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@@ -0,0 +1,33 @@
|
||||
name: Build & Deploy
|
||||
|
||||
on:
|
||||
push:
|
||||
branches: [main, preprod]
|
||||
workflow_dispatch: {}
|
||||
|
||||
env:
|
||||
IMAGE: git.nfteam.ovh/neckfire/the-cycle
|
||||
|
||||
jobs:
|
||||
build:
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- name: Checkout
|
||||
uses: actions/checkout@v4
|
||||
- name: Build & push image
|
||||
run: |
|
||||
set -e
|
||||
echo "${{ secrets.REGISTRY_PASSWORD }}" | docker login git.nfteam.ovh -u "${{ secrets.REGISTRY_USER }}" --password-stdin
|
||||
SHA="${GITHUB_SHA::12}"
|
||||
BRANCH="${GITHUB_REF_NAME}"
|
||||
if [ "$BRANCH" = "main" ]; then TAGS="-t ${IMAGE}:latest -t ${IMAGE}:${SHA}"; else TAGS="-t ${IMAGE}:${BRANCH} -t ${IMAGE}:${BRANCH}-${SHA}"; fi
|
||||
docker build $TAGS -f Dockerfile .
|
||||
docker push --all-tags "${IMAGE}"
|
||||
- name: Notify ntfy
|
||||
if: always()
|
||||
run: |
|
||||
if [ "${{ job.status }}" = "success" ]; then EMOJI="white_check_mark"; PRIO="default"; else EMOJI="rotating_light"; PRIO="high"; fi
|
||||
curl -s -H "Authorization: Bearer ${{ secrets.NTFY_TOKEN }}" -H "Title: ${GITHUB_REPOSITORY} — ${{ job.status }}" \
|
||||
-H "Priority: ${PRIO}" -H "Tags: ${EMOJI}" -H "Click: ${GITHUB_SERVER_URL}/${GITHUB_REPOSITORY}/actions" \
|
||||
-d "${GITHUB_WORKFLOW} (${GITHUB_REF_NAME} #${GITHUB_RUN_NUMBER}) : ${{ job.status }}" \
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"${{ secrets.NTFY_URL }}/${{ secrets.NTFY_TOPIC }}" || true
|
||||
@@ -0,0 +1 @@
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||||
_out/
|
||||
+15
@@ -0,0 +1,15 @@
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# The Cycle: Frontier — serveur API (émulateur Prospect), build depuis les sources.
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# Multi-stage : SDK .NET 8 pour publier le projet API → runtime aspnet 8.
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FROM mcr.microsoft.com/dotnet/sdk:8.0 AS build
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WORKDIR /src
|
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COPY src/ ./src/
|
||||
# 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
|
||||
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||||
FROM mcr.microsoft.com/dotnet/aspnet:8.0
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WORKDIR /app
|
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COPY --from=build /app ./
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EXPOSE 8443 8000
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ENTRYPOINT ["dotnet", "Prospect.Server.Api.dll"]
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@@ -0,0 +1,80 @@
|
||||
# 🎮 The Cycle: Frontier — Rejoindre le serveur privé (installation client)
|
||||
|
||||
Guide pour **installer le client et jouer sur le serveur privé**. Tu n'installes **rien côté serveur** — juste le jeu + un loader + un certificat.
|
||||
|
||||
> ⚠️ **À savoir avant de commencer**
|
||||
> - Le jeu a été retiré de Steam en septembre 2022 : il faut **l'avoir déjà eu dans ta bibliothèque Steam** pour le retélécharger.
|
||||
> - **Ce n'est pas du co-op en raid.** Chacun joue sa propre instance (stations solo) ; l'émulateur ne supporte pas plusieurs joueurs dans le même raid. Vous partagez le même serveur (progression, boutiques, comptes), pas la même partie.
|
||||
> - Le serveur doit être **allumé** au moment où tu joues (demande à l'hébergeur).
|
||||
|
||||
---
|
||||
|
||||
## Fichiers à télécharger (dans la release)
|
||||
Les 2 fichiers sont dispo dans la **release Gitea** :
|
||||
👉 **https://git.nfteam.ovh/neckfire/the-cycle/releases/tag/friends-client**
|
||||
|
||||
1. **`LoaderPack.zip`** — le loader qui redirige le jeu vers le serveur privé (build b8 / Saison 2).
|
||||
2. **`certificate.crt`** — le certificat **public** du serveur (sans clé privée, safe).
|
||||
|
||||
Télécharge les deux depuis la page de release avant de commencer.
|
||||
|
||||
---
|
||||
|
||||
## Étapes (Windows)
|
||||
|
||||
### 1. Installer le client Saison 2 (via la console Steam)
|
||||
1. Steam ouvert, `Win+R` → tape `steam://nav/console` → Entrée (la **console Steam** s'ouvre).
|
||||
2. Colle **exactement** cette commande → Entrée :
|
||||
```
|
||||
download_depot 868270 868271 4623363103423775682
|
||||
```
|
||||
(`868270` = le jeu, `868271` = le dépôt client, `4623363103423775682` = manifest **Saison 2 v2.7.2**.)
|
||||
3. Le téléchargement démarre (⚠️ **pas de barre de progression**, sois patient — plusieurs Go).
|
||||
4. À la fin, Steam affiche **« Depot download complete »** + le **chemin du dossier**
|
||||
(ex. `...\Steam\steamapps\content\app_868270\depot_868271`). **Ce dossier = ton install du jeu.**
|
||||
|
||||
> Il faut **avoir eu The Cycle: Frontier dans ta bibliothèque Steam** avant, sinon → erreur `missing license`.
|
||||
|
||||
> **Pas assez d'espace sur le disque principal ?** `download_depot` écrit toujours dans `...\Steam\steamapps\content`. Pour le mettre sur un autre disque : ferme Steam, supprime `...\Steam\steamapps\content`, puis en **cmd admin** :
|
||||
> ```
|
||||
> mkdir "D:\SteamContent"
|
||||
> mklink /J "C:\Program Files (x86)\Steam\steamapps\content" "D:\SteamContent"
|
||||
> ```
|
||||
> Rouvre Steam et relance la commande → le jeu ira sur `D:\`.
|
||||
|
||||
### 2. Installer le LoaderPack
|
||||
1. Va dans le dossier du jeu → **`Prospect\Binaries\Win64`**.
|
||||
2. Ouvre `LoaderPack.zip` et **glisse tout son contenu** dans ce dossier `Win64`.
|
||||
3. Crée un **raccourci** vers `Prospect.Client.Loader.exe` (c'est avec ça que tu lanceras le jeu).
|
||||
|
||||
### 3. Faire confiance au certificat du serveur
|
||||
1. Double-clique **`certificate.crt`** → **Installer le certificat**.
|
||||
2. **Emplacement : Utilisateur actuel** → Suivant.
|
||||
3. **Placer tous les certificats dans le magasin suivant** → **Parcourir** → **Autorités de certification racines de confiance** → OK → Suivant → Terminer.
|
||||
4. Accepte l'avertissement de sécurité (il mentionne `2EA46.playfabapi.com`).
|
||||
|
||||
### 4. Pointer le client vers le serveur
|
||||
Dans **`Prospect\Binaries\Win64`**, crée (ou édite) un fichier **`backend.txt`** contenant **exactement** cette ligne :
|
||||
|
||||
```
|
||||
https://tc.nfteam.ovh:8443
|
||||
```
|
||||
|
||||
### 5. Lancer le jeu
|
||||
1. **Steam doit être ouvert** (connecté à ton compte).
|
||||
2. Lance le jeu via le **raccourci `Prospect.Client.Loader`** (⚠️ pas via Steam directement).
|
||||
3. Connexion automatique avec ton compte Steam. Bienvenue sur Fortuna III ! 🚀
|
||||
|
||||
---
|
||||
|
||||
## Dépannage
|
||||
| Symptôme | Cause / solution |
|
||||
|---|---|
|
||||
| `libcurl error 7 (Couldn't connect to server)` | Le serveur est **éteint** → demande à l'hébergeur de l'allumer. |
|
||||
| Erreur de certificat / `hostname mismatch` | `certificate.crt` **pas importé** (ou pas dans « Autorités racines de confiance »). Refais l'étape 3. |
|
||||
| `missing license` au téléchargement | Tu n'as jamais eu le jeu sur ce compte Steam → impossible de le retélécharger. |
|
||||
| Parties du corps manquantes (client S3) | Va en station → change ton apparence une fois (corrige les IDs). |
|
||||
|
||||
---
|
||||
|
||||
*Serveur privé The Cycle: Frontier — émulateur Prospect. Usage privé entre amis.*
|
||||
@@ -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. Click **Finish**. A **Security Warning** popup may appear, make sure it specifies `127.0.0.1` certification authority and click **Yes**.
|
||||
1. Click **Finish**. A **Security Warning** popup may appear, make sure it specifies `2EA46.playfabapi.com` certification authority and click **Yes**.
|
||||
|
||||
### 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. Find `127.0.0.1`, right-click it > **Delete**.
|
||||
1. Find `2EA46.playfabapi.com`, right-click it > **Delete**.
|
||||
|
||||
If you've installed the certificate for the **Local Machine**, repeat the same steps but instead open `certlm.msc`.
|
||||
|
||||
|
||||
Executable
BIN
Binary file not shown.
Binary file not shown.
Executable
BIN
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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).
|
||||
@@ -4,4 +4,6 @@ public class PlayFabSettings
|
||||
{
|
||||
public string PublisherId { get; set; }
|
||||
public string TitleId { get; set; }
|
||||
public string SignalRURL { get; set; }
|
||||
public string SignalRAccessToken { get; set; }
|
||||
}
|
||||
@@ -1,7 +0,0 @@
|
||||
namespace Prospect.Server.Api.Config;
|
||||
|
||||
public class SignalRSettings
|
||||
{
|
||||
public string SignalRURL { get; set; }
|
||||
public string SignalRAccessToken { get; set; }
|
||||
}
|
||||
@@ -1,9 +0,0 @@
|
||||
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; }
|
||||
}
|
||||
@@ -155,19 +155,131 @@ public class ClientController : Controller
|
||||
[Authorize(AuthenticationSchemes = UserAuthenticationOptions.DefaultScheme)]
|
||||
public IActionResult GetStoreItems(FGetStoreItems request)
|
||||
{
|
||||
return Ok(new ClientResponse<object>
|
||||
// The vendors (Korolev / ICA / Osiris / QuickShop) and other stores are defined
|
||||
// inside the Blueprints title data: each item lists a per-store entry under
|
||||
// ItemShopsCraftingData keyed by the store id, with the currency price in its
|
||||
// recipe ingredients. This endpoint was previously a stub returning {}, which is
|
||||
// why every shop showed up empty. We build the store on the fly from that data.
