virtual void* Realloc(void* Original, SIZE_T Count, uint32_t Alignment = DEFAULT_ALIGNMENT) = 0;
virtual void* TryRealloc(void* Original, SIZE_T Count, uint32_t Alignment = DEFAULT_ALIGNMENT) = 0;
virtual void Free(void* Original) = 0;
virtual SIZE_T QuantizeSize(SIZE_T Count, uint32_t Alignment)
{
return Count;
}
virtual bool GetAllocationSize(void* Original, SIZE_T& SizeOut)
{
return false;
}
virtual void Trim(bool bTrimThreadCaches)
{
}
virtual void SetupTLSCachesOnCurrentThread()
{
}
virtual void ClearAndDisableTLSCachesOnCurrentThread()
{
}
virtual void InitializeStatsMetadata();
virtual bool Exec(void* InWorld, void* Cmd, void* Ar) override
{
return false;
}
virtual void UpdateStats() = 0;
virtual void GetAllocatorStats(void* out_Stats) = 0;
virtual void DumpAllocatorStats(class FOutputDevice& Ar) = 0;
virtual bool IsInternallyThreadSafe() const
{
return false;
}
virtual bool ValidateHeap()
{
return(true);
}
virtual const TCHAR* GetDescriptiveName() = 0;
};
FMalloc** GMalloc;
}
-3
View File
@@ -1,3 +0,0 @@
#pragma once
#include "SDK.h"
-85
View File
@@ -1,85 +0,0 @@
#include "logger.h"
#include <cstdio>
#include <Windows.h>
HANDLE h_out = nullptr, h_old_out = nullptr;
HANDLE h_err = nullptr, h_old_err = nullptr;
HANDLE h_in = nullptr, h_old_in = nullptr;
namespace logger
{
void Attach()
{
h_old_out = GetStdHandle(STD_OUTPUT_HANDLE);
h_old_err = GetStdHandle(STD_ERROR_HANDLE);
h_old_in = GetStdHandle(STD_INPUT_HANDLE);
AllocConsole() && AttachConsole(GetCurrentProcessId());
h_out = GetStdHandle(STD_OUTPUT_HANDLE);
h_err = GetStdHandle(STD_ERROR_HANDLE);
h_in = GetStdHandle(STD_INPUT_HANDLE);
SetConsoleMode(h_out,
ENABLE_PROCESSED_OUTPUT | ENABLE_WRAP_AT_EOL_OUTPUT);
SetConsoleMode(h_in,
ENABLE_INSERT_MODE | ENABLE_EXTENDED_FLAGS |
ENABLE_PROCESSED_INPUT | ENABLE_QUICK_EDIT_MODE);
}
void Detach()
{
if (h_out && h_err && h_in) {
FreeConsole();
if (h_old_out)
{
SetStdHandle(STD_OUTPUT_HANDLE, h_old_out);
}
if (h_old_err)
{
SetStdHandle(STD_ERROR_HANDLE, h_old_err);
}
if (h_old_in)
{
SetStdHandle(STD_INPUT_HANDLE, h_old_in);
}
}
}
bool Print(const char* fmt, ...)
{
if (!h_out)
{
return false;
}
char buf[1024];
va_list va;
va_start(va, fmt);
_vsnprintf_s(buf, 1024, fmt, va);
va_end(va);
return !!WriteConsoleA(h_out, buf, static_cast<DWORD>(strlen(buf)), nullptr, nullptr);
}
char ReadKey()
{
if (!h_in)
{
return -1;
}
auto key = char{ 0 };
auto keysread = DWORD{ 0 };
ReadConsoleA(h_in, &key, 1, &keysread, nullptr);
return key;
}
};
-12
View File
@@ -1,12 +0,0 @@
#pragma once
namespace logger
{
void Attach();
void Detach();
bool Print(const char* fmt, ...);
char ReadKey();
}
-135
View File
@@ -1,135 +0,0 @@
#define WIN32_LEAN_AND_MEAN
#include <Windows.h>
#include <MinHook.h>
#include <cstdio>
#include "logger.h"
#include "SDK.h"
#include "SDK_Memory.h"
#include <string>
#include <fstream>
#include <sstream>
#include <algorithm>
#include <cctype>
#include <locale>
std::wstring g_backendUrl;
// trim from start (in place)
inline void ltrim(std::wstring &s) {
s.erase(s.begin(), std::find_if(s.begin(), s.end(), [](unsigned char ch) {
return !std::isspace(ch);
}));
}
// trim from end (in place)
inline void rtrim(std::wstring &s) {
s.erase(std::find_if(s.rbegin(), s.rend(), [](unsigned char ch) {
return !std::isspace(ch);
}).base(), s.end());
}
inline void trim(std::wstring &s) {
rtrim(s);
ltrim(s);
}
constexpr uintptr_t OffsetGMalloc = 0x63EC4A0;
/**
* Function offset, find with "?sdk=".
*/
constexpr uintptr_t OffsetPlayFabApiGetUrl = 0xCEEF00;
/**
* Function hooks.
*/
typedef SDK::FString(__fastcall* tPlayFabApiGetUrl)(SDK::UPlayFabAPISettings*, const SDK::FString&);
tPlayFabApiGetUrl OldPlayFabApiGetUrl;
SDK::FString __fastcall PlayFabApiGetUrlProxy(SDK::UPlayFabAPISettings* thiz, const SDK::FString& callPath) {
logger::Print("[Agent] GetURL called with callPath %s\n", callPath.ToString().c_str());
if (!g_backendUrl.empty())
{
return g_backendUrl + std::wstring(callPath.c_str());
}
return std::wstring(L"https://127.0.0.1:8443") + std::wstring(callPath.c_str());
}
DWORD WINAPI OnDllAttach(LPVOID base) {
logger::Print("[Agent] DLL Attached\n");
const auto hModule = GetModuleHandleW(nullptr);
const auto hModulePtr = reinterpret_cast<uintptr_t>(hModule);
// Initialize GMalloc.
SDK::GMalloc = reinterpret_cast<SDK::FMalloc**>(hModulePtr + OffsetGMalloc);
// Initialize MinHook.
if (MH_Initialize() != MH_OK) {
logger::Print("[Agent] Failed to initialize MinHook\n");
FreeLibraryAndExitThread(hModule, 1);
}
// Hook UPlayFabAPISettings::GetUrl.
const auto pTarget = reinterpret_cast<LPVOID>(hModulePtr + OffsetPlayFabApiGetUrl);
const auto ppOriginal = reinterpret_cast<LPVOID*>(&OldPlayFabApiGetUrl);
const auto mhStatus = MH_CreateHook(pTarget, &PlayFabApiGetUrlProxy, ppOriginal);
if (mhStatus != MH_OK) {
logger::Print("[Agent] Failed to create PlayFabAPIGetUrl hook (%d)\n", mhStatus);
FreeLibraryAndExitThread(hModule, 1);
}
if (MH_EnableHook(pTarget) != MH_OK) {
logger::Print("[Agent] Failed to enable PlayFabAPIGetUrl hook\n");
FreeLibraryAndExitThread(hModule, 1);
}
const wchar_t* filePath = L"backend.txt";
std::wifstream f(filePath);
if (f) {
std::wstringstream buffer;
buffer << f.rdbuf();
g_backendUrl = buffer.str();
trim(g_backendUrl);
if (g_backendUrl.rfind(L"https://", 0) != 0) {
logger::Print("[Agent] URL must start with https://\n");
g_backendUrl.clear();
} else {
logger::Print("[Agent] Loaded custom URL: %S\n", g_backendUrl.c_str());
}
} else {
logger::Print("[Agent] Failed to open file: %S\n", filePath);
}
logger::Print("[Agent] DLL Initialized\n");
ExitThread(1);
}
BOOL WINAPI DllMain(
const _In_ HINSTANCE hinstDll,
const _In_ DWORD fdwReason,
const _In_opt_ LPVOID lpvReserved
) {
if (fdwReason == DLL_PROCESS_ATTACH) {
DisableThreadLibraryCalls(hinstDll);
// Allocate a console.
AllocConsole();
freopen_s(reinterpret_cast<FILE**>(stdout), "CONOUT$", "w", stdout);
// Attach logger.
logger::Attach();
// Spawn thread.
CreateThread(nullptr, 0, OnDllAttach, hinstDll, 0, nullptr);
} else if (fdwReason == DLL_PROCESS_DETACH) {
// Detach logger.
logger::Detach();
}
return TRUE;
}
@@ -1,14 +0,0 @@
{
"default-registry": {
"kind": "git",
"baseline": "2960d7d80e8d09c84ae8abf15c12196c2ca7d39a",
"repository": "https://github.com/microsoft/vcpkg"
},
"registries": [
{
"kind": "artifact",
"location": "https://github.com/microsoft/vcpkg-ce-catalog/archive/refs/heads/main.zip",
"name": "microsoft"
}
]
}
-5
View File
@@ -1,5 +0,0 @@
{
"dependencies": [
"minhook"
]
}
@@ -1,138 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug|x64">
<Configuration>Debug</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<VCProjectVersion>17.0</VCProjectVersion>
<Keyword>Win32Proj</Keyword>
<ProjectGuid>{04b1d963-2bcb-4887-9d6d-04cb3366a348}</ProjectGuid>
<RootNamespace>ProspectClientLoader</RootNamespace>
<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v143</PlatformToolset>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<PlatformToolset>v143</PlatformToolset>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v143</PlatformToolset>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<PlatformToolset>v143</PlatformToolset>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Label="Shared">
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<OutDir>$(SolutionDir)\$(ProjectName)\$(Platform)\$(Configuration)\</OutDir>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>WIN32;_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<GenerateDebugInformation>true</GenerateDebugInformation>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>NDEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<GenerateDebugInformation>true</GenerateDebugInformation>
</Link>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="main.cpp" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>
@@ -1,22 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup>
<Filter Include="Source Files">
<UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
<Extensions>cpp;c;cc;cxx;c++;cppm;ixx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
</Filter>
<Filter Include="Header Files">
<UniqueIdentifier>{93995380-89BD-4b04-88EB-625FBE52EBFB}</UniqueIdentifier>
<Extensions>h;hh;hpp;hxx;h++;hm;inl;inc;ipp;xsd</Extensions>
</Filter>
<Filter Include="Resource Files">
<UniqueIdentifier>{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}</UniqueIdentifier>
<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
</Filter>
</ItemGroup>
<ItemGroup>
<ClCompile Include="main.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup>
</Project>
-500
View File
@@ -1,500 +0,0 @@
#include <windows.h>
#include <tlhelp32.h>
#include <stdio.h>
#include <stdint.h>
#include <string>
std::wstring ExePath() {
TCHAR buffer[MAX_PATH] = { 0 };
GetModuleFileName( NULL, buffer, MAX_PATH );
std::wstring::size_type pos = std::wstring(buffer).find_last_of(L"\\/");
return std::wstring(buffer).substr(0, pos);
}
// Function to create and launch a process with parameters
HANDLE StartProcess(const wchar_t* exePath, DWORD* processID) {
STARTUPINFO si = { 0 };
PROCESS_INFORMATION pi = { 0 };
si.cb = sizeof(si);
// Command-line arguments to pass to the process
wchar_t commandLine[MAX_PATH] = L""; // Buffer for full command
_snwprintf_s(commandLine, sizeof(commandLine) / sizeof(wchar_t), L"\"%s\" -log -steam_auth PF_TITLEID=2EA46", exePath);
if (CreateProcess(NULL, commandLine, NULL, NULL, FALSE, CREATE_SUSPENDED, NULL, NULL, &si, &pi)) {
*processID = pi.dwProcessId;
printf("Successfully started process: %ls (PID: %lu)\n", exePath, *processID);
ResumeThread(pi.hThread);
CloseHandle(pi.hThread);
return pi.hProcess;
}
else {
wchar_t szErrorMessage[512];
DWORD dwErrorCode = GetLastError();
FormatMessage(
FORMAT_MESSAGE_FROM_SYSTEM | FORMAT_MESSAGE_IGNORE_INSERTS,
NULL,
dwErrorCode,
0,
szErrorMessage,
sizeof(szErrorMessage),
NULL
);
printf("Failed to start process. Error: %lu: %ws\n", dwErrorCode, szErrorMessage);
return NULL;
}
}
// Function to get the base address of the main module (PE Image)
uintptr_t GetModuleBaseAddress(DWORD processID) {
uintptr_t baseAddress = 0;
HANDLE hSnapshot = CreateToolhelp32Snapshot(TH32CS_SNAPMODULE | TH32CS_SNAPMODULE32, processID);
if (hSnapshot != INVALID_HANDLE_VALUE) {
MODULEENTRY32 moduleEntry;
moduleEntry.dwSize = sizeof(MODULEENTRY32);
if (Module32First(hSnapshot, &moduleEntry)) {
baseAddress = (uintptr_t)moduleEntry.modBaseAddr;
}
CloseHandle(hSnapshot);
}
else {
printf("Failed to take process snapshot. Error: %lu\n", GetLastError());
}
return baseAddress;
}
// Function to get a handle to the target process
HANDLE OpenTargetProcess(DWORD processID) {
HANDLE hProcess = OpenProcess(PROCESS_ALL_ACCESS, FALSE, processID);
if (hProcess == NULL) {
printf("Failed to open process. Error: %lu\n", GetLastError());
}
return hProcess;
}
bool WriteBytes(HANDLE hProcess, uintptr_t address, BYTE* newValues, size_t size) {
SIZE_T bytesWritten;
DWORD oldProtect;
if (VirtualProtectEx(hProcess, (LPVOID)address, size, PAGE_EXECUTE_READWRITE, &oldProtect)) {
if (WriteProcessMemory(hProcess, (LPVOID)address, newValues, size, &bytesWritten)) {
printf("Memory Write Success at address 0x%p\n", (void*)address);
}
else {
printf("Failed to write memory. Error: %lu\n", GetLastError());
return false;
}
// Restore original protection
VirtualProtectEx(hProcess, (LPVOID)address, size, oldProtect, &oldProtect);
}
else {
printf("Failed to change memory protection. Error: %lu\n", GetLastError());
return false;
}
return true;
}
bool CheckForceLevelStreamingOffset(HANDLE hProcess, uintptr_t address) {
BYTE buffer[2];
SIZE_T bytesRead;
if (ReadProcessMemory(hProcess, (LPCVOID)address, buffer, sizeof(buffer), &bytesRead)) {
return buffer[0] == 0x32 && buffer[1] == 0xDB;
}
else {
DWORD error = GetLastError();
if (error == 299) {
printf("Incomplete memory read. Retrying...\n");
Sleep(1000);
return CheckForceLevelStreamingOffset(hProcess, address);
}
printf("Failed to read memory. Error: %lu\n", error);
return false;
}
}
bool CheckGPStringOffset(HANDLE hProcess, uintptr_t address) {
BYTE buffer[2];
SIZE_T bytesRead;
if (ReadProcessMemory(hProcess, (LPCVOID)address, buffer, sizeof(buffer), &bytesRead)) {
return buffer[0] == 0x5F && buffer[1] == 0x00;
}
else {
DWORD error = GetLastError();
if (error == 299) {
printf("Incomplete memory read. Retrying...\n");
Sleep(1000);
return CheckForceLevelStreamingOffset(hProcess, address);
}
printf("Failed to read memory. Error: %lu\n", error);
return false;
}
}
bool CheckWeakPointerCheckJumpOffset(HANDLE hProcess, uintptr_t address) {
BYTE buffer[2];
SIZE_T bytesRead;
if (ReadProcessMemory(hProcess, (LPCVOID)address, buffer, sizeof(buffer), &bytesRead)) {
return buffer[0] == 0xF8 && buffer[1] == 0xFE;
}
else {
DWORD error = GetLastError();
if (error == 299) {
printf("Incomplete memory read. Retrying...\n");
Sleep(1000);
return CheckWeakPointerCheckJumpOffset(hProcess, address);
}
printf("Failed to read memory. Error: %lu\n", error);
return false;
}
}
bool CheckWeakPointerCheckOffset(HANDLE hProcess, uintptr_t address) {
BYTE buffer[3];
SIZE_T bytesRead;
if (ReadProcessMemory(hProcess, (LPCVOID)address, buffer, sizeof(buffer), &bytesRead)) {
return buffer[0] == 0x0F && buffer[1] == 0x1F && buffer[2] == 0x40;
}
else {
DWORD error = GetLastError();
if (error == 299) {
printf("Incomplete memory read. Retrying...\n");
Sleep(1000);
return CheckWeakPointerCheckOffset(hProcess, address);
}
printf("Failed to read memory. Error: %lu\n", error);
return false;
}
}
bool PatchForceLevelStreaming(HANDLE hProcess, uintptr_t imageBase) {
// Season 3 Patch force disable level streaming: sub_3DA7520 -> loc_3DA75B6
uintptr_t address = imageBase + 0x3DA75B6;
bool found = CheckForceLevelStreamingOffset(hProcess, address);
if (!found) {
// Season 2 Patch force disable level streaming: sub_3D19900 -> loc_3D19996
address = imageBase + 0x3D19996;
found = CheckForceLevelStreamingOffset(hProcess, address);
}
if (!found) {
printf("Failed to patch force level streaming!\n");
return false;
}
{
BYTE newValues[2] = { 0xB3, 0x01 };
bool result = WriteBytes(hProcess, address, newValues, sizeof(newValues));
if (!result) {
return false;
}
}
address = imageBase + 0x5541C08;
found = CheckGPStringOffset(hProcess, address);
if (!found) {
address = imageBase + 0x54E0558;
found = CheckGPStringOffset(hProcess, address);
}
if (!found) {
printf("Failed to find _GP string!\n");
return false;
}
{
BYTE newValues[6] = { 0x47, 0x00, 0x00, 0x00, 0x00, 0x00 };
bool result = WriteBytes(hProcess, address, newValues, sizeof(newValues));
if (!result) {
return false;
}
}
address = imageBase + 0x16D7C24;
found = CheckWeakPointerCheckOffset(hProcess, address);
// TODO
//if (!found) {
// address = imageBase + 0x54E0558;
// found = CheckWeakPointerCheckOffset(hProcess, address);
//}
if (!found) {
printf("Failed to find Weak Pointer Check!\n");
return false;
}
{
BYTE newValues[28] = {
0x48, 0x8B, 0x06,
0x48, 0x8D, 0x4D, 0x7F,
0x48, 0x89, 0x45, 0x7F,
0xE8, 0xDC, 0xC7, 0xA7, 0x00,
0x48, 0x85, 0xC0,
0x0F, 0x84, 0xEE, 0x00, 0x00, 0x00,
0x90, 0x90, 0x90
};
bool result = WriteBytes(hProcess, address, newValues, sizeof(newValues));
if (!result) {
return false;
}
}
address = imageBase + 0x16D7D34;
found = CheckWeakPointerCheckJumpOffset(hProcess, address);
// TODO
//if (!found) {
// address = imageBase + 0x54E0558;
// found = CheckWeakPointerCheckJumpOffset(hProcess, address);
//}
if (!found) {
printf("Failed to find Weak Pointer Check Jump!\n");
return false;
}
{
BYTE newValues[1] = { 0xEC };
bool result = WriteBytes(hProcess, address, newValues, sizeof(newValues));
if (!result) {
return false;
}
}
return true;
}
bool CheckUpdateInventoryFunctionOffset(HANDLE hProcess, uintptr_t address) {
BYTE buffer[2];
SIZE_T bytesRead;
if (ReadProcessMemory(hProcess, (LPCVOID)address, buffer, sizeof(buffer), &bytesRead)) {
return buffer[0] == 0x84 && buffer[1] == 0xC0;
}
else {
DWORD error = GetLastError();
if (error == 299) {
printf("Incomplete memory read. Retrying...\n");
Sleep(1000);
return CheckUpdateInventoryFunctionOffset(hProcess, address);
}
printf("Failed to read memory. Error: %lu\n", error);
return false;
}
}
bool PatchUpdateInventory(HANDLE hProcess, uintptr_t imageBase) {
uintptr_t address = imageBase + 0x18D5A11;
bool found = CheckUpdateInventoryFunctionOffset(hProcess, address);
if (!found) {
address = imageBase + 0x3D19B19;
found = CheckUpdateInventoryFunctionOffset(hProcess, address);
}
if (!found) {
printf("Failed to patch inventory update function!\n");
return false;
}
BYTE newValues[8] = { 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90 };
bool result = WriteBytes(hProcess, address, newValues, sizeof(newValues));
if (!result) {
return false;
}
return true;
}
bool CheckSetupPlayerContractsOffset(HANDLE hProcess, uintptr_t address) {
BYTE buffer[2];
SIZE_T bytesRead;
if (ReadProcessMemory(hProcess, (LPCVOID)address, buffer, sizeof(buffer), &bytesRead)) {
return buffer[0] == 0x48 && buffer[1] == 0x8D;
}
else {
DWORD error = GetLastError();
if (error == 299) {
printf("Incomplete memory read. Retrying...\n");
Sleep(1000);
return CheckSetupPlayerContractsOffset(hProcess, address);
}
printf("Failed to read memory. Error: %lu\n", error);
return false;
}
}
bool CheckUpdatePlayerContractsOffset(HANDLE hProcess, uintptr_t address) {
BYTE buffer[2];
SIZE_T bytesRead;
if (ReadProcessMemory(hProcess, (LPCVOID)address, buffer, sizeof(buffer), &bytesRead)) {
return buffer[0] == 0x3B && buffer[1] == 0xC1;
}
else {
DWORD error = GetLastError();
if (error == 299) {
printf("Incomplete memory read. Retrying...\n");
Sleep(1000);
return CheckUpdatePlayerContractsOffset(hProcess, address);
}
printf("Failed to read memory. Error: %lu\n", error);
return false;
}
}
bool PatchLoadPlayerContracts(HANDLE hProcess, uintptr_t imageBase) {
uintptr_t address = imageBase + 0x171E9EC;
bool found = CheckUpdatePlayerContractsOffset(hProcess, address);
if (!found) {
printf("Failed to update player contracts function!\n");
return false;
}
{
BYTE newValues[4] = { 0x90, 0x90, 0xEB, 0x21 };
bool result = WriteBytes(hProcess, address, newValues, sizeof(newValues));
if (!result) {
return false;
}
}
address = imageBase + 0x1706127;
found = CheckSetupPlayerContractsOffset(hProcess, address);
if (!found) {
printf("Failed to find setup player contracts function!\n");
return false;
}
{
BYTE newValues[39] = {
0x45, 0x33, 0xC0, 0x49, 0x8B, 0xD5, 0x48, 0x8B, 0x89, 0xD8, 0x00, 0x00, 0x00, 0xE8, 0x47,
