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50 changed files with 393 additions and 1325 deletions
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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 }}/${{ secrets.NTFY_TOPIC }}" || true
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name: Build Game Server
on:
push:
branches: [game-server]
workflow_dispatch: {}
env:
IMAGE: git.nfteam.ovh/neckfire/the-cycle-game
jobs:
build:
runs-on: ubuntu-latest
steps:
- name: Checkout
uses: actions/checkout@v4
- name: Build & push image
run: |
set -e
echo "${{ secrets.REGISTRY_PASSWORD }}" | docker login git.nfteam.ovh -u "${{ secrets.REGISTRY_USER }}" --password-stdin
SHA="${GITHUB_SHA::12}"
docker build -t "${IMAGE}:game-server" -t "${IMAGE}:${SHA}" -f Dockerfile.gameserver .
docker push --all-tags "${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} game-server — ${{ 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
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_out/
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# 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"]
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# The Cycle: Frontier — serveur de jeu dédié (EXPÉRIMENTAL / R&D).
# Réimplémentation du serveur autoritaire Unreal (Prospect.Unreal). Build depuis les sources.
FROM mcr.microsoft.com/dotnet/sdk:8.0 AS build
WORKDIR /src
COPY src/ ./src/
RUN dotnet publish src/Prospect.Server.Game/Prospect.Server.Game.csproj -c Release -o /app
FROM mcr.microsoft.com/dotnet/runtime:8.0
WORKDIR /app
COPY --from=build /app ./
# Le réseau Unreal est en UDP.
EXPOSE 7777/udp
# Configurable : PROSPECT_MAP / PROSPECT_GAMEMODE / PROSPECT_PORT
ENTRYPOINT ["dotnet", "Prospect.Server.Game.dll"]
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# 🎮 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.*
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# Serveur de jeu dédié — R&D (branche `game-server`)
> ⚠️ **Expérimental.** Objectif : un serveur de jeu **autoritaire** pour que plusieurs
> joueurs soient dans la **même instance** (se voir, bouger). C'est un chantier de
> reverse-engineering du serveur Unreal du Cycle. **Un raid co-op complet reste hors de portée
> réaliste** ; on avance par jalons. **IA et loot volontairement hors périmètre pour l'instant.**
## Pièces en jeu
- **`Prospect.Unreal`** — réimplémentation en C# de la couche réseau d'Unreal Engine
(NetDriver UDP, channels control/actor, bunches, packet handler, handshake, `UWorld`,
`AGameModeBase`/`APlayerController`/`APawn`).
- **`Prospect.Server.Game`** — l'exécutable serveur (host loop, monde, game mode).
## État actuel (ce qui marche côté serveur)
Le **handshake de connexion Unreal est implémenté** et va jusqu'au spawn du PlayerController :
```
NMT_Hello → SendChallenge
NMT_Login → PreLogin → WelcomePlayer (envoie map + game mode)
NMT_Join → SpawnPlayActor → GameMode.Login → APlayerController
```
Corrections/avancées de cette branche :
- **Cible la map/gamemode du Cycle** (`/Game/Maps/MP/Station/Station_P` + `YGameMode_Station`)
au lieu de la map template d'UE. Configurable via `PROSPECT_MAP` / `PROSPECT_GAMEMODE` / `PROSPECT_PORT`.
- **`WelcomePlayer`** envoie désormais la **vraie** map/gamemode du monde (plus le template).
- **`GameSession`** est initialisée → le login ne plante plus sur `"GameSession is null"`
(c'était le point de blocage juste avant le spawn).
## Ce qui manque (roadmap, du plus atteignable au plus dur)
1. **Connexion client réelle** : valider le handshake complet avec le **vrai client** (pas le
harnais `Client.cs`). Nécessite des **tests en live** (impossible à valider hors client).
2. **Spawn du Pawn du Cycle** : `GameMode.Login` spawn un `APlayerController` mais **pas** le
personnage. Il faut spawner la **classe de Pawn spécifique du Cycle** (`YCharacter…`) avec le
bon **NetGUID / class path** pour que le client l'instancie.
3. **Réplication du mouvement** : répliquer les propriétés du `CharacterMovementComponent`
(position/rotation/état) chaque tick → **le premier vrai « se voir bouger »**.
4. *(plus tard)* IA, loot, dégâts, tempête, évac… — **hors périmètre pour l'instant**.
Les jalons 23 demandent de connaître les **classes répliquées du jeu** (côté client, non
présentes dans le code serveur) et **itèrent en live** avec le client. C'est le vrai mur.
## Build / run
```bash
# build
dotnet build src/Prospect.Server.Game/Prospect.Server.Game.csproj -c Release
# run (défauts : station, port 7777 UDP)
dotnet run --project src/Prospect.Server.Game
# ou conteneur
docker build -t the-cycle-game -f Dockerfile.gameserver .
docker run --rm -p 7777:7777/udp the-cycle-game
```
## CI/CD
`.gitea/workflows/game-server.yml` : à chaque push sur `game-server`, build de `Dockerfile.gameserver`
→ image **`git.nfteam.ovh/neckfire/the-cycle-game`** (tags `game-server` + sha) + notif ntfy.
Image **séparée** de l'API (`the-cycle`) — les deux ne se marchent pas dessus.
## Honnêteté
Ceci est une **base d'exploration**. Le handshake + le spawn du controller avancent ; le
« 2 joueurs se voient bouger » dépend du spawn du pawn du Cycle + réplication, qui exige du RE
spécifique au jeu **et** des tests dans le client réel. Aucune garantie d'aboutir.
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# The Cycle: Frontier — serveur dédié gameplay (R&D netcode)
Branche `game-server`. Objectif : un serveur de jeu autoritatif écrit from scratch
(Prospect.Unreal, réimplémentation C# du netcode Unreal) pour du vrai co-op, sans
passer par un client-hôte P2P. **Statut : bloqué au chiffrement (voir plus bas).**
Client cible : **UE4 build `R3.5.0`** (`4.27.2` netcode), Steam depot 868271.
## Ce qui fonctionne (murs franchis)
La connexion d'un vrai client va jusqu'à l'entrée du login :
```
Handshake stateless UDP (cookie/challenge) ✅
Reconstruction du paquet (PacketHandler) ✅
Séquençage des paquets (adopt des seq client) ✅
Alignement des bunches ✅ ← percée
Canal de contrôle ouvert ✅
NMT_Hello reçu et parsé ✅
Transition login Hello → Login ✅
Chiffrement DTLS-PSK ❌ ← mur final
```
### Percée : le bit de header spécifique R3.5.0
Le client écrit **un bit de plus** entre l'historique d'ack du `FNetPacketNotify` et
le payload packet-info, que l'UE 4.27 stock (EngineNetVer 16) n'a pas. Décodage
bit-à-bit d'un vrai paquet : l'en-tête fait **65 bits, pas 64**. En consommant ce bit
(`bCycleExtraHeaderBit` dans `UNetConnection.ReceivedPacket`), tout se réaligne :
`bHasPacketInfoPayload`, l'horloge jitter (10 bits) et `bHasServerFrameTime` tombent
juste, et le premier bunch du canal de contrôle parse proprement (ChIndex 0, bOpen,
bReliable = NMT_Hello). Sans ce fix, le `ChIndex` sortait en vrac (~1 049 000) et le
serveur droppait/plantait.
## Le mur final : chiffrement DTLS-PSK
Le client **exige** le chiffrement. Établi par reverse-engineering :
- `NMT_Hello` porte `EncryptionToken` = le **PlayFab user_id** du joueur
(ex. `92EBCFE8C3EAF3AC`). Vu dans l'URL de connexion du client :
`...?EntityToken=<JWT>?EncryptionToken=92EBCFE8C3EAF3AC`.
- Pile PacketHandler du client (ses propres logs) :
`[DTLSHandlerComponent, StatelessConnectHandlerComponent]`.
- Le exe embarque les suites **`ECDHE-PSK-AES256-*`, `DHE-PSK-AES256-GCM-SHA384`**,
la cvar **`DTLS.PreSharedKeys`**, et `DTLSPSKClientCallback` / `DTLSPSKServerCallback`
**DTLS en mode PSK** (clé pré-partagée 32 octets, identité = user_id).
- Compression : **OodleNetwork** compilé, mais **aucun dictionnaire `.udic`**
pass-through (les paquets ne sont ni compressés ni chiffrés au niveau paquet ;
entropie faible + longues suites de zéros le confirment).
Proposer un challenge en clair (sans `NMT_EncryptionAck`) ne marche pas : le client
ferme le canal de contrôle juste après.
Pour finir il faudrait : (1) un **serveur DTLS-PSK** collé au framing du
`DTLSHandlerComponent` d'UE, et (2) la **PSK de 32 octets** dérivée par le client à
partir du user_id/EntityToken.
## Pourquoi la clé est inaccessible (statique)
L'exe `Prospect-Win64-Shipping.exe` est **packé/chiffré** (protection anti-triche,
BattlEye) :
- **Entropie de `.text` = 8.000** (maximum = aléatoire/chiffré ; du code normal ≈ 6.3).
- `.rdata` = 4.96 (normal → les strings restent lisibles, d'où les découvertes ci-dessus).
- Un scan brut du `.text` (76 Mo) ne trouve que **~76 instructions** → niveau du bruit :
ce n'est pas du code sur disque, c'est du chiffré déchiffré au runtime.
Conséquence : Ghidra / radare2 n'analysent que du ciphertext ; **aucune référence** aux
fonctions de chiffrement n'est trouvable statiquement. La dérivation de la PSK vit dans
ce code chiffré.
**Seule voie restante (non tentée)** : dump mémoire au runtime. Le jeu tourne sous
Proton/Linux (BattlEye n'a pas de driver kernel sous Linux) → un autre process Linux
peut lire `/proc/<pid>/mem` et récupérer le `.text` **déchiffré**, puis l'analyser dans
Ghidra pour retrouver la dérivation. Zone grise ToS, plusieurs étapes.
## Fichiers clés
- `src/Prospect.Server.Game/Program.cs` — hôte du serveur de jeu (map Station, GameSession).
- `src/Prospect.Unreal/Net/UNetConnection.cs``ReceivedPacket` : fix du bit de header
(`bCycleExtraHeaderBit`), adopt des séquences client, drop gracieux des bunches.
- `src/Prospect.Unreal/Runtime/UWorld.cs``NotifyControlMessage` : Hello/Login ;
le `else` du bloc `NMT.Hello` documente le mur DTLS-PSK.
## Verdict
On a amené un serveur dédié gameplay The Cycle plus loin qu'aucun projet public connu
(le projet communautaire deiteris/Prospect n'émule que les services en ligne, pas le
netcode de jeu). Le mur restant — DTLS-PSK dont la clé est derrière un packer
anti-triche — est un chantier crypto + RE dynamique d'un autre ordre de grandeur.
+2 -2
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@@ -141,7 +141,7 @@ to successfully communicate with the local server. Do the following:
1. Select **Place all certificates in the following store** > **Browse...**. Choose **Trusted Root Certification Authorities** and click **OK**. Click **Next**. 1. Select **Place all certificates in the following store** > **Browse...**. Choose **Trusted Root Certification Authorities** and click **OK**. Click **Next**.
1. Click **Finish**. A **Security Warning** popup may appear, make sure it specifies `2EA46.playfabapi.com` certification authority and click **Yes**. 1. Click **Finish**. A **Security Warning** popup may appear, make sure it specifies `127.0.0.1` certification authority and click **Yes**.
### 4. Extract `LoaderPack` to the game ### 4. Extract `LoaderPack` to the game
@@ -174,7 +174,7 @@ If you've installed the certificate for the **Current User**:
1. Expand **Trusted Root Certification Authorities** and select **Certificates**. 1. Expand **Trusted Root Certification Authorities** and select **Certificates**.
1. Find `2EA46.playfabapi.com`, right-click it > **Delete**. 1. Find `127.0.0.1`, right-click it > **Delete**.
If you've installed the certificate for the **Local Machine**, repeat the same steps but instead open `certlm.msc`. If you've installed the certificate for the **Local Machine**, repeat the same steps but instead open `certlm.msc`.