|
||||
var storeId = request.StoreId ?? "";
|
||||
var store = new List<FStoreItem>();
|
||||
try
|
||||
{
|
||||
var titleData = _titleDataService.Find(new List<string> { "Blueprints" });
|
||||
var blueprints = JsonSerializer.Deserialize<Dictionary<string, TitleDataBlueprintInfo>>(titleData["Blueprints"]);
|
||||
if (blueprints != null && !string.IsNullOrEmpty(storeId))
|
||||
{
|
||||
uint position = 0;
|
||||
foreach (var (itemId, blueprint) in blueprints)
|
||||
{
|
||||
if (blueprint.ItemShopsCraftingData == null) continue;
|
||||
if (!blueprint.ItemShopsCraftingData.TryGetValue(storeId, out var shopData)) continue;
|
||||
if (shopData?.ItemRecipeIngredients == null) continue;
|
||||
|
||||
// Only currency ingredients form a purchasable price. Entries whose
|
||||
// recipe is item-based (crafting) are handled by the crafting UI from
|
||||
// the blueprint data the client already has, not by the buy store.
|
||||
var prices = new Dictionary<string, uint>();
|
||||
foreach (var ingredient in shopData.ItemRecipeIngredients)
|
||||
{
|
||||
var code = ingredient.Currency switch
|
||||
{
|
||||
"SoftCurrency" => "SC",
|
||||
"Aurum" => "AU",
|
||||
"InsuranceCurrency" => "IN",
|
||||
_ => null,
|
||||
};
|
||||
if (code == null || ingredient.Amount < 0) continue;
|
||||
prices[code] = prices.TryGetValue(code, out var current)
|
||||
? current + (uint)ingredient.Amount
|
||||
: (uint)ingredient.Amount;
|
||||
}
|
||||
if (prices.Count == 0) continue;
|
||||
|
||||
store.Add(new FStoreItem
|
||||
{
|
||||
ItemId = itemId,
|
||||
VirtualCurrencyPrices = prices,
|
||||
RealCurrencyPrices = new Dictionary<string, uint>(),
|
||||
DisplayPosition = position++,
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
_logger.LogWarning(e, "Failed to build store items for store {StoreId}", storeId);
|
||||
}
|
||||
|
||||
// Cosmetic / premium stores are backed by the Vanities title data (not Blueprints):
|
||||
// each vanity carries its price in StoreData.Amount, paid in Aurum. AurumShop lists
|
||||
// the whole priced catalogue; the daily/weekly rotations (ids from RequestStore
|
||||
// RotationData) show a deterministic slice so they change over time but stay stable
|
||||
// within a period.
|
||||
var isAurumShop = storeId == "AurumShop";
|
||||
var isDailyShop = storeId.StartsWith("DailyShop_");
|
||||
var isWeeklyShop = storeId.StartsWith("WeeklyShop_");
|
||||
if (store.Count == 0 && (isAurumShop || isDailyShop || isWeeklyShop))
|
||||
{
|
||||
try
|
||||
{
|
||||
var vanityData = _titleDataService.Find(new List<string> { "Vanities" });
|
||||
var vanities = JsonSerializer.Deserialize<List<TitleDataVanityInfo>>(vanityData["Vanities"]);
|
||||
var priced = vanities?
|
||||
.Where(v => v.StoreData != null && v.StoreData.Amount > 0)
|
||||
.OrderBy(v => v.Name, StringComparer.Ordinal)
|
||||
.ToList() ?? new List<TitleDataVanityInfo>();
|
||||
|
||||
IEnumerable<TitleDataVanityInfo> selection = priced;
|
||||
if ((isDailyShop || isWeeklyShop) && priced.Count > 0)
|
||||
{
|
||||
var size = isWeeklyShop ? 12 : 6;
|
||||
int.TryParse(storeId[(storeId.IndexOf('_') + 1)..], out var rotation);
|
||||
var start = (int)(((long)rotation * size) % priced.Count);
|
||||
selection = Enumerable.Range(0, Math.Min(size, priced.Count))
|
||||
.Select(i => priced[(start + i) % priced.Count]);
|
||||
}
|
||||
|
||||
uint position = 0;
|
||||
foreach (var vanity in selection)
|
||||
{
|
||||
store.Add(new FStoreItem
|
||||
{
|
||||
ItemId = vanity.Name,
|
||||
VirtualCurrencyPrices = new Dictionary<string, uint> { ["AU"] = (uint)vanity.StoreData.Amount },
|
||||
RealCurrencyPrices = new Dictionary<string, uint>(),
|
||||
DisplayPosition = position++,
|
||||
});
|
||||
}
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
_logger.LogWarning(e, "Failed to build vanity store {StoreId}", storeId);
|
||||
}
|
||||
}
|
||||
|
||||
_logger.LogInformation("GetStoreItems '{StoreId}': {Count} item(s)", storeId, store.Count);
|
||||
return Ok(new ClientResponse<FGetStoreItemsResult>
|
||||
{
|
||||
Code = 200,
|
||||
Status = "OK",
|
||||
Data = new {}
|
||||
Data = new FGetStoreItemsResult
|
||||
{
|
||||
StoreId = string.IsNullOrEmpty(storeId) ? null : storeId,
|
||||
CatalogVersion = "StaticItems",
|
||||
Store = store,
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
[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,
|
||||
@@ -244,13 +356,15 @@ public class ClientController : Controller
|
||||
public async Task<IActionResult> GetUserInventory(FGetUserInventoryRequest request)
|
||||
{
|
||||
var userId = User.FindAuthUserId();
|
||||
var userData = await _userDataService.FindAsync(userId, userId, new List<string>{"Balance", "Inventory", "VanityItems"});
|
||||
var userData = await _userDataService.FindAsync(userId, userId, new List<string>{"Balance", "Inventory", "VanityItems", "CharacterVanity", "GlobalVanity"});
|
||||
var inventory = JsonSerializer.Deserialize<FYCustomItemInfo[]>(userData["Inventory"].Value);
|
||||
// TODO: Per-user vanity
|
||||
// var vanity = JsonSerializer.Deserialize<CustomVanityItem[]>(userData["VanityItems"].Value);
|
||||
var titleData = _titleDataService.Find(new List<string>{"Blueprints", "Vanities"});
|
||||
// Per-user vanity ownership: the player owns the cosmetics they've bought (VanityItems)
|
||||
// plus whatever is currently equipped (CharacterVanity / GlobalVanity), so the starter
|
||||
// outfit stays owned. Previously the whole Vanities catalogue was returned as owned,
|
||||
// which made every item in the Aurum shop show up as already "owned".
|
||||
var ownedVanityIds = CollectOwnedVanityIds(userData);
|
||||
var titleData = _titleDataService.Find(new List<string>{"Blueprints"});
|
||||
var blueprints = JsonSerializer.Deserialize<Dictionary<string, TitleDataBlueprintInfo>>(titleData["Blueprints"]);
|
||||
var vanity = JsonSerializer.Deserialize<TitleDataVanityInfo[]>(titleData["Vanities"]);
|
||||
List<FItemInstance> items = new List<FItemInstance>();
|
||||
foreach (var item in inventory) {
|
||||
if (!blueprints.ContainsKey(item.BaseItemId)) {
|
||||
@@ -276,9 +390,9 @@ public class ClientController : Controller
|
||||
});
|
||||
}
|
||||
|
||||
foreach (var item in vanity) {
|
||||
foreach (var vanityId in ownedVanityIds) {
|
||||
items.Add(new FItemInstance {
|
||||
ItemId = item.Name,
|
||||
ItemId = vanityId,
|
||||
// ItemInstanceId is not required since it's not a unique item.
|
||||
ItemClass = "Vanity",
|
||||
// PurchaseDate = DateTime.Now, // TODO
|
||||
@@ -303,6 +417,60 @@ public class ClientController : Controller
|
||||
});
|
||||
}
|
||||
|
||||
// Collects the vanity ids a player actually owns: everything they've purchased
|
||||
// (VanityItems) plus everything currently equipped (CharacterVanity slots and the
|
||||
// GlobalVanity sprays / banner / emotes / drop pod). Parsed defensively with
|
||||
// JsonDocument so malformed / partial data never breaks the inventory response.
|
||||
private static HashSet<string> CollectOwnedVanityIds(Dictionary<string, FUserDataRecord> userData)
|
||||
{
|
||||
var owned = new HashSet<string>(StringComparer.Ordinal);
|
||||
void AddId(string? id) { if (!string.IsNullOrEmpty(id)) owned.Add(id); }
|
||||
|
||||
if (userData.TryGetValue("VanityItems", out var viRec) && !string.IsNullOrWhiteSpace(viRec.Value))
|
||||
{
|
||||
try
|
||||
{
|
||||
using var doc = JsonDocument.Parse(viRec.Value);
|
||||
if (doc.RootElement.ValueKind == JsonValueKind.Array)
|
||||
foreach (var el in doc.RootElement.EnumerateArray())
|
||||
if (el.ValueKind == JsonValueKind.Object && el.TryGetProperty("baseItemId", out var b))
|
||||
AddId(b.GetString());
|
||||
}
|
||||
catch { /* ignore malformed VanityItems */ }
|
||||
}
|
||||
|
||||
if (userData.TryGetValue("CharacterVanity", out var cvRec) && !string.IsNullOrWhiteSpace(cvRec.Value))
|
||||
{
|
||||
try
|
||||
{
|
||||
using var doc = JsonDocument.Parse(cvRec.Value);
|
||||
if (doc.RootElement.ValueKind == JsonValueKind.Object)
|
||||
foreach (var prop in doc.RootElement.EnumerateObject())
|
||||
if (prop.Value.ValueKind == JsonValueKind.Object && prop.Value.TryGetProperty("id", out var id))
|
||||
AddId(id.GetString());
|
||||
}
|
||||
catch { /* ignore malformed CharacterVanity */ }
|
||||
}
|
||||
|
||||
if (userData.TryGetValue("GlobalVanity", out var gvRec) && !string.IsNullOrWhiteSpace(gvRec.Value))
|
||||
{
|
||||
try
|
||||
{
|
||||
using var doc = JsonDocument.Parse(gvRec.Value);
|
||||
var root = doc.RootElement;
|
||||
if (root.ValueKind == JsonValueKind.Object)
|
||||
{
|
||||
if (root.TryGetProperty("activeGlobalVanityIds", out var arr) && arr.ValueKind == JsonValueKind.Array)
|
||||
foreach (var el in arr.EnumerateArray()) AddId(el.GetString());
|
||||
if (root.TryGetProperty("droppodId", out var dp)) AddId(dp.GetString());
|
||||
}
|
||||
}
|
||||
catch { /* ignore malformed GlobalVanity */ }
|
||||
}
|
||||
|
||||
return owned;
|
||||
}
|
||||
|
||||
[HttpPost("GetTitleData")]
|
||||
[Produces(MediaTypeNames.Application.Json)]
|
||||
[Authorize(AuthenticationSchemes = UserAuthenticationOptions.DefaultScheme)]
|
||||
|
||||
@@ -1,62 +0,0 @@
|
||||
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);
|
||||
}
|
||||
}
|
||||
@@ -1,12 +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;
|
||||
}
|
||||
@@ -0,0 +1,39 @@
|
||||
using System.Text.Json.Serialization;
|
||||
|
||||
namespace Prospect.Server.Api.Models.Client.Data;
|
||||
|
||||
// PlayFab StoreItem: a single catalog item offered for sale in a store, with its prices.