0xE2, 0x10, 0x00, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90,
0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0xEB
};
bool result = WriteBytes(hProcess, address, newValues, sizeof(newValues));
if (!result) {
return false;
}
}
return true;
}
bool Inject(HANDLE hProcess, const wchar_t* dllPath) {
// Allocate space in the target process for the DLL path
size_t pathSize = (wcslen(dllPath) + 1) * sizeof(wchar_t);
LPVOID remotePath = VirtualAllocEx(hProcess, NULL, pathSize, MEM_COMMIT | MEM_RESERVE, PAGE_READWRITE);
if (!remotePath) {
wprintf(L"Failed to allocate memory in remote process. Error: %lu\n", GetLastError());
CloseHandle(hProcess);
return false;
}
// Write the DLL path into the target process
if (!WriteProcessMemory(hProcess, remotePath, dllPath, pathSize, NULL)) {
wprintf(L"Failed to write memory. Error: %lu\n", GetLastError());
VirtualFreeEx(hProcess, remotePath, 0, MEM_RELEASE);
CloseHandle(hProcess);
return false;
}
// Get the address of LoadLibraryW in kernel32.dll
LPVOID loadLibraryAddr = (LPVOID)GetProcAddress(GetModuleHandleW(L"kernel32.dll"), "LoadLibraryW");
if (!loadLibraryAddr) {
wprintf(L"Failed to get LoadLibraryW address. Error: %lu\n", GetLastError());
VirtualFreeEx(hProcess, remotePath, 0, MEM_RELEASE);
CloseHandle(hProcess);
return false;
}
// Create a remote thread to call LoadLibraryW with our DLL path
HANDLE hThread = CreateRemoteThread(
hProcess, NULL, 0,
(LPTHREAD_START_ROUTINE)loadLibraryAddr,
remotePath, 0, NULL);
if (!hThread) {
wprintf(L"Failed to create remote thread. Error: %lu\n", GetLastError());
VirtualFreeEx(hProcess, remotePath, 0, MEM_RELEASE);
CloseHandle(hProcess);
return false;
}
return true;
}
bool Patch(const wchar_t* processName) {
DWORD processID;
HANDLE hProcess = StartProcess(processName, &processID);
if (hProcess == NULL) {
return false;
}
if (!Inject(hProcess, L"Prospect.Agent.dll")) {
return false;
}
if (!Inject(hProcess, L"UE4SS.dll")) {
return false;
}
uintptr_t imageBase;
// Wait a bit for PE image to load
Sleep(250);
while ((imageBase = GetModuleBaseAddress(processID)) == 0) {
printf("Failed to find PE Image Base Address. Retrying...\n");
Sleep(250);
}
printf("PE Image Base Address: 0x%p\n", (void*)imageBase);
bool success = !PatchForceLevelStreaming(hProcess, imageBase) || !PatchUpdateInventory(hProcess, imageBase) || !PatchLoadPlayerContracts(hProcess, imageBase);
if (success) {
return false;
}
// Clean up
CloseHandle(hProcess);
return true;
}
bool WriteSteamAppIDFile() {
const char* filename = "steam_appid.txt";
FILE* fp;
if (fopen_s(&fp, filename, "r") == 0) {
// File exists, close the file
fclose(fp);
printf("File '%s' already exists.\n", filename);
return true;
}
else {
// File does not exist, create and write to it
if (fopen_s(&fp, filename, "w") == 0) {
const char* content = "480";
size_t written = fwrite(content, sizeof(char), strlen(content), fp);
fclose(fp);
printf("File '%s' was created and written successfully.\n", filename);
}
else {
printf("Error creating the file '%s'.\n", filename);
return false;
}
}
return true;
}
int main() {
printf("Current working directory: %ws\n", ExePath().c_str());
bool success = WriteSteamAppIDFile();
if (!success) {
// Wait for user input to exit
printf("An error occurred when writing steam_appid.txt! Press any key to exit...\n");
getchar();
return 1;
}
success = Patch(L"Prospect-Win64-Shipping.exe");
if (!success) {
// Wait for user input to exit
printf("An error occurred when patching the executable! Press any key to exit...\n");
getchar();
return 1;
}
return 0;
}
@@ -4,6 +4,4 @@ public class PlayFabSettings
{
public string PublisherId { get; set; }
public string TitleId { get; set; }
public string SignalRURL { get; set; }
public string SignalRAccessToken { get; set; }
}
@@ -6,7 +6,6 @@ using Microsoft.Extensions.Options;
using Prospect.Server.Api.Config;
using Prospect.Server.Api.Models.Client;
using Prospect.Server.Api.Models.Client.Data;
using Prospect.Server.Api.Models.Data;
using Prospect.Server.Api.Services.Auth;
using Prospect.Server.Api.Services.Auth.Extensions;
using Prospect.Server.Api.Services.Auth.User;
@@ -155,119 +154,11 @@ public class ClientController : Controller
[Authorize(AuthenticationSchemes = UserAuthenticationOptions.DefaultScheme)]
public IActionResult GetStoreItems(FGetStoreItems request)
{
// 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>
return Ok(new ClientResponse<object>
{
Code = 200,
Status = "OK",
Data = new FGetStoreItemsResult
{
StoreId = string.IsNullOrEmpty(storeId) ? null : storeId,
CatalogVersion = "StaticItems",
Store = store,
}
Data = new {}
});
}
@@ -352,15 +243,13 @@ public class ClientController : Controller
public async Task<IActionResult> GetUserInventory(FGetUserInventoryRequest request)
{
var userId = User.FindAuthUserId();
var userData = await _userDataService.FindAsync(userId, userId, new List<string>{"Balance", "Inventory", "VanityItems", "CharacterVanity", "GlobalVanity"});
var userData = await _userDataService.FindAsync(userId, userId, new List<string>{"Balance", "Inventory", "VanityItems"});
var inventory = JsonSerializer.Deserialize<FYCustomItemInfo[]>(userData["Inventory"].Value);
// Per-user vanity ownership: the player owns the cosmetics they've bought (VanityItems)
// plus whatever is currently equipped (CharacterVanity / GlobalVanity), so the starter
// outfit stays owned. Previously the whole Vanities catalogue was returned as owned,
// which made every item in the Aurum shop show up as already "owned".
var ownedVanityIds = CollectOwnedVanityIds(userData);
var titleData = _titleDataService.Find(new List<string>{"Blueprints"});
// TODO: Per-user vanity
// var vanity = JsonSerializer.Deserialize<CustomVanityItem[]>(userData["VanityItems"].Value);
var titleData = _titleDataService.Find(new List<string>{"Blueprints", "Vanities"});
var blueprints = JsonSerializer.Deserialize<Dictionary<string, TitleDataBlueprintInfo>>(titleData["Blueprints"]);
var vanity = JsonSerializer.Deserialize<TitleDataVanityInfo[]>(titleData["Vanities"]);
List<FItemInstance> items = new List<FItemInstance>();
foreach (var item in inventory) {
if (!blueprints.ContainsKey(item.BaseItemId)) {
@@ -386,9 +275,9 @@ public class ClientController : Controller
});
}
foreach (var vanityId in ownedVanityIds) {
foreach (var item in vanity) {
items.Add(new FItemInstance {
ItemId = vanityId,
ItemId = item.Name,
// ItemInstanceId is not required since it's not a unique item.
ItemClass = "Vanity",
// PurchaseDate = DateTime.Now, // TODO
@@ -407,66 +296,12 @@ public class ClientController : Controller
Data = new FGetUserInventoryResult
{
Inventory = items,
VirtualCurrency = JsonSerializer.Deserialize<PlayerBalance>(userData["Balance"].Value),
VirtualCurrency = JsonSerializer.Deserialize<Dictionary<string, int>>(userData["Balance"].Value),
VirtualCurrencyRechargeTimes = new Dictionary<string, FVirtualCurrencyRechargeTime>()
}
});
}
// Collects the vanity ids a player actually owns: everything they've purchased
// (VanityItems) plus everything currently equipped (CharacterVanity slots and the
// GlobalVanity sprays / banner / emotes / drop pod). Parsed defensively with
// JsonDocument so malformed / partial data never breaks the inventory response.
private static HashSet<string> CollectOwnedVanityIds(Dictionary<string, FUserDataRecord> userData)
{
var owned = new HashSet<string>(StringComparer.Ordinal);
void AddId(string? id) { if (!string.IsNullOrEmpty(id)) owned.Add(id); }
if (userData.TryGetValue("VanityItems", out var viRec) && !string.IsNullOrWhiteSpace(viRec.Value))
{
try
{
using var doc = JsonDocument.Parse(viRec.Value);
if (doc.RootElement.ValueKind == JsonValueKind.Array)
foreach (var el in doc.RootElement.EnumerateArray())
if (el.ValueKind == JsonValueKind.Object && el.TryGetProperty("baseItemId", out var b))
AddId(b.GetString());
}
catch { /* ignore malformed VanityItems */ }
}
if (userData.TryGetValue("CharacterVanity", out var cvRec) && !string.IsNullOrWhiteSpace(cvRec.Value))
{
try
{
using var doc = JsonDocument.Parse(cvRec.Value);
if (doc.RootElement.ValueKind == JsonValueKind.Object)
foreach (var prop in doc.RootElement.EnumerateObject())
if (prop.Value.ValueKind == JsonValueKind.Object && prop.Value.TryGetProperty("id", out var id))
AddId(id.GetString());
}
catch { /* ignore malformed CharacterVanity */ }
}
if (userData.TryGetValue("GlobalVanity", out var gvRec) && !string.IsNullOrWhiteSpace(gvRec.Value))
{
try
{
using var doc = JsonDocument.Parse(gvRec.Value);
var root = doc.RootElement;
if (root.ValueKind == JsonValueKind.Object)
{
if (root.TryGetProperty("activeGlobalVanityIds", out var arr) && arr.ValueKind == JsonValueKind.Array)
foreach (var el in arr.EnumerateArray()) AddId(el.GetString());
if (root.TryGetProperty("droppodId", out var dp)) AddId(dp.GetString());
}
}
catch { /* ignore malformed GlobalVanity */ }
}
return owned;
}
[HttpPost("GetTitleData")]
[Produces(MediaTypeNames.Application.Json)]
[Authorize(AuthenticationSchemes = UserAuthenticationOptions.DefaultScheme)]
@@ -1,39 +0,0 @@
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();
}
@@ -1,19 +1,8 @@
using System.Text.Json.Serialization;
using System.Text.Json.Serialization;
using Prospect.Server.Api.Models.Client.Data;
namespace Prospect.Server.Api.Models.Client;
public class FGetStoreItems
{
/// <summary>
/// [optional] Catalog version to store items from. Use default catalog version if null.
/// </summary>
[JsonPropertyName("CatalogVersion")]
public string? CatalogVersion { get; set; }
/// <summary>
/// Unique identifier for the store which is being requested.
/// </summary>
[JsonPropertyName("StoreId")]
public string? StoreId { get; set; }
}
}
@@ -1,25 +0,0 @@
using System.Text.Json.Serialization;
using Prospect.Server.Api.Models.Client.Data;
namespace Prospect.Server.Api.Models.Client;
public class FGetStoreItemsResult
{
/// <summary>
/// [optional] The base catalog that this store is a part of.
/// </summary>
[JsonPropertyName("CatalogVersion")]
public string? CatalogVersion { get; set; }
/// <summary>
/// [optional] Array of items which can be purchased from this store.
/// </summary>
[JsonPropertyName("Store")]
public List<FStoreItem> Store { get; set; } = new();
/// <summary>
/// [optional] The ID of this store.
/// </summary>
[JsonPropertyName("StoreId")]
public string? StoreId { get; set; }
}
@@ -1,6 +1,5 @@
using System.Text.Json.Serialization;
using Prospect.Server.Api.Models.Client.Data;
using Prospect.Server.Api.Models.Data;
namespace Prospect.Server.Api.Models.Client;
@@ -18,7 +17,7 @@ public class FGetUserInventoryResult
/// </summary>
[JsonPropertyName("VirtualCurrency")]
[JsonIgnore(Condition = JsonIgnoreCondition.WhenWritingDefault)]
public PlayerBalance? VirtualCurrency { get; set; }
public Dictionary<string, int>? VirtualCurrency { get; set; }
/// <summary>
/// [optional] Array of virtual currency balance(s) belonging to the user.
@@ -1,25 +0,0 @@
using System.Text.Json.Serialization;
using Prospect.Server.Api.Services.CloudScript.Models.Data;
namespace Prospect.Server.Api.Models.Data;
public class PlayerBalance
{
[JsonPropertyName("AU")]
public int HardCurrency { get; set; }
[JsonPropertyName("SC")]
public int SoftCurrency { get; set; }
[JsonPropertyName("IN")]
public int InsuranceCurrency { get; set; }
}
public class JobBoardsData
{
[JsonPropertyName("lastBoardRefreshTimeUtc")]
public FYTimestamp LastBoardRefreshTimeUtc { get; set; }
[JsonPropertyName("boards")]
public List<FYFactionContractsData> Boards { get; set; }
}
@@ -15,8 +15,6 @@ public class TitleDataContractInfo {
public TitleDataContractInfoUnlockData UnlockData { get; set; }
[JsonPropertyName("IsMainContract")]
public bool IsMainContract { get; set; }
[JsonPropertyName("ContractDifficulty")]
public EYContractDifficulty ContractDifficulty { get; set; }
}
public class TitleDataContractInfoReward {
@@ -28,112 +26,16 @@ public class TitleDataContractInfoReward {
public class TitleDataContractInfoObjective {
[JsonPropertyName("Type")]
public EYContractObjectiveType Type { get; set; }
public int Type { get; set; }
[JsonPropertyName("MaxProgress")]
public int MaxProgress { get; set; }
[JsonPropertyName("ItemToOwn")]
public string ItemToOwn { get; set; }
[JsonPropertyName("KillConditions")]
public TitleDataContractInfoObjectiveKillConditions? KillConditions { get; set; }
}
public class TitleDataContractInfoObjectiveKillConditions
{
[JsonPropertyName("KillTarget")]
public EYKillTypeAction KillTarget { get; set; }
[JsonPropertyName("AllowedWeaponCategories")]
public EYDeviceCategory[] AllowedWeaponCategories { get; set; }
[JsonPropertyName("AllowedSpecificWeapons")]
public string[] AllowedSpecificWeapons { get; set; }
[JsonPropertyName("SpecificAIEnemyTypeToKill")]
public EYEnemyType SpecificAIEnemyTypeToKill { get; set; }
[JsonPropertyName("MapName")]
public string MapName { get; set; }
[JsonPropertyName("OnlyDuringStorm")]
public bool OnlyDuringStorm { get; set; }
}
public class TitleDataContractInfoUnlockData {
[JsonPropertyName("Level")]
public int Level { get; set; }
[JsonPropertyName("Contracts")]
public HashSet<string> Contracts { get; set; }
}
public enum EYContractObjectiveType {
Invalid = 0,
Kills = 1,
OwnNumOfItem = 2,
DeadDrop = 3,
VisitArea = 4,
LootContainer = 5,
FactionLevel = 6,
CompletedMission = 7,
MAX = 8
}
public enum EYContractDifficulty
{
Invalid = 0,
Easy = 1,
Medium = 2,
Hard = 3,
MAX = 4
};
public enum EYDeviceCategory
{
AssaultRifle = 0,
Pistol = 1,
SMG = 2,
SniperRifle = 3,
HeavyWeapon = 4,
Shotgun = 5,
BurstRifle = 6,
Exotic = 7,
MissileLauncher = 8,
Scanner = 9,
All = 10,
INVALID = 11,
MAX = 12
};
public enum EYKillTypeAction
{
Invalid = 0,
Players = 1,
Creatures = 2,
All = 3,
MAX = 4
};
public enum EYEnemyType
{
None = 0,
DebugAutomationTest = 1,
DirtBeast_Melee = 2,
DirtBeast_RangedShort = 3,
DirtBeast_RangedMedium = 4,
DirtBeast_RangedLong = 5,
DirtBeast_MeleeHeavy = 6,
DirtBeast_RangedHeavy = 7,
DirtBeast_FlyingHeavy = 8,
DirtBeast_Boss = 9,
Orobot_Melee = 10,
Orobot_RangedShort = 11,
Orobot_RangedMedium = 12,
Orobot_Walker = 13,
Orobot_Platform = 14,
Plunderbot_RangedShort = 15,
Plunderbot_RangedMedium = 16,
Plunderbot_RangedLong = 17,
GlowBeetle_Blast = 18,
GlowBeetle_Acid = 19,
GlowBeetle_Summon = 20,
Strider = 21,
Rattler = 22,
Weremole = 23,
Crusher = 24,
Howler = 25,
MAX = 26
};
public string[] Contracts { get; set; }
}
@@ -28,11 +28,11 @@ public class TitleDataBlueprintInfo {
[JsonPropertyName("ScrappingFactionProgressionIncrement")]
public int ScrappingFactionProgressionIncrement { get; set; }
[JsonPropertyName("UnlockData")]
public TitleDataItemUnlockData UnlockData { get; set; }
public object UnlockData { get; set; }
[JsonPropertyName("ModID")]
public int? ModID { get; set; }
[JsonPropertyName("AlienForgeCatalystToUpgradedItemMap")]
public TitleDataItemAlienForgeCatalystToUpgradedItemMap AlienForgeCatalystToUpgradedItemMap { get; set; }
public object? AlienForgeCatalystToUpgradedItemMap { get; set; }
[JsonPropertyName("Rarity")]
public int Rarity { get; set; }
[JsonPropertyName("Kind")]
@@ -61,22 +61,6 @@ public class TitleDataItemRecipeCostType {
public int Amount { get; set; }
}
public class TitleDataItemUnlockData {
[JsonPropertyName("FactionUnlockLevel")]
public int FactionUnlockLevel { get; set; }
[JsonPropertyName("ContractLockPurchase")]
public string ContractLockPurchase { get; set; }
[JsonPropertyName("ContractLockCrafting")]
public string ContractLockCrafting { get; set; }
}
public class TitleDataItemAlienForgeCatalystToUpgradedItemMap {
[JsonPropertyName("Catalyst")]
public string Catalyst { get; set; }
[JsonPropertyName("NextItem")]
public string NextItem { get; set; }
}
/*
enum class EYItemType : uint8_t
{
@@ -7,7 +7,7 @@
"ASPNETCORE_Kestrel__Certificates__Default__Path": ".\\certificate.pfx"
},
"dotnetRunMessages": true,
"applicationUrl": "https://127.0.0.1:8443;http://127.0.0.1:8000",
"applicationUrl": "https://2EA46.playfabapi.com:443",
"useSSL": true
},
"IIS Express": {
@@ -7,8 +7,7 @@
"ASPNETCORE_Kestrel__Certificates__Default__Path": ".\\certificate.pfx"
},
"dotnetRunMessages": true,
"applicationUrl": "https://127.0.0.1:8443;http://127.0.0.1:8000",
"useSSL": true
"applicationUrl": "https://2EA46.playfabapi.com"
},
"IIS Express": {
"commandName": "IISExpress",
@@ -4,23 +4,6 @@
<TargetFramework>net8.0</TargetFramework>
<ImplicitUsings>true</ImplicitUsings>
<Nullable>enable</Nullable>
<Configurations>Debug;Release;Season 3 Release;Season 2 Release;Season 2 Debug;Season 3 Debug</Configurations>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Season 3 Debug|AnyCPU'">
<Optimize>False</Optimize>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Season 3 Release|AnyCPU'">
<Optimize>True</Optimize>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Season 2 Release|AnyCPU'">
<Optimize>True</Optimize>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|AnyCPU'">
<Optimize>True</Optimize>
</PropertyGroup>
<ItemGroup>
@@ -55,11 +55,12 @@ public class ActivateContract : ICloudScriptFunction<FYActivateContractRequest,
throw new CloudScriptException("CloudScript was not called within a http request");
}
var userId = context.User.FindAuthUserId();
var userData = await _userDataService.FindAsync(userId, userId, new List<string>{"ContractsActive", "ContractsOneTimeCompleted"});
var userData = await _userDataService.FindAsync(userId, userId, new List<string>{"ContractsActive"});
var titleData = _titleDataService.Find(new List<string>{"Contracts"});
var contracts = JsonSerializer.Deserialize<Dictionary<string, TitleDataContractInfo>>(titleData["Contracts"]);
if (!contracts.TryGetValue(request.ContractID, out var contract)) {
var contract = contracts[request.ContractID];
if (contract == null) {
return new FYActivateContractResult
{
UserID = userId,
@@ -67,32 +68,14 @@ public class ActivateContract : ICloudScriptFunction<FYActivateContractRequest,
Status = 3 // EYActivateContractRequestStatus::FAILED_GETTING_STATIC_DATA
};
}
var contractsCompleted = JsonSerializer.Deserialize<FYGetCompletedContractsResult>(userData["ContractsOneTimeCompleted"].Value);
if (contractsCompleted.ContractsIDs.Contains(request.ContractID)) {
return new FYActivateContractResult
{
UserID = userId,
Error = "Contract is already completed",
Status = 1 // EYActivateContractRequestStatus::CONTRACT_OF_THIS_FACTION_IS_ALREADY_ACTIVE
};
}
// TODO: Contract unlock criteria
var progress = new int[contract.Objectives.Length];
// NOTE: Automatically set max progress for player kill objectives.
