Promotion: fix sauvegarde des missions en zone (raid client-hosted) #4
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using System.Diagnostics;
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using System.Security.Cryptography.X509Certificates;
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using System.Text;
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using System.Text.Json;
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namespace Prospect.Client.Config;
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// Cross-platform (Linux/Proton + Windows) helper to point a The Cycle: Frontier client at a
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// server. The Prospect agent reads the target PlayFab URL from `backend.txt` next to the game
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// executable, so switching servers = writing that one file. This tool also imports the server
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// certificate and launches the game (natively on Windows, guided on Linux/Proton).
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internal static class Program
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{
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private const string AppId = "868270";
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// Presets use the public domains so the same target works for everyone (LAN or internet):
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// DNS resolves to the public IP for friends, and the unified TLS cert covers both hostnames.
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// On the same LAN, add a hosts entry (domain -> 192.168.1.136) to avoid hairpin NAT.
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private static readonly (string Key, string Label, string Url)[] Presets =
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{
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("prod", "PROD", "https://tc.nfteam.ovh:8443"),
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("preprod", "PREPROD", "https://rd-tc.nfteam.ovh:8444"),
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};
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private static string SettingsPath => Path.Combine(
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Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData),
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"ProspectSwitcher", "settings.json");
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private static Settings _settings = new();
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private static int Main(string[] args)
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{
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try { Console.OutputEncoding = Encoding.UTF8; } catch { /* some terminals reject it */ }
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LoadSettings();
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return args.Length > 0 ? RunCli(args) : MenuLoop();
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}
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// ---- Scriptable CLI ----------------------------------------------------
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private static int RunCli(string[] args)
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{
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string? folder = null, target = null;
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for (var i = 0; i < args.Length; i++)
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{
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switch (args[i])
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{
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case "--folder" when i + 1 < args.Length: folder = args[++i]; break;
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case "--set" when i + 1 < args.Length: target = args[++i]; break;
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case "-h" or "--help": PrintCliHelp(); return 0;
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}
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}
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if (folder != null) { _settings.GameFolder = folder; SaveSettings(); }
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if (target == null) { PrintCliHelp(); return folder != null ? 0 : 1; }
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var url = ResolveTarget(target);
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if (url == null) { Console.Error.WriteLine("Cible inconnue : " + target); return 1; }
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return WriteBackend(url) ? 0 : 1;
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}
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private static void PrintCliHelp()
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{
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Console.WriteLine("ProspectServerSwitcher — sélecteur de serveur The Cycle (multi-OS)");
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Console.WriteLine();
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Console.WriteLine(" (sans argument) menu interactif");
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Console.WriteLine(" --folder <chemin Win64> définit le dossier du jeu (mémorisé)");
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Console.WriteLine(" --set <cible> écrit backend.txt");
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Console.WriteLine();
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Console.WriteLine("Cibles : " + string.Join(", ", Presets.Select(p => p.Key)) + ", ou une URL https://…");
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Console.WriteLine("Ex : ProspectServerSwitcher --folder \"…/Prospect/Binaries/Win64\" --set preprod-lan");
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}
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private static string? ResolveTarget(string t)
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{
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foreach (var p in Presets)
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if (string.Equals(p.Key, t, StringComparison.OrdinalIgnoreCase)) return p.Url;
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if (t.StartsWith("http", StringComparison.OrdinalIgnoreCase)) return t;
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return null;
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}
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// ---- Interactive menu --------------------------------------------------
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private static int MenuLoop()
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{
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while (true)
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{
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Console.WriteLine();
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Console.WriteLine("=== The Cycle — Sélecteur de serveur ===");
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Console.WriteLine("Dossier du jeu : " + (string.IsNullOrEmpty(_settings.GameFolder) ? "(non défini)" : _settings.GameFolder));
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Console.WriteLine("backend.txt : " + ReadCurrentBackend());
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Console.WriteLine();
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Console.WriteLine(" 1) Définir le dossier du jeu (Win64)");
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for (var i = 0; i < Presets.Length; i++)
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Console.WriteLine($" {i + 2}) {Presets[i].Label,-24} {Presets[i].Url}");
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var n = Presets.Length + 2;
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Console.WriteLine($" {n}) Serveur personnalisé…");
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Console.WriteLine($" {n + 1}) Importer un certificat…");
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Console.WriteLine($" {n + 2}) Lancer le jeu");
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Console.WriteLine(" 0) Quitter");
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Console.Write("> ");
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var raw = Console.ReadLine()?.Trim();
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if (raw is null or "0") return 0;
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if (!int.TryParse(raw, out var choice)) { Console.WriteLine("Choix invalide."); continue; }
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if (choice == 1) SetFolder();
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else if (choice >= 2 && choice < n) WriteBackend(Presets[choice - 2].Url);
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else if (choice == n) SetCustom();
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else if (choice == n + 1) ImportCert();
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else if (choice == n + 2) LaunchGame();
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else Console.WriteLine("Choix invalide.");
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}
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}
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private static void SetFolder()
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{
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Console.Write("Chemin du dossier Win64 : ");
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var p = Console.ReadLine()?.Trim().Trim('"');
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if (string.IsNullOrEmpty(p)) return;
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if (!Directory.Exists(p)) { Console.WriteLine("⚠ Dossier introuvable."); return; }
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_settings.GameFolder = p;
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SaveSettings();
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Console.WriteLine("✔ Dossier mémorisé.");
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}
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private static void SetCustom()
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{
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Console.Write("URL du serveur (ex : https://mon-serveur:8443) : ");
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var u = Console.ReadLine()?.Trim();
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if (!string.IsNullOrWhiteSpace(u)) WriteBackend(u);
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}
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// ---- backend.txt -------------------------------------------------------
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private static bool WriteBackend(string url)
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{
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if (!EnsureFolder(out var dir)) return false;
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try
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{
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// No trailing newline: the agent reads the raw file and requires it to start with https://.