|
||||
public class FStoreItem
|
||||
{
|
||||
/// <summary>
|
||||
/// [optional] Store specific custom data. The data only exists as part of this store; it is not transferred to item instances.
|
||||
/// </summary>
|
||||
[JsonPropertyName("CustomData")]
|
||||
[JsonIgnore(Condition = JsonIgnoreCondition.WhenWritingDefault)]
|
||||
public object? CustomData { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// [optional] Intended display position for this item. Note that 0 is the first position and -1 is the last position.
|
||||
/// </summary>
|
||||
[JsonPropertyName("DisplayPosition")]
|
||||
[JsonIgnore(Condition = JsonIgnoreCondition.WhenWritingDefault)]
|
||||
public uint? DisplayPosition { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Unique identifier of the item as it exists in the catalog - note that this must exactly match the ItemId from the catalog.
|
||||
/// </summary>
|
||||
[JsonPropertyName("ItemId")]
|
||||
public string ItemId { get; set; } = "";
|
||||
|
||||
/// <summary>
|
||||
/// [optional] Override prices for this item for specific currencies.
|
||||
/// </summary>
|
||||
[JsonPropertyName("RealCurrencyPrices")]
|
||||
public Dictionary<string, uint> RealCurrencyPrices { get; set; } = new();
|
||||
|
||||
/// <summary>
|
||||
/// [optional] Override prices for this item in virtual currencies and "RM" (the base Real Money purchase price, in USD pennies).
|
||||
/// </summary>
|
||||
[JsonPropertyName("VirtualCurrencyPrices")]
|
||||
public Dictionary<string, uint> VirtualCurrencyPrices { get; set; } = new();
|
||||
}
|
||||
@@ -1,8 +1,19 @@
|
||||
using System.Text.Json.Serialization;
|
||||
using System.Text.Json.Serialization;
|
||||
using Prospect.Server.Api.Models.Client.Data;
|
||||
|
||||
namespace Prospect.Server.Api.Models.Client;
|
||||
|
||||
public class FGetStoreItems
|
||||
{
|
||||
/// <summary>
|
||||
/// [optional] Catalog version to store items from. Use default catalog version if null.
|
||||
/// </summary>
|
||||
[JsonPropertyName("CatalogVersion")]
|
||||
public string? CatalogVersion { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Unique identifier for the store which is being requested.
|
||||
/// </summary>
|
||||
[JsonPropertyName("StoreId")]
|
||||
public string? StoreId { get; set; }
|
||||
}
|
||||
@@ -0,0 +1,25 @@
|
||||
using System.Text.Json.Serialization;
|
||||
using Prospect.Server.Api.Models.Client.Data;
|
||||
|
||||
namespace Prospect.Server.Api.Models.Client;
|
||||
|
||||
public class FGetStoreItemsResult
|
||||
{
|
||||
/// <summary>
|
||||
/// [optional] The base catalog that this store is a part of.
|
||||
/// </summary>
|
||||
[JsonPropertyName("CatalogVersion")]
|
||||
public string? CatalogVersion { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// [optional] Array of items which can be purchased from this store.
|
||||
/// </summary>
|
||||
[JsonPropertyName("Store")]
|
||||
public List<FStoreItem> Store { get; set; } = new();
|
||||
|
||||
/// <summary>
|
||||
/// [optional] The ID of this store.
|
||||
/// </summary>
|
||||
[JsonPropertyName("StoreId")]
|
||||
public string? StoreId { get; set; }
|
||||
}
|
||||
@@ -15,8 +15,8 @@ public class TitleDataContractInfo {
|
||||
public TitleDataContractInfoUnlockData UnlockData { get; set; }
|
||||
[JsonPropertyName("IsMainContract")]
|
||||
public bool IsMainContract { get; set; }
|
||||
[JsonPropertyName("Difficulty")]
|
||||
public EYContractDifficulty Difficulty { get; set; }
|
||||
[JsonPropertyName("ContractDifficulty")]
|
||||
public EYContractDifficulty ContractDifficulty { get; set; }
|
||||
}
|
||||
|
||||
public class TitleDataContractInfoReward {
|
||||
@@ -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,
|
||||
|
||||
@@ -1,22 +1,6 @@
|
||||
using System.Text.Json.Serialization;
|
||||
|
||||
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")]
|
||||
public string Name { get; set; }
|
||||
[JsonPropertyName("Weight")]
|
||||
|
||||
@@ -9,6 +9,8 @@ public class TitleDataMissionInfo {
|
||||
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 {
|
||||
[JsonPropertyName("MissionRewardId")]
|
||||
public string MissionRewardId { get; set; }
|
||||
|
||||
@@ -50,7 +50,7 @@ public class ClaimActiveContract : ICloudScriptFunction<FYClaimCompletedActiveCo
|
||||
private readonly IHttpContextAccessor _httpContextAccessor;
|
||||
private readonly UserDataService _userDataService;
|
||||
private readonly TitleDataService _titleDataService;
|
||||
private readonly EYContractDifficulty[] difficulties = [EYContractDifficulty.Easy, EYContractDifficulty.Medium, EYContractDifficulty.Hard];
|
||||
private readonly string[] difficulties = ["Easy", "Medium", "Hard"];
|
||||
private readonly Random rnd = new Random();
|
||||
|
||||
public ClaimActiveContract(IHttpContextAccessor httpContextAccessor, UserDataService userDataService, TitleDataService titleDataService)
|
||||
@@ -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);
|
||||
@@ -131,10 +138,17 @@ public class ClaimActiveContract : ICloudScriptFunction<FYClaimCompletedActiveCo
|
||||
break;
|
||||
}
|
||||
}
|
||||
} else if (objective.Type.IsRaidRuntime()) {
|
||||
// Raid-runtime objectives (kills, dead-drops, visited areas, looted
|
||||
// containers) can't be tracked in a client-hosted raid — no dedicated
|
||||
// game server reports them, so their progress is never saved. They are
|
||||
// auto-credited on deploy (EnterMatchmakingMatch); accept them here too
|
||||
// (safety net for a contract activated after deploy) so these contracts
|
||||
// remain completable instead of being stuck on "Objective not met".
|
||||
remaining = 0;
|
||||
} else {
|
||||
// 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) {
|
||||
@@ -219,19 +233,20 @@ public class ClaimActiveContract : ICloudScriptFunction<FYClaimCompletedActiveCo
|
||||
if (contract.IsMainContract) {
|
||||
contractsCompleted.ContractsIDs.Add(contract.Name);
|
||||
} else {
|
||||
var contractDifficulty = contract.Difficulty;
|
||||
var parts = contract.Name.Split('-');
|
||||
var difficulty = parts[1];
|
||||
|
||||
var levelsData = JsonSerializer.Deserialize<Dictionary<string, int[]>>(titleData["LevelData"]);
|
||||
var levels = levelsData[contract.Faction];
|
||||
var jobs = JsonSerializer.Deserialize<Dictionary<string, Dictionary<EYContractDifficulty, string[]>>>(titleData["Jobs"]);
|
||||
var jobs = JsonSerializer.Deserialize<Dictionary<string, Dictionary<string, string[]>>>(titleData["Jobs"]);
|
||||
var level = levels.Length - Array.FindIndex(levels, (int xp) => {
|
||||
return factionProgression >= xp;
|
||||
});
|
||||
|
||||
var factionBoard = jobBoardsData.Boards.Find(c => c.FactionId == contract.Faction);
|
||||
var idx = Array.FindIndex(difficulties, d => d == contractDifficulty);
|
||||
var idx = Array.FindIndex(difficulties, d => d == difficulty);
|
||||
var factionJobs = jobs[contract.Faction];
|
||||
var jobsAvailable = Array.FindAll(factionJobs[contractDifficulty], (string jobId) => {
|
||||
var jobsAvailable = Array.FindAll(factionJobs[difficulty], (string jobId) => {
|
||||
return level >= contracts[jobId].UnlockData.Level;
|
||||
});
|
||||
// If player completes a job, it means he has at least one unlocked anyway.
|
||||
@@ -262,6 +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>{
|
||||
@@ -271,6 +292,7 @@ public class ClaimActiveContract : ICloudScriptFunction<FYClaimCompletedActiveCo
|
||||
["Inventory"] = JsonSerializer.Serialize(newInventory),
|
||||
[factionKey] = JsonSerializer.Serialize(factionProgression),
|
||||
["JobBoardsData"] = JsonSerializer.Serialize(jobBoardsData),
|
||||
[seasonXpKey] = JsonSerializer.Serialize(seasonXp),
|
||||
}
|
||||
);
|
||||
|
||||
@@ -289,7 +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)
|
||||
};
|
||||
}
|
||||
}
|
||||
+8
-9
@@ -43,9 +43,9 @@ public class ClaimGeneratorIncomeClient : ICloudScriptFunction<FYClaimGeneratorI
|
||||
|
||||
static readonly Random random = new();
|
||||
|
||||
private TitleDataDailyCrateInfoPoolItem[] PickItems(TitleDataDailyCrateInfoPoolItem[] items, int numPicks)
|
||||
private TitleDataDailyCrateInfo[] PickItems(TitleDataDailyCrateInfo[] items, int numPicks)
|
||||
{
|
||||
var itemList = new (TitleDataDailyCrateInfoPoolItem item, float cumulativeWeight)[items.Length];
|
||||
var itemList = new (TitleDataDailyCrateInfo item, float cumulativeWeight)[items.Length];
|
||||
float totalWeight = 0;
|
||||
|
||||
for (int i = 0; i < items.Length; i++) {
|
||||
@@ -54,7 +54,7 @@ public class ClaimGeneratorIncomeClient : ICloudScriptFunction<FYClaimGeneratorI
|
||||
itemList[i] = (item, totalWeight);
|
||||
}
|
||||
|
||||
var selectedItems = new TitleDataDailyCrateInfoPoolItem[numPicks];
|
||||
var selectedItems = new TitleDataDailyCrateInfo[numPicks];
|
||||
|
||||
for (int i = 0; i < numPicks; i++) {
|
||||
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 techTreeBonuses = JsonSerializer.Deserialize<CharacterTechTreeBonuses>(userData["CharacterTechTreeBonuses"].Value);
|
||||
|
||||
var titleData = _titleDataService.Find(new List<string>{"PassiveGenerators", "DailyCrateSetups", "Blueprints"});
|
||||
var titleData = _titleDataService.Find(new List<string>{"PassiveGenerators", "DailyCrateRewardsPools", "Blueprints"});
|
||||
var passiveGenerators = JsonSerializer.Deserialize<Dictionary<string, TitleDataPassiveGeneratorsInfo>>(titleData["PassiveGenerators"]);
|
||||
|
||||
var now = (int)DateTimeOffset.UtcNow.ToUnixTimeSeconds();
|
||||
@@ -187,12 +187,12 @@ public class ClaimGeneratorIncomeClient : ICloudScriptFunction<FYClaimGeneratorI
|
||||
};
|
||||
}
|
||||
|
||||
var dailyCrateSetups = JsonSerializer.Deserialize<TitleDataDailyCrateInfo[]>(titleData["DailyCrateSetups"]);
|
||||
var dailyCrateRewards = JsonSerializer.Deserialize<TitleDataDailyCrateInfo[][]>(titleData["DailyCrateRewardsPools"]);
|
||||
var blueprints = JsonSerializer.Deserialize<Dictionary<string, TitleDataBlueprintInfo>>(titleData["Blueprints"]);
|
||||
var rewardsPool = dailyCrateSetups[crateTier - 1];
|
||||
var rewardsPool = dailyCrateRewards[crateTier - 1];
|
||||
|
||||
foreach (var grant in rewardsPool.RewardGrants) {
|
||||
var items = PickItems(grant.Pool, grant.Amount);
|
||||
// TODO: Get rewardGrants from PassiveGenerators_CrateRewards_DT
|
||||
var items = PickItems(rewardsPool, 5);
|
||||
// TODO: Stackable? GrantedItems doesn't imply granted OR updated.