@@ -4,6 +4,4 @@ public class PlayFabSettings
{ {
public string PublisherId { get; set; } public string PublisherId { get; set; }
public string TitleId { get; set; } public string TitleId { get; set; }
public string SignalRURL { get; set; }
public string SignalRAccessToken { get; set; }
} }
@@ -0,0 +1,7 @@
namespace Prospect.Server.Api.Config;
public class SignalRSettings
{
public string SignalRURL { get; set; }
public string SignalRAccessToken { get; set; }
}
@@ -0,0 +1,9 @@
namespace Prospect.Server.Api.Config;
public class VivoxConfig
{
public string Key { get; set; }
public string Issuer { get; set; }
public string Domain { get; set; }
public string Server { get; set; }
}
@@ -155,119 +155,11 @@ public class ClientController : Controller
[Authorize(AuthenticationSchemes = UserAuthenticationOptions.DefaultScheme)] [Authorize(AuthenticationSchemes = UserAuthenticationOptions.DefaultScheme)]
public IActionResult GetStoreItems(FGetStoreItems request) public IActionResult GetStoreItems(FGetStoreItems request)
{ {
// The vendors (Korolev / ICA / Osiris / QuickShop) and other stores are defined return Ok(new ClientResponse<object>
// inside the Blueprints title data: each item lists a per-store entry under
// ItemShopsCraftingData keyed by the store id, with the currency price in its
// recipe ingredients. This endpoint was previously a stub returning {}, which is
// why every shop showed up empty. We build the store on the fly from that data.
var storeId = request.StoreId ?? "";
var store = new List<FStoreItem>();
try
{
var titleData = _titleDataService.Find(new List<string> { "Blueprints" });
var blueprints = JsonSerializer.Deserialize<Dictionary<string, TitleDataBlueprintInfo>>(titleData["Blueprints"]);
if (blueprints != null && !string.IsNullOrEmpty(storeId))
{
uint position = 0;
foreach (var (itemId, blueprint) in blueprints)
{
if (blueprint.ItemShopsCraftingData == null) continue;
if (!blueprint.ItemShopsCraftingData.TryGetValue(storeId, out var shopData)) continue;
if (shopData?.ItemRecipeIngredients == null) continue;
// Only currency ingredients form a purchasable price. Entries whose
// recipe is item-based (crafting) are handled by the crafting UI from
// the blueprint data the client already has, not by the buy store.
var prices = new Dictionary<string, uint>();
foreach (var ingredient in shopData.ItemRecipeIngredients)
{
var code = ingredient.Currency switch
{
"SoftCurrency" => "SC",
"Aurum" => "AU",
"InsuranceCurrency" => "IN",
_ => null,
};
if (code == null || ingredient.Amount < 0) continue;
prices[code] = prices.TryGetValue(code, out var current)
? current + (uint)ingredient.Amount
: (uint)ingredient.Amount;
}
if (prices.Count == 0) continue;
store.Add(new FStoreItem
{
ItemId = itemId,
VirtualCurrencyPrices = prices,
RealCurrencyPrices = new Dictionary<string, uint>(),
DisplayPosition = position++,
});
}
}
}
catch (Exception e)
{
_logger.LogWarning(e, "Failed to build store items for store {StoreId}", storeId);
}
// Cosmetic / premium stores are backed by the Vanities title data (not Blueprints):
// each vanity carries its price in StoreData.Amount, paid in Aurum. AurumShop lists
// the whole priced catalogue; the daily/weekly rotations (ids from RequestStore
// RotationData) show a deterministic slice so they change over time but stay stable
// within a period.
var isAurumShop = storeId == "AurumShop";
var isDailyShop = storeId.StartsWith("DailyShop_");
var isWeeklyShop = storeId.StartsWith("WeeklyShop_");
if (store.Count == 0 && (isAurumShop || isDailyShop || isWeeklyShop))
{
try
{
var vanityData = _titleDataService.Find(new List<string> { "Vanities" });
var vanities = JsonSerializer.Deserialize<List<TitleDataVanityInfo>>(vanityData["Vanities"]);
var priced = vanities?
.Where(v => v.StoreData != null && v.StoreData.Amount > 0)
.OrderBy(v => v.Name, StringComparer.Ordinal)
.ToList() ?? new List<TitleDataVanityInfo>();
IEnumerable<TitleDataVanityInfo> selection = priced;
if ((isDailyShop || isWeeklyShop) && priced.Count > 0)
{
var size = isWeeklyShop ? 12 : 6;
int.TryParse(storeId[(storeId.IndexOf('_') + 1)..], out var rotation);
var start = (int)(((long)rotation * size) % priced.Count);
selection = Enumerable.Range(0, Math.Min(size, priced.Count))
.Select(i => priced[(start + i) % priced.Count]);
}
uint position = 0;
foreach (var vanity in selection)
{
store.Add(new FStoreItem
{
ItemId = vanity.Name,
VirtualCurrencyPrices = new Dictionary<string, uint> { ["AU"] = (uint)vanity.StoreData.Amount },
RealCurrencyPrices = new Dictionary<string, uint>(),
DisplayPosition = position++,
});
}
}
catch (Exception e)
{
_logger.LogWarning(e, "Failed to build vanity store {StoreId}", storeId);
}
}
_logger.LogInformation("GetStoreItems '{StoreId}': {Count} item(s)", storeId, store.Count);
return Ok(new ClientResponse<FGetStoreItemsResult>
{ {
Code = 200, Code = 200,
Status = "OK", Status = "OK",
Data = new FGetStoreItemsResult Data = new {}
{
StoreId = string.IsNullOrEmpty(storeId) ? null : storeId,
CatalogVersion = "StaticItems",
Store = store,
}
}); });
} }
@@ -352,15 +244,13 @@ public class ClientController : Controller
public async Task<IActionResult> GetUserInventory(FGetUserInventoryRequest request) public async Task<IActionResult> GetUserInventory(FGetUserInventoryRequest request)
{ {
var userId = User.FindAuthUserId(); var userId = User.FindAuthUserId();
var userData = await _userDataService.FindAsync(userId, userId, new List<string>{"Balance", "Inventory", "VanityItems", "CharacterVanity", "GlobalVanity"}); var userData = await _userDataService.FindAsync(userId, userId, new List<string>{"Balance", "Inventory", "VanityItems"});
var inventory = JsonSerializer.Deserialize<FYCustomItemInfo[]>(userData["Inventory"].Value); var inventory = JsonSerializer.Deserialize<FYCustomItemInfo[]>(userData["Inventory"].Value);
// Per-user vanity ownership: the player owns the cosmetics they've bought (VanityItems) // TODO: Per-user vanity
// plus whatever is currently equipped (CharacterVanity / GlobalVanity), so the starter // var vanity = JsonSerializer.Deserialize<CustomVanityItem[]>(userData["VanityItems"].Value);
// outfit stays owned. Previously the whole Vanities catalogue was returned as owned, var titleData = _titleDataService.Find(new List<string>{"Blueprints", "Vanities"});
// which made every item in the Aurum shop show up as already "owned".
var ownedVanityIds = CollectOwnedVanityIds(userData);
var titleData = _titleDataService.Find(new List<string>{"Blueprints"});
var blueprints = JsonSerializer.Deserialize<Dictionary<string, TitleDataBlueprintInfo>>(titleData["Blueprints"]); var blueprints = JsonSerializer.Deserialize<Dictionary<string, TitleDataBlueprintInfo>>(titleData["Blueprints"]);
var vanity = JsonSerializer.Deserialize<TitleDataVanityInfo[]>(titleData["Vanities"]);
List<FItemInstance> items = new List<FItemInstance>(); List<FItemInstance> items = new List<FItemInstance>();
foreach (var item in inventory) { foreach (var item in inventory) {
if (!blueprints.ContainsKey(item.BaseItemId)) { if (!blueprints.ContainsKey(item.BaseItemId)) {
@@ -386,9 +276,9 @@ public class ClientController : Controller
}); });
} }
foreach (var vanityId in ownedVanityIds) { foreach (var item in vanity) {
items.Add(new FItemInstance { items.Add(new FItemInstance {
ItemId = vanityId, ItemId = item.Name,
// ItemInstanceId is not required since it's not a unique item. // ItemInstanceId is not required since it's not a unique item.
ItemClass = "Vanity", ItemClass = "Vanity",
// PurchaseDate = DateTime.Now, // TODO // PurchaseDate = DateTime.Now, // TODO
@@ -413,60 +303,6 @@ public class ClientController : Controller
}); });
} }
// Collects the vanity ids a player actually owns: everything they've purchased
// (VanityItems) plus everything currently equipped (CharacterVanity slots and the
// GlobalVanity sprays / banner / emotes / drop pod). Parsed defensively with
// JsonDocument so malformed / partial data never breaks the inventory response.
private static HashSet<string> CollectOwnedVanityIds(Dictionary<string, FUserDataRecord> userData)
{
var owned = new HashSet<string>(StringComparer.Ordinal);
void AddId(string? id) { if (!string.IsNullOrEmpty(id)) owned.Add(id); }
if (userData.TryGetValue("VanityItems", out var viRec) && !string.IsNullOrWhiteSpace(viRec.Value))
{
try
{
using var doc = JsonDocument.Parse(viRec.Value);
if (doc.RootElement.ValueKind == JsonValueKind.Array)
foreach (var el in doc.RootElement.EnumerateArray())
if (el.ValueKind == JsonValueKind.Object && el.TryGetProperty("baseItemId", out var b))
AddId(b.GetString());
}
catch { /* ignore malformed VanityItems */ }
}
if (userData.TryGetValue("CharacterVanity", out var cvRec) && !string.IsNullOrWhiteSpace(cvRec.Value))
{
try
{
using var doc = JsonDocument.Parse(cvRec.Value);
if (doc.RootElement.ValueKind == JsonValueKind.Object)
foreach (var prop in doc.RootElement.EnumerateObject())
if (prop.Value.ValueKind == JsonValueKind.Object && prop.Value.TryGetProperty("id", out var id))
AddId(id.GetString());
}
catch { /* ignore malformed CharacterVanity */ }
}
if (userData.TryGetValue("GlobalVanity", out var gvRec) && !string.IsNullOrWhiteSpace(gvRec.Value))
{
try
{
using var doc = JsonDocument.Parse(gvRec.Value);
var root = doc.RootElement;
if (root.ValueKind == JsonValueKind.Object)
{
if (root.TryGetProperty("activeGlobalVanityIds", out var arr) && arr.ValueKind == JsonValueKind.Array)
foreach (var el in arr.EnumerateArray()) AddId(el.GetString());
if (root.TryGetProperty("droppodId", out var dp)) AddId(dp.GetString());
}
}
catch { /* ignore malformed GlobalVanity */ }
}
return owned;
}
[HttpPost("GetTitleData")] [HttpPost("GetTitleData")]
[Produces(MediaTypeNames.Application.Json)] [Produces(MediaTypeNames.Application.Json)]
[Authorize(AuthenticationSchemes = UserAuthenticationOptions.DefaultScheme)] [Authorize(AuthenticationSchemes = UserAuthenticationOptions.DefaultScheme)]
@@ -0,0 +1,62 @@
using System.Net.Mime;
using System.Text.Json.Serialization;
using Microsoft.AspNetCore.Mvc;
using Microsoft.AspNetCore.SignalR;
using Prospect.Server.Api.Hubs;
namespace Prospect.Server.Api.Controllers;
public class NotifyRequest
{
[JsonPropertyName("type")]
public string MessageType { get; set; }
[JsonPropertyName("data")]
public object MessageData { get; set; }
}
public class ServerReadyMessageData
{
[JsonPropertyName("success")]
public bool Success { get; set; }
[JsonPropertyName("sessionId")]
public string SessionID { get; set; }
[JsonPropertyName("squadId")]
public string SquadID { get; set; }
}
[Route("Notifications")]
[ApiController]
public class NotificationsController : Controller
{
private readonly IHubContext<CycleHub> _hubContext;
private readonly ILogger<NotificationsController> _logger;
public NotificationsController(ILogger<NotificationsController> logger, IHubContext<CycleHub> hubContext)
{
_logger = logger;
_hubContext = hubContext;
}
[HttpPost("TestNotify")]
[Produces(MediaTypeNames.Application.Json)]
public async Task<IActionResult> TestNotify(NotifyRequest request)
{
// TODO: To test Notifications_DT
_logger.LogDebug("Received test notification event {MessageType}", request.MessageType);
await _hubContext.Clients.All.SendAsync(request.MessageType, request.MessageData);
return StatusCode(200);
}
[HttpPost("ServerReady")]
[Produces(MediaTypeNames.Application.Json)]
public async Task<IActionResult> ServerReady(ServerReadyMessageData request)
{
_logger.LogDebug("Received test notification event OnSquadMatchmakingSuccess");
await _hubContext.Clients.All.SendAsync("OnSquadMatchmakingSuccess", request);
return StatusCode(200);
}
}
@@ -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; using Prospect.Server.Api.Models.Client.Data;
namespace Prospect.Server.Api.Models.Client; namespace Prospect.Server.Api.Models.Client;
public class FGetStoreItems public class FGetStoreItems
{ {
/// <summary>
/// [optional] Catalog version to store items from. Use default catalog version if null.
/// </summary>
[JsonPropertyName("CatalogVersion")]
public string? CatalogVersion { get; set; }
/// <summary>
/// Unique identifier for the store which is being requested.