for (var i = 0; i < contract.Objectives.Length; i++) {
var objective = contract.Objectives[i];
if (objective.Type == EYContractObjectiveType.Kills && objective.KillConditions.KillTarget == EYKillTypeAction.Players) {
progress[i] = objective.MaxProgress;
}
}
var contractsActive = JsonSerializer.Deserialize<FYGetActiveContractsResult>(userData["ContractsActive"].Value);
var contractData = new FYActiveContractPlayerData {
ContractID = request.ContractID,
Progress = progress,
};
// TODO: Max number of active jobs
contractsActive.Contracts.Add(contractData);
await _userDataService.UpdateAsync(
userId, userId,
@@ -32,13 +32,18 @@ public class CheckClientVersionUpToDateFunction : ICloudScriptFunction<CheckClie
_logger.LogInformation("Processing client version check request for client {Version}",
request.Version);
// TODO: Validate login
// if (string.IsNullOrEmpty(request.LoginNonce))
// {
// return new CheckClientVersionUpToDateResponse
// {
// IsClientUpToDate = false,
// };
// }
return new CheckClientVersionUpToDateResponse
{
#if SEASON_2_RELEASE || SEASON_2_DEBUG
IsClientUpToDate = request.Version == "4.27.2-1413204+PROSPECT-Releases-R2.7.0",
#else
IsClientUpToDate = true,
#endif
};
}
}
@@ -1,6 +1,5 @@
using System.Text.Json;
using System.Text.Json.Serialization;
using Prospect.Server.Api.Models.Data;
using Prospect.Server.Api.Services.Auth.Extensions;
using Prospect.Server.Api.Services.CloudScript.Models.Data;
using Prospect.Server.Api.Services.UserData;
@@ -50,8 +49,6 @@ public class ClaimActiveContract : ICloudScriptFunction<FYClaimCompletedActiveCo
private readonly IHttpContextAccessor _httpContextAccessor;
private readonly UserDataService _userDataService;
private readonly TitleDataService _titleDataService;
private readonly string[] difficulties = ["Easy", "Medium", "Hard"];
private readonly Random rnd = new Random();
public ClaimActiveContract(IHttpContextAccessor httpContextAccessor, UserDataService userDataService, TitleDataService titleDataService)
{
@@ -68,10 +65,11 @@ public class ClaimActiveContract : ICloudScriptFunction<FYClaimCompletedActiveCo
throw new CloudScriptException("CloudScript was not called within a http request");
}
var userId = context.User.FindAuthUserId();
var titleData = _titleDataService.Find(new List<string>{ "Contracts", "Blueprints", "Jobs", "LevelData" });
var titleData = _titleDataService.Find(new List<string>{"Contracts", "Blueprints"});
var contracts = JsonSerializer.Deserialize<Dictionary<string, TitleDataContractInfo>>(titleData["Contracts"]);
if (!contracts.TryGetValue(request.ContractID, out var contract)) {
var contract = contracts[request.ContractID];
if (contract == null) {
return new FYClaimCompletedActiveContractRewardsResult
{
UserID = userId,
@@ -83,17 +81,16 @@ public class ClaimActiveContract : ICloudScriptFunction<FYClaimCompletedActiveCo
var factionKey = "FactionProgression" + contract.Faction;
var userData = await _userDataService.FindAsync(
userId, userId,
new List<string>{"ContractsActive", "ContractsOneTimeCompleted", "Balance", "Inventory", factionKey, "JobBoardsData" }
new List<string>{"ContractsActive", "ContractsOneTimeCompleted", "Balance", "Inventory", factionKey}
);
var factionProgression = JsonSerializer.Deserialize<int>(userData[factionKey].Value);
var contractsActive = JsonSerializer.Deserialize<FYGetActiveContractsResult>(userData["ContractsActive"].Value);
var contractsCompleted = JsonSerializer.Deserialize<FYGetCompletedContractsResult>(userData["ContractsOneTimeCompleted"].Value);
var jobBoardsData = JsonSerializer.Deserialize<JobBoardsData>(userData["JobBoardsData"].Value);
var balance = JsonSerializer.Deserialize<PlayerBalance>(userData["Balance"].Value);
var balance = JsonSerializer.Deserialize<Dictionary<string, int>>(userData["Balance"].Value);
var inventory = JsonSerializer.Deserialize<List<FYCustomItemInfo>>(userData["Inventory"].Value);
var targetContractIdx = contractsActive.Contracts.FindIndex(item => item.ContractID == contract.Name);
var targetContractIdx = contractsActive.Contracts.FindIndex(item => item.ContractID == request.ContractID);
if (targetContractIdx == -1) {
return new FYClaimCompletedActiveContractRewardsResult
{
@@ -105,17 +102,14 @@ public class ClaimActiveContract : ICloudScriptFunction<FYClaimCompletedActiveCo
var blueprints = JsonSerializer.Deserialize<Dictionary<string, TitleDataBlueprintInfo>>(titleData["Blueprints"]);
var targetContract = contractsActive.Contracts[targetContractIdx];
List<FYCustomItemInfo> itemsUpdatedOrRemoved = [];
HashSet<string> deletedItemsIds = [];
// TODO: Optimize
for (var i = 0; i < contract.Objectives.Length; i++) {
var objective = contract.Objectives[i];
// TODO: Proper progress verification of all objectives
foreach (var objective in contract.Objectives) {
int remaining = objective.MaxProgress;
if (objective.Type == EYContractObjectiveType.OwnNumOfItem) {
// NOTE: The backend may perform item ownership validation
// since it has the information about the player's items.
foreach (var item in inventory) {
if (objective.Type == 2) {
for (var i = 0; i < inventory.Count; i++) {
var item = inventory[i];
if (item.BaseItemId != objective.ItemToOwn) {
continue;
}
@@ -131,17 +125,6 @@ public class ClaimActiveContract : ICloudScriptFunction<FYClaimCompletedActiveCo
break;
}
}
} else if (objective.Type == EYContractObjectiveType.Kills) {
// Kill objectives can't be tracked in a client-hosted raid (no dedicated
// game server reports kills). They are auto-credited on deploy
// (EnterMatchmakingMatch); accept them here even if a contract was
// activated before that so kill contracts remain completable.
remaining = 0;
} else {
// NOTE: A game server must write the correct progress
// for other types of objectives.
// The objectives are mapped by array index.
remaining -= targetContract.Progress[i];
}
if (remaining > 0) {
return new FYClaimCompletedActiveContractRewardsResult
@@ -165,19 +148,17 @@ public class ClaimActiveContract : ICloudScriptFunction<FYClaimCompletedActiveCo
List<FYCurrencyItem> changedCurrencies = [];
foreach (var reward in contract.Rewards) {
if (reward.ItemID == "SoftCurrency") {
balance.SoftCurrency += reward.Amount;
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance.SoftCurrency });
balance["SC"] += reward.Amount;
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance["SC"] });
} else if (reward.ItemID == "Aurum") {
balance.HardCurrency += reward.Amount;
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance.HardCurrency });
} else if (reward.ItemID == "InsuranceCurrency") {
balance.InsuranceCurrency += reward.Amount;
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "InsuranceCurrency", Amount = balance.InsuranceCurrency });
balance["AU"] += reward.Amount;
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance["AU"] });
} else if (reward.ItemID == "InsuranceToken") {
balance["IN"] += reward.Amount;
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "InsuranceToken", Amount = balance["IN"] });
} else {
// TODO: Inventory limit check
var blueprintData = blueprints[reward.ItemID];
var remainingAmount = reward.Amount; // Quest rewards are given individually
var remainingAmount = reward.Amount * blueprintData.AmountPerPurchase;
// Populate incomplete stacks first
foreach (var item in newInventory) {
@@ -220,47 +201,14 @@ public class ClaimActiveContract : ICloudScriptFunction<FYClaimCompletedActiveCo
factionProgression += contract.ReputationIncrease;
contractsActive.Contracts.RemoveAt(targetContractIdx);
// Main contracts can be completed only once.
// Other contracts should be jobs.
var newContractIdOnBoard = "";
if (contract.IsMainContract) {
contractsCompleted.ContractsIDs.Add(contract.Name);
} else {
var parts = contract.Name.Split('-');
var difficulty = parts[1];
var levelsData = JsonSerializer.Deserialize<Dictionary<string, int[]>>(titleData["LevelData"]);
var levels = levelsData[contract.Faction];
var jobs = JsonSerializer.Deserialize<Dictionary<string, Dictionary<string, string[]>>>(titleData["Jobs"]);
var level = levels.Length - Array.FindIndex(levels, (int xp) => {
return factionProgression >= xp;
});
var factionBoard = jobBoardsData.Boards.Find(c => c.FactionId == contract.Faction);
var idx = Array.FindIndex(difficulties, d => d == difficulty);
var factionJobs = jobs[contract.Faction];
var jobsAvailable = Array.FindAll(factionJobs[difficulty], (string jobId) => {
return level >= contracts[jobId].UnlockData.Level;
});
// If player completes a job, it means he has at least one unlocked anyway.
newContractIdOnBoard = jobsAvailable[rnd.Next(jobsAvailable.Length)];
factionBoard.Contracts[idx].ContractId = newContractIdOnBoard;
contractsCompleted.ContractsIDs.Add(request.ContractID);
}
// TODO: Check for next unlock in contracts instead of relying on client
var newContracts = new List<FYActiveContractPlayerData>();
foreach (var contractIdToUnlock in request.ContractsToUnlock) {
if (contractsCompleted.ContractsIDs.Contains(contractIdToUnlock)) {
continue;
}
var contractToUnlock = contracts[contractIdToUnlock];
var progress = new int[contractToUnlock.Objectives.Length];
// NOTE: Automatically set max progress for player kill objectives.
for (var i = 0; i < contractToUnlock.Objectives.Length; i++) {
var objective = contractToUnlock.Objectives[i];
if (objective.Type == EYContractObjectiveType.Kills && objective.KillConditions.KillTarget == EYKillTypeAction.Players) {
progress[i] = objective.MaxProgress;
}
}
var newContract = new FYActiveContractPlayerData {
ContractID = contractIdToUnlock,
Progress = progress,
@@ -277,7 +225,6 @@ public class ClaimActiveContract : ICloudScriptFunction<FYClaimCompletedActiveCo
["Balance"] = JsonSerializer.Serialize(balance),
["Inventory"] = JsonSerializer.Serialize(newInventory),
[factionKey] = JsonSerializer.Serialize(factionProgression),
["JobBoardsData"] = JsonSerializer.Serialize(jobBoardsData),
}
);
@@ -285,12 +232,12 @@ public class ClaimActiveContract : ICloudScriptFunction<FYClaimCompletedActiveCo
{
UserID = userId,
Error = "",
ClaimedContractID = contract.Name,
ClaimedContractID = request.ContractID,
ContractsActivated = newContracts,
ItemsUpdatedOrRemoved = itemsUpdatedOrRemoved,
ChangedCurrencies = changedCurrencies.ToArray(),
ItemsGranted = itemsGranted,
NewContractIdOnBoard = newContractIdOnBoard,
NewContractIdOnBoard = "", // TODO: This should be a replacement contract apparently?
PlayerFactionProgressData = new FYPlayerFactionProgressData {
FactionID = contract.Faction,
CurrentProgression = factionProgression,
@@ -1,6 +1,5 @@
using System.Text.Json;
using System.Text.Json.Serialization;
using Prospect.Server.Api.Models.Data;
using Prospect.Server.Api.Services.Auth.Extensions;
using Prospect.Server.Api.Services.CloudScript.Models.Data;
using Prospect.Server.Api.Services.UserData;
@@ -104,7 +103,7 @@ public class ClaimGeneratorIncomeClient : ICloudScriptFunction<FYClaimGeneratorI
};
}
var balance = JsonSerializer.Deserialize<PlayerBalance>(userData["Balance"].Value);
var balance = JsonSerializer.Deserialize<Dictionary<string, int>>(userData["Balance"].Value);
var inventory = JsonSerializer.Deserialize<List<FYCustomItemInfo>>(userData["Inventory"].Value);
var techTreeBonuses = JsonSerializer.Deserialize<CharacterTechTreeBonuses>(userData["CharacterTechTreeBonuses"].Value);
@@ -137,8 +136,8 @@ public class ClaimGeneratorIncomeClient : ICloudScriptFunction<FYClaimGeneratorI
};
}
balance.SoftCurrency += claimableAmount;
changedCurrencies = [new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance.SoftCurrency }];
balance["SC"] += claimableAmount;
changedCurrencies = [new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance["SC"] }];
break;
}
case "playerquarters_gen_aurum": {
@@ -163,8 +162,8 @@ public class ClaimGeneratorIncomeClient : ICloudScriptFunction<FYClaimGeneratorI
};
}
balance.HardCurrency += claimableAmount;
changedCurrencies = [new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance.HardCurrency }];
balance["AU"] += claimableAmount;
changedCurrencies = [new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance["AU"] }];
break;
}
case "playerquarters_gen_crate": {
@@ -191,8 +190,7 @@ public class ClaimGeneratorIncomeClient : ICloudScriptFunction<FYClaimGeneratorI
var blueprints = JsonSerializer.Deserialize<Dictionary<string, TitleDataBlueprintInfo>>(titleData["Blueprints"]);
var rewardsPool = dailyCrateRewards[crateTier - 1];
// TODO: Get rewardGrants from PassiveGenerators_CrateRewards_DT
var items = PickItems(rewardsPool, 5);
var items = PickItems(rewardsPool, 5); // TODO: Not sure how many items were granted
// TODO: Stackable? GrantedItems doesn't imply granted OR updated.
foreach (var item in items) {
var itemInfo = blueprints[item.Name];
@@ -1,154 +0,0 @@
using System.Text.Json;
using System.Text.Json.Serialization;
using Prospect.Server.Api.Services.Auth.Extensions;
using Prospect.Server.Api.Services.CloudScript;
using Prospect.Server.Api.Services.CloudScript.Functions;
using Prospect.Server.Api.Services.CloudScript.Models;
using Prospect.Server.Api.Services.UserData;
// Closed Beta Function
public class CompleteInventoryUpdateRequest
{
[JsonPropertyName("userId")]
public string UserID { get; set; }
[JsonPropertyName("reason")]
public string Reason { get; set; }
[JsonPropertyName("newSet")]
public LoadoutData NewSet { get; set; }
[JsonPropertyName("itemsToAdd")]
public FYCustomItemInfo[] ItemsToAdd { get; set; }
[JsonPropertyName("itemsToUpdateAmount")]
public FYCustomItemInfo[] ItemsToUpdateAmount { get; set; }
[JsonPropertyName("itemsToRemove")]
public HashSet<string> ItemsToRemove { get; set; }
}
public class CompleteInventoryUpdateResponse
{
[JsonPropertyName("userId")]
public string UserId { get; set; }
[JsonPropertyName("error")]
public string Error { get; set; }
[JsonPropertyName("newSet")]
public LoadoutData NewSet { get; set; }
[JsonPropertyName("itemsToAdd")]
public FYCustomItemInfo[] ItemsToAdd { get; set; }
[JsonPropertyName("itemsToUpdateAmount")]
public FYCustomItemInfo[] ItemsToUpdateAmount { get; set; }
[JsonPropertyName("itemsToRemove")]
public HashSet<string> ItemsToRemove { get; set; }
}
[CloudScriptFunction("CompleteInventoryUpdate")]
public class CompleteInventoryUpdateFunction : ICloudScriptFunction<CompleteInventoryUpdateRequest, CompleteInventoryUpdateResponse>
{
private readonly ILogger<CompleteInventoryUpdateFunction> _logger;
private readonly IHttpContextAccessor _httpContextAccessor;
private readonly UserDataService _userDataService;
private readonly TitleDataService _titleDataService;
public CompleteInventoryUpdateFunction(ILogger<CompleteInventoryUpdateFunction> logger, IHttpContextAccessor httpContextAccessor, UserDataService userDataService, TitleDataService titleDataService)
{
_logger = logger;
_httpContextAccessor = httpContextAccessor;
_userDataService = userDataService;
_titleDataService = titleDataService;
}
public async Task<CompleteInventoryUpdateResponse> ExecuteAsync(CompleteInventoryUpdateRequest request)
{
var context = _httpContextAccessor.HttpContext;
if (context == null)
{
throw new CloudScriptException("CloudScript was not called within a http request");
}
var userId = context.User.FindAuthUserId();
var userData = await _userDataService.FindAsync(userId, userId, new List<string>{"Inventory"});
var inventory = JsonSerializer.Deserialize<List<FYCustomItemInfo>>(userData["Inventory"].Value);
// Insurance payout: this request also reports the end-of-match inventory, so items
// the player lost (death / left behind) arrive in ItemsToRemove. Any of those that
// were insured on deploy (EnterMatchmakingStation) are recovered back to the stash —
// the premium was already paid up-front — and the insurance is consumed (one raid).
// Recovery is only performed if the item's policy declares a positive Payout.
var recoveredInsured = new HashSet<string>();
if (request.ItemsToRemove is { Count: > 0 })
{
try
{
var td = _titleDataService.Find(new List<string> { "InventoryInsurance" });
if (td.TryGetValue("InventoryInsurance", out var rawPolicies) && !string.IsNullOrEmpty(rawPolicies))
{
var policies = JsonSerializer.Deserialize<Dictionary<string, InventoryInsurancePolicy>>(rawPolicies);
foreach (var item in inventory)
{
if (!request.ItemsToRemove.Contains(item.ItemId)) continue;
if (string.IsNullOrEmpty(item.Insurance) || item.InsuranceOwnerPlayfabId != userId) continue;
if (policies == null || !policies.TryGetValue(item.Insurance, out var policy) || policy.Payout <= 0) continue;
recoveredInsured.Add(item.ItemId);
item.Insurance = ""; // consumed for this raid
item.InsuranceOwnerPlayfabId = "";
}
if (recoveredInsured.Count > 0)
{
_logger.LogInformation("Recovered {Count} insured item(s) for user {User}", recoveredInsured.Count, userId);
}
}
}
catch (Exception e)
{
// Never fail the inventory commit because of insurance handling.
_logger.LogWarning(e, "Failed to process insurance payout");
}
}
// TODO: Optimize
// TODO: Check deleted items to see if other stacks/mods were updated correctly
// Process inventory update. The player may:
// 1. Split item stack - creates a new item and updates amount of existing item.
// 2. Stack existing items - deletes existing items and updates amount of existing item.
// 3. Change vanity data - updates an existing item.
// 4. Change weapon mods - updates an existing item.
