This commit is contained in:
Naruse
2025-04-15 19:36:05 +08:00
parent dd51fb491d
commit ec8972d5d6
121 changed files with 30598 additions and 0 deletions

13
.gitignore vendored Normal file
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/.vscode
*.pyc
logs/latest.log
*.rs
/build
__pycache__/
.env
/resources
*.proto
*.txt
/proto
.idea/
/logs

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from database.mongodb import get_collection
from typing import Optional
from pydantic import BaseModel
from utils.crypto import generate_combo_token
class AccountModel(BaseModel):
id: int
username: str
token: str
account_collection = get_collection("accounts")
def find_account_by_uid(uid: int) -> Optional[AccountModel]:
account_data = account_collection.find_one({"_id": uid})
if account_data:
account_data["id"] = int(account_data["_id"])
del account_data["_id"]
return AccountModel(**account_data)
return None
def find_account_by_name(name: str) -> Optional[AccountModel]:
account_data = account_collection.find_one({"username": name})
if account_data:
account_data["id"] = int(account_data["_id"])
del account_data["_id"]
return AccountModel(**account_data)
return None
def create_new_account(username: str) -> AccountModel:
last_account = account_collection.find_one(sort=[("_id", -1)])
uid = (last_account["_id"] + 1) if last_account else 1001
token = generate_combo_token(str(uid))
new_account = {
"_id": uid,
"username": username,
"token": token
}
account_collection.insert_one(new_account)
return AccountModel(id=uid, username=username, token=new_account["token"])

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from database.mongodb import get_collection
from typing import Optional
from database.base_database_data import BaseDatabaseData
from game_server.resource import ResourceManager
from game_server.resource.configdb.avatar_config import AvatarConfig
from typing import List
from rail_proto.lib import (
Avatar,
AvatarSkillTree,
BattleAvatar,
AvatarType,
SpBarInfo,
AvatarSkillTree,
BattleEquipment,
EquipRelic
)
avatars_collection = get_collection("avatars")
class AvatarData(BaseDatabaseData):
avatar_id: int
level: int = 80
exp: int = 0
promotion: int = 6
rank: int = 6
lightcone_id: int = 0
relic_ids: dict[str,int] = {}
skills: dict[str,int] = {}
current_hp: int = 10000
current_sp: int = 0
def add_avatar(self) -> "AvatarData":
get_avatar = avatars_collection.find_one({"uid": self.uid, "avatar_id":self.avatar_id})
if get_avatar:
return False
avatar = ResourceManager.instance().find_by_index(AvatarConfig, self.avatar_id)
if not avatar:
return False
self.avatar_id=avatar.AvatarID
for skill_id,skill_level in avatar.AvatarSkills.items():
self.skills[str(skill_id)] = skill_level
avatar_data = self.model_dump()
avatars_collection.insert_one(avatar_data)
return self
def ToProto(self) -> Avatar:
return Avatar(
base_avatar_id=self.avatar_id,
level=self.level,
exp=self.exp,
promotion=self.promotion,
rank=self.rank,
skilltree_list=[
AvatarSkillTree(
point_id=int(skill_id),
level=skill_level
)
for skill_id,skill_level in self.skills.items()
],
equipment_unique_id=self.lightcone_id,
equip_relic_list=[
EquipRelic(
relic_unique_id=relic_id,
type=int(type)
)
for type,relic_id in self.relic_ids.items()
],
has_taken_promotion_reward_list=[1,2,3,4,5,6],
)
def ToBattleProto(self,index,session):
get_equipment = None
if self.lightcone_id > 0:
get_equipment = session.player.inventory_manager.get(self.lightcone_id)
return BattleAvatar(
id=self.avatar_id,
index=index,
level=self.level,
promotion=self.promotion,
rank=self.rank,
hp=self.current_hp,
avatar_type=AvatarType.AVATAR_FORMAL_TYPE.value,
sp_bar=SpBarInfo(
cur_sp=5000,
max_sp=10000
),
skilltree_list=[
AvatarSkillTree(
point_id=int(skill_id),
level=level
)
for skill_id,level in self.skills.items()
],
equipment_list=[
BattleEquipment(
id=get_equipment.item_id if get_equipment else 0,
level=get_equipment.level if get_equipment else 0,
promotion=get_equipment.promotion if get_equipment else 0,
rank=get_equipment.rank if get_equipment else 0
)
],
relic_list = [
session.player.inventory_manager.get(relic_id).RelicBattleProto()
for type, relic_id in self.relic_ids.items()
if relic_id > 0
]
)
def save_avatar(self):
avatar_data = self.model_dump()
avatar_data["uid"] = self.uid
query = {"uid": self.uid, "avatar_id": self.avatar_id}
avatars_collection.update_one(query, {"$set": avatar_data})
def find_avatar_by_avatar_id(uid: int, avatar_id: int) -> Optional[AvatarData]:
avatar_data = avatars_collection.find_one({"uid": uid, "avatar_id":avatar_id})
if avatar_data:
del avatar_data["_id"]
return AvatarData(**avatar_data)
return None
def get_all_avatars_by_uid(uid: int) -> List[AvatarData]:
avatars_data = avatars_collection.find({"uid": uid})
result = []
for avatar in avatars_data:
del avatar["_id"]
result.append(AvatarData(**avatar))
return result

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from pydantic import BaseModel
class BaseDatabaseData(BaseModel):
uid: int = 0

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from database.mongodb import get_collection
from database.base_database_data import BaseDatabaseData
from game_server.resource import ResourceManager
from game_server.resource.configdb.relic_main_affix_config import RelicMainAffixConfigData
from game_server.resource.configdb.equipment_config import EquipmentConfig
from game_server.resource.configdb.relic_config import RelicConfigData
from game_server.game.items.relic_manager import RelicManager
from game_server.game.enums.avatar.relic_type import RelicTypeEnum
from typing import List
from pydantic import BaseModel
from rail_proto.lib import (
Equipment,
Relic,
RelicAffix,
BattleRelic,
RelicAffix
)
items_collection = get_collection("items")
class SubAffix(BaseModel):
id: int
count: int
step: int
class InventoryData(BaseDatabaseData):
item_id: int
count: int = 1
level: int = 1
exp: int = 0
promotion: int = 0
rank: int = 0
locked: bool = False
discarded: bool = False
main_affix: int = 0
sub_affix: list[SubAffix] = []
equip_avatar: int = 0
unique_id: int = 0
main_type: int = 0
sub_type: int = 0
def add_lightcone(self):
last_item = items_collection.find_one({"uid": self.uid},sort=[("unique_id", -1)])
unique_id = last_item["unique_id"] + 1 if last_item else 1
equipment = ResourceManager.instance().find_by_index(EquipmentConfig, self.item_id)
if not equipment:
return None
self.level = 80
self.promotion = 6
self.main_type = 1
self.unique_id = unique_id
lightcone_data = self.model_dump()
items_collection.insert_one(lightcone_data)
return self
def add_relic(self):
last_item = items_collection.find_one({"uid": self.uid}, sort=[("unique_id", -1)])
unique_id = last_item["unique_id"] + 1 if last_item else 1
relic = ResourceManager.instance().find_by_index(RelicConfigData, self.item_id)
if not relic:
return None
self.level = 15
self.main_type = 2
self.sub_type = RelicTypeEnum[relic.Type].value
relic_manager = RelicManager()
main_stat = ""
get_main_affix = None
if self.main_affix > 0:
relics = ResourceManager.instance().find_by_index(RelicConfigData, self.item_id)
main_affix_group = ResourceManager.instance().find_all_by_index(RelicMainAffixConfigData, relics.MainAffixGroup)
main_stat = next(
(affix.Property for affix in main_affix_group if affix.AffixID == int(self.main_affix))
)
elif self.main_affix == 0:
get_main_affix = relic_manager.GetRandomRelicMainAffix(self.item_id)
self.main_affix = get_main_affix.AffixID
if not main_stat and get_main_affix:
main_stat = get_main_affix.Property
if not self.sub_affix:
self.sub_affix = relic_manager.GetRandomRelicSubAffix(self.item_id, main_stat, 4)
if self.sub_affix and len(self.sub_affix) < 4:
self.sub_affix.extend(relic_manager.GetRandomRelicSubAffix(self.item_id, main_stat, 4 - len(self.sub_affix), self.sub_affix))
self.unique_id = unique_id
relic_data = self.model_dump()
items_collection.insert_one(relic_data)
return self
def ToProto(self):
if self.main_type == 1:
proto = Equipment(
tid=self.item_id,
level=self.level,
rank=self.rank,
promotion=self.promotion,
dress_avatar_id=self.equip_avatar,
unique_id=self.unique_id,
)
if self.main_type == 2:
proto = Relic(
tid=self.item_id,
level=self.level,
dress_avatar_id=self.equip_avatar,
unique_id=self.unique_id,
main_affix_id=self.main_affix,
sub_affix_list=[
RelicAffix(
affix_id=affix.id,
cnt=affix.count,
step=affix.step
)
for affix in self.sub_affix
]
)
return proto
def save_item(self):
item_data = self.model_dump()
item_data["uid"] = self.uid
query = {"uid": self.uid, "unique_id": self.unique_id}
items_collection.update_one(query, {"$set": item_data})
def RelicBattleProto(self):
return BattleRelic(
id=self.item_id,
level=self.level,
main_affix_id=self.main_affix,
sub_affix_list=[
RelicAffix(
affix_id=affix.id,
cnt=affix.count,
step=affix.step
)
for affix in self.sub_affix
],
unique_id=self.unique_id,
type=self.sub_type
)
def get_all_items_by_uid(uid: int) -> List[InventoryData]:
items_data = items_collection.find({"uid": uid})
result = []
for items in items_data:
del items["_id"]
result.append(InventoryData(**items))
return result

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from database.mongodb import get_collection
from database.base_database_data import BaseDatabaseData
from typing import List
from rail_proto.lib import (
LineupInfo,
ExtraLineupType,
LineupAvatar,
SpBarInfo,
AvatarType
)
lineups_collection = get_collection("lineups")
class LineupData(BaseDatabaseData):
name: str = ""
index: int = 0
mp: int = 5
extra_lineup: ExtraLineupType = ExtraLineupType.LINEUP_NONE
leader_slot: int = 0
avatar_list: list[int] = []
def ToProto(self) -> LineupInfo:
return LineupInfo(
name=self.name,
index=self.index,
mp=self.mp,
max_mp=5,
extra_lineup_type=self.extra_lineup,
leader_slot=self.leader_slot,
avatar_list=[
LineupAvatar(
id=avatar_id,
slot=index,
hp=10000,
sp_bar=SpBarInfo(cur_sp=5000, max_sp=10000),
satiety=100,
avatar_type=AvatarType.AVATAR_FORMAL_TYPE.value
)
for index, avatar_id in enumerate(self.avatar_list)
]
)
def add_lineup(self):
lineup_data = self.model_dump()
lineups_collection.insert_one(lineup_data)
return self
def save_lineup(self):
lineup_data = self.model_dump()
lineup_data["uid"] = self.uid
query = {"uid": self.uid, "index": self.index}
existing_lineup = lineups_collection.find_one(query)
if existing_lineup:
lineups_collection.update_one(query, {"$set": lineup_data})
else:
lineups_collection.insert_one(lineup_data)
return True
def get_all_lineup_by_uid(uid: int) -> List[LineupData]:
lineups_data = lineups_collection.find({"uid": uid})
result = []
for lineup in lineups_data:
del lineup["_id"]
result.append(LineupData(**lineup))
return result

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database/mongodb.py Normal file
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from pymongo import MongoClient
client = MongoClient("mongodb://localhost:27017")
def get_database():
return client["neonsr"]
def get_collection(collection_name: str):
database = client["neonsr"]
return database[collection_name]

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from database.mongodb import get_collection
from typing import Optional
from pydantic import BaseModel
from database.base_database_data import BaseDatabaseData
from rail_proto.lib import (
Gender,
PlayerBasicInfo,
PlayerDetailInfo,
PlatformType,
PlayerRecordInfo
)
players_collection = get_collection("players")
class PositionModel(BaseModel):
x: int
y: int
z: int
class RotationModel(BaseModel):
x: int
y: int
z: int
class PlayerData(BaseDatabaseData):
name: str = ""
signature: str = ""
birthday: int = 0
cur_basic_type: int = 8001
head_icon: int = 208001
phone_theme: int = 221000
chat_bubble: int = 220000
current_bgm: int = 210007
current_gender: Gender = Gender.GenderMan
level: int = 70
exp: int = 0
world_level: int = 0
scoin: int = 0 # Credits
hcoin: int = 0 # Jade
mcoin: int = 0 # Crystals
plane_id: int = 10000
floor_id: int = 10000000
entry_id: int = 100000104
cur_lineup: int = 0
pos: Optional[PositionModel] = PositionModel(x=0,y=0,z=0)
rot: Optional[RotationModel] = RotationModel(x=0,y=0,z=0)
def ToProto(self) -> PlayerBasicInfo:
return PlayerBasicInfo(
nickname=self.name,
level=self.level,
exp=self.exp,
world_level=self.world_level,
scoin=self.scoin,
hcoin=self.hcoin,
mcoin=self.mcoin,
stamina=240
)
def ToDetailProto(self) -> PlayerDetailInfo:
return PlayerDetailInfo(
nickname=self.Name,
level=self.Level,
signature=self.Signature,
is_banned=False,
head_icon=self.HeadIcon,
platform=PlatformType.PC,
uid=self.uid,
world_level=self.WorldLevel,
record_info=PlayerRecordInfo()
)
def create_player_data(self,name : str):
try:
self.name = name
player_data = self.model_dump()
players_collection.insert_one(player_data)
return PlayerData(**player_data)
except Exception as e:
print(f"Error creating player data: {e}")
return None
def save_player_data(self):
try:
player_data = self.model_dump()
player_data["uid"] = self.uid
query = {"uid": self.uid}
players_collection.update_one(query, {"$set": player_data})
return True
except Exception as e:
print(f"Error menyimpan data pemain: {e}")
return False
def find_player_by_uid(uid: int) -> Optional[PlayerData]:
player_data = players_collection.find_one({"uid": uid})
if player_data:
del player_data["_id"]
return PlayerData(**player_data)
return None