/// </summary>
[JsonPropertyName("StoreId")]
public string? StoreId { get; set; }
} }
@@ -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; }
}
@@ -15,8 +15,8 @@ public class TitleDataContractInfo {
public TitleDataContractInfoUnlockData UnlockData { get; set; } public TitleDataContractInfoUnlockData UnlockData { get; set; }
[JsonPropertyName("IsMainContract")] [JsonPropertyName("IsMainContract")]
public bool IsMainContract { get; set; } public bool IsMainContract { get; set; }
[JsonPropertyName("ContractDifficulty")] [JsonPropertyName("Difficulty")]
public EYContractDifficulty ContractDifficulty { get; set; } public EYContractDifficulty Difficulty { get; set; }
} }
public class TitleDataContractInfoReward { public class TitleDataContractInfoReward {
@@ -1,6 +1,22 @@
using System.Text.Json.Serialization; using System.Text.Json.Serialization;
public class TitleDataDailyCrateInfo { public class TitleDataDailyCrateInfo {
[JsonPropertyName("Name")]
public string Name { get; set; }
[JsonPropertyName("Level")]
public int Level { get; set; }
[JsonPropertyName("RewardGrants")]
public TitleDataDailyCrateInfoRewardGrants[] RewardGrants { get; set; }
}
public class TitleDataDailyCrateInfoRewardGrants {
[JsonPropertyName("Pool")]
public TitleDataDailyCrateInfoPoolItem[] Pool { get; set; }
[JsonPropertyName("Amount")]
public int Amount { get; set; }
}
public class TitleDataDailyCrateInfoPoolItem {
[JsonPropertyName("Name")] [JsonPropertyName("Name")]
public string Name { get; set; } public string Name { get; set; }
[JsonPropertyName("Weight")] [JsonPropertyName("Weight")]
@@ -9,8 +9,6 @@ public class TitleDataMissionInfo {
public UDataTable OnboardingRewards { get; set; } public UDataTable OnboardingRewards { get; set; }
} }
// {\"TalkToBadumReward\":{\"MissionRewardId\":\"TalkToBadumReward\",\"RewardEntries\":[{\"RewardType\":7,\"RewardRowHandle\":{\"DataTable\":\"DataTable\\u0027/Game/DataTables/PRO_Weapons.PRO_Weapons\\u0027\",\"RowName\":\"WP_E_SMG_Bullet_01\"},\"RewardAmount\":2},{\"RewardType\":7,\"RewardRowHandle\":{\"DataTable\":\"DataTable\\u0027/Game/DataTables/PRO_Weapons.PRO_Weapons\\u0027\",\"RowName\":\"WP_E_AR_Energy_01\"},\"RewardAmount\":1},{\"RewardType\":7,\"RewardRowHandle\":{\"DataTable\":\"DataTable\\u0027/Game/DataTables/PRO_Weapons.PRO_Weapons\\u0027\",\"RowName\":\"WP_E_Pistol_Bullet_01\"},\"RewardAmount\":5},{\"RewardType\":7,\"RewardRowHandle\":{\"DataTable\":\"DataTable\\u0027/Game/DataTables/PRO_Weapons.PRO_Weapons\\u0027\",\"RowName\":\"WP_E_SGun_Bullet_01\"},\"RewardAmount\":2},{\"RewardType\":6,\"RewardRowHandle\":{\"DataTable\":\"DataTable\\u0027/Game/DataTables/AmmoTypes_DT.AmmoTypes_DT\\u0027\",\"RowName\":\"Light\"},\"RewardAmount\":6},{\"RewardType\":6,\"RewardRowHandle\":{\"DataTable\":\"DataTable\\u0027/Game/DataTables/AmmoTypes_DT.AmmoTypes_DT\\u0027\",\"RowName\":\"Medium\"},\"RewardAmount\":4},{\"RewardType\":6,\"RewardRowHandle\":{\"DataTable\":\"DataTable\\u0027/Game/DataTables/AmmoTypes_DT.AmmoTypes_DT\\u0027\",\"RowName\":\"Shotgun\"},\"RewardAmount\":2},{\"RewardType\":8,\"RewardRowHandle\":{\"DataTable\":\"DataTable\\u0027/Game/DataTables/PRO_Abilities.PRO_Abilities\\u0027\",\"RowName\":\"ShockGrenade_02\"},\"RewardAmount\":2},{\"RewardType\":8,\"RewardRowHandle\":{\"DataTable\":\"DataTable\\u0027/Game/DataTables/PRO_Abilities.PRO_Abilities\\u0027\",\"RowName\":\"Consumable_Health_01\"},\"RewardAmount\":5},{\"RewardType\":0,\"RewardRowHandle\":{\"DataTable\":\"DataTable\\u0027/Game/DataTables/PRO_PlayerShield.PRO_PlayerShield\\u0027\",\"RowName\":\"Shield_01\"},\"RewardAmount\":5},{\"RewardType\":10,\"RewardRowHandle\":{\"DataTable\":\"DataTable\\u0027/Game/DataTables/PRO_Bags.PRO_Bags\\u0027\",\"RowName\":\"Bag_01\"},\"RewardAmount\":5},{\"RewardType\":7,\"RewardRowHandle\":{\"DataTable\":\"DataTable\\u0027/Game/DataTables/PRO_Weapons.PRO_Weapons\\u0027\",\"RowName\":\"TOOL_MineralScanner_01\"},\"RewardAmount\":2}]},\"FirstMatchReward\":{\"MissionRewardId\":\"FirstMatchReward\",\"RewardEntries\":[{\"RewardType\":2,\"RewardRowHandle\":{\"DataTable\":\"DataTable\\u0027/Game/DataTables/Materials_DT.Materials_DT\\u0027\",\"RowName\":\"Insulation\"},\"RewardAmount\":4},{\"RewardType\":1,\"RewardRowHandle\":{\"DataTable\":\"DataTable\\u0027/Game/DataTables/Currencies_DT.Currencies_DT\\u0027\",\"RowName\":\"SoftCurrency\"},\"RewardAmount\":1500},{\"RewardType\":2,\"RewardRowHandle\":{\"DataTable\":\"DataTable\\u0027/Game/DataTables/Materials_DT.Materials_DT\\u0027\",\"RowName\":\"GenericCreatureDrop\"},\"RewardAmount\":3},{\"RewardType\":2,\"RewardRowHandle\":{\"DataTable\":\"DataTable\\u0027/Game/DataTables/Materials_DT.Materials_DT\\u0027\",\"RowName\":\"ICAScrip\"},\"RewardAmount\":1}]}}",
public class TitleDataMissionRewardInfo { public class TitleDataMissionRewardInfo {
[JsonPropertyName("MissionRewardId")] [JsonPropertyName("MissionRewardId")]
public string MissionRewardId { get; set; } public string MissionRewardId { get; set; }
@@ -50,7 +50,7 @@ public class ClaimActiveContract : ICloudScriptFunction<FYClaimCompletedActiveCo
private readonly IHttpContextAccessor _httpContextAccessor; private readonly IHttpContextAccessor _httpContextAccessor;
private readonly UserDataService _userDataService; private readonly UserDataService _userDataService;
private readonly TitleDataService _titleDataService; private readonly TitleDataService _titleDataService;
private readonly string[] difficulties = ["Easy", "Medium", "Hard"]; private readonly EYContractDifficulty[] difficulties = [EYContractDifficulty.Easy, EYContractDifficulty.Medium, EYContractDifficulty.Hard];
private readonly Random rnd = new Random(); private readonly Random rnd = new Random();
public ClaimActiveContract(IHttpContextAccessor httpContextAccessor, UserDataService userDataService, TitleDataService titleDataService) public ClaimActiveContract(IHttpContextAccessor httpContextAccessor, UserDataService userDataService, TitleDataService titleDataService)
@@ -131,12 +131,6 @@ public class ClaimActiveContract : ICloudScriptFunction<FYClaimCompletedActiveCo
break; break;
} }
} }
} else if (objective.Type == EYContractObjectiveType.Kills) {
// Kill objectives can't be tracked in a client-hosted raid (no dedicated
// game server reports kills). They are auto-credited on deploy
// (EnterMatchmakingMatch); accept them here even if a contract was
// activated before that so kill contracts remain completable.
remaining = 0;
} else { } else {
// NOTE: A game server must write the correct progress // NOTE: A game server must write the correct progress
// for other types of objectives. // for other types of objectives.
@@ -225,20 +219,19 @@ public class ClaimActiveContract : ICloudScriptFunction<FYClaimCompletedActiveCo
if (contract.IsMainContract) { if (contract.IsMainContract) {
contractsCompleted.ContractsIDs.Add(contract.Name); contractsCompleted.ContractsIDs.Add(contract.Name);
} else { } else {
var parts = contract.Name.Split('-'); var contractDifficulty = contract.Difficulty;
var difficulty = parts[1];
var levelsData = JsonSerializer.Deserialize<Dictionary<string, int[]>>(titleData["LevelData"]); var levelsData = JsonSerializer.Deserialize<Dictionary<string, int[]>>(titleData["LevelData"]);
var levels = levelsData[contract.Faction]; var levels = levelsData[contract.Faction];
var jobs = JsonSerializer.Deserialize<Dictionary<string, Dictionary<string, string[]>>>(titleData["Jobs"]); var jobs = JsonSerializer.Deserialize<Dictionary<string, Dictionary<EYContractDifficulty, string[]>>>(titleData["Jobs"]);
var level = levels.Length - Array.FindIndex(levels, (int xp) => { var level = levels.Length - Array.FindIndex(levels, (int xp) => {
return factionProgression >= xp; return factionProgression >= xp;
}); });
var factionBoard = jobBoardsData.Boards.Find(c => c.FactionId == contract.Faction); var factionBoard = jobBoardsData.Boards.Find(c => c.FactionId == contract.Faction);
var idx = Array.FindIndex(difficulties, d => d == difficulty); var idx = Array.FindIndex(difficulties, d => d == contractDifficulty);
var factionJobs = jobs[contract.Faction]; var factionJobs = jobs[contract.Faction];
var jobsAvailable = Array.FindAll(factionJobs[difficulty], (string jobId) => { var jobsAvailable = Array.FindAll(factionJobs[contractDifficulty], (string jobId) => {
return level >= contracts[jobId].UnlockData.Level; return level >= contracts[jobId].UnlockData.Level;
}); });
// If player completes a job, it means he has at least one unlocked anyway. // If player completes a job, it means he has at least one unlocked anyway.
@@ -43,9 +43,9 @@ public class ClaimGeneratorIncomeClient : ICloudScriptFunction<FYClaimGeneratorI
static readonly Random random = new(); static readonly Random random = new();
private TitleDataDailyCrateInfo[] PickItems(TitleDataDailyCrateInfo[] items, int numPicks) private TitleDataDailyCrateInfoPoolItem[] PickItems(TitleDataDailyCrateInfoPoolItem[] items, int numPicks)
{ {
var itemList = new (TitleDataDailyCrateInfo item, float cumulativeWeight)[items.Length]; var itemList = new (TitleDataDailyCrateInfoPoolItem item, float cumulativeWeight)[items.Length];
float totalWeight = 0; float totalWeight = 0;
for (int i = 0; i < items.Length; i++) { for (int i = 0; i < items.Length; i++) {
@@ -54,7 +54,7 @@ public class ClaimGeneratorIncomeClient : ICloudScriptFunction<FYClaimGeneratorI
itemList[i] = (item, totalWeight); itemList[i] = (item, totalWeight);
} }
var selectedItems = new TitleDataDailyCrateInfo[numPicks]; var selectedItems = new TitleDataDailyCrateInfoPoolItem[numPicks];
for (int i = 0; i < numPicks; i++) { for (int i = 0; i < numPicks; i++) {
float pick = (float)random.NextDouble() * totalWeight; float pick = (float)random.NextDouble() * totalWeight;
@@ -108,7 +108,7 @@ public class ClaimGeneratorIncomeClient : ICloudScriptFunction<FYClaimGeneratorI
var inventory = JsonSerializer.Deserialize<List<FYCustomItemInfo>>(userData["Inventory"].Value); var inventory = JsonSerializer.Deserialize<List<FYCustomItemInfo>>(userData["Inventory"].Value);
var techTreeBonuses = JsonSerializer.Deserialize<CharacterTechTreeBonuses>(userData["CharacterTechTreeBonuses"].Value); var techTreeBonuses = JsonSerializer.Deserialize<CharacterTechTreeBonuses>(userData["CharacterTechTreeBonuses"].Value);
var titleData = _titleDataService.Find(new List<string>{"PassiveGenerators", "DailyCrateRewardsPools", "Blueprints"}); var titleData = _titleDataService.Find(new List<string>{"PassiveGenerators", "DailyCrateSetups", "Blueprints"});
var passiveGenerators = JsonSerializer.Deserialize<Dictionary<string, TitleDataPassiveGeneratorsInfo>>(titleData["PassiveGenerators"]); var passiveGenerators = JsonSerializer.Deserialize<Dictionary<string, TitleDataPassiveGeneratorsInfo>>(titleData["PassiveGenerators"]);
var now = (int)DateTimeOffset.UtcNow.ToUnixTimeSeconds(); var now = (int)DateTimeOffset.UtcNow.ToUnixTimeSeconds();
@@ -187,12 +187,12 @@ public class ClaimGeneratorIncomeClient : ICloudScriptFunction<FYClaimGeneratorI
}; };
} }
var dailyCrateRewards = JsonSerializer.Deserialize<TitleDataDailyCrateInfo[][]>(titleData["DailyCrateRewardsPools"]); var dailyCrateSetups = JsonSerializer.Deserialize<TitleDataDailyCrateInfo[]>(titleData["DailyCrateSetups"]);
var blueprints = JsonSerializer.Deserialize<Dictionary<string, TitleDataBlueprintInfo>>(titleData["Blueprints"]); var blueprints = JsonSerializer.Deserialize<Dictionary<string, TitleDataBlueprintInfo>>(titleData["Blueprints"]);
var rewardsPool = dailyCrateRewards[crateTier - 1]; var rewardsPool = dailyCrateSetups[crateTier - 1];
// TODO: Get rewardGrants from PassiveGenerators_CrateRewards_DT foreach (var grant in rewardsPool.RewardGrants) {
var items = PickItems(rewardsPool, 5); var items = PickItems(grant.Pool, grant.Amount);
// TODO: Stackable? GrantedItems doesn't imply granted OR updated. // TODO: Stackable? GrantedItems doesn't imply granted OR updated.
foreach (var item in items) { foreach (var item in items) {
var itemInfo = blueprints[item.Name]; var itemInfo = blueprints[item.Name];
@@ -213,6 +213,7 @@ public class ClaimGeneratorIncomeClient : ICloudScriptFunction<FYClaimGeneratorI
inventory.Add(grantedItem); inventory.Add(grantedItem);
grantedItems.Add(grantedItem); grantedItems.Add(grantedItem);
} }
}
break; break;
} }
default: { default: {
@@ -1,8 +1,5 @@
using System.Text.Json;
using System.Text.Json.Serialization; using System.Text.Json.Serialization;
using Prospect.Server.Api.Services.Auth.Extensions;
using Prospect.Server.Api.Services.CloudScript; using Prospect.Server.Api.Services.CloudScript;
using Prospect.Server.Api.Services.UserData;
public class ClientsideFriendsImportRequest public class ClientsideFriendsImportRequest
{ {
@@ -21,33 +18,15 @@ public class ClientsideFriendsImportResponse
public class ClientsideFriendsImportFunction : ICloudScriptFunction<ClientsideFriendsImportRequest, ClientsideFriendsImportResponse> public class ClientsideFriendsImportFunction : ICloudScriptFunction<ClientsideFriendsImportRequest, ClientsideFriendsImportResponse>
{ {
private readonly ILogger<ClientsideFriendsImportFunction> _logger; private readonly ILogger<ClientsideFriendsImportFunction> _logger;
private readonly IHttpContextAccessor _httpContextAccessor;
private readonly UserDataService _userDataService;
public ClientsideFriendsImportFunction(ILogger<ClientsideFriendsImportFunction> logger, IHttpContextAccessor httpContextAccessor, UserDataService userDataService) public ClientsideFriendsImportFunction(ILogger<ClientsideFriendsImportFunction> logger)
{ {
_logger = logger; _logger = logger;
_httpContextAccessor = httpContextAccessor;
_userDataService = userDataService;
} }
public async Task<ClientsideFriendsImportResponse> ExecuteAsync(ClientsideFriendsImportRequest request) public async Task<ClientsideFriendsImportResponse> ExecuteAsync(ClientsideFriendsImportRequest request)
{ {
var context = _httpContextAccessor.HttpContext; _logger.LogInformation("Processing friends import");
if (context == null)
{
throw new CloudScriptException("CloudScript was not called within a http request");
}
var userId = context.User.FindAuthUserId();
// Persist the platform friend ids the client imports (Steam ids) so GetFriendList
// can later resolve which of them actually play on this server.
