Compare commits
24
Commits
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
7dbab1aab8 | ||
|
|
1b4c1b2606 | ||
|
|
078d2f80be | ||
|
|
14ab3267f4 | ||
|
|
c986a98471 | ||
|
|
dc34233e40 | ||
|
|
71a2c8a1e9 | ||
|
|
55a9571958 | ||
|
|
8057fcae47 | ||
|
|
c70f674431 | ||
|
|
61e45351cd | ||
|
|
6d77bb4b82 | ||
|
|
0089833b74 | ||
|
|
2809033b76 | ||
|
|
2cc90a22e0 | ||
|
|
b04621e2a0 | ||
|
|
0588849e4c | ||
|
|
57a45d91df | ||
|
|
922deb8397 | ||
|
|
c6b2330e1d | ||
|
|
f4d93c9e71 | ||
|
|
9737316dbc | ||
|
|
b0822c34cd | ||
|
|
310e2bf7e9 |
+27
-10
@@ -9,21 +9,38 @@ Guide pour **installer le client et jouer sur le serveur privé**. Tu n'installe
|
||||
|
||||
---
|
||||
|
||||
## Ce que l'hébergeur doit te fournir
|
||||
1. **`LoaderPack.zip`** (le loader qui redirige le jeu vers le serveur privé).
|
||||
2. **`certificate.crt`** (le certificat **public** du serveur — sans clé privée, safe à partager).
|
||||
## 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
|
||||
Deux options :
|
||||
- **Simple** : installe The Cycle: Frontier depuis ta bibliothèque Steam (`steam://install/868270`).
|
||||
- **Recommandé (client Saison 2 exact)** via la console Steam :
|
||||
1. Steam ouvert, `Win+R` → `steam://nav/console`.
|
||||
2. Va sur les manifests SteamDB du dépôt 868271, cherche `4623363103423775682` (client S2 v2.7.2).
|
||||
3. Copie la commande **Steam console** et colle-la dans la console Steam → le téléchargement démarre.
|
||||
### 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`**.
|
||||
|
||||
Executable
BIN
Binary file not shown.
Binary file not shown.
Executable
BIN
Binary file not shown.
Binary file not shown.
@@ -0,0 +1,404 @@
|
||||
using System.Diagnostics;
|
||||
using System.Security.Cryptography.X509Certificates;
|
||||
using System.Text;
|
||||
using System.Text.Json;
|
||||
|
||||
namespace Prospect.Client.Config;
|
||||
|
||||
// Cross-platform (Linux/Proton + Windows) helper to point a The Cycle: Frontier client at a
|
||||
// server. The Prospect agent reads the target PlayFab URL from `backend.txt` next to the game
|
||||
// executable, so switching servers = writing that one file. This tool also imports the server
|
||||
// certificate and launches the game (natively on Windows, guided on Linux/Proton).
|
||||
internal static class Program
|
||||
{
|
||||
private const string AppId = "868270";
|
||||
|
||||
// Presets use the public domains so the same target works for everyone (LAN or internet):
|
||||
// DNS resolves to the public IP for friends, and the unified TLS cert covers both hostnames.
|
||||
// On the same LAN, add a hosts entry (domain -> 192.168.1.136) to avoid hairpin NAT.
|
||||
private static readonly (string Key, string Label, string Url)[] Presets =
|
||||
{
|
||||
("prod", "PROD", "https://tc.nfteam.ovh:8443"),
|
||||
("preprod", "PREPROD", "https://rd-tc.nfteam.ovh:8444"),
|
||||
};
|
||||
|
||||
private static string SettingsPath => Path.Combine(
|
||||
Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData),
|
||||
"ProspectSwitcher", "settings.json");
|
||||
|
||||
private static Settings _settings = new();
|
||||
|
||||
private static int Main(string[] args)
|
||||
{
|
||||
try { Console.OutputEncoding = Encoding.UTF8; } catch { /* some terminals reject it */ }
|
||||
LoadSettings();
|
||||
return args.Length > 0 ? RunCli(args) : MenuLoop();
|
||||
}
|
||||
|
||||
// ---- Scriptable CLI ----------------------------------------------------
|
||||
private static int RunCli(string[] args)
|
||||
{
|
||||
string? folder = null, target = null;
|
||||
for (var i = 0; i < args.Length; i++)
|
||||
{
|
||||
switch (args[i])
|
||||
{
|
||||
case "--folder" when i + 1 < args.Length: folder = args[++i]; break;
|
||||
case "--set" when i + 1 < args.Length: target = args[++i]; break;
|
||||
case "-h" or "--help": PrintCliHelp(); return 0;
|
||||
}
|
||||
}
|
||||
if (folder != null) { _settings.GameFolder = folder; SaveSettings(); }
|
||||
if (target == null) { PrintCliHelp(); return folder != null ? 0 : 1; }
|
||||
var url = ResolveTarget(target);
|
||||
if (url == null) { Console.Error.WriteLine("Cible inconnue : " + target); return 1; }
|
||||
return WriteBackend(url) ? 0 : 1;
|
||||
}
|
||||
|
||||
private static void PrintCliHelp()
|
||||
{
|
||||
Console.WriteLine("ProspectServerSwitcher — sélecteur de serveur The Cycle (multi-OS)");
|
||||
Console.WriteLine();
|
||||
Console.WriteLine(" (sans argument) menu interactif");
|
||||
Console.WriteLine(" --folder <chemin Win64> définit le dossier du jeu (mémorisé)");
|
||||
Console.WriteLine(" --set <cible> écrit backend.txt");
|
||||
Console.WriteLine();
|
||||
Console.WriteLine("Cibles : " + string.Join(", ", Presets.Select(p => p.Key)) + ", ou une URL https://…");
|
||||
Console.WriteLine("Ex : ProspectServerSwitcher --folder \"…/Prospect/Binaries/Win64\" --set preprod-lan");
|
||||
}
|
||||
|
||||
private static string? ResolveTarget(string t)
|
||||
{
|
||||
foreach (var p in Presets)
|
||||
if (string.Equals(p.Key, t, StringComparison.OrdinalIgnoreCase)) return p.Url;
|
||||
if (t.StartsWith("http", StringComparison.OrdinalIgnoreCase)) return t;
|
||||
return null;
|
||||
}
|
||||
|
||||
// ---- Interactive menu --------------------------------------------------
|
||||
private static int MenuLoop()
|
||||
{
|
||||
while (true)
|
||||
{
|
||||
Console.WriteLine();
|
||||
Console.WriteLine("=== The Cycle — Sélecteur de serveur ===");
|
||||
Console.WriteLine("Dossier du jeu : " + (string.IsNullOrEmpty(_settings.GameFolder) ? "(non défini)" : _settings.GameFolder));
|
||||
Console.WriteLine("backend.txt : " + ReadCurrentBackend());
|
||||
Console.WriteLine();
|
||||
Console.WriteLine(" 1) Définir le dossier du jeu (Win64)");
|
||||
for (var i = 0; i < Presets.Length; i++)
|
||||
Console.WriteLine($" {i + 2}) {Presets[i].Label,-24} {Presets[i].Url}");
|
||||
var n = Presets.Length + 2;
|
||||
Console.WriteLine($" {n}) Serveur personnalisé…");
|
||||
Console.WriteLine($" {n + 1}) Importer un certificat…");
|
||||
Console.WriteLine($" {n + 2}) Lancer le jeu");
|
||||
Console.WriteLine(" 0) Quitter");
|
||||
Console.Write("> ");
|
||||
|
||||
var raw = Console.ReadLine()?.Trim();
|
||||
if (raw is null or "0") return 0;
|
||||
if (!int.TryParse(raw, out var choice)) { Console.WriteLine("Choix invalide."); continue; }
|
||||
|
||||
if (choice == 1) SetFolder();
|
||||
else if (choice >= 2 && choice < n) WriteBackend(Presets[choice - 2].Url);
|
||||
else if (choice == n) SetCustom();
|
||||
else if (choice == n + 1) ImportCert();
|
||||
else if (choice == n + 2) LaunchGame();
|
||||
else Console.WriteLine("Choix invalide.");
|
||||
}
|
||||
}
|
||||
|
||||
private static void SetFolder()
|
||||
{
|
||||
Console.Write("Chemin du dossier Win64 : ");
|
||||
var p = Console.ReadLine()?.Trim().Trim('"');
|
||||
if (string.IsNullOrEmpty(p)) return;
|
||||
if (!Directory.Exists(p)) { Console.WriteLine("⚠ Dossier introuvable."); return; }
|
||||
_settings.GameFolder = p;
|
||||
SaveSettings();
|
||||
Console.WriteLine("✔ Dossier mémorisé.");
|
||||
}
|
||||
|
||||
private static void SetCustom()
|
||||
{
|
||||
Console.Write("URL du serveur (ex : https://mon-serveur:8443) : ");
|
||||
var u = Console.ReadLine()?.Trim();
|
||||
if (!string.IsNullOrWhiteSpace(u)) WriteBackend(u);
|
||||
}
|
||||
|
||||
// ---- backend.txt -------------------------------------------------------
|
||||
private static bool WriteBackend(string url)
|
||||
{
|
||||
if (!EnsureFolder(out var dir)) return false;
|
||||
try
|
||||
{
|
||||
// No trailing newline: the agent reads the raw file and requires it to start with https://.
|
||||
File.WriteAllText(Path.Combine(dir, "backend.txt"), url, new UTF8Encoding(false));
|
||||
Console.WriteLine($"✔ backend.txt → {url}");
|
||||
Console.WriteLine(" (relance le jeu : backend.txt n'est lu qu'au démarrage du loader.)");
|
||||
return true;
|
||||
}
|
||||
catch (Exception ex) { Console.WriteLine("✖ " + ex.Message); return false; }
|
||||
}
|
||||
|
||||
private static string ReadCurrentBackend()
|
||||
{
|
||||
if (string.IsNullOrEmpty(_settings.GameFolder)) return "(dossier non défini)";
|
||||
var f = Path.Combine(_settings.GameFolder, "backend.txt");
|
||||
try
|
||||
{
|
||||
if (!File.Exists(f)) return "(absent)";
|
||||
var v = File.ReadAllText(f).Trim();
|
||||
var match = Presets.FirstOrDefault(p => p.Url == v);
|
||||
return match.Key != null ? $"{v} [{match.Label.Trim()}]" : v;
|
||||
}
|
||||
catch { return "(illisible)"; }
|
||||
}
|
||||
|
||||
// ---- Certificate -------------------------------------------------------
|
||||
private static void ImportCert()
|
||||
{
|
||||
// Prefer fetching the cert live from the server the client points at (backend.txt), so
|
||||
// it's always the current one; fall back to a .crt file.