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game_server/dummy.py Normal file
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dummyprotolist = [
"SceneEntityMove",
"GetMissionData",
"FinishTalkMission",
"InteractProp",
"GetFirstTalkNpc",
"GetAssistHistory",
"GetTrackPhotoActivityData",
"GetSwordTrainingData",
"GetSummonActivityData",
"GetMainMissionCustomValue"
"SetPlayerInfo",
"GetPlayerDetailInfo",
"GetLevelRewardTakenList",
"GetRogueScoreRewardInfo",
"GetGachaInfo",
"QueryProductInfo",
"GetQuestData",
"GetQuestRecord",
"GetFriendApplyListInfo",
"GetCurAssist",
"GetRogueHandbookData",
"GetDailyActiveInfo",
"GetFightActivityData",
"GetMultipleDropInfo",
"GetPlayerReturnMultiDropInfo",
"GetShareData",
"GetTreasureDungeonActivityData",
"PlayerReturnInfoQuery",
"GetActivityScheduleConfig",
"GetMissionEventData",
"GetRogueInfo",
"GetExpeditionData",
"GetRogueDialogueEventData",
"GetJukeboxData",
"SyncClientResVersion",
"DailyFirstMeetPam",
"GetMuseumInfo",
"GetLoginActivity",
"GetRaidInfo",
"GetTrialActivityData",
"GetBoxingClubInfo",
"GetNpcStatus",
"TextJoinQuery",
"GetSpringRecoverData",
"GetChatFriendHistory",
"GetSecretKeyInfo",
"GetVideoVersionKey",
"GetCurBattleInfo",
"GetMarkItemList",
"RogueTournGetCurRogueCocoonInfo",
"GetAllServerPrefsData",
"GetRogueCommonDialogueData",
"GetRogueEndlessActivityData",
"RogueArcadeGetInfo",
"ChessRogueQuery",
"RogueTournQuery",
"RogueMagicQuery",
"GetBattleCollegeData",
"GetHeartDialInfo",
"TrainPartyGetData",
"HeliobusActivityData",
"GetEnteredScene",
"GetAetherDivideInfo",
"GetMapRotationData",
"GetRogueCollection",
"GetRogueExhibition",
"GetPetData",
"EnterSection",
"GetMultiPathAvatarInfo",
"GetCurChallenge",
"GetMissionMessageInfo",
"SwitchHandData",
"GetPamSkinData",
"GetMainMissionCustomValue",
"GetNpcMessageGroup",
"GetRechargeGiftInfo",
"GetFriendLoginInfo",
"GetChessRogueNousStoryInfo",
"CommonRogueQuery",
"GetStarFightData",
"EvolveBuildQueryInfo",
"GetAlleyInfo",
"GetAetherDivideChallengeInfo",
"GetStrongChallengeActivityData",
"GetOfferingInfo",
"ClockParkGetInfo",
"MusicRhythmData",
"GetGunPlayData",
"GetFightFestData",
"DifficultyAdjustmentGetData",
"ChimeraGetData",
"MarbleGetData",
"GetRechargeBenefitInfo",
"ParkourGetData",
"SpaceZooData",
"GetMaterialSubmitActivityData",
"GetPreAvatarList",
"TravelBrochureGetData",
"RaidCollectionData",
"GetChatEmojiList",
"GetTelevisionActivityData",
"GetTrainVisitorRegister",
"GetLoginChatInfo",
"GetFeverTimeActivityData",
"TarotBookGetData",
"GetMarkChest",
"GetArchiveData",
"GetAllSaveRaid",
"MatchThreeGetData",
"GetDrinkMakerData",
"UpdateServerPrefsData",
"UpdateTrackMainMissionId",
"GetMail",
"GetShopList",
"PlayerLogout",
]

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import dataclasses
from rail_proto.lib import AvatarSkillTree,EquipRelic
@dataclasses.dataclass
class AvatarManager:
avatar_id: int
level: int
exp: int
promotion: int
rank: int
skills: list[AvatarSkillTree]
equip_id: int = 0
relic_list: dict[int,EquipRelic] = dataclasses.field(default_factory=dict)

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import importlib
import os
import sys
folder = "game_server/game/chat/command"
sys.path.append(os.path.dirname(folder))
for filename in os.listdir(folder):
if filename.endswith(".py") and filename != "__init__.py":
module_name = filename[:-3]
module_path = f"game_server.game.chat.command.{module_name}"
try:
importlib.import_module(module_path)
except Exception as e:
print(f"Error importing module '{module_path}': {e}")

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from game_server.game.chat.decorators import Command
from game_server.net.session import PlayerSession
from game_server.resource import ResourceManager
from game_server.resource.configdb.equipment_config import EquipmentConfig
from game_server.resource.configdb.relic_config import RelicConfigData
from game_server.resource.configdb.relic_main_affix_config import RelicMainAffixConfigData
from game_server.resource.configdb.relic_sub_affix_config import RelicSubAffixConfigData
from database.inventory.inventory_data import SubAffix
@Command(
prefix="give",
usage="/give",
)
async def execute(session:PlayerSession, item_id, param1=None, param2=None, param3=None, param4=None, param5=None):
try:
sync = False
lightcones = ResourceManager.instance().find_by_index(EquipmentConfig,item_id)
relics = ResourceManager.instance().find_by_index(RelicConfigData,item_id)
if lightcones:
rank = 1
if param1 and param1.startswith("r") and len(param1) == 2:
rank_value = param1[1]
if rank_value.isdigit() and 1 <= int(rank_value) <= 5:
rank = int(rank_value)
elif rank_value.isdigit() and int(rank_value) > 5:
rank = 5
item = session.player.add_lightcone(item_id, rank)
if item:
session.player.inventory_manager[item.unique_id] = item
sync = True
elif relics:
main_stat = 0
main_property = ""
main_affix_group = ResourceManager.instance().find_all_by_index(RelicMainAffixConfigData, relics.MainAffixGroup)
sub_affix_list = []
if param1 and param1.startswith("s") and len(param1) == 2 and param1[1].isdigit():
main_affix = next((affix for affix in main_affix_group if affix.AffixID == int(param1[1])))
if main_affix:
main_stat = main_affix.AffixID
main_property = main_affix.Property
for param in [param2, param3, param4, param5]:
if param and len(param) >= 3 and ":" in param:
parts = param.split(":")
if len(parts) == 2 and all(part.isdigit() for part in parts):
sub_affix_data = ResourceManager.instance().find_all_by_index(RelicSubAffixConfigData, relics.SubAffixGroup)
for affix in sub_affix_data:
if affix.AffixID == int(parts[0]) and affix.Property != main_property:
sub_affix_list.append(SubAffix(id=int(parts[0]), count=int(parts[1]), step=int(parts[1]) * 2))
item = session.player.add_relic(item_id,main_stat,sub_affix_list)
if item:
session.player.inventory_manager[item.unique_id] = item
sync = True
if sync:
await session.notify(session.player.PlayerSyncProto())
return "GIVE"
except Exception as e:
print(e)

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from game_server.game.chat.decorators import Command
from game_server.net.session import PlayerSession
from game_server.resource import ResourceManager
from game_server.resource.configdb.avatar_config import AvatarConfig
from game_server.resource.configdb.equipment_config import EquipmentConfig
from game_server.resource.configdb.relic_config import RelicConfigData
@Command(
prefix="giveall",
usage="/giveall",
)
async def execute(session:PlayerSession, text):
try:
sync = False
if text == "avatars":
avatars = ResourceManager.instance().values(AvatarConfig)
for avatar in avatars:
if avatar.AvatarID == 1224 or avatar.AvatarID >= 7000:
continue
if session.player.avatar_mananger.get(avatar.AvatarID):
continue
data = session.player.add_avatar(avatar.AvatarID)
if data:
session.player.avatar_mananger[data.avatar_id] = data
sync = True
if text == "lightcones":
lightcones = ResourceManager.instance().values(EquipmentConfig)
for lightcone in lightcones:
item = session.player.add_lightcone(lightcone.EquipmentID)
if item:
session.player.inventory_manager[item.unique_id] = item
sync = True
if text == "relics":
relics = ResourceManager.instance().values(RelicConfigData)
for relic in relics:
item = session.player.add_relic(relic.ID)
if item:
session.player.inventory_manager[item.unique_id] = item
sync = True
if sync:
await session.notify(session.player.PlayerSyncProto())
return "GIVEALL"
except Exception as e:
print(e)

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from utils.logger import Info
from game_server.game.chat.decorators import command_registry
from game_server.net.session import PlayerSession
import game_server.game.chat.command # noqa: F401
class CommandHandler:
def load_commands(self):
registered_commands = ", ".join(
item.prefix for item in command_registry.values() if not item.is_alias
)
Info(
f"[BOOT] [CommandHandler] Registered {len(command_registry)} game commands => {registered_commands}"
)
def parse_command(self, content: str):
content = content.lstrip("/")
parts = content.split(maxsplit=1)
if len(parts) < 2:
return parts[0], ""
return parts[0], parts[1]
def print_help(self):
result = "Available commands:\n"
for index, (_, func) in enumerate(command_registry.items()):
result += f"{index+1}) {func.usage}\n\n"
return result
async def handle_command(self, session: PlayerSession, content: str):
if content == "/help":
return self.print_help()
command_label, args = self.parse_command(content)
command_func = command_registry.get(command_label)
if command_func is not None:
func_args_cnt = command_func.__code__.co_argcount - 1
args_list = args.split()[:func_args_cnt]
if args_list and args_list[0] == "help":
return f"Usage: {command_func.usage}"
try:
return await command_func(session, *args_list)
except TypeError:
return f"Usage: {command_func.usage}"
return None
handler = CommandHandler()

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from typing import Dict, Type
command_registry: Dict[str, Type] = {}
def Command(prefix: str, usage: str, aliases: list = list()):
def decorator(func):
func.usage = usage
func.prefix = prefix
func.is_alias = False
command_registry[prefix] = func
# Register alias if exist
for alias in aliases:
func.is_alias = True
command_registry[alias] = func
return func
return decorator

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from enum import Enum
class RelicTypeEnum(Enum):
Unknown = 0
HEAD = 1
HAND = 2
BODY = 3
FOOT = 4
NECK = 5
OBJECT = 6

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from enum import Enum
class GameModeTypeEnum(Enum):
Unknown = 0
Town = 1
Maze = 2
Train = 3
Challenge = 4
Rogue = 5
Raid = 6
AetherDivide = 7
TrialActivity = 8

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import random
from pydantic import BaseModel
from game_server.resource import ResourceManager
from game_server.resource.configdb.relic_config import RelicConfigData
from game_server.resource.configdb.relic_main_affix_config import RelicMainAffixConfigData
from game_server.resource.configdb.relic_sub_affix_config import RelicSubAffixConfigData
class SubAffix(BaseModel):
id: int
count: int
step: int
class MainAffix(BaseModel):
AffixID: int
Property: str
class RelicManager(BaseModel):
def GetRandomRelicMainAffix(self, itemid) -> MainAffix:
config = ResourceManager.instance().find_by_index(RelicConfigData, itemid)
if not config:
return MainAffix(AffixID=0, Property=None)
affixes = [
affix
for affix in ResourceManager.instance().values(RelicMainAffixConfigData)
if config.MainAffixGroup == affix.GroupID
]
if not affixes:
return MainAffix(AffixID=0, Property=None)
selected_affix = random.choice(affixes)
return MainAffix(AffixID=selected_affix.AffixID, Property=selected_affix.Property)
def GetRandomRelicSubAffix(self, itemid: int, property: str, loop: int, affix_list: list[SubAffix] = []) -> list[SubAffix]:
config = ResourceManager.instance().find_by_index(RelicConfigData, itemid)
if not config:
return []
affix_ids_in_list = {affix.id for affix in affix_list}
affixes = [
affix
for affix in ResourceManager.instance().values(RelicSubAffixConfigData)
if config.SubAffixGroup == affix.GroupID and affix.Property != property and affix.AffixID not in affix_ids_in_list
]
selected_affixes = random.sample(affixes, 4 - len(affix_ids_in_list))
sub_affix_list = []
for affix in selected_affixes:
count = random.randint(1, loop)
step = count * 2
sub_affix_list.append(SubAffix(id=affix.AffixID, count=count, step=step))
return sub_affix_list