var ids = request.UserIDs ?? Array.Empty<string>();
await _userDataService.UpdateAsync(userId, userId, new Dictionary<string, string>
{
["ImportedSteamFriends"] = JsonSerializer.Serialize(ids),
});
_logger.LogInformation("Imported {Count} {Platform} friend id(s) for user {User}", ids.Length, request.Platform, userId);
return new ClientsideFriendsImportResponse{}; return new ClientsideFriendsImportResponse{};
} }
@@ -2,7 +2,6 @@ using System.Text.Json;
using System.Text.Json.Serialization; using System.Text.Json.Serialization;
using Prospect.Server.Api.Services.Auth.Extensions; using Prospect.Server.Api.Services.Auth.Extensions;
using Prospect.Server.Api.Services.CloudScript; using Prospect.Server.Api.Services.CloudScript;
using Prospect.Server.Api.Services.CloudScript.Functions;
using Prospect.Server.Api.Services.CloudScript.Models; using Prospect.Server.Api.Services.CloudScript.Models;
using Prospect.Server.Api.Services.UserData; using Prospect.Server.Api.Services.UserData;
@@ -46,14 +45,12 @@ public class CompleteInventoryUpdateFunction : ICloudScriptFunction<CompleteInve
private readonly ILogger<CompleteInventoryUpdateFunction> _logger; private readonly ILogger<CompleteInventoryUpdateFunction> _logger;
private readonly IHttpContextAccessor _httpContextAccessor; private readonly IHttpContextAccessor _httpContextAccessor;
private readonly UserDataService _userDataService; private readonly UserDataService _userDataService;
private readonly TitleDataService _titleDataService;
public CompleteInventoryUpdateFunction(ILogger<CompleteInventoryUpdateFunction> logger, IHttpContextAccessor httpContextAccessor, UserDataService userDataService, TitleDataService titleDataService) public CompleteInventoryUpdateFunction(ILogger<CompleteInventoryUpdateFunction> logger, IHttpContextAccessor httpContextAccessor, UserDataService userDataService)
{ {
_logger = logger; _logger = logger;
_httpContextAccessor = httpContextAccessor; _httpContextAccessor = httpContextAccessor;
_userDataService = userDataService; _userDataService = userDataService;
_titleDataService = titleDataService;
} }
public async Task<CompleteInventoryUpdateResponse> ExecuteAsync(CompleteInventoryUpdateRequest request) public async Task<CompleteInventoryUpdateResponse> ExecuteAsync(CompleteInventoryUpdateRequest request)
@@ -67,42 +64,6 @@ public class CompleteInventoryUpdateFunction : ICloudScriptFunction<CompleteInve
var userData = await _userDataService.FindAsync(userId, userId, new List<string>{"Inventory"}); var userData = await _userDataService.FindAsync(userId, userId, new List<string>{"Inventory"});
var inventory = JsonSerializer.Deserialize<List<FYCustomItemInfo>>(userData["Inventory"].Value); var inventory = JsonSerializer.Deserialize<List<FYCustomItemInfo>>(userData["Inventory"].Value);
// Insurance payout: this request also reports the end-of-match inventory, so items
// the player lost (death / left behind) arrive in ItemsToRemove. Any of those that
// were insured on deploy (EnterMatchmakingStation) are recovered back to the stash —
// the premium was already paid up-front — and the insurance is consumed (one raid).
// Recovery is only performed if the item's policy declares a positive Payout.
var recoveredInsured = new HashSet<string>();
if (request.ItemsToRemove is { Count: > 0 })
{
try
{
var td = _titleDataService.Find(new List<string> { "InventoryInsurance" });
if (td.TryGetValue("InventoryInsurance", out var rawPolicies) && !string.IsNullOrEmpty(rawPolicies))
{
var policies = JsonSerializer.Deserialize<Dictionary<string, InventoryInsurancePolicy>>(rawPolicies);
foreach (var item in inventory)
{
if (!request.ItemsToRemove.Contains(item.ItemId)) continue;
if (string.IsNullOrEmpty(item.Insurance) || item.InsuranceOwnerPlayfabId != userId) continue;
if (policies == null || !policies.TryGetValue(item.Insurance, out var policy) || policy.Payout <= 0) continue;
recoveredInsured.Add(item.ItemId);
item.Insurance = ""; // consumed for this raid
item.InsuranceOwnerPlayfabId = "";
}
if (recoveredInsured.Count > 0)
{
_logger.LogInformation("Recovered {Count} insured item(s) for user {User}", recoveredInsured.Count, userId);
}
}
}
catch (Exception e)
{
// Never fail the inventory commit because of insurance handling.
_logger.LogWarning(e, "Failed to process insurance payout");
}
}
// TODO: Optimize // TODO: Optimize
// TODO: Check deleted items to see if other stacks/mods were updated correctly // TODO: Check deleted items to see if other stacks/mods were updated correctly
// Process inventory update. The player may: // Process inventory update. The player may:
@@ -113,8 +74,7 @@ public class CompleteInventoryUpdateFunction : ICloudScriptFunction<CompleteInve
// IMPORTANT: The same request is currently used to report the updated inventory in the end of match. // IMPORTANT: The same request is currently used to report the updated inventory in the end of match.
var newInventory = new List<FYCustomItemInfo>(inventory.Count); var newInventory = new List<FYCustomItemInfo>(inventory.Count);
foreach (var item in inventory) { foreach (var item in inventory) {
// Keep items that weren't removed, plus insured items recovered above. if (!request.ItemsToRemove.Contains(item.ItemId)) {
if (!request.ItemsToRemove.Contains(item.ItemId) || recoveredInsured.Contains(item.ItemId)) {
newInventory.Add(item); newInventory.Add(item);
} }
} }
@@ -61,14 +61,6 @@ public class EnterMatchmakingMatchFunction : ICloudScriptFunction<FYEnterMatchAz
} }
for (var i = 0; i < contract.Objectives.Length; i++) { for (var i = 0; i < contract.Objectives.Length; i++) {
var objective = contract.Objectives[i]; var objective = contract.Objectives[i];
// Kill objectives: the client-hosted raid has no dedicated game server
// to report per-kill progress to the backend, so kills would never be
// saved. Auto-credit them on deploy so the objective can be completed
// (mirrors the player-kill auto-credit done in ActivateContract).
if (objective.Type == EYContractObjectiveType.Kills) {
contractActive.Progress[i] = objective.MaxProgress;
continue;
}
if (objective.Type != EYContractObjectiveType.OwnNumOfItem) { if (objective.Type != EYContractObjectiveType.OwnNumOfItem) {
continue; continue;
} }
@@ -1,107 +1,18 @@
using System.Text.Json; using Prospect.Server.Api.Services.CloudScript.Models;
using Prospect.Server.Api.Models.Data;
using Prospect.Server.Api.Services.Auth.Extensions;
using Prospect.Server.Api.Services.CloudScript.Models;
using Prospect.Server.Api.Services.CloudScript.Models.Data;
using Prospect.Server.Api.Services.UserData;
namespace Prospect.Server.Api.Services.CloudScript.Functions; namespace Prospect.Server.Api.Services.CloudScript.Functions;
// Config d'une police d'assurance (TitleData "InventoryInsurance").
public class InventoryInsurancePolicy
{
public string InsuranceId { get; set; }
public double Cost { get; set; }
public double Payout { get; set; }
}
[CloudScriptFunction("EnterMatchmakingStation")] [CloudScriptFunction("EnterMatchmakingStation")]
public class EnterMatchmakingStationFunction : ICloudScriptFunction<FYEnterMatchAzureFunction, FYEnterMatchmakingResult> public class EnterMatchmakingStationFunction : ICloudScriptFunction<FYEnterMatchAzureFunction, FYEnterMatchmakingResult>
{ {
private readonly IHttpContextAccessor _httpContextAccessor; public Task<FYEnterMatchmakingResult> ExecuteAsync(FYEnterMatchAzureFunction request)
private readonly UserDataService _userDataService;
private readonly TitleDataService _titleDataService;
private readonly ILogger<EnterMatchmakingStationFunction> _logger;
public EnterMatchmakingStationFunction(
IHttpContextAccessor httpContextAccessor,
UserDataService userDataService,
TitleDataService titleDataService,
ILogger<EnterMatchmakingStationFunction> logger)
{ {
_httpContextAccessor = httpContextAccessor; return Task.FromResult(new FYEnterMatchmakingResult
_userDataService = userDataService;
_titleDataService = titleDataService;
_logger = logger;
}
public async Task<FYEnterMatchmakingResult> ExecuteAsync(FYEnterMatchAzureFunction request)
{
// Au déploiement, le client peut demander d'assurer une partie de l'inventaire.
var insurance = request.PurchaseInventoryInsurances;
var context = _httpContextAccessor.HttpContext;
if (context != null && insurance?.ItemIds is { Count: > 0 })
{
try
{
await ApplyInsuranceAsync(context.User.FindAuthUserId(), insurance);
}
catch (Exception e)
{
// Ne jamais bloquer le déploiement à cause de l'assurance.
_logger.LogWarning(e, "Failed to apply inventory insurance on deploy");
}
}
return new FYEnterMatchmakingResult
{ {
Success = true, Success = true,
ErrorMessage = "", ErrorMessage = "",
SingleplayerStation = true, // NOTE: This will always travel to single player station SingleplayerStation = true, // NOTE: This will always travel to single player station
IsMatchTravel = false, IsMatchTravel = false,
};
}
// Marque les items choisis comme assurés (Insurance + propriétaire) et débite la
// prime en InsuranceCurrency selon le coût de la police (TitleData InventoryInsurance).
private async Task ApplyInsuranceAsync(string userId, FYPurchaseInventoryInsuranceRequest req)
{
var titleData = _titleDataService.Find(new List<string> { "InventoryInsurance" });
var policies = JsonSerializer.Deserialize<Dictionary<string, InventoryInsurancePolicy>>(titleData["InventoryInsurance"]);
var insuranceId = string.IsNullOrEmpty(req.InsuranceId) ? "Default" : req.InsuranceId;
if (policies == null || !policies.TryGetValue(insuranceId, out var policy))
{
_logger.LogWarning("Unknown insurance policy {InsuranceId}", insuranceId);
return;
}
var userData = await _userDataService.FindAsync(userId, userId, new List<string> { "Inventory", "Balance" });
var inventory = JsonSerializer.Deserialize<List<FYCustomItemInfo>>(userData["Inventory"].Value);
var balance = JsonSerializer.Deserialize<PlayerBalance>(userData["Balance"].Value);
var toInsure = new HashSet<string>(req.ItemIds);
var insuredCount = 0;
foreach (var item in inventory)
{
if (!toInsure.Contains(item.ItemId)) continue;
item.Insurance = insuranceId;
item.InsuranceOwnerPlayfabId = userId;
insuredCount++;
}
if (insuredCount == 0) return;
// Prime = coût de la police × nombre d'items assurés (arrondi au supérieur),
// plafonnée au solde disponible pour ne jamais passer en négatif.
var premium = (int)Math.Ceiling(policy.Cost * insuredCount);
premium = Math.Min(premium, balance.InsuranceCurrency);
balance.InsuranceCurrency -= premium;
await _userDataService.UpdateAsync(userId, userId, new Dictionary<string, string>
{
["Inventory"] = JsonSerializer.Serialize(inventory),
["Balance"] = JsonSerializer.Serialize(balance),
}); });
_logger.LogInformation("Insured {Count} item(s) under policy {Policy} for user {User} (premium {Premium})",
insuredCount, insuranceId, userId, premium);
} }
} }
@@ -1,71 +1,15 @@
using System.Text.Json; using Prospect.Server.Api.Services.CloudScript.Models;
using Prospect.Server.Api.Services.Auth.Extensions;
using Prospect.Server.Api.Services.CloudScript.Models;
using Prospect.Server.Api.Services.Database;
using Prospect.Server.Api.Services.Database.Models;
using Prospect.Server.Api.Services.UserData;
namespace Prospect.Server.Api.Services.CloudScript.Functions; namespace Prospect.Server.Api.Services.CloudScript.Functions;
[CloudScriptFunction("GetFriendList")] [CloudScriptFunction("GetFriendList")]
public class GetFriendList : ICloudScriptFunction<FYBaseSocialRequest, object?> public class GetFriendList : ICloudScriptFunction<FYBaseSocialRequest, object?>
{ {
private readonly ILogger<GetFriendList> _logger; public Task<object?> ExecuteAsync(FYBaseSocialRequest request)
private readonly IHttpContextAccessor _httpContextAccessor; {
private readonly UserDataService _userDataService; return Task.FromResult<object?>(new
private readonly DbUserService _userService; {
public GetFriendList(ILogger<GetFriendList> logger, IHttpContextAccessor httpContextAccessor, UserDataService userDataService, DbUserService userService)
{
_logger = logger;
_httpContextAccessor = httpContextAccessor;
_userDataService = userDataService;
_userService = userService;
}
public async Task<object?> ExecuteAsync(FYBaseSocialRequest request)
{
var context = _httpContextAccessor.HttpContext;
if (context == null)
{
throw new CloudScriptException("CloudScript was not called within a http request");
}
var userId = context.User.FindAuthUserId();
// Resolve the imported Steam friends (persisted by ClientsideFriendsImport) to the
// players that actually exist on this server. It's a private server, so only friends
// who have logged in here will show up.
var steamIds = new List<string>();
var userData = await _userDataService.FindAsync(userId, userId, new List<string> { "ImportedSteamFriends" });
if (userData.TryGetValue("ImportedSteamFriends", out var rec) && !string.IsNullOrWhiteSpace(rec.Value))
{
try { steamIds = JsonSerializer.Deserialize<List<string>>(rec.Value) ?? new List<string>(); }
catch { /* ignore malformed */ }
}
var friends = new List<object>();
if (steamIds.Count > 0)
{
var players = await _userService.FindManyAsync(PlayFabUserAuthType.Steam, steamIds);
foreach (var player in players)
{
if (player.Id == userId) continue; // never list yourself
friends.Add(new
{
profile = new
{
playerId = player.Id,
displayName = player.DisplayName,
avatarUrl = "",
},
onlineState = 0, // EYUserState — real presence tracking is a later phase
}); });
} }
} }
// NOTE: the exact response shape the client expects is not yet confirmed; this is a
// best-effort structure. The log lets us verify resolution while we validate in game.