|
||||
X509Certificate2? cert = null;
|
||||
var target = ReadBackendUrl();
|
||||
if (target != null && TryFetchServerCert(target, out cert))
|
||||
Console.WriteLine($"Certificat récupéré depuis {target}");
|
||||
else
|
||||
{
|
||||
Console.Write("Chemin d'un certificat (.crt) : ");
|
||||
var p = Console.ReadLine()?.Trim().Trim('"');
|
||||
if (string.IsNullOrEmpty(p) || !File.Exists(p)) { Console.WriteLine("⚠ Annulé."); return; }
|
||||
try { cert = new X509Certificate2(p); } catch (Exception ex) { Console.WriteLine("✖ " + ex.Message); return; }
|
||||
}
|
||||
if (cert == null) { Console.WriteLine("⚠ Aucun certificat."); return; }
|
||||
Console.WriteLine($" empreinte : {cert.Thumbprint}");
|
||||
|
||||
if (OperatingSystem.IsWindows()) ImportCertWindows(cert);
|
||||
else ImportCertProton(cert);
|
||||
}
|
||||
|
||||
private static string? ReadBackendUrl()
|
||||
{
|
||||
if (string.IsNullOrEmpty(_settings.GameFolder)) return null;
|
||||
var f = Path.Combine(_settings.GameFolder, "backend.txt");
|
||||
try { return File.Exists(f) ? File.ReadAllText(f).Trim() : null; } catch { return null; }
|
||||
}
|
||||
|
||||
private static bool TryFetchServerCert(string url, out X509Certificate2? cert)
|
||||
{
|
||||
cert = null;
|
||||
try
|
||||
{
|
||||
var uri = new Uri(url);
|
||||
using var tcp = new System.Net.Sockets.TcpClient();
|
||||
tcp.Connect(uri.Host, uri.Port <= 0 ? 443 : uri.Port);
|
||||
X509Certificate2? captured = null;
|
||||
using var ssl = new System.Net.Security.SslStream(tcp.GetStream(), false,
|
||||
(_, c, _, _) => { if (c != null) captured = new X509Certificate2(c.Export(X509ContentType.Cert)); return true; });
|
||||
ssl.AuthenticateAsClient(uri.Host);
|
||||
cert = captured;
|
||||
return cert != null;
|
||||
}
|
||||
catch { return false; }
|
||||
}
|
||||
|
||||
[System.Runtime.Versioning.SupportedOSPlatform("windows")]
|
||||
private static void ImportCertWindows(X509Certificate2 cert)
|
||||
{
|
||||
try
|
||||
{
|
||||
using var store = new X509Store(StoreName.Root, StoreLocation.CurrentUser);
|
||||
store.Open(OpenFlags.ReadWrite);
|
||||
store.Add(cert);
|
||||
Console.WriteLine("✔ Certificat importé (Autorités racines de confiance, utilisateur).");
|
||||
}
|
||||
catch (Exception ex) { Console.WriteLine("✖ Import : " + ex.Message); }
|
||||
}
|
||||
|
||||
// Trust the cert inside the game's Proton/Wine prefix by writing the serialized cert blob
|
||||
// into the prefix Root store via `wine reg import` (the wine `certutil` tool is unreliable
|
||||
// under Proton). The prefix is chosen explicitly, so it works even though the client runs
|
||||
// as a non-Steam shortcut (whose appid isn't the game's 868270).
|
||||
private static void ImportCertProton(X509Certificate2 cert)
|
||||
{
|
||||
var wine = FindProtonWine();
|
||||
if (wine == null) { Console.WriteLine("⚠ Aucun wine Proton trouvé (Steam/Proton installé ?)."); return; }
|
||||
var prefix = SelectPrefix();
|
||||
if (prefix == null) return;
|
||||
|
||||
// Wine serialized cert blob: SHA1-hash property (id 3) + encoded cert property (id 0x20).
|
||||
var der = cert.RawData;
|
||||
var sha1 = cert.GetCertHash();
|
||||
byte[] blob;
|
||||
using (var ms = new MemoryStream())
|
||||
{
|
||||
void Prop(uint id, byte[] data)
|
||||
{
|
||||
ms.Write(BitConverter.GetBytes(id));
|
||||
ms.Write(BitConverter.GetBytes(1u));
|
||||
ms.Write(BitConverter.GetBytes((uint)data.Length));
|
||||
ms.Write(data);
|
||||
}
|
||||
Prop(3, sha1);
|
||||
Prop(0x20, der);
|
||||
blob = ms.ToArray();
|
||||
}
|
||||
var thumb = Convert.ToHexString(sha1);
|
||||
var hex = string.Join(",", blob.Select(b => b.ToString("x2")));
|
||||
var regFile = Path.Combine(Path.GetTempPath(), "prospect-cert.reg");
|
||||
File.WriteAllText(regFile,
|
||||
"REGEDIT4\r\n\r\n" +
|
||||
$"[HKEY_LOCAL_MACHINE\\Software\\Microsoft\\SystemCertificates\\Root\\Certificates\\{thumb}]\r\n" +
|
||||
$"\"Blob\"=hex:{hex}\r\n");
|
||||
|
||||
Console.WriteLine("⚠ Ferme complètement le jeu avant de continuer (sinon le registre ne sera pas pris en compte).");
|
||||
Console.Write("Appuie sur Entrée pour importer… ");
|
||||
Console.ReadLine();
|
||||
|
||||
var wineserver = Path.Combine(Path.GetDirectoryName(wine)!, "wineserver");
|
||||
var regWinePath = "Z:" + regFile.Replace('/', '\\'); // Z: maps to / inside the prefix
|
||||
RunWine(wineserver, "-k", prefix); // stop any running wineserver (flush)
|
||||
RunWine(wine, $"reg import \"{regWinePath}\"", prefix);
|
||||
RunWine(wineserver, "-k", prefix); // flush the change to disk
|
||||
|
||||
var sysreg = Path.Combine(prefix, "system.reg");
|
||||
var ok = File.Exists(sysreg) && File.ReadAllText(sysreg).Contains(thumb, StringComparison.OrdinalIgnoreCase);
|
||||
Console.WriteLine(ok
|
||||
? $"✔ Certificat importé dans le préfixe : {prefix}\n Relance le jeu."
|
||||
: "✖ Import non confirmé — assure-toi que le jeu est fermé et réessaie.");
|
||||
}
|
||||
|
||||
private static void RunWine(string exe, string args, string prefix)
|
||||
{
|
||||
try
|
||||
{
|
||||
var psi = new ProcessStartInfo(exe, args)
|
||||
{
|
||||
UseShellExecute = false,
|
||||
RedirectStandardOutput = true,
|
||||
RedirectStandardError = true,
|
||||
};
|
||||
psi.Environment["WINEPREFIX"] = prefix;
|
||||
psi.Environment["WINEDEBUG"] = "-all";
|
||||
using var p = Process.Start(psi);
|
||||
p?.WaitForExit(20000);
|
||||
}
|
||||
catch (Exception ex) { Console.WriteLine(" (wine) " + ex.Message); }
|
||||
}
|
||||
|
||||
private static string? FindProtonWine()
|
||||
{
|
||||
foreach (var root in SteamRoots())
|
||||
{
|
||||
var common = Path.Combine(root, "steamapps", "common");
|
||||
if (!Directory.Exists(common)) continue;
|
||||
var candidates = Directory.GetDirectories(common, "Proton*")
|
||||
.Select(d => Path.Combine(d, "files", "bin", "wine"))
|
||||
.Where(File.Exists)
|
||||
.OrderByDescending(w => w.Contains("Experimental"))
|
||||
.ThenByDescending(File.GetLastWriteTimeUtc)
|
||||
.ToList();
|
||||
if (candidates.Count > 0) return candidates[0];
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
private static string? SelectPrefix()
|
||||
{
|
||||
if (!string.IsNullOrEmpty(_settings.WinePrefix) && Directory.Exists(_settings.WinePrefix))
|
||||
return _settings.WinePrefix;
|
||||
|
||||
var prefixes = new List<string>();
|
||||
foreach (var root in SteamRoots())
|
||||
{
|
||||
var cd = Path.Combine(root, "steamapps", "compatdata");
|
||||
if (!Directory.Exists(cd)) continue;
|
||||
foreach (var d in Directory.GetDirectories(cd))
|
||||
{
|
||||
var pfx = Path.Combine(d, "pfx");
|
||||
if (File.Exists(Path.Combine(pfx, "system.reg"))) prefixes.Add(Path.GetFullPath(pfx));
|
||||
}
|
||||
}
|
||||
prefixes = prefixes.Distinct()
|
||||
.OrderByDescending(p => File.GetLastWriteTimeUtc(Path.Combine(p, "system.reg")))
|
||||
.ToList();
|
||||
if (prefixes.Count == 0) { Console.WriteLine("⚠ Aucun préfixe Proton trouvé."); return null; }
|
||||
|
||||
Console.WriteLine("Préfixes Proton détectés (le plus récemment utilisé en premier = sûrement ton jeu) :");
|
||||
for (var i = 0; i < prefixes.Count; i++)
|
||||
Console.WriteLine($" {i + 1}) {prefixes[i]}");
|
||||
Console.Write("Numéro du préfixe (Entrée = 1) : ");
|
||||
var raw = Console.ReadLine()?.Trim();
|
||||
var idx = string.IsNullOrEmpty(raw) ? 0 : (int.TryParse(raw, out var n) ? n - 1 : -1);
|
||||
if (idx < 0 || idx >= prefixes.Count) { Console.WriteLine("⚠ Choix invalide."); return null; }
|
||||
_settings.WinePrefix = prefixes[idx];
|
||||
SaveSettings();
|
||||
return _settings.WinePrefix;
|
||||
}
|
||||
|
||||
private static IEnumerable<string> SteamRoots()
|
||||
{
|
||||
var home = Environment.GetFolderPath(Environment.SpecialFolder.UserProfile);
|
||||
yield return Path.Combine(home, ".steam", "steam");
|
||||
yield return Path.Combine(home, ".local", "share", "Steam");
|
||||
}
|
||||
|
||||
// ---- Launch ------------------------------------------------------------
|
||||
private static void LaunchGame()
|
||||
{
|
||||
