mirror of
https://github.com/MikuLeaks/MikuSB.git
synced 2026-06-04 18:43:56 +00:00
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4 Commits
v0.8
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5f92f2c116
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5f92f2c116 | ||
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16d1413cd8 | ||
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00d5f35c30 | ||
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7e45bd8dcb |
@@ -16,7 +16,7 @@ public class HttpServerConfig
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public string BindAddress { get; set; } = "0.0.0.0";
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public string BindAddress { get; set; } = "0.0.0.0";
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public string PublicAddress { get; set; } = "127.0.0.1";
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public string PublicAddress { get; set; } = "127.0.0.1";
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public int Port { get; set; } = 21500;
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public int Port { get; set; } = 21500;
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public bool EnableLog { get; set; } = true;
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public bool EnableLog { get; set; } = false;
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public string GetDisplayAddress()
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public string GetDisplayAddress()
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{
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{
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@@ -69,7 +69,7 @@ public class GameWeaponInfo : GrowableItemInfo
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}
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}
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}public class GameSkinInfo : BaseGameItemInfo
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}public class GameSkinInfo : BaseGameItemInfo
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{
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{
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public uint Level { get; set; }
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public uint SkinType { get; set; }
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public override Item ToProto()
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public override Item ToProto()
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{
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{
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var proto = new Item
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var proto = new Item
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@@ -79,6 +79,7 @@ public class GameWeaponInfo : GrowableItemInfo
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Count = ItemCount,
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Count = ItemCount,
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Flag = (uint)Flag,
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Flag = (uint)Flag,
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};
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};
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proto.Slots[11] = SkinType;
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return proto;
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return proto;
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}
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}
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}
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}
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@@ -30,7 +30,7 @@ public class CharacterManager(PlayerInstance player) : BasePlayerManager(player)
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var weaponInfo = await Player.InventoryManager!.AddWeaponItem((ItemTypeEnum)CharacterExcel.DefaultWeaponGPDL[0], CharacterExcel.DefaultWeaponGPDL[1], CharacterExcel.DefaultWeaponGPDL[2], CharacterExcel.DefaultWeaponGPDL[3],sendPacket:false);
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var weaponInfo = await Player.InventoryManager!.AddWeaponItem((ItemTypeEnum)CharacterExcel.DefaultWeaponGPDL[0], CharacterExcel.DefaultWeaponGPDL[1], CharacterExcel.DefaultWeaponGPDL[2], CharacterExcel.DefaultWeaponGPDL[3],sendPacket:false);
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if (weaponInfo != null) character.WeaponUniqueId = weaponInfo.UniqueId;
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if (weaponInfo != null) character.WeaponUniqueId = weaponInfo.UniqueId;
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var skinInfo = Player.InventoryManager!.GetNormalItemGDPL(ItemTypeEnum.TYPE_CARD_SKIN, detail, particular, level)
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var skinInfo = Player.InventoryManager!.GetSkinItemGDPL(ItemTypeEnum.TYPE_CARD_SKIN, detail, particular, level)
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?? await Player.InventoryManager!.AddSkinItem(ItemTypeEnum.TYPE_CARD_SKIN, detail, particular, level, false);
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?? await Player.InventoryManager!.AddSkinItem(ItemTypeEnum.TYPE_CARD_SKIN, detail, particular, level, false);
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if (skinInfo != null) character.SkinId = skinInfo.UniqueId;
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if (skinInfo != null) character.SkinId = skinInfo.UniqueId;
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@@ -51,27 +51,43 @@ public class InventoryManager(PlayerInstance player) : BasePlayerManager(player)
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return InventoryData.Weapons.Values.FirstOrDefault(x => x.TemplateId == templateId);
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return InventoryData.Weapons.Values.FirstOrDefault(x => x.TemplateId == templateId);
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}
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}
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public async ValueTask<BaseGameItemInfo?> AddSkinItem(ItemTypeEnum genre, uint detail, uint particular, uint level = 1, bool sendPacket = true)
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public async ValueTask<GameSkinInfo?> AddSkinItem(ItemTypeEnum genre, uint detail, uint particular, uint level = 1, bool sendPacket = true)
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{
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{
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if (genre != ItemTypeEnum.TYPE_CARD_SKIN) return null;
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if (genre != ItemTypeEnum.TYPE_CARD_SKIN) return null;
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var skinData = GameData.CardSkinData.Values.FirstOrDefault(x => x.Genre == (int)genre && x.Detail == detail && x.Particular == particular && x.Level == level);
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var skinData = GameData.CardSkinData.Values.FirstOrDefault(x => x.Genre == (int)genre && x.Detail == detail && x.Particular == particular && x.Level == level);
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if (skinData == null) return null;
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if (skinData == null) return null;
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var templateId = GameResourceTemplateId.FromGdpl((uint)genre,detail,particular,level);
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var templateId = GameResourceTemplateId.FromGdpl((uint)genre,detail,particular,level);
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var skinInfo = new BaseGameItemInfo
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var skinInfo = new GameSkinInfo
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{
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{
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TemplateId = templateId,
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TemplateId = templateId,
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UniqueId = InventoryData.NextUniqueUid++,
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UniqueId = InventoryData.NextUniqueUid++,
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ItemType = ItemTypeEnum.TYPE_CARD_SKIN,
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ItemType = ItemTypeEnum.TYPE_CARD_SKIN,
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ItemCount = 1
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ItemCount = 1
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};
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};
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InventoryData.Items[skinInfo.UniqueId] = skinInfo;
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InventoryData.Skins[skinInfo.UniqueId] = skinInfo;
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if (sendPacket) await Player.SendPacket(new PacketNtfCallScript([skinInfo]));
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if (sendPacket) await Player.SendPacket(new PacketNtfCallScript([skinInfo]));
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return skinInfo;
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return skinInfo;
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}
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}
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public GameSkinInfo? GetSkinItem(uint uniqueId)
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{
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return InventoryData.Skins.GetValueOrDefault(uniqueId);
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}
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public GameSkinInfo? GetSkinItemByTemplateId(ulong templateId)
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{