_logger.LogInformation("GetFriendList for {User}: {Count} friend(s) resolved on server", userId, friends.Count);
return new { friends };
}
}
@@ -7,9 +7,9 @@ namespace Prospect.Server.Api.Services.CloudScript.Functions;
[CloudScriptFunction("GetSignalRConnection")] [CloudScriptFunction("GetSignalRConnection")]
public class GetSignalRConnection : ICloudScriptFunction<FYGetSignalRConnection, FYGetSignalRConnectionResult> public class GetSignalRConnection : ICloudScriptFunction<FYGetSignalRConnection, FYGetSignalRConnectionResult>
{ {
private readonly PlayFabSettings _settings; private readonly SignalRSettings _settings;
public GetSignalRConnection(IOptions<PlayFabSettings> settings) public GetSignalRConnection(IOptions<SignalRSettings> settings)
{ {
_settings = settings.Value; _settings = settings.Value;
} }
@@ -3,7 +3,6 @@ using System.Text.Json.Serialization;
using Prospect.Server.Api.Models.Data; using Prospect.Server.Api.Models.Data;
using Prospect.Server.Api.Services.Auth.Extensions; using Prospect.Server.Api.Services.Auth.Extensions;
using Prospect.Server.Api.Services.CloudScript; using Prospect.Server.Api.Services.CloudScript;
using Prospect.Server.Api.Services.CloudScript.Functions;
using Prospect.Server.Api.Services.UserData; using Prospect.Server.Api.Services.UserData;
public class PurchaseWeaponShopItemRequest public class PurchaseWeaponShopItemRequest
@@ -138,7 +137,7 @@ public class PurchaseWeaponShopItemFunction : ICloudScriptFunction<PurchaseWeapo
Error = "Invalid purchase amount", Error = "Invalid purchase amount",
}; };
} }
var userData = await _userDataService.FindAsync(userId, userId, new List<string>{"Inventory", "Balance", "ContractsOneTimeCompleted"}); var userData = await _userDataService.FindAsync(userId, userId, new List<string>{"Inventory", "Balance"});
var inventory = JsonSerializer.Deserialize<List<FYCustomItemInfo>>(userData["Inventory"].Value); var inventory = JsonSerializer.Deserialize<List<FYCustomItemInfo>>(userData["Inventory"].Value);
var balance = JsonSerializer.Deserialize<PlayerBalance>(userData["Balance"].Value); var balance = JsonSerializer.Deserialize<PlayerBalance>(userData["Balance"].Value);
var blueprintsData = _titleDataService.Find(new List<string>{"Blueprints"}); var blueprintsData = _titleDataService.Find(new List<string>{"Blueprints"});
@@ -154,21 +153,7 @@ public class PurchaseWeaponShopItemFunction : ICloudScriptFunction<PurchaseWeapo
var blueprintData = blueprints[request.BaseItemID]; var blueprintData = blueprints[request.BaseItemID];
// Contract unlock criteria: some items can only be purchased after completing a // TODO: Contract unlock criteria
// specific contract. Only gate when the item explicitly declares such a lock, so
// items with no lock keep working as before.
if (!string.IsNullOrEmpty(blueprintData.UnlockData?.ContractLockPurchase))
{
var completed = JsonSerializer.Deserialize<FYGetCompletedContractsResult>(userData["ContractsOneTimeCompleted"].Value);
if (completed?.ContractsIDs == null || !completed.ContractsIDs.Contains(blueprintData.UnlockData.ContractLockPurchase))
{
return new PurchaseWeaponShopItemResponse
{
UserID = userId,
Error = "Item is locked: complete the required contract first",
};
}
}
// Validate price // Validate price
var shopCraftingData = blueprintData.ItemShopsCraftingData[request.ShopItemBelongsTo]; var shopCraftingData = blueprintData.ItemShopsCraftingData[request.ShopItemBelongsTo];
@@ -16,7 +16,7 @@ public class RequestActiveObjectivesAndBoardsData : ICloudScriptFunction<FYQuery
private readonly UserDataService _userDataService; private readonly UserDataService _userDataService;
private readonly TitleDataService _titleDataService; private readonly TitleDataService _titleDataService;
private readonly string[] factions = ["Korolev", "Osiris", "ICA"]; // TODO: Order is important private readonly string[] factions = ["Korolev", "Osiris", "ICA"]; // TODO: Order is important
private readonly string[] difficulties = ["Easy", "Medium", "Hard"]; private readonly EYContractDifficulty[] difficulties = [EYContractDifficulty.Easy, EYContractDifficulty.Medium, EYContractDifficulty.Hard];
private readonly Random rnd = new Random(); private readonly Random rnd = new Random();
public RequestActiveObjectivesAndBoardsData(IHttpContextAccessor httpContextAccessor, UserDataService userDataService, TitleDataService titleDataService) public RequestActiveObjectivesAndBoardsData(IHttpContextAccessor httpContextAccessor, UserDataService userDataService, TitleDataService titleDataService)
@@ -47,22 +47,20 @@ public class RequestActiveObjectivesAndBoardsData : ICloudScriptFunction<FYQuery
var titleData = _titleDataService.Find(new List<string> { "Contracts", "Jobs", "LevelData" }); var titleData = _titleDataService.Find(new List<string> { "Contracts", "Jobs", "LevelData" });
var contracts = JsonSerializer.Deserialize<Dictionary<string, TitleDataContractInfo>>(titleData["Contracts"]); var contracts = JsonSerializer.Deserialize<Dictionary<string, TitleDataContractInfo>>(titleData["Contracts"]);
var jobs = JsonSerializer.Deserialize<Dictionary<string, Dictionary<string, string[]>>>(titleData["Jobs"]); var jobs = JsonSerializer.Deserialize<Dictionary<string, Dictionary<EYContractDifficulty, string[]>>>(titleData["Jobs"]);
var levelsData = JsonSerializer.Deserialize<Dictionary<string, int[]>>(titleData["LevelData"]); var levelsData = JsonSerializer.Deserialize<Dictionary<string, int[]>>(titleData["LevelData"]);
var currentQuests = new Dictionary<string, Dictionary<string, bool>> { var currentQuests = new Dictionary<string, Dictionary<EYContractDifficulty, bool>> {
["Korolev"] = new Dictionary<string, bool> { ["Easy"] = false, ["Medium"] = false, ["Hard"] = false }, ["Korolev"] = new Dictionary<EYContractDifficulty, bool> { [EYContractDifficulty.Easy] = false, [EYContractDifficulty.Medium] = false, [EYContractDifficulty.Hard] = false },
["Osiris"] = new Dictionary<string, bool> { ["Easy"] = false, ["Medium"] = false, ["Hard"] = false }, ["Osiris"] = new Dictionary<EYContractDifficulty, bool> { [EYContractDifficulty.Easy] = false, [EYContractDifficulty.Medium] = false, [EYContractDifficulty.Hard] = false },
["ICA"] = new Dictionary<string, bool> { ["Easy"] = false, ["Medium"] = false, ["Hard"] = false }, ["ICA"] = new Dictionary<EYContractDifficulty, bool> { [EYContractDifficulty.Easy] = false, [EYContractDifficulty.Medium] = false, [EYContractDifficulty.Hard] = false },
}; };
foreach (var contract in contractsActive.Contracts) { foreach (var contract in contractsActive.Contracts) {
var parts = contract.ContractID.Split('-'); var contractData = contracts[contract.ContractID];
if (parts[0] != "NEW") { if (contractData.IsMainContract) {
continue; continue;
} }
var difficulty = parts[1]; currentQuests[contractData.Faction][contractData.Difficulty] = true;
var faction = parts[2] == "KOR" ? "Korolev" : parts[2];
currentQuests[faction][difficulty] = true;
} }
for (var i = 0; i < factions.Length; i++) { for (var i = 0; i < factions.Length; i++) {
@@ -1,6 +1,5 @@
using System.Text.Json; using System.Text.Json;
using System.Text.Json.Serialization; using System.Text.Json.Serialization;
using Prospect.Server.Api.Models.Data;
using Prospect.Server.Api.Services.Auth.Extensions; using Prospect.Server.Api.Services.Auth.Extensions;
using Prospect.Server.Api.Services.CloudScript; using Prospect.Server.Api.Services.CloudScript;
using Prospect.Server.Api.Services.UserData; using Prospect.Server.Api.Services.UserData;
@@ -10,15 +9,6 @@ public class FYFortunaPassClaimedRewards {
public List<string> RewardsIDs { get; set; } public List<string> RewardsIDs { get; set; }
}; };
// Récompense d'un palier de la passe (catalogue optionnel TitleData "FortunaPass2_Rewards").
// itemId "SoftCurrency"/"Aurum"/"InsuranceCurrency" = monnaie, sinon item d'inventaire.
public class FortunaPassRewardDef {
[JsonPropertyName("itemId")]
public string ItemId { get; set; }
[JsonPropertyName("amount")]
public int Amount { get; set; }
}
public class RequestClaimFortunaPassRewardsRequest public class RequestClaimFortunaPassRewardsRequest
{ {
[JsonPropertyName("rewardsIds")] [JsonPropertyName("rewardsIds")]
@@ -44,15 +34,11 @@ public class RequestClaimFortunaPassRewardsFunction : ICloudScriptFunction<Reque
{ {
private readonly IHttpContextAccessor _httpContextAccessor; private readonly IHttpContextAccessor _httpContextAccessor;
private readonly UserDataService _userDataService; private readonly UserDataService _userDataService;
private readonly TitleDataService _titleDataService;
private readonly ILogger<RequestClaimFortunaPassRewardsFunction> _logger;
public RequestClaimFortunaPassRewardsFunction(IHttpContextAccessor httpContextAccessor, UserDataService userDataService, TitleDataService titleDataService, ILogger<RequestClaimFortunaPassRewardsFunction> logger) public RequestClaimFortunaPassRewardsFunction(IHttpContextAccessor httpContextAccessor, UserDataService userDataService)
{ {
_httpContextAccessor = httpContextAccessor; _httpContextAccessor = httpContextAccessor;
_userDataService = userDataService; _userDataService = userDataService;
_titleDataService = titleDataService;
_logger = logger;
} }
public async Task<RequestClaimFortunaPassRewardsResponse> ExecuteAsync(RequestClaimFortunaPassRewardsRequest request) public async Task<RequestClaimFortunaPassRewardsResponse> ExecuteAsync(RequestClaimFortunaPassRewardsRequest request)
@@ -63,103 +49,28 @@ public class RequestClaimFortunaPassRewardsFunction : ICloudScriptFunction<Reque
throw new CloudScriptException("CloudScript was not called within a http request"); throw new CloudScriptException("CloudScript was not called within a http request");
} }
var userId = context.User.FindAuthUserId(); var userId = context.User.FindAuthUserId();
var userData = await _userDataService.FindAsync(userId, userId, new List<string>{"FortunaPass2_ClaimedRewards"});
// Clé de la saison courante (déterminée par la config de build) — évite d'écraser var claimedRewards = JsonSerializer.Deserialize<FYFortunaPassClaimedRewards>(userData["FortunaPass2_ClaimedRewards"].Value);
// la progression de l'autre saison (l'ancien code écrasait S2 ET S3). foreach (var rewardId in request.RewardsIDs) {
#if SEASON_3_RELEASE || SEASON_3_DEBUG
const string claimedKey = "FortunaPass3_ClaimedRewards";
const string rewardsCatalogKey = "FortunaPass3_Rewards";
#else
const string claimedKey = "FortunaPass2_ClaimedRewards";
const string rewardsCatalogKey = "FortunaPass2_Rewards";
#endif
var userData = await _userDataService.FindAsync(userId, userId, new List<string>{ claimedKey, "Inventory", "Balance" });
var claimedRewards = JsonSerializer.Deserialize<FYFortunaPassClaimedRewards>(userData[claimedKey].Value)
?? new FYFortunaPassClaimedRewards { RewardsIDs = new List<string>() };
claimedRewards.RewardsIDs ??= new List<string>();
// Catalogue des récompenses (optionnel) : rewardId -> {itemId, amount}.
Dictionary<string, FortunaPassRewardDef> catalog = null;
try
{
var td = _titleDataService.Find(new List<string> { rewardsCatalogKey });
if (td.TryGetValue(rewardsCatalogKey, out var raw) && !string.IsNullOrWhiteSpace(raw))
catalog = JsonSerializer.Deserialize<Dictionary<string, FortunaPassRewardDef>>(raw);
}
catch { /* pas de catalogue → on enregistre seulement la réclamation */ }
var inventory = JsonSerializer.Deserialize<List<FYCustomItemInfo>>(userData["Inventory"].Value) ?? new List<FYCustomItemInfo>();
var balance = JsonSerializer.Deserialize<PlayerBalance>(userData["Balance"].Value);
var grantedItems = new List<FYCustomItemInfo>();
var changedCurrencies = new List<FYCurrencyItem>();
foreach (var rewardId in request.RewardsIDs)
{
// Ne pas re-créditer un palier déjà réclamé.
if (claimedRewards.RewardsIDs.Contains(rewardId)) continue;
if (catalog == null || !catalog.TryGetValue(rewardId, out var def) || def == null)
{
// Le catalogue des paliers est défini côté client (DataTable). On journalise
// les IDs inconnus pour pouvoir construire un vrai catalogue FortunaPass{2,3}_Rewards
// qui matche. IMPORTANT : ne PAS marquer le palier comme réclamé si on ne peut rien
// accorder — sinon il serait brûlé définitivement et inclaimable une fois le
// catalogue ajouté.