if (OperatingSystem.IsWindows())
|
||||
{
|
||||
if (!EnsureFolder(out var dir)) return;
|
||||
var loader = Path.Combine(dir, "Prospect.Client.Loader.exe");
|
||||
if (!File.Exists(loader)) { Console.WriteLine("⚠ Prospect.Client.Loader.exe introuvable dans le dossier."); return; }
|
||||
try
|
||||
{
|
||||
Process.Start(new ProcessStartInfo(loader) { WorkingDirectory = dir, UseShellExecute = true });
|
||||
Console.WriteLine("▶ Jeu lancé.");
|
||||
}
|
||||
catch (Exception ex) { Console.WriteLine("✖ " + ex.Message); }
|
||||
return;
|
||||
}
|
||||
Console.WriteLine("Sous Linux/Proton, lance via Steam (le loader doit tourner dans le préfixe Proton) :");
|
||||
Console.WriteLine(" steam steam://rungameid/" + AppId);
|
||||
}
|
||||
|
||||
// ---- Helpers -----------------------------------------------------------
|
||||
private static bool EnsureFolder(out string dir)
|
||||
{
|
||||
dir = _settings.GameFolder;
|
||||
if (string.IsNullOrEmpty(dir) || !Directory.Exists(dir))
|
||||
{
|
||||
Console.WriteLine("⚠ Définis d'abord le dossier du jeu (option 1).");
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
private static void LoadSettings()
|
||||
{
|
||||
try
|
||||
{
|
||||
if (File.Exists(SettingsPath))
|
||||
_settings = JsonSerializer.Deserialize<Settings>(File.ReadAllText(SettingsPath)) ?? new Settings();
|
||||
}
|
||||
catch { _settings = new Settings(); }
|
||||
}
|
||||
|
||||
private static void SaveSettings()
|
||||
{
|
||||
try
|
||||
{
|
||||
Directory.CreateDirectory(Path.GetDirectoryName(SettingsPath)!);
|
||||
File.WriteAllText(SettingsPath, JsonSerializer.Serialize(_settings));
|
||||
}
|
||||
catch { /* best-effort persistence */ }
|
||||
}
|
||||
|
||||
private sealed class Settings
|
||||
{
|
||||
public string GameFolder { get; set; } = "";
|
||||
public string WinePrefix { get; set; } = "";
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,15 @@
|
||||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
|
||||
<PropertyGroup>
|
||||
<OutputType>Exe</OutputType>
|
||||
<TargetFramework>net8.0</TargetFramework>
|
||||
<ImplicitUsings>enable</ImplicitUsings>
|
||||
<Nullable>enable</Nullable>
|
||||
<AssemblyName>ProspectServerSwitcher</AssemblyName>
|
||||
<RootNamespace>Prospect.Client.Config</RootNamespace>
|
||||
<InvariantGlobalization>true</InvariantGlobalization>
|
||||
<!-- Cross-platform client tool (Linux/Proton + Windows). Never built by the Linux server CI. -->
|
||||
<Configurations>Debug;Release;Season 3 Release;Season 2 Release;Season 2 Debug;Season 3 Debug</Configurations>
|
||||
</PropertyGroup>
|
||||
|
||||
</Project>
|
||||
@@ -0,0 +1,102 @@
|
||||
# ProspectServerSwitcher
|
||||
|
||||
Petit utilitaire **multi-OS** (Linux/Proton + Windows) pour pointer un client
|
||||
*The Cycle: Frontier* vers un serveur, importer le certificat, et lancer le jeu.
|
||||
|
||||
## Pourquoi
|
||||
|
||||
L'agent Prospect (`Prospect.Agent.dll`, injecté par `Prospect.Client.Loader.exe`)
|
||||
hooke l'URL de l'API PlayFab et la remplace par le contenu de **`backend.txt`**,
|
||||
placé à côté de l'exécutable du jeu (`Prospect/Binaries/Win64`). S'il est absent,
|
||||
l'agent retombe sur `https://127.0.0.1:8443`.
|
||||
|
||||
**Tout l'aiguillage du client tient donc dans cette seule valeur.** Cet outil ne fait
|
||||
essentiellement qu'écrire le bon `backend.txt` — plus quelques commodités (cert, launch).
|
||||
|
||||
## Serveurs (presets)
|
||||
|
||||
Les presets utilisent les **domaines publics** pour que la même cible marche pour
|
||||
tout le monde (le DNS résout vers l'IP publique pour les amis, et le certificat TLS
|
||||
unifié couvre les deux hostnames) :
|
||||
|
||||
| Preset | URL |
|
||||
|-----------|----------------------------------|
|
||||
| `prod` | `https://tc.nfteam.ovh:8443` |
|
||||
| `preprod` | `https://rd-tc.nfteam.ovh:8444` |
|
||||
|
||||
> **Sur le même LAN que le serveur**, ajoute une entrée hosts pour éviter le hairpin NAT :
|
||||
> ```
|
||||
> 192.168.1.136 tc.nfteam.ovh
|
||||
> 192.168.1.136 rd-tc.nfteam.ovh
|
||||
> ```
|
||||
|
||||
## Utilisation
|
||||
|
||||
### Menu interactif
|
||||
Lance le binaire sans argument :
|
||||
- **1** : définir le dossier du jeu (`…/Prospect/Binaries/Win64`) — mémorisé
|
||||
- **2/3** : basculer sur PROD / PREPROD
|
||||
- **4** : URL personnalisée
|
||||
- **5** : importer un certificat (`.crt`)
|
||||
- **6** : lancer le jeu
|
||||
- **0** : quitter
|
||||
|
||||
### En ligne de commande (scriptable)
|
||||
```
|
||||
ProspectServerSwitcher --folder "<...>/Prospect/Binaries/Win64" --set preprod
|
||||
ProspectServerSwitcher --set prod
|
||||
ProspectServerSwitcher --set https://mon-serveur:8443 # URL libre
|
||||
```
|
||||
|
||||
> ⚠️ `backend.txt` n'est lu qu'**au démarrage** du loader → relance le jeu après un switch.
|
||||
> Le serveur ciblé doit **tourner** (conteneurs on-demand `the-cycle-api` / `the-cycle-api-rd`).
|
||||
|
||||
## Certificat
|
||||
|
||||
L'outil récupère le certificat **en direct depuis le serveur** ciblé (il lit `backend.txt`
|
||||
et se connecte en TLS), puis le rend fiable :
|
||||
|
||||
- **Windows** : import automatique dans *Autorités de certification racines de confiance*
|
||||
(utilisateur courant), via le magasin `X509Store`.
|
||||
- **Linux/Proton** : import **automatique dans le préfixe Wine** du jeu. Comme `wine certutil`
|
||||
est cassé sous Proton, l'outil écrit directement le *blob* sérialisé du certificat
|
||||
(propriété SHA1 `id=3` + certificat encodé `id=0x20`) dans le magasin `Root` du préfixe via
|
||||
`wine reg import`. Il :
|
||||
1. détecte le binaire `wine` de Proton (`…/common/Proton*/files/bin/wine`),
|
||||
2. liste les préfixes `compatdata/*/pfx` (le plus récemment utilisé en premier),
|
||||
3. importe dans le préfixe choisi (⚠️ **le jeu doit être fermé**), mémorisé ensuite.
|
||||
|
||||
> ⚠️ Le client tourne souvent comme **raccourci non-Steam** → son préfixe n'est **pas**
|
||||
> `compatdata/868270` mais un appid généré (ex. `3883998305`). D'où la sélection explicite
|
||||
> du préfixe plutôt qu'une déduction sur l'appid du jeu.
|
||||
|
||||
## Lancement
|
||||
|
||||
- **Windows** : démarre `Prospect.Client.Loader.exe` depuis le dossier du jeu.
|
||||
- **Linux/Proton** : passe par Steam (`steam steam://rungameid/868270`) — le loader doit
|
||||
tourner dans le préfixe Proton.
|
||||
|
||||
## Réglages
|
||||
|
||||
Le dossier du jeu est mémorisé dans
|
||||
`…/ApplicationData/ProspectSwitcher/settings.json`
|
||||
(`%AppData%` sous Windows, `~/.config` sous Linux).
|
||||
|
||||
## Build / publication
|
||||
|
||||
Projet console **net8.0** (cross-platform, `InvariantGlobalization`), jamais buildé par
|
||||
la CI serveur (Linux).
|
||||
|
||||
```bash
|
||||
# build simple
|
||||
dotnet build src/Prospect.Client.Config -c Release
|
||||
|
||||
# binaires autonomes single-file (aucun .NET requis chez l'utilisateur)
|
||||
dotnet publish src/Prospect.Client.Config -c Release -r win-x64 --self-contained \
|
||||
-p:PublishSingleFile=true -p:IncludeNativeLibrariesForSelfExtract=true -p:EnableCompressionInSingleFile=true
|
||||
dotnet publish src/Prospect.Client.Config -c Release -r linux-x64 --self-contained \
|
||||
-p:PublishSingleFile=true -p:EnableCompressionInSingleFile=true
|
||||
```
|
||||
|
||||
Les binaires publiés sont distribués via la release Gitea **`friends-client`**
|
||||
(`ProspectServerSwitcher.exe` pour Windows, `ProspectServerSwitcher-linux-x64` pour Linux).
|
||||
@@ -274,8 +274,12 @@ public class ClientController : Controller
|
||||
[HttpPost("UpdateUserTitleDisplayName")]
|
||||
[Produces(MediaTypeNames.Application.Json)]
|
||||
[Authorize(AuthenticationSchemes = UserAuthenticationOptions.DefaultScheme)]
|
||||
public IActionResult UpdateUserTitleDisplayName(FUpdateUserTitleDisplayNameRequest request)
|
||||
public async Task<IActionResult> UpdateUserTitleDisplayName(FUpdateUserTitleDisplayNameRequest request)
|
||||
{
|
||||
// Persist the rename, otherwise it is echoed back but lost on next login.