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from pydantic import BaseModel
from rail_proto.lib import MotionInfo,Vector
class Motion(BaseModel):
x: float
y: float
z: float
rotY: float
def ToProto(self) -> MotionInfo:
return MotionInfo(
pos=Vector(
x=int(self.x*1000),
y=int(self.y*1000),
z=int(self.z*1000)
),
rot=Vector(
x=0,
y=int(self.rotY*1000),
z=0
)
)

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from pydantic import BaseModel
from database.player.player_data import PlayerData,players_collection
from database.avatar.avatar_data import AvatarData,get_all_avatars_by_uid,avatars_collection
from database.lineup.lineup_data import LineupData,get_all_lineup_by_uid,lineups_collection
from database.inventory.inventory_data import InventoryData,get_all_items_by_uid,items_collection
from game_server.game.scene.scene_manager import SceneManager
from typing import Optional
from rail_proto.lib import (
PlayerSyncScNotify,
AvatarSync
)
from pymongo import UpdateOne
from utils.logger import Error
class PlayerManager(BaseModel):
data : PlayerData = PlayerData()
avatar_mananger: dict[int,AvatarData] = {}
lineup_manager: dict[int,LineupData] = {}
inventory_manager: dict[int,InventoryData] = {}
scene_manager: SceneManager = None
def init_default(self):
self.add_all_avatars()
self.add_all_lineups()
self.add_all_items()
self.scene_manager = SceneManager(
entry_id=self.data.entry_id
)
def save_all(self):
self.save_player_data_bulk()
self.save_all_avatars_bulk()
self.save_all_lineups_bulk()
self.save_all_items_bulk()
def add_all_avatars(self):
avatars = get_all_avatars_by_uid(uid=self.data.uid)
if not avatars:
avatar = AvatarData(
uid=self.data.uid,
avatar_id=self.data.cur_basic_type
).add_avatar()
self.avatar_mananger[self.data.cur_basic_type] = avatar
for avatar in avatars:
self.avatar_mananger[avatar.avatar_id] = avatar
def add_all_lineups(self):
lineups = get_all_lineup_by_uid(uid=self.data.uid)
if not lineups:
lineup = LineupData(
uid=self.data.uid,
index=0,
name="",
avatar_list=[self.data.cur_basic_type]
).add_lineup()
self.lineup_manager[lineup.index] = lineup
for lineup in lineups:
self.lineup_manager[lineup.index] = lineup
def add_all_items(self):
items = get_all_items_by_uid(uid=self.data.uid)
for item in items:
self.inventory_manager[item.unique_id] = item
def add_avatar(self,avatar_id:int) -> Optional[AvatarData]:
avatar = self.avatar_mananger.get(avatar_id)
if avatar:
return None
avatar = AvatarData(uid=self.data.uid,avatar_id=avatar_id).add_avatar()
if avatar:
return avatar
return None
def add_lineup(self,avatar_ids: list[int],index=0,name=""):
LineupData(
uid=self.data.uid,
index=index,
name=name,
avatar_list=avatar_ids
).add_lineup()
def add_lightcone(self,lightcone_id: int, rank=1) -> Optional[InventoryData]:
item = InventoryData(
uid=self.data.uid,
item_id=lightcone_id,
rank=rank
).add_lightcone()
if item:
return item
return None
def add_relic(self,relic_id: int, main_affix=0, sub_affix=[]) -> Optional[InventoryData]:
item = InventoryData(
uid=self.data.uid,
item_id=relic_id,
main_affix=main_affix,
sub_affix=sub_affix
).add_relic()
if item:
return item
return None
def PlayerSyncProto(self) -> PlayerSyncScNotify:
avatars = []
for avatar_id,avatar in self.avatar_mananger.items():
avatars.append(avatar.ToProto())
lightcones = []
for unique_id,item in self.inventory_manager.items():
if item.main_type == 1:
lightcones.append(item.ToProto())
relics = []
for unique_id,item in self.inventory_manager.items():
if item.main_type == 2:
relics.append(item.ToProto())
return PlayerSyncScNotify(
equipment_list=lightcones,
relic_list=relics,
avatar_sync=
AvatarSync(
avatar_list=avatars
),
basic_info=self.data.ToProto()
)
def save_player_data_bulk(self):
try:
player_data = self.data.model_dump()
player_data["uid"] = self.data.uid
query = {"uid": self.data.uid}
players_collection.update_one(query, {"$set": player_data}, upsert=True)
except Exception as e:
Error(f"Error save player data: {e}")
def save_all_avatars_bulk(self):
operations = []
for avatar in self.avatar_mananger.values():
avatar_data = avatar.model_dump()
avatar_data["uid"] = avatar.uid
query = {"uid": avatar.uid, "avatar_id": avatar.avatar_id}
operations.append(UpdateOne(query, {"$set": avatar_data}, upsert=True))
if operations:
avatars_collection.bulk_write(operations)
def save_all_lineups_bulk(self):
operations = []
for lineup in self.lineup_manager.values():
lineup_data = lineup.model_dump()
lineup_data["uid"] = lineup.uid
query = {"uid": lineup.uid, "index": lineup.index}
operations.append(UpdateOne(query, {"$set": lineup_data}, upsert=True))
if operations:
lineups_collection.bulk_write(operations)
def save_all_items_bulk(self):
operations = []
for item in self.inventory_manager.values():
item_data = item.model_dump()
item_data["uid"] = item.uid
query = {"uid": item.uid, "unique_id": item.unique_id}
operations.append(UpdateOne(query, {"$set": item_data}, upsert=True))
if operations:
items_collection.bulk_write(operations)

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from pydantic import BaseModel
from game_server.game.enums.scene.game_mode_type import GameModeTypeEnum
from game_server.resource import ResourceManager
from game_server.resource.configdb.maze_plane import MazePlaneData
from game_server.resource.configdb.map_entrance import MapEntranceData
from game_server.game.motion.motion_info import Motion
from rail_proto.lib import (
SceneEntityGroupInfo,
SceneInfo,
SceneEntityInfo,
SceneEntityGroupInfo,
ScenePropInfo,
SceneNpcInfo,
SceneNpcMonsterInfo,
SceneActorInfo,
AvatarType
)
class SceneManager(BaseModel):
entry_id: int
plane_id: int = 0
floor_id: int = 0
game_mode_type: int = 0
world_id: int = 0
teleport_id: int = 0
entity_group_list: list[SceneEntityGroupInfo] = []
entities: dict[int,SceneEntityInfo] = {}
battle_monster: list[SceneEntityInfo] = []
def ToProto(self,session) -> SceneInfo:
prop_entity_id = 10
npc_entity_id = 10_000
monster_entity_id = 20_000
entrance = ResourceManager.instance().find_by_index(MapEntranceData, self.entry_id)
maze_plane = ResourceManager.instance().find_by_index(MazePlaneData, entrance.PlaneID)
floor_infos = entrance.floor_infos.get(self.entry_id)
proto = SceneInfo(
entry_id=self.entry_id,
plane_id=entrance.PlaneID,
floor_id=entrance.FloorID,
)
proto.game_mode_type = GameModeTypeEnum[maze_plane.PlaneType].value
if maze_plane.WorldID == 100:
maze_plane.WorldID = 401
proto.world_id = maze_plane.WorldID
loaded_npc = [13199,13321,1313,13227,13190,13191,13192,13141,13246,13407 ,13223,13152]
loaded_group = []
groups = []
for group_id,group in floor_infos.groups.items():
if group.LoadSide == "Client":
continue
# if group_id in loaded_group:
# continue
# if group_id > 150 and group_id < 200:
# continue
# if group_id > 300:
# continue
if group_id in groups:
continue
groups.append(group_id)
group_info = SceneEntityGroupInfo(
group_id=group_id
)
for prop in group.PropList:
prop_entity_id += 1
prop_entity_info = SceneEntityInfo(
inst_id=prop.ID,
group_id=group_id,
motion=Motion(
x=prop.PosX,
y=prop.PosY,
z=prop.PosZ,
rotY=prop.RotY
).ToProto(),
prop=ScenePropInfo(
prop_id=prop.PropID,
prop_state=8 if prop.MappingInfoID > 0 else (1 if prop.State == 0 else prop.State)
),
entity_id=prop_entity_id
)
group_info.entity_list.append(prop_entity_info)
if self.teleport_id > 0 and self.teleport_id == prop.MappingInfoID:
for anchor in group.AnchorList:
if group.id == prop.AnchorGroupID and anchor.ID == prop.AnchorID:
session.player.data.pos.x = int(anchor.PosX)
session.player.data.pos.y = int(anchor.PosY)
session.player.data.pos.z = int(anchor.PosZ)
session.player.data.rot.y = int(anchor.RotY)
for npc in group.NPCList:
if npc.NPCID in loaded_npc:
continue
loaded_npc.append(npc.NPCID)
npc_entity_id += 1
npc_entity_info = SceneEntityInfo(
inst_id=npc.ID,
group_id=group_id,
entity_id=npc_entity_id,
motion=Motion(
x=npc.PosX,
y=npc.PosY,
z=npc.PosZ,
rotY=npc.RotY
).ToProto(),
npc=SceneNpcInfo(
npc_id=npc.NPCID
)
)
group_info.entity_list.append(npc_entity_info)
for monster in group.MonsterList:
monster_entity_id += 1
monster_entity_info = SceneEntityInfo(
inst_id=monster.ID,
group_id=group_id,
entity_id=monster_entity_id,
motion=Motion(
x=monster.PosX,
y=monster.PosY,
z=monster.PosZ,
rotY=monster.RotY
).ToProto(),
npc_monster=SceneNpcMonsterInfo(
monster_id=monster.NPCMonsterID,
event_id=monster.EventID,
world_level=6
)
)
group_info.entity_list.append(monster_entity_info)
session.player.scene_manager.entities[monster_entity_id] = monster_entity_info
proto.entity_group_list.append(group_info)
player_pos = Motion(
x=session.player.data.pos.x,
y=session.player.data.pos.y,
z=session.player.data.pos.z,
rotY=session.player.data.rot.y
).ToProto()
player_group = SceneEntityGroupInfo(state=0,group_id=0)
for avatar_id in session.player.lineup_manager.get(session.player.data.cur_lineup).avatar_list:
player_entity = SceneEntityInfo(
inst_id=0,
entity_id=avatar_id << 20,
motion=player_pos,
actor=SceneActorInfo(
avatar_type=AvatarType.AVATAR_FORMAL_TYPE.value,
base_avatar_id=avatar_id,
uid=session.player.data.uid,
)
)
player_group.entity_list.append(player_entity)
proto.entity_group_list.append(player_group)
session.player.data.entry_id = self.entry_id
session.player.data.plane_id = entrance.PlaneID
session.player.data.floor_id = entrance.FloorID
return proto

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import betterproto
from game_server.net.session import PlayerSession
from rail_proto.lib import (
ChangeLineupLeaderCsReq,
ChangeLineupLeaderScRsp
)
async def handle(session: PlayerSession, msg: ChangeLineupLeaderCsReq) -> betterproto.Message:
session.player.lineup_manager.get(session.player.data.cur_lineup,None).leader_slot = msg.slot
return ChangeLineupLeaderScRsp(
retcode=0,
slot=msg.slot
)

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import betterproto
from game_server.net.session import PlayerSession
from rail_proto.lib import (
DressAvatarCsReq,
DressAvatarScRsp
)
async def handle(session: PlayerSession, msg: DressAvatarCsReq) -> betterproto.Message:
equipment = session.player.inventory_manager.get(msg.equipment_unique_id)
target_avatar = session.player.avatar_mananger.get(msg.avatar_id)
if not equipment or not target_avatar:
return DressAvatarScRsp()
previous_avatar = session.player.avatar_mananger.get(equipment.equip_avatar)
if previous_avatar:
if previous_avatar.lightcone_id > 0 and target_avatar.lightcone_id > 0:
target_equipment = session.player.inventory_manager.get(target_avatar.lightcone_id)
target_avatar.lightcone_id, previous_avatar.lightcone_id = previous_avatar.lightcone_id, target_avatar.lightcone_id
target_equipment.equip_avatar, equipment.equip_avatar = previous_avatar.avatar_id, target_avatar.avatar_id
#target_equipment.save_item()
else:
previous_avatar.lightcone_id = 0
equipment.equip_avatar = target_avatar.avatar_id
target_avatar.lightcone_id = equipment.unique_id
#previous_avatar.save_avatar()
else:
if target_avatar.lightcone_id > 0:
previous_equipment = session.player.inventory_manager.get(target_avatar.lightcone_id)
previous_equipment.equip_avatar = 0
#previous_equipment.save_item()
equipment.equip_avatar = target_avatar.avatar_id
target_avatar.lightcone_id = equipment.unique_id
#equipment.save_item()
#target_avatar.save_avatar()
await session.notify(session.player.PlayerSyncProto())
return DressAvatarScRsp(retcode=0)