|
||||
foreach (var item in items) {
|
||||
var itemInfo = blueprints[item.Name];
|
||||
@@ -213,7 +213,6 @@ public class ClaimGeneratorIncomeClient : ICloudScriptFunction<FYClaimGeneratorI
|
||||
inventory.Add(grantedItem);
|
||||
grantedItems.Add(grantedItem);
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
default: {
|
||||
|
||||
@@ -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{};
|
||||
}
|
||||
|
||||
@@ -2,6 +2,7 @@ using System.Text.Json;
|
||||
using System.Text.Json.Serialization;
|
||||
using Prospect.Server.Api.Services.Auth.Extensions;
|
||||
using Prospect.Server.Api.Services.CloudScript;
|
||||
using Prospect.Server.Api.Services.CloudScript.Functions;
|
||||
using Prospect.Server.Api.Services.CloudScript.Models;
|
||||
using Prospect.Server.Api.Services.UserData;
|
||||
|
||||
@@ -45,12 +46,14 @@ public class CompleteInventoryUpdateFunction : ICloudScriptFunction<CompleteInve
|
||||
private readonly ILogger<CompleteInventoryUpdateFunction> _logger;
|
||||
private readonly IHttpContextAccessor _httpContextAccessor;
|
||||
private readonly UserDataService _userDataService;
|
||||
private readonly TitleDataService _titleDataService;
|
||||
|
||||
public CompleteInventoryUpdateFunction(ILogger<CompleteInventoryUpdateFunction> logger, IHttpContextAccessor httpContextAccessor, UserDataService userDataService)
|
||||
public CompleteInventoryUpdateFunction(ILogger<CompleteInventoryUpdateFunction> logger, IHttpContextAccessor httpContextAccessor, UserDataService userDataService, TitleDataService titleDataService)
|
||||
{
|
||||
_logger = logger;
|
||||
_httpContextAccessor = httpContextAccessor;
|
||||
_userDataService = userDataService;
|
||||
_titleDataService = titleDataService;
|
||||
}
|
||||
|
||||
public async Task<CompleteInventoryUpdateResponse> ExecuteAsync(CompleteInventoryUpdateRequest request)
|
||||
@@ -64,6 +67,42 @@ public class CompleteInventoryUpdateFunction : ICloudScriptFunction<CompleteInve
|
||||
var userData = await _userDataService.FindAsync(userId, userId, new List<string>{"Inventory"});
|
||||
var inventory = JsonSerializer.Deserialize<List<FYCustomItemInfo>>(userData["Inventory"].Value);
|
||||
|
||||
// Insurance payout: this request also reports the end-of-match inventory, so items
|
||||
// the player lost (death / left behind) arrive in ItemsToRemove. Any of those that
|
||||
// were insured on deploy (EnterMatchmakingStation) are recovered back to the stash —
|
||||
// the premium was already paid up-front — and the insurance is consumed (one raid).
|
||||
// Recovery is only performed if the item's policy declares a positive Payout.
|
||||
var recoveredInsured = new HashSet<string>();
|
||||
if (request.ItemsToRemove is { Count: > 0 })
|
||||
{
|
||||
try
|
||||
{
|
||||
var td = _titleDataService.Find(new List<string> { "InventoryInsurance" });
|
||||
if (td.TryGetValue("InventoryInsurance", out var rawPolicies) && !string.IsNullOrEmpty(rawPolicies))
|
||||
{
|
||||
var policies = JsonSerializer.Deserialize<Dictionary<string, InventoryInsurancePolicy>>(rawPolicies);
|
||||
foreach (var item in inventory)
|
||||
{
|
||||
if (!request.ItemsToRemove.Contains(item.ItemId)) continue;
|
||||
if (string.IsNullOrEmpty(item.Insurance) || item.InsuranceOwnerPlayfabId != userId) continue;
|
||||
if (policies == null || !policies.TryGetValue(item.Insurance, out var policy) || policy.Payout <= 0) continue;
|
||||
recoveredInsured.Add(item.ItemId);
|
||||
item.Insurance = ""; // consumed for this raid
|
||||
item.InsuranceOwnerPlayfabId = "";
|
||||
}
|
||||
if (recoveredInsured.Count > 0)
|
||||
{
|
||||
_logger.LogInformation("Recovered {Count} insured item(s) for user {User}", recoveredInsured.Count, userId);
|
||||
}
|
||||
}
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
// Never fail the inventory commit because of insurance handling.
|
||||
_logger.LogWarning(e, "Failed to process insurance payout");
|
||||
}
|
||||
}
|
||||
|
||||
// TODO: Optimize
|
||||
// TODO: Check deleted items to see if other stacks/mods were updated correctly
|
||||
// Process inventory update. The player may:
|
||||
@@ -74,7 +113,8 @@ public class CompleteInventoryUpdateFunction : ICloudScriptFunction<CompleteInve
|
||||
// IMPORTANT: The same request is currently used to report the updated inventory in the end of match.
|
||||
var newInventory = new List<FYCustomItemInfo>(inventory.Count);
|
||||
foreach (var item in inventory) {
|
||||
if (!request.ItemsToRemove.Contains(item.ItemId)) {
|
||||
// Keep items that weren't removed, plus insured items recovered above.
|
||||
if (!request.ItemsToRemove.Contains(item.ItemId) || recoveredInsured.Contains(item.ItemId)) {
|
||||
newInventory.Add(item);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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)
|
||||
@@ -60,7 +62,20 @@ 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];
|
||||
// Raid-runtime objectives (kills, dead-drops, visited areas, looted
|
||||
// containers) are simulated inside the client-hosted raid; with no
|
||||
// dedicated game server their progress is never reported to the backend,
|
||||
// so they would never be saved. Auto-credit them on deploy so the
|
||||
// objective persists and the station shows the contract as completable.
|
||||
if (objective.Type.IsRaidRuntime()) {
|
||||
contractActive.Progress[i] = objective.MaxProgress;
|
||||
continue;
|
||||
}
|
||||
if (objective.Type != EYContractObjectiveType.OwnNumOfItem) {
|
||||
continue;
|
||||
}
|
||||
@@ -86,11 +101,23 @@ public class EnterMatchmakingMatchFunction : ICloudScriptFunction<FYEnterMatchAz
|
||||
}
|
||||
);
|
||||
|
||||
await _hubContext.Clients.All.SendAsync("OnSquadMatchmakingSuccess", new OnSquadMatchmakingSuccessMessage {
|
||||
// Send the "matchmaking succeeded / travel to match" signal only to the deploying
|
||||
// player (via their mapped SignalR connection) — broadcasting to Clients.All made
|
||||
// every connected player travel too. Fall back to broadcast only if the connection
|
||||
// isn't mapped yet.
|
||||
// Dedicated-server mode (2nd preprod): point the client at the real game server address
|
||||
// to travel to; otherwise keep the map name (client-hosted). Same image — env flips it.
|
||||
var gameServer = Environment.GetEnvironmentVariable("GAMESERVER_ADDRESS");
|
||||
var deployMessage = new OnSquadMatchmakingSuccessMessage {
|
||||
Success = true,
|
||||
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
|
||||
{
|
||||
|
||||
@@ -1,18 +1,107 @@
|
||||
using Prospect.Server.Api.Services.CloudScript.Models;
|
||||
using System.Text.Json;
|
||||
using Prospect.Server.Api.Models.Data;
|
||||
using Prospect.Server.Api.Services.Auth.Extensions;
|
||||
using Prospect.Server.Api.Services.CloudScript.Models;
|
||||
using Prospect.Server.Api.Services.CloudScript.Models.Data;
|
||||
using Prospect.Server.Api.Services.UserData;
|
||||
|
||||
namespace Prospect.Server.Api.Services.CloudScript.Functions;
|
||||
|
||||
// Config d'une police d'assurance (TitleData "InventoryInsurance").
|
||||
public class InventoryInsurancePolicy
|
||||
{
|
||||
public string InsuranceId { get; set; }
|
||||
public double Cost { get; set; }
|
||||
public double Payout { get; set; }
|
||||
}
|
||||
|
||||
[CloudScriptFunction("EnterMatchmakingStation")]
|
||||
public class EnterMatchmakingStationFunction : ICloudScriptFunction<FYEnterMatchAzureFunction, FYEnterMatchmakingResult>
|
||||
{
|
||||
public Task<FYEnterMatchmakingResult> ExecuteAsync(FYEnterMatchAzureFunction request)
|
||||
private readonly IHttpContextAccessor _httpContextAccessor;
|
||||
private readonly UserDataService _userDataService;
|
||||
private readonly TitleDataService _titleDataService;
|
||||
private readonly ILogger<EnterMatchmakingStationFunction> _logger;
|
||||
|
||||
public EnterMatchmakingStationFunction(
|
||||
IHttpContextAccessor httpContextAccessor,
|
||||
UserDataService userDataService,
|
||||
TitleDataService titleDataService,
|
||||
ILogger<EnterMatchmakingStationFunction> logger)
|
||||
{
|
||||
return Task.FromResult(new FYEnterMatchmakingResult
|
||||
_httpContextAccessor = httpContextAccessor;
|
||||
_userDataService = userDataService;
|
||||
_titleDataService = titleDataService;
|
||||
_logger = logger;
|
||||
}
|
||||
|
||||
public async Task<FYEnterMatchmakingResult> ExecuteAsync(FYEnterMatchAzureFunction request)
|
||||
{
|
||||
// Au déploiement, le client peut demander d'assurer une partie de l'inventaire.
|
||||
var insurance = request.PurchaseInventoryInsurances;
|
||||
var context = _httpContextAccessor.HttpContext;
|
||||
if (context != null && insurance?.ItemIds is { Count: > 0 })
|
||||
{
|
||||
try
|
||||
{
|
||||
await ApplyInsuranceAsync(context.User.FindAuthUserId(), insurance);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
// Ne jamais bloquer le déploiement à cause de l'assurance.
