mirror of
https://github.com/MikuLeaks/MikuSB.git
synced 2026-06-04 11:24:00 +00:00
some changes
- girl favorite - immediately read new item - save database on request login
This commit is contained in:
@@ -25,6 +25,7 @@ public class CharacterManager(PlayerInstance player) : BasePlayerManager(player)
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Level = level,
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Break = CharacterExcel.InitBreak,
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Timestamp = Extensions.GetUnixSec(),
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Flag = ItemFlagEnum.FLAG_READED
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};
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var weaponInfo = await Player.InventoryManager!.AddWeaponItem((ItemTypeEnum)CharacterExcel.DefaultWeaponGPDL[0], CharacterExcel.DefaultWeaponGPDL[1], CharacterExcel.DefaultWeaponGPDL[2], (uint)CharacterExcel.DefaultWeaponGPDL[3]);
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@@ -23,6 +23,7 @@ public class InventoryManager(PlayerInstance player) : BasePlayerManager(player)
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UniqueId = InventoryData.NextUniqueUid++,
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Level = level,
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Break = weaponData.InitBreak,
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Flag = ItemFlagEnum.FLAG_READED,
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ItemCount = 1
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};
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InventoryData.Weapons[weaponInfo.UniqueId] = weaponInfo;
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@@ -58,6 +59,7 @@ public class InventoryManager(PlayerInstance player) : BasePlayerManager(player)
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TemplateId = templateId,
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UniqueId = InventoryData.NextUniqueUid++,
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Level = level,
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Flag = ItemFlagEnum.FLAG_READED,
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ItemCount = 1
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};
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InventoryData.Skins[skinInfo.UniqueId] = skinInfo;
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@@ -246,25 +246,7 @@ public class PlayerInstance(PlayerGameData data)
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// Launch.GPASSID = 22 stores pass counts. ChapterLevel.GID = 21 stores star flags.
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// Completing the prologue/early chapter range prevents function conditions from
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// treating the account as a fresh tutorial player.
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for (uint levelId = 10_000; levelId <= 10_160; levelId++)
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{
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yield return (21, levelId, 7);
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yield return (22, levelId, 1);
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}
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for (uint levelId = 12_001; levelId <= 12_075; levelId++)
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{
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yield return (21, levelId, 7);
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yield return (22, levelId, 1);
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}
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for (uint levelId = 13_002; levelId <= 13_081; levelId++)
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{
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yield return (21, levelId, 7);
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yield return (22, levelId, 1);
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}
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foreach (var levelId in new uint[] { 11_315, 11_311, 11_313, 11_322, 11_331, 11_333, 10_123, 50_000, 50_151 })
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for (uint levelId = 10_000; levelId <= 10_700; levelId++)
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{
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yield return (21, levelId, 7);
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yield return (22, levelId, 1);
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15
GameServer/Server/CallGS/Handlers/Daily/Daily_EnterLevel.cs
Normal file
15
GameServer/Server/CallGS/Handlers/Daily/Daily_EnterLevel.cs
Normal file
@@ -0,0 +1,15 @@
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namespace MikuSB.GameServer.Server.CallGS.Handlers.Daily;
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// Success response shape expected by Lua:
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// { nSeed = random_number }
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[CallGSApi("Daily_EnterLevel")]
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public class Daily_EnterLevel : ICallGSHandler
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{
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private static readonly Random Random = new();
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public async Task Handle(Connection connection, string param, ushort seqNo)
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{
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var rsp = $"{{\"nSeed\":{Random.Next(1, 1000000000)}}}";
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await CallGSRouter.SendScript(connection, "Daily_EnterLevel", rsp);
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}
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}
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@@ -0,0 +1,40 @@
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using MikuSB.Enums.Item;
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using MikuSB.Proto;
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using System.Text.Json;
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using System.Text.Json.Serialization;
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namespace MikuSB.GameServer.Server.CallGS.Handlers.Girl;
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[CallGSApi("GirlCard_SetRoleLikeFlag")]
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public class GirlCard_SetRoleLikeFlag : ICallGSHandler
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{
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public async Task Handle(Connection connection, string param, ushort seqNo)
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{
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var player = connection.Player!;
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var girlData = JsonSerializer.Deserialize<SetRoleLikeFlagParam>(param);
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if (girlData == null) return;
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var cardData = player.CharacterManager.GetCharacterByGUID(girlData.CardId);
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if (cardData == null) return;
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cardData.Flag = girlData.Flag == 1
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? ItemFlagEnum.FLAG_ROLE_LIKE
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: ItemFlagEnum.FLAG_READED;
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var sync = new NtfSyncPlayer
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{
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Items = { cardData.ToProto() }
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};
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await CallGSRouter.SendScript(connection, "GirlCard_SetRoleLikeFlag", "{}", sync);
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}
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}
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internal sealed class SetRoleLikeFlagParam
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{
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[JsonPropertyName("nFlag")]
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public int Flag { get; set; }
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[JsonPropertyName("nCardID")]
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public uint CardId { get; set; }
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}
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@@ -1,7 +1,7 @@
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using MikuSB.Proto;
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using System.Text.Json;
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namespace MikuSB.GameServer.Server.CallGS.Handlers.Daily;
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namespace MikuSB.GameServer.Server.CallGS.Handlers.Girl;
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[CallGSApi("GirlSkin_Change")]
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public class GirlSkin_Change : ICallGSHandler
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@@ -0,0 +1,30 @@
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using System.Text.Json;
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using System.Text.Json.Nodes;
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using System.Text.Json.Serialization;
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namespace MikuSB.GameServer.Server.CallGS.Handlers.Girl;
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[CallGSApi("GirlSkin_ChangeSkinType")]
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public class GirlSkin_ChangeSkinType : ICallGSHandler
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{
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public async Task Handle(Connection connection, string param, ushort seqNo)
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{
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var req = JsonSerializer.Deserialize<ChangeSkinTypeParam>(param);
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var response = new JsonObject
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{
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["nType"] = req?.Type ?? 1,
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["nSkinId"] = req?.SkinId
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};
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// TODO change type in proto Item ??
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await CallGSRouter.SendScript(connection, "GirlSkin_ChangeSkinType", response.ToJsonString());
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}
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}
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internal sealed class ChangeSkinTypeParam
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{
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[JsonPropertyName("nType")]
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public int? Type { get; set; }
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[JsonPropertyName("nSkinId")]
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public uint? SkinId { get; set; }
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}
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@@ -46,5 +46,6 @@ public class HandlerReqLogin : Handler
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await connection.Player.OnEnterGame();
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connection.Player.Connection = connection;
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await connection.SendPacket(new PacketRspLogin(connection.Player!));
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await connection.Player.OnHeartBeat();
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}
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}
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