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import betterproto
from game_server.net.session import PlayerSession
from rail_proto.lib import (
DressRelicAvatarCsReq,
DressRelicAvatarScRsp
)
async def handle(session: PlayerSession, msg: DressRelicAvatarCsReq) -> betterproto.Message:
target_avatar = session.player.avatar_mananger.get(msg.avatar_id)
if not target_avatar:
return DressRelicAvatarScRsp()
for relic_data in msg.switch_list:
relic = session.player.inventory_manager.get(relic_data.relic_unique_id)
if not relic:
continue
relic_sub_type = str(relic.sub_type)
current_relic_id = target_avatar.relic_ids.get(relic_sub_type, 0)
previous_avatar = session.player.avatar_mananger.get(relic.equip_avatar)
if previous_avatar:
previous_relic_id = previous_avatar.relic_ids.get(relic_sub_type, 0)
if previous_relic_id > 0 and current_relic_id > 0:
current_relic = session.player.inventory_manager.get(current_relic_id)
previous_relic = session.player.inventory_manager.get(previous_relic_id)
if current_relic and previous_relic:
previous_avatar.relic_ids[relic_sub_type] = current_relic.unique_id
current_relic.equip_avatar = previous_avatar.avatar_id
target_avatar.relic_ids[relic_sub_type] = previous_relic.unique_id
previous_relic.equip_avatar = target_avatar.avatar_id
#current_relic.save_item()
#previous_relic.save_item()
elif previous_relic_id > 0:
previous_relic = session.player.inventory_manager.get(previous_relic_id)
if previous_relic:
previous_relic.equip_avatar = 0
#previous_relic.save_item()
previous_avatar.relic_ids[relic_sub_type] = 0
elif current_relic_id > 0:
current_relic = session.player.inventory_manager.get(current_relic_id)
if current_relic:
current_relic.equip_avatar = 0
#current_relic.save_item()
target_avatar.relic_ids[relic_sub_type] = 0
target_avatar.relic_ids[relic_sub_type] = relic.unique_id
relic.equip_avatar = target_avatar.avatar_id
#relic.save_item()
#previous_avatar.save_avatar()
else:
if current_relic_id > 0:
current_relic = session.player.inventory_manager.get(current_relic_id)
if current_relic:
current_relic.equip_avatar = 0
#current_relic.save_item()
target_avatar.relic_ids[relic_sub_type] = relic.unique_id
relic.equip_avatar = target_avatar.avatar_id
#relic.save_item()
#target_avatar.save_avatar()
await session.notify(session.player.PlayerSyncProto())
return DressRelicAvatarScRsp(retcode=0)

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import betterproto
from game_server.net.session import PlayerSession
from game_server.game.motion.motion_info import Motion
from rail_proto.lib import (
EnterSceneCsReq,
EnterSceneScRsp,
EnterSceneByServerScNotify,
SceneEntityMoveScNotify
)
async def handle(session: PlayerSession, msg: EnterSceneCsReq) -> betterproto.Message:
scene = session.player.scene_manager
scene.entry_id = msg.entry_id
if msg.teleport_id > 0:
session.player.scene_manager.teleport_id = msg.teleport_id
scene_proto = scene.ToProto(session)
lineup = session.player.lineup_manager.get(session.player.data.cur_lineup).ToProto()
session.pending_notify(
EnterSceneByServerScNotify(
scene=scene_proto,
lineup=lineup
)
)
session.pending_notify(
SceneEntityMoveScNotify(
entry_id=session.player.scene_manager.entry_id,
motion=Motion(
x=session.player.data.pos.x,
y=session.player.data.pos.y,
z=session.player.data.pos.z,
rotY=session.player.data.rot.y,
).ToProto()
)
)
scene.teleport_id = 0
#session.player.data.save_player_data()
return EnterSceneScRsp(
retcode=0
)

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import betterproto
from game_server.net.session import PlayerSession
from rail_proto.lib import (
GetAllLineupDataCsReq,
GetAllLineupDataScRsp,
LineupInfo
)
async def handle(session: PlayerSession, msg: GetAllLineupDataCsReq) -> betterproto.Message:
lineups: list[LineupInfo] = []
for index,lineup in session.player.lineup_manager.items():
lineups.append(lineup.ToProto())
return GetAllLineupDataScRsp(
retcode=0,
lineup_list=lineups
)

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import betterproto
from game_server.net.session import PlayerSession
from rail_proto.lib import (
GetAvatarDataCsReq,
GetAvatarDataScRsp,
Avatar
)
async def handle(session: PlayerSession, msg: GetAvatarDataCsReq) -> betterproto.Message:
avatars: list[Avatar] = []
for avatar_id,avatar in session.player.avatar_mananger.items():
avatars.append(avatar.ToProto())
return GetAvatarDataScRsp(
retcode=0,
avatar_list=avatars
)

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import betterproto
from game_server.net.session import PlayerSession
from rail_proto.lib import (
GetBagCsReq,
GetBagScRsp
)
async def handle(session: PlayerSession, msg: GetBagCsReq) -> betterproto.Message:
equipment = [equipment.ToProto() for unique_id,equipment in session.player.inventory_manager.items() if equipment.main_type == 1]
relics = [relic.ToProto() for unique_id,relic in session.player.inventory_manager.items() if relic.main_type == 2]
return GetBagScRsp(
retcode=0,
equipment_list=equipment,
relic_list=relics
)

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import betterproto
from game_server.net.session import PlayerSession
from rail_proto.lib import (
GetBasicInfoCsReq,
GetBasicInfoScRsp,
PlayerSettingInfo
)
async def handle(session: PlayerSession, msg: GetBasicInfoCsReq) -> betterproto.Message:
return GetBasicInfoScRsp(
retcode=0,
player_setting_info=PlayerSettingInfo(
mmmnjchemfn=True,
kapdimgjlnf=True,
ilfalcdlaol=True,
gmjanojmkce=True,
pbkbglhhkpe=True,
nkekibnjmpa=True,
kjncckhjfhe=True,
aicnfaobcpi=True,
aponeidmphl=True,
njfmiljofok=True
)
)

View File

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import betterproto
from game_server.net.session import PlayerSession
from game_server.resource import ResourceManager
from game_server.resource.configdb.challenge_maze_config import ChallengeMazeConfig
from rail_proto.lib import (
GetChallengeCsReq,
GetChallengeScRsp,
Challenge
)
async def handle(session: PlayerSession, msg: GetChallengeCsReq) -> betterproto.Message:
return GetChallengeScRsp(
retcode=0,
challenge_list=[
Challenge(
challenge_id=challenge.ID
)
for challenge in ResourceManager.instance().values(ChallengeMazeConfig)
]
)

View File

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import betterproto
from game_server.net.session import PlayerSession
from rail_proto.lib import (
GetCurLineupDataCsReq,
GetCurLineupDataScRsp
)
async def handle(session: PlayerSession, msg: GetCurLineupDataCsReq) -> betterproto.Message:
return GetCurLineupDataScRsp(
retcode=0,
lineup=session.player.lineup_manager.get(session.player.data.cur_lineup,None).ToProto()
)

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import betterproto
from game_server.net.session import PlayerSession
from game_server.game.motion.motion_info import Motion
from rail_proto.lib import (
GetCurSceneInfoCsReq,
GetCurSceneInfoScRsp,
SceneEntityMoveScNotify
)
async def handle(session: PlayerSession, msg: GetCurSceneInfoCsReq) -> betterproto.Message:
session.pending_notify(
SceneEntityMoveScNotify(
entry_id=session.player.scene_manager.entry_id,
motion=Motion(
x=session.player.data.pos.x,
y=session.player.data.pos.y,
z=session.player.data.pos.z,
rotY=session.player.data.rot.y,
).ToProto()
)
)
return GetCurSceneInfoScRsp(
retcode=0,
scene=session.player.scene_manager.ToProto(session=session)
)

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import betterproto
from game_server.net.session import PlayerSession
from rail_proto.lib import (
GetFriendListInfoCsReq,
GetFriendListInfoScRsp,
FriendSimpleInfo,
PlayerSimpleInfo,
PlatformType,
FriendOnlineStatus
)
async def handle(session: PlayerSession, msg: GetFriendListInfoCsReq) -> betterproto.Message:
return GetFriendListInfoScRsp(
retcode=0,
friend_list=[
FriendSimpleInfo(
player_info=PlayerSimpleInfo(
uid=69,
level=1,
chat_bubble_id=220004,
head_icon=201310,
platform=PlatformType.PC.value,
online_status=FriendOnlineStatus.FRIEND_ONLINE_STATUS_ONLINE.value,
is_banned=False,
nickname="FireFly"
)
)
]
)

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@@ -0,0 +1,26 @@
import betterproto
from game_server.net.session import PlayerSession
from game_server.resource import ResourceManager
from game_server.resource.configdb.main_mission import MainMissionData
from rail_proto.lib import (
GetMissionStatusCsReq,
GetMissionStatusScRsp,
Mission,
MissionStatus
)
async def handle(session: PlayerSession, msg: GetMissionStatusCsReq) -> betterproto.Message:
return GetMissionStatusScRsp(
retcode=0,
finished_main_mission_id_list=[mission.MainMissionID for mission in ResourceManager.instance().values(MainMissionData)],
sub_mission_status_list=[
Mission(
id=mission_id,
progress=1,
status=MissionStatus.MISSION_FINISH.value
)
for mission_id in msg.sub_mission_id_list
],
unfinished_main_mission_id_list=[],
disabled_main_mission_id_list=[]
)

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@@ -0,0 +1,13 @@
import betterproto
from game_server.net.session import PlayerSession
from rail_proto.lib import (
GetNpcTakenRewardCsReq,
GetNpcTakenRewardScRsp,
PlayerSettingInfo
)
async def handle(session: PlayerSession, msg: GetNpcTakenRewardCsReq) -> betterproto.Message:
return GetNpcTakenRewardScRsp(
retcode=0,
npc_id=msg.npc_id
)

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@@ -0,0 +1,17 @@
import betterproto
from game_server.net.session import PlayerSession
from game_server.resource import ResourceManager
from game_server.resource.configdb.item_config import ItemConfig
from rail_proto.lib import (
GetPhoneDataCsReq,
GetPhoneDataScRsp
)
async def handle(session: PlayerSession, msg: GetPhoneDataCsReq) -> betterproto.Message:
return GetPhoneDataScRsp(
retcode=0,
cur_chat_bubble=session.player.data.chat_bubble,
cur_phone_theme=session.player.data.phone_theme,
owned_chat_bubbles=[item.ID for item in ResourceManager.instance().values(ItemConfig) if item.ItemSubType == "ChatBubble"],
owned_phone_themes=[item.ID for item in ResourceManager.instance().values(ItemConfig) if item.ItemSubType == "PhoneTheme"]
)

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@@ -0,0 +1,21 @@
import betterproto
from game_server.net.session import PlayerSession
from game_server.resource import ResourceManager
from game_server.resource.configdb.player_icon_config import PlayerIconConfig
from rail_proto.lib import (
GetPlayerBoardDataCsReq,
GetPlayerBoardDataScRsp,
HeadIconData
)
async def handle(session: PlayerSession, msg: GetPlayerBoardDataCsReq) -> betterproto.Message:
return GetPlayerBoardDataScRsp(
retcode=0,
current_head_icon_id=session.player.data.head_icon,
unlocked_head_icon_list=[
HeadIconData(
id=icon.ID
)
for icon in ResourceManager.instance().values(PlayerIconConfig)
]
)

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import betterproto
from game_server.net.session import PlayerSession
from rail_proto.lib import (
GetPrivateChatHistoryCsReq,
GetPrivateChatHistoryScRsp,
ChatMessageData,
MsgType
)
async def handle(session: PlayerSession, msg: GetPrivateChatHistoryCsReq) -> betterproto.Message:
return GetPrivateChatHistoryScRsp(
retcode=0,
contact_side=msg.contact_side,
chat_message_list=[
ChatMessageData(
message_type=MsgType.MSG_TYPE_CUSTOM_TEXT.value,
content="No commands available. FUCK OFF!",
sender_id=69
),
ChatMessageData(
message_type=MsgType.MSG_TYPE_CUSTOM_TEXT.value,
content="Hi....",
sender_id=session.player.data.uid
)
]
)