|
||||
_logger.LogWarning(e, "Failed to apply inventory insurance on deploy");
|
||||
}
|
||||
}
|
||||
|
||||
return new FYEnterMatchmakingResult
|
||||
{
|
||||
Success = true,
|
||||
ErrorMessage = "",
|
||||
SingleplayerStation = true, // NOTE: This will always travel to single player station
|
||||
IsMatchTravel = false,
|
||||
};
|
||||
}
|
||||
|
||||
// Marque les items choisis comme assurés (Insurance + propriétaire) et débite la
|
||||
// prime en InsuranceCurrency selon le coût de la police (TitleData InventoryInsurance).
|
||||
private async Task ApplyInsuranceAsync(string userId, FYPurchaseInventoryInsuranceRequest req)
|
||||
{
|
||||
var titleData = _titleDataService.Find(new List<string> { "InventoryInsurance" });
|
||||
var policies = JsonSerializer.Deserialize<Dictionary<string, InventoryInsurancePolicy>>(titleData["InventoryInsurance"]);
|
||||
var insuranceId = string.IsNullOrEmpty(req.InsuranceId) ? "Default" : req.InsuranceId;
|
||||
if (policies == null || !policies.TryGetValue(insuranceId, out var policy))
|
||||
{
|
||||
_logger.LogWarning("Unknown insurance policy {InsuranceId}", insuranceId);
|
||||
return;
|
||||
}
|
||||
|
||||
var userData = await _userDataService.FindAsync(userId, userId, new List<string> { "Inventory", "Balance" });
|
||||
var inventory = JsonSerializer.Deserialize<List<FYCustomItemInfo>>(userData["Inventory"].Value);
|
||||
var balance = JsonSerializer.Deserialize<PlayerBalance>(userData["Balance"].Value);
|
||||
|
||||
var toInsure = new HashSet<string>(req.ItemIds);
|
||||
var insuredCount = 0;
|
||||
foreach (var item in inventory)
|
||||
{
|
||||
if (!toInsure.Contains(item.ItemId)) continue;
|
||||
item.Insurance = insuranceId;
|
||||
item.InsuranceOwnerPlayfabId = userId;
|
||||
insuredCount++;
|
||||
}
|
||||
if (insuredCount == 0) return;
|
||||
|
||||
// Prime = coût de la police × nombre d'items assurés (arrondi au supérieur),
|
||||
// plafonnée au solde disponible pour ne jamais passer en négatif.
|
||||
var premium = (int)Math.Ceiling(policy.Cost * insuredCount);
|
||||
premium = Math.Min(premium, balance.InsuranceCurrency);
|
||||
balance.InsuranceCurrency -= premium;
|
||||
|
||||
await _userDataService.UpdateAsync(userId, userId, new Dictionary<string, string>
|
||||
{
|
||||
["Inventory"] = JsonSerializer.Serialize(inventory),
|
||||
["Balance"] = JsonSerializer.Serialize(balance),
|
||||
});
|
||||
_logger.LogInformation("Insured {Count} item(s) under policy {Policy} for user {User} (premium {Premium})",
|
||||
insuredCount, insuranceId, userId, premium);
|
||||
}
|
||||
}
|
||||
+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 SignalRSettings _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<SignalRSettings> 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);
|
||||
}
|
||||
}
|
||||
@@ -3,6 +3,7 @@ using System.Text.Json.Serialization;
|
||||
using Prospect.Server.Api.Models.Data;
|
||||
using Prospect.Server.Api.Services.Auth.Extensions;
|
||||
using Prospect.Server.Api.Services.CloudScript;
|
||||
using Prospect.Server.Api.Services.CloudScript.Functions;
|
||||
using Prospect.Server.Api.Services.UserData;
|
||||
|
||||
public class PurchaseWeaponShopItemRequest
|
||||
@@ -137,7 +138,7 @@ public class PurchaseWeaponShopItemFunction : ICloudScriptFunction<PurchaseWeapo
|
||||
Error = "Invalid purchase amount",
|
||||
};
|
||||
}
|
||||
var userData = await _userDataService.FindAsync(userId, userId, new List<string>{"Inventory", "Balance"});
|
||||
var userData = await _userDataService.FindAsync(userId, userId, new List<string>{"Inventory", "Balance", "ContractsOneTimeCompleted"});
|
||||
var inventory = JsonSerializer.Deserialize<List<FYCustomItemInfo>>(userData["Inventory"].Value);
|
||||
var balance = JsonSerializer.Deserialize<PlayerBalance>(userData["Balance"].Value);
|
||||
var blueprintsData = _titleDataService.Find(new List<string>{"Blueprints"});
|
||||
@@ -153,7 +154,23 @@ public class PurchaseWeaponShopItemFunction : ICloudScriptFunction<PurchaseWeapo
|
||||
|
||||
var blueprintData = blueprints[request.BaseItemID];
|
||||
|
||||
// TODO: Contract unlock criteria
|
||||
// Contract unlock criteria: some items can only be purchased after completing a
|
||||
// specific contract. The data uses the sentinel "None" (not an empty string) for
|
||||
// items with no lock — treat that (and null/empty) as "no lock", otherwise EVERY
|
||||
// item gets gated and nothing can be bought.
|
||||
var contractLockPurchase = blueprintData.UnlockData?.ContractLockPurchase;
|
||||
if (!string.IsNullOrEmpty(contractLockPurchase) && contractLockPurchase != "None")
|
||||
{
|
||||
var completed = JsonSerializer.Deserialize<FYGetCompletedContractsResult>(userData["ContractsOneTimeCompleted"].Value);
|
||||
if (completed?.ContractsIDs == null || !completed.ContractsIDs.Contains(contractLockPurchase))
|
||||
{
|
||||
return new PurchaseWeaponShopItemResponse
|
||||
{
|
||||
UserID = userId,
|
||||
Error = "Item is locked: complete the required contract first",
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
// Validate price
|
||||
var shopCraftingData = blueprintData.ItemShopsCraftingData[request.ShopItemBelongsTo];
|
||||
|
||||
+11
-9
@@ -16,7 +16,7 @@ public class RequestActiveObjectivesAndBoardsData : ICloudScriptFunction<FYQuery
|
||||
private readonly UserDataService _userDataService;
|
||||
private readonly TitleDataService _titleDataService;
|
||||
private readonly string[] factions = ["Korolev", "Osiris", "ICA"]; // TODO: Order is important
|
||||
private readonly EYContractDifficulty[] difficulties = [EYContractDifficulty.Easy, EYContractDifficulty.Medium, EYContractDifficulty.Hard];
|
||||
private readonly string[] difficulties = ["Easy", "Medium", "Hard"];
|
||||
private readonly Random rnd = new Random();
|
||||
|
||||
public RequestActiveObjectivesAndBoardsData(IHttpContextAccessor httpContextAccessor, UserDataService userDataService, TitleDataService titleDataService)
|
||||
@@ -47,20 +47,22 @@ public class RequestActiveObjectivesAndBoardsData : ICloudScriptFunction<FYQuery
|
||||
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<EYContractDifficulty, string[]>>>(titleData["Jobs"]);
|
||||
var jobs = JsonSerializer.Deserialize<Dictionary<string, Dictionary<string, string[]>>>(titleData["Jobs"]);
|
||||
var levelsData = JsonSerializer.Deserialize<Dictionary<string, int[]>>(titleData["LevelData"]);
|
||||
var currentQuests = new Dictionary<string, Dictionary<EYContractDifficulty, bool>> {
|
||||
["Korolev"] = new Dictionary<EYContractDifficulty, bool> { [EYContractDifficulty.Easy] = false, [EYContractDifficulty.Medium] = false, [EYContractDifficulty.Hard] = false },
|
||||
["Osiris"] = new Dictionary<EYContractDifficulty, bool> { [EYContractDifficulty.Easy] = false, [EYContractDifficulty.Medium] = false, [EYContractDifficulty.Hard] = false },
|
||||
["ICA"] = new Dictionary<EYContractDifficulty, bool> { [EYContractDifficulty.Easy] = false, [EYContractDifficulty.Medium] = false, [EYContractDifficulty.Hard] = false },
|
||||
var currentQuests = new Dictionary<string, Dictionary<string, bool>> {
|
||||
["Korolev"] = new Dictionary<string, bool> { ["Easy"] = false, ["Medium"] = false, ["Hard"] = false },
|
||||
["Osiris"] = new Dictionary<string, bool> { ["Easy"] = false, ["Medium"] = false, ["Hard"] = false },
|
||||
["ICA"] = new Dictionary<string, bool> { ["Easy"] = false, ["Medium"] = false, ["Hard"] = false },
|
||||
};
|
||||
|
||||
foreach (var contract in contractsActive.Contracts) {
|
||||
var contractData = contracts[contract.ContractID];
|
||||
if (contractData.IsMainContract) {
|
||||
var parts = contract.ContractID.Split('-');
|
||||
if (parts[0] != "NEW") {
|
||||
continue;
|
||||
}
|
||||
currentQuests[contractData.Faction][contractData.Difficulty] = true;
|
||||
var difficulty = parts[1];
|
||||
var faction = parts[2] == "KOR" ? "Korolev" : parts[2];
|
||||
currentQuests[faction][difficulty] = true;
|
||||
}
|
||||
|
||||
for (var i = 0; i < factions.Length; i++) {
|
||||
|
||||
+103
-14
@@ -1,5 +1,6 @@
|
||||
using System.Text.Json;
|
||||
using System.Text.Json.Serialization;
|
||||
using Prospect.Server.Api.Models.Data;
|
||||
using Prospect.Server.Api.Services.Auth.Extensions;
|
||||
using Prospect.Server.Api.Services.CloudScript;
|
||||
using Prospect.Server.Api.Services.UserData;
|
||||
@@ -9,6 +10,15 @@ public class FYFortunaPassClaimedRewards {
|
||||
public List<string> RewardsIDs { get; set; }
|
||||
};
|
||||
|
||||
// Récompense d'un palier de la passe (catalogue optionnel TitleData "FortunaPass2_Rewards").
|
||||
// itemId "SoftCurrency"/"Aurum"/"InsuranceCurrency" = monnaie, sinon item d'inventaire.