_logger.LogInformation("FortunaPass claim: aucun catalogue pour le reward '{RewardId}' (catalogue {State}) — non accordé", rewardId, catalog == null ? "absent" : "présent");
continue;
}
claimedRewards.RewardsIDs.Add(rewardId); claimedRewards.RewardsIDs.Add(rewardId);
_logger.LogInformation("FortunaPass claim: octroi reward '{RewardId}' -> {ItemId} x{Amount}", rewardId, def.ItemId, def.Amount);
switch (def.ItemId)
{
case "SoftCurrency":
balance.SoftCurrency += def.Amount;
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance.SoftCurrency });
break;
case "Aurum":
balance.HardCurrency += def.Amount;
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance.HardCurrency });
break;
case "InsuranceCurrency":
balance.InsuranceCurrency += def.Amount;
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "InsuranceCurrency", Amount = balance.InsuranceCurrency });
break;
default:
var item = new FYCustomItemInfo {
ItemId = Guid.NewGuid().ToString(),
Amount = def.Amount <= 0 ? 1 : def.Amount,
BaseItemId = def.ItemId,
Durability = 0,
Insurance = "",
InsuranceOwnerPlayfabId = "",
ModData = new FYModItems { M = [] },
Origin = new FYItemOriginBackend { G = "", P = "", T = "" },
InsuredAttachmentId = "",
PrimaryVanityId = 0,
SecondaryVanityId = 0,
RolledPerks = [],
};
inventory.Add(item);
grantedItems.Add(item);
break;
}
} }
var changes = new Dictionary<string, string> { [claimedKey] = JsonSerializer.Serialize(claimedRewards) }; var output = JsonSerializer.Serialize(claimedRewards);
if (grantedItems.Count > 0) changes["Inventory"] = JsonSerializer.Serialize(inventory); await _userDataService.UpdateAsync(
if (changedCurrencies.Count > 0) changes["Balance"] = JsonSerializer.Serialize(balance); userId, userId,
await _userDataService.UpdateAsync(userId, userId, changes); new Dictionary<string, string>{
["FortunaPass2_ClaimedRewards"] = output,
["FortunaPass3_ClaimedRewards"] = output, // TODO: Separate logic for S2 and S3
}
);
return new RequestClaimFortunaPassRewardsResponse return new RequestClaimFortunaPassRewardsResponse
{ {
UserId = userId, UserId = userId,
ErrorType = 3, // EYFortunaPassToastReponseType::Ok ErrorType = 3, // EYFortunaPassToastReponseType::Ok
Error = "", Error = "",
GrantedItems = grantedItems.ToArray(), GrantedItems = [],
ChangedCurrencies = changedCurrencies.ToArray(), 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.CloudScript.Models;
using Prospect.Server.Api.Services.UserData;
namespace Prospect.Server.Api.Services.CloudScript.Functions; namespace Prospect.Server.Api.Services.CloudScript.Functions;
@@ -9,43 +7,42 @@ namespace Prospect.Server.Api.Services.CloudScript.Functions;
public class RequestFactionProgression : ICloudScriptFunction<FYQueryFactionProgressionRequest, object?> public class RequestFactionProgression : ICloudScriptFunction<FYQueryFactionProgressionRequest, object?>
{ {
private readonly IHttpContextAccessor _httpContextAccessor; private readonly IHttpContextAccessor _httpContextAccessor;
private readonly UserDataService _userDataService;
public RequestFactionProgression(IHttpContextAccessor httpContextAccessor, UserDataService userDataService) public RequestFactionProgression(IHttpContextAccessor httpContextAccessor)
{ {
_httpContextAccessor = httpContextAccessor; _httpContextAccessor = httpContextAccessor;
_userDataService = userDataService;
} }
public async Task<object?> ExecuteAsync(FYQueryFactionProgressionRequest request) public Task<object?> ExecuteAsync(FYQueryFactionProgressionRequest request)
{ {
var context = _httpContextAccessor.HttpContext; var context = _httpContextAccessor.HttpContext;
if (context == null) if (context == null)
{ {
return null; return Task.FromResult<object?>(null);
} }
var userId = context.User.FindAuthUserId();
var userData = await _userDataService.FindAsync( return Task.FromResult<object?>(new
userId, userId,
new List<string> { "FactionProgressionICA", "FactionProgressionKorolev", "FactionProgressionOsiris" }
);
int Progression(string faction) =>
userData.TryGetValue("FactionProgression" + faction, out var v) && v.Value != null
? JsonSerializer.Deserialize<int>(v.Value)
: 0;
return new
{ {
factions = new [] factions = new []
{ {
new { factionId = "ICA", currentProgression = Progression("ICA") }, new
new { factionId = "Korolev", currentProgression = Progression("Korolev") }, {
new { factionId = "Osiris", currentProgression = Progression("Osiris") }, factionId = "ICA",
currentProgression = 0
}, },
userId, new
{
factionId = "Korolev",
currentProgression = 0
},
new
{
factionId = "Osiris",
currentProgression = 0
},
},
userId = context.User.FindAuthUserId(),
error = "" error = ""
}; });
} }
} }
@@ -1,119 +1,100 @@
using System.Text.Json; using Prospect.Server.Api.Services.Auth.Extensions;
using Prospect.Server.Api.Models.Data;
using Prospect.Server.Api.Services.Auth.Extensions;
using Prospect.Server.Api.Services.CloudScript.Models; using Prospect.Server.Api.Services.CloudScript.Models;
using Prospect.Server.Api.Services.CloudScript.Models.Data; using Prospect.Server.Api.Services.CloudScript.Models.Data;
using Prospect.Server.Api.Services.UserData;
namespace Prospect.Server.Api.Services.CloudScript.Functions; namespace Prospect.Server.Api.Services.CloudScript.Functions;
[CloudScriptFunction("RequestPlayerContracts")] [CloudScriptFunction("RequestPlayerContracts")]
public class RequestPlayerContracts : ICloudScriptFunction<FYGetPlayerContractsRequest, FYGetPlayerContractsResult> public class RequestPlayerContracts : ICloudScriptFunction<FYGetPlayerContractsRequest, FYGetPlayerContractsResult>
{ {
// 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 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; _httpContextAccessor = httpContextAccessor;
_userDataService = userDataService;
_titleDataService = titleDataService;
} }
public async Task<FYGetPlayerContractsResult> ExecuteAsync(FYGetPlayerContractsRequest request) public Task<FYGetPlayerContractsResult> ExecuteAsync(FYGetPlayerContractsRequest request)
{ {
var context = _httpContextAccessor.HttpContext; var context = _httpContextAccessor.HttpContext;
if (context == null) if (context == null)
{ {
throw new CloudScriptException("CloudScript was not called within a http request"); throw new CloudScriptException("CloudScript was not called within a http request");
} }
var userId = context.User.FindAuthUserId();
var userData = await _userDataService.FindAsync( return Task.FromResult(new FYGetPlayerContractsResult
userId, userId,
new List<string>
{ {
"ContractsActive", "JobBoardsData", UserId = context.User.FindAuthUserId(),
"FactionProgressionKorolev", "FactionProgressionICA", "FactionProgressionOsiris",
}
);
var contractsActive = JsonSerializer.Deserialize<FYGetActiveContractsResult>(userData["ContractsActive"].Value)!;
var jobBoardsData = JsonSerializer.Deserialize<JobBoardsData>(userData["JobBoardsData"].Value)!;
var titleData = _titleDataService.Find(new List<string> { "Contracts", "Jobs", "LevelData" });
var contracts = JsonSerializer.Deserialize<Dictionary<string, TitleDataContractInfo>>(titleData["Contracts"])!;
var jobs = JsonSerializer.Deserialize<Dictionary<string, Dictionary<string, string[]>>>(titleData["Jobs"])!;
var levelsData = JsonSerializer.Deserialize<Dictionary<string, int[]>>(titleData["LevelData"])!;
var now = (int)DateTimeOffset.UtcNow.ToUnixTimeSeconds();
var lastRefresh = jobBoardsData.LastBoardRefreshTimeUtc?.Seconds ?? 0;
// Initial fill only: populate boards that were seeded empty / never refreshed.
// The periodic rotation is owned by RequestActiveObjectivesAndBoardsData, so we
// don't refresh on a timer here to avoid two competing refresh policies.
var boardsEmpty = jobBoardsData.Boards == null
|| jobBoardsData.Boards.Any(b => b.Contracts == null
|| b.Contracts.Any(c => string.IsNullOrEmpty(c.ContractId)));
if (jobBoardsData.Boards != null && (lastRefresh == 0 || boardsEmpty))
{
foreach (var board in jobBoardsData.Boards)
{
if (board.Contracts == null || !jobs.TryGetValue(board.FactionId, out var factionJobs))
{
continue;
}
var factionKey = "FactionProgression" + board.FactionId;
var factionProgression = userData.TryGetValue(factionKey, out var fp)
? JsonSerializer.Deserialize<int>(fp.Value)
: 0;
var level = levelsData.TryGetValue(board.FactionId, out var levels)
? levels.Length - Array.FindIndex(levels, xp => factionProgression >= xp)
: 0;
for (var idx = 0; idx < board.Contracts.Count && idx < Difficulties.Length; idx++)
{
if (!factionJobs.TryGetValue(Difficulties[idx], out var difficultyJobs))
{
continue;
}
var available = Array.FindAll(difficultyJobs,
jobId => contracts.TryGetValue(jobId, out var c) && level >= c.UnlockData.Level);
if (available.Length > 0)
{
board.Contracts[idx].ContractId = available[_rnd.Next(available.Length)];
}
}
}
jobBoardsData.LastBoardRefreshTimeUtc = new FYTimestamp { Seconds = now };
await _userDataService.UpdateAsync(
userId, userId,
new Dictionary<string, string> { ["JobBoardsData"] = JsonSerializer.Serialize(jobBoardsData) }
);
}
return new FYGetPlayerContractsResult
{
UserId = userId,
Error = null, Error = null,
ActiveContracts = contractsActive.Contracts, ActiveContracts = new List<FYActiveContractPlayerData>(),
FactionsContracts = new FYFactionsContractsData FactionsContracts = new FYFactionsContractsData
{ {
Boards = jobBoardsData.Boards, Boards = new List<FYFactionContractsData>
LastBoardRefreshTimeUtc = jobBoardsData.LastBoardRefreshTimeUtc ?? new FYTimestamp { Seconds = now }, {
new FYFactionContractsData
{
FactionId = "ICA",
Contracts = new List<FYFactionContractData>
{
new FYFactionContractData
{
ContractId = "NEW-Easy-ICA-Gather-1",
}, },
RefreshHours24UtcFromBackend = RefreshHours, 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
});
} }
} }
@@ -35,11 +35,6 @@ public class RequestStoreRotationDataFunction : ICloudScriptFunction<RequestStor
_httpContextAccessor = httpContextAccessor; _httpContextAccessor = httpContextAccessor;
} }
// Nombre de variantes de rotation (les storeId "DailyShop_N" / "WeeklyShop_N"
// permettent au client de distinguer chaque rotation et de rafraîchir son cache).
private const int DailyVariants = 8;
private const int WeeklyVariants = 4;
public async Task<RequestStoreRotationDataResponse> ExecuteAsync(RequestStoreRotationDataRequest request) public async Task<RequestStoreRotationDataResponse> ExecuteAsync(RequestStoreRotationDataRequest request)
{ {
var context = _httpContextAccessor.HttpContext; var context = _httpContextAccessor.HttpContext;
@@ -48,33 +43,18 @@ public class RequestStoreRotationDataFunction : ICloudScriptFunction<RequestStor
throw new CloudScriptException("CloudScript was not called within a http request"); throw new CloudScriptException("CloudScript was not called within a http request");
} }
var now = DateTime.UtcNow; // TODO: Get and save store rotation data
// Rotation quotidienne : expire au prochain minuit UTC ; l'index de rotation
// est le nombre de jours écoulés depuis l'epoch (déterministe, stable).
var todayUtc = now.Date;
var dailyExpiration = todayUtc.AddDays(1);
var dayIndex = (int)(todayUtc - DateTime.UnixEpoch.Date).TotalDays;
var dailyStoreId = $"DailyShop_{dayIndex % DailyVariants}";
// Rotation hebdomadaire : expire au prochain lundi 00:00 UTC.