// IMPORTANT: The same request is currently used to report the updated inventory in the end of match.
var newInventory = new List<FYCustomItemInfo>(inventory.Count);
foreach (var item in inventory) {
// Keep items that weren't removed, plus insured items recovered above.
if (!request.ItemsToRemove.Contains(item.ItemId) || recoveredInsured.Contains(item.ItemId)) {
newInventory.Add(item);
}
}
foreach (var item in request.ItemsToUpdateAmount) {
var inventoryItem = newInventory.Find(i => i.ItemId == item.ItemId);
if (inventoryItem == null) {
continue;
}
inventoryItem.Amount = item.Amount;
inventoryItem.ModData = item.ModData;
inventoryItem.PrimaryVanityId = item.PrimaryVanityId;
inventoryItem.SecondaryVanityId = item.SecondaryVanityId;
inventoryItem.Durability = item.Durability;
}
// TODO: Check updated items and validate new items
foreach (var item in request.ItemsToAdd) {
newInventory.Add(item);
}
await _userDataService.UpdateAsync(userId, userId, new Dictionary<string, string>{
["LOADOUT"] = JsonSerializer.Serialize(request.NewSet),
["Inventory"] = JsonSerializer.Serialize(newInventory),
});
return new CompleteInventoryUpdateResponse
{
UserId = userId,
//Error = "",
//NewSet = request.NewSet,
//ItemsToAdd = request.ItemsToAdd,
//ItemsToRemove = request.ItemsToRemove,
//ItemsToUpdateAmount = request.ItemsToUpdateAmount,
};
}
}
@@ -1,38 +0,0 @@
using System.Text.Json.Serialization;
using Microsoft.AspNetCore.SignalR;
using Prospect.Server.Api.Hubs;
using Prospect.Server.Api.Services.CloudScript.Models;
// Closed Beta Function
namespace Prospect.Server.Api.Services.CloudScript.Functions;
[CloudScriptFunction("EnterMatchmaking")]
public class EnterMatchmakingFunction : ICloudScriptFunction<FYEnterMatchAzureFunction, FYEnterMatchAzureFunctionResult>
{
private readonly IHubContext<CycleHub> _hubContext;
public EnterMatchmakingFunction(IHubContext<CycleHub> hubContext)
{
_hubContext = hubContext;
}
public async Task<FYEnterMatchAzureFunctionResult> ExecuteAsync(FYEnterMatchAzureFunction request)
{
//await _hubContext.Clients.All.SendAsync("OnSquadMatchmakingSuccess", new OnSquadMatchmakingSuccessMessage {
// Success = true,
// SessionID = request.MapName, // TODO: Need to implement TryGetCompleteSquadInfo and pass squad info
// SquadID = request.SquadId,
//});
return new FYEnterMatchAzureFunctionResult
{
Success = true,
ErrorMessage = "",
SingleplayerStation = true,
Address = request.MapName,
MaintenanceMode = false,
Port = 7777,
};
}
}
@@ -1,10 +1,7 @@
using System.Text.Json;
using System.Text.Json.Serialization;
using System.Text.Json.Serialization;
using Microsoft.AspNetCore.SignalR;
using Prospect.Server.Api.Hubs;
using Prospect.Server.Api.Services.Auth.Extensions;
using Prospect.Server.Api.Services.CloudScript.Models;
using Prospect.Server.Api.Services.UserData;
namespace Prospect.Server.Api.Services.CloudScript.Functions;
@@ -20,80 +17,15 @@ public class OnSquadMatchmakingSuccessMessage {
[CloudScriptFunction("EnterMatchmakingMatch")]
public class EnterMatchmakingMatchFunction : ICloudScriptFunction<FYEnterMatchAzureFunction, FYEnterMatchmakingResult>
{
private readonly IHttpContextAccessor _httpContextAccessor;
private readonly IHubContext<CycleHub> _hubContext;
private readonly UserDataService _userDataService;
private readonly TitleDataService _titleDataService;
public EnterMatchmakingMatchFunction(IHubContext<CycleHub> hubContext, IHttpContextAccessor httpContextAccessor, UserDataService userDataService, TitleDataService titleDataService)
public EnterMatchmakingMatchFunction(IHubContext<CycleHub> hubContext)
{
_httpContextAccessor = httpContextAccessor;
_hubContext = hubContext;
_userDataService = userDataService;
_titleDataService = titleDataService;
}
public async Task<FYEnterMatchmakingResult> ExecuteAsync(FYEnterMatchAzureFunction request)
{
var context = _httpContextAccessor.HttpContext;
if (context == null)
{
throw new CloudScriptException("CloudScript was not called within a http request");
}
var userId = context.User.FindAuthUserId();
var titleData = _titleDataService.Find(new List<string>{"Contracts"});
var contracts = JsonSerializer.Deserialize<Dictionary<string, TitleDataContractInfo>>(titleData["Contracts"]);
var userData = await _userDataService.FindAsync(
userId, userId,
new List<string>{"ContractsActive", "Inventory"}
);
var inventory = JsonSerializer.Deserialize<List<FYCustomItemInfo>>(userData["Inventory"].Value);
var contractsActive = JsonSerializer.Deserialize<FYGetActiveContractsResult>(userData["ContractsActive"].Value);
// Compute delivery quest progress before deploy.
// This ensures that the quest progress will be shown on the planet.
// The station doesn't seem to care about delivery quests progress and calculates progress
// based on actual items in stash. And so does the "ClaimActiveContract" function.
foreach (var contractActive in contractsActive.Contracts) {
if (!contracts.TryGetValue(contractActive.ContractID, out var contract)) {
continue;
}
for (var i = 0; i < contract.Objectives.Length; i++) {
var objective = contract.Objectives[i];
// Kill objectives: the client-hosted raid has no dedicated game server
// to report per-kill progress to the backend, so kills would never be
// saved. Auto-credit them on deploy so the objective can be completed
// (mirrors the player-kill auto-credit done in ActivateContract).
if (objective.Type == EYContractObjectiveType.Kills) {
contractActive.Progress[i] = objective.MaxProgress;
continue;
}
if (objective.Type != EYContractObjectiveType.OwnNumOfItem) {
continue;
}
int remaining = objective.MaxProgress;
foreach (var item in inventory) {
if (item.BaseItemId != objective.ItemToOwn) {
continue;
}
remaining -= item.Amount;
if (remaining <= 0) {
remaining = 0;
break;
}
}
contractActive.Progress[i] = objective.MaxProgress - remaining;
}
}
await _userDataService.UpdateAsync(
userId, userId,
new Dictionary<string, string>{
["ContractsActive"] = JsonSerializer.Serialize(contractsActive),
}
);
await _hubContext.Clients.All.SendAsync("OnSquadMatchmakingSuccess", new OnSquadMatchmakingSuccessMessage {
Success = true,
SessionID = request.MapName, // TODO: Need to implement TryGetCompleteSquadInfo and pass squad info
@@ -1,107 +1,18 @@
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;
using Prospect.Server.Api.Services.CloudScript.Models;
namespace Prospect.Server.Api.Services.CloudScript.Functions;
// Config d'une police d'assurance (TitleData "InventoryInsurance").
public class InventoryInsurancePolicy
{
public string InsuranceId { get; set; }
public double Cost { get; set; }
public double Payout { get; set; }
}
[CloudScriptFunction("EnterMatchmakingStation")]
public class EnterMatchmakingStationFunction : ICloudScriptFunction<FYEnterMatchAzureFunction, FYEnterMatchmakingResult>
{
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)
public Task<FYEnterMatchmakingResult> ExecuteAsync(FYEnterMatchAzureFunction request)
{
_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
return Task.FromResult(new FYEnterMatchmakingResult
{
Success = true,
ErrorMessage = "",
SingleplayerStation = true, // NOTE: This will always travel to single player station
IsMatchTravel = false,
};
}
// Marque les items choisis comme assurés (Insurance + propriétaire) et débite la
// prime en InsuranceCurrency selon le coût de la police (TitleData InventoryInsurance).
private async Task ApplyInsuranceAsync(string userId, FYPurchaseInventoryInsuranceRequest req)
{
var titleData = _titleDataService.Find(new List<string> { "InventoryInsurance" });
var policies = JsonSerializer.Deserialize<Dictionary<string, InventoryInsurancePolicy>>(titleData["InventoryInsurance"]);
var insuranceId = string.IsNullOrEmpty(req.InsuranceId) ? "Default" : req.InsuranceId;
if (policies == null || !policies.TryGetValue(insuranceId, out var policy))
{
_logger.LogWarning("Unknown insurance policy {InsuranceId}", insuranceId);
return;
}
var userData = await _userDataService.FindAsync(userId, userId, new List<string> { "Inventory", "Balance" });
var inventory = JsonSerializer.Deserialize<List<FYCustomItemInfo>>(userData["Inventory"].Value);
var balance = JsonSerializer.Deserialize<PlayerBalance>(userData["Balance"].Value);
var toInsure = new HashSet<string>(req.ItemIds);
var insuredCount = 0;
foreach (var item in inventory)
{
if (!toInsure.Contains(item.ItemId)) continue;
item.Insurance = insuranceId;
item.InsuranceOwnerPlayfabId = userId;
insuredCount++;
}
if (insuredCount == 0) return;
// Prime = coût de la police × nombre d'items assurés (arrondi au supérieur),
// plafonnée au solde disponible pour ne jamais passer en négatif.
var premium = (int)Math.Ceiling(policy.Cost * insuredCount);
premium = Math.Min(premium, balance.InsuranceCurrency);
balance.InsuranceCurrency -= premium;
await _userDataService.UpdateAsync(userId, userId, new Dictionary<string, string>
{
["Inventory"] = JsonSerializer.Serialize(inventory),
["Balance"] = JsonSerializer.Serialize(balance),
});
_logger.LogInformation("Insured {Count} item(s) under policy {Policy} for user {User} (premium {Premium})",
insuredCount, insuranceId, userId, premium);
}
}
}
@@ -1,26 +1,16 @@
using Microsoft.Extensions.Options;
using Prospect.Server.Api.Config;
using Prospect.Server.Api.Services.CloudScript.Models;
using Prospect.Server.Api.Services.CloudScript.Models;
namespace Prospect.Server.Api.Services.CloudScript.Functions;
[CloudScriptFunction("GetSignalRConnection")]
public class GetSignalRConnection : ICloudScriptFunction<FYGetSignalRConnection, FYGetSignalRConnectionResult>
{
private readonly PlayFabSettings _settings;
public GetSignalRConnection(IOptions<PlayFabSettings> settings)
{
_settings = settings.Value;
}
public Task<FYGetSignalRConnectionResult> ExecuteAsync(FYGetSignalRConnection request)
{
// The game client connects to SignalR only over HTTPS
return Task.FromResult(new FYGetSignalRConnectionResult
{
Url = _settings.SignalRURL,
AccessToken = _settings.SignalRAccessToken
Url = "https://2ea46.playfabapi.com/signalr/?hub=pubsub",
AccessToken = "TEST"
});
}
}
@@ -1,9 +1,7 @@
using System.Text.Json;
using System.Text.Json.Serialization;
using Prospect.Server.Api.Models.Data;
using Prospect.Server.Api.Services.Auth.Extensions;
using Prospect.Server.Api.Services.CloudScript;
using Prospect.Server.Api.Services.CloudScript.Functions;
using Prospect.Server.Api.Services.UserData;
public class PurchaseWeaponShopItemRequest
@@ -138,9 +136,9 @@ public class PurchaseWeaponShopItemFunction : ICloudScriptFunction<PurchaseWeapo
Error = "Invalid purchase amount",
};
}
var userData = await _userDataService.FindAsync(userId, userId, new List<string>{"Inventory", "Balance", "ContractsOneTimeCompleted"});
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 balance = JsonSerializer.Deserialize<Dictionary<string, int>>(userData["Balance"].Value);
var blueprintsData = _titleDataService.Find(new List<string>{"Blueprints"});
var blueprints = JsonSerializer.Deserialize<Dictionary<string, TitleDataBlueprintInfo>>(blueprintsData["Blueprints"]);
if (!blueprints.ContainsKey(request.BaseItemID)) {
@@ -154,21 +152,7 @@ public class PurchaseWeaponShopItemFunction : ICloudScriptFunction<PurchaseWeapo
var blueprintData = blueprints[request.BaseItemID];
// 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",
};
}
}
// TODO: Contract unlock criteria
// Validate price
var shopCraftingData = blueprintData.ItemShopsCraftingData[request.ShopItemBelongsTo];
@@ -181,15 +165,16 @@ public class PurchaseWeaponShopItemFunction : ICloudScriptFunction<PurchaseWeapo
if (ingredient.Currency == "SoftCurrency") {
var buyCost = request.PurchaseAmount * ingredient.Amount;
remaining -= buyCost;
balance.SoftCurrency -= buyCost;
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance.SoftCurrency });
balance["SC"] -= buyCost;
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance["SC"] });
} else if (ingredient.Currency == "Aurum") {
var buyCost = request.PurchaseAmount * ingredient.Amount;
remaining -= buyCost;
balance.HardCurrency -= buyCost;
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance.HardCurrency });
balance["AU"] -= buyCost;
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance["AU"] });
} else {
foreach (var item in inventory) {
for (var i = 0; i < inventory.Count; i++) {
var item = inventory[i];
if (item.BaseItemId != ingredient.Currency) {
continue;
}
@@ -224,7 +209,6 @@ public class PurchaseWeaponShopItemFunction : ICloudScriptFunction<PurchaseWeapo
}
}
// TODO: Inventory limit check
// TODO: Refactor into a helper function
var remainingAmount = request.PurchaseAmount * blueprintData.AmountPerPurchase;
@@ -1,6 +1,5 @@
using System.Text.Json;
using System.Text.Json.Serialization;
using Prospect.Server.Api.Models.Data;
using Prospect.Server.Api.Services.Auth.Extensions;
using Prospect.Server.Api.Services.UserData;
using Prospect.Server.Api.Utils;
@@ -66,20 +65,20 @@ public class RepairItem : ICloudScriptFunction<FYRepairItemRequest, FYRepairItem
var blueprints = JsonSerializer.Deserialize<Dictionary<string, TitleDataBlueprintInfo>>(titleData["Blueprints"]);
var blueprintData = blueprints[item.BaseItemId];
var balance = JsonSerializer.Deserialize<PlayerBalance>(userData["Balance"].Value);
var balance = JsonSerializer.Deserialize<Dictionary<string, int>>(userData["Balance"].Value);
var repairCost = blueprintData.RepairCostBase + (int)Math.Ceiling((1 - (float)item.Durability / blueprintData.DurabilityMax) * blueprintData.RepairCostMaxDurability);
var repairCost = MapValue.Map(item.Durability, blueprintData.DurabilityMax, 0, blueprintData.RepairCostBase, blueprintData.RepairCostMaxDurability);
if (item.Durability == 0) {
repairCost += blueprintData.RepairCostModifierBroken;
}
if (balance.SoftCurrency < repairCost) {
if (balance["SC"] < repairCost) {
return new FYRepairItemResult
{
UserID = userId,
Error = "Insufficient balance",
};
}
balance.SoftCurrency -= repairCost;
balance["SC"] -= repairCost;
item.Durability = blueprintData.DurabilityMax;
await _userDataService.UpdateAsync(
@@ -96,7 +95,7 @@ public class RepairItem : ICloudScriptFunction<FYRepairItemRequest, FYRepairItem
Error = "",
ChangedItems = [item],
ChangedCurrencies = [
new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance.SoftCurrency },
new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance["SC"] },
],
};
}
@@ -1,7 +1,4 @@
using System.Collections;
using System.Diagnostics.Contracts;
using System.Text.Json;
using Prospect.Server.Api.Models.Data;
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.Data;
@@ -14,16 +11,11 @@ public class RequestActiveObjectivesAndBoardsData : ICloudScriptFunction<FYQuery
{
private readonly IHttpContextAccessor _httpContextAccessor;
private readonly UserDataService _userDataService;
private readonly TitleDataService _titleDataService;
private readonly string[] factions = ["Korolev", "Osiris", "ICA"]; // TODO: Order is important
private readonly string[] difficulties = ["Easy", "Medium", "Hard"];
private readonly Random rnd = new Random();
public RequestActiveObjectivesAndBoardsData(IHttpContextAccessor httpContextAccessor, UserDataService userDataService, TitleDataService titleDataService)
public RequestActiveObjectivesAndBoardsData(IHttpContextAccessor httpContextAccessor, UserDataService userDataService)
{
_httpContextAccessor = httpContextAccessor;
_userDataService = userDataService;
_titleDataService = titleDataService;
}
public async Task<FYGetPlayerContractsResult> ExecuteAsync(FYQueryFactionProgressionRequest request)
@@ -34,65 +26,10 @@ public class RequestActiveObjectivesAndBoardsData : ICloudScriptFunction<FYQuery
return new FYGetPlayerContractsResult{};
}
var userId = context.User.FindAuthUserId();
var userData = await _userDataService.FindAsync(userId, userId, new List<string>{ "ContractsActive", "JobBoardsData", "FactionProgressionKorolev", "FactionProgressionICA", "FactionProgressionOsiris" });
var userData = await _userDataService.FindAsync(userId, userId, new List<string>{"ContractsActive"});
var contractsActive = JsonSerializer.Deserialize<FYGetActiveContractsResult>(userData["ContractsActive"].Value);
var jobBoardsData = JsonSerializer.Deserialize<JobBoardsData>(userData["JobBoardsData"].Value);
var now = (int)DateTimeOffset.UtcNow.ToUnixTimeSeconds();
var lastBoardRefreshTimeUtc = jobBoardsData.LastBoardRefreshTimeUtc;
var boards = jobBoardsData.Boards;
// The boards are updated once in 3 hours
if (now >= lastBoardRefreshTimeUtc.Seconds + 60 * 60 * 3) {
var titleData = _titleDataService.Find(new List<string> { "Contracts", "Jobs", "LevelData" });
var contracts = JsonSerializer.Deserialize<Dictionary<string, TitleDataContractInfo>>(titleData["Contracts"]);
var jobs = JsonSerializer.Deserialize<Dictionary<string, Dictionary<string, string[]>>>(titleData["Jobs"]);
var levelsData = JsonSerializer.Deserialize<Dictionary<string, int[]>>(titleData["LevelData"]);
var currentQuests = new Dictionary<string, Dictionary<string, bool>> {
["Korolev"] = new Dictionary<string, bool> { ["Easy"] = false, ["Medium"] = false, ["Hard"] = false },
["Osiris"] = new Dictionary<string, bool> { ["Easy"] = false, ["Medium"] = false, ["Hard"] = false },
["ICA"] = new Dictionary<string, bool> { ["Easy"] = false, ["Medium"] = false, ["Hard"] = false },
};
foreach (var contract in contractsActive.Contracts) {
var parts = contract.ContractID.Split('-');
if (parts[0] != "NEW") {
continue;
}
var difficulty = parts[1];
var faction = parts[2] == "KOR" ? "Korolev" : parts[2];
currentQuests[faction][difficulty] = true;
}
for (var i = 0; i < factions.Length; i++) {
var faction = factions[i];
var factionProgression = JsonSerializer.Deserialize<int>(userData[$"FactionProgression{faction}"].Value);
var levels = levelsData[faction];
var level = levels.Length - Array.FindIndex(levels, (int xp) => {
return factionProgression >= xp;
});
for (var j = 0; j < difficulties.Length; j++) {
var difficulty = difficulties[j];
if (currentQuests[faction][difficulty]) {
continue;
}
var factionJobs = jobs[faction];
var jobsAvailable = Array.FindAll(factionJobs[difficulty], (string jobId) => {
return level >= contracts[jobId].UnlockData.Level;
});
string jobId = jobsAvailable.Length > 0 ? jobsAvailable[rnd.Next(jobsAvailable.Length)] : factionJobs[difficulty][0];
boards[i].Contracts[j] = new FYFactionContractData { ContractId = jobId };
}
}
lastBoardRefreshTimeUtc.Seconds = now;
await _userDataService.UpdateAsync(
userId, userId,
new Dictionary<string, string> { ["JobBoardsData"] = JsonSerializer.Serialize(jobBoardsData) }
);
}
// TODO: Get player's contract boards and refresh
return new FYGetPlayerContractsResult
{
@@ -101,10 +38,72 @@ public class RequestActiveObjectivesAndBoardsData : ICloudScriptFunction<FYQuery
ActiveContracts = contractsActive.Contracts,
FactionsContracts = new FYFactionsContractsData
{
Boards = boards,
LastBoardRefreshTimeUtc = lastBoardRefreshTimeUtc
Boards = new List<FYFactionContractsData>
{
new FYFactionContractsData
{
FactionId = "ICA",
Contracts = new List<FYFactionContractData>
{
new FYFactionContractData
{
ContractId = "NEW-Easy-ICA-Gather-1",
},
new FYFactionContractData
{
ContractId = "NEW-Medium-ICA-Uplink-1",
},
new FYFactionContractData
{
ContractId = "NEW-Hard-ICA-Uplink-1",
}
}
},
new FYFactionContractsData
{
FactionId = "Korolev",
Contracts = new List<FYFactionContractData>
{
new FYFactionContractData
{
ContractId = "NEW-Easy-KOR-Mine-4",
},
new FYFactionContractData
{
ContractId = "NEW-Medium-KOR-Mine-1",
},
new FYFactionContractData
{
ContractId = "NEW-Hard-KOR-PvP-6",
}
}
},
new FYFactionContractsData
{
FactionId = "Osiris",
Contracts = new List<FYFactionContractData>
{
new FYFactionContractData
{
ContractId = "NEW-Easy-Osiris-Brightcaps-1",
},
new FYFactionContractData
{
ContractId = "NEW-Medium-Osiris-Gather-1",
},
new FYFactionContractData
{
ContractId = "NEW-Hard-Osiris-Gather-7",
}
}
}
},
LastBoardRefreshTimeUtc = new FYTimestamp
{
Seconds = (int)DateTimeOffset.UtcNow.ToUnixTimeSeconds()
}
},
RefreshHours24UtcFromBackend = 12 // Doesn't seem to work
RefreshHours24UtcFromBackend = 12
};
}
}
@@ -1,6 +1,5 @@
using System.Text.Json;
using System.Text.Json.Serialization;
using Prospect.Server.Api.Models.Data;
using Prospect.Server.Api.Services.Auth.Extensions;
using Prospect.Server.Api.Services.CloudScript;
using Prospect.Server.Api.Services.UserData;
@@ -10,15 +9,6 @@ public class FYFortunaPassClaimedRewards {
public List<string> RewardsIDs { get; set; }
};
// Récompense d'un palier de la passe (catalogue optionnel TitleData "FortunaPass2_Rewards").