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File.WriteAllText(Path.Combine(dir, "backend.txt"), url, new UTF8Encoding(false));
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Console.WriteLine($"✔ backend.txt → {url}");
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Console.WriteLine(" (relance le jeu : backend.txt n'est lu qu'au démarrage du loader.)");
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return true;
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}
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catch (Exception ex) { Console.WriteLine("✖ " + ex.Message); return false; }
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}
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private static string ReadCurrentBackend()
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{
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if (string.IsNullOrEmpty(_settings.GameFolder)) return "(dossier non défini)";
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var f = Path.Combine(_settings.GameFolder, "backend.txt");
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try
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{
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if (!File.Exists(f)) return "(absent)";
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var v = File.ReadAllText(f).Trim();
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var match = Presets.FirstOrDefault(p => p.Url == v);
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return match.Key != null ? $"{v} [{match.Label.Trim()}]" : v;
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}
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catch { return "(illisible)"; }
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}
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// ---- Certificate -------------------------------------------------------
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private static void ImportCert()
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{
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// Prefer fetching the cert live from the server the client points at (backend.txt), so
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// it's always the current one; fall back to a .crt file.
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X509Certificate2? cert = null;
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var target = ReadBackendUrl();
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if (target != null && TryFetchServerCert(target, out cert))
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Console.WriteLine($"Certificat récupéré depuis {target}");
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else
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{
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Console.Write("Chemin d'un certificat (.crt) : ");
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var p = Console.ReadLine()?.Trim().Trim('"');
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if (string.IsNullOrEmpty(p) || !File.Exists(p)) { Console.WriteLine("⚠ Annulé."); return; }
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try { cert = new X509Certificate2(p); } catch (Exception ex) { Console.WriteLine("✖ " + ex.Message); return; }
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}
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if (cert == null) { Console.WriteLine("⚠ Aucun certificat."); return; }
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Console.WriteLine($" empreinte : {cert.Thumbprint}");
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if (OperatingSystem.IsWindows()) ImportCertWindows(cert);
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else ImportCertProton(cert);
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}
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private static string? ReadBackendUrl()
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{
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if (string.IsNullOrEmpty(_settings.GameFolder)) return null;
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var f = Path.Combine(_settings.GameFolder, "backend.txt");
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try { return File.Exists(f) ? File.ReadAllText(f).Trim() : null; } catch { return null; }
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}
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private static bool TryFetchServerCert(string url, out X509Certificate2? cert)
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{
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cert = null;
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try
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{
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var uri = new Uri(url);
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using var tcp = new System.Net.Sockets.TcpClient();
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tcp.Connect(uri.Host, uri.Port <= 0 ? 443 : uri.Port);
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X509Certificate2? captured = null;
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using var ssl = new System.Net.Security.SslStream(tcp.GetStream(), false,
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(_, c, _, _) => { if (c != null) captured = new X509Certificate2(c.Export(X509ContentType.Cert)); return true; });
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ssl.AuthenticateAsClient(uri.Host);
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cert = captured;
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return cert != null;
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}
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catch { return false; }
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}
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[System.Runtime.Versioning.SupportedOSPlatform("windows")]
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private static void ImportCertWindows(X509Certificate2 cert)
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{
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try
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{
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using var store = new X509Store(StoreName.Root, StoreLocation.CurrentUser);
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store.Open(OpenFlags.ReadWrite);
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store.Add(cert);
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Console.WriteLine("✔ Certificat importé (Autorités racines de confiance, utilisateur).");
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}
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catch (Exception ex) { Console.WriteLine("✖ Import : " + ex.Message); }
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}
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// Trust the cert inside the game's Proton/Wine prefix by writing the serialized cert blob
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// into the prefix Root store via `wine reg import` (the wine `certutil` tool is unreliable
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// under Proton). The prefix is chosen explicitly, so it works even though the client runs
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// as a non-Steam shortcut (whose appid isn't the game's 868270).
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private static void ImportCertProton(X509Certificate2 cert)
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{
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var wine = FindProtonWine();
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if (wine == null) { Console.WriteLine("⚠ Aucun wine Proton trouvé (Steam/Proton installé ?)."); return; }
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var prefix = SelectPrefix();
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if (prefix == null) return;
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// Wine serialized cert blob: SHA1-hash property (id 3) + encoded cert property (id 0x20).