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@@ -0,0 +1,58 @@
import betterproto
from game_server.net.session import PlayerSession
from game_server.resource import ResourceManager
from game_server.resource.configdb.map_entrance import MapEntranceData
from game_server.resource.configdb.map_default_entrance import MapDefaultEntranceData
from rail_proto.lib import (
GetSceneMapInfoCsReq,
GetSceneMapInfoScRsp,
SceneMapInfo,
ChestInfo,
ChestType,
MazeGroup,
MazePropState
)
async def handle(session: PlayerSession, msg: GetSceneMapInfoCsReq) -> betterproto.Message:
rsp = GetSceneMapInfoScRsp(retcode=0)
for floor_id in msg.floor_id_list:
map_default = ResourceManager.instance().find_by_index(MapDefaultEntranceData, floor_id)
if not map_default:
continue
data = ResourceManager.instance().find_by_index(MapEntranceData, map_default.EntranceID)
if not data:
continue
map_info = SceneMapInfo(
retcode=0,
chest_list=[
ChestInfo(chest_type=ChestType.MAP_INFO_CHEST_TYPE_NORMAL.value),
ChestInfo(chest_type=ChestType.MAP_INFO_CHEST_TYPE_PUZZLE.value),
ChestInfo(chest_type=ChestType.MAP_INFO_CHEST_TYPE_CHALLENGE.value)
],
floor_id=floor_id
)
for i in range(101):
map_info.lighten_section_list.append(i)
level_group = data.floor_infos.get(map_default.EntranceID)
if level_group:
for group_id,group in level_group.groups.items():
maze_group_list = MazeGroup(
group_id=group_id
)
map_info.maze_group_list.append(maze_group_list)
for prop in group.PropList:
maze_prop = MazePropState(
group_id=group_id,
state=8 if prop.MappingInfoID > 0 else (1 if prop.State == 0 else prop.State),
config_id=prop.ID
)
if prop.MappingInfoID > 0:
map_info.unlock_teleport_list.append(prop.MappingInfoID)
map_info.maze_prop_list.append(maze_prop)
rsp.scene_map_info.append(map_info)
return rsp

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import betterproto
from game_server.net.session import PlayerSession
from rail_proto.lib import (
PVEBattleResultCsReq,
PVEBattleResultScRsp,
BattleEndStatus,
SceneGroupRefreshScNotify,
GroupRefreshInfo,
SceneGroupRefreshType,
SceneEntityRefreshInfo
)
async def handle(session: PlayerSession, msg: PVEBattleResultCsReq) -> betterproto.Message:
if msg.end_status == BattleEndStatus.BATTLE_END_WIN.value:
await session.notify(
SceneGroupRefreshScNotify(
group_refresh_list=[
GroupRefreshInfo(
refresh_type=SceneGroupRefreshType.SCENE_GROUP_REFRESH_TYPE_LOADED.value,
refresh_entity=[
SceneEntityRefreshInfo(
delete_entity=monster.entity_id
)
],
group_id=monster.group_id
) for monster in session.player.scene_manager.battle_monster
],
floor_id=session.player.data.floor_id
)
)
for monster in session.player.scene_manager.battle_monster:
session.player.scene_manager.entities.pop(monster.entity_id, None)
return PVEBattleResultScRsp(
retcode=0,
end_status=msg.end_status,
battle_id=msg.battle_id
)

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import betterproto
from game_server.net.session import PlayerSession
from database.account.account_data import find_account_by_uid
from database.player.player_data import PlayerData,find_player_by_uid
from database.lineup.lineup_data import LineupData
from rail_proto.lib import (
PlayerGetTokenCsReq,
PlayerGetTokenScRsp
)
from game_server.game.player.player_manager import PlayerManager
async def handle(session: PlayerSession, msg: PlayerGetTokenCsReq) -> betterproto.Message:
account_uid = int(msg.account_uid)
account_data=find_account_by_uid(account_uid)
if not account_data:
return PlayerGetTokenScRsp(
retcode=1003
)
player_data=find_player_by_uid(account_uid)
if not player_data:
player_data=PlayerData(uid=account_uid).create_player_data(account_data.username)
session.player=PlayerManager(data=player_data)
session.player.add_avatar(8001)
session.player.add_avatar(1001)
session.player.add_lineup([8001])
else:
session.player=PlayerManager(data=player_data)
return PlayerGetTokenScRsp(
retcode=0,
uid=account_uid,
msg="OK"
)

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@@ -0,0 +1,17 @@
import betterproto
import base64
from game_server.net.session import PlayerSession
from utils.time import cur_timestamp_ms
from rail_proto.lib import (
PlayerHeartBeatCsReq,
PlayerHeartBeatScRsp,
ClientDownloadData
)
async def handle(session: PlayerSession, msg: PlayerHeartBeatCsReq) -> betterproto.Message:
return PlayerHeartBeatScRsp(
retcode=0,
client_time_ms=msg.client_time_ms,
server_time_ms=cur_timestamp_ms(),
download_data=ClientDownloadData()
)

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@@ -0,0 +1,30 @@
import betterproto
from game_server.net.session import PlayerSession
from utils.time import cur_timestamp_ms
from rail_proto.lib import (
PlayerLoginCsReq,
PlayerLoginScRsp,
PlayerBasicInfo
)
import traceback
async def handle(session: PlayerSession, msg: PlayerLoginCsReq) -> betterproto.Message:
try:
session.player.init_default()
return PlayerLoginScRsp(
login_random=msg.login_random,
server_timestamp_ms=cur_timestamp_ms(),
stamina=240,
basic_info=PlayerBasicInfo(
nickname=session.player.data.name,
level=session.player.data.level,
exp=session.player.data.exp,
stamina=240,
mcoin=session.player.data.mcoin,
hcoin=session.player.data.hcoin,
scoin=session.player.data.scoin,
world_level=session.player.data.world_level,
)
)
except:
traceback.print_exc()

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@@ -0,0 +1,28 @@
import betterproto
from game_server.net.session import PlayerSession
from rail_proto.lib import (
PlayerLoginFinishCsReq,
PlayerLoginFinishScRsp,
ContentPackageSyncDataScNotify,
ContentPackageData,
ContentPackageInfo,
ContentPackageStatus
)
async def handle(session: PlayerSession, msg: PlayerLoginFinishCsReq) -> betterproto.Message:
content = [200001,200002,200003,150017,150015]
await session.notify(
ContentPackageSyncDataScNotify(
data=ContentPackageData(
cur_content_id=0,
content_package_list=[
ContentPackageInfo(
content_id=id,
status=ContentPackageStatus.ContentPackageStatus_Finished.value
) for id in content
]
)
)
)
session.active = True
return PlayerLoginFinishScRsp(retcode=0)

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@@ -0,0 +1,12 @@
import betterproto
from game_server.net.session import PlayerSession
from rail_proto.lib import (
RelicRecommendCsReq,
RelicRecommendScRsp
)
async def handle(session: PlayerSession, msg: RelicRecommendCsReq) -> betterproto.Message:
return RelicRecommendScRsp(
retcode=0,
avatar_id=msg.avatar_id
)

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@@ -0,0 +1,18 @@
import betterproto
from game_server.net.session import PlayerSession
from rail_proto.lib import (
ReplaceLineupCsReq,
ReplaceLineupScRsp,
SyncLineupNotify
)
async def handle(session: PlayerSession, msg: ReplaceLineupCsReq) -> betterproto.Message:
lineup = session.player.lineup_manager.get(msg.index)
lineup.avatar_list = [avatar.id for avatar in msg.lineup_slot_list]
await session.notify(
SyncLineupNotify(
lineup=lineup.ToProto()
)
)
#lineup.save_lineup()
return ReplaceLineupScRsp(retcode=0)

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import betterproto
from game_server.net.session import PlayerSession
from game_server.resource import ResourceManager
from game_server.resource.configdb.stage_config import StageConfig
from rail_proto.lib import (
SceneCastSkillCsReq,
SceneCastSkillScRsp,
SceneBattleInfo,
SceneMonsterWave,
SceneMonster
)
import numpy as np
async def handle(session: PlayerSession, msg: SceneCastSkillCsReq) -> betterproto.Message:
targets = [id for id in msg.assist_monster_entity_id_list if id > 20000 or id < 10]
for monster in msg.assist_monster_entity_info:
targets.extend(
id for id in monster.entity_id_list
if id not in targets and (id > 20000 or id < 10)
)
if msg.skill_index == 0 and targets:
monster_data: list[StageConfig] = []
for entity_id in targets:
entity_data = session.player.scene_manager.entities.get(entity_id)
if entity_data:
stage = ResourceManager.instance().find_by_index(StageConfig,entity_data.npc_monster.event_id*10)
if not stage:
stage = ResourceManager.instance().find_by_index(StageConfig,entity_data.npc_monster.event_id)
if stage:
monster_data.append(stage)
session.player.scene_manager.battle_monster.append(entity_data)
if monster_data:
return SceneCastSkillScRsp(
retcode=0,
cast_entity_id=msg.cast_entity_id,
battle_info=SceneBattleInfo(
rounds_limit=0,
world_level=session.player.data.world_level,
logic_random_seed=np.random.randint(1, np.iinfo(np.int32).max, dtype=np.int32),
stage_id=monster_data[0].StageID,
battle_id=1,
battle_avatar_list=[
session.player.avatar_mananger.get(avatar_id).ToBattleProto(index,session)
for index, avatar_id in enumerate(session.player.lineup_manager.get(session.player.data.cur_lineup, None).avatar_list)
],
monster_wave_list=[
SceneMonsterWave(
battle_stage_id=monster_list.StageID,
battle_wave_id=index,
monster_list=[
SceneMonster(
monster_id=id
)
for monster_dict in monster_list.MonsterList
for monster, id in monster_dict.items()
if id > 0
]
)
for index,monster_list in enumerate(monster_data)
]
)
)
return SceneCastSkillScRsp(retcode=0)

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import betterproto
from game_server.net.session import PlayerSession
from rail_proto.lib import (
SelectChatBubbleCsReq,
SelectChatBubbleScRsp
)
async def handle(session: PlayerSession, msg: SelectChatBubbleCsReq) -> betterproto.Message:
session.player.data.chat_bubble = msg.bubble_id
#session.player.data.save_player_data()
return SelectChatBubbleScRsp(
retcode=0,
cur_chat_bubble=msg.bubble_id
)

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import betterproto
from game_server.net.session import PlayerSession
from rail_proto.lib import (
SelectPhoneThemeCsReq,
SelectPhoneThemeScRsp
)
async def handle(session: PlayerSession, msg: SelectPhoneThemeCsReq) -> betterproto.Message:
session.player.data.chat_bubble = msg.theme_id
#session.player.data.save_player_data()
return SelectPhoneThemeScRsp(
retcode=0,
cur_phone_theme=msg.theme_id
)

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@@ -0,0 +1,36 @@
import betterproto
from game_server.net.session import PlayerSession
from game_server.game.chat.command_handler import handler
from rail_proto.lib import (
SendMsgCsReq,
SendMsgScRsp,
RevcMsgScNotify,
MsgType,
ChatType
)
async def handle(session: PlayerSession, msg: SendMsgCsReq) -> betterproto.Message:
if msg.message_type == MsgType.MSG_TYPE_CUSTOM_TEXT:
session.pending_notify(
RevcMsgScNotify(
message_type=MsgType.MSG_TYPE_CUSTOM_TEXT.value,
chat_type=ChatType.CHAT_TYPE_PRIVATE.value,
message_text=msg.message_text,
target_uid=69,
source_uid=session.player.data.uid
)
)
text = await handler.handle_command(session, msg.message_text)
if text:
session.pending_notify(
RevcMsgScNotify(
message_type=MsgType.MSG_TYPE_CUSTOM_TEXT.value,
chat_type=ChatType.CHAT_TYPE_PRIVATE.value,
message_text=text,
target_uid=session.player.data.uid,
source_uid=69
)
)
return SendMsgScRsp(
retcode=0
)

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import betterproto
from game_server.net.session import PlayerSession
from rail_proto.lib import (
SetClientPausedCsReq,
SetClientPausedScRsp
)
async def handle(session: PlayerSession, msg: SetClientPausedCsReq) -> betterproto.Message:
return SetClientPausedScRsp(
retcode=0,
paused=msg.paused
)

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@@ -0,0 +1,14 @@
import betterproto
from game_server.net.session import PlayerSession
from rail_proto.lib import (
SetHeadIconCsReq,
SetHeadIconScRsp
)
async def handle(session: PlayerSession, msg: SetHeadIconCsReq) -> betterproto.Message:
session.player.data.head_icon = msg.id
#session.player.data.save_player_data()
return SetHeadIconScRsp(
retcode=0,
current_head_icon_id=msg.id
)

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@@ -0,0 +1,15 @@
import betterproto
from game_server.net.session import PlayerSession
from rail_proto.lib import (
SetNicknameCsReq,
SetNicknameScRsp
)
async def handle(session: PlayerSession, msg: SetNicknameCsReq) -> betterproto.Message:
if msg.is_modify:
session.player.data.name = msg.nickname
await session.notify(session.player.PlayerSyncProto())
return SetNicknameScRsp(
retcode=0,
is_modify=msg.is_modify
)

12
game_server/main.py Normal file
View File

@@ -0,0 +1,12 @@
import asyncio
from game_server.net.gateway import KCPGateway
from utils.config import Config
from game_server.resource import ResourceManager
def fn_main():
try:
ResourceManager.instance().load_resources()
asyncio.run(KCPGateway.new(Config.GameServer.IP,Config.GameServer.Port))
except Exception as e:
print(f"Error: {e}")

