16 Commits
Author SHA1 Message Date
neckfire 042f806697 Merge pull request 'docs: rewrite main README (dev + CI + client switch tool)' (#13) from preprod into main
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2026-07-15 11:54:39 +00:00
neckfire a4c8cf5955 Merge pull request 'admin: fix empty tables (DT engine ordering)' (#12) from preprod into main
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2026-07-15 09:52:00 +00:00
neckfire d1f3fd1125 Merge pull request 'admin: interactive tables (sort/filter/search/paging)' (#11) from preprod into main
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2026-07-15 09:31:21 +00:00
neckfire b05782d4e9 Merge pull request 'Admin: noms lisibles + catalogue (gameref)' (#10) from preprod into main
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2026-07-15 09:19:14 +00:00
neckfire d7c89327a7 Merge pull request 'Steam persona display names + admin backfill' (#9) from preprod into main
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2026-07-15 08:25:53 +00:00
neckfire 03048b793d Merge pull request 'Back-office admin /admin (LAN-only)' (#8) from preprod into main
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2026-07-15 07:56:34 +00:00
neckfire 1d9cf795dd Merge pull request 'Audit léger: stats carrière, présence amis, AddGenericId' (#7) from preprod into main
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2026-07-15 07:02:46 +00:00
neckfire 7dbab1aab8 Merge pull request 'Audit fixes: Fortuna pass level, rename persist, loadout & craft-timer' (#6) from preprod into main
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2026-07-15 00:57:11 +00:00
neckfire 078d2f80be Merge pull request 'Fix critique: achats bloqués (sentinelle ContractLockPurchase None)' (#5) from preprod into main
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2026-07-15 00:15:14 +00:00
neckfire c986a98471 Merge pull request 'Promotion: fix sauvegarde des missions en zone (raid client-hosted)' (#4) from preprod into main
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2026-07-14 23:58:55 +00:00
neckfire 57a45d91df Merge pull request 'Social prod : liste d amis + fix ping 500' (#3) from preprod into main
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2026-07-14 13:29:45 +00:00
neckfire c6b2330e1d docs: pointer vers la release pour LoaderPack + cert
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2026-07-14 13:09:57 +00:00
neckfire 9737316dbc docs: ajoute la commande download_depot + astuce disque
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2026-07-14 13:07:35 +00:00
neckfireandClaude Opus 4.8 a4e006f84f docs: guide d installation client pour les amis (serveur prive)
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Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 12:33:37 +00:00
neckfire 3cdf8bc7e2 Merge pull request 'Boutiques : GetStoreItems (vendeurs + Aurum) + fix vanities possédées' (#2) from preprod into main
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2026-07-14 12:07:18 +00:00
neckfire 67f3095896 Merge pull request 'Promotion preprod → prod : contrats/kills, factions, tech-tree, assurance payout, Fortuna Pass' (#1) from preprod into main
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2026-07-14 10:33:31 +00:00
3 changed files with 15 additions and 74 deletions
@@ -9,14 +9,6 @@ public class RequestLoggerMiddleware
private readonly ILogger<RequestLoggerMiddleware> _logger;
private readonly RequestDelegate _next;
// Keywords used to surface social/squad/invite traffic while reverse-engineering the
// squad-invite flow (see SQUAD-EMULATION.md). Matched against the path AND the body
// (the CloudScript function name lives in the body of /Client/ExecuteFunction).
private static readonly string[] SocialKeywords =
{
"group", "party", "lobby", "squad", "invite", "friend", "social", "matchmak",
};
public RequestLoggerMiddleware(ILogger<RequestLoggerMiddleware> logger, RequestDelegate next)
{
_logger = logger;
@@ -40,27 +32,6 @@ public class RequestLoggerMiddleware
}
await _next(context);
// ── Capture pass (squad-invite RE, see SQUAD-EMULATION.md) ──────────────
// Runs AFTER the pipeline so we know whether the request was actually routed.