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var der = cert.RawData;
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var sha1 = cert.GetCertHash();
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byte[] blob;
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using (var ms = new MemoryStream())
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{
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void Prop(uint id, byte[] data)
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{
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ms.Write(BitConverter.GetBytes(id));
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ms.Write(BitConverter.GetBytes(1u));
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ms.Write(BitConverter.GetBytes((uint)data.Length));
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ms.Write(data);
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}
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Prop(3, sha1);
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Prop(0x20, der);
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blob = ms.ToArray();
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}
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var thumb = Convert.ToHexString(sha1);
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var hex = string.Join(",", blob.Select(b => b.ToString("x2")));
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var regFile = Path.Combine(Path.GetTempPath(), "prospect-cert.reg");
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File.WriteAllText(regFile,
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"REGEDIT4\r\n\r\n" +
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$"[HKEY_LOCAL_MACHINE\\Software\\Microsoft\\SystemCertificates\\Root\\Certificates\\{thumb}]\r\n" +
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$"\"Blob\"=hex:{hex}\r\n");
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Console.WriteLine("⚠ Ferme complètement le jeu avant de continuer (sinon le registre ne sera pas pris en compte).");
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Console.Write("Appuie sur Entrée pour importer… ");
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Console.ReadLine();
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var wineserver = Path.Combine(Path.GetDirectoryName(wine)!, "wineserver");
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var regWinePath = "Z:" + regFile.Replace('/', '\\'); // Z: maps to / inside the prefix
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RunWine(wineserver, "-k", prefix); // stop any running wineserver (flush)
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RunWine(wine, $"reg import \"{regWinePath}\"", prefix);
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RunWine(wineserver, "-k", prefix); // flush the change to disk
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var sysreg = Path.Combine(prefix, "system.reg");
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var ok = File.Exists(sysreg) && File.ReadAllText(sysreg).Contains(thumb, StringComparison.OrdinalIgnoreCase);
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Console.WriteLine(ok
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? $"✔ Certificat importé dans le préfixe : {prefix}\n Relance le jeu."
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: "✖ Import non confirmé — assure-toi que le jeu est fermé et réessaie.");
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}
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private static void RunWine(string exe, string args, string prefix)
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{
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try
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{
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var psi = new ProcessStartInfo(exe, args)
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{
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UseShellExecute = false,
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RedirectStandardOutput = true,
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RedirectStandardError = true,
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};
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psi.Environment["WINEPREFIX"] = prefix;
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psi.Environment["WINEDEBUG"] = "-all";
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using var p = Process.Start(psi);
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p?.WaitForExit(20000);
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}
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catch (Exception ex) { Console.WriteLine(" (wine) " + ex.Message); }
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}
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private static string? FindProtonWine()
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{
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foreach (var root in SteamRoots())
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{
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var common = Path.Combine(root, "steamapps", "common");
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if (!Directory.Exists(common)) continue;
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var candidates = Directory.GetDirectories(common, "Proton*")
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.Select(d => Path.Combine(d, "files", "bin", "wine"))
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.Where(File.Exists)
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.OrderByDescending(w => w.Contains("Experimental"))
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.ThenByDescending(File.GetLastWriteTimeUtc)
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.ToList();
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if (candidates.Count > 0) return candidates[0];
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}
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return null;
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}
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private static string? SelectPrefix()
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{
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if (!string.IsNullOrEmpty(_settings.WinePrefix) && Directory.Exists(_settings.WinePrefix))
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return _settings.WinePrefix;
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var prefixes = new List<string>();
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foreach (var root in SteamRoots())
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{
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var cd = Path.Combine(root, "steamapps", "compatdata");
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if (!Directory.Exists(cd)) continue;
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foreach (var d in Directory.GetDirectories(cd))
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{
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var pfx = Path.Combine(d, "pfx");
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if (File.Exists(Path.Combine(pfx, "system.reg"))) prefixes.Add(Path.GetFullPath(pfx));
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}
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}
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prefixes = prefixes.Distinct()
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.OrderByDescending(p => File.GetLastWriteTimeUtc(Path.Combine(p, "system.reg")))
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.ToList();
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if (prefixes.Count == 0) { Console.WriteLine("⚠ Aucun préfixe Proton trouvé."); return null; }
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Console.WriteLine("Préfixes Proton détectés (le plus récemment utilisé en premier = sûrement ton jeu) :");
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for (var i = 0; i < prefixes.Count; i++)
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Console.WriteLine($" {i + 1}) {prefixes[i]}");
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Console.Write("Numéro du préfixe (Entrée = 1) : ");
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var raw = Console.ReadLine()?.Trim();
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var idx = string.IsNullOrEmpty(raw) ? 0 : (int.TryParse(raw, out var n) ? n - 1 : -1);
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if (idx < 0 || idx >= prefixes.Count) { Console.WriteLine("⚠ Choix invalide."); return null; }
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_settings.WinePrefix = prefixes[idx];
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SaveSettings();
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return _settings.WinePrefix;
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}
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private static IEnumerable<string> SteamRoots()
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{
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var home = Environment.GetFolderPath(Environment.SpecialFolder.UserProfile);
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yield return Path.Combine(home, ".steam", "steam");
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yield return Path.Combine(home, ".local", "share", "Steam");
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}
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// ---- 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).