143
game_server/net/gateway.py Normal file
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@@ -0,0 +1,143 @@
import asyncio
from nazo_rand import randrange
from game_server.net.kcp import get_conv
from game_server.net.packet import NetOperation
from game_server.net.session import PlayerSession
from utils.logger import Info,Warn,Debug
from database.mongodb import get_database
class KCPGateway(asyncio.DatagramProtocol):
def __init__(self, db):
self.id_counter = 0
self.sessions : dict[int, PlayerSession] = {}
self.running = True
self.shutdown_event = asyncio.Event()
self.db = db
self.timeout_check_interval = 5
self.save_duration = 60
async def check_sessions_timeout(self):
while self.running:
for conv_id, session in list(self.sessions.items()):
if session.is_timeout():
self.drop_kcp_session(conv_id)
await asyncio.sleep(self.timeout_check_interval)
async def periodic_save_sessions(self):
while self.running:
start = asyncio.get_event_loop().time()
for session in self.sessions.values():
session.player.save_all()
elapsed = asyncio.get_event_loop().time() - start
Info(f"Database saved in {elapsed:.2f}s")
await asyncio.sleep(self.save_duration)
def connection_made(self, transport):
self.transport = transport
Info(f"Listening on {self.transport.get_extra_info('sockname')}")
asyncio.create_task(self.check_sessions_timeout())
asyncio.create_task(self.periodic_save_sessions())
def datagram_received(self, data, addr):
data_len = len(data)
Debug(f"Received {data_len} bytes from {addr}: {[b for b in data]}")
if data_len == 20:
self.process_net_operation(NetOperation.from_bytes(data), addr)
elif data_len >= 28:
self.process_kcp_payload(data, addr)
else:
Warn("Unknown data length received")
def process_net_operation(self, op: NetOperation, addr):
if (op.head, op.tail) == (0xFF, 0xFFFFFFFF):
self.establish_kcp_session(op.data, addr)
elif (op.head, op.tail) == (0x194, 0x19419494):
self.drop_kcp_session(op.conv_id)
else:
Warn(f"Unknown magic pair: {op.head}-{op.tail}")
def establish_kcp_session(self, data, addr):
conv_id, session_token = self.next_conv_pair()
session_id = conv_id << 32 | session_token
Info(f"New connection: {addr} with conv_id: {conv_id}")
self.sessions[conv_id] = PlayerSession(
self.transport, session_id, addr, self.db
)
net_op = NetOperation(
head=0x145,
conv_id=conv_id,
session_token=session_token,
data=data,
tail=0x14514545,
).to_bytes()
self.transport.sendto(net_op, addr)
def drop_kcp_session(self, conv_id):
if conv_id in self.sessions:
self.sessions[conv_id].player.save_all()
del self.sessions[conv_id]
Info(f"Dropped KCP session with conv_id: {conv_id}")
else:
Warn(
f"Attempted to drop non-existent KCP session with conv_id: {conv_id}"
)
def process_kcp_payload(self, data, addr):
conv_id = get_conv(data)
session = self.sessions.get(conv_id)
if session:
session.update_last_received()
asyncio.create_task(session.consume(data))
else:
Warn(f"Received data for unknown session conv_id: {conv_id}")
def next_conv_pair(self):
self.id_counter += 1
return self.id_counter, randrange(0, 0xFF)
def connection_lost(self, exc):
Info("UDP connection lost, shutting down...")
for session in self.sessions.values():
session.player.save_all()
self.running = False
self.shutdown_event.set()
def shutdown(self):
Info("Shutting down server...")
for session in self.sessions.values():
session.player.save_all()
self.running = False
self.shutdown_event.set()
@staticmethod
async def new(host, port):
loop = asyncio.get_running_loop()
db = get_database()
transport, protocol = await loop.create_datagram_endpoint(
lambda: KCPGateway(db), local_addr=(host, port)
)
try:
await protocol.shutdown_event.wait()
except asyncio.CancelledError:
Info("Server tasks cancelled.")
finally:
transport.close()
Info("Server stopped.")

657
game_server/net/kcp.py Normal file
View File

@@ -0,0 +1,657 @@
import struct
from collections import deque
from typing import Callable
# thanks mero for this kcp lib :3
# this file is excluded from the CC0-1.0 License
# this file is licensed under GPL-3.0 from the author written below
__version__ = "1.0.0"
__author__ = "Mero <mero@crepe.moe>"
IKCP_RTO_NDL = 30
IKCP_RTO_MIN = 100
IKCP_RTO_DEF = 200
IKCP_RTO_MAX = 60000
IKCP_CMD_PUSH = 81
IKCP_CMD_ACK = 82
IKCP_CMD_WASK = 83
IKCP_CMD_WINS = 84
IKCP_ASK_SEND = 1
IKCP_ASK_TELL = 2
IKCP_WND_SND = 32
IKCP_WND_RCV = 128
IKCP_MTU_DEF = 1400
IKCP_ACK_FAST = 3
IKCP_INTERVAL = 100
IKCP_DEADLINK = 20
IKCP_THRESH_INIT = 2
IKCP_THRESH_MIN = 2
IKCP_PROBE_INIT = 7000
IKCP_PROBE_LIMIT = 120000
IKCP_FASTACK_LIMIT = 5
IKCP_PACKET_HEAD_FORMAT = "<IIBBHIIII"
IKCP_OVERHEAD = struct.calcsize(IKCP_PACKET_HEAD_FORMAT)
def get_conv(buf: bytes) -> int:
assert len(buf) >= IKCP_OVERHEAD
return struct.unpack_from("<I", buf, 0)[0]
class KcpException(Exception):
pass
class KcpSegment:
__slots__ = (
"session_id",
"cmd",
"frg",
"wnd",
"ts",
"sn",
"una",
"data",
"resendts",
"rto",
"fastack",
"xmit",
)
def __init__(self) -> None:
self.data = b""
self.resendts = 0
self.rto = 0
self.fastack = 0
self.xmit = 0
def parse(self, data):
conv, token, cmd, frg, wnd, ts, sn, una, len = struct.unpack(
IKCP_PACKET_HEAD_FORMAT, data[:IKCP_OVERHEAD]
)
self.session_id = conv << 32 | token
self.cmd = cmd
self.frg = frg
self.wnd = wnd
self.ts = ts
self.sn = sn
self.una = una
self.data = data[IKCP_OVERHEAD : IKCP_OVERHEAD + len]
return IKCP_OVERHEAD + len
def encode(self) -> bytes:
conv = self.session_id >> 32
token = self.session_id & 0xFFFFFFFF
return (
struct.pack(
IKCP_PACKET_HEAD_FORMAT,
conv,
token,
self.cmd,
self.frg,
self.wnd,
int(self.ts),
self.sn,
self.una,
int(len(self.data)),
)
+ self.data
)
class Kcp:
__slots__ = (
"session_id",
"current",
"rx_srtt",
"rx_rttval",
"snd_wnd",
"interval",
"rx_minrto",
"snd_nxt",
"rmt_wnd",
"snd_buf",
"snd_una",
"snd_queue",
"updated",
"ts_flush",
"xmit",
"state",
"ts_probe",
"probe_wait",
"use_fastask_conserve",
"rcv_nxt",
"rcv_wnd",
"rcv_buf",
"rcv_queue",
"probe",
"acklist",
"cwnd",
"mtu",
"mss",
"ssthresh",
"incr",
"rx_rto",
"stream",
"output",
"nodelay",
"nocwnd",
"dead_link",
"fastresend",
"fastlimit",
)
def __init__(self, session_id: int, output: Callable[[bytes], None]):
assert session_id < 1 << 64
self.use_fastask_conserve = False
self.session_id = session_id
self.output = output
self.snd_una = 0
self.snd_nxt = 0
self.rcv_nxt = 0
self.ts_probe = 0
self.probe_wait = 0
self.snd_wnd = IKCP_WND_SND
self.rcv_wnd = IKCP_WND_RCV
self.rmt_wnd = IKCP_WND_RCV
self.cwnd = 0
self.incr = 0
self.probe = 0
self.mtu = IKCP_MTU_DEF
self.mss = self.mtu - IKCP_OVERHEAD
self.stream = False
self.snd_buf = deque()
self.rcv_buf = deque()
self.rcv_queue = deque()
self.snd_queue = deque()
self.state = 0
self.acklist = deque()
self.rx_srtt = 0
self.rx_rttval = 0
self.rx_rto = IKCP_RTO_DEF
self.rx_minrto = IKCP_RTO_MIN
self.current = 0
self.interval = IKCP_INTERVAL
self.ts_flush = IKCP_INTERVAL
self.nodelay = 0
self.updated = False
self.ssthresh = IKCP_THRESH_INIT
self.fastresend = 0
self.fastlimit = IKCP_FASTACK_LIMIT
self.nocwnd = False
self.xmit = 0
self.dead_link = IKCP_DEADLINK
def parse_una(self, una):
while self.snd_buf:
seg = self.snd_buf[0]
if seg.sn >= una:
break
self.snd_buf.popleft()
def shrink_buf(self):
self.snd_una = self.snd_buf[0].sn if self.snd_buf else self.snd_nxt
def update_ack(self, rtt):
if self.rx_srtt == 0:
self.rx_srtt = rtt
self.rx_rttval = rtt // 2
else:
delta = abs(rtt - self.rx_srtt)
self.rx_rttval = (3 * self.rx_rttval + delta) // 4
self.rx_srtt = max((7 * self.rx_srtt + rtt) // 8, 1)
rto = self.rx_srtt + max(self.interval, 4 * self.rx_rttval)
self.rx_rto = min(max(self.rx_minrto, rto), IKCP_RTO_MAX)
def parse_ack(self, sn):
if self.snd_una > sn or self.snd_nxt <= sn:
return
for seg in self.snd_buf:
if sn == seg.sn:
self.snd_buf.remove(seg)
break
if seg.sn > sn:
break
def move_buf(self):
while self.rcv_buf:
seg = self.rcv_buf[0]
if seg.sn != self.rcv_nxt or len(self.rcv_queue) >= self.rcv_wnd:
break
self.rcv_nxt += 1
self.rcv_queue.append(self.rcv_buf.popleft())
def parse_data(self, newseg):
if (self.rcv_nxt + self.rcv_wnd) <= newseg.sn or self.rcv_nxt > newseg.sn:
return
repeat = False
new_index = len(self.rcv_buf)
for seg in reversed(self.rcv_buf):
if seg.sn == newseg.sn:
repeat = True
break
if seg.sn < newseg.sn:
break
new_index -= 1
if not repeat:
self.rcv_buf.insert(new_index, newseg)
self.move_buf()
def parse_fastack(self, sn, ts):
if self.snd_una > sn or self.snd_nxt <= sn:
return
for seg in self.snd_buf:
if seg.sn > sn:
break
elif sn != seg.sn and (self.use_fastask_conserve or seg.ts <= ts):
seg.fastack += 1
def input(self, data: bytes):
if not data or len(data) < IKCP_OVERHEAD:
raise KcpException(f"data size must be greater than {IKCP_OVERHEAD}")
maxack = 0
latest_ts = 0
flag = False
prev_una = self.snd_una
while len(data) >= IKCP_OVERHEAD:
seg = KcpSegment()
data = data[seg.parse(data) :]
if seg.session_id != self.session_id:
raise KcpException(
f"wrong session id, got {seg.session_id} but {self.session_id} was expected"
)
if seg.cmd not in (
IKCP_CMD_PUSH,
IKCP_CMD_ACK,
IKCP_CMD_WASK,
IKCP_CMD_WINS,
):
raise KcpException(f"unknown kcp cmd {seg.cmd}")
self.rmt_wnd = seg.wnd
self.parse_una(seg.una)
self.shrink_buf()
if seg.cmd == IKCP_CMD_ACK:
rtt = self.current - seg.ts
if rtt >= 0:
self.update_ack(rtt)
self.parse_ack(seg.sn)
self.shrink_buf()
if not flag:
flag = True
maxack = seg.sn
latest_ts = seg.ts
elif maxack < seg.sn and (
self.use_fastask_conserve or latest_ts > seg.ts
):
maxack = seg.sn
latest_ts = seg.ts
elif seg.cmd == IKCP_CMD_PUSH:
if self.rcv_nxt + self.rcv_wnd > seg.sn:
self.acklist.append((seg.sn, seg.ts))
if self.rcv_nxt <= seg.sn:
self.parse_data(seg)
elif seg.cmd == IKCP_CMD_WASK:
self.probe |= IKCP_ASK_TELL
if flag:
self.parse_fastack(maxack, latest_ts)
if self.snd_una - prev_una > 0 and self.cwnd < self.rmt_wnd:
mss = self.mss
if self.cwnd < self.ssthresh:
self.cwnd += 1
self.incr += mss
else:
if self.incr < mss:
self.incr = mss
self.incr += mss * mss // self.incr + mss // 16
if (self.cwnd + 1) * mss <= self.incr:
self.cwnd = (self.incr + mss - 1) // mss if mss > 0 else 1
if self.cwnd > self.rmt_wnd:
self.cwnd = self.rmt_wnd
self.incr = self.rmt_wnd * mss
def peeksize(self):
if not self.rcv_queue:
return -1
seg = self.rcv_queue[0]
if seg.frg == 0:
return len(seg.data)
if len(self.rcv_queue) < seg.frg + 1:
return -1
length = 0
for seg in self.rcv_queue:
length += len(seg.data)
if seg.frg == 0:
break
return length
def recv(self) -> bytes | None:
if not self.rcv_queue:
return None
peeksize = self.peeksize()
if peeksize < 0:
return None
recover = len(self.rcv_queue) >= self.rcv_wnd
data = b""
while seg := self.rcv_queue.popleft():
data += seg.data
if seg.frg == 0:
break
assert len(data) == peeksize
self.move_buf()
if len(self.rcv_queue) < self.rcv_wnd and recover:
self.probe |= IKCP_ASK_TELL
return data
def send(self, data: bytes):
assert self.mss > 0
if self.stream:
if self.snd_queue:
seg = self.snd_queue[-1]
if len(seg.data) < self.mss:
capacity = self.mss - len(seg.data)
extend = min(len(data), capacity)
seg.data += data[:extend]
data = data[extend:]
seg.frg = 0
if not data:
return
count = (len(data) + self.mss - 1) // self.mss if len(data) > self.mss else 1
if count >= IKCP_WND_RCV:
raise KcpException("user buffer is too long")
count = max(count, 1)
for i in range(count):
size = min(self.mss, len(data))
newseg = KcpSegment()
newseg.data = data[:size]
newseg.frg = 0 if self.stream else count - i - 1
data = data[size:]
self.snd_queue.append(newseg)
def update(self, current: int):
assert current < 1 << 32
self.current = current
if not self.updated:
self.updated = True
self.ts_flush = self.current
slap = self.current - self.ts_flush
if slap >= 10000 or slap < -10000:
self.ts_flush = self.current
slap = 0
if slap >= 0:
self.ts_flush += self.interval
if self.ts_flush <= self.current:
self.ts_flush = self.current + self.interval
self.flush()
def wnd_unused(self):
return max(self.rcv_wnd - len(self.rcv_queue), 0)
def flush(self):
if not self.updated:
return
seg = KcpSegment()
seg.session_id = self.session_id
seg.cmd = IKCP_CMD_ACK
seg.frg = 0
seg.wnd = self.wnd_unused()
seg.una = self.rcv_nxt
seg.sn = 0
seg.ts = 0
data = b""
for sn, ts in self.acklist:
if len(data) + IKCP_OVERHEAD > self.mtu:
self.output(data)
data = b""
seg.sn = sn
seg.ts = ts
data += seg.encode()
self.acklist.clear()
if self.rmt_wnd == 0:
if self.probe_wait == 0:
self.probe_wait = IKCP_PROBE_INIT
self.ts_probe = self.current + self.probe_wait
elif self.ts_probe <= self.current:
self.probe_wait = min(
self.probe_wait + max(self.probe_wait, IKCP_PROBE_INIT) // 2,
IKCP_PROBE_LIMIT,
)
self.ts_probe = self.current + self.probe_wait
self.probe |= IKCP_ASK_SEND
else:
self.ts_probe = 0
self.probe_wait = 0
if self.probe & IKCP_ASK_SEND:
seg.cmd = IKCP_CMD_WASK
if len(data) + IKCP_OVERHEAD > self.mtu:
self.output(data)
data = b""
data += seg.encode()
if self.probe & IKCP_ASK_TELL:
seg.cmd = IKCP_CMD_WINS
if len(data) + IKCP_OVERHEAD > self.mtu:
self.output(data)
data = b""
data += seg.encode()
self.probe = 0
cwnd = min(self.snd_wnd, self.rmt_wnd)
if not self.nocwnd:
cwnd = min(self.cwnd, cwnd)
while self.snd_una + cwnd > self.snd_nxt:
if not self.snd_queue:
break
newseg = self.snd_queue.popleft()
self.snd_buf.append(newseg)
newseg.session_id = self.session_id
newseg.cmd = IKCP_CMD_PUSH
newseg.wnd = seg.wnd
newseg.ts = self.current
newseg.sn = self.snd_nxt
self.snd_nxt += 1
newseg.una = self.rcv_nxt
newseg.resendts = self.current
newseg.rto = self.rx_rto
newseg.fastack = 0
newseg.xmit = 0
resent = 0xFFFFFFFF
if self.fastresend > 0:
resent = self.fastresend
rtomin = 0
if not self.nodelay:
rtomin = self.rx_rto >> 3
lost = False
change = False
for segment in self.snd_buf:
needsend = False
if segment.xmit == 0:
needsend = True
segment.xmit += 1
segment.rto = self.rx_rto
segment.resendts = self.current + segment.rto + rtomin
elif segment.resendts <= self.current:
needsend = True
segment.xmit += 1
self.xmit += 1
if not self.nodelay:
segment.rto += max(segment.rto, self.rx_rto)
else:
step = segment.rto if self.nodelay < 2 else self.rx_rto
segment.rto += step // 2
segment.resendts = self.current + segment.rto
lost = True
elif segment.fastack >= resent and (
segment.xmit <= self.fastlimit or self.fastlimit <= 0
):
needsend = True
segment.xmit += 1
segment.fastack = 0
segment.resendts = self.current + segment.rto
change = True
if needsend:
segment.ts = self.current
segment.wnd = seg.wnd
segment.una = self.rcv_nxt
if len(data) + IKCP_OVERHEAD + len(segment.data) > self.mtu:
self.output(data)
data = b""
data += segment.encode()
if segment.xmit >= self.dead_link:
self.state = -1
if data:
self.output(data)
if change:
inflight = self.snd_nxt - self.snd_una
self.ssthresh = max(inflight // 2, IKCP_THRESH_MIN)
self.cwnd = self.ssthresh + resent
self.incr = self.cwnd * self.mss
if lost:
self.ssthresh = max(cwnd // 2, IKCP_THRESH_MIN)
self.cwnd = 1
self.incr = self.mss
if self.cwnd < 1:
self.cwnd = 1
self.incr = self.mss
def check(self, current):
assert current < 1 << 32
ts_flush = self.ts_flush
tm_packet = 0x7FFFFFFF
if not self.updated:
return current
if current - self.ts_flush >= 10000 or current - self.ts_flush < -10000:
ts_flush = current
if ts_flush <= current:
return current
tm_flush = ts_flush - current
for seg in self.snd_buf:
diff = seg.resendts - current
if diff <= 0:
return current
if diff < tm_packet:
tm_packet = diff
return current + min(tm_flush, tm_packet, self.interval)
def set_mtu(self, mtu: int):
if mtu < 50 or mtu < IKCP_OVERHEAD:
raise KcpException("invalid mtu")
self.mtu = mtu
self.mss = self.mtu - IKCP_OVERHEAD
def set_nodelay(self, nodelay: int, interval: int, resend: int, nc: int):
if nodelay >= 0:
self.nodelay = nodelay
if nodelay:
self.rx_minrto = IKCP_RTO_NDL
else:
self.rx_minrto = IKCP_RTO_MIN
if interval >= 0:
self.interval = min(max(10, interval), 5000)
if resend >= 0:
self.fastresend = resend
if nc >= 0:
self.nocwnd = nc
def set_wndsize(self, sndwnd: int, rcvwnd: int):
if sndwnd > 0:
self.snd_wnd = sndwnd
if rcvwnd > 0:
self.rcv_wnd = max(rcvwnd, IKCP_WND_RCV)