|
||||
var userId = User.FindAuthUserId();
|
||||
await _userService.UpdateDisplayNameAsync(userId, request.DisplayName);
|
||||
|
||||
return Ok(new ClientResponse<FUpdateUserTitleDisplayNameResult>
|
||||
{
|
||||
Code = 200,
|
||||
|
||||
@@ -1,12 +1,31 @@
|
||||
using Microsoft.AspNetCore.SignalR;
|
||||
using Microsoft.AspNetCore.SignalR;
|
||||
|
||||
namespace Prospect.Server.Api.Hubs;
|
||||
|
||||
public class CycleHub : Hub
|
||||
{
|
||||
private readonly SignalRConnectionRegistry _registry;
|
||||
|
||||
public CycleHub(SignalRConnectionRegistry registry)
|
||||
{
|
||||
_registry = registry;
|
||||
}
|
||||
|
||||
public override async Task OnConnectedAsync()
|
||||
{
|
||||
Console.WriteLine("Connected {0}", Context.ConnectionId);
|
||||
// The client connects with the SignalR URL returned by GetSignalRConnection, which
|
||||
// carries a `uid` query param — use it to map this connection to the player so
|
||||
// server-initiated messages can target a single player instead of everyone.
|
||||
var uid = Context.GetHttpContext()?.Request.Query["uid"].ToString();
|
||||
if (!string.IsNullOrEmpty(uid))
|
||||
_registry.Add(uid, Context.ConnectionId);
|
||||
Console.WriteLine("Connected {0} (uid={1})", Context.ConnectionId, uid);
|
||||
await base.OnConnectedAsync();
|
||||
}
|
||||
|
||||
public override async Task OnDisconnectedAsync(Exception? exception)
|
||||
{
|
||||
_registry.Remove(Context.ConnectionId);
|
||||
await base.OnDisconnectedAsync(exception);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,29 @@
|
||||
using System.Collections.Concurrent;
|
||||
|
||||
namespace Prospect.Server.Api.Hubs;
|
||||
|
||||
// Maps players to their live SignalR connection so server-initiated messages (e.g. the
|
||||
// matchmaking-success "travel to match" signal) can target a single player instead of being
|
||||
// broadcast to everyone. The client's SignalR URL carries a `uid` query param (added by
|
||||
// GetSignalRConnection); CycleHub records it on connect.
|
||||
public class SignalRConnectionRegistry
|
||||
{
|
||||
private readonly ConcurrentDictionary<string, string> _userToConn = new();
|
||||
private readonly ConcurrentDictionary<string, string> _connToUser = new();
|
||||
|
||||
public void Add(string userId, string connectionId)
|
||||
{
|
||||
if (string.IsNullOrEmpty(userId)) return;
|
||||
_userToConn[userId] = connectionId;
|
||||
_connToUser[connectionId] = userId;
|
||||
}
|
||||
|
||||
public void Remove(string connectionId)
|
||||
{
|
||||
if (_connToUser.TryRemove(connectionId, out var userId))
|
||||
_userToConn.TryRemove(userId, out _);
|
||||
}
|
||||
|
||||
public string? GetConnection(string userId)
|
||||
=> _userToConn.TryGetValue(userId, out var c) ? c : null;
|
||||
}
|
||||
@@ -72,6 +72,21 @@ public enum EYContractObjectiveType {
|
||||
MAX = 8
|
||||
}
|
||||
|
||||
public static class ContractObjectiveTypeExtensions {
|
||||
// Objectives that can only be observed while a raid is running (kills, dead-drops,
|
||||
// visiting an area, looting a container). The raid is hosted by the player's own
|
||||
// client and there is no dedicated game server, so their progress is never reported
|
||||
// to the backend (UpdatePlayerActiveContracts is never called). They are therefore
|
||||
// auto-credited server-side, otherwise these contracts can never be completed.
|
||||
// OwnNumOfItem is excluded (validated against the real stash) and so are the meta
|
||||
// objectives FactionLevel / CompletedMission (validated from persisted player data).
|
||||
public static bool IsRaidRuntime(this EYContractObjectiveType type) =>
|
||||
type is EYContractObjectiveType.Kills
|
||||
or EYContractObjectiveType.DeadDrop
|
||||
or EYContractObjectiveType.VisitArea
|
||||
or EYContractObjectiveType.LootContainer;
|
||||
}
|
||||
|
||||
public enum EYContractDifficulty
|
||||
{
|
||||
Invalid = 0,
|
||||
|
||||
@@ -81,9 +81,16 @@ public class ClaimActiveContract : ICloudScriptFunction<FYClaimCompletedActiveCo
|
||||
}
|
||||
|
||||
var factionKey = "FactionProgression" + contract.Faction;
|
||||
// Fortuna pass season XP is stored per season; the client derives the pass level
|
||||
// from this key. No challenge system is emulated, so contracts are the XP source.
|
||||
#if SEASON_3_RELEASE || SEASON_3_DEBUG
|
||||
const string seasonXpKey = "FortunaPass3_SeasonXp";
|
||||
#else
|
||||
const string seasonXpKey = "FortunaPass2_SeasonXp";
|
||||
#endif
|
||||
var userData = await _userDataService.FindAsync(
|
||||
userId, userId,
|
||||
new List<string>{"ContractsActive", "ContractsOneTimeCompleted", "Balance", "Inventory", factionKey, "JobBoardsData" }
|
||||
new List<string>{"ContractsActive", "ContractsOneTimeCompleted", "Balance", "Inventory", factionKey, "JobBoardsData", seasonXpKey }
|
||||
);
|
||||
|
||||
var factionProgression = JsonSerializer.Deserialize<int>(userData[factionKey].Value);
|
||||
@@ -131,16 +138,17 @@ public class ClaimActiveContract : ICloudScriptFunction<FYClaimCompletedActiveCo
|
||||
break;
|
||||
}
|
||||
}
|
||||
} else if (objective.Type == EYContractObjectiveType.Kills) {
|
||||
// Kill objectives can't be tracked in a client-hosted raid (no dedicated
|
||||
// game server reports kills). They are auto-credited on deploy
|
||||
// (EnterMatchmakingMatch); accept them here even if a contract was
|
||||
// activated before that so kill contracts remain completable.
|
||||
} else if (objective.Type.IsRaidRuntime()) {
|
||||
// Raid-runtime objectives (kills, dead-drops, visited areas, looted
|
||||
// containers) can't be tracked in a client-hosted raid — no dedicated
|
||||
// game server reports them, so their progress is never saved. They are
|
||||
// auto-credited on deploy (EnterMatchmakingMatch); accept them here too
|
||||
// (safety net for a contract activated after deploy) so these contracts
|
||||
// remain completable instead of being stuck on "Objective not met".
|
||||
remaining = 0;
|
||||
} else {
|
||||
// NOTE: A game server must write the correct progress
|
||||
// for other types of objectives.
|
||||
// The objectives are mapped by array index.
|
||||
// Meta objectives (FactionLevel / CompletedMission): validated from the
|
||||
// persisted progress. The objectives are mapped by array index.
|
||||
remaining -= targetContract.Progress[i];
|
||||
}
|
||||
if (remaining > 0) {
|
||||
@@ -269,6 +277,12 @@ public class ClaimActiveContract : ICloudScriptFunction<FYClaimCompletedActiveCo
|
||||
newContracts.Add(newContract);
|
||||
}
|
||||
|
||||
// Grant Fortuna pass season XP for completing this contract and persist it, so the
|
||||
// pass level (derived client-side from FortunaPass{season}_SeasonXp) actually moves.
|
||||
// No exact rate ships in the data, so scale it to the contract's reputation value.
|
||||
var seasonXp = int.TryParse(userData[seasonXpKey].Value, out var currentSeasonXp) ? currentSeasonXp : 0;
|
||||
seasonXp += contract.ReputationIncrease * 10;
|
||||
|
||||
await _userDataService.UpdateAsync(
|
||||
userId, userId,
|
||||
new Dictionary<string, string>{
|
||||
@@ -278,6 +292,7 @@ public class ClaimActiveContract : ICloudScriptFunction<FYClaimCompletedActiveCo
|
||||
["Inventory"] = JsonSerializer.Serialize(newInventory),
|
||||
[factionKey] = JsonSerializer.Serialize(factionProgression),
|
||||
["JobBoardsData"] = JsonSerializer.Serialize(jobBoardsData),
|
||||
[seasonXpKey] = JsonSerializer.Serialize(seasonXp),
|
||||
}
|
||||
);
|
||||
|
||||
@@ -296,7 +311,7 @@ public class ClaimActiveContract : ICloudScriptFunction<FYClaimCompletedActiveCo
|
||||
CurrentProgression = factionProgression,
|
||||
},
|
||||
Status = 18, // EYClaimContractRewardsStatus::OK
|
||||
UpdatedSeasonXp = 0 // TODO: Probably a separate season XP rate configured by server?
|
||||
UpdatedSeasonXp = seasonXp // new season XP total (client derives the pass level from it)
|
||||
};
|
||||
}
|
||||
}
|
||||
@@ -1,5 +1,8 @@
|
||||
using System.Text.Json;
|
||||
using System.Text.Json.Serialization;
|
||||
using Prospect.Server.Api.Services.Auth.Extensions;
|
||||
using Prospect.Server.Api.Services.CloudScript;
|
||||
using Prospect.Server.Api.Services.UserData;
|
||||
|
||||
public class ClientsideFriendsImportRequest
|
||||
{
|
||||
@@ -18,15 +21,33 @@ public class ClientsideFriendsImportResponse
|
||||
public class ClientsideFriendsImportFunction : ICloudScriptFunction<ClientsideFriendsImportRequest, ClientsideFriendsImportResponse>
|
||||
{
|
||||
private readonly ILogger<ClientsideFriendsImportFunction> _logger;
|
||||
private readonly IHttpContextAccessor _httpContextAccessor;
|
||||
private readonly UserDataService _userDataService;
|
||||
|
||||
public ClientsideFriendsImportFunction(ILogger<ClientsideFriendsImportFunction> logger)
|
||||
public ClientsideFriendsImportFunction(ILogger<ClientsideFriendsImportFunction> logger, IHttpContextAccessor httpContextAccessor, UserDataService userDataService)
|
||||
{
|
||||
_logger = logger;
|
||||
_httpContextAccessor = httpContextAccessor;
|
||||
_userDataService = userDataService;
|
||||
}
|
||||
|
||||
public async Task<ClientsideFriendsImportResponse> ExecuteAsync(ClientsideFriendsImportRequest request)
|
||||
{
|
||||
_logger.LogInformation("Processing friends import");
|
||||
var context = _httpContextAccessor.HttpContext;
|
||||
if (context == null)
|
||||
{
|
||||
throw new CloudScriptException("CloudScript was not called within a http request");
|
||||
}
|
||||
var userId = context.User.FindAuthUserId();
|
||||
|
||||
// Persist the platform friend ids the client imports (Steam ids) so GetFriendList
|
||||
// can later resolve which of them actually play on this server.