|
||||||
@@ -1,12 +1,31 @@
|
|||||||
using Microsoft.AspNetCore.SignalR;
|
using Microsoft.AspNetCore.SignalR;
|
||||||
|
|
||||||
namespace Prospect.Server.Api.Hubs;
|
namespace Prospect.Server.Api.Hubs;
|
||||||
|
|
||||||
public class CycleHub : Hub
|
public class CycleHub : Hub
|
||||||
{
|
{
|
||||||
|
private readonly SignalRConnectionRegistry _registry;
|
||||||
|
|
||||||
|
public CycleHub(SignalRConnectionRegistry registry)
|
||||||
|
{
|
||||||
|
_registry = registry;
|
||||||
|
}
|
||||||
|
|
||||||
public override async Task OnConnectedAsync()
|
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();
|
await base.OnConnectedAsync();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public override async Task OnDisconnectedAsync(Exception? exception)
|
||||||
|
{
|
||||||
|
_registry.Remove(Context.ConnectionId);
|
||||||
|
await base.OnDisconnectedAsync(exception);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
@@ -0,0 +1,29 @@
|
|||||||
|
using System.Collections.Concurrent;
|
||||||
|
|
||||||
|
namespace Prospect.Server.Api.Hubs;
|
||||||
|
|
||||||
|
// Maps players to their live SignalR connection so server-initiated messages (e.g. the
|
||||||
|
// matchmaking-success "travel to match" signal) can target a single player instead of being
|
||||||
|
// broadcast to everyone. The client's SignalR URL carries a `uid` query param (added by
|
||||||
|
// GetSignalRConnection); CycleHub records it on connect.
|
||||||
|
public class SignalRConnectionRegistry
|
||||||
|
{
|
||||||
|
private readonly ConcurrentDictionary<string, string> _userToConn = new();
|
||||||
|
private readonly ConcurrentDictionary<string, string> _connToUser = new();
|
||||||
|
|
||||||
|
public void Add(string userId, string connectionId)
|
||||||
|
{
|
||||||
|
if (string.IsNullOrEmpty(userId)) return;
|
||||||
|
_userToConn[userId] = connectionId;
|
||||||
|
_connToUser[connectionId] = userId;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Remove(string connectionId)
|
||||||
|
{
|
||||||
|
if (_connToUser.TryRemove(connectionId, out var userId))
|
||||||
|
_userToConn.TryRemove(userId, out _);
|
||||||
|
}
|
||||||
|
|
||||||
|
public string? GetConnection(string userId)
|
||||||
|
=> _userToConn.TryGetValue(userId, out var c) ? c : null;
|
||||||
|
}
|
||||||
@@ -72,6 +72,21 @@ public enum EYContractObjectiveType {
|
|||||||
MAX = 8
|
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
|
public enum EYContractDifficulty
|
||||||
{
|
{
|
||||||
Invalid = 0,
|
Invalid = 0,
|
||||||
|
|||||||
@@ -131,16 +131,17 @@ public class ClaimActiveContract : ICloudScriptFunction<FYClaimCompletedActiveCo
|
|||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
} else if (objective.Type == EYContractObjectiveType.Kills) {
|
} else if (objective.Type.IsRaidRuntime()) {
|
||||||
// Kill objectives can't be tracked in a client-hosted raid (no dedicated
|
// Raid-runtime objectives (kills, dead-drops, visited areas, looted
|
||||||
// game server reports kills). They are auto-credited on deploy
|
// containers) can't be tracked in a client-hosted raid — no dedicated
|
||||||
// (EnterMatchmakingMatch); accept them here even if a contract was
|
// game server reports them, so their progress is never saved. They are
|
||||||
// activated before that so kill contracts remain completable.
|
// 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;
|
remaining = 0;
|
||||||
} else {
|
} else {
|
||||||
// NOTE: A game server must write the correct progress
|
// Meta objectives (FactionLevel / CompletedMission): validated from the
|
||||||
// for other types of objectives.
|
// persisted progress. The objectives are mapped by array index.
|
||||||
// The objectives are mapped by array index.
|
|
||||||
remaining -= targetContract.Progress[i];
|
remaining -= targetContract.Progress[i];
|
||||||
}
|
}
|
||||||
if (remaining > 0) {
|
if (remaining > 0) {
|
||||||
|
|||||||
@@ -25,6 +25,24 @@ public class EnterMatchmakingFunction : ICloudScriptFunction<FYEnterMatchAzureFu
|
|||||||
// SquadID = request.SquadId,
|
// 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
|
return new FYEnterMatchAzureFunctionResult
|
||||||
{
|
{
|
||||||
Success = true,
|
Success = true,
|
||||||
|
|||||||
@@ -24,13 +24,15 @@ public class EnterMatchmakingMatchFunction : ICloudScriptFunction<FYEnterMatchAz
|
|||||||
private readonly IHubContext<CycleHub> _hubContext;
|
private readonly IHubContext<CycleHub> _hubContext;
|
||||||
private readonly UserDataService _userDataService;
|
private readonly UserDataService _userDataService;
|
||||||
private readonly TitleDataService _titleDataService;
|
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;
|
_httpContextAccessor = httpContextAccessor;
|
||||||
_hubContext = hubContext;
|
_hubContext = hubContext;
|
||||||
_userDataService = userDataService;
|
_userDataService = userDataService;
|
||||||
_titleDataService = titleDataService;
|
_titleDataService = titleDataService;
|
||||||
|
_registry = registry;
|
||||||
}
|
}
|
||||||
|
|
||||||
public async Task<FYEnterMatchmakingResult> ExecuteAsync(FYEnterMatchAzureFunction request)
|
public async Task<FYEnterMatchmakingResult> ExecuteAsync(FYEnterMatchAzureFunction request)
|
||||||
@@ -60,12 +62,17 @@ public class EnterMatchmakingMatchFunction : ICloudScriptFunction<FYEnterMatchAz
|
|||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
for (var i = 0; i < contract.Objectives.Length; i++) {
|
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];
|
var objective = contract.Objectives[i];
|
||||||
// Kill objectives: the client-hosted raid has no dedicated game server
|
// Raid-runtime objectives (kills, dead-drops, visited areas, looted
|
||||||
// to report per-kill progress to the backend, so kills would never be
|
// containers) are simulated inside the client-hosted raid; with no
|
||||||
// saved. Auto-credit them on deploy so the objective can be completed
|
// dedicated game server their progress is never reported to the backend,
|
||||||
// (mirrors the player-kill auto-credit done in ActivateContract).