// itemId "SoftCurrency"/"Aurum"/"InsuranceCurrency" = monnaie, sinon item d'inventaire.
public class FortunaPassRewardDef {
[JsonPropertyName("itemId")]
public string ItemId { get; set; }
[JsonPropertyName("amount")]
public int Amount { get; set; }
}
public class RequestClaimFortunaPassRewardsRequest
{
[JsonPropertyName("rewardsIds")]
@@ -44,15 +34,11 @@ public class RequestClaimFortunaPassRewardsFunction : ICloudScriptFunction<Reque
{
private readonly IHttpContextAccessor _httpContextAccessor;
private readonly UserDataService _userDataService;
private readonly TitleDataService _titleDataService;
private readonly ILogger<RequestClaimFortunaPassRewardsFunction> _logger;
public RequestClaimFortunaPassRewardsFunction(IHttpContextAccessor httpContextAccessor, UserDataService userDataService, TitleDataService titleDataService, ILogger<RequestClaimFortunaPassRewardsFunction> logger)
public RequestClaimFortunaPassRewardsFunction(IHttpContextAccessor httpContextAccessor, UserDataService userDataService)
{
_httpContextAccessor = httpContextAccessor;
_userDataService = userDataService;
_titleDataService = titleDataService;
_logger = logger;
}
public async Task<RequestClaimFortunaPassRewardsResponse> ExecuteAsync(RequestClaimFortunaPassRewardsRequest request)
@@ -63,103 +49,28 @@ public class RequestClaimFortunaPassRewardsFunction : ICloudScriptFunction<Reque
throw new CloudScriptException("CloudScript was not called within a http request");
}
var userId = context.User.FindAuthUserId();
// Clé de la saison courante (déterminée par la config de build) — évite d'écraser
// la progression de l'autre saison (l'ancien code écrasait S2 ET S3).
#if SEASON_3_RELEASE || SEASON_3_DEBUG
const string claimedKey = "FortunaPass3_ClaimedRewards";
const string rewardsCatalogKey = "FortunaPass3_Rewards";
#else
const string claimedKey = "FortunaPass2_ClaimedRewards";
const string rewardsCatalogKey = "FortunaPass2_Rewards";
#endif
var userData = await _userDataService.FindAsync(userId, userId, new List<string>{ claimedKey, "Inventory", "Balance" });
var claimedRewards = JsonSerializer.Deserialize<FYFortunaPassClaimedRewards>(userData[claimedKey].Value)
?? new FYFortunaPassClaimedRewards { RewardsIDs = new List<string>() };
claimedRewards.RewardsIDs ??= new List<string>();
// Catalogue des récompenses (optionnel) : rewardId -> {itemId, amount}.
Dictionary<string, FortunaPassRewardDef> catalog = null;
try
{
var td = _titleDataService.Find(new List<string> { rewardsCatalogKey });
if (td.TryGetValue(rewardsCatalogKey, out var raw) && !string.IsNullOrWhiteSpace(raw))
catalog = JsonSerializer.Deserialize<Dictionary<string, FortunaPassRewardDef>>(raw);
}
catch { /* pas de catalogue → on enregistre seulement la réclamation */ }
var inventory = JsonSerializer.Deserialize<List<FYCustomItemInfo>>(userData["Inventory"].Value) ?? new List<FYCustomItemInfo>();
var balance = JsonSerializer.Deserialize<PlayerBalance>(userData["Balance"].Value);
var grantedItems = new List<FYCustomItemInfo>();
var changedCurrencies = new List<FYCurrencyItem>();
foreach (var rewardId in request.RewardsIDs)
{
// Ne pas re-créditer un palier déjà réclamé.
if (claimedRewards.RewardsIDs.Contains(rewardId)) continue;
if (catalog == null || !catalog.TryGetValue(rewardId, out var def) || def == null)
{
// Le catalogue des paliers est défini côté client (DataTable). On journalise
// les IDs inconnus pour pouvoir construire un vrai catalogue FortunaPass{2,3}_Rewards
// qui matche. IMPORTANT : ne PAS marquer le palier comme réclamé si on ne peut rien
// accorder — sinon il serait brûlé définitivement et inclaimable une fois le
// catalogue ajouté.
_logger.LogInformation("FortunaPass claim: aucun catalogue pour le reward '{RewardId}' (catalogue {State}) — non accordé", rewardId, catalog == null ? "absent" : "présent");
continue;
}
var userData = await _userDataService.FindAsync(userId, userId, new List<string>{"FortunaPass2_ClaimedRewards"});
var claimedRewards = JsonSerializer.Deserialize<FYFortunaPassClaimedRewards>(userData["FortunaPass2_ClaimedRewards"].Value);
foreach (var rewardId in request.RewardsIDs) {
claimedRewards.RewardsIDs.Add(rewardId);
_logger.LogInformation("FortunaPass claim: octroi reward '{RewardId}' -> {ItemId} x{Amount}", rewardId, def.ItemId, def.Amount);
switch (def.ItemId)
{
case "SoftCurrency":
balance.SoftCurrency += def.Amount;
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance.SoftCurrency });
break;
case "Aurum":
balance.HardCurrency += def.Amount;
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance.HardCurrency });
break;
case "InsuranceCurrency":
balance.InsuranceCurrency += def.Amount;
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "InsuranceCurrency", Amount = balance.InsuranceCurrency });
break;
default:
var item = new FYCustomItemInfo {
ItemId = Guid.NewGuid().ToString(),
Amount = def.Amount <= 0 ? 1 : def.Amount,
BaseItemId = def.ItemId,
Durability = 0,
Insurance = "",
InsuranceOwnerPlayfabId = "",
ModData = new FYModItems { M = [] },
Origin = new FYItemOriginBackend { G = "", P = "", T = "" },
InsuredAttachmentId = "",
PrimaryVanityId = 0,
SecondaryVanityId = 0,
RolledPerks = [],
};
inventory.Add(item);
grantedItems.Add(item);
break;
}
}
var changes = new Dictionary<string, string> { [claimedKey] = JsonSerializer.Serialize(claimedRewards) };
if (grantedItems.Count > 0) changes["Inventory"] = JsonSerializer.Serialize(inventory);
if (changedCurrencies.Count > 0) changes["Balance"] = JsonSerializer.Serialize(balance);
await _userDataService.UpdateAsync(userId, userId, changes);
var output = JsonSerializer.Serialize(claimedRewards);
await _userDataService.UpdateAsync(
userId, userId,
new Dictionary<string, string>{
["FortunaPass2_ClaimedRewards"] = output,
["FortunaPass3_ClaimedRewards"] = output, // TODO: Separate logic for S2 and S3
}
);
return new RequestClaimFortunaPassRewardsResponse
{
UserId = userId,
ErrorType = 3, // EYFortunaPassToastReponseType::Ok
Error = "",
GrantedItems = grantedItems.ToArray(),
ChangedCurrencies = changedCurrencies.ToArray(),
GrantedItems = [],
ChangedCurrencies = [],
};
}
}
@@ -1,7 +1,5 @@
using System.Text.Json;
using Prospect.Server.Api.Services.Auth.Extensions;
using Prospect.Server.Api.Services.Auth.Extensions;
using Prospect.Server.Api.Services.CloudScript.Models;
using Prospect.Server.Api.Services.UserData;
namespace Prospect.Server.Api.Services.CloudScript.Functions;
@@ -9,43 +7,42 @@ namespace Prospect.Server.Api.Services.CloudScript.Functions;
public class RequestFactionProgression : ICloudScriptFunction<FYQueryFactionProgressionRequest, object?>
{
private readonly IHttpContextAccessor _httpContextAccessor;
private readonly UserDataService _userDataService;
public RequestFactionProgression(IHttpContextAccessor httpContextAccessor, UserDataService userDataService)
public RequestFactionProgression(IHttpContextAccessor httpContextAccessor)
{
_httpContextAccessor = httpContextAccessor;
_userDataService = userDataService;
}
public async Task<object?> ExecuteAsync(FYQueryFactionProgressionRequest request)
public Task<object?> ExecuteAsync(FYQueryFactionProgressionRequest request)
{
var context = _httpContextAccessor.HttpContext;
if (context == null)
{
return null;
return Task.FromResult<object?>(null);
}
var userId = context.User.FindAuthUserId();
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
return Task.FromResult<object?>(new
{
factions = new[]
factions = new []
{
new { factionId = "ICA", currentProgression = Progression("ICA") },
new { factionId = "Korolev", currentProgression = Progression("Korolev") },
new { factionId = "Osiris", currentProgression = Progression("Osiris") },
new
{
factionId = "ICA",
currentProgression = 0
},
new
{
factionId = "Korolev",
currentProgression = 0
},
new
{
factionId = "Osiris",
currentProgression = 0
},
},
userId,
userId = context.User.FindAuthUserId(),
error = ""
};
});
}
}
}
@@ -1,6 +1,5 @@
using System.Text.Json;
using System.Text.Json.Serialization;
using Prospect.Server.Api.Models.Data;
using Prospect.Server.Api.Services.Auth.Extensions;
using Prospect.Server.Api.Services.UserData;
@@ -55,7 +54,7 @@ public class RequestMissionCompleted : ICloudScriptFunction<FYRequestMissionComp
var rewards = JsonSerializer.Deserialize<Dictionary<string, TitleDataMissionRewardInfo>>(titleData["OnboardingRewardMissions"]);
var blueprints = JsonSerializer.Deserialize<Dictionary<string, TitleDataBlueprintInfo>>(titleData["Blueprints"]);
var missions = JsonSerializer.Deserialize<Dictionary<string, TitleDataMissionInfo>>(titleData["OnboardingMissions"]);
var balance = JsonSerializer.Deserialize<PlayerBalance>(userData["Balance"].Value);
var balance = JsonSerializer.Deserialize<Dictionary<string, int>>(userData["Balance"].Value);
var currentMission = missions[onboardingMission.CurrentMissionID];
var missionRewardId = currentMission.OnboardingRewards.RowName;
@@ -69,16 +68,15 @@ public class RequestMissionCompleted : ICloudScriptFunction<FYRequestMissionComp
var missionRewards = rewards[missionRewardId].RewardEntries;
foreach (var reward in missionRewards) {
if (reward.RewardRowHandle.RowName == "SoftCurrency") {
balance.SoftCurrency += reward.RewardAmount;
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance.SoftCurrency });
balance["SC"] += reward.RewardAmount;
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance["SC"] });
} else if (reward.RewardRowHandle.RowName == "Aurum") {
balance.HardCurrency += reward.RewardAmount;
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance.HardCurrency });
} else if (reward.RewardRowHandle.RowName == "InsuranceCurrency") {
balance.InsuranceCurrency += reward.RewardAmount;
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "InsuranceCurrency", Amount = balance.InsuranceCurrency });
balance["AU"] += reward.RewardAmount;
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance["AU"] });
} else if (reward.RewardRowHandle.RowName == "InsuranceToken") {
balance["IN"] += reward.RewardAmount;
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "InsuranceToken", Amount = balance["IN"] });
} else {
// TODO: Inventory limit check
var blueprintData = blueprints[reward.RewardRowHandle.RowName];
var remainingAmount = reward.RewardAmount * blueprintData.AmountPerPurchase;
while (remainingAmount > 0) {
@@ -1,119 +1,100 @@
using System.Text.Json;
using Prospect.Server.Api.Models.Data;
using Prospect.Server.Api.Services.Auth.Extensions;
using Prospect.Server.Api.Services.Auth.Extensions;
using Prospect.Server.Api.Services.CloudScript.Models;
using Prospect.Server.Api.Services.CloudScript.Models.Data;
using Prospect.Server.Api.Services.UserData;
namespace Prospect.Server.Api.Services.CloudScript.Functions;
[CloudScriptFunction("RequestPlayerContracts")]
public class RequestPlayerContracts : ICloudScriptFunction<FYGetPlayerContractsRequest, FYGetPlayerContractsResult>
{
// Board slots are ordered Easy / Medium / Hard (same convention as ClaimActiveContract).
private static readonly string[] Difficulties = ["Easy", "Medium", "Hard"];
private const int RefreshHours = 12;
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)
public RequestPlayerContracts(IHttpContextAccessor httpContextAccessor)
{
_httpContextAccessor = httpContextAccessor;
_userDataService = userDataService;
_titleDataService = titleDataService;
}
public async Task<FYGetPlayerContractsResult> ExecuteAsync(FYGetPlayerContractsRequest request)
public Task<FYGetPlayerContractsResult> ExecuteAsync(FYGetPlayerContractsRequest request)
{
var context = _httpContextAccessor.HttpContext;
if (context == null)
{
throw new CloudScriptException("CloudScript was not called within a http request");
}
var userId = context.User.FindAuthUserId();
var userData = await _userDataService.FindAsync(
userId, userId,
new List<string>
{
"ContractsActive", "JobBoardsData",
"FactionProgressionKorolev", "FactionProgressionICA", "FactionProgressionOsiris",
}
);
var contractsActive = JsonSerializer.Deserialize<FYGetActiveContractsResult>(userData["ContractsActive"].Value)!;
var jobBoardsData = JsonSerializer.Deserialize<JobBoardsData>(userData["JobBoardsData"].Value)!;
var titleData = _titleDataService.Find(new List<string> { "Contracts", "Jobs", "LevelData" });
var contracts = JsonSerializer.Deserialize<Dictionary<string, TitleDataContractInfo>>(titleData["Contracts"])!;
var jobs = JsonSerializer.Deserialize<Dictionary<string, Dictionary<string, string[]>>>(titleData["Jobs"])!;
var levelsData = JsonSerializer.Deserialize<Dictionary<string, int[]>>(titleData["LevelData"])!;
var now = (int)DateTimeOffset.UtcNow.ToUnixTimeSeconds();
var lastRefresh = jobBoardsData.LastBoardRefreshTimeUtc?.Seconds ?? 0;
// Initial fill only: populate boards that were seeded empty / never refreshed.
// The periodic rotation is owned by RequestActiveObjectivesAndBoardsData, so we
// don't refresh on a timer here to avoid two competing refresh policies.
var boardsEmpty = jobBoardsData.Boards == null
|| jobBoardsData.Boards.Any(b => b.Contracts == null
|| b.Contracts.Any(c => string.IsNullOrEmpty(c.ContractId)));
if (jobBoardsData.Boards != null && (lastRefresh == 0 || boardsEmpty))
return Task.FromResult(new FYGetPlayerContractsResult
{
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,
UserId = context.User.FindAuthUserId(),
Error = null,
ActiveContracts = contractsActive.Contracts,
ActiveContracts = new List<FYActiveContractPlayerData>(),
FactionsContracts = new FYFactionsContractsData
{
Boards = jobBoardsData.Boards,
LastBoardRefreshTimeUtc = jobBoardsData.LastBoardRefreshTimeUtc ?? new FYTimestamp { Seconds = now },
Boards = new List<FYFactionContractsData>
{
new FYFactionContractsData
{
FactionId = "ICA",
Contracts = new List<FYFactionContractData>
{
new FYFactionContractData
{
ContractId = "NEW-Easy-ICA-Gather-1",
},
new FYFactionContractData
{
ContractId = "NEW-Medium-ICA-Uplink-1",
},
new FYFactionContractData
{
ContractId = "NEW-Hard-ICA-Uplink-1",
}
}
},
new FYFactionContractsData
{
FactionId = "Korolev",
Contracts = new List<FYFactionContractData>
{
new FYFactionContractData
{
ContractId = "NEW-Easy-KOR-Mine-4",
},
new FYFactionContractData
{
ContractId = "NEW-Medium-KOR-Mine-1",
},
new FYFactionContractData
{
ContractId = "NEW-Hard-KOR-PvP-6",
}
}
},
new FYFactionContractsData
{
FactionId = "Osiris",
Contracts = new List<FYFactionContractData>
{
new FYFactionContractData
{
ContractId = "NEW-Easy-Osiris-Brightcaps-1",
},
new FYFactionContractData
{
ContractId = "NEW-Medium-Osiris-Gather-1",
},
new FYFactionContractData
{
ContractId = "NEW-Hard-Osiris-Gather-7",
}
}
}
},
LastBoardRefreshTimeUtc = new FYTimestamp
{
Seconds = (int)DateTimeOffset.UtcNow.ToUnixTimeSeconds()
}
},
RefreshHours24UtcFromBackend = RefreshHours,
};
RefreshHours24UtcFromBackend = 12
});
}
}
}
@@ -35,11 +35,6 @@ public class RequestStoreRotationDataFunction : ICloudScriptFunction<RequestStor
_httpContextAccessor = httpContextAccessor;
}
// Nombre de variantes de rotation (les storeId "DailyShop_N" / "WeeklyShop_N"
// permettent au client de distinguer chaque rotation et de rafraîchir son cache).
private const int DailyVariants = 8;
private const int WeeklyVariants = 4;
public async Task<RequestStoreRotationDataResponse> ExecuteAsync(RequestStoreRotationDataRequest request)
{
var context = _httpContextAccessor.HttpContext;
@@ -48,33 +43,18 @@ public class RequestStoreRotationDataFunction : ICloudScriptFunction<RequestStor
throw new CloudScriptException("CloudScript was not called within a http request");
}
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}";
// TODO: Get and save store rotation data
return new RequestStoreRotationDataResponse
{
Error = "",
DailyStoreData = new StoreRotationData {
StoreID = dailyStoreId,
ExpirationData = dailyExpiration
StoreID = "DailyShop",
ExpirationData = DateTime.UtcNow.AddDays(1)
},
WeeklyStoreData = new StoreRotationData {
StoreID = weeklyStoreId,
ExpirationData = weeklyExpiration
StoreID = "WeeklyShop",
ExpirationData = DateTime.UtcNow.AddDays(1)
}
};
}
@@ -1,47 +0,0 @@
using System.Text.Json.Serialization;
using Prospect.Server.Api.Services.Auth.Extensions;
using Prospect.Server.Api.Services.CloudScript;
public class RequestUpdateAvailableFreeLoadoutRequest
{
}
public class RequestUpdateAvailableFreeLoadoutResponse
{
[JsonPropertyName("userId")]
public string UserId { get; set; }
[JsonPropertyName("error")]
public string Error { get; set; }
[JsonPropertyName("newRandomSeed")]
public int NewRandomSeed { get; set; }
}
[CloudScriptFunction("RequestUpdateAvailableFreeLoadout")]
public class RequestUpdateAvailableFreeLoadoutFunction : ICloudScriptFunction<RequestUpdateAvailableFreeLoadoutRequest, RequestUpdateAvailableFreeLoadoutResponse>
{
private readonly IHttpContextAccessor _httpContextAccessor;
private readonly ILogger<RequestUpdateAvailableFreeLoadoutFunction> _logger;
public RequestUpdateAvailableFreeLoadoutFunction(ILogger<RequestUpdateAvailableFreeLoadoutFunction> logger, IHttpContextAccessor httpContextAccessor)
{
_logger = logger;
_httpContextAccessor = httpContextAccessor;
}
public async Task<RequestUpdateAvailableFreeLoadoutResponse> ExecuteAsync(RequestUpdateAvailableFreeLoadoutRequest request)
{
var context = _httpContextAccessor.HttpContext;
if (context == null)
{
throw new CloudScriptException("CloudScript was not called within a http request");
}
var userId = context.User.FindAuthUserId();
return new RequestUpdateAvailableFreeLoadoutResponse
{
UserId = userId,
Error = "",
NewRandomSeed = 0,
};
}
}
@@ -9,9 +9,9 @@ public class RequestUpdateSeasonWipeDataRequest
public class RequestUpdateSeasonWipeDataResponse
{
[JsonPropertyName("userId")]
public string UserId { get; set; }
public string UserId;
[JsonPropertyName("error")]
public string Error { get; set; }
public string Error;
}
[CloudScriptFunction("RequestUpdateSeasonWipeData")]
@@ -76,13 +76,6 @@ public class RequestUpdateStationInventoryFunction : ICloudScriptFunction<Reques
var inventory = JsonSerializer.Deserialize<List<FYCustomItemInfo>>(userData["Inventory"].Value);
// TODO: Optimize
// TODO: Check deleted items to see if other stacks/mods were updated correctly
// Process inventory update. The player may:
// 1. Split item stack - creates a new item and updates amount of existing item.
// 2. Stack existing items - deletes existing items and updates amount of existing item.
// 3. Change vanity data - updates an existing item.
// 4. Change weapon mods - updates an existing item.
// IMPORTANT: The same request is currently used to report the updated inventory in the end of match.
var newInventory = new List<FYCustomItemInfo>(inventory.Count);
foreach (var item in inventory) {
if (!request.ItemsToRemove.Contains(item.ItemId)) {
@@ -90,6 +83,7 @@ public class RequestUpdateStationInventoryFunction : ICloudScriptFunction<Reques
}
}
// TODO: Check deleted items to see if other stacks/mods were updated correctly
foreach (var item in request.ItemsToUpdateAmount) {
var inventoryItem = newInventory.Find(i => i.ItemId == item.ItemId);
if (inventoryItem == null) {
@@ -99,7 +93,6 @@ public class RequestUpdateStationInventoryFunction : ICloudScriptFunction<Reques
inventoryItem.ModData = item.ModData;
inventoryItem.PrimaryVanityId = item.PrimaryVanityId;
inventoryItem.SecondaryVanityId = item.SecondaryVanityId;
inventoryItem.Durability = item.Durability;
}
// TODO: Check updated items and validate new items
@@ -1,6 +1,5 @@
using System.Text.Json;
using System.Text.Json.Serialization;
using Prospect.Server.Api.Models.Data;
using Prospect.Server.Api.Services.Auth.Extensions;
using Prospect.Server.Api.Services.CloudScript;
using Prospect.Server.Api.Services.UserData;
@@ -34,7 +33,7 @@ public class SellItemsClientResponse
[JsonPropertyName("scrappedItemIds")]
public HashSet<string> ScrappedItemIDs { get; set; }
[JsonPropertyName("changedItems")]
public List<FYCustomItemInfo> ChangedItems { get; set; }
public FYCustomItemInfo[] ChangedItems { get; set; }
[JsonPropertyName("changedCurrencies")]
public FYCurrencyItem[] ChangedCurrencies { get; set; }
[JsonPropertyName("playerFactionProgressionData")]
@@ -72,67 +71,40 @@ public class SellItemsClientFunction : ICloudScriptFunction<SellItemsClientReque
throw new CloudScriptException("CloudScript was not called within a http request");
}
var userId = context.User.FindAuthUserId();
var progressionFactionKey = $"FactionProgression{request.FactionID}";
var progressionFactionKey = "FactionProgression" + request.FactionID;
var userData = await _userDataService.FindAsync(userId, userId, new List<string>{"Inventory", "Balance", progressionFactionKey});
var inventory = JsonSerializer.Deserialize<List<FYCustomItemInfo>>(userData["Inventory"].Value);
var balance = JsonSerializer.Deserialize<PlayerBalance>(userData["Balance"].Value);
var balanceData = JsonSerializer.Deserialize<Dictionary<string, int>>(userData["Balance"].Value);
var factionProgression = JsonSerializer.Deserialize<int>(userData[progressionFactionKey].Value);
var blueprintsData = _titleDataService.Find(new List<string>{"Blueprints"});
var blueprints = JsonSerializer.Deserialize<Dictionary<string, TitleDataBlueprintInfo>>(blueprintsData["Blueprints"]);
// TODO: Optimize
// TODO: Check deleted items to see if other stacks/mods were updated correctly
// Process inventory update before selling since a player may split item stack.