|
||||
public class FortunaPassRewardDef {
|
||||
[JsonPropertyName("itemId")]
|
||||
public string ItemId { get; set; }
|
||||
[JsonPropertyName("amount")]
|
||||
public int Amount { get; set; }
|
||||
}
|
||||
|
||||
public class RequestClaimFortunaPassRewardsRequest
|
||||
{
|
||||
[JsonPropertyName("rewardsIds")]
|
||||
@@ -34,11 +44,15 @@ public class RequestClaimFortunaPassRewardsFunction : ICloudScriptFunction<Reque
|
||||
{
|
||||
private readonly IHttpContextAccessor _httpContextAccessor;
|
||||
private readonly UserDataService _userDataService;
|
||||
private readonly TitleDataService _titleDataService;
|
||||
private readonly ILogger<RequestClaimFortunaPassRewardsFunction> _logger;
|
||||
|
||||
public RequestClaimFortunaPassRewardsFunction(IHttpContextAccessor httpContextAccessor, UserDataService userDataService)
|
||||
public RequestClaimFortunaPassRewardsFunction(IHttpContextAccessor httpContextAccessor, UserDataService userDataService, TitleDataService titleDataService, ILogger<RequestClaimFortunaPassRewardsFunction> logger)
|
||||
{
|
||||
_httpContextAccessor = httpContextAccessor;
|
||||
_userDataService = userDataService;
|
||||
_titleDataService = titleDataService;
|
||||
_logger = logger;
|
||||
}
|
||||
|
||||
public async Task<RequestClaimFortunaPassRewardsResponse> ExecuteAsync(RequestClaimFortunaPassRewardsRequest request)
|
||||
@@ -49,28 +63,103 @@ public class RequestClaimFortunaPassRewardsFunction : ICloudScriptFunction<Reque
|
||||
throw new CloudScriptException("CloudScript was not called within a http request");
|
||||
}
|
||||
var userId = context.User.FindAuthUserId();
|
||||
var userData = await _userDataService.FindAsync(userId, userId, new List<string>{"FortunaPass2_ClaimedRewards"});
|
||||
var claimedRewards = JsonSerializer.Deserialize<FYFortunaPassClaimedRewards>(userData["FortunaPass2_ClaimedRewards"].Value);
|
||||
foreach (var rewardId in request.RewardsIDs) {
|
||||
claimedRewards.RewardsIDs.Add(rewardId);
|
||||
|
||||
// Clé de la saison courante (déterminée par la config de build) — évite d'écraser
|
||||
// la progression de l'autre saison (l'ancien code écrasait S2 ET S3).
|
||||
#if SEASON_3_RELEASE || SEASON_3_DEBUG
|
||||
const string claimedKey = "FortunaPass3_ClaimedRewards";
|
||||
const string rewardsCatalogKey = "FortunaPass3_Rewards";
|
||||
#else
|
||||
const string claimedKey = "FortunaPass2_ClaimedRewards";
|
||||
const string rewardsCatalogKey = "FortunaPass2_Rewards";
|
||||
#endif
|
||||
|
||||
var userData = await _userDataService.FindAsync(userId, userId, new List<string>{ claimedKey, "Inventory", "Balance" });
|
||||
var claimedRewards = JsonSerializer.Deserialize<FYFortunaPassClaimedRewards>(userData[claimedKey].Value)
|
||||
?? new FYFortunaPassClaimedRewards { RewardsIDs = new List<string>() };
|
||||
claimedRewards.RewardsIDs ??= new List<string>();
|
||||
|
||||
// Catalogue des récompenses (optionnel) : rewardId -> {itemId, amount}.
|
||||
Dictionary<string, FortunaPassRewardDef> catalog = null;
|
||||
try
|
||||
{
|
||||
var td = _titleDataService.Find(new List<string> { rewardsCatalogKey });
|
||||
if (td.TryGetValue(rewardsCatalogKey, out var raw) && !string.IsNullOrWhiteSpace(raw))
|
||||
catalog = JsonSerializer.Deserialize<Dictionary<string, FortunaPassRewardDef>>(raw);
|
||||
}
|
||||
catch { /* pas de catalogue → on enregistre seulement la réclamation */ }
|
||||
|
||||
var inventory = JsonSerializer.Deserialize<List<FYCustomItemInfo>>(userData["Inventory"].Value) ?? new List<FYCustomItemInfo>();
|
||||
var balance = JsonSerializer.Deserialize<PlayerBalance>(userData["Balance"].Value);
|
||||
var grantedItems = new List<FYCustomItemInfo>();
|
||||
var changedCurrencies = new List<FYCurrencyItem>();
|
||||
|
||||
foreach (var rewardId in request.RewardsIDs)
|
||||
{
|
||||
// Ne pas re-créditer un palier déjà réclamé.
|
||||
if (claimedRewards.RewardsIDs.Contains(rewardId)) continue;
|
||||
|
||||
if (catalog == null || !catalog.TryGetValue(rewardId, out var def) || def == null)
|
||||
{
|
||||
// Le catalogue des paliers est défini côté client (DataTable). On journalise
|
||||
// les IDs inconnus pour pouvoir construire un vrai catalogue FortunaPass{2,3}_Rewards
|
||||
// qui matche. IMPORTANT : ne PAS marquer le palier comme réclamé si on ne peut rien
|
||||
// accorder — sinon il serait brûlé définitivement et inclaimable une fois le
|
||||
// catalogue ajouté.
|
||||
_logger.LogInformation("FortunaPass claim: aucun catalogue pour le reward '{RewardId}' (catalogue {State}) — non accordé", rewardId, catalog == null ? "absent" : "présent");
|
||||
continue;
|
||||
}
|
||||
|
||||
var output = JsonSerializer.Serialize(claimedRewards);
|
||||
await _userDataService.UpdateAsync(
|
||||
userId, userId,
|
||||
new Dictionary<string, string>{
|
||||
["FortunaPass2_ClaimedRewards"] = output,
|
||||
["FortunaPass3_ClaimedRewards"] = output, // TODO: Separate logic for S2 and S3
|
||||
claimedRewards.RewardsIDs.Add(rewardId);
|
||||
_logger.LogInformation("FortunaPass claim: octroi reward '{RewardId}' -> {ItemId} x{Amount}", rewardId, def.ItemId, def.Amount);
|
||||
|
||||
switch (def.ItemId)
|
||||
{
|
||||
case "SoftCurrency":
|
||||
balance.SoftCurrency += def.Amount;
|
||||
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "SoftCurrency", Amount = balance.SoftCurrency });
|
||||
break;
|
||||
case "Aurum":
|
||||
balance.HardCurrency += def.Amount;
|
||||
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "Aurum", Amount = balance.HardCurrency });
|
||||
break;
|
||||
case "InsuranceCurrency":
|
||||
balance.InsuranceCurrency += def.Amount;
|
||||
changedCurrencies.Add(new FYCurrencyItem { CurrencyName = "InsuranceCurrency", Amount = balance.InsuranceCurrency });
|
||||
break;
|
||||
default:
|
||||
var item = new FYCustomItemInfo {
|
||||
ItemId = Guid.NewGuid().ToString(),
|
||||
Amount = def.Amount <= 0 ? 1 : def.Amount,
|
||||
BaseItemId = def.ItemId,
|
||||
Durability = 0,
|
||||
Insurance = "",
|
||||
InsuranceOwnerPlayfabId = "",
|
||||
ModData = new FYModItems { M = [] },
|
||||
Origin = new FYItemOriginBackend { G = "", P = "", T = "" },
|
||||
InsuredAttachmentId = "",
|
||||
PrimaryVanityId = 0,
|
||||
SecondaryVanityId = 0,
|
||||
RolledPerks = [],
|
||||
};
|
||||
inventory.Add(item);
|
||||
grantedItems.Add(item);
|
||||
break;
|
||||
}
|
||||
);
|
||||
}
|
||||
|
||||
var changes = new Dictionary<string, string> { [claimedKey] = JsonSerializer.Serialize(claimedRewards) };
|
||||
if (grantedItems.Count > 0) changes["Inventory"] = JsonSerializer.Serialize(inventory);
|
||||
if (changedCurrencies.Count > 0) changes["Balance"] = JsonSerializer.Serialize(balance);
|
||||
await _userDataService.UpdateAsync(userId, userId, changes);
|
||||
|
||||
return new RequestClaimFortunaPassRewardsResponse
|
||||
{
|
||||
UserId = userId,
|
||||
ErrorType = 3, // EYFortunaPassToastReponseType::Ok
|
||||
Error = "",
|
||||
GrantedItems = [],
|
||||
ChangedCurrencies = [],
|
||||
GrantedItems = grantedItems.ToArray(),
|
||||
ChangedCurrencies = changedCurrencies.ToArray(),
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
+25
-22
@@ -1,5 +1,7 @@
|
||||
using Prospect.Server.Api.Services.Auth.Extensions;
|
||||
using System.Text.Json;
|
||||
using Prospect.Server.Api.Services.Auth.Extensions;
|
||||
using Prospect.Server.Api.Services.CloudScript.Models;
|
||||
using Prospect.Server.Api.Services.UserData;
|
||||
|
||||
namespace Prospect.Server.Api.Services.CloudScript.Functions;
|
||||
|
||||
@@ -7,42 +9,43 @@ namespace Prospect.Server.Api.Services.CloudScript.Functions;
|
||||
public class RequestFactionProgression : ICloudScriptFunction<FYQueryFactionProgressionRequest, object?>
|
||||
{
|
||||
private readonly IHttpContextAccessor _httpContextAccessor;
|
||||
private readonly UserDataService _userDataService;
|
||||
|
||||
public RequestFactionProgression(IHttpContextAccessor httpContextAccessor)
|
||||
public RequestFactionProgression(IHttpContextAccessor httpContextAccessor, UserDataService userDataService)
|
||||
{
|
||||
_httpContextAccessor = httpContextAccessor;
|
||||
_userDataService = userDataService;
|
||||
}
|
||||
|
||||
public Task<object?> ExecuteAsync(FYQueryFactionProgressionRequest request)
|
||||
public async Task<object?> ExecuteAsync(FYQueryFactionProgressionRequest request)
|
||||
{
|
||||
var context = _httpContextAccessor.HttpContext;
|
||||
if (context == null)
|
||||
{
|
||||
return Task.FromResult<object?>(null);
|
||||
return null;
|
||||
}
|
||||
var userId = context.User.FindAuthUserId();
|
||||
|
||||
return Task.FromResult<object?>(new
|
||||
var userData = await _userDataService.FindAsync(
|
||||
userId, userId,
|
||||
new List<string> { "FactionProgressionICA", "FactionProgressionKorolev", "FactionProgressionOsiris" }
|
||||
);
|
||||
|
||||
int Progression(string faction) =>
|
||||
userData.TryGetValue("FactionProgression" + faction, out var v) && v.Value != null
|
||||
? JsonSerializer.Deserialize<int>(v.Value)
|
||||
: 0;
|
||||
|
||||
return new
|
||||
{
|
||||
factions = new[]
|
||||
{
|
||||
new
|
||||
{
|
||||
factionId = "ICA",
|
||||
currentProgression = 0
|
||||
new { factionId = "ICA", currentProgression = Progression("ICA") },
|
||||
new { factionId = "Korolev", currentProgression = Progression("Korolev") },
|
||||
new { factionId = "Osiris", currentProgression = Progression("Osiris") },
|
||||
},
|
||||
new
|
||||
{
|
||||
factionId = "Korolev",
|
||||
currentProgression = 0
|
||||
},
|
||||
new
|
||||
{
|
||||
factionId = "Osiris",
|
||||
currentProgression = 0
|
||||
},
|
||||
},
|
||||
userId = context.User.FindAuthUserId(),
|
||||
userId,
|
||||
error = ""
|
||||
});
|
||||
};
|
||||
}
|
||||
}
|
||||
@@ -1,100 +1,119 @@
|
||||
using Prospect.Server.Api.Services.Auth.Extensions;
|
||||
using System.Text.Json;
|
||||
using Prospect.Server.Api.Models.Data;
|
||||
using Prospect.Server.Api.Services.Auth.Extensions;
|
||||
using Prospect.Server.Api.Services.CloudScript.Models;
|
||||
using Prospect.Server.Api.Services.CloudScript.Models.Data;
|
||||
using Prospect.Server.Api.Services.UserData;
|
||||
|
||||
namespace Prospect.Server.Api.Services.CloudScript.Functions;
|
||||
|
||||
[CloudScriptFunction("RequestPlayerContracts")]
|
||||
public class RequestPlayerContracts : ICloudScriptFunction<FYGetPlayerContractsRequest, FYGetPlayerContractsResult>
|
||||
{
|
||||
private readonly IHttpContextAccessor _httpContextAccessor;
|
||||
// Board slots are ordered Easy / Medium / Hard (same convention as ClaimActiveContract).