|
// so they would never be saved. Auto-credit them on deploy so the
|
||||||
if (objective.Type == EYContractObjectiveType.Kills) {
|
// objective persists and the station shows the contract as completable.
|
||||||
|
if (objective.Type.IsRaidRuntime()) {
|
||||||
contractActive.Progress[i] = objective.MaxProgress;
|
contractActive.Progress[i] = objective.MaxProgress;
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
@@ -94,11 +101,23 @@ public class EnterMatchmakingMatchFunction : ICloudScriptFunction<FYEnterMatchAz
|
|||||||
}
|
}
|
||||||
);
|
);
|
||||||
|
|
||||||
await _hubContext.Clients.All.SendAsync("OnSquadMatchmakingSuccess", new OnSquadMatchmakingSuccessMessage {
|
// Send the "matchmaking succeeded / travel to match" signal only to the deploying
|
||||||
|
// player (via their mapped SignalR connection) — broadcasting to Clients.All made
|
||||||
|
// every connected player travel too. Fall back to broadcast only if the connection
|
||||||
|
// isn't mapped yet.
|
||||||
|
// Dedicated-server mode (2nd preprod): point the client at the real game server address
|
||||||
|
// to travel to; otherwise keep the map name (client-hosted). Same image — env flips it.
|
||||||
|
var gameServer = Environment.GetEnvironmentVariable("GAMESERVER_ADDRESS");
|
||||||
|
var deployMessage = new OnSquadMatchmakingSuccessMessage {
|
||||||
Success = true,
|
Success = true,
|
||||||
SessionID = request.MapName, // TODO: Need to implement TryGetCompleteSquadInfo and pass squad info
|
SessionID = string.IsNullOrEmpty(gameServer) ? request.MapName : gameServer,
|
||||||
SquadID = request.SquadId,
|
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
|
return new FYEnterMatchmakingResult
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -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.Config;
|
||||||
|
using Prospect.Server.Api.Services.Auth.Extensions;
|
||||||
using Prospect.Server.Api.Services.CloudScript.Models;
|
using Prospect.Server.Api.Services.CloudScript.Models;
|
||||||
|
|
||||||
namespace Prospect.Server.Api.Services.CloudScript.Functions;
|
namespace Prospect.Server.Api.Services.CloudScript.Functions;
|
||||||
@@ -7,20 +10,63 @@ namespace Prospect.Server.Api.Services.CloudScript.Functions;
|
|||||||
[CloudScriptFunction("GetSignalRConnection")]
|
[CloudScriptFunction("GetSignalRConnection")]
|
||||||
public class GetSignalRConnection : ICloudScriptFunction<FYGetSignalRConnection, FYGetSignalRConnectionResult>
|
public class GetSignalRConnection : ICloudScriptFunction<FYGetSignalRConnection, FYGetSignalRConnectionResult>
|
||||||
{
|
{
|
||||||
private readonly PlayFabSettings _settings;
|
// LAN address of the homelab host. Clients on the local network get the SignalR URL on
|
||||||
|
// this IP (which their cert already validates via the IP/DNS SAN), while external clients
|
||||||
|
// keep the public domain from configuration. This matters because the real-time WebSocket
|
||||||
|
// (libwebsockets, incl. under Proton/Wine) can't reach the public domain from inside the
|
||||||
|
// LAN (hairpin NAT), which surfaced as "error code 5" right after the intro.