|
||||
var ids = request.UserIDs ?? Array.Empty<string>();
|
||||
await _userDataService.UpdateAsync(userId, userId, new Dictionary<string, string>
|
||||
{
|
||||
["ImportedSteamFriends"] = JsonSerializer.Serialize(ids),
|
||||
});
|
||||
_logger.LogInformation("Imported {Count} {Platform} friend id(s) for user {User}", ids.Length, request.Platform, userId);
|
||||
|
||||
return new ClientsideFriendsImportResponse{};
|
||||
}
|
||||
|
||||
@@ -25,6 +25,24 @@ public class EnterMatchmakingFunction : ICloudScriptFunction<FYEnterMatchAzureFu
|
||||
// SquadID = request.SquadId,
|
||||
//});
|
||||
|
||||
// Dedicated-server mode (2nd preprod): if GAMESERVER_ADDRESS ("host:port") is set, hand
|
||||
// the client the real game server to travel to instead of the client-hosted station.
|
||||
// Same image as preprod — only this env var flips the deployment type.
|
||||
var gameServer = Environment.GetEnvironmentVariable("GAMESERVER_ADDRESS");
|
||||
if (!string.IsNullOrEmpty(gameServer))
|
||||
{
|
||||
var parts = gameServer.Split(':');
|
||||
return new FYEnterMatchAzureFunctionResult
|
||||
{
|
||||
Success = true,
|
||||
ErrorMessage = "",
|
||||
SingleplayerStation = false,
|
||||
Address = parts[0],
|
||||
Port = parts.Length > 1 && int.TryParse(parts[1], out var gsPort) ? gsPort : 7777,
|
||||
MaintenanceMode = false,
|
||||
};
|
||||
}
|
||||
|
||||
return new FYEnterMatchAzureFunctionResult
|
||||
{
|
||||
Success = true,
|
||||
|
||||
@@ -24,13 +24,15 @@ public class EnterMatchmakingMatchFunction : ICloudScriptFunction<FYEnterMatchAz
|
||||
private readonly IHubContext<CycleHub> _hubContext;
|
||||
private readonly UserDataService _userDataService;
|
||||
private readonly TitleDataService _titleDataService;
|
||||
private readonly SignalRConnectionRegistry _registry;
|
||||
|
||||
public EnterMatchmakingMatchFunction(IHubContext<CycleHub> hubContext, IHttpContextAccessor httpContextAccessor, UserDataService userDataService, TitleDataService titleDataService)
|
||||
public EnterMatchmakingMatchFunction(IHubContext<CycleHub> hubContext, IHttpContextAccessor httpContextAccessor, UserDataService userDataService, TitleDataService titleDataService, SignalRConnectionRegistry registry)
|
||||
{
|
||||
_httpContextAccessor = httpContextAccessor;
|
||||
_hubContext = hubContext;
|
||||
_userDataService = userDataService;
|
||||
_titleDataService = titleDataService;
|
||||
_registry = registry;
|
||||
}
|
||||
|
||||
public async Task<FYEnterMatchmakingResult> ExecuteAsync(FYEnterMatchAzureFunction request)
|
||||
@@ -60,12 +62,17 @@ public class EnterMatchmakingMatchFunction : ICloudScriptFunction<FYEnterMatchAz
|
||||
continue;
|
||||
}
|
||||
for (var i = 0; i < contract.Objectives.Length; i++) {
|
||||
if (i >= contractActive.Progress.Length) {
|
||||
// Defensive: player progress array shorter than the objective list.
|
||||
break;
|
||||
}
|
||||
var objective = contract.Objectives[i];
|
||||
// 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) {
|
||||
// Raid-runtime objectives (kills, dead-drops, visited areas, looted
|
||||
// containers) are simulated inside the client-hosted raid; with no
|
||||
// dedicated game server their progress is never reported to the backend,
|
||||
// so they would never be saved. Auto-credit them on deploy so the
|
||||
// objective persists and the station shows the contract as completable.
|
||||
if (objective.Type.IsRaidRuntime()) {
|
||||
contractActive.Progress[i] = objective.MaxProgress;
|
||||
continue;
|
||||
}
|
||||
@@ -94,11 +101,23 @@ public class EnterMatchmakingMatchFunction : ICloudScriptFunction<FYEnterMatchAz
|
||||
}
|
||||
);
|
||||
|
||||
await _hubContext.Clients.All.SendAsync("OnSquadMatchmakingSuccess", new OnSquadMatchmakingSuccessMessage {
|
||||
// Send the "matchmaking succeeded / travel to match" signal only to the deploying
|
||||
// player (via their mapped SignalR connection) — broadcasting to Clients.All made
|
||||
// every connected player travel too. Fall back to broadcast only if the connection
|
||||
// isn't mapped yet.
|
||||
// Dedicated-server mode (2nd preprod): point the client at the real game server address
|
||||
// to travel to; otherwise keep the map name (client-hosted). Same image — env flips it.
|
||||
var gameServer = Environment.GetEnvironmentVariable("GAMESERVER_ADDRESS");
|
||||
var deployMessage = new OnSquadMatchmakingSuccessMessage {
|
||||
Success = true,
|
||||
SessionID = request.MapName, // TODO: Need to implement TryGetCompleteSquadInfo and pass squad info
|
||||
SessionID = string.IsNullOrEmpty(gameServer) ? request.MapName : gameServer,
|
||||
SquadID = request.SquadId,
|
||||
});
|
||||
};
|
||||
var connectionId = _registry.GetConnection(userId);
|
||||
if (connectionId != null)
|
||||
await _hubContext.Clients.Client(connectionId).SendAsync("OnSquadMatchmakingSuccess", deployMessage);
|
||||
else
|
||||
await _hubContext.Clients.All.SendAsync("OnSquadMatchmakingSuccess", deployMessage);
|
||||
|
||||
return new FYEnterMatchmakingResult
|
||||
{
|
||||
|
||||
+20
-7
@@ -1,6 +1,8 @@
|
||||
using Prospect.Server.Api.Services.Auth.Extensions;
|
||||
using System.Text.Json;
|
||||
using Prospect.Server.Api.Services.Auth.Extensions;
|
||||
using Prospect.Server.Api.Services.CloudScript.Models;
|
||||
using Prospect.Server.Api.Services.CloudScript.Models.Data;
|
||||
using Prospect.Server.Api.Services.UserData;
|
||||
|
||||
namespace Prospect.Server.Api.Services.CloudScript.Functions;
|
||||
|
||||
@@ -8,13 +10,15 @@ namespace Prospect.Server.Api.Services.CloudScript.Functions;
|
||||
public class GetCraftingInProgressData : ICloudScriptFunction<FYGetCraftingInProgressDataRequest, FYGetCraftingInProgressDataResult>
|
||||
{
|
||||
private readonly IHttpContextAccessor _httpContextAccessor;
|
||||
private readonly UserDataService _userDataService;
|
||||
|
||||
public GetCraftingInProgressData(IHttpContextAccessor httpContextAccessor)
|
||||
public GetCraftingInProgressData(IHttpContextAccessor httpContextAccessor, UserDataService userDataService)
|
||||
{
|
||||
_httpContextAccessor = httpContextAccessor;
|
||||
_userDataService = userDataService;
|
||||
}
|
||||
|
||||
public Task<FYGetCraftingInProgressDataResult> ExecuteAsync(FYGetCraftingInProgressDataRequest request)
|
||||
public async Task<FYGetCraftingInProgressDataResult> ExecuteAsync(FYGetCraftingInProgressDataRequest request)
|
||||
{
|
||||
var context = _httpContextAccessor.HttpContext;
|
||||
if (context == null)
|
||||
@@ -22,11 +26,20 @@ public class GetCraftingInProgressData : ICloudScriptFunction<FYGetCraftingInPro
|
||||
throw new CloudScriptException("CloudScript was not called within a http request");
|
||||
}
|
||||
|
||||
return Task.FromResult(new FYGetCraftingInProgressDataResult
|
||||
var userId = context.User.FindAuthUserId();
|
||||
|
||||
// Return the persisted in-progress craft (written by StartItemCraftingClient)
|
||||
// instead of an empty stub, so the crafting timer survives a menu reopen / relog.
|
||||
var userData = await _userDataService.FindAsync(userId, userId, new List<string> { "CraftingTimer__2022_05_12" });
|
||||
// Fully qualified: a different FYItemCurrentlyBeingCrafted also exists in this namespace.