// This will result in creating a new item and updating amount of existing item.
// NOTE: Stacking items back doesn't seem to work, at least in single-player station. Bug?
// var newInventory = new List<FYCustomItemInfo>(inventory.Count);
// foreach (var item in inventory) {
// if (!request.InventoryUpdateData.ItemsToRemove.Contains(item.ItemId)) {
// newInventory.Add(item);
// }
// }
var changedItems = new List<FYCustomItemInfo>();
foreach (var item in request.InventoryUpdateData.ItemsToUpdateAmount) {
var inventoryItem = inventory.Find(i => i.ItemId == item.ItemId);
if (inventoryItem == null) {
continue;
}
inventoryItem.Amount = item.Amount;
// NOTE: Vanity and mod data cannot be managed in sell menu
changedItems.Add(item);
}
foreach (var item in request.InventoryUpdateData.ItemsToAdd) {
inventory.Add(item);
}
// Then process selling. The game client provides item IDs for newly added items.
var playerBalance = balanceData["SC"];
HashSet<string> scrappedItemIds = [];
foreach (var itemId in request.IDs) {
var inventoryItem = inventory.Find(i => i.ItemId == itemId);
if (inventoryItem == null) {
var inventoryItemIdx = inventory.FindIndex(i => i.ItemId == itemId);
if (inventoryItemIdx == -1) {
continue;
}
var inventoryItem = inventory[inventoryItemIdx];
var blueprintData = blueprints[inventoryItem.BaseItemId];
// NOTE: Ammo and consumables have reverse price mapping.
if (blueprintData.Kind == "Ammo" || blueprintData.Kind == "Ability") {
factionProgression += (int)((float)blueprintData.OverrideScrappingReputation / blueprintData.MaxAmountPerStack * inventoryItem.Amount);
balance.SoftCurrency += (int)((float)blueprintData.OverrideScrappingReturns / blueprintData.MaxAmountPerStack * inventoryItem.Amount);
} else if (blueprintData.Kind == "Armor") {
factionProgression += (int)Math.Max(
(float)inventoryItem.Durability / blueprintData.DurabilityMax * blueprintData.OverrideScrappingReputation,
blueprintData.OverrideScrappingReputation * blueprintData.DurabilityBrokenScrappingReturnModifier
);
balance.SoftCurrency += (int)Math.Max(
(float)inventoryItem.Durability / blueprintData.DurabilityMax * blueprintData.OverrideScrappingReturns,
blueprintData.OverrideScrappingReturns * blueprintData.DurabilityBrokenScrappingReturnModifier
);
// TODO: Probably better to decide based on item kind instead
if (inventoryItem.Durability == -1) {
factionProgression += blueprintData.OverrideScrappingReputation * inventoryItem.Amount;
playerBalance += blueprintData.OverrideScrappingReturns * inventoryItem.Amount;
} else {
factionProgression += blueprintData.OverrideScrappingReputation * inventoryItem.Amount;
balance.SoftCurrency += blueprintData.OverrideScrappingReturns * inventoryItem.Amount;
// Items that have durability are not stackable so it's always 1 item
factionProgression += MapValue.Map(
inventoryItem.Durability,
blueprintData.DurabilityMax, 0,
blueprintData.OverrideScrappingReputation, (int)(blueprintData.OverrideScrappingReputation * blueprintData.DurabilityBrokenScrappingReturnModifier)
);
playerBalance += MapValue.Map(
inventoryItem.Durability,
blueprintData.DurabilityMax, 0,
blueprintData.OverrideScrappingReturns, (int)(blueprintData.OverrideScrappingReturns * blueprintData.DurabilityBrokenScrappingReturnModifier)
);
}
scrappedItemIds.Add(itemId);
@@ -146,11 +118,13 @@ public class SellItemsClientFunction : ICloudScriptFunction<SellItemsClientReque
}
}
balanceData["SC"] = playerBalance;
await _userDataService.UpdateAsync(
userId, userId,
new Dictionary<string, string>{
["Inventory"] = JsonSerializer.Serialize(newInventory),
["Balance"] = JsonSerializer.Serialize(balance),
["Balance"] = JsonSerializer.Serialize(balanceData),
[progressionFactionKey] = JsonSerializer.Serialize(factionProgression),
}
);
@@ -161,14 +135,14 @@ public class SellItemsClientFunction : ICloudScriptFunction<SellItemsClientReque
Error = "",
ChangedCurrencies = [new FYCurrencyItem {
CurrencyName = "SoftCurrency",
Amount = balance.SoftCurrency,
Amount = playerBalance,
}],
PlayerFactionProgressionData = new FYPlayerFactionProgressData {
FactionID = request.FactionID,
CurrentProgression = factionProgression,
},
ScrappedItemIDs = scrappedItemIds,
ChangedItems = changedItems,
ChangedItems = [], // TODO: Changed items from InventoryUpdateData
};
}
}
@@ -47,18 +47,10 @@ public class SetCharacterVanityArchetype : ICloudScriptFunction<FYSetActiveChara
var genderSuffix = request.ArcheTypeId.EndsWith("G02") ? "M" : "F";
returnVanity.ArchetypeID = request.ArcheTypeId;
returnVanity.HeadItem.ID = request.ArcheTypeId + "_Head01";
#if SEASON_2_RELEASE || SEASON_2_DEBUG
returnVanity.BootsItem.ID = $"StarterOutfit01_Boots_{genderSuffix}";
returnVanity.ChestItem.ID = $"StarterOutfit01_Chest_{genderSuffix}";
returnVanity.GloveItem.ID = $"StarterOutfit01_Gloves_{genderSuffix}";
#elif SEASON_3_RELEASE || SEASON_3_DEBUG
returnVanity.BootsItem.ID = "StarterOutfit01_Boots";
returnVanity.ChestItem.ID = "StarterOutfit01_Chest";
returnVanity.GloveItem.ID = "StarterOutfit01_Gloves";
#else
#error Unsupported build type
#endif
returnVanity.BaseSuitItem.ID = $"StarterOutfit01{genderSuffix}_BaseSuit";
returnVanity.BootsItem.ID = "StarterOutfit01_Boots_" + genderSuffix;
returnVanity.ChestItem.ID = "StarterOutfit01_Chest_" + genderSuffix;
returnVanity.GloveItem.ID = "StarterOutfit01_Gloves_" + genderSuffix;
returnVanity.BaseSuitItem.ID = "StarterOutfit01" + genderSuffix + "_BaseSuit";
returnVanity.BodyType = request.ArcheTypeId.EndsWith("G02") ? 1 : 2;
await _userDataService.UpdateAsync(
userId, userId,
@@ -1,7 +1,8 @@
using System.Text.Json;
using System.Text.Json.Serialization;
using Prospect.Server.Api.Models.Data;
using Prospect.Server.Api.Services.Auth.Extensions;
using Prospect.Server.Api.Services.CloudScript.Models;
using Prospect.Server.Api.Services.CloudScript.Models.Data;
using Prospect.Server.Api.Services.UserData;
using Prospect.Server.Api.Utils;
@@ -60,7 +61,7 @@ public class SkipItemCraftingClient : ICloudScriptFunction<FYSkipItemCraftingCli
new List<string>{"CraftingTimer__2022_05_12", "Balance", "Inventory"}
);
var balance = JsonSerializer.Deserialize<PlayerBalance>(userData["Balance"].Value);
var balance = JsonSerializer.Deserialize<Dictionary<string, int>>(userData["Balance"].Value);
var inventory = JsonSerializer.Deserialize<List<FYCustomItemInfo>>(userData["Inventory"].Value);
var craftingTimer = JsonSerializer.Deserialize<FYItemCurrentlyBeingCrafted>(userData["CraftingTimer__2022_05_12"].Value);
@@ -77,24 +78,24 @@ public class SkipItemCraftingClient : ICloudScriptFunction<FYSkipItemCraftingCli
FYCurrencyItem[] changedCurrency;
if (request.UseOptionalCosts) {
var remaining = MapValue.Map(now, craftStartTime, craftEndTime, shopCraftingData.SkipOptionalCraftingMaxCost, 1);
if (balance.SoftCurrency < remaining) {
if (balance["SC"] < remaining) {
return new FYSkipItemCraftingClientResult {
UserID = userId,
Error = "Insufficient balance",
};
}
balance.SoftCurrency -= remaining;
changedCurrency = [new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance.SoftCurrency }];
balance["SC"] -= remaining;
changedCurrency = [new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance["SC"] }];
} else {
var remaining = MapValue.Map(now, craftStartTime, craftEndTime, shopCraftingData.SkipCraftingMaxCost, 1);
if (balance.HardCurrency < remaining) {
if (balance["AU"] < remaining) {
return new FYSkipItemCraftingClientResult {
UserID = userId,
Error = "Insufficient balance",
};
}
balance.HardCurrency -= remaining;
changedCurrency = [new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance.HardCurrency }];
balance["AU"] -= remaining;
changedCurrency = [new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance["AU"] }];
}
List<FYCustomItemInfo> itemsGrantedOrUpdated = [];
@@ -1,6 +1,5 @@
using System.Text.Json;
using System.Text.Json.Serialization;
using Prospect.Server.Api.Models.Data;
using Prospect.Server.Api.Services.Auth.Extensions;
using Prospect.Server.Api.Services.CloudScript.Models.Data;
using Prospect.Server.Api.Services.UserData;
@@ -70,7 +69,7 @@ public class SkipPlayerQuarterUpgradeClient : ICloudScriptFunction<FYSkipPlayerQ
}
var titleData = _titleDataService.Find(new List<string>{"PlayerQuarters"});
var balance = JsonSerializer.Deserialize<PlayerBalance>(userData["Balance"].Value);
var balance = JsonSerializer.Deserialize<Dictionary<string, int>>(userData["Balance"].Value);
var playerQuartersData = JsonSerializer.Deserialize<TitleDataPlayerQuartersInfo[]>(titleData["PlayerQuarters"]);
var nextQuartersLevel = playerQuartersData[userPlayerQuarters.Level - 1]; // Quarters level starts from 1
@@ -80,24 +79,24 @@ public class SkipPlayerQuarterUpgradeClient : ICloudScriptFunction<FYSkipPlayerQ
FYCurrencyItem[] changedCurrency;
if (request.UseOptionalCosts) {
var remaining = MapValue.Map(now, craftStartTime, craftEndTime, nextQuartersLevel.OptionalRushCosts, 1);
if (balance.SoftCurrency < remaining) {
if (balance["SC"] < remaining) {
return new FYSkipPlayerQuarterUpgradeClientResult {
UserID = userId,
Error = "Insufficient balance",
};
}
balance.SoftCurrency -= remaining;
changedCurrency = [new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance.SoftCurrency }];
balance["SC"] -= remaining;
changedCurrency = [new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance["SC"] }];
} else {
var remaining = MapValue.Map(now, craftStartTime, craftEndTime, nextQuartersLevel.InitialRushCosts, 1);
if (balance.HardCurrency < remaining) {
if (balance["AU"] < remaining) {
return new FYSkipPlayerQuarterUpgradeClientResult {
UserID = userId,
Error = "Insufficient balance",
};
}
balance.HardCurrency -= remaining;
changedCurrency = [new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance.HardCurrency }];
balance["AU"] -= remaining;
changedCurrency = [new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance["AU"] }];
}
var upgradeStartedTime = new FYTimestamp {
@@ -1,6 +1,5 @@
using System.Text.Json;
using System.Text.Json.Serialization;
using Prospect.Server.Api.Models.Data;
using Prospect.Server.Api.Services.Auth.Extensions;
using Prospect.Server.Api.Services.UserData;
using Prospect.Server.Api.Utils;
@@ -57,7 +56,7 @@ public class SkipTechTreeNodeUpgradeClient : ICloudScriptFunction<FYSkipTechTree
new List<string>{"TechTreeNodeData", "Balance", "CharacterTechTreeBonuses"}
);
var balance = JsonSerializer.Deserialize<PlayerBalance>(userData["Balance"].Value);
var balance = JsonSerializer.Deserialize<Dictionary<string, int>>(userData["Balance"].Value);
var userTechTree = JsonSerializer.Deserialize<UserTechTreeNodeData>(userData["TechTreeNodeData"].Value);
var currentNode = userTechTree.NodeInProgress;
@@ -82,24 +81,24 @@ public class SkipTechTreeNodeUpgradeClient : ICloudScriptFunction<FYSkipTechTree
FYCurrencyItem[] changedCurrency;
if (request.UseOptionalCosts) {
var remaining = MapValue.Map(now, craftStartTime, craftEndTime, nodeLevelInfo.OptionalRushCosts, 1);
if (balance.SoftCurrency < remaining) {
if (balance["SC"] < remaining) {
return new FYSkipTechTreeNodeUpgradeClientResult {
UserID = userId,
Error = "Insufficient balance",
};
}
balance.SoftCurrency -= remaining;
changedCurrency = [new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance.SoftCurrency }];
balance["SC"] -= remaining;
changedCurrency = [new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance["SC"] }];
} else {
var remaining = MapValue.Map(now, craftStartTime, craftEndTime, nodeLevelInfo.InitialRushCosts, 1);
if (balance.HardCurrency < remaining) {
if (balance["AU"] < remaining) {
return new FYSkipTechTreeNodeUpgradeClientResult {
UserID = userId,
Error = "Insufficient balance",
};
}
balance.HardCurrency -= remaining;
changedCurrency = [new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance.HardCurrency }];
balance["AU"] -= remaining;
changedCurrency = [new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance["AU"] }];
}
userTechTree.TotalUpgrades++;
@@ -1,6 +1,5 @@
using System.Text.Json;
using System.Text.Json.Serialization;
using Prospect.Server.Api.Models.Data;
using Prospect.Server.Api.Services.Auth.Extensions;
using Prospect.Server.Api.Services.CloudScript.Models.Data;
using Prospect.Server.Api.Services.UserData;
@@ -71,9 +70,8 @@ public class StartItemCraftingClient : ICloudScriptFunction<FYStartItemCraftingC
}
// TODO: Contract unlock criteria
// TODO: Inventory limit check
var balance = JsonSerializer.Deserialize<PlayerBalance>(userData["Balance"].Value);
var balance = JsonSerializer.Deserialize<Dictionary<string, int>>(userData["Balance"].Value);
var inventory = JsonSerializer.Deserialize<List<FYCustomItemInfo>>(userData["Inventory"].Value);
var blueprints = JsonSerializer.Deserialize<Dictionary<string, TitleDataBlueprintInfo>>(titleData["Blueprints"]);
@@ -90,14 +88,15 @@ public class StartItemCraftingClient : ICloudScriptFunction<FYStartItemCraftingC
int remaining = ingredient.Amount;
if (ingredient.Currency == "SoftCurrency") {
remaining -= ingredient.Amount;
balance.SoftCurrency -= ingredient.Amount;
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance.SoftCurrency });
balance["SC"] -= ingredient.Amount;
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance["SC"] });
} else if (ingredient.Currency == "Aurum") {
remaining -= ingredient.Amount;
balance.HardCurrency -= ingredient.Amount;
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance.HardCurrency });
balance["AU"] -= ingredient.Amount;
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance["AU"] });
} else {
foreach (var item in inventory) {
for (var i = 0; i < inventory.Count; i++) {
var item = inventory[i];
if (item.BaseItemId != ingredient.Currency) {
continue;
}
@@ -1,6 +1,5 @@
using System.Text.Json;
using System.Text.Json.Serialization;
using Prospect.Server.Api.Models.Data;
using Prospect.Server.Api.Services.Auth.Extensions;
using Prospect.Server.Api.Services.CloudScript.Models.Data;
using Prospect.Server.Api.Services.UserData;
@@ -67,7 +66,7 @@ public class StartPlayerQuarterUpgradeClient : ICloudScriptFunction<FYStartPlaye
}
var titleData = _titleDataService.Find(new List<string>{"PlayerQuarters"});
var balance = JsonSerializer.Deserialize<PlayerBalance>(userData["Balance"].Value);
var balance = JsonSerializer.Deserialize<Dictionary<string, int>>(userData["Balance"].Value);
var inventory = JsonSerializer.Deserialize<List<FYCustomItemInfo>>(userData["Inventory"].Value);
var playerQuartersData = JsonSerializer.Deserialize<TitleDataPlayerQuartersInfo[]>(titleData["PlayerQuarters"]);
// Current level contains the information about next level
@@ -83,14 +82,15 @@ public class StartPlayerQuarterUpgradeClient : ICloudScriptFunction<FYStartPlaye
int remaining = ingredient.Amount;
if (ingredient.Currency == "SoftCurrency") {
remaining -= ingredient.Amount;
balance.SoftCurrency -= ingredient.Amount;
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance.SoftCurrency });
balance["SC"] -= ingredient.Amount;
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance["SC"] });
} else if (ingredient.Currency == "Aurum") {
remaining -= ingredient.Amount;
balance.HardCurrency -= ingredient.Amount;
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance.HardCurrency });
balance["AU"] -= ingredient.Amount;
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance["AU"] });
} else {
foreach (var item in inventory) {
for (var i = 0; i < inventory.Count; i++) {
var item = inventory[i];
if (item.BaseItemId != ingredient.Currency) {
continue;
}
@@ -135,7 +135,7 @@ public class StartPlayerQuarterUpgradeClient : ICloudScriptFunction<FYStartPlaye
userId, userId,
new Dictionary<string, string>{
["Balance"] = JsonSerializer.Serialize(balance),
["Inventory"] = JsonSerializer.Serialize(newInventory),
["Inventory"] = JsonSerializer.Serialize(inventory),
["PlayerQuartersLevel"] = JsonSerializer.Serialize(userPlayerQuarters),
}
);
@@ -1,6 +1,5 @@
using System.Text.Json;