|
||||||
|
private const string LanHost = "192.168.1.136";
|
||||||
|
|
||||||
public GetSignalRConnection(IOptions<PlayFabSettings> settings)
|
private readonly PlayFabSettings _settings;
|
||||||
|
private readonly IHttpContextAccessor _httpContextAccessor;
|
||||||
|
private readonly ILogger<GetSignalRConnection> _logger;
|
||||||
|
|
||||||
|
public GetSignalRConnection(IOptions<PlayFabSettings> settings, IHttpContextAccessor httpContextAccessor, ILogger<GetSignalRConnection> logger)
|
||||||
{
|
{
|
||||||
_settings = settings.Value;
|
_settings = settings.Value;
|
||||||
|
_httpContextAccessor = httpContextAccessor;
|
||||||
|
_logger = logger;
|
||||||
}
|
}
|
||||||
|
|
||||||
public Task<FYGetSignalRConnectionResult> ExecuteAsync(FYGetSignalRConnection request)
|
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
|
return Task.FromResult(new FYGetSignalRConnectionResult
|
||||||
{
|
{
|
||||||
Url = _settings.SignalRURL,
|
Url = url,
|
||||||
AccessToken = _settings.SignalRAccessToken
|
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);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
+23
-18
@@ -1,6 +1,9 @@
|
|||||||
using System.Text.Json.Serialization;
|
using System.Text.Json.Serialization;
|
||||||
using Prospect.Server.Api.Services.CloudScript;
|
using Prospect.Server.Api.Services.CloudScript;
|
||||||
using Prospect.Server.Api.Services.Auth.Extensions;
|
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 Microsoft.AspNetCore.SignalR;
|
||||||
using Prospect.Server.Api.Hubs;
|
using Prospect.Server.Api.Hubs;
|
||||||
|
|
||||||
@@ -28,12 +31,16 @@ public class SquadMemberReadyForMatchFunction : ICloudScriptFunction<SquadMember
|
|||||||
private readonly ILogger<SquadMemberReadyForMatchFunction> _logger;
|
private readonly ILogger<SquadMemberReadyForMatchFunction> _logger;
|
||||||
private readonly IHttpContextAccessor _httpContextAccessor;
|
private readonly IHttpContextAccessor _httpContextAccessor;
|
||||||
private readonly IHubContext<CycleHub> _hubContext;
|
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;
|
_httpContextAccessor = httpContextAccessor;
|
||||||
_logger = logger;
|
_logger = logger;
|
||||||
_hubContext = hubContext;
|
_hubContext = hubContext;
|
||||||
|
_squadService = squadService;
|
||||||
|
_userService = userService;
|
||||||
}
|
}
|
||||||
|
|
||||||
public async Task<SquadMemberReadyForMatchResponse> ExecuteAsync(SquadMemberReadyForMatchRequest request)
|
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");
|
throw new CloudScriptException("CloudScript was not called within a http request");
|
||||||
}
|
}
|
||||||
var userId = context.User.FindAuthUserId();
|
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
|
return new SquadMemberReadyForMatchResponse
|
||||||
{
|
{
|
||||||
Result = 0, // EYSquadActionResult::OK
|
Result = 0, // EYSquadActionResult::OK
|
||||||
Squad = new FYPlayFabSquad {
|
Squad = _squadService.ToClientSquad(squad),
|
||||||
SquadID = "100", // TODO
|
IsSquadReadyForMatch = isSquadReady,
|
||||||
// Members = [
|
|
||||||
// new FYPlayFabSquadMember {
|
|
||||||
// Profile = new FYPlayFabPlayerProfile {
|
|
||||||
// PlayerId = userId,
|
|
||||||
// },
|
|
||||||
// onlineState = 0, // EYUserState::IN_STATION
|
|
||||||
// matchmakingSettings = new FYUserMatchmakingSettings {
|
|
||||||
// isReadyForMatch = true,
|
|
||||||
// isSecretLeader = true,
|
|
||||||
// selectedMapName = "Map01",
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
// ],
|
|
||||||
},
|
|
||||||
IsSquadReadyForMatch = true,
|
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -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.CloudScript;
|
||||||
|
using Prospect.Server.Api.Services.Squad;
|
||||||
|
|
||||||
public class SquadMemberSelectedMapRequest
|
public class SquadMemberSelectedMapRequest
|
||||||
{
|
{
|
||||||
[JsonPropertyName("squadId")]
|
[JsonPropertyName("squadId")]
|
||||||
@@ -17,15 +20,26 @@ public class SquadMemberSelectedMapResponse
|
|||||||
public class SquadMemberSelectedMapFunction : ICloudScriptFunction<SquadMemberSelectedMapRequest, SquadMemberSelectedMapResponse>
|
public class SquadMemberSelectedMapFunction : ICloudScriptFunction<SquadMemberSelectedMapRequest, SquadMemberSelectedMapResponse>
|
||||||
{
|
{
|
||||||
private readonly ILogger<SquadMemberSelectedMapFunction> _logger;
|
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;
|
_logger = logger;
|
||||||
|