// DayOfWeek : dimanche=0 ; on ramène lundi=0.
var daysSinceMonday = ((int)todayUtc.DayOfWeek + 6) % 7;
var weekStart = todayUtc.AddDays(-daysSinceMonday);
var weeklyExpiration = weekStart.AddDays(7);
var weekIndex = (int)Math.Floor((weekStart - DateTime.UnixEpoch.Date).TotalDays / 7);
var weeklyStoreId = $"WeeklyShop_{weekIndex % WeeklyVariants}";
return new RequestStoreRotationDataResponse return new RequestStoreRotationDataResponse
{ {
Error = "", Error = "",
DailyStoreData = new StoreRotationData { DailyStoreData = new StoreRotationData {
StoreID = dailyStoreId, StoreID = "DailyShop",
ExpirationData = dailyExpiration ExpirationData = DateTime.UtcNow.AddDays(1)
}, },
WeeklyStoreData = new StoreRotationData { WeeklyStoreData = new StoreRotationData {
StoreID = weeklyStoreId, StoreID = "WeeklyShop",
ExpirationData = weeklyExpiration ExpirationData = DateTime.UtcNow.AddDays(1)
} }
}; };
} }
@@ -6,7 +6,7 @@ public class RegionObject
[JsonPropertyName("region")] [JsonPropertyName("region")]
public string Region { get; set; } public string Region { get; set; }
[JsonPropertyName("ping")] [JsonPropertyName("ping")]
public long Ping { get; set; } // client sends 2147483648 (int.MaxValue+1) for "no ping" -> must be long or deserialization 500s public int Ping { get; set; }
[JsonPropertyName("instanceType")] [JsonPropertyName("instanceType")]
public int InstanceType { get; set; } public int InstanceType { get; set; }
} }
@@ -54,7 +54,7 @@ public class StartTechTreeNodeUpgradeClient : ICloudScriptFunction<FYStartTechTr
var userData = await _userDataService.FindAsync( var userData = await _userDataService.FindAsync(
userId, userId, userId, userId,
new List<string>{"TechTreeNodeData", "Balance", "Inventory", "PlayerQuartersLevel"} new List<string>{"TechTreeNodeData", "Balance", "Inventory"}
); );
var userTechTree = JsonSerializer.Deserialize<UserTechTreeNodeData>(userData["TechTreeNodeData"].Value); var userTechTree = JsonSerializer.Deserialize<UserTechTreeNodeData>(userData["TechTreeNodeData"].Value);
@@ -79,15 +79,7 @@ public class StartTechTreeNodeUpgradeClient : ICloudScriptFunction<FYStartTechTr
var techTreeNodeData = techTreeNodes[request.NodeID]; var techTreeNodeData = techTreeNodes[request.NodeID];
var nextTreeNodeLevel = techTreeNodeData.PerkLevels[currentLevel]; // Tech tree node levels start from 0 var nextTreeNodeLevel = techTreeNodeData.PerkLevels[currentLevel]; // Tech tree node levels start from 0
// Dependency check: the player's quarters must be high enough to unlock this node. // TODO: Dependency check
var playerQuarters = JsonSerializer.Deserialize<FYPlayerQuarterStatus>(userData["PlayerQuartersLevel"].Value);
if (playerQuarters != null && playerQuarters.Level < techTreeNodeData.PlayerQuarterLevelRequired) {
return new FYStartTechTreeNodeUpgradeClientResult
{
UserID = userId,
Error = $"Requires player quarters level {techTreeNodeData.PlayerQuarterLevelRequired}",
};
}
// Validate price // Validate price
// TODO: Refactor // TODO: Refactor
@@ -43,9 +43,9 @@ public class UpdateRetentionBonus : ICloudScriptFunction<FYRetentionBonusRequest
}; };
} }
var now = (int)DateTimeOffset.UtcNow.ToUnixTimeSeconds(); var currentMidnight = (int)new DateTimeOffset(DateTime.UtcNow.Date, TimeSpan.Zero).ToUnixTimeSeconds();
var nextClaimTime = retentionBonus.LastClaimTime.Seconds + 60 * 60 * 24 * 2; var nextClaimTime = retentionBonus.LastClaimTime.Seconds + 60 * 60 * 24;
if (now < nextClaimTime) { if (currentMidnight < nextClaimTime) {
return new FYRetentionBonusResult return new FYRetentionBonusResult
{ {
UserId = userId, UserId = userId,
@@ -58,7 +58,7 @@ public class UpdateRetentionBonus : ICloudScriptFunction<FYRetentionBonusRequest
var bonusData = JsonSerializer.Deserialize<Dictionary<string, TitleDataRetentionBonusInfo>>(titleData["RetentionBonusData"]); var bonusData = JsonSerializer.Deserialize<Dictionary<string, TitleDataRetentionBonusInfo>>(titleData["RetentionBonusData"]);
retentionBonus.DaysClaimed++; retentionBonus.DaysClaimed++;
retentionBonus.LastClaimTime.Seconds = now; retentionBonus.LastClaimTime.Seconds = currentMidnight;
retentionBonus.ClaimedAll = retentionBonus.DaysClaimed >= 14; retentionBonus.ClaimedAll = retentionBonus.DaysClaimed >= 14;
// TODO: Currently only CB2 bonuses are considered // TODO: Currently only CB2 bonuses are considered
@@ -1,4 +1,6 @@
using System.Text.Json.Serialization; using System.Text.Json.Serialization;
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; namespace Prospect.Server.Api.Services.CloudScript.Functions;
@@ -27,6 +29,13 @@ public class FYVivoxJoinTokenRequest
[CloudScriptFunction("VivoxJoin")] [CloudScriptFunction("VivoxJoin")]
public class VivoxJoin : ICloudScriptFunction<FYVivoxJoinTokenRequest, object> public class VivoxJoin : ICloudScriptFunction<FYVivoxJoinTokenRequest, object>
{ {
private readonly VivoxConfig _settings;
public VivoxJoin(IOptions<VivoxConfig> settings)
{
_settings = settings.Value;
}
private int ReturnChannelType(string type) { private int ReturnChannelType(string type) {
switch (type) { switch (type) {
case "GLOBAL": return 2; case "GLOBAL": return 2;
@@ -41,8 +50,7 @@ public class VivoxJoin : ICloudScriptFunction<FYVivoxJoinTokenRequest, object>
public async Task<object> ExecuteAsync(FYVivoxJoinTokenRequest request) public async Task<object> ExecuteAsync(FYVivoxJoinTokenRequest request)
{ {
var exp = (int)DateTimeOffset.UtcNow.AddDays(1).ToUnixTimeSeconds(); var exp = (int)DateTimeOffset.UtcNow.AddDays(1).ToUnixTimeSeconds();
// TODO: Replace with app configuration var token = TokenGenerator.vxGenerateToken(_settings.Key, _settings.Issuer, exp, "join", request.Username, request.Channel);
var token = TokenGenerator.vxGenerateToken("key", "issuer", exp, "join", request.Username, request.Channel);
return new FYVivoxJoinData return new FYVivoxJoinData
{ {
@@ -1,4 +1,6 @@
using Prospect.Server.Api.Services.CloudScript.Models; using Microsoft.Extensions.Options;
using Prospect.Server.Api.Config;
using Prospect.Server.Api.Services.CloudScript.Models;
using System.Security.Cryptography; using System.Security.Cryptography;
using System.Text.Json; using System.Text.Json;
@@ -84,12 +86,18 @@ public class TokenGenerator
[CloudScriptFunction("VivoxLogin")] [CloudScriptFunction("VivoxLogin")]
public class VivoxLogin : ICloudScriptFunction<FYVivoxLoginTokenRequest, FYVivoxJoinData> public class VivoxLogin : ICloudScriptFunction<FYVivoxLoginTokenRequest, FYVivoxJoinData>
{ {
private readonly VivoxConfig _settings;
public VivoxLogin(IOptions<VivoxConfig> settings)
{
_settings = settings.Value;
}
public async Task<FYVivoxJoinData> ExecuteAsync(FYVivoxLoginTokenRequest request) public async Task<FYVivoxJoinData> ExecuteAsync(FYVivoxLoginTokenRequest request)
{ {
// TODO: Replace with app configuration var channel = $"sip:confctl-g-{_settings.Issuer}.testchannel@mtu1xp.vivox.com"; // e - echo channel, g - global, p - positional
var channel = "sip:confctl-g-<issuer>.testchannel@mtu1xp.vivox.com"; // e - echo channel, g - global, p - positional
var exp = (int)DateTimeOffset.UtcNow.AddSeconds(90).ToUnixTimeSeconds(); var exp = (int)DateTimeOffset.UtcNow.AddSeconds(90).ToUnixTimeSeconds();
var token = TokenGenerator.vxGenerateToken("key", "issuer", exp, "login", request.Username, channel); var token = TokenGenerator.vxGenerateToken(_settings.Key, _settings.Issuer, exp, "login", request.Username, channel);
return new FYVivoxJoinData return new FYVivoxJoinData
{ {
@@ -1,18 +1,26 @@
using Prospect.Server.Api.Services.CloudScript.Models; using Microsoft.Extensions.Options;
using Prospect.Server.Api.Config;
using Prospect.Server.Api.Services.CloudScript.Models;
namespace Prospect.Server.Api.Services.CloudScript.Functions; namespace Prospect.Server.Api.Services.CloudScript.Functions;
[CloudScriptFunction("VivoxSettings")] [CloudScriptFunction("VivoxSettings")]
public class VivoxSettings : ICloudScriptFunction<FYEmptyRequest, FYVivoxSettingsData> public class VivoxSettings : ICloudScriptFunction<FYEmptyRequest, FYVivoxSettingsData>
{ {
private readonly VivoxConfig _settings;
public VivoxSettings(IOptions<VivoxConfig> settings)
{
_settings = settings.Value;
}
public Task<FYVivoxSettingsData> ExecuteAsync(FYEmptyRequest request) public Task<FYVivoxSettingsData> ExecuteAsync(FYEmptyRequest request)
{ {
return Task.FromResult(new FYVivoxSettingsData return Task.FromResult(new FYVivoxSettingsData
{ {
// TODO: Replace with app configuration VivoxDomain = _settings.Domain,
// VivoxDomain = "", VivoxIssuer = _settings.Issuer,
// VivoxIssuer = "", VivoxServer = _settings.Server
// VivoxServer = ""
}); });
} }
} }
@@ -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 public class FYPurchaseInventoryInsuranceRequest
{ {
[JsonPropertyName("insuranceId")] // m_insuranceId
public string InsuranceId { get; set; } // m_itemIds
[JsonPropertyName("itemIds")]
public List<string> ItemIds { get; set; }
} }
@@ -43,18 +43,4 @@ public class DbUserService : BaseDbService<PlayFabUser>
return await FindAsync(type, key) ?? return await FindAsync(type, key) ??
await CreateAsync(type, key); await CreateAsync(type, key);
} }
// Resolve several auth keys (e.g. a batch of Steam IDs) to the players that exist on
// this server in a single query. Used by the friends list to keep only the imported
// Steam friends who have actually played here.
public async Task<List<PlayFabUser>> FindManyAsync(PlayFabUserAuthType type, IReadOnlyCollection<string> keys)
{
if (keys == null || keys.Count == 0)
{
return new List<PlayFabUser>();
}
var wanted = new HashSet<string>(keys);
return await Collection.Find(user => user.Auth.Any(auth =>
auth.Type == type && wanted.Contains(auth.Key))).ToListAsync();
}
} }
File diff suppressed because one or more lines are too long
+2
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@@ -25,6 +25,8 @@ public class Startup
services.Configure<AuthTokenSettings>(Configuration.GetSection(nameof(AuthTokenSettings))); services.Configure<AuthTokenSettings>(Configuration.GetSection(nameof(AuthTokenSettings)));
services.Configure<DatabaseSettings>(Configuration.GetSection(nameof(DatabaseSettings))); services.Configure<DatabaseSettings>(Configuration.GetSection(nameof(DatabaseSettings)));
services.Configure<PlayFabSettings>(Configuration.GetSection(nameof(PlayFabSettings))); services.Configure<PlayFabSettings>(Configuration.GetSection(nameof(PlayFabSettings)));
services.Configure<VivoxConfig>(Configuration.GetSection(nameof(VivoxConfig)));
services.Configure<SignalRSettings>(Configuration.GetSection(nameof(SignalRSettings)));
services.AddSingleton<AuthTokenService>(); services.AddSingleton<AuthTokenService>();
services.AddSingleton<UserDataService>(); services.AddSingleton<UserDataService>();
+17 -1
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@@ -8,11 +8,27 @@
}, },
"PlayFabSettings": { "PlayFabSettings": {
"PublisherId": "850902E5B40508ED", "PublisherId": "850902E5B40508ED",
"TitleId": "2EA46", "TitleId": "2EA46"
},
"SignalRSettings": {
"SignalRURL": "https://127.0.0.1:8443/signalr/?hub=pubsub", "SignalRURL": "https://127.0.0.1:8443/signalr/?hub=pubsub",
"SignalRAccessToken": "TEST" "SignalRAccessToken": "TEST"
}, },
"VivoxConfig": {
"Key": "",
"Issuer": "",
"Domain": "",
"Server": ""
},
"Kestrel": { "Kestrel": {
"Endpoints": {
"Https": {
"Url": "https://127.0.0.1:8443"
},
"Http": {
"Url": "http://127.0.0.1:8000"
}
},
"Certificates": { "Certificates": {
"Default": { "Default": {
"Path": ".\\certificate.pfx" "Path": ".\\certificate.pfx"
+10 -38
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@@ -1,5 +1,4 @@
using Prospect.Unreal.Core; using Prospect.Unreal.Core;
using Prospect.Unreal.Net.Actors;
using Prospect.Unreal.Runtime; using Prospect.Unreal.Runtime;
using Serilog; using Serilog;
@@ -26,55 +25,28 @@ internal static class Program
.WriteTo.Console(outputTemplate: "[{Timestamp:HH:mm:ss} {Level:u3}] ({SourceContext,-52}) {Message:lj}{NewLine}{Exception}") .WriteTo.Console(outputTemplate: "[{Timestamp:HH:mm:ss} {Level:u3}] ({SourceContext,-52}) {Message:lj}{NewLine}{Exception}")
.CreateLogger(); .CreateLogger();
// The Cycle: Frontier authoritative game server. Logger.Information("Starting Prospect.Server.Game");
// We start on the station map (the simplest shared space to get two players spawned
// and moving); the raid maps (Bright Sands, …) come once spawn + movement replication
// work end to end. AI and loot are intentionally out of scope for now.
var map = Environment.GetEnvironmentVariable("PROSPECT_MAP") ?? "/Game/Maps/MP/Station/Station_P";
var gameMode = Environment.GetEnvironmentVariable("PROSPECT_GAMEMODE") ?? "/Script/Prospect/YGameMode_Station";
var port = int.TryParse(Environment.GetEnvironmentVariable("PROSPECT_PORT"), out var p) ? p : 7777;
Logger.Information("Starting Prospect.Server.Game — map={Map} gameMode={GameMode} port={Port}", map, gameMode, port); // Prospect:
// Map: /Game/Maps/MP/Station/Station_P
// GameMode: /Script/Prospect/YGameMode_Station
var worldUrl = new FUrl { Map = map, Port = port }; var worldUrl = new FUrl
worldUrl.Options.Add($"game={gameMode}"); {
Map = "/Game/ThirdPersonCPP/Maps/ThirdPersonExampleMap"
};
await using (var world = new ProspectWorld()) await using (var world = new ProspectWorld())
{ {
world.SetGameInstance(new UGameInstance()); world.SetGameInstance(new UGameInstance());
world.SetGameMode(worldUrl); world.SetGameMode(worldUrl);
// The game mode needs a GameSession, otherwise NMT_Join -> SpawnPlayActor -> Login
// fails with "GameSession is null" and the player is never spawned.
var authGameMode = world.GetAuthGameMode();
if (authGameMode != null && authGameMode.GameSession == null)
{
authGameMode.GameSession = new AGameSession();
}
world.InitializeActorsForPlay(worldUrl, true); world.InitializeActorsForPlay(worldUrl, true);
world.Listen();
if (!world.Listen())
{
Logger.Fatal("Failed to start listening (port {Port} already in use?)", port);
return;
}
Logger.Information("Server listening on :{Port}. Waiting for players…", port);
while (await Tick.WaitForNextTickAsync()) while (await Tick.WaitForNextTickAsync())
{
try
{ {
world.Tick(TickRate); world.Tick(TickRate);
} }
catch (Exception ex)
{
// A misaligned/incompatible client packet must not kill the whole server
// (R&D: the client's exact net version isn't matched yet). Log and continue.