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return InventoryData.Skins.Values.FirstOrDefault(x => x.TemplateId == templateId);
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}
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public GameSkinInfo? GetSkinItemGDPL(ItemTypeEnum genre, uint detail, uint particular, uint level)
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{
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var templateId = GameResourceTemplateId.FromGdpl((uint)genre, detail, particular, level);
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return InventoryData.Skins.Values.FirstOrDefault(x => x.TemplateId == templateId);
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}
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public async ValueTask<BaseGameItemInfo?> AddArItem(ItemTypeEnum genre, uint detail, uint particular, uint level = 1, bool sendPacket = true)
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public async ValueTask<BaseGameItemInfo?> AddArItem(ItemTypeEnum genre, uint detail, uint particular, uint level = 1, bool sendPacket = true)
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{
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{
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if (genre != ItemTypeEnum.TYPE_AR) return null;
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if (genre != ItemTypeEnum.TYPE_AR) return null;
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@@ -1,4 +1,5 @@
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using System.Text.Json;
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using MikuSB.Proto;
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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.Nodes;
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using System.Text.Json.Serialization;
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using System.Text.Json.Serialization;
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@@ -15,16 +16,35 @@ public class GirlSkin_ChangeSkinType : ICallGSHandler
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["nType"] = req?.Type ?? 1,
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["nType"] = req?.Type ?? 1,
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["nSkinId"] = req?.SkinId
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["nSkinId"] = req?.SkinId
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};
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};
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// TODO change type in proto Item ??
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if (req == null)
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await CallGSRouter.SendScript(connection, "GirlSkin_ChangeSkinType", response.ToJsonString());
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{
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await CallGSRouter.SendScript(connection, "GirlSkin_ChangeSkinType", response.ToJsonString());
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return;
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}
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var player = connection.Player!;
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var skinData = player.InventoryManager.GetSkinItem(req.SkinId);
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if (skinData == null)
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{
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await CallGSRouter.SendScript(connection, "GirlSkin_ChangeSkinType", response.ToJsonString());
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return;
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}
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skinData.SkinType = req.Type;
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var sync = new NtfSyncPlayer
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{
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Items = { skinData.ToProto() }
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};
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await CallGSRouter.SendScript(connection, "GirlSkin_ChangeSkinType", response.ToJsonString(), sync);
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}
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}
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}
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}
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internal sealed class ChangeSkinTypeParam
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internal sealed class ChangeSkinTypeParam
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{
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{
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[JsonPropertyName("nType")]
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[JsonPropertyName("nType")]
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public int? Type { get; set; }
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public uint Type { get; set; }
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[JsonPropertyName("nSkinId")]
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[JsonPropertyName("nSkinId")]
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public uint? SkinId { get; set; }
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public uint SkinId { get; set; }
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}
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}
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@@ -0,0 +1,42 @@
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using MikuSB.Database.Player;
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using MikuSB.GameServer.Server.CallGS.Handlers.Misc;
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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.Preview;
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[CallGSApi("RecordConfession")]
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public class RecordConfession : ICallGSHandler
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{
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private const int MainSceneGID = 132;
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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<RecordConfessionParam>(param);
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if (req == null) return;
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var sid = req.Id + 10;
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var player = connection.Player!;
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var attr = player.Data.Attrs
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.FirstOrDefault(x => x.Gid == MainSceneGID && x.Sid == sid);
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if (attr == null)
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{
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attr = new PlayerAttr
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{
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Gid = MainSceneGID,
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Sid = sid,
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Val = 1
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};
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player.Data.Attrs.Add(attr);
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}
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var sync = new NtfSyncPlayer();
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sync.Custom[player.ToPackedAttrKey(MainSceneGID, sid)] = attr.Val;
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sync.Custom[player.ToShiftedAttrKey(MainSceneGID, sid)] = attr.Val;
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await CallGSRouter.SendScript(connection, "RecordConfession", "{}", sync);
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}
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}
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internal sealed class RecordConfessionParam
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{
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[JsonPropertyName("nIdx")]
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public uint Id { get; set; }
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}
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@@ -62,7 +62,8 @@ public class PacketNtfCallScript : BasePacket
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};
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};
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var extraSync = new NtfSyncPlayer();
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var extraSync = new NtfSyncPlayer();
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foreach (var item in inventory.Items.Values) if ((item.TemplateId & 0xFFFF) != 5) extraSync.Items.Add(item.ToProto());
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foreach (var item in inventory.Items.Values) extraSync.Items.Add(item.ToProto());
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foreach (var skin in inventory.Skins.Values) extraSync.Items.Add(skin.ToProto());
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foreach (var weapon in inventory.Weapons.Values) extraSync.Items.Add(weapon.ToProto());
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foreach (var weapon in inventory.Weapons.Values) extraSync.Items.Add(weapon.ToProto());
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proto.ExtraSync = extraSync;
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proto.ExtraSync = extraSync;
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SetData(proto);
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SetData(proto);
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@@ -11,7 +11,7 @@ https://go.microsoft.com/fwlink/?LinkID=208121.