_httpContextAccessor = httpContextAccessor;
|
||||||
|
_squadService = squadService;
|
||||||
}
|
}
|
||||||
|
|
||||||
public async Task<SquadMemberSelectedMapResponse> ExecuteAsync(SquadMemberSelectedMapRequest request)
|
public Task<SquadMemberSelectedMapResponse> ExecuteAsync(SquadMemberSelectedMapRequest request)
|
||||||
{
|
{
|
||||||
return new SquadMemberSelectedMapResponse
|
var context = _httpContextAccessor.HttpContext;
|
||||||
{};
|
if (context != null && !string.IsNullOrEmpty(request.SquadID))
|
||||||
|
{
|
||||||
|
var userId = context.User.FindAuthUserId();
|
||||||
|
_squadService.JoinOrCreate(request.SquadID, userId, "");
|
||||||
|
_squadService.SetMap(request.SquadID, userId, request.SelectedMapName ?? "");
|
||||||
|
_logger.LogInformation("SquadMemberSelectedMap: {User} -> {Map} (squad {Squad})", userId, request.SelectedMapName, request.SquadID);
|
||||||
|
}
|
||||||
|
return Task.FromResult(new SquadMemberSelectedMapResponse { });
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,5 +1,8 @@
|
|||||||
using System.Text.Json.Serialization;
|
using System.Text.Json.Serialization;
|
||||||
|
using Prospect.Server.Api.Services.Auth.Extensions;
|
||||||
using Prospect.Server.Api.Services.CloudScript;
|
using Prospect.Server.Api.Services.CloudScript;
|
||||||
|
using Prospect.Server.Api.Services.Database;
|
||||||
|
using Prospect.Server.Api.Services.Squad;
|
||||||
|
|
||||||
public class TryGetCompleteSquadInfoRequest
|
public class TryGetCompleteSquadInfoRequest
|
||||||
{
|
{
|
||||||
@@ -51,26 +54,30 @@ public class TryGetCompleteSquadInfoFunction : ICloudScriptFunction<TryGetComple
|
|||||||
{
|
{
|
||||||
private readonly ILogger<TryGetCompleteSquadInfoFunction> _logger;
|
private readonly ILogger<TryGetCompleteSquadInfoFunction> _logger;
|
||||||
private readonly IHttpContextAccessor _httpContextAccessor;
|
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;
|
_httpContextAccessor = httpContextAccessor;
|
||||||
_logger = logger;
|
_logger = logger;
|
||||||
|
_squadService = squadService;
|
||||||
}
|
}
|
||||||
|
|
||||||
public async Task<FYPlayFabSquad> ExecuteAsync(TryGetCompleteSquadInfoRequest request)
|
public Task<FYPlayFabSquad> ExecuteAsync(TryGetCompleteSquadInfoRequest request)
|
||||||
{
|
{
|
||||||
var context = _httpContextAccessor.HttpContext;
|
var context = _httpContextAccessor.HttpContext;
|
||||||
if (context == null)
|
if (context == null)
|
||||||
{
|
{
|
||||||
throw new CloudScriptException("CloudScript was not called within a http request");
|
throw new CloudScriptException("CloudScript was not called within a http request");
|
||||||
}
|
}
|
||||||
// var userId = context.User.FindAuthUserId();
|
var userId = context.User.FindAuthUserId();
|
||||||
|
var squad = _squadService.GetByUser(userId);
|
||||||
return new FYPlayFabSquad
|
if (squad == null)
|
||||||
{
|
{
|
||||||
// SquadID = "100",
|
// Not in a squad yet — return an empty squad (same as the previous stub).
|
||||||
// Members = [],
|
return Task.FromResult(new FYPlayFabSquad());
|
||||||
};
|
}
|
||||||
|
_logger.LogInformation("TryGetCompleteSquadInfo: user {User} in squad {Squad} ({Count} member(s))", userId, squad.SquadId, squad.Members.Count);
|
||||||
|
return Task.FromResult(_squadService.ToClientSquad(squad));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -18,6 +18,12 @@ public class DbUserService : BaseDbService<PlayFabUser>
|
|||||||
auth.Key == key)).FirstOrDefaultAsync();
|
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();
|
||||||
|
}
|
||||||
|
|
||||||
private async Task<PlayFabUser> CreateAsync(PlayFabUserAuthType type, string key)
|
private async Task<PlayFabUser> CreateAsync(PlayFabUserAuthType type, string key)
|
||||||
{
|
{
|
||||||
var user = new PlayFabUser
|
var user = new PlayFabUser
|
||||||
|
|||||||
@@ -0,0 +1,99 @@
|
|||||||
|
using System.Collections.Concurrent;
|
||||||
|
|
||||||
|
namespace Prospect.Server.Api.Services.Squad;
|
||||||
|
|
||||||
|
// In-memory squad/lobby state. Squads are keyed by the squadId the client provides on the
|
||||||
|
// SquadMember* calls (the client forms the party and shares a squadId; each member's client
|
||||||
|
// then calls the backend with it). A member is (lazily) registered into that squad on any
|
||||||
|
// squad call, and the current squad for a user is tracked so TryGetCompleteSquadInfo — which
|
||||||
|
// carries no squadId — can still return it. State is process-local (fine for a small server).