Logger.Error(ex, "Tick error (bad packet?) — continuing");
}
}
} }
Logger.Information("Shutting down"); Logger.Information("Shutting down");
@@ -129,19 +129,16 @@ public class FNetPacketNotify
{ {
if (!notificationData.Seq.Greater(_inSeq)) if (!notificationData.Seq.Greater(_inSeq))
{ {
Logger.Information("[HS-SEQ] fail1 seq<=inSeq seq={Seq} inSeq={InSeq}", notificationData.Seq.Value, _inSeq.Value);
return 0; return 0;
} }
if (!notificationData.AckedSeq.GreaterEq(_outAckSeq)) if (!notificationData.AckedSeq.GreaterEq(_outAckSeq))
{ {
Logger.Information("[HS-SEQ] fail2 ackedSeq<outAckSeq ackedSeq={Acked} outAckSeq={OutAck}", notificationData.AckedSeq.Value, _outAckSeq.Value);
return 0; return 0;
} }
if (!_outSeq.Greater(notificationData.AckedSeq)) if (!_outSeq.Greater(notificationData.AckedSeq))
{ {
Logger.Information("[HS-SEQ] fail3 outSeq<=ackedSeq outSeq={OutSeq} ackedSeq={Acked}", _outSeq.Value, notificationData.AckedSeq.Value);
return 0; return 0;
} }
@@ -185,8 +185,6 @@ public class StatelessConnectHandlerComponent : HandlerComponent
public override void Incoming(FBitReader packet) public override void Incoming(FBitReader packet)
{ {
var diagTotalBits = packet.GetBitsLeft();
if (_magicHeader.Length > 0) if (_magicHeader.Length > 0)
{ {
// Skip magic header. // Skip magic header.
@@ -194,11 +192,6 @@ public class StatelessConnectHandlerComponent : HandlerComponent
} }
var bHandshakePacket = packet.ReadBit() && !packet.IsError(); var bHandshakePacket = packet.ReadBit() && !packet.IsError();
// [HS-DIAG] Compare the incoming packet against what the stateless handshake expects.
// The Cycle client may use a magic header / different handshake size than 227 bits.
Logger.Information("[HS-DIAG] Incoming totalBits={Total} magicLen={Magic} bHandshake={HS} bitsLeftAfterFlag={Left} expectAfterFlag={Exp}",
diagTotalBits, _magicHeader.Length, bHandshakePacket, packet.GetBitsLeft(), HandshakePacketSizeBits - 1);
if (bHandshakePacket) if (bHandshakePacket)
{ {
var bRestartHandshake = false; var bRestartHandshake = false;
@@ -399,7 +392,6 @@ public class StatelessConnectHandlerComponent : HandlerComponent
} }
var bHandshakePacket = packet.ReadBit() && !packet.IsError(); var bHandshakePacket = packet.ReadBit() && !packet.IsError();
Logger.Information("[HS-DIAG-CL] Incoming flag={HS} bitsLeftAfterFlag={Left} expect={Exp}", bHandshakePacket, packet.GetBitsLeft(), HandshakePacketSizeBits - 1);
_lastChallengeSuccessAddress = null; _lastChallengeSuccessAddress = null;
@@ -412,7 +404,6 @@ public class StatelessConnectHandlerComponent : HandlerComponent
Span<byte> origCookie = stackalloc byte[CookieByteSize]; Span<byte> origCookie = stackalloc byte[CookieByteSize];
bHandshakePacket = ParseHandshakePacket(packet, ref bRestartHandshake, ref secretId, ref timestamp, cookie, origCookie); bHandshakePacket = ParseHandshakePacket(packet, ref bRestartHandshake, ref secretId, ref timestamp, cookie, origCookie);
Logger.Information("[HS-DIAG-CL] parsed ok={Ok} restart={R} secretId={S} timestamp={T}", bHandshakePacket, bRestartHandshake, secretId, timestamp);
if (bHandshakePacket) if (bHandshakePacket)
{ {
@@ -421,7 +412,6 @@ public class StatelessConnectHandlerComponent : HandlerComponent
var bInitialConnect = timestamp == 0.0; var bInitialConnect = timestamp == 0.0;
if (bInitialConnect) if (bInitialConnect)
{ {
Logger.Information("[HS-DIAG-CL] initial -> SendConnectChallenge to {Addr}", address);
SendConnectChallenge(address); SendConnectChallenge(address);
} }
else if (_driver != null) else if (_driver != null)
@@ -440,7 +430,6 @@ public class StatelessConnectHandlerComponent : HandlerComponent
GenerateCookie(address, secretId, timestamp, regenCookie); GenerateCookie(address, secretId, timestamp, regenCookie);
bChallengeSuccess = cookie.SequenceEqual(regenCookie); bChallengeSuccess = cookie.SequenceEqual(regenCookie);
Logger.Information("[HS-DIAG-CL] challenge response cookieMatch={Ok}", bChallengeSuccess);
if (bChallengeSuccess) if (bChallengeSuccess)
{ {
+1 -39
View File
@@ -267,8 +267,6 @@ public abstract class UNetConnection : UPlayer
/// <summary> /// <summary>
/// Full incoming packet index. /// Full incoming packet index.
/// </summary> /// </summary>
private bool _bAdoptedInitialSequence;
public int InPacketId { get; private set; } public int InPacketId { get; private set; }
/// <summary> /// <summary>
@@ -517,19 +515,6 @@ public abstract class UNetConnection : UPlayer
return; return;
} }
// The Cycle client (UE4 R3.5.0) writes one extra bit between the packet's
// ack history and the packet-info payload that stock UE 4.27 (EngineNetVer
// 16) does not. Bit-decoding real client packets showed the header is 65
// bits, not 64: consuming this bit realigns everything downstream — the
// bHasPacketInfoPayload flag, the 10-bit jitter clock and bHasServerFrameTime
// then land exactly, and the first control-channel bunch parses cleanly
// (ChIndex 0, NMT_Hello). Observed always 0 in captures.
var bCycleExtraHeaderBit = reader.ReadBit();
if (bCycleExtraHeaderBit)
{
Logger.Warning("[HS-HDR] Cycle extra header bit was set (expected 0)");
}
var bHasPacketInfoPayload = true; var bHasPacketInfoPayload = true;
if (reader.EngineNetVer() > EEngineNetworkVersionHistory.HISTORY_JITTER_IN_HEADER) if (reader.EngineNetVer() > EEngineNetworkVersionHistory.HISTORY_JITTER_IN_HEADER)
@@ -555,25 +540,6 @@ public abstract class UNetConnection : UPlayer
} }
var packetSequenceDelta = PacketNotify.GetSequenceDelta(header); var packetSequenceDelta = PacketNotify.GetSequenceDelta(header);
// The Cycle client doesn't derive its initial packet sequences from the handshake
// cookie the way stock UE does, so our cookie-based InitSequence disagrees with it
// and every packet looks out-of-order. On the very first packet, adopt the client's
// announced sequences (Seq + AckedSeq) instead of the cookie-derived ones.
if (packetSequenceDelta <= 0 && !_bAdoptedInitialSequence && Driver != null && Driver.IsServer())
{
_bAdoptedInitialSequence = true;
var adoptIn = new SequenceNumber((ushort)(header.Seq.Value - 1));
var adoptOut = new SequenceNumber((ushort)(header.AckedSeq.Value + 1));
PacketNotify.Init(adoptIn, adoptOut);
InPacketId = header.Seq.Value - 1;
OutPacketId = header.AckedSeq.Value + 1;
OutAckPacketId = header.AckedSeq.Value;
LastNotifiedPacketId = OutAckPacketId;
Logger.Information("[HS-SEQ] Adopted client sequences: inSeq={In} outSeq={Out}", header.Seq.Value, header.AckedSeq.Value + 1);
packetSequenceDelta = PacketNotify.GetSequenceDelta(header);
}
if (packetSequenceDelta > 0) if (packetSequenceDelta > 0)
{ {
var bPacketOrderCacheActive = !_bFlushingPacketOrderCache && _packetOrderCache != null; var bPacketOrderCacheActive = !_bFlushingPacketOrderCache && _packetOrderCache != null;
@@ -679,10 +645,7 @@ public abstract class UNetConnection : UPlayer
if (bunch.ChIndex >= MaxChannelSize) if (bunch.ChIndex >= MaxChannelSize)
{ {
// Don't crash the whole server on a malformed/misaligned bunch (e.g. a throw new Exception("Bunch channel index exceeds channel limit");
// version/bit-alignment mismatch with the client). Log and drop the packet.
Logger.Error("[HS-SEQ] Bunch channel index {Idx} exceeds limit {Max} (netVer={Ver}) — dropping packet", bunch.ChIndex, MaxChannelSize, (int)bunch.EngineNetVer());
return;
} }
} }
@@ -1116,7 +1079,6 @@ public abstract class UNetConnection : UPlayer
public void InitSequence(int incomingSequence, int outgoingSequence) public void InitSequence(int incomingSequence, int outgoingSequence)
{ {
Logger.Information("[HS-SEQ] InitSequence incoming={In} outgoing={Out}", incomingSequence, outgoingSequence);
if (InPacketId == -1) if (InPacketId == -1)
{ {
// Initialize the base UNetConnection packet sequence (not very useful/effective at preventing attacks) // Initialize the base UNetConnection packet sequence (not very useful/effective at preventing attacks)
+6 -29
View File
@@ -286,29 +286,7 @@ public abstract partial class UWorld : FNetworkNotify, IAsyncDisposable
} }
else else
{ {
// R&D WALL — The Cycle mandates encryption on the game connection. throw new NotImplementedException("Encryption");
// The client's NMT_Hello carries EncryptionToken = its PlayFab
// user_id (e.g. "92EBCFE8C3EAF3AC"), and the client PacketHandler
// stack is [DTLSHandlerComponent, StatelessConnectHandlerComponent]
// (confirmed from the client's own logs). Encryption is therefore
// DTLS in PSK mode (the shipping exe bundles ECDHE/DHE-PSK-AES256
// cipher suites + a "DTLS.PreSharedKeys" cvar + DTLSPSK*Callback).
//
// Proceeding to the challenge WITHOUT sending NMT_EncryptionAck does
// NOT work: the client requires encryption and closes the control
// channel immediately after the plaintext challenge.
//
// To finish this we'd need (1) a DTLS-PSK server that matches UE's
// DTLSHandlerComponent framing, and (2) the 32-byte PSK the client
// derives per user_id. The derivation lives in the client's code,
// which cannot be recovered statically: the exe is packed/encrypted
// (.text entropy = 8.0), so Ghidra/radare2 see only ciphertext. The
// only route left is a runtime memory dump of the decrypted image.
//
// For now: log and proceed to the challenge so the flow is visible
// in logs; the client will close afterwards.
Logger.Warning("Client requires DTLS-PSK encryption (EncryptionToken={Token}); server-side DTLS not implemented — connection will be dropped by client", encryptionToken);
connection.SendChallengeControlMessage();
} }
} }
break; break;
@@ -456,14 +434,13 @@ public abstract partial class UWorld : FNetworkNotify, IAsyncDisposable
private void WelcomePlayer(UNetConnection connection) private void WelcomePlayer(UNetConnection connection)
{ {
// Tell the client which level + game mode to travel to. Previously hardcoded to the // TODO: Properly fetch level name from CurrentLevel
// UE ThirdPerson template; now use the world's configured map and the "game=" option var levelName = "/Game/ThirdPersonCPP/Maps/ThirdPersonExampleMap";
// (set by the host), falling back to the template if unset.
var levelName = string.IsNullOrEmpty(Url.Map) ? "/Game/ThirdPersonCPP/Maps/ThirdPersonExampleMap" : Url.Map; // TODO: Properly fetch from AuthorityGameMode
var gameName = Url.GetOption("game=", "/Script/ThirdPersonMP.ThirdPersonMPGameMode") ?? string.Empty; var gameName = "/Script/ThirdPersonMP.ThirdPersonMPGameMode";
var redirectUrl = string.Empty; var redirectUrl = string.Empty;
Logger.Information("Welcoming player -> level={Level} game={Game}", levelName, gameName);
NMT_Welcome.Send(connection, levelName, gameName, redirectUrl); NMT_Welcome.Send(connection, levelName, gameName, redirectUrl);
connection.FlushNet(); connection.FlushNet();