93
game_server/net/packet.py Normal file
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from dataclasses import dataclass
import struct
HEAD_MAGIC = 0x9D74C714
TAIL_MAGIC = 0xD7A152C8
@dataclass
class NetPacket:
cmd_type: int
head: bytes
body: bytes
def to_message(self, m) -> "NetPacket":
return m.parse(self.body)
@staticmethod
def from_message(c, m) -> "NetPacket":
return NetPacket(cmd_type=c, head=[], body=bytes(m))
def to_bytes(self) -> bytes:
# packet_length = 12 + len(self.head) + len(self.body) + 4
b = bytearray()
b.extend(struct.pack(">I", HEAD_MAGIC))
b.extend(struct.pack(">H", self.cmd_type))
b.extend(struct.pack(">H", len(self.head)))
b.extend(struct.pack(">I", len(self.body)))
b.extend(self.head)
b.extend(self.body)
b.extend(struct.pack(">I", TAIL_MAGIC))
return bytes(b)
@staticmethod
def from_bytes(b: bytes) -> "NetPacket":
if len(b) < 16:
raise ValueError("len(b) < 16")
head_magic = struct.unpack_from(">I", b, 0)[0]
if head_magic != HEAD_MAGIC:
raise ValueError("Invalid head magic")
cmd_type = struct.unpack_from(">H", b, 4)[0]
head_length = struct.unpack_from(">H", b, 6)[0]
body_length = struct.unpack_from(">I", b, 8)[0]
head_start = 12
head_end = head_start + head_length
if head_end > len(b):
raise ValueError("Head data > packet length")
head = b[head_start:head_end]
body_start = head_end
body_end = body_start + body_length
if body_end + 4 > len(b):
raise ValueError("Body data > packet length")
body = b[body_start:body_end]
tail_magic = struct.unpack_from(">I", b, body_end)[0]
if tail_magic != TAIL_MAGIC:
raise ValueError("Invalid tail magic")
return NetPacket(cmd_type, head, body)
@dataclass
class NetOperation:
head: int
conv_id: int
session_token: int
data: int
tail: int
def to_bytes(self) -> bytes:
return struct.pack(
">IIIII", self.head, self.conv_id, self.session_token, self.data, self.tail
)
@staticmethod
def from_bytes(b: bytes) -> "NetOperation":
if len(b) != 20:
raise ValueError("len(b) != 20")
head, conv_id, session_token, data, tail = struct.unpack(">IIIII", b)
return NetOperation(head, conv_id, session_token, data, tail)

133
game_server/net/session.py Normal file
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import asyncio
import importlib
import betterproto
from game_server.net.kcp import Kcp
from game_server.net.packet import NetPacket
from utils.logger import Info,Error,Warn
from rail_proto import cmd
from rail_proto import lib as protos
from game_server.game.player.player_manager import PlayerManager
from game_server.dummy import dummyprotolist
import traceback
class PlayerSession:
def __init__(self, transport, session_id, client_addr, db):
self.transport = transport
self.session_id = session_id
self.client_addr = client_addr
self.kcp = Kcp(session_id, self.send_output)
self.kcp.set_nodelay(1, 5, 2, 0)
self.is_destroyed = False
self.db = db
self.pending_notifies = list()
self.player = PlayerManager()
self.active = False
self.last_received = asyncio.get_event_loop().time()
def update_last_received(self):
self.last_received = asyncio.get_event_loop().time()
def is_timeout(self, timeout=15):
return asyncio.get_event_loop().time() - self.last_received > timeout
def pending_notify(self, data: betterproto.Message, delay=0):
"""
This can be used to queue packet to be sent after response inside a handler
"""
self.pending_notifies.append((data, delay))
async def notify(self, data: betterproto.Message):
msg_name = data.__class__.__name__
cmd_id = getattr(cmd.CmdID, msg_name, None)
if not cmd_id:
Warn(f"Server tried to send notify with unsupported message: {msg_name}")
return
response_packet = NetPacket.from_message(cmd_id, data)
await self.send(response_packet)
def send_output(self, data):
self.transport.sendto(data, self.client_addr)
async def consume(self, data):
self.kcp.input(data)
self.kcp.update(asyncio.get_running_loop().time())
while True:
packet = self.kcp.recv()
if packet is None:
break
await self.handle_packet(packet)
self.kcp.update(asyncio.get_running_loop().time())
async def handle_packet(self, packet):
net_packet = NetPacket.from_bytes(packet)
cmd_id = net_packet.cmd_type
request_name = cmd.get_key_by_value(cmd_id)
if not request_name:
Warn(
f"Request doesn't have registered message_id: {cmd_id}"
)
return
if request_name[:-5] in dummyprotolist:
dummy_cmd_id = getattr(cmd.CmdID, f"{request_name[:-5]}ScRsp", None)
dummy_response = NetPacket.from_message(dummy_cmd_id, b'')
await self.send(dummy_response)
return
try:
try:
req: betterproto.Message = getattr(protos, request_name)()
req.parse(net_packet.body)
except Exception:
req = betterproto.Message()
try:
handle_result: betterproto.Message = await importlib.import_module(
f"game_server.handlers.{request_name}"
).handle(self, req)
if not handle_result:
return
except ModuleNotFoundError:
Error(f"Unhandled request {request_name}")
return
except Exception:
Error(f"Handler {request_name} returns error.")
traceback.print_exc()
return
Info(f"Received cmd: {request_name}({cmd_id})")
response_name = handle_result.__class__.__name__
cmd_type = getattr(cmd.CmdID, response_name, None)
if not cmd_type:
Warn(
f"Server tried to send response with unsupported message: {response_name}"
)
return
response_packet = NetPacket.from_message(cmd_type, handle_result)
await self.send(response_packet)
asyncio.create_task(self.send_pending_notifies(
self.pending_notifies.copy()
))
self.pending_notifies.clear()
except:
pass
async def send_pending_notifies(
self,
pending_notifies: list[tuple[betterproto.Message, int]]
):
for notify, delay in pending_notifies:
if delay > 0:
await asyncio.sleep(delay)
await self.notify(notify)
async def send(self, packet):
self.kcp.send(packet.to_bytes())
self.kcp.flush()
self.kcp.update(asyncio.get_running_loop().time())