|
||||
private static readonly string[] Difficulties = ["Easy", "Medium", "Hard"];
|
||||
private const int RefreshHours = 12;
|
||||
|
||||
public RequestPlayerContracts(IHttpContextAccessor httpContextAccessor)
|
||||
private readonly IHttpContextAccessor _httpContextAccessor;
|
||||
private readonly UserDataService _userDataService;
|
||||
private readonly TitleDataService _titleDataService;
|
||||
private readonly Random _rnd = new();
|
||||
|
||||
public RequestPlayerContracts(IHttpContextAccessor httpContextAccessor, UserDataService userDataService, TitleDataService titleDataService)
|
||||
{
|
||||
_httpContextAccessor = httpContextAccessor;
|
||||
_userDataService = userDataService;
|
||||
_titleDataService = titleDataService;
|
||||
}
|
||||
|
||||
public Task<FYGetPlayerContractsResult> ExecuteAsync(FYGetPlayerContractsRequest request)
|
||||
public async Task<FYGetPlayerContractsResult> ExecuteAsync(FYGetPlayerContractsRequest request)
|
||||
{
|
||||
var context = _httpContextAccessor.HttpContext;
|
||||
if (context == null)
|
||||
{
|
||||
throw new CloudScriptException("CloudScript was not called within a http request");
|
||||
}
|
||||
var userId = context.User.FindAuthUserId();
|
||||
|
||||
return Task.FromResult(new FYGetPlayerContractsResult
|
||||
var userData = await _userDataService.FindAsync(
|
||||
userId, userId,
|
||||
new List<string>
|
||||
{
|
||||
UserId = context.User.FindAuthUserId(),
|
||||
"ContractsActive", "JobBoardsData",
|
||||
"FactionProgressionKorolev", "FactionProgressionICA", "FactionProgressionOsiris",
|
||||
}
|
||||
);
|
||||
|
||||
var contractsActive = JsonSerializer.Deserialize<FYGetActiveContractsResult>(userData["ContractsActive"].Value)!;
|
||||
var jobBoardsData = JsonSerializer.Deserialize<JobBoardsData>(userData["JobBoardsData"].Value)!;
|
||||
|
||||
var titleData = _titleDataService.Find(new List<string> { "Contracts", "Jobs", "LevelData" });
|
||||
var contracts = JsonSerializer.Deserialize<Dictionary<string, TitleDataContractInfo>>(titleData["Contracts"])!;
|
||||
var jobs = JsonSerializer.Deserialize<Dictionary<string, Dictionary<string, string[]>>>(titleData["Jobs"])!;
|
||||
var levelsData = JsonSerializer.Deserialize<Dictionary<string, int[]>>(titleData["LevelData"])!;
|
||||
|
||||
var now = (int)DateTimeOffset.UtcNow.ToUnixTimeSeconds();
|
||||
var lastRefresh = jobBoardsData.LastBoardRefreshTimeUtc?.Seconds ?? 0;
|
||||
|
||||
// Initial fill only: populate boards that were seeded empty / never refreshed.
|
||||
// The periodic rotation is owned by RequestActiveObjectivesAndBoardsData, so we
|
||||
// don't refresh on a timer here to avoid two competing refresh policies.
|
||||
var boardsEmpty = jobBoardsData.Boards == null
|
||||
|| jobBoardsData.Boards.Any(b => b.Contracts == null
|
||||
|| b.Contracts.Any(c => string.IsNullOrEmpty(c.ContractId)));
|
||||
|
||||
if (jobBoardsData.Boards != null && (lastRefresh == 0 || boardsEmpty))
|
||||
{
|
||||
foreach (var board in jobBoardsData.Boards)
|
||||
{
|
||||
if (board.Contracts == null || !jobs.TryGetValue(board.FactionId, out var factionJobs))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
var factionKey = "FactionProgression" + board.FactionId;
|
||||
var factionProgression = userData.TryGetValue(factionKey, out var fp)
|
||||
? JsonSerializer.Deserialize<int>(fp.Value)
|
||||
: 0;
|
||||
|
||||
var level = levelsData.TryGetValue(board.FactionId, out var levels)
|
||||
? levels.Length - Array.FindIndex(levels, xp => factionProgression >= xp)
|
||||
: 0;
|
||||
|
||||
for (var idx = 0; idx < board.Contracts.Count && idx < Difficulties.Length; idx++)
|
||||
{
|
||||
if (!factionJobs.TryGetValue(Difficulties[idx], out var difficultyJobs))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
var available = Array.FindAll(difficultyJobs,
|
||||
jobId => contracts.TryGetValue(jobId, out var c) && level >= c.UnlockData.Level);
|
||||
if (available.Length > 0)
|
||||
{
|
||||
board.Contracts[idx].ContractId = available[_rnd.Next(available.Length)];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
jobBoardsData.LastBoardRefreshTimeUtc = new FYTimestamp { Seconds = now };
|
||||
|
||||
await _userDataService.UpdateAsync(
|
||||
userId, userId,
|
||||
new Dictionary<string, string> { ["JobBoardsData"] = JsonSerializer.Serialize(jobBoardsData) }
|
||||
);
|
||||
}
|
||||
|
||||
return new FYGetPlayerContractsResult
|
||||
{
|
||||
UserId = userId,
|
||||
Error = null,
|
||||
ActiveContracts = new List<FYActiveContractPlayerData>(),
|
||||
ActiveContracts = contractsActive.Contracts,
|
||||
FactionsContracts = new FYFactionsContractsData
|
||||
{
|
||||
Boards = new List<FYFactionContractsData>
|
||||
{
|
||||
new FYFactionContractsData
|
||||
{
|
||||
FactionId = "ICA",
|
||||
Contracts = new List<FYFactionContractData>
|
||||
{
|
||||
new FYFactionContractData
|
||||
{
|
||||
ContractId = "NEW-Easy-ICA-Gather-1",
|
||||
Boards = jobBoardsData.Boards,
|
||||
LastBoardRefreshTimeUtc = jobBoardsData.LastBoardRefreshTimeUtc ?? new FYTimestamp { Seconds = now },
|
||||
},
|
||||
new FYFactionContractData
|
||||
{
|
||||
ContractId = "NEW-Medium-ICA-Uplink-1",
|
||||
},
|
||||
new FYFactionContractData
|
||||
{
|
||||
ContractId = "NEW-Hard-ICA-Uplink-1",
|
||||
}
|
||||
}
|
||||
},
|
||||
new FYFactionContractsData
|
||||
{
|
||||
FactionId = "Korolev",
|
||||
Contracts = new List<FYFactionContractData>
|
||||
{
|
||||
new FYFactionContractData
|
||||
{
|
||||
ContractId = "NEW-Easy-KOR-Mine-4",
|
||||
},
|
||||
new FYFactionContractData
|
||||
{
|
||||
ContractId = "NEW-Medium-KOR-Mine-1",
|
||||
},
|
||||
new FYFactionContractData
|
||||
{
|
||||
ContractId = "NEW-Hard-KOR-PvP-6",
|
||||
}
|
||||
}
|
||||
},
|
||||
new FYFactionContractsData
|
||||
{
|
||||
FactionId = "Osiris",
|
||||
Contracts = new List<FYFactionContractData>
|
||||
{
|
||||
new FYFactionContractData
|
||||
{
|
||||
ContractId = "NEW-Easy-Osiris-Brightcaps-1",
|
||||
},
|
||||
new FYFactionContractData
|
||||
{
|
||||
ContractId = "NEW-Medium-Osiris-Gather-1",
|
||||
},
|
||||
new FYFactionContractData
|
||||
{
|
||||
ContractId = "NEW-Hard-Osiris-Gather-7",
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
LastBoardRefreshTimeUtc = new FYTimestamp
|
||||
{
|
||||
Seconds = (int)DateTimeOffset.UtcNow.ToUnixTimeSeconds()
|
||||
}
|
||||
},
|
||||
RefreshHours24UtcFromBackend = 12
|
||||
});
|
||||
RefreshHours24UtcFromBackend = RefreshHours,
|
||||
};
|
||||
}
|
||||
}
|
||||
@@ -35,6 +35,11 @@ public class RequestStoreRotationDataFunction : ICloudScriptFunction<RequestStor
|
||||
_httpContextAccessor = httpContextAccessor;
|
||||
}
|
||||
|
||||
// Nombre de variantes de rotation (les storeId "DailyShop_N" / "WeeklyShop_N"
|
||||
// permettent au client de distinguer chaque rotation et de rafraîchir son cache).
|
||||
private const int DailyVariants = 8;
|
||||
private const int WeeklyVariants = 4;
|
||||
|
||||
public async Task<RequestStoreRotationDataResponse> ExecuteAsync(RequestStoreRotationDataRequest request)
|
||||
{
|
||||
var context = _httpContextAccessor.HttpContext;
|
||||
@@ -43,18 +48,33 @@ public class RequestStoreRotationDataFunction : ICloudScriptFunction<RequestStor
|
||||
throw new CloudScriptException("CloudScript was not called within a http request");
|
||||
}
|
||||
|
||||
// TODO: Get and save store rotation data
|
||||
var now = DateTime.UtcNow;
|
||||
|
||||
// Rotation quotidienne : expire au prochain minuit UTC ; l'index de rotation
|
||||
// est le nombre de jours écoulés depuis l'epoch (déterministe, stable).
|
||||
var todayUtc = now.Date;
|
||||
var dailyExpiration = todayUtc.AddDays(1);
|
||||
var dayIndex = (int)(todayUtc - DateTime.UnixEpoch.Date).TotalDays;
|
||||
var dailyStoreId = $"DailyShop_{dayIndex % DailyVariants}";
|
||||
|
||||
// Rotation hebdomadaire : expire au prochain lundi 00:00 UTC.
|
||||
// DayOfWeek : dimanche=0 ; on ramène lundi=0.