|
||||
var craft = JsonSerializer.Deserialize<Models.Data.FYItemCurrentlyBeingCrafted>(userData["CraftingTimer__2022_05_12"].Value)
|
||||
?? new Models.Data.FYItemCurrentlyBeingCrafted();
|
||||
|
||||
return new FYGetCraftingInProgressDataResult
|
||||
{
|
||||
UserId = context.User.FindAuthUserId(),
|
||||
UserId = userId,
|
||||
Error = string.Empty,
|
||||
ItemCurrentlyBeingCrafted = {},
|
||||
});
|
||||
ItemCurrentlyBeingCrafted = craft,
|
||||
};
|
||||
}
|
||||
}
|
||||
@@ -1,15 +1,71 @@
|
||||
using Prospect.Server.Api.Services.CloudScript.Models;
|
||||
using System.Text.Json;
|
||||
using Prospect.Server.Api.Services.Auth.Extensions;
|
||||
using Prospect.Server.Api.Services.CloudScript.Models;
|
||||
using Prospect.Server.Api.Services.Database;
|
||||
using Prospect.Server.Api.Services.Database.Models;
|
||||
using Prospect.Server.Api.Services.UserData;
|
||||
|
||||
namespace Prospect.Server.Api.Services.CloudScript.Functions;
|
||||
|
||||
[CloudScriptFunction("GetFriendList")]
|
||||
public class GetFriendList : ICloudScriptFunction<FYBaseSocialRequest, object?>
|
||||
{
|
||||
public Task<object?> ExecuteAsync(FYBaseSocialRequest request)
|
||||
{
|
||||
return Task.FromResult<object?>(new
|
||||
{
|
||||
private readonly ILogger<GetFriendList> _logger;
|
||||
private readonly IHttpContextAccessor _httpContextAccessor;
|
||||
private readonly UserDataService _userDataService;
|
||||
private readonly DbUserService _userService;
|
||||
|
||||
public GetFriendList(ILogger<GetFriendList> logger, IHttpContextAccessor httpContextAccessor, UserDataService userDataService, DbUserService userService)
|
||||
{
|
||||
_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 };
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,5 +1,7 @@
|
||||
using Prospect.Server.Api.Services.Auth.Extensions;
|
||||
using System.Text.Json;
|
||||
using Prospect.Server.Api.Services.Auth.Extensions;
|
||||
using Prospect.Server.Api.Services.CloudScript.Models;
|
||||
using Prospect.Server.Api.Services.UserData;
|
||||
|
||||
namespace Prospect.Server.Api.Services.CloudScript.Functions;
|
||||
|
||||
@@ -7,21 +9,31 @@ namespace Prospect.Server.Api.Services.CloudScript.Functions;
|
||||
public class GetPlayerSets : ICloudScriptFunction<FYGetPlayersSets, object?>
|
||||
{
|
||||
private readonly IHttpContextAccessor _httpContextAccessor;
|
||||
private readonly UserDataService _userDataService;
|
||||
|
||||
public GetPlayerSets(IHttpContextAccessor httpContextAccessor)
|
||||
public GetPlayerSets(IHttpContextAccessor httpContextAccessor, UserDataService userDataService)
|
||||
{
|
||||
_httpContextAccessor = httpContextAccessor;
|
||||
_userDataService = userDataService;
|
||||
}
|
||||
|
||||
public Task<object?> ExecuteAsync(FYGetPlayersSets request)
|
||||
public async Task<object?> ExecuteAsync(FYGetPlayersSets request)
|
||||
{
|
||||
var context = _httpContextAccessor.HttpContext;
|
||||
if (context == null)
|
||||
{
|
||||
return Task.FromResult<object?>(null);
|
||||
return null;
|
||||
}
|
||||
|
||||
return Task.FromResult<object?>(new
|
||||
var userId = context.User.FindAuthUserId();
|
||||
|
||||
// Return the player's persisted loadout (written by CompleteInventoryUpdate /
|
||||
// RequestUpdateStationInventory) instead of a blank set, so saved gear survives
|
||||
// a menu reopen / relog. Same response shape as before, just populated.
|
||||
var userData = await _userDataService.FindAsync(userId, userId, new List<string> { "LOADOUT" });
|
||||
var loadout = JsonSerializer.Deserialize<LoadoutData>(userData["LOADOUT"].Value) ?? new LoadoutData();
|
||||
|
||||
return new
|
||||
{
|
||||
success = true,
|
||||
entries = new[]
|
||||
@@ -31,19 +43,19 @@ public class GetPlayerSets : ICloudScriptFunction<FYGetPlayersSets, object?>
|
||||
setData = new
|
||||
{
|
||||
id = "",
|
||||
userId = context.User.FindAuthUserId(),
|
||||
userId,
|
||||
kit = "",
|
||||
shield = "",
|
||||
helmet = "",
|
||||
weaponOne = "",
|
||||
weaponTwo = "",
|
||||
bag = "",
|
||||
bagItemsAsJsonStr = "",
|
||||
safeItemsAsJsonStr = ""
|
||||
shield = loadout.Shield ?? "",
|
||||
helmet = loadout.Helmet ?? "",
|
||||
weaponOne = loadout.WeaponOne ?? "",
|
||||
weaponTwo = loadout.WeaponTwo ?? "",
|
||||
bag = loadout.Bag ?? "",
|
||||
bagItemsAsJsonStr = loadout.BagItemsAsJsonStr ?? "",
|
||||
safeItemsAsJsonStr = loadout.SafeItemsAsJsonStr ?? ""
|
||||
},
|
||||
items = Array.Empty<object>()
|
||||
}
|
||||
}
|
||||
});
|
||||
};
|
||||
}
|
||||
}
|
||||
@@ -1,5 +1,8 @@
|
||||
using Microsoft.Extensions.Options;
|
||||
using System.Net;
|
||||
using System.Net.Sockets;
|
||||
using Microsoft.Extensions.Options;
|
||||
using Prospect.Server.Api.Config;
|
||||
using Prospect.Server.Api.Services.Auth.Extensions;
|
||||
using Prospect.Server.Api.Services.CloudScript.Models;
|
||||
|
||||
namespace Prospect.Server.Api.Services.CloudScript.Functions;
|
||||
@@ -7,20 +10,63 @@ namespace Prospect.Server.Api.Services.CloudScript.Functions;
|
||||
[CloudScriptFunction("GetSignalRConnection")]
|
||||
public class GetSignalRConnection : ICloudScriptFunction<FYGetSignalRConnection, FYGetSignalRConnectionResult>
|
||||
{
|
||||
private readonly PlayFabSettings _settings;
|
||||
// LAN address of the homelab host. Clients on the local network get the SignalR URL on
|
||||
// this IP (which their cert already validates via the IP/DNS SAN), while external clients
|
||||
// keep the public domain from configuration. This matters because the real-time WebSocket
|
||||
// (libwebsockets, incl. under Proton/Wine) can't reach the public domain from inside the
|
||||
// LAN (hairpin NAT), which surfaced as "error code 5" right after the intro.
|
||||
private const string LanHost = "192.168.1.136";
|
||||
|
||||
public GetSignalRConnection(IOptions<PlayFabSettings> settings)
|
||||
private readonly PlayFabSettings _settings;
|
||||
private readonly IHttpContextAccessor _httpContextAccessor;
|
||||
private readonly ILogger<GetSignalRConnection> _logger;
|
||||
|
||||
public GetSignalRConnection(IOptions<PlayFabSettings> settings, IHttpContextAccessor httpContextAccessor, ILogger<GetSignalRConnection> logger)
|
||||
{
|
||||
_settings = settings.Value;
|
||||
_httpContextAccessor = httpContextAccessor;
|
||||
_logger = logger;
|
||||
}
|
||||
|
||||
public Task<FYGetSignalRConnectionResult> ExecuteAsync(FYGetSignalRConnection request)
|
||||
{
|
||||
// The game client connects to SignalR only over HTTPS
|
||||
// The game client connects to SignalR only over HTTPS.
|
||||
var url = _settings.SignalRURL;
|
||||
|
||||
var remote = _httpContextAccessor.HttpContext?.Connection.RemoteIpAddress;
|
||||
var lan = remote != null && IsLan(remote);
|
||||
if (lan)
|
||||
{
|
||||
try
|
||||
{
|
||||
url = new UriBuilder(url) { Host = LanHost }.Uri.AbsoluteUri;
|
||||
}
|
||||
catch { /* keep the configured URL on any parsing issue */ }
|
||||
}
|
||||
|
||||
// Tag the connection with the player id so the hub can map connection -> user and
|
||||
// target server messages (deploy signal) instead of broadcasting to everyone.
|
||||
var userId = _httpContextAccessor.HttpContext?.User.FindAuthUserId();
|
||||
if (!string.IsNullOrEmpty(userId))
|
||||
url += (url.Contains('?') ? "&" : "?") + "uid=" + Uri.EscapeDataString(userId);
|
||||
|
||||
_logger.LogInformation("GetSignalRConnection: remoteIp={Remote} lan={Lan} uid={Uid} -> {Url}", remote, lan, userId, url);
|
||||
|
||||
return Task.FromResult(new FYGetSignalRConnectionResult
|
||||
{
|
||||
Url = _settings.SignalRURL,
|
||||
Url = url,
|
||||
AccessToken = _settings.SignalRAccessToken
|
||||
});
|
||||
}
|
||||
|
||||
private static bool IsLan(IPAddress ip)
|
||||
{
|
||||
if (IPAddress.IsLoopback(ip)) return true;
|
||||
if (ip.IsIPv4MappedToIPv6) ip = ip.MapToIPv4();
|
||||
if (ip.AddressFamily != AddressFamily.InterNetwork) return false;
|
||||
var b = ip.GetAddressBytes();
|
||||
return b[0] == 10
|
||||
|| (b[0] == 172 && b[1] >= 16 && b[1] <= 31)
|
||||
|| (b[0] == 192 && b[1] == 168);
|
||||
}
|
||||
}
|
||||
@@ -155,12 +155,14 @@ public class PurchaseWeaponShopItemFunction : ICloudScriptFunction<PurchaseWeapo
|
||||
var blueprintData = blueprints[request.BaseItemID];
|
||||
|
||||
// Contract unlock criteria: some items can only be purchased after completing a
|
||||
// specific contract. Only gate when the item explicitly declares such a lock, so
|
||||
// items with no lock keep working as before.
|
||||
if (!string.IsNullOrEmpty(blueprintData.UnlockData?.ContractLockPurchase))
|
||||
// specific contract. The data uses the sentinel "None" (not an empty string) for
|
||||
// items with no lock — treat that (and null/empty) as "no lock", otherwise EVERY
|
||||
// item gets gated and nothing can be bought.