using System.Text.Json.Serialization;
using Prospect.Server.Api.Models.Data;
using Prospect.Server.Api.Services.Auth.Extensions;
using Prospect.Server.Api.Services.CloudScript.Models.Data;
using Prospect.Server.Api.Services.UserData;
@@ -54,7 +53,7 @@ public class StartTechTreeNodeUpgradeClient : ICloudScriptFunction<FYStartTechTr
var userData = await _userDataService.FindAsync(
userId, userId,
new List<string>{"TechTreeNodeData", "Balance", "Inventory", "PlayerQuartersLevel"}
new List<string>{"TechTreeNodeData", "Balance", "Inventory"}
);
var userTechTree = JsonSerializer.Deserialize<UserTechTreeNodeData>(userData["TechTreeNodeData"].Value);
@@ -68,7 +67,7 @@ public class StartTechTreeNodeUpgradeClient : ICloudScriptFunction<FYStartTechTr
};
}
var balance = JsonSerializer.Deserialize<PlayerBalance>(userData["Balance"].Value);
var balance = JsonSerializer.Deserialize<Dictionary<string, int>>(userData["Balance"].Value);
var inventory = JsonSerializer.Deserialize<List<FYCustomItemInfo>>(userData["Inventory"].Value);
var titleData = _titleDataService.Find(new List<string>{"TechTreeNodes"});
@@ -79,15 +78,7 @@ public class StartTechTreeNodeUpgradeClient : ICloudScriptFunction<FYStartTechTr
var techTreeNodeData = techTreeNodes[request.NodeID];
var nextTreeNodeLevel = techTreeNodeData.PerkLevels[currentLevel]; // Tech tree node levels start from 0
// 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}",
};
}
// TODO: Dependency check
// Validate price
// TODO: Refactor
@@ -98,14 +89,15 @@ public class StartTechTreeNodeUpgradeClient : ICloudScriptFunction<FYStartTechTr
int remaining = ingredient.Amount;
if (ingredient.Currency == "SoftCurrency") {
remaining -= ingredient.Amount;
balance.SoftCurrency -= ingredient.Amount;
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance.SoftCurrency });
balance["SC"] -= ingredient.Amount;
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance["SC"] });
} else if (ingredient.Currency == "Aurum") {
remaining -= ingredient.Amount;
balance.HardCurrency -= ingredient.Amount;
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance.HardCurrency });
balance["AU"] -= ingredient.Amount;
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance["AU"] });
} else {
foreach (var item in inventory) {
for (var i = 0; i < inventory.Count; i++) {
var item = inventory[i];
if (item.BaseItemId != ingredient.Currency) {
continue;
}
@@ -1,62 +0,0 @@
using System.Text.Json;
using System.Text.Json.Serialization;
using Prospect.Server.Api.Services.Auth.Extensions;
using Prospect.Server.Api.Services.CloudScript.Models.Data;
using Prospect.Server.Api.Services.UserData;
namespace Prospect.Server.Api.Services.CloudScript.Functions;
// Custom request for dedicated server implementation
public class FYUpdatePlayerActiveContractsRequest {
[JsonPropertyName("userId")]
public string UserID { get; set; }
[JsonPropertyName("contracts")]
public List<FYActiveContractPlayerData> Contracts { get; set; }
}
public class FYUpdatePlayerActiveContractsResult {
}
[CloudScriptFunction("UpdatePlayerActiveContracts")]
public class UpdatePlayerActiveContracts : ICloudScriptFunction<FYUpdatePlayerActiveContractsRequest, FYUpdatePlayerActiveContractsResult>
{
private readonly IHttpContextAccessor _httpContextAccessor;
private readonly UserDataService _userDataService;
private readonly TitleDataService _titleDataService;
public UpdatePlayerActiveContracts(IHttpContextAccessor httpContextAccessor, UserDataService userDataService, TitleDataService titleDataService)
{
_httpContextAccessor = httpContextAccessor;
_userDataService = userDataService;
_titleDataService = titleDataService;
}
public async Task<FYUpdatePlayerActiveContractsResult> ExecuteAsync(FYUpdatePlayerActiveContractsRequest request)
{
var context = _httpContextAccessor.HttpContext;
if (context == null)
{
throw new CloudScriptException("CloudScript was not called within a http request");
}
var userId = context.User.FindAuthUserId();
var userData = await _userDataService.FindAsync(userId, userId, new List<string>{"ContractsActive"});
var contractsActive = JsonSerializer.Deserialize<FYGetActiveContractsResult>(userData["ContractsActive"].Value);
foreach (var contract in request.Contracts) {
var foundContract = contractsActive.Contracts.Find(item => item.ContractID == contract.ContractID);
if (foundContract == null) {
continue;
}
foundContract.Progress = contract.Progress;
}
await _userDataService.UpdateAsync(
userId, userId,
new Dictionary<string, string>{ ["ContractsActive"] = JsonSerializer.Serialize(contractsActive) }
);
return new FYUpdatePlayerActiveContractsResult
{};
}
}
@@ -1,14 +1,7 @@
using System.Text.Json.Serialization;
namespace Prospect.Server.Api.Services.CloudScript.Models.Data;
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
{
[JsonPropertyName("insuranceId")]
public string InsuranceId { get; set; }
[JsonPropertyName("itemIds")]
public List<string> ItemIds { get; set; }
}
// m_insuranceId
// m_itemIds
}
@@ -29,30 +29,3 @@ public class FYEnterMatchAzureFunction
[JsonPropertyName("loginNonce")]
public string LoginNonce { get; set; }
}
public class FYEnterMatchAzureFunctionCB
{
[JsonPropertyName("optimalRegion")]
public string? OptimalRegion { get; set; }
[JsonPropertyName("isMatch")]
public bool IsMatch { get; set; }
[JsonPropertyName("bypassMaintenanceMode")]
public bool BypassMaintenanceMode { get; set; }
[JsonPropertyName("debugOption")]
public string? DebugOption { get; set; }
[JsonPropertyName("mapName")]
public string? MapName { get; set; }
[JsonPropertyName("squad_id")]
public string? SquadId { get; set; }
[JsonPropertyName("purchaseInsuranceRequest")]
public FYPurchaseInventoryInsuranceRequest PurchaseInventoryInsurances { get; set; }
[JsonPropertyName("loginNonce")]
public string LoginNonce { get; set; }
}
@@ -21,30 +21,3 @@ public class FYEnterMatchmakingResult
[JsonPropertyName("errorMessage")]
public string ErrorMessage { get; set; }
}
public class FYEnterMatchAzureFunctionResult
{
[JsonPropertyName("success")]
public bool Success { get; set; }
[JsonPropertyName("address")]
public string? Address { get; set; }
[JsonPropertyName("errorMessage")]
public string? ErrorMessage { get; set; }
[JsonPropertyName("port")]
public int Port { get; set; }
[JsonPropertyName("sharedIndex")]
public int ShardIndex { get; set; }
[JsonPropertyName("singleplayerStation")]
public bool SingleplayerStation { get; set; }
[JsonPropertyName("maintenanceMode")]
public bool MaintenanceMode { get; set; }
[JsonPropertyName("sessionTimeJoinDelay")]
public float SessionTimeJoinDelay { get; set; }
}
File diff suppressed because one or more lines are too long
@@ -1,9 +1,6 @@
using System.Text.Json;
using System.Text.Json.Serialization;
using Prospect.Server.Api.Models.Client.Data;
using Prospect.Server.Api.Models.Data;
using Prospect.Server.Api.Services.CloudScript.Functions;
using Prospect.Server.Api.Services.CloudScript.Models.Data;
using Prospect.Server.Api.Services.Database;
namespace Prospect.Server.Api.Services.UserData;
@@ -73,53 +70,35 @@ public class UserDataService
};
}
var defaultVanity = new FYCharacterVanity {
UserID = playFabId,
ArchetypeID = "E01_G02",
SlotIndex = 0,
BaseSuitItem = new FYVanityMaterialItem {
ID = "StarterOutfit01M_BaseSuit",
MaterialIndex = 0,
},
HeadItem = new FYVanityMaterialItem {
ID = "E01_G02_Head01",
MaterialIndex = 0,
},
MeleeWeaponItem = new FYVanityMaterialItem {
ID = "Melee_Omega",
MaterialIndex = 0,
},
BodyType = 1,
};
#if SEASON_2_RELEASE || SEASON_2_DEBUG
defaultVanity.BootsItem = new FYVanityMaterialItem {
ID = "StarterOutfit01_Boots_M",
MaterialIndex = 0,
};
defaultVanity.ChestItem = new FYVanityMaterialItem {
ID = "StarterOutfit01_Chest_M",
MaterialIndex = 0,
};
defaultVanity.GloveItem = new FYVanityMaterialItem {
ID = "StarterOutfit01_Gloves_M",
MaterialIndex = 0,
};
#elif SEASON_3_RELEASE || SEASON_3_DEBUG
defaultVanity.BootsItem = new FYVanityMaterialItem {
ID = "StarterOutfit01_Boots",
MaterialIndex = 0,
};
defaultVanity.ChestItem = new FYVanityMaterialItem {
ID = "StarterOutfit01_Chest",
MaterialIndex = 0,
};
defaultVanity.GloveItem = new FYVanityMaterialItem {
ID = "StarterOutfit01_Gloves",
MaterialIndex = 0,
};
#else
#error Unsupported build type
#endif
var blueprints = JsonSerializer.Deserialize<Dictionary<string, TitleDataBlueprintInfo>>(titleData["Blueprints"]);
// TODO: For testing purposes
List<FYCustomItemInfo> inventory = new List<FYCustomItemInfo>();
foreach (var dict in blueprints)
{
var blueprint = dict.Value;
if (blueprint.Kind != "Material")
{
continue;
}
for (int i = 0; i < 3; i++)
{
inventory.Add(new FYCustomItemInfo {
Amount = 10000,
BaseItemId = blueprint.Name,
Durability = blueprint.DurabilityMax,
ItemId = Guid.NewGuid().ToString(),
Insurance = "",
InsuranceOwnerPlayfabId = "",
ModData = new FYModItems { M = [] },
Origin = new FYItemOriginBackend { G = "", P = "", T = "" },
InsuredAttachmentId = "",
PrimaryVanityId = 0,
SecondaryVanityId = 0,
RolledPerks = [],
});
}
}
// TODO: Proper objects.
var defaultData = new Dictionary<string, (bool isPublic, string value)>
@@ -171,27 +150,10 @@ public class UserDataService
// Used to optimize bonuses calculation and further validations without getting the user data and computing bonuses in runtime.
["CharacterTechTreeBonuses"] = (false, "{\"aurumCap\":0,\"aurumRate\":0,\"kmarksCap\":0,\"kmarksRate\":0,\"crateTier\":0,\"stashSize\":0,\"safePocketSize\":0,\"upgradeSpeed\":1.0}"),
["GlobalVanity"] = (false, $"{{\"activeGlobalVanityIds\":[\"Season03_Spray_13\",\"Banner_MIne\",\"Emote_Chill_01\",\"\",\"\",\"\",\"\",\"\"], \"droppodId\": \"VDP_Omega02\"}}"),
["CharacterVanity"] = (false, JsonSerializer.Serialize(defaultVanity)),
["Inventory"] = (false, "[]"),
["JobBoardsData"] = (false, JsonSerializer.Serialize(
new JobBoardsData {
LastBoardRefreshTimeUtc = new CloudScript.Models.Data.FYTimestamp { Seconds = 0 },
Boards = [
new FYFactionContractsData {
FactionId = "Korolev",
Contracts = [ new FYFactionContractData { }, new FYFactionContractData { }, new FYFactionContractData { }]
},
new FYFactionContractsData {
FactionId = "Osiris",
Contracts = [ new FYFactionContractData { }, new FYFactionContractData { }, new FYFactionContractData { }]
},
new FYFactionContractsData {
FactionId = "ICA",
Contracts = [ new FYFactionContractData { }, new FYFactionContractData { }, new FYFactionContractData { }]
}
]
}
)),
// NOTE: Default CharacterVanity is based on Season 2 IDs.
["CharacterVanity"] = (false, $"{{\"userId\":\"{playFabId}\",\"head_item\":{{\"id\":\"E01_G02_Head01\",\"materialIndex\":0}},\"boots_item\":{{\"id\":\"StarterOutfit01_Boots_M\",\"materialIndex\":0}},\"chest_item\":{{\"id\":\"StarterOutfit01_Chest_M\",\"materialIndex\":0}},\"glove_item\":{{\"id\":\"StarterOutfit01_Gloves_M\",\"materialIndex\":0}},\"base_suit_item\":{{\"id\":\"StarterOutfit01M_BaseSuit\",\"materialIndex\":0}},\"melee_weapon_item\":{{\"id\":\"Melee_Omega\",\"materialIndex\":0}},\"body_type\":1,\"archetype_id\":\"E01_G02\",\"slot_index\":0}}"),
// ["Inventory"] = (false, "[]"),
["Inventory"] = (false, JsonSerializer.Serialize(inventory)),
["VanityItems"] = (false, "[]"),
["RetentionBonus"] = (false, "{\"claimedAll\":false,\"daysClaimed\":0,\"lastClaimTime\":{\"seconds\":0}}"),
["Balance"] = (false, "{\"IN\": 0,\"AU\": 800,\"SC\": 30000}"),
@@ -233,6 +195,9 @@ public class UserDataService
}
var other = currentUserId != requestUserId;
if (other) {
Console.WriteLine("aboba");
}
var result = new Dictionary<string, FUserDataRecord>();
if (keys != null && keys.Count > 0)
+1 -1
View File
@@ -65,7 +65,7 @@ public class Startup
app.UseDeveloperExceptionPage();
}
// app.UseHttpsRedirection();
app.UseHttpsRedirection();
app.UseSerilogRequestLogging();
app.UseMiddleware<RequestLoggerMiddleware>();
app.UseRouting();
+6 -3
View File
@@ -8,11 +8,14 @@
},
"PlayFabSettings": {
"PublisherId": "850902E5B40508ED",
"TitleId": "2EA46",
"SignalRURL": "https://127.0.0.1:8443/signalr/?hub=pubsub",
"SignalRAccessToken": "TEST"
"TitleId": "2EA46"
},
"Kestrel": {
"Endpoints": {
"Https": {
"Url": "https://2EA46.playfabapi.com"
}
},
"Certificates": {
"Default": {
"Path": ".\\certificate.pfx"
@@ -5,7 +5,6 @@
<TargetFramework>net8.0</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable>
<Configurations>Debug;Release;Season 3 Release;Season 2 Release;Season 2 Debug;Season 3 Debug</Configurations>
</PropertyGroup>
<ItemGroup>
-1
View File
@@ -3,7 +3,6 @@
<PropertyGroup>
<TargetFramework>net8.0</TargetFramework>
<ImplicitUsings>true</ImplicitUsings>
<Configurations>Debug;Release;Season 3 Release;Season 2 Release;Season 2 Debug;Season 3 Debug</Configurations>
</PropertyGroup>
</Project>
@@ -4,7 +4,6 @@
<TargetFramework>netstandard2.0</TargetFramework>
<LangVersion>9.0</LangVersion>
<IsRoslynComponent>true</IsRoslynComponent>
<Configurations>Debug;Release;Season 3 Release;Season 2 Release;Season 2 Debug;Season 3 Debug</Configurations>
</PropertyGroup>
<ItemGroup>
@@ -5,8 +5,6 @@
<Nullable>enable</Nullable>
<IsPackable>false</IsPackable>
<Configurations>Debug;Release;Season 3 Release;Season 2 Release;Season 2 Debug;Season 3 Debug</Configurations>
</PropertyGroup>
<ItemGroup>
@@ -5,7 +5,6 @@
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
<Configurations>Debug;Release;Season 3 Release;Season 2 Release;Season 2 Debug;Season 3 Debug</Configurations>
</PropertyGroup>
<PropertyGroup>
+1 -159
View File
@@ -1,7 +1,7 @@
Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio Version 17
VisualStudioVersion = 17.12.35514.174
VisualStudioVersion = 17.12.35514.174 d17.12
MinimumVisualStudioVersion = 10.0.40219.1
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Prospect.Server.Api", "Prospect.Server.Api\Prospect.Server.Api.csproj", "{A539B020-8BEC-497F-9176-DC2665D927A1}"
EndProject
@@ -21,24 +21,12 @@ Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Prospect.Unreal.Tests", "Pr
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Prospect.Unreal.Generator", "Prospect.Unreal.Generator\Prospect.Unreal.Generator.csproj", "{71E3E262-49C5-4B6C-9670-D0741CEDB63B}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Prospect.Client.Loader", "Prospect.Client.Loader\Prospect.Client.Loader.vcxproj", "{04B1D963-2BCB-4887-9D6D-04CB3366A348}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Prospect.Agent", "Prospect.Agent\Prospect.Agent.vcxproj", "{A9BA7D25-F239-4320-A0DC-85E8001FD669}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|x64 = Debug|x64
Debug|x86 = Debug|x86
Release|x64 = Release|x64
Release|x86 = Release|x86
Season 2 Debug|x64 = Season 2 Debug|x64
Season 2 Debug|x86 = Season 2 Debug|x86
Season 2 Release|x64 = Season 2 Release|x64
Season 2 Release|x86 = Season 2 Release|x86
Season 3 Debug|x64 = Season 3 Debug|x64
Season 3 Debug|x86 = Season 3 Debug|x86
Season 3 Release|x64 = Season 3 Release|x64
Season 3 Release|x86 = Season 3 Release|x86
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{A539B020-8BEC-497F-9176-DC2665D927A1}.Debug|x64.ActiveCfg = Debug|Any CPU
@@ -49,22 +37,6 @@ Global
{A539B020-8BEC-497F-9176-DC2665D927A1}.Release|x64.Build.0 = Release|Any CPU
{A539B020-8BEC-497F-9176-DC2665D927A1}.Release|x86.ActiveCfg = Release|Any CPU
{A539B020-8BEC-497F-9176-DC2665D927A1}.Release|x86.Build.0 = Release|Any CPU
{A539B020-8BEC-497F-9176-DC2665D927A1}.Season 2 Debug|x64.ActiveCfg = Season 2 Debug|Any CPU
{A539B020-8BEC-497F-9176-DC2665D927A1}.Season 2 Debug|x64.Build.0 = Season 2 Debug|Any CPU
{A539B020-8BEC-497F-9176-DC2665D927A1}.Season 2 Debug|x86.ActiveCfg = Season 2 Debug|Any CPU
{A539B020-8BEC-497F-9176-DC2665D927A1}.Season 2 Debug|x86.Build.0 = Season 2 Debug|Any CPU
{A539B020-8BEC-497F-9176-DC2665D927A1}.Season 2 Release|x64.ActiveCfg = Season 2 Release|Any CPU
{A539B020-8BEC-497F-9176-DC2665D927A1}.Season 2 Release|x64.Build.0 = Season 2 Release|Any CPU
{A539B020-8BEC-497F-9176-DC2665D927A1}.Season 2 Release|x86.ActiveCfg = Season 2 Release|Any CPU