|
||||
var daysSinceMonday = ((int)todayUtc.DayOfWeek + 6) % 7;
|
||||
var weekStart = todayUtc.AddDays(-daysSinceMonday);
|
||||
var weeklyExpiration = weekStart.AddDays(7);
|
||||
var weekIndex = (int)Math.Floor((weekStart - DateTime.UnixEpoch.Date).TotalDays / 7);
|
||||
var weeklyStoreId = $"WeeklyShop_{weekIndex % WeeklyVariants}";
|
||||
|
||||
return new RequestStoreRotationDataResponse
|
||||
{
|
||||
Error = "",
|
||||
DailyStoreData = new StoreRotationData {
|
||||
StoreID = "DailyShop",
|
||||
ExpirationData = DateTime.UtcNow.AddDays(1)
|
||||
StoreID = dailyStoreId,
|
||||
ExpirationData = dailyExpiration
|
||||
},
|
||||
WeeklyStoreData = new StoreRotationData {
|
||||
StoreID = "WeeklyShop",
|
||||
ExpirationData = DateTime.UtcNow.AddDays(1)
|
||||
StoreID = weeklyStoreId,
|
||||
ExpirationData = weeklyExpiration
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
@@ -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 { });
|
||||
}
|
||||
}
|
||||
|
||||
+10
-2
@@ -54,7 +54,7 @@ public class StartTechTreeNodeUpgradeClient : ICloudScriptFunction<FYStartTechTr
|
||||
|
||||
var userData = await _userDataService.FindAsync(
|
||||
userId, userId,
|
||||
new List<string>{"TechTreeNodeData", "Balance", "Inventory"}
|
||||
new List<string>{"TechTreeNodeData", "Balance", "Inventory", "PlayerQuartersLevel"}
|
||||
);
|
||||
|
||||
var userTechTree = JsonSerializer.Deserialize<UserTechTreeNodeData>(userData["TechTreeNodeData"].Value);
|
||||
@@ -79,7 +79,15 @@ public class StartTechTreeNodeUpgradeClient : ICloudScriptFunction<FYStartTechTr
|
||||
var techTreeNodeData = techTreeNodes[request.NodeID];
|
||||
var nextTreeNodeLevel = techTreeNodeData.PerkLevels[currentLevel]; // Tech tree node levels start from 0
|
||||
|
||||
// TODO: Dependency check
|
||||
// Dependency check: the player's quarters must be high enough to unlock this node.
|
||||
var playerQuarters = JsonSerializer.Deserialize<FYPlayerQuarterStatus>(userData["PlayerQuartersLevel"].Value);
|
||||
if (playerQuarters != null && playerQuarters.Level < techTreeNodeData.PlayerQuarterLevelRequired) {
|
||||
return new FYStartTechTreeNodeUpgradeClientResult
|
||||
{
|
||||
UserID = userId,
|
||||
Error = $"Requires player quarters level {techTreeNodeData.PlayerQuarterLevelRequired}",
|
||||
};
|
||||
}
|
||||
|
||||
// Validate price
|
||||
// TODO: Refactor
|
||||
|
||||
@@ -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));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -43,9 +43,9 @@ public class UpdateRetentionBonus : ICloudScriptFunction<FYRetentionBonusRequest
|
||||
};
|
||||
}
|
||||
|
||||
var currentMidnight = (int)new DateTimeOffset(DateTime.UtcNow.Date, TimeSpan.Zero).ToUnixTimeSeconds();
|
||||
var nextClaimTime = retentionBonus.LastClaimTime.Seconds + 60 * 60 * 24;
|
||||
if (currentMidnight < nextClaimTime) {
|
||||
var now = (int)DateTimeOffset.UtcNow.ToUnixTimeSeconds();
|
||||
var nextClaimTime = retentionBonus.LastClaimTime.Seconds + 60 * 60 * 24 * 2;
|
||||
if (now < nextClaimTime) {
|
||||
return new FYRetentionBonusResult
|
||||
{
|
||||
UserId = userId,
|
||||
@@ -58,7 +58,7 @@ public class UpdateRetentionBonus : ICloudScriptFunction<FYRetentionBonusRequest
|
||||
var bonusData = JsonSerializer.Deserialize<Dictionary<string, TitleDataRetentionBonusInfo>>(titleData["RetentionBonusData"]);
|
||||
|
||||
retentionBonus.DaysClaimed++;
|
||||
retentionBonus.LastClaimTime.Seconds = currentMidnight;
|
||||
retentionBonus.LastClaimTime.Seconds = now;
|
||||
retentionBonus.ClaimedAll = retentionBonus.DaysClaimed >= 14;
|
||||
|
||||
// TODO: Currently only CB2 bonuses are considered
|
||||
|
||||
@@ -1,6 +1,4 @@
|
||||
using System.Text.Json.Serialization;
|
||||
using Microsoft.Extensions.Options;
|
||||
using Prospect.Server.Api.Config;
|
||||
using Prospect.Server.Api.Services.CloudScript.Models;
|
||||
|
||||
namespace Prospect.Server.Api.Services.CloudScript.Functions;
|
||||
@@ -29,13 +27,6 @@ public class FYVivoxJoinTokenRequest
|
||||
[CloudScriptFunction("VivoxJoin")]
|
||||
public class VivoxJoin : ICloudScriptFunction<FYVivoxJoinTokenRequest, object>
|
||||
{
|
||||
private readonly VivoxConfig _settings;
|
||||
|
||||
public VivoxJoin(IOptions<VivoxConfig> settings)
|
||||
{
|
||||
_settings = settings.Value;
|
||||
}
|
||||
|
||||
private int ReturnChannelType(string type) {
|
||||
switch (type) {
|
||||
case "GLOBAL": return 2;
|
||||
@@ -50,7 +41,8 @@ public class VivoxJoin : ICloudScriptFunction<FYVivoxJoinTokenRequest, object>
|
||||
public async Task<object> ExecuteAsync(FYVivoxJoinTokenRequest request)
|
||||
{
|
||||
var exp = (int)DateTimeOffset.UtcNow.AddDays(1).ToUnixTimeSeconds();
|
||||
var token = TokenGenerator.vxGenerateToken(_settings.Key, _settings.Issuer, exp, "join", request.Username, request.Channel);
|
||||
// TODO: Replace with app configuration
|
||||
var token = TokenGenerator.vxGenerateToken("key", "issuer", exp, "join", request.Username, request.Channel);
|
||||
|
||||
return new FYVivoxJoinData
|
||||
{
|
||||
|
||||
@@ -1,6 +1,4 @@
|
||||
using Microsoft.Extensions.Options;
|
||||
using Prospect.Server.Api.Config;
|
||||
using Prospect.Server.Api.Services.CloudScript.Models;
|
||||
using Prospect.Server.Api.Services.CloudScript.Models;
|
||||
using System.Security.Cryptography;
|
||||
using System.Text.Json;
|
||||
|
||||
@@ -86,18 +84,12 @@ public class TokenGenerator
|
||||
[CloudScriptFunction("VivoxLogin")]
|
||||
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)
|
||||
{
|
||||
var channel = $"sip:confctl-g-{_settings.Issuer}.testchannel@mtu1xp.vivox.com"; // e - echo channel, g - global, p - positional
|
||||
// TODO: Replace with app configuration
|
||||
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 token = TokenGenerator.vxGenerateToken(_settings.Key, _settings.Issuer, exp, "login", request.Username, channel);
|
||||
var token = TokenGenerator.vxGenerateToken("key", "issuer", exp, "login", request.Username, channel);
|
||||
|
||||
return new FYVivoxJoinData
|
||||
{
|
||||
|
||||
@@ -1,26 +1,18 @@
|
||||
using Microsoft.Extensions.Options;
|
||||
using Prospect.Server.Api.Config;
|
||||
using Prospect.Server.Api.Services.CloudScript.Models;
|
||||
using Prospect.Server.Api.Services.CloudScript.Models;
|
||||
|
||||
namespace Prospect.Server.Api.Services.CloudScript.Functions;
|
||||
|
||||
[CloudScriptFunction("VivoxSettings")]
|
||||
public class VivoxSettings : ICloudScriptFunction<FYEmptyRequest, FYVivoxSettingsData>
|
||||
{
|
||||
private readonly VivoxConfig _settings;
|
||||
|
||||
public VivoxSettings(IOptions<VivoxConfig> settings)
|
||||
{
|
||||
_settings = settings.Value;
|
||||
}
|
||||
|
||||
public Task<FYVivoxSettingsData> ExecuteAsync(FYEmptyRequest request)
|
||||
{
|
||||
return Task.FromResult(new FYVivoxSettingsData
|
||||
{
|
||||
VivoxDomain = _settings.Domain,
|
||||
VivoxIssuer = _settings.Issuer,
|
||||
VivoxServer = _settings.Server
|
||||
// TODO: Replace with app configuration
|
||||
// VivoxDomain = "",
|
||||
// VivoxIssuer = "",
|
||||
// VivoxServer = ""
|
||||
});
|
||||
}
|
||||
}
|
||||
+10
-3
@@ -1,7 +1,14 @@
|
||||
namespace Prospect.Server.Api.Services.CloudScript.Models.Data;
|
||||
using System.Text.Json.Serialization;
|
||||
|
||||
namespace Prospect.Server.Api.Services.CloudScript.Models.Data;
|
||||
|
||||
// Envoyé par le client au déploiement (dans FYEnterMatchAzureFunction) : quels items
|
||||
// de l'inventaire assurer, avec quelle police (voir TitleData "InventoryInsurance").
|
||||
public class FYPurchaseInventoryInsuranceRequest
|
||||
{
|
||||
// m_insuranceId
|
||||
// m_itemIds
|
||||
[JsonPropertyName("insuranceId")]
|
||||
public string InsuranceId { get; set; }
|
||||
|
||||
[JsonPropertyName("itemIds")]
|
||||
public List<string> ItemIds { get; set; }
|
||||
}
|
||||
@@ -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
@@ -25,8 +25,6 @@ public class Startup
|
||||
services.Configure<AuthTokenSettings>(Configuration.GetSection(nameof(AuthTokenSettings)));
|
||||
services.Configure<DatabaseSettings>(Configuration.GetSection(nameof(DatabaseSettings)));
|
||||
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<UserDataService>();
|
||||
@@ -37,6 +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>();
|
||||
|
||||
|
||||
@@ -8,27 +8,11 @@
|
||||
},
|
||||
"PlayFabSettings": {
|
||||
"PublisherId": "850902E5B40508ED",
|
||||
"TitleId": "2EA46"
|
||||
},
|
||||
"SignalRSettings": {
|
||||
"TitleId": "2EA46",
|
||||
"SignalRURL": "https://127.0.0.1:8443/signalr/?hub=pubsub",
|
||||
"SignalRAccessToken": "TEST"
|
||||
},
|
||||
"VivoxConfig": {
|
||||
"Key": "",
|
||||
"Issuer": "",
|
||||
"Domain": "",
|
||||
"Server": ""
|
||||
},
|
||||
"Kestrel": {
|
||||
"Endpoints": {
|
||||
"Https": {
|
||||
"Url": "https://127.0.0.1:8443"
|
||||
},
|
||||
"Http": {
|
||||
"Url": "http://127.0.0.1:8000"
|
||||
}
|
||||
},
|
||||
"Certificates": {
|
||||
"Default": {
|
||||
"Path": ".\\certificate.pfx"
|
||||
|
||||
@@ -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