if (context.Request.Method == "POST")
{
var path = context.Request.Path.Value ?? "";
var haystack = (path + " " + body).ToLowerInvariant();
// Any POST that fell through to a 404 = an endpoint the emulator does NOT implement
// (e.g. a native PlayFab /Group/CreateGroup or /Lobby/* the client tried to call).
if (context.Response.StatusCode == 404)
{
_logger.LogWarning("[CAPTURE UNROUTED] {Method} {Url} -> 404 | Body {Body}",
context.Request.Method, context.Request.GetDisplayUrl(), body);
}
else if (SocialKeywords.Any(k => haystack.Contains(k)))
{
_logger.LogInformation("[CAPTURE SOCIAL] {Url} ({Status}) | Body {Body}",
context.Request.GetDisplayUrl(), context.Response.StatusCode, body);
}
}
}
private static async Task<string> RequestAsync(HttpRequest request)
@@ -32,8 +32,9 @@ public class GetFriendList : ICloudScriptFunction<FYBaseSocialRequest, object?>
}
var userId = context.User.FindAuthUserId();
// Imported Steam friends (persisted by ClientsideFriendsImport), resolved to players
// that actually exist on this private server.
// 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))
@@ -51,10 +52,8 @@ public class GetFriendList : ICloudScriptFunction<FYBaseSocialRequest, object?>
{
if (player.Id == userId) continue; // never list yourself
var steamId = player.Auth?.FirstOrDefault(a => a.Type == PlayFabUserAuthType.Steam)?.Key ?? "";
var displayName = string.IsNullOrWhiteSpace(player.DisplayName) ? "Prospector" : player.DisplayName;
// 0 = offline, 1 = online, 2 = in match. Online if seen in the last 3 minutes.
// Presence persisted by UpdatePlayerPresenceState: online if seen in the last
// 3 minutes. EYUserState best-effort: 0 = offline, 1 = online, 2 = in match.
var onlineState = 0;
var presenceData = await _userDataService.FindAsync(player.Id, player.Id, new List<string> { "PresenceState" });
if (presenceData.TryGetValue("PresenceState", out var presenceRec) && !string.IsNullOrWhiteSpace(presenceRec.Value))
@@ -70,50 +69,22 @@ public class GetFriendList : ICloudScriptFunction<FYBaseSocialRequest, object?>
catch { /* ignore malformed presence */ }
}
// The exact model the UE client binds is not documented, so expose the identity
// under every plausible field name (camelCase + PlayFab PascalCase) and both a
// flat and nested profile — whichever the client reads, the tile gets populated.
friends.Add(new
{
// identity
friendPlayFabId = player.Id,
FriendPlayFabId = player.Id,
profile = new
{
playerId = player.Id,
PlayerId = player.Id,
playFabId = player.Id,
PlayFabId = player.Id,
// name
displayName,
DisplayName = displayName,
titleDisplayName = displayName,
TitleDisplayName = displayName,
name = displayName,
username = displayName,
Username = displayName,
// steam
steamId,
SteamId = steamId,
steamInfo = new { steamId, SteamId = steamId },
SteamInfo = new { SteamId = steamId, steamId },
// presence
onlineState,
OnlineState = onlineState,
isOnline = onlineState > 0,
inMatch = onlineState == 2,
presence = new { onlineState, state = onlineState },
displayName = player.DisplayName,
avatarUrl = "",
// nested profiles
profile = new { playerId = player.Id, displayName, avatarUrl = "" },
Profile = new { PlayerId = player.Id, DisplayName = displayName, PlayerProfileModel = new { DisplayName = displayName } },
tags = Array.Empty<string>(),
Tags = Array.Empty<string>(),
},
onlineState,
});
}
}
// Return the list under both the camelCase and PlayFab-cased container keys.
var result = new { friends, Friends = friends, count = friends.Count };
_logger.LogInformation("GetFriendList for {User}: {Count} friend(s); payload={Json}", userId, friends.Count, JsonSerializer.Serialize(result));
return result;
// 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 };
}
}
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