{A539B020-8BEC-497F-9176-DC2665D927A1}.Season 2 Release|x86.Build.0 = Season 2 Release|Any CPU
{A539B020-8BEC-497F-9176-DC2665D927A1}.Season 3 Debug|x64.ActiveCfg = Season 3 Debug|Any CPU
{A539B020-8BEC-497F-9176-DC2665D927A1}.Season 3 Debug|x64.Build.0 = Season 3 Debug|Any CPU
{A539B020-8BEC-497F-9176-DC2665D927A1}.Season 3 Debug|x86.ActiveCfg = Season 3 Debug|Any CPU
{A539B020-8BEC-497F-9176-DC2665D927A1}.Season 3 Debug|x86.Build.0 = Season 3 Debug|Any CPU
{A539B020-8BEC-497F-9176-DC2665D927A1}.Season 3 Release|x64.ActiveCfg = Season 3 Release|Any CPU
{A539B020-8BEC-497F-9176-DC2665D927A1}.Season 3 Release|x64.Build.0 = Season 3 Release|Any CPU
{A539B020-8BEC-497F-9176-DC2665D927A1}.Season 3 Release|x86.ActiveCfg = Season 3 Release|Any CPU
{A539B020-8BEC-497F-9176-DC2665D927A1}.Season 3 Release|x86.Build.0 = Season 3 Release|Any CPU
{E65720EB-7ED5-4D81-BE06-1DFFD57C1C47}.Debug|x64.ActiveCfg = Debug|Any CPU
{E65720EB-7ED5-4D81-BE06-1DFFD57C1C47}.Debug|x64.Build.0 = Debug|Any CPU
{E65720EB-7ED5-4D81-BE06-1DFFD57C1C47}.Debug|x86.ActiveCfg = Debug|Any CPU
@@ -73,22 +45,6 @@ Global
{E65720EB-7ED5-4D81-BE06-1DFFD57C1C47}.Release|x64.Build.0 = Release|Any CPU
{E65720EB-7ED5-4D81-BE06-1DFFD57C1C47}.Release|x86.ActiveCfg = Release|Any CPU
{E65720EB-7ED5-4D81-BE06-1DFFD57C1C47}.Release|x86.Build.0 = Release|Any CPU
{E65720EB-7ED5-4D81-BE06-1DFFD57C1C47}.Season 2 Debug|x64.ActiveCfg = Season 2 Debug|Any CPU
{E65720EB-7ED5-4D81-BE06-1DFFD57C1C47}.Season 2 Debug|x64.Build.0 = Season 2 Debug|Any CPU
{E65720EB-7ED5-4D81-BE06-1DFFD57C1C47}.Season 2 Debug|x86.ActiveCfg = Season 2 Debug|Any CPU
{E65720EB-7ED5-4D81-BE06-1DFFD57C1C47}.Season 2 Debug|x86.Build.0 = Season 2 Debug|Any CPU
{E65720EB-7ED5-4D81-BE06-1DFFD57C1C47}.Season 2 Release|x64.ActiveCfg = Season 2 Release|Any CPU
{E65720EB-7ED5-4D81-BE06-1DFFD57C1C47}.Season 2 Release|x64.Build.0 = Season 2 Release|Any CPU
{E65720EB-7ED5-4D81-BE06-1DFFD57C1C47}.Season 2 Release|x86.ActiveCfg = Season 2 Release|Any CPU
{E65720EB-7ED5-4D81-BE06-1DFFD57C1C47}.Season 2 Release|x86.Build.0 = Season 2 Release|Any CPU
{E65720EB-7ED5-4D81-BE06-1DFFD57C1C47}.Season 3 Debug|x64.ActiveCfg = Season 3 Debug|Any CPU
{E65720EB-7ED5-4D81-BE06-1DFFD57C1C47}.Season 3 Debug|x64.Build.0 = Season 3 Debug|Any CPU
{E65720EB-7ED5-4D81-BE06-1DFFD57C1C47}.Season 3 Debug|x86.ActiveCfg = Season 3 Debug|Any CPU
{E65720EB-7ED5-4D81-BE06-1DFFD57C1C47}.Season 3 Debug|x86.Build.0 = Season 3 Debug|Any CPU
{E65720EB-7ED5-4D81-BE06-1DFFD57C1C47}.Season 3 Release|x64.ActiveCfg = Season 3 Release|Any CPU
{E65720EB-7ED5-4D81-BE06-1DFFD57C1C47}.Season 3 Release|x64.Build.0 = Season 3 Release|Any CPU
{E65720EB-7ED5-4D81-BE06-1DFFD57C1C47}.Season 3 Release|x86.ActiveCfg = Season 3 Release|Any CPU
{E65720EB-7ED5-4D81-BE06-1DFFD57C1C47}.Season 3 Release|x86.Build.0 = Season 3 Release|Any CPU
{DE064B5C-5E9A-44FB-8DB0-5E61DD8ED4F6}.Debug|x64.ActiveCfg = Debug|Any CPU
{DE064B5C-5E9A-44FB-8DB0-5E61DD8ED4F6}.Debug|x64.Build.0 = Debug|Any CPU
{DE064B5C-5E9A-44FB-8DB0-5E61DD8ED4F6}.Debug|x86.ActiveCfg = Debug|Any CPU
@@ -97,22 +53,6 @@ Global
{DE064B5C-5E9A-44FB-8DB0-5E61DD8ED4F6}.Release|x64.Build.0 = Release|Any CPU
{DE064B5C-5E9A-44FB-8DB0-5E61DD8ED4F6}.Release|x86.ActiveCfg = Release|Any CPU
{DE064B5C-5E9A-44FB-8DB0-5E61DD8ED4F6}.Release|x86.Build.0 = Release|Any CPU
{DE064B5C-5E9A-44FB-8DB0-5E61DD8ED4F6}.Season 2 Debug|x64.ActiveCfg = Season 2 Debug|Any CPU
{DE064B5C-5E9A-44FB-8DB0-5E61DD8ED4F6}.Season 2 Debug|x64.Build.0 = Season 2 Debug|Any CPU
{DE064B5C-5E9A-44FB-8DB0-5E61DD8ED4F6}.Season 2 Debug|x86.ActiveCfg = Season 2 Debug|Any CPU
{DE064B5C-5E9A-44FB-8DB0-5E61DD8ED4F6}.Season 2 Debug|x86.Build.0 = Season 2 Debug|Any CPU
{DE064B5C-5E9A-44FB-8DB0-5E61DD8ED4F6}.Season 2 Release|x64.ActiveCfg = Season 2 Release|Any CPU
{DE064B5C-5E9A-44FB-8DB0-5E61DD8ED4F6}.Season 2 Release|x64.Build.0 = Season 2 Release|Any CPU
{DE064B5C-5E9A-44FB-8DB0-5E61DD8ED4F6}.Season 2 Release|x86.ActiveCfg = Season 2 Release|Any CPU
{DE064B5C-5E9A-44FB-8DB0-5E61DD8ED4F6}.Season 2 Release|x86.Build.0 = Season 2 Release|Any CPU
{DE064B5C-5E9A-44FB-8DB0-5E61DD8ED4F6}.Season 3 Debug|x64.ActiveCfg = Season 3 Debug|Any CPU
{DE064B5C-5E9A-44FB-8DB0-5E61DD8ED4F6}.Season 3 Debug|x64.Build.0 = Season 3 Debug|Any CPU
{DE064B5C-5E9A-44FB-8DB0-5E61DD8ED4F6}.Season 3 Debug|x86.ActiveCfg = Season 3 Debug|Any CPU
{DE064B5C-5E9A-44FB-8DB0-5E61DD8ED4F6}.Season 3 Debug|x86.Build.0 = Season 3 Debug|Any CPU
{DE064B5C-5E9A-44FB-8DB0-5E61DD8ED4F6}.Season 3 Release|x64.ActiveCfg = Season 3 Release|Any CPU
{DE064B5C-5E9A-44FB-8DB0-5E61DD8ED4F6}.Season 3 Release|x64.Build.0 = Season 3 Release|Any CPU
{DE064B5C-5E9A-44FB-8DB0-5E61DD8ED4F6}.Season 3 Release|x86.ActiveCfg = Season 3 Release|Any CPU
{DE064B5C-5E9A-44FB-8DB0-5E61DD8ED4F6}.Season 3 Release|x86.Build.0 = Season 3 Release|Any CPU
{380DD490-8F01-4025-91D7-74C289AA5B75}.Debug|x64.ActiveCfg = Debug|Any CPU
{380DD490-8F01-4025-91D7-74C289AA5B75}.Debug|x64.Build.0 = Debug|Any CPU
{380DD490-8F01-4025-91D7-74C289AA5B75}.Debug|x86.ActiveCfg = Debug|Any CPU
@@ -121,22 +61,6 @@ Global
{380DD490-8F01-4025-91D7-74C289AA5B75}.Release|x64.Build.0 = Release|Any CPU
{380DD490-8F01-4025-91D7-74C289AA5B75}.Release|x86.ActiveCfg = Release|Any CPU
{380DD490-8F01-4025-91D7-74C289AA5B75}.Release|x86.Build.0 = Release|Any CPU
{380DD490-8F01-4025-91D7-74C289AA5B75}.Season 2 Debug|x64.ActiveCfg = Season 2 Debug|Any CPU
{380DD490-8F01-4025-91D7-74C289AA5B75}.Season 2 Debug|x64.Build.0 = Season 2 Debug|Any CPU
{380DD490-8F01-4025-91D7-74C289AA5B75}.Season 2 Debug|x86.ActiveCfg = Season 2 Debug|Any CPU
{380DD490-8F01-4025-91D7-74C289AA5B75}.Season 2 Debug|x86.Build.0 = Season 2 Debug|Any CPU
{380DD490-8F01-4025-91D7-74C289AA5B75}.Season 2 Release|x64.ActiveCfg = Season 2 Release|Any CPU
{380DD490-8F01-4025-91D7-74C289AA5B75}.Season 2 Release|x64.Build.0 = Season 2 Release|Any CPU
{380DD490-8F01-4025-91D7-74C289AA5B75}.Season 2 Release|x86.ActiveCfg = Season 2 Release|Any CPU
{380DD490-8F01-4025-91D7-74C289AA5B75}.Season 2 Release|x86.Build.0 = Season 2 Release|Any CPU
{380DD490-8F01-4025-91D7-74C289AA5B75}.Season 3 Debug|x64.ActiveCfg = Season 3 Debug|Any CPU
{380DD490-8F01-4025-91D7-74C289AA5B75}.Season 3 Debug|x64.Build.0 = Season 3 Debug|Any CPU
{380DD490-8F01-4025-91D7-74C289AA5B75}.Season 3 Debug|x86.ActiveCfg = Season 3 Debug|Any CPU
{380DD490-8F01-4025-91D7-74C289AA5B75}.Season 3 Debug|x86.Build.0 = Season 3 Debug|Any CPU
{380DD490-8F01-4025-91D7-74C289AA5B75}.Season 3 Release|x64.ActiveCfg = Season 3 Release|Any CPU
{380DD490-8F01-4025-91D7-74C289AA5B75}.Season 3 Release|x64.Build.0 = Season 3 Release|Any CPU
{380DD490-8F01-4025-91D7-74C289AA5B75}.Season 3 Release|x86.ActiveCfg = Season 3 Release|Any CPU
{380DD490-8F01-4025-91D7-74C289AA5B75}.Season 3 Release|x86.Build.0 = Season 3 Release|Any CPU
{14DAE1A4-6F3F-43C0-AC17-9DCDE420AF34}.Debug|x64.ActiveCfg = Debug|Any CPU
{14DAE1A4-6F3F-43C0-AC17-9DCDE420AF34}.Debug|x64.Build.0 = Debug|Any CPU
{14DAE1A4-6F3F-43C0-AC17-9DCDE420AF34}.Debug|x86.ActiveCfg = Debug|Any CPU
@@ -145,22 +69,6 @@ Global
{14DAE1A4-6F3F-43C0-AC17-9DCDE420AF34}.Release|x64.Build.0 = Release|Any CPU
{14DAE1A4-6F3F-43C0-AC17-9DCDE420AF34}.Release|x86.ActiveCfg = Release|Any CPU
{14DAE1A4-6F3F-43C0-AC17-9DCDE420AF34}.Release|x86.Build.0 = Release|Any CPU
{14DAE1A4-6F3F-43C0-AC17-9DCDE420AF34}.Season 2 Debug|x64.ActiveCfg = Season 2 Debug|Any CPU
{14DAE1A4-6F3F-43C0-AC17-9DCDE420AF34}.Season 2 Debug|x64.Build.0 = Season 2 Debug|Any CPU
{14DAE1A4-6F3F-43C0-AC17-9DCDE420AF34}.Season 2 Debug|x86.ActiveCfg = Season 2 Debug|Any CPU
{14DAE1A4-6F3F-43C0-AC17-9DCDE420AF34}.Season 2 Debug|x86.Build.0 = Season 2 Debug|Any CPU
{14DAE1A4-6F3F-43C0-AC17-9DCDE420AF34}.Season 2 Release|x64.ActiveCfg = Season 2 Release|Any CPU
{14DAE1A4-6F3F-43C0-AC17-9DCDE420AF34}.Season 2 Release|x64.Build.0 = Season 2 Release|Any CPU
{14DAE1A4-6F3F-43C0-AC17-9DCDE420AF34}.Season 2 Release|x86.ActiveCfg = Season 2 Release|Any CPU
{14DAE1A4-6F3F-43C0-AC17-9DCDE420AF34}.Season 2 Release|x86.Build.0 = Season 2 Release|Any CPU
{14DAE1A4-6F3F-43C0-AC17-9DCDE420AF34}.Season 3 Debug|x64.ActiveCfg = Season 3 Debug|Any CPU
{14DAE1A4-6F3F-43C0-AC17-9DCDE420AF34}.Season 3 Debug|x64.Build.0 = Season 3 Debug|Any CPU
{14DAE1A4-6F3F-43C0-AC17-9DCDE420AF34}.Season 3 Debug|x86.ActiveCfg = Season 3 Debug|Any CPU
{14DAE1A4-6F3F-43C0-AC17-9DCDE420AF34}.Season 3 Debug|x86.Build.0 = Season 3 Debug|Any CPU
{14DAE1A4-6F3F-43C0-AC17-9DCDE420AF34}.Season 3 Release|x64.ActiveCfg = Season 3 Release|Any CPU
{14DAE1A4-6F3F-43C0-AC17-9DCDE420AF34}.Season 3 Release|x64.Build.0 = Season 3 Release|Any CPU
{14DAE1A4-6F3F-43C0-AC17-9DCDE420AF34}.Season 3 Release|x86.ActiveCfg = Season 3 Release|Any CPU
{14DAE1A4-6F3F-43C0-AC17-9DCDE420AF34}.Season 3 Release|x86.Build.0 = Season 3 Release|Any CPU
{71E3E262-49C5-4B6C-9670-D0741CEDB63B}.Debug|x64.ActiveCfg = Debug|Any CPU
{71E3E262-49C5-4B6C-9670-D0741CEDB63B}.Debug|x64.Build.0 = Debug|Any CPU
{71E3E262-49C5-4B6C-9670-D0741CEDB63B}.Debug|x86.ActiveCfg = Debug|Any CPU
@@ -169,70 +77,6 @@ Global
{71E3E262-49C5-4B6C-9670-D0741CEDB63B}.Release|x64.Build.0 = Release|Any CPU
{71E3E262-49C5-4B6C-9670-D0741CEDB63B}.Release|x86.ActiveCfg = Release|Any CPU
{71E3E262-49C5-4B6C-9670-D0741CEDB63B}.Release|x86.Build.0 = Release|Any CPU
{71E3E262-49C5-4B6C-9670-D0741CEDB63B}.Season 2 Debug|x64.ActiveCfg = Season 2 Debug|Any CPU
{71E3E262-49C5-4B6C-9670-D0741CEDB63B}.Season 2 Debug|x64.Build.0 = Season 2 Debug|Any CPU
{71E3E262-49C5-4B6C-9670-D0741CEDB63B}.Season 2 Debug|x86.ActiveCfg = Season 2 Debug|Any CPU
{71E3E262-49C5-4B6C-9670-D0741CEDB63B}.Season 2 Debug|x86.Build.0 = Season 2 Debug|Any CPU
{71E3E262-49C5-4B6C-9670-D0741CEDB63B}.Season 2 Release|x64.ActiveCfg = Season 2 Release|Any CPU
{71E3E262-49C5-4B6C-9670-D0741CEDB63B}.Season 2 Release|x64.Build.0 = Season 2 Release|Any CPU
{71E3E262-49C5-4B6C-9670-D0741CEDB63B}.Season 2 Release|x86.ActiveCfg = Season 2 Release|Any CPU
{71E3E262-49C5-4B6C-9670-D0741CEDB63B}.Season 2 Release|x86.Build.0 = Season 2 Release|Any CPU
{71E3E262-49C5-4B6C-9670-D0741CEDB63B}.Season 3 Debug|x64.ActiveCfg = Season 3 Debug|Any CPU
{71E3E262-49C5-4B6C-9670-D0741CEDB63B}.Season 3 Debug|x64.Build.0 = Season 3 Debug|Any CPU
{71E3E262-49C5-4B6C-9670-D0741CEDB63B}.Season 3 Debug|x86.ActiveCfg = Season 3 Debug|Any CPU
{71E3E262-49C5-4B6C-9670-D0741CEDB63B}.Season 3 Debug|x86.Build.0 = Season 3 Debug|Any CPU
{71E3E262-49C5-4B6C-9670-D0741CEDB63B}.Season 3 Release|x64.ActiveCfg = Season 3 Release|Any CPU
{71E3E262-49C5-4B6C-9670-D0741CEDB63B}.Season 3 Release|x64.Build.0 = Season 3 Release|Any CPU
{71E3E262-49C5-4B6C-9670-D0741CEDB63B}.Season 3 Release|x86.ActiveCfg = Season 3 Release|Any CPU
{71E3E262-49C5-4B6C-9670-D0741CEDB63B}.Season 3 Release|x86.Build.0 = Season 3 Release|Any CPU
{04B1D963-2BCB-4887-9D6D-04CB3366A348}.Debug|x64.ActiveCfg = Debug|x64
{04B1D963-2BCB-4887-9D6D-04CB3366A348}.Debug|x64.Build.0 = Debug|x64
{04B1D963-2BCB-4887-9D6D-04CB3366A348}.Debug|x86.ActiveCfg = Debug|Win32
{04B1D963-2BCB-4887-9D6D-04CB3366A348}.Debug|x86.Build.0 = Debug|Win32
{04B1D963-2BCB-4887-9D6D-04CB3366A348}.Release|x64.ActiveCfg = Release|x64
{04B1D963-2BCB-4887-9D6D-04CB3366A348}.Release|x64.Build.0 = Release|x64
{04B1D963-2BCB-4887-9D6D-04CB3366A348}.Release|x86.ActiveCfg = Release|Win32
{04B1D963-2BCB-4887-9D6D-04CB3366A348}.Release|x86.Build.0 = Release|Win32
{04B1D963-2BCB-4887-9D6D-04CB3366A348}.Season 2 Debug|x64.ActiveCfg = Debug|x64
{04B1D963-2BCB-4887-9D6D-04CB3366A348}.Season 2 Debug|x64.Build.0 = Debug|x64
{04B1D963-2BCB-4887-9D6D-04CB3366A348}.Season 2 Debug|x86.ActiveCfg = Debug|Win32
{04B1D963-2BCB-4887-9D6D-04CB3366A348}.Season 2 Debug|x86.Build.0 = Debug|Win32
{04B1D963-2BCB-4887-9D6D-04CB3366A348}.Season 2 Release|x64.ActiveCfg = Release|x64
{04B1D963-2BCB-4887-9D6D-04CB3366A348}.Season 2 Release|x64.Build.0 = Release|x64
{04B1D963-2BCB-4887-9D6D-04CB3366A348}.Season 2 Release|x86.ActiveCfg = Release|Win32
{04B1D963-2BCB-4887-9D6D-04CB3366A348}.Season 2 Release|x86.Build.0 = Release|Win32
{04B1D963-2BCB-4887-9D6D-04CB3366A348}.Season 3 Debug|x64.ActiveCfg = Debug|x64
{04B1D963-2BCB-4887-9D6D-04CB3366A348}.Season 3 Debug|x64.Build.0 = Debug|x64
{04B1D963-2BCB-4887-9D6D-04CB3366A348}.Season 3 Debug|x86.ActiveCfg = Debug|Win32
{04B1D963-2BCB-4887-9D6D-04CB3366A348}.Season 3 Debug|x86.Build.0 = Debug|Win32
{04B1D963-2BCB-4887-9D6D-04CB3366A348}.Season 3 Release|x64.ActiveCfg = Release|x64
{04B1D963-2BCB-4887-9D6D-04CB3366A348}.Season 3 Release|x64.Build.0 = Release|x64
{04B1D963-2BCB-4887-9D6D-04CB3366A348}.Season 3 Release|x86.ActiveCfg = Release|Win32
{04B1D963-2BCB-4887-9D6D-04CB3366A348}.Season 3 Release|x86.Build.0 = Release|Win32
{A9BA7D25-F239-4320-A0DC-85E8001FD669}.Debug|x64.ActiveCfg = Debug|x64
{A9BA7D25-F239-4320-A0DC-85E8001FD669}.Debug|x64.Build.0 = Debug|x64
{A9BA7D25-F239-4320-A0DC-85E8001FD669}.Debug|x86.ActiveCfg = Debug|x64
{A9BA7D25-F239-4320-A0DC-85E8001FD669}.Debug|x86.Build.0 = Debug|x64
{A9BA7D25-F239-4320-A0DC-85E8001FD669}.Release|x64.ActiveCfg = Release|x64
{A9BA7D25-F239-4320-A0DC-85E8001FD669}.Release|x64.Build.0 = Release|x64
{A9BA7D25-F239-4320-A0DC-85E8001FD669}.Release|x86.ActiveCfg = Release|x64
{A9BA7D25-F239-4320-A0DC-85E8001FD669}.Release|x86.Build.0 = Release|x64
{A9BA7D25-F239-4320-A0DC-85E8001FD669}.Season 2 Debug|x64.ActiveCfg = Debug|x64
{A9BA7D25-F239-4320-A0DC-85E8001FD669}.Season 2 Debug|x64.Build.0 = Debug|x64
{A9BA7D25-F239-4320-A0DC-85E8001FD669}.Season 2 Debug|x86.ActiveCfg = Debug|x64
{A9BA7D25-F239-4320-A0DC-85E8001FD669}.Season 2 Debug|x86.Build.0 = Debug|x64
{A9BA7D25-F239-4320-A0DC-85E8001FD669}.Season 2 Release|x64.ActiveCfg = Release|x64
{A9BA7D25-F239-4320-A0DC-85E8001FD669}.Season 2 Release|x64.Build.0 = Release|x64
{A9BA7D25-F239-4320-A0DC-85E8001FD669}.Season 2 Release|x86.ActiveCfg = Release|x64
{A9BA7D25-F239-4320-A0DC-85E8001FD669}.Season 2 Release|x86.Build.0 = Release|x64
{A9BA7D25-F239-4320-A0DC-85E8001FD669}.Season 3 Debug|x64.ActiveCfg = Debug|x64
{A9BA7D25-F239-4320-A0DC-85E8001FD669}.Season 3 Debug|x64.Build.0 = Debug|x64
{A9BA7D25-F239-4320-A0DC-85E8001FD669}.Season 3 Debug|x86.ActiveCfg = Debug|x64
{A9BA7D25-F239-4320-A0DC-85E8001FD669}.Season 3 Debug|x86.Build.0 = Debug|x64
{A9BA7D25-F239-4320-A0DC-85E8001FD669}.Season 3 Release|x64.ActiveCfg = Release|x64
{A9BA7D25-F239-4320-A0DC-85E8001FD669}.Season 3 Release|x64.Build.0 = Release|x64
{A9BA7D25-F239-4320-A0DC-85E8001FD669}.Season 3 Release|x86.ActiveCfg = Release|x64
{A9BA7D25-F239-4320-A0DC-85E8001FD669}.Season 3 Release|x86.Build.0 = Release|x64
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
@@ -244,8 +88,6 @@ Global
{380DD490-8F01-4025-91D7-74C289AA5B75} = {76364BAA-BC9D-4A92-AA2A-8914FAE22834}
{14DAE1A4-6F3F-43C0-AC17-9DCDE420AF34} = {168B6247-2D33-4942-AB3F-C5041B3BDFEA}
{71E3E262-49C5-4B6C-9670-D0741CEDB63B} = {76364BAA-BC9D-4A92-AA2A-8914FAE22834}
{04B1D963-2BCB-4887-9D6D-04CB3366A348} = {31D3D5D2-B011-4F9B-B6CC-D0A35675D797}
{A9BA7D25-F239-4320-A0DC-85E8001FD669} = {31D3D5D2-B011-4F9B-B6CC-D0A35675D797}
EndGlobalSection
GlobalSection(ExtensibilityGlobals) = postSolution
SolutionGuid = {12888C62-D3A2-4DD7-A9A5-1481D95865D0}
+1 -6
View File
@@ -4,13 +4,8 @@ from cryptography.x509 import NameOID, CertificateBuilder
from cryptography import x509
import datetime
import os
import argparse
def main():
parser = argparse.ArgumentParser()
parser.add_argument("--common-name", type=str, default='127.0.0.1')
args = parser.parse_args()
if os.path.exists("certificate.pfx"):
q = input("certificate.pfx already exists. Are you sure you want to generate a new certificate? (y/n): ")
if q != "y":
@@ -25,7 +20,7 @@ def main():
# Generate self-signed certificate
subject = issuer = x509.Name([
x509.NameAttribute(NameOID.COMMON_NAME, args.common_name),
x509.NameAttribute(NameOID.COMMON_NAME, '2EA46.playfabapi.com'),
])
cert = CertificateBuilder().subject_name(