mirror of
https://github.com/MikuLeaks/MikuSB.git
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To address the issue where RspLogin was becoming too large to allow logins, I changed the system to send a portion of the information via NtfSyncPlayer.
168 lines
6.8 KiB
C#
168 lines
6.8 KiB
C#
using MikuSB.Data;
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using MikuSB.Data.Excel;
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using MikuSB.Database;
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using MikuSB.Database.Inventory;
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using MikuSB.Enums.Item;
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using MikuSB.GameServer.Game.Player;
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namespace MikuSB.GameServer.Game.Inventory;
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public class InventoryManager(PlayerInstance player) : BasePlayerManager(player)
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{
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public InventoryData InventoryData { get; } = DatabaseHelper.GetInstanceOrCreateNew<InventoryData>(player.Uid);
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public async ValueTask<GameWeaponInfo?> AddWeaponItem(ItemTypeEnum genre, uint detail, uint particular, uint level = 1)
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{
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if (genre != ItemTypeEnum.TYPE_WEAPON) return null;
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var weaponData = GameData.WeaponData.Values.FirstOrDefault(x => x.Genre == (int)genre && x.Detail == detail && x.Particular == particular && x.Level == level);
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if (weaponData == null) return null;
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var templateId = GameResourceTemplateId.FromGdpl((uint)genre,detail,particular,level);
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var weaponInfo = new GameWeaponInfo
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{
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TemplateId = templateId,
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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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return weaponInfo;
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}
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public GameWeaponInfo? GetWeaponItem(uint uniqueId)
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{
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return InventoryData.Weapons.GetValueOrDefault(uniqueId);
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}
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public GameWeaponInfo? GetWeaponItemByTemplateId(ulong templateId)
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{
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return InventoryData.Weapons.Values.FirstOrDefault(x => x.TemplateId == templateId);
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}
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public GameWeaponInfo? GetWeaponItemGDPL(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.Weapons.Values.FirstOrDefault(x => x.TemplateId == templateId);
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}
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public async ValueTask<GameSkinInfo?> AddSkinItem(ItemTypeEnum genre, uint detail, uint particular, uint level = 1)
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{
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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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if (skinData == null) return null;
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var templateId = GameResourceTemplateId.FromGdpl((uint)genre,detail,particular,level);
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var skinInfo = new GameSkinInfo
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{
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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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return skinInfo;
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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)
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{
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if (genre != ItemTypeEnum.TYPE_AR) return null;
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var arData = GameData.ArItemData.Values.FirstOrDefault(x => x.Genre == (int)genre && x.Detail == detail && x.Particular == particular && x.Level == level);
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if (arData == null) return null;
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var templateId = GameResourceTemplateId.FromGdpl((uint)genre, detail, particular, level);
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if (InventoryData.Items.Values.Any(x => x.TemplateId == templateId)) return null;
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var arInfo = new BaseGameItemInfo
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{
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TemplateId = templateId,
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UniqueId = InventoryData.NextUniqueUid++,
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Flag = ItemFlagEnum.FLAG_READED,
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ItemCount = 1
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};
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InventoryData.Items[arInfo.UniqueId] = arInfo;
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return arInfo;
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}
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public async ValueTask<BaseGameItemInfo?> AddManifestationItem(ItemTypeEnum genre, uint detail, uint particular, uint level = 1)
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{
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if (genre != ItemTypeEnum.TYPE_MANIFESTATION) return null;
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var manifestData = GameData.ManifestationData.Values.FirstOrDefault(x => x.Genre == (int)genre && x.Detail == detail && x.Particular == particular && x.Level == level);
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if (manifestData == null) return null;
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var templateId = GameResourceTemplateId.FromGdpl((uint)genre, detail, particular, level);
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if (InventoryData.Items.Values.Any(x => x.TemplateId == templateId)) return null;
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var manifestInfo = new BaseGameItemInfo
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{
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TemplateId = templateId,
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UniqueId = InventoryData.NextUniqueUid++,
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Flag = ItemFlagEnum.FLAG_READED,
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ItemCount = 1
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};
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InventoryData.Items[manifestInfo.UniqueId] = manifestInfo;
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return manifestInfo;
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}
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public BaseGameItemInfo? GetNormalItem(uint uniqueId)
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{
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return InventoryData.Items.GetValueOrDefault(uniqueId);
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}
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public BaseGameItemInfo? GetNormalItemByTemplateId(ulong templateId)
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{
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return InventoryData.Items.Values.FirstOrDefault(x => x.TemplateId == templateId);
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}
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public BaseGameItemInfo? GetNormalItemGDPL(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.Items.Values.FirstOrDefault(x => x.TemplateId == templateId);
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}
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private static uint GetSuppliesMaxCount(SuppliesExcel suppliesData) =>
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suppliesData.Genre == 5 && suppliesData.Detail == 4 ? 999999u : 99999u;
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public async ValueTask<BaseGameItemInfo?> AddSuppliesItem(SuppliesExcel suppliesData, uint count)
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{
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var templateId = GameResourceTemplateId.FromGdpl(suppliesData.Genre, suppliesData.Detail, suppliesData.Particular, suppliesData.Level);
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uint maxCount = GetSuppliesMaxCount(suppliesData);
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uint giveCount = Math.Min(count, maxCount);
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var existing = InventoryData.Items.Values.FirstOrDefault(x => x.TemplateId == templateId);
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if (existing != null)
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{
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existing.ItemCount = Math.Min(existing.ItemCount + giveCount, maxCount);
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return existing;
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}
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var itemInfo = new BaseGameItemInfo
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{
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TemplateId = templateId,
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UniqueId = InventoryData.NextUniqueUid++,
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Flag = ItemFlagEnum.FLAG_READED,
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ItemCount = giveCount
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};
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InventoryData.Items[itemInfo.UniqueId] = itemInfo;
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return itemInfo;
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}
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} |