Promotion: fix sauvegarde des missions en zone (raid client-hosted) #4

Merged
neckfire merged 12 commits from preprod into main 2026-07-14 23:58:56 +00:00
12 Commits
Author SHA1 Message Date
neckfireandClaude Opus 4.8 dc34233e40 fix(contracts): persist raid-zone objective progress (client-hosted raids)
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Symptom: missions done in raid zones weren't saved -> contracts stuck on
'Objective not met', no claim possible.

Root cause: client-hosted raids have no dedicated game server, so
UpdatePlayerActiveContracts is never called (confirmed: 0 calls in prod logs).
Only Kills and OwnNumOfItem objectives were handled; DeadDrop/VisitArea/
LootContainer had Progress[i]=0 forever -> unclaimable and not shown at station.

Fix: EYContractObjectiveType.IsRaidRuntime() groups the objectives that can only
be observed in a live raid (Kills/DeadDrop/VisitArea/LootContainer). Auto-credit
them on deploy (EnterMatchmakingMatch, persisted) so the station shows them
complete, and accept them in ClaimActiveContract. OwnNumOfItem still validated
against the real stash; FactionLevel/CompletedMission unchanged. Added a
defensive guard against a Progress array shorter than the objective list.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-15 01:54:25 +02:00
neckfireandClaude Opus 4.8 71a2c8a1e9 feat(deploy): optional dedicated-server travel via GAMESERVER_ADDRESS
Build & Deploy / build (push) Successful in 31s
When GAMESERVER_ADDRESS ("host:port") is set, EnterMatchmaking returns
that server (SingleplayerStation=false) and EnterMatchmakingMatch's
deploy signal carries its address, so the client travels to the real
game server instead of the client-hosted station. Unset = unchanged
(normal preprod). Lets a 2nd preprod run the same :preprod image and
differ only by this env var (dedicated-server test bench).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 18:41:20 +02:00
neckfireandClaude Opus 4.8 55a9571958 fix(matchmaking): deploy signal targets only the deploying player
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EnterMatchmakingMatch broadcast OnSquadMatchmakingSuccess to Clients.All,
so one player deploying pulled every connected player into the match.
Map each player to their SignalR connection (GetSignalRConnection tags the
URL with uid; CycleHub records it via a SignalRConnectionRegistry) and
send the deploy signal only to that connection (broadcast fallback if
unmapped). Also enable m_automaticImportPlatformFriends (Steam friends).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 17:56:22 +02:00
neckfireandClaude Opus 4.8 8057fcae47 fix(social): disable friends limit (was capping at 0 friends)
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FeatureToggles had m_isFriendsLimitEnabled=true with no positive limit,
so the client showed 'friend limit reached: 0 friends' and blocked adding
friends / squad invites. Disabled the toggle (squads/social already on).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 17:31:44 +02:00
neckfireandClaude Opus 4.8 c70f674431 docs(tool): document automatic Proton prefix cert import
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Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 16:50:30 +02:00
neckfireandClaude Opus 4.8 61e45351cd feat(tool): import cert into the Proton prefix on Linux
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On Linux the tool now actually trusts the server certificate inside the
game's Proton/Wine prefix (the wine certutil tool is broken under Proton):
it fetches the live cert from the server (backend.txt), builds the wine
serialized cert blob (SHA1 + encoded cert) and writes it to the prefix
Root store via `wine reg import`. Auto-detects the Proton wine and lists
compatdata prefixes (most-recent first) so the non-Steam-shortcut prefix
is picked correctly; the chosen prefix is remembered.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 16:48:49 +02:00
neckfireandClaude Opus 4.8 6d77bb4b82 chore(signalr): log remote IP + resolved URL for diagnostics
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Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 16:24:49 +02:00
neckfireandClaude Opus 4.8 0089833b74 fix(signalr): return LAN SignalR URL to local clients
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GetSignalRConnection now serves the SignalR URL on 192.168.1.136 to
clients whose remote IP is on the LAN, and keeps the public domain for
external clients. The real-time WebSocket (libwebsockets, incl. under
Proton/Wine) couldn't reach the public domain from inside the LAN
(hairpin NAT) — it failed right after the intro as "error code 5".
External friends are unaffected (still get the domain).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 16:18:35 +02:00
neckfireandClaude Opus 4.8 2809033b76 docs(tool): README for ProspectServerSwitcher
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Documents the cross-platform server switcher: backend.txt mechanism,
domain presets, interactive/CLI usage, cert import (Windows / Proton),
launch, settings location and self-contained publish commands.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 16:03:24 +02:00
neckfireandClaude Opus 4.8 2cc90a22e0 feat(tool): use public domains as presets (works LAN + internet)
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Switcher presets now use the public domains (tc.nfteam.ovh:8443 /
rd-tc.nfteam.ovh:8444) so the same target works for everyone; the
unified TLS cert covers both hostnames. LAN users add a hosts entry to
avoid hairpin NAT.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 15:57:51 +02:00
neckfireandClaude Opus 4.8 b04621e2a0 feat(tool): cross-platform server switcher (Prospect.Client.Config)
Build & Deploy / build (push) Successful in 25s
New console utility (net8.0, Linux/Proton + Windows) to point a client at
a server by writing backend.txt — the single value the Prospect agent
reads. Presets for PROD/PREPROD LAN and PROD internet, plus custom URL,
certificate import (native on Windows, guided with Proton-prefix
detection on Linux) and game launch. Interactive menu + scriptable CLI
(--folder/--set). Added to the solution; not built by the server CI.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 15:53:43 +02:00
neckfireandClaude Opus 4.8 0588849e4c feat(squad): in-memory squad/lobby state + wire squad functions
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Adds SquadService (singleton, process-local) tracking squads by the
squadId the client shares across party members, plus a user->squad index
so TryGetCompleteSquadInfo (no squadId in request) can resolve the
caller's squad. Members are lazily registered on any squad call.

- TryGetCompleteSquadInfo: returns the caller's real squad.
- SquadMemberReadyForMatch: joins the squad, records readiness/map,
  returns the squad + whether everyone is ready.
- SquadMemberSelectedMap: records the member's selected map.
- DbUserService.FindByIdAsync: resolve display name for squad members.

Groundwork for the station lobby; assumes the client drives squads via
these calls with a shared squadId (to confirm with a 2-client session).
Real-time SignalR push (unknown event names) deferred; the squad is
carried in responses + TryGetCompleteSquadInfo for now.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 15:34:43 +02:00