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<_TargetId>Folder</_TargetId>
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<_TargetId>Folder</_TargetId>
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<TargetFramework>net9.0</TargetFramework>
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<TargetFramework>net9.0</TargetFramework>
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<RuntimeIdentifier>win-x64</RuntimeIdentifier>
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<RuntimeIdentifier>win-x64</RuntimeIdentifier>
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<SelfContained>true</SelfContained>
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<SelfContained>false</SelfContained>
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<PublishSingleFile>false</PublishSingleFile>
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<PublishSingleFile>false</PublishSingleFile>
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<PublishReadyToRun>true</PublishReadyToRun>
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<PublishReadyToRun>true</PublishReadyToRun>
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<PublishTrimmed>false</PublishTrimmed>
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<PublishTrimmed>false</PublishTrimmed>
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@@ -1,6 +1,6 @@
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# MikuSB
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# MikuSB
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Snowbreak: Containment Zone private server reimplementation written in C#.
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<strong>MikuSB</strong> is a server emulator of a certain dungeon anime game.
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`SdkServer`, `GameServer`, and an optional local HTTP/HTTPS proxy are started from a single `net9.0` application.
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`SdkServer`, `GameServer`, and an optional local HTTP/HTTPS proxy are started from a single `net9.0` application.
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[Discord](https://discord.gg/aMwCu9JyUR)
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[Discord](https://discord.gg/aMwCu9JyUR)
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@@ -86,7 +86,6 @@ It is not intended for unauthorized access to, interference with, or commercial
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## Legal Disclaimer
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## Legal Disclaimer
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MikuSB was developed for educational and research purposes.
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MikuSB was developed for educational and research purposes.
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- This project is not affiliated with or endorsed by SEASUN GAMES PTE. LTD.
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- All trademarks, copyrights, and other intellectual property related to the original game and its associated franchise belong to their respective owners.
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- All trademarks, copyrights, and other intellectual property related to the original game and its associated franchise belong to their respective owners.
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- This repository does not include any copyrighted game assets, binaries, or master data.
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- This repository does not include any copyrighted game assets, binaries, or master data.
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- Use this software at your own risk. The authors assume no responsibility for any damages or legal consequences resulting from its use.
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- Use this software at your own risk. The authors assume no responsibility for any damages or legal consequences resulting from its use.
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@@ -1,6 +1,6 @@
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# MikuSB
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# MikuSB
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Snowbreak: Containment Zone 向けの C# 製プライベートサーバー再実装です。
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<strong>MikuSB</strong>は、あるダンジョンアニメゲームのサーバーエミュレーターです。
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`SdkServer`、`GameServer`、任意のローカル HTTP/HTTPS プロキシを 1 つの `net9.0` アプリとして起動します。
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`SdkServer`、`GameServer`、任意のローカル HTTP/HTTPS プロキシを 1 つの `net9.0` アプリとして起動します。
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[Discord](https://discord.gg/aMwCu9JyUR)
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[Discord](https://discord.gg/aMwCu9JyUR)
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@@ -87,7 +87,6 @@ dotnet build
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## 法的免責事項
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## 法的免責事項
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MikuSBは教育および研究目的で開発されました。
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MikuSBは教育および研究目的で開発されました。
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- このプロジェクトはSEASUN GAMES PTE. LTD. と一切関係が無く、承認も受けていません。
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- 元のゲーム及び関連フランチャイズに関するすべての商標、著作権知的財産権はそれぞれの所有者に帰属します。
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- 元のゲーム及び関連フランチャイズに関するすべての商標、著作権知的財産権はそれぞれの所有者に帰属します。
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- このリポジトリには、著作権で保護されたゲームアセット、バイナリ、マスターデータは一切含まれていません。
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- このリポジトリには、著作権で保護されたゲームアセット、バイナリ、マスターデータは一切含まれていません。
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- 自己責任でご利用下さい。 著者は、本ソフトウェアによって生じるいかなる損害または法的結果についても一切責任を負いません。
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- 自己責任でご利用下さい。 著者は、本ソフトウェアによって生じるいかなる損害または法的結果についても一切責任を負いません。
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@@ -1 +1 @@
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v=0.8
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v=0.9
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Reference in New Issue
Block a user