|
||||
var contractLockPurchase = blueprintData.UnlockData?.ContractLockPurchase;
|
||||
if (!string.IsNullOrEmpty(contractLockPurchase) && contractLockPurchase != "None")
|
||||
{
|
||||
var completed = JsonSerializer.Deserialize<FYGetCompletedContractsResult>(userData["ContractsOneTimeCompleted"].Value);
|
||||
if (completed?.ContractsIDs == null || !completed.ContractsIDs.Contains(blueprintData.UnlockData.ContractLockPurchase))
|
||||
if (completed?.ContractsIDs == null || !completed.ContractsIDs.Contains(contractLockPurchase))
|
||||
{
|
||||
return new PurchaseWeaponShopItemResponse
|
||||
{
|
||||
|
||||
@@ -6,7 +6,7 @@ public class RegionObject
|
||||
[JsonPropertyName("region")]
|
||||
public string Region { get; set; }
|
||||
[JsonPropertyName("ping")]
|
||||
public int Ping { get; set; }
|
||||
public long Ping { get; set; } // client sends 2147483648 (int.MaxValue+1) for "no ping" -> must be long or deserialization 500s
|
||||
[JsonPropertyName("instanceType")]
|
||||
public int InstanceType { get; set; }
|
||||
}
|
||||
|
||||
+23
-18
@@ -1,6 +1,9 @@
|
||||
using System.Text.Json.Serialization;
|
||||
using Prospect.Server.Api.Services.CloudScript;
|
||||
using Prospect.Server.Api.Services.Auth.Extensions;
|
||||
using Prospect.Server.Api.Services.Database;
|
||||
using Prospect.Server.Api.Services.Database.Models;
|
||||
using Prospect.Server.Api.Services.Squad;
|
||||
using Microsoft.AspNetCore.SignalR;
|
||||
using Prospect.Server.Api.Hubs;
|
||||
|
||||
@@ -28,12 +31,16 @@ public class SquadMemberReadyForMatchFunction : ICloudScriptFunction<SquadMember
|
||||
private readonly ILogger<SquadMemberReadyForMatchFunction> _logger;
|
||||
private readonly IHttpContextAccessor _httpContextAccessor;
|
||||
private readonly IHubContext<CycleHub> _hubContext;
|
||||
private readonly SquadService _squadService;
|
||||
private readonly DbUserService _userService;
|
||||
|
||||
public SquadMemberReadyForMatchFunction(ILogger<SquadMemberReadyForMatchFunction> logger, IHttpContextAccessor httpContextAccessor, IHubContext<CycleHub> hubContext)
|
||||
public SquadMemberReadyForMatchFunction(ILogger<SquadMemberReadyForMatchFunction> logger, IHttpContextAccessor httpContextAccessor, IHubContext<CycleHub> hubContext, SquadService squadService, DbUserService userService)
|
||||
{
|
||||
_httpContextAccessor = httpContextAccessor;
|
||||
_logger = logger;
|
||||
_hubContext = hubContext;
|
||||
_squadService = squadService;
|
||||
_userService = userService;
|
||||
}
|
||||
|
||||
public async Task<SquadMemberReadyForMatchResponse> ExecuteAsync(SquadMemberReadyForMatchRequest request)
|
||||
@@ -44,27 +51,25 @@ public class SquadMemberReadyForMatchFunction : ICloudScriptFunction<SquadMember
|
||||
throw new CloudScriptException("CloudScript was not called within a http request");
|
||||
}
|
||||
var userId = context.User.FindAuthUserId();
|
||||
var squadId = string.IsNullOrEmpty(request.SquadID) ? userId : request.SquadID;
|
||||
|
||||
// Register the caller into the squad (party is formed client-side; each member's client
|
||||
// calls this with the shared squadId) and record their readiness / selected map.
|
||||
var displayName = (await _userService.FindByIdAsync(userId))?.DisplayName ?? "";
|
||||
_squadService.JoinOrCreate(squadId, userId, displayName);
|
||||
var ready = request.matchmakingSettings?.isReadyForMatch ?? false;
|
||||
_squadService.SetReady(squadId, userId, ready, request.matchmakingSettings?.selectedMapName);
|
||||
|
||||
var squad = _squadService.Get(squadId)!;
|
||||
var isSquadReady = _squadService.IsSquadReady(squadId);
|
||||
_logger.LogInformation("SquadMemberReadyForMatch: {User} ready={Ready} in squad {Squad} ({Count} member(s), squadReady={SquadReady})",
|
||||
userId, ready, squadId, squad.Members.Count, isSquadReady);
|
||||
|
||||
return new SquadMemberReadyForMatchResponse
|
||||
{
|
||||
Result = 0, // EYSquadActionResult::OK
|
||||
Squad = new FYPlayFabSquad {
|
||||
SquadID = "100", // TODO
|
||||
// Members = [
|
||||
// new FYPlayFabSquadMember {
|
||||
// Profile = new FYPlayFabPlayerProfile {
|
||||
// PlayerId = userId,
|
||||
// },
|
||||
// onlineState = 0, // EYUserState::IN_STATION
|
||||
// matchmakingSettings = new FYUserMatchmakingSettings {
|
||||
// isReadyForMatch = true,
|
||||
// isSecretLeader = true,
|
||||
// selectedMapName = "Map01",
|
||||
// }
|
||||
// }
|
||||
// ],
|
||||
},
|
||||
IsSquadReadyForMatch = true,
|
||||
Squad = _squadService.ToClientSquad(squad),
|
||||
IsSquadReadyForMatch = isSquadReady,
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,5 +1,8 @@
|
||||
using System.Text.Json.Serialization;
|
||||
using System.Text.Json.Serialization;
|
||||
using Prospect.Server.Api.Services.Auth.Extensions;
|
||||
using Prospect.Server.Api.Services.CloudScript;
|
||||
using Prospect.Server.Api.Services.Squad;
|
||||
|
||||
public class SquadMemberSelectedMapRequest
|
||||
{
|
||||
[JsonPropertyName("squadId")]
|
||||
@@ -17,15 +20,26 @@ public class SquadMemberSelectedMapResponse
|
||||
public class SquadMemberSelectedMapFunction : ICloudScriptFunction<SquadMemberSelectedMapRequest, SquadMemberSelectedMapResponse>
|
||||
{
|
||||
private readonly ILogger<SquadMemberSelectedMapFunction> _logger;
|
||||
private readonly IHttpContextAccessor _httpContextAccessor;
|
||||
private readonly SquadService _squadService;
|
||||
|
||||
public SquadMemberSelectedMapFunction(ILogger<SquadMemberSelectedMapFunction> logger)
|
||||
public SquadMemberSelectedMapFunction(ILogger<SquadMemberSelectedMapFunction> logger, IHttpContextAccessor httpContextAccessor, SquadService squadService)
|
||||
{
|
||||
_logger = logger;
|
||||
_httpContextAccessor = httpContextAccessor;
|
||||
_squadService = squadService;
|
||||
}
|
||||
|
||||
public async Task<SquadMemberSelectedMapResponse> ExecuteAsync(SquadMemberSelectedMapRequest request)
|
||||
public Task<SquadMemberSelectedMapResponse> ExecuteAsync(SquadMemberSelectedMapRequest request)
|
||||
{
|
||||
return new SquadMemberSelectedMapResponse
|
||||
{};
|
||||
var context = _httpContextAccessor.HttpContext;
|
||||
if (context != null && !string.IsNullOrEmpty(request.SquadID))
|
||||
{
|
||||
var userId = context.User.FindAuthUserId();
|
||||
_squadService.JoinOrCreate(request.SquadID, userId, "");
|
||||
_squadService.SetMap(request.SquadID, userId, request.SelectedMapName ?? "");
|
||||
_logger.LogInformation("SquadMemberSelectedMap: {User} -> {Map} (squad {Squad})", userId, request.SelectedMapName, request.SquadID);
|
||||
}
|
||||
return Task.FromResult(new SquadMemberSelectedMapResponse { });
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,5 +1,8 @@
|
||||
using System.Text.Json.Serialization;
|
||||
using Prospect.Server.Api.Services.Auth.Extensions;
|
||||
using Prospect.Server.Api.Services.CloudScript;
|
||||
using Prospect.Server.Api.Services.Database;
|
||||
using Prospect.Server.Api.Services.Squad;
|
||||
|
||||
public class TryGetCompleteSquadInfoRequest
|
||||
{
|
||||
@@ -51,26 +54,30 @@ public class TryGetCompleteSquadInfoFunction : ICloudScriptFunction<TryGetComple
|
||||
{
|
||||
private readonly ILogger<TryGetCompleteSquadInfoFunction> _logger;
|
||||
private readonly IHttpContextAccessor _httpContextAccessor;
|
||||
private readonly SquadService _squadService;
|
||||
|
||||
public TryGetCompleteSquadInfoFunction(ILogger<TryGetCompleteSquadInfoFunction> logger, IHttpContextAccessor httpContextAccessor)
|
||||
public TryGetCompleteSquadInfoFunction(ILogger<TryGetCompleteSquadInfoFunction> logger, IHttpContextAccessor httpContextAccessor, SquadService squadService)
|
||||
{
|
||||
_httpContextAccessor = httpContextAccessor;
|
||||
_logger = logger;
|
||||
_squadService = squadService;
|
||||
}
|
||||
|
||||
public async Task<FYPlayFabSquad> ExecuteAsync(TryGetCompleteSquadInfoRequest request)
|
||||
public Task<FYPlayFabSquad> ExecuteAsync(TryGetCompleteSquadInfoRequest request)
|
||||
{
|
||||
var context = _httpContextAccessor.HttpContext;
|
||||
if (context == null)
|
||||
{
|
||||
throw new CloudScriptException("CloudScript was not called within a http request");
|
||||
}
|
||||
// var userId = context.User.FindAuthUserId();
|
||||
|
||||
return new FYPlayFabSquad
|
||||
var userId = context.User.FindAuthUserId();
|
||||
var squad = _squadService.GetByUser(userId);
|
||||
if (squad == null)
|
||||
{
|
||||
// SquadID = "100",
|
||||
// Members = [],
|
||||
};
|
||||
// Not in a squad yet — return an empty squad (same as the previous stub).
|
||||
return Task.FromResult(new FYPlayFabSquad());
|
||||
}
|
||||
_logger.LogInformation("TryGetCompleteSquadInfo: user {User} in squad {Squad} ({Count} member(s))", userId, squad.SquadId, squad.Members.Count);
|
||||
return Task.FromResult(_squadService.ToClientSquad(squad));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -18,6 +18,20 @@ public class DbUserService : BaseDbService<PlayFabUser>
|
||||
auth.Key == key)).FirstOrDefaultAsync();
|
||||
}
|
||||
|
||||
// Resolve a player by its PlayFab id (used to display squad member names).
|
||||
public async Task<PlayFabUser> FindByIdAsync(string id)
|
||||
{
|
||||
return await Collection.Find(user => user.Id == id).FirstOrDefaultAsync();
|
||||
}
|
||||
|
||||
// Persist a display-name change (UpdateUserTitleDisplayName). Without this the rename
|
||||
// is echoed back to the client but lost on next login.
|
||||
public async Task UpdateDisplayNameAsync(string id, string displayName)
|
||||
{
|
||||
var update = Builders<PlayFabUser>.Update.Set(user => user.DisplayName, displayName);
|
||||
await Collection.UpdateOneAsync(user => user.Id == id, update);
|
||||
}
|
||||
|
||||
private async Task<PlayFabUser> CreateAsync(PlayFabUserAuthType type, string key)
|
||||
{
|
||||
var user = new PlayFabUser
|
||||
@@ -43,4 +57,18 @@ public class DbUserService : BaseDbService<PlayFabUser>
|
||||
return await FindAsync(type, key) ??
|
||||
await CreateAsync(type, key);
|
||||
}
|
||||
|
||||
// Resolve several auth keys (e.g. a batch of Steam IDs) to the players that exist on
|
||||
// this server in a single query. Used by the friends list to keep only the imported
|
||||
// Steam friends who have actually played here.