|
||||||
|
public class SquadMemberInfo
|
||||||
|
{
|
||||||
|
public string UserId { get; set; } = "";
|
||||||
|
public string DisplayName { get; set; } = "";
|
||||||
|
public int OnlineState { get; set; }
|
||||||
|
public bool IsReady { get; set; }
|
||||||
|
public string SelectedMap { get; set; } = "";
|
||||||
|
public bool IsLeader { get; set; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public class SquadInfo
|
||||||
|
{
|
||||||
|
public string SquadId { get; set; } = "";
|
||||||
|
public ConcurrentDictionary<string, SquadMemberInfo> Members { get; } = new();
|
||||||
|
}
|
||||||
|
|
||||||
|
public class SquadService
|
||||||
|
{
|
||||||
|
private readonly ConcurrentDictionary<string, SquadInfo> _squads = new();
|
||||||
|
private readonly ConcurrentDictionary<string, string> _userToSquad = new();
|
||||||
|
|
||||||
|
public SquadInfo JoinOrCreate(string squadId, string userId, string displayName)
|
||||||
|
{
|
||||||
|
var squad = _squads.GetOrAdd(squadId, id => new SquadInfo { SquadId = id });
|
||||||
|
var isFirst = squad.Members.IsEmpty;
|
||||||
|
var member = squad.Members.GetOrAdd(userId, uid => new SquadMemberInfo { UserId = uid, IsLeader = isFirst });
|
||||||
|
if (!string.IsNullOrEmpty(displayName)) member.DisplayName = displayName;
|
||||||
|
_userToSquad[userId] = squadId;
|
||||||
|
return squad;
|
||||||
|
}
|
||||||
|
|
||||||
|
public SquadInfo? GetByUser(string userId)
|
||||||
|
=> _userToSquad.TryGetValue(userId, out var sid) && _squads.TryGetValue(sid, out var sq) ? sq : null;
|
||||||
|
|
||||||
|
public SquadInfo? Get(string squadId)
|
||||||
|
=> _squads.TryGetValue(squadId, out var sq) ? sq : null;
|
||||||
|
|
||||||
|
public void SetReady(string squadId, string userId, bool ready, string? selectedMap)
|
||||||
|
{
|
||||||
|
if (_squads.TryGetValue(squadId, out var sq) && sq.Members.TryGetValue(userId, out var m))
|
||||||
|
{
|
||||||
|
m.IsReady = ready;
|
||||||
|
if (!string.IsNullOrEmpty(selectedMap)) m.SelectedMap = selectedMap;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void SetMap(string squadId, string userId, string map)
|
||||||
|
{
|
||||||
|
if (_squads.TryGetValue(squadId, out var sq) && sq.Members.TryGetValue(userId, out var m))
|
||||||
|
m.SelectedMap = map;
|
||||||
|
}
|
||||||
|
|
||||||
|
public bool IsSquadReady(string squadId)
|
||||||
|
=> _squads.TryGetValue(squadId, out var sq) && !sq.Members.IsEmpty && sq.Members.Values.All(m => m.IsReady);
|
||||||
|
|
||||||
|
public void Leave(string userId)
|
||||||
|
{
|
||||||
|
if (_userToSquad.TryRemove(userId, out var sid) && _squads.TryGetValue(sid, out var sq))
|
||||||
|
{
|
||||||
|
sq.Members.TryRemove(userId, out _);
|
||||||
|
if (sq.Members.IsEmpty) _squads.TryRemove(sid, out _);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Build the client-facing squad object (models live in the global namespace).
|
||||||
|
public FYPlayFabSquad ToClientSquad(SquadInfo squad)
|
||||||
|
{
|
||||||
|
return new FYPlayFabSquad
|
||||||
|
{
|
||||||
|
SquadID = squad.SquadId,
|
||||||
|
Members = squad.Members.Values.Select(m => new FYPlayFabSquadMember
|
||||||
|
{
|
||||||
|
Profile = new FYPlayFabPlayerProfile
|
||||||
|
{
|
||||||
|
PlayerId = m.UserId,
|
||||||
|
DisplayName = m.DisplayName,
|
||||||
|
AvatarUrl = "",
|
||||||
|
},
|
||||||
|
onlineState = m.OnlineState,
|
||||||
|
matchmakingSettings = new FYUserMatchmakingSettings
|
||||||
|
{
|
||||||
|
isReadyForMatch = m.IsReady,
|
||||||
|
selectedMapName = m.SelectedMap,
|
||||||
|
isSecretLeader = m.IsLeader,
|
||||||
|
},
|
||||||
|
mapRowNamesUnlocked = Array.Empty<string>(),
|
||||||
|
}).ToArray(),
|
||||||
|
};
|
||||||
|
}
|
||||||
|
}
|
||||||
File diff suppressed because one or more lines are too long
@@ -35,6 +35,9 @@ public class Startup
|
|||||||
|
|
||||||
services.AddSingleton<DbUserDataService>();
|
services.AddSingleton<DbUserDataService>();
|
||||||
|
|
||||||
|
services.AddSingleton<Prospect.Server.Api.Services.Squad.SquadService>();
|
||||||
|
services.AddSingleton<Prospect.Server.Api.Hubs.SignalRConnectionRegistry>();
|
||||||
|
|
||||||
services.AddHostedService<QosService>();
|
services.AddHostedService<QosService>();
|
||||||
services.AddSingleton<QosServer>();
|
services.AddSingleton<QosServer>();
|
||||||
|
|
||||||
|
|||||||
@@ -25,6 +25,8 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Prospect.Client.Loader", "P
|
|||||||
EndProject
|
EndProject
|
||||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Prospect.Agent", "Prospect.Agent\Prospect.Agent.vcxproj", "{A9BA7D25-F239-4320-A0DC-85E8001FD669}"
|
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Prospect.Agent", "Prospect.Agent\Prospect.Agent.vcxproj", "{A9BA7D25-F239-4320-A0DC-85E8001FD669}"
|
||||||
EndProject
|
EndProject
|
||||||
|
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Prospect.Client.Config", "Prospect.Client.Config\Prospect.Client.Config.csproj", "{6DECEB07-996B-4EBC-927C-13E170161107}"
|
||||||
|
EndProject
|
||||||
Global
|
Global
|
||||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||||
Debug|x64 = Debug|x64
|
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|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.ActiveCfg = Release|x64
|
||||||
{A9BA7D25-F239-4320-A0DC-85E8001FD669}.Season 3 Release|x86.Build.0 = 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
|
EndGlobalSection
|
||||||
GlobalSection(SolutionProperties) = preSolution
|
GlobalSection(SolutionProperties) = preSolution
|
||||||
HideSolutionNode = FALSE
|
HideSolutionNode = FALSE
|
||||||
|
|||||||
Reference in New Issue
Block a user