|
||||
public async Task<List<PlayFabUser>> FindManyAsync(PlayFabUserAuthType type, IReadOnlyCollection<string> keys)
|
||||
{
|
||||
if (keys == null || keys.Count == 0)
|
||||
{
|
||||
return new List<PlayFabUser>();
|
||||
}
|
||||
var wanted = new HashSet<string>(keys);
|
||||
return await Collection.Find(user => user.Auth.Any(auth =>
|
||||
auth.Type == type && wanted.Contains(auth.Key))).ToListAsync();
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,99 @@
|
||||
using System.Collections.Concurrent;
|
||||
|
||||
namespace Prospect.Server.Api.Services.Squad;
|
||||
|
||||
// In-memory squad/lobby state. Squads are keyed by the squadId the client provides on the
|
||||
// SquadMember* calls (the client forms the party and shares a squadId; each member's client
|
||||
// then calls the backend with it). A member is (lazily) registered into that squad on any
|
||||
// squad call, and the current squad for a user is tracked so TryGetCompleteSquadInfo — which
|
||||
// carries no squadId — can still return it. State is process-local (fine for a small server).
|
||||
public class SquadMemberInfo
|
||||
{
|
||||
public string UserId { get; set; } = "";
|
||||
public string DisplayName { get; set; } = "";
|
||||
public int OnlineState { get; set; }
|
||||
public bool IsReady { get; set; }
|
||||
public string SelectedMap { get; set; } = "";
|
||||
public bool IsLeader { get; set; }
|
||||
}
|
||||
|
||||
public class SquadInfo
|
||||
{
|
||||
public string SquadId { get; set; } = "";
|
||||
public ConcurrentDictionary<string, SquadMemberInfo> Members { get; } = new();
|
||||
}
|
||||
|
||||
public class SquadService
|
||||
{
|
||||
private readonly ConcurrentDictionary<string, SquadInfo> _squads = new();
|
||||
private readonly ConcurrentDictionary<string, string> _userToSquad = new();
|
||||
|
||||
public SquadInfo JoinOrCreate(string squadId, string userId, string displayName)
|
||||
{
|
||||
var squad = _squads.GetOrAdd(squadId, id => new SquadInfo { SquadId = id });
|
||||
var isFirst = squad.Members.IsEmpty;
|
||||
var member = squad.Members.GetOrAdd(userId, uid => new SquadMemberInfo { UserId = uid, IsLeader = isFirst });
|
||||
if (!string.IsNullOrEmpty(displayName)) member.DisplayName = displayName;
|
||||
_userToSquad[userId] = squadId;
|
||||
return squad;
|
||||
}
|
||||
|
||||
public SquadInfo? GetByUser(string userId)
|
||||
=> _userToSquad.TryGetValue(userId, out var sid) && _squads.TryGetValue(sid, out var sq) ? sq : null;
|
||||
|
||||
public SquadInfo? Get(string squadId)
|
||||
=> _squads.TryGetValue(squadId, out var sq) ? sq : null;
|
||||
|
||||
public void SetReady(string squadId, string userId, bool ready, string? selectedMap)
|
||||
{
|
||||
if (_squads.TryGetValue(squadId, out var sq) && sq.Members.TryGetValue(userId, out var m))
|
||||
{
|
||||
m.IsReady = ready;
|
||||
if (!string.IsNullOrEmpty(selectedMap)) m.SelectedMap = selectedMap;
|
||||
}
|
||||
}
|
||||
|
||||
public void SetMap(string squadId, string userId, string map)
|
||||
{
|
||||
if (_squads.TryGetValue(squadId, out var sq) && sq.Members.TryGetValue(userId, out var m))
|
||||
m.SelectedMap = map;
|
||||
}
|
||||
|
||||
public bool IsSquadReady(string squadId)
|
||||
=> _squads.TryGetValue(squadId, out var sq) && !sq.Members.IsEmpty && sq.Members.Values.All(m => m.IsReady);
|
||||
|
||||
public void Leave(string userId)
|
||||
{
|
||||
if (_userToSquad.TryRemove(userId, out var sid) && _squads.TryGetValue(sid, out var sq))
|
||||
{
|
||||
sq.Members.TryRemove(userId, out _);
|
||||
if (sq.Members.IsEmpty) _squads.TryRemove(sid, out _);
|
||||
}
|
||||
}
|
||||
|
||||
// Build the client-facing squad object (models live in the global namespace).
|
||||
public FYPlayFabSquad ToClientSquad(SquadInfo squad)
|
||||
{
|
||||
return new FYPlayFabSquad
|
||||
{
|
||||
SquadID = squad.SquadId,
|
||||
Members = squad.Members.Values.Select(m => new FYPlayFabSquadMember
|
||||
{
|
||||
Profile = new FYPlayFabPlayerProfile
|
||||
{
|
||||
PlayerId = m.UserId,
|
||||
DisplayName = m.DisplayName,
|
||||
AvatarUrl = "",
|
||||
},
|
||||
onlineState = m.OnlineState,
|
||||
matchmakingSettings = new FYUserMatchmakingSettings
|
||||
{
|
||||
isReadyForMatch = m.IsReady,
|
||||
selectedMapName = m.SelectedMap,
|
||||
isSecretLeader = m.IsLeader,
|
||||
},
|
||||
mapRowNamesUnlocked = Array.Empty<string>(),
|
||||
}).ToArray(),
|
||||
};
|
||||
}
|
||||
}
|
||||
File diff suppressed because one or more lines are too long
@@ -35,6 +35,9 @@ public class Startup
|
||||
|
||||
services.AddSingleton<DbUserDataService>();
|
||||
|
||||
services.AddSingleton<Prospect.Server.Api.Services.Squad.SquadService>();
|
||||
services.AddSingleton<Prospect.Server.Api.Hubs.SignalRConnectionRegistry>();
|
||||
|
||||
services.AddHostedService<QosService>();
|
||||
services.AddSingleton<QosServer>();
|
||||
|
||||
|
||||
@@ -25,6 +25,8 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Prospect.Client.Loader", "P
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Prospect.Agent", "Prospect.Agent\Prospect.Agent.vcxproj", "{A9BA7D25-F239-4320-A0DC-85E8001FD669}"
|
||||
EndProject
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Prospect.Client.Config", "Prospect.Client.Config\Prospect.Client.Config.csproj", "{6DECEB07-996B-4EBC-927C-13E170161107}"
|
||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
Debug|x64 = Debug|x64
|
||||
@@ -233,6 +235,30 @@ Global
|
||||
{A9BA7D25-F239-4320-A0DC-85E8001FD669}.Season 3 Release|x64.Build.0 = Release|x64
|
||||
{A9BA7D25-F239-4320-A0DC-85E8001FD669}.Season 3 Release|x86.ActiveCfg = Release|x64
|
||||
{A9BA7D25-F239-4320-A0DC-85E8001FD669}.Season 3 Release|x86.Build.0 = Release|x64
|
||||
{6DECEB07-996B-4EBC-927C-13E170161107}.Debug|x64.ActiveCfg = Debug|Any CPU
|
||||
{6DECEB07-996B-4EBC-927C-13E170161107}.Debug|x64.Build.0 = Debug|Any CPU
|
||||
{6DECEB07-996B-4EBC-927C-13E170161107}.Debug|x86.ActiveCfg = Debug|Any CPU
|
||||
{6DECEB07-996B-4EBC-927C-13E170161107}.Debug|x86.Build.0 = Debug|Any CPU
|
||||
{6DECEB07-996B-4EBC-927C-13E170161107}.Release|x64.ActiveCfg = Release|Any CPU
|
||||
{6DECEB07-996B-4EBC-927C-13E170161107}.Release|x64.Build.0 = Release|Any CPU
|
||||
{6DECEB07-996B-4EBC-927C-13E170161107}.Release|x86.ActiveCfg = Release|Any CPU
|
||||
{6DECEB07-996B-4EBC-927C-13E170161107}.Release|x86.Build.0 = Release|Any CPU
|
||||
{6DECEB07-996B-4EBC-927C-13E170161107}.Season 2 Debug|x64.ActiveCfg = Season 2 Debug|Any CPU
|
||||
{6DECEB07-996B-4EBC-927C-13E170161107}.Season 2 Debug|x64.Build.0 = Season 2 Debug|Any CPU
|
||||
{6DECEB07-996B-4EBC-927C-13E170161107}.Season 2 Debug|x86.ActiveCfg = Season 2 Debug|Any CPU
|
||||
{6DECEB07-996B-4EBC-927C-13E170161107}.Season 2 Debug|x86.Build.0 = Season 2 Debug|Any CPU
|
||||
{6DECEB07-996B-4EBC-927C-13E170161107}.Season 2 Release|x64.ActiveCfg = Season 2 Release|Any CPU
|
||||
{6DECEB07-996B-4EBC-927C-13E170161107}.Season 2 Release|x64.Build.0 = Season 2 Release|Any CPU
|
||||
{6DECEB07-996B-4EBC-927C-13E170161107}.Season 2 Release|x86.ActiveCfg = Season 2 Release|Any CPU
|
||||
{6DECEB07-996B-4EBC-927C-13E170161107}.Season 2 Release|x86.Build.0 = Season 2 Release|Any CPU
|
||||
{6DECEB07-996B-4EBC-927C-13E170161107}.Season 3 Debug|x64.ActiveCfg = Season 3 Debug|Any CPU
|
||||
{6DECEB07-996B-4EBC-927C-13E170161107}.Season 3 Debug|x64.Build.0 = Season 3 Debug|Any CPU
|
||||
{6DECEB07-996B-4EBC-927C-13E170161107}.Season 3 Debug|x86.ActiveCfg = Season 3 Debug|Any CPU
|
||||
{6DECEB07-996B-4EBC-927C-13E170161107}.Season 3 Debug|x86.Build.0 = Season 3 Debug|Any CPU
|
||||
{6DECEB07-996B-4EBC-927C-13E170161107}.Season 3 Release|x64.ActiveCfg = Season 3 Release|Any CPU
|
||||
{6DECEB07-996B-4EBC-927C-13E170161107}.Season 3 Release|x64.Build.0 = Season 3 Release|Any CPU
|
||||
{6DECEB07-996B-4EBC-927C-13E170161107}.Season 3 Release|x86.ActiveCfg = Season 3 Release|Any CPU
|
||||
{6DECEB07-996B-4EBC-927C-13E170161107}.Season 3 Release|x86.Build.0 = Season 3 Release|Any CPU
|
||||
EndGlobalSection
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
|
||||
Reference in New Issue
Block a user