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@@ -0,0 +1,79 @@
import json
import traceback
from typing import Dict, Type, TypeVar, Optional, Any, List
from utils.logger import Error, Info
from game_server.resource.base_resource import BaseResource
from game_server.resource.decorators import resource_registry
import game_server.resource.configdb # noqa: F401
T = TypeVar("T", bound=BaseResource)
def filter_data(cls: Type, data):
valid_fields = cls.__annotations__.keys()
return {field: data.get(field, None) for field in valid_fields}
class ResourceManager:
def __init__(self):
self.data: Dict[Type[T], Dict[Any, T]] = {}
self.check_floor: bool = False
def load_resources(self) -> None:
Info("[BOOT] [ResourceManager] Loading Resourcses...")
sorted_load_priority = dict(
sorted(resource_registry.items(), key=lambda item: item[1]["load_priority"])
).items()
for cls, metadata in sorted_load_priority:
path = metadata["path"]
try:
with open(path, "r", encoding="utf-8") as file:
raw_data = json.load(file)
except Exception:
Error(f"Error when loading resource {path}")
traceback.print_exc()
continue
self.data[cls] = {}
i = 0
for data in raw_data:
data = filter_data(cls, data)
item: T = cls(**data)
if "MapEntrance" in path:
if not self.check_floor:
Info("[BOOT] Loading floor infos... this may take a while.")
self.check_floor = True
if not item.check_floor_dir():
break
if not item.on_load():
continue
i += 1
index_value = item.get_index()
if index_value not in self.data[cls]:
self.data[cls][index_value] = []
self.data[cls][index_value].append(item)
Info(f"[BOOT] [ResourceManager] Loaded {i} config(s) for {cls.__name__}")
if "MapEntrance" in path:
Info(f"[BOOT] Loaded floor infos.")
def find_by_index(self, cls: Type[T], value: Any) -> Optional[T]:
items = self.data.get(cls, {}).get(str(value), [])
return items[0] if items else None
def find_all_by_index(self, cls: Type[T], value: Any) -> List[T]:
return self.data.get(cls, {}).get(str(value), [])
def has_index(self, cls: Type[T], value: Any) -> bool:
return str(value) in self.data.get(cls, {})
def values(self, cls: Type[T]) -> List[T]:
return [item for sublist in self.data.get(cls, {}).values() for item in sublist]
@staticmethod
def instance():
return resource_manager
resource_manager = ResourceManager()

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from abc import ABC, abstractmethod
from dataclasses import dataclass
from typing import TypeVar
T = TypeVar("T", bound="BaseResource")
@dataclass
class BaseResource(ABC):
def on_load(self: T) -> bool:
"""returns True by default if item loaded, otherwise will be skipped"""
return True
def check_floor_dir(self: T) -> bool:
"""returns True by default if floor dir exist, otherwise will be skipped"""
return True
@abstractmethod
def get_index(self) -> str:
pass

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import importlib
import os
import sys
folder = "game_server/resource/configdb"
sys.path.append(os.path.dirname(folder))
for filename in os.listdir(folder):
if filename.endswith(".py") and filename != "__init__.py":
module_name = filename[:-3]
module_path = f"game_server.resource.configdb.{module_name}"
try:
importlib.import_module(module_path)
except Exception as e:
print(f"Error importing module '{module_path}': {e}")

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from dataclasses import dataclass, field
from game_server.resource.base_resource import BaseResource, T
from game_server.resource.decorators import GameResource
from game_server.resource.configdb.avatar_skill_tree_config import AvatarSkillTreeConfig
@dataclass
@GameResource("resources/ExcelOutput/AvatarConfig.json")
class AvatarConfig(BaseResource):
AvatarID: int
AvatarSkills: dict[int, int]
def on_load(self: T) -> bool:
from game_server.resource import ResourceManager
self.AvatarSkills = {}
skill_tree_config = ResourceManager.instance().find_all_by_index(
AvatarSkillTreeConfig, self.AvatarID
)
for skill in skill_tree_config:
skill_id = skill.PointID
skill_level = skill.MaxLevel
skill = self.AvatarSkills.get(skill_id)
if not skill:
self.AvatarSkills[skill_id] = skill_level
return True
def get_index(self) -> str:
return str(self.AvatarID)

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from dataclasses import dataclass
from game_server.resource.base_resource import BaseResource
from game_server.resource.decorators import GameResource, LoadPriority
@dataclass
@GameResource("resources/ExcelOutput/AvatarSkillTreeConfig.json", load_priority=LoadPriority.HIGH)
class AvatarSkillTreeConfig(BaseResource):
AvatarID: int
MaxLevel: int
PointID: int
def get_index(self) -> str:
return str(self.AvatarID)

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from dataclasses import dataclass
from game_server.resource.base_resource import BaseResource
from game_server.resource.decorators import GameResource
@dataclass
@GameResource("resources/ExcelOutput/ChallengeMazeConfig.json")
class ChallengeMazeConfig(BaseResource):
ID: int
MazeBuffID: int
ChallengeCountDown: int
MapEntranceID: int
MapEntranceID2: int
MazeGroupID1: int
MazeGroupID2: int
GroupID: int
EventIDList1: list
EventIDList2: list
NpcMonsterIDList1: list
NpcMonsterIDList2: list
def get_index(self) -> str:
return str(self.ID)

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from dataclasses import dataclass
from game_server.resource.base_resource import BaseResource
from game_server.resource.decorators import GameResource
@dataclass
@GameResource("resources/ExcelOutput/EquipmentConfig.json")
class EquipmentConfig(BaseResource):
EquipmentID: int
def get_index(self) -> str:
return str(self.EquipmentID)

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from dataclasses import dataclass
from game_server.resource.base_resource import BaseResource
from game_server.resource.decorators import GameResource
@dataclass
@GameResource("resources/ExcelOutput/ItemConfig.json")
class ItemConfig(BaseResource):
ID: int
ItemSubType: str
def get_index(self) -> str:
return str(self.ID)

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from dataclasses import dataclass
from game_server.resource.base_resource import BaseResource
from game_server.resource.decorators import GameResource
@dataclass
@GameResource("resources/ExcelOutput/MainMission.json")
class MainMissionData(BaseResource):
MainMissionID: int
def get_index(self) -> str:
return str(self.MainMissionID)

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from dataclasses import dataclass
from game_server.resource.base_resource import BaseResource
from game_server.resource.decorators import GameResource
@dataclass
@GameResource("resources/ExcelOutput/MapDefaultEntrance.json")
class MapDefaultEntranceData(BaseResource):
EntranceID: int
FloorID: int
def get_index(self) -> str:
return str(self.FloorID)

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import os
import json
import dataclasses
from utils.logger import Warn
from game_server.resource.base_resource import BaseResource
from game_server.resource.decorators import GameResource,LoadPriority
from game_server.resource.configdb.sub_type.floor_info import FloorInfo,parse_floor_info
from game_server.resource.configdb.sub_type.group_info import parse_group_info
floor_dir = './resources/Config/LevelOutput/RuntimeFloor/'
@dataclasses.dataclass
@GameResource("resources/ExcelOutput/MapEntrance.json", load_priority=LoadPriority.LOW)
class MapEntranceData(BaseResource):
ID: int
PlaneID: int
FloorID: int
StartAnchorID: int
StartGroupID: int
EntranceType: str
floor_infos: dict[int, FloorInfo] = dataclasses.field(default_factory=dict)
def on_load(self) -> bool:
name = f"P{self.PlaneID}_F{self.FloorID}"
file_path = os.path.join(floor_dir, f"{name}.json")
if not os.path.exists(file_path):
Warn(f"Missing floor info: {name}")
return False
with open(file_path, 'r', encoding='utf-8') as file:
raw_data = json.load(file)
self.floor_infos = {}
floor_data = parse_floor_info(raw_data)
self.floor_infos[self.ID] = floor_data
floor = self.floor_infos[self.ID]
for simpleGroup in floor.GroupInstanceList:
if simpleGroup.IsDelete:
continue
group_file_path = os.path.join('./resources/', simpleGroup.GroupPath)
if not os.path.exists(group_file_path):
Warn(f"Missing GroupPath info: {simpleGroup.GroupPath}")
continue
try:
with open(group_file_path, 'r', encoding='utf-8') as group_file:
content = group_file.read().strip()
if not content:
Warn(f"File is empty: {group_file_path}")
continue
group_raw_data = json.loads(content)
except json.JSONDecodeError as e:
Warn(f"Error decoding JSON in file {group_file_path}: {e}")
continue
except Exception as e:
Warn(f"Unexpected error occurred while processing file {group_file_path}: {e}")
continue
group_info = parse_group_info(group_raw_data)
group_info.id = simpleGroup.ID
if group_info.OwnerMainMissionID and group_info.OwnerMainMissionID > 0:
continue
floor.groups[simpleGroup.ID] = group_info
return True
def check_floor_dir(self) -> bool:
if not os.path.exists(floor_dir):
Warn(f"Floor infos are missing, please check your resources folder: {floor_dir}. Teleports and natural world spawns may not work!")
return
return True
def get_index(self) -> str:
return str(self.ID)

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from dataclasses import dataclass
from game_server.resource.base_resource import BaseResource
from game_server.resource.decorators import GameResource
from game_server.game.enums.scene.game_mode_type import GameModeTypeEnum
@dataclass
@GameResource("resources/ExcelOutput/MazePlane.json")
class MazePlaneData(BaseResource):
PlaneID: int
PlaneType: GameModeTypeEnum
WorldID: int
StartFloorID: int
def get_index(self) -> str:
return str(self.PlaneID)

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from dataclasses import dataclass
from game_server.resource.base_resource import BaseResource
from game_server.resource.decorators import GameResource
@dataclass
@GameResource("resources/ExcelOutput/PlayerIconConfig.json")
class PlayerIconConfig(BaseResource):
ID: int
IsVisible: bool
def get_index(self) -> str:
return str(self.ID)

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from dataclasses import dataclass
from game_server.resource.base_resource import BaseResource
from game_server.resource.decorators import GameResource
@dataclass
@GameResource("resources/ExcelOutput/RelicConfig.json")
class RelicConfigData(BaseResource):
ID: int
Type: str
MaxLevel: int
MainAffixGroup: int
SubAffixGroup: int
def on_load(self) -> bool:
return self.MaxLevel == 15
def get_index(self) -> str:
return str(self.ID)

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from dataclasses import dataclass
from game_server.resource.base_resource import BaseResource
from game_server.resource.decorators import GameResource
@dataclass
@GameResource("resources/ExcelOutput/RelicMainAffixConfig.json")
class RelicMainAffixConfigData(BaseResource):
GroupID: int
AffixID: int
Property: str
def get_index(self) -> str:
return str(self.GroupID)

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from dataclasses import dataclass
from game_server.resource.base_resource import BaseResource
from game_server.resource.decorators import GameResource
@dataclass
@GameResource("resources/ExcelOutput/RelicSubAffixConfig.json")
class RelicSubAffixConfigData(BaseResource):
GroupID: int
AffixID: int
StepNum: int
Property: str
def get_index(self) -> str:
return str(self.GroupID)

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from dataclasses import dataclass
from game_server.resource.base_resource import BaseResource
from game_server.resource.decorators import GameResource
@dataclass
@GameResource("resources/ExcelOutput/StageConfig.json")
class StageConfig(BaseResource):
StageID: int
StageType: str
MonsterList: list
def get_index(self) -> str:
return str(self.StageID)

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import dataclasses
@dataclasses.dataclass
class AnchorInfo:
ID: int
Name : str
PosX : float
PosY : float
PosZ : float
RotX : float
RotY : float
RotZ : float

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import dataclasses
from typing import List, Optional, Dict
from game_server.resource.configdb.sub_type.group_info import GroupInfo
@dataclasses.dataclass
class GroupInstance:
GroupPath: str
ID: int
IsDelete: Optional[bool] = False
@dataclasses.dataclass
class FloorInfo:
FloorID: int
StartGroupIndex: int
StartAnchorID: int
GroupInstanceList: List[GroupInstance]
groups: Dict[int, GroupInfo] = dataclasses.field(default_factory=dict)
def parse_floor_info(raw_data: dict) -> FloorInfo:
group_instances = [
GroupInstance(
GroupPath=group.get("GroupPath", ""),
ID=group.get("ID", 0),
IsDelete=group.get("IsDelete", False),
)
for group in raw_data.get("GroupInstanceList", [])
]
return FloorInfo(
FloorID=raw_data.get("FloorID", 0),
StartGroupIndex=raw_data.get("StartGroupIndex", 0),
StartAnchorID=raw_data.get("StartAnchorID", 0),
GroupInstanceList=group_instances,
groups={},
)

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import dataclasses
from typing import List, Optional,Type, TypeVar
from enum import Enum
from game_server.resource.configdb.sub_type.npc_info import NpcInfo
from game_server.resource.configdb.sub_type.anchor_info import AnchorInfo
from game_server.resource.configdb.sub_type.monster_info import MonsterInfo
from game_server.resource.configdb.sub_type.prop_info import PropInfo,PropState
T = TypeVar('T')
class GroupLoadSide(Enum):
CLIENT = "Client"
SERVER = "Server"
@classmethod
def from_value(cls, value):
if value in ("Server"):
return cls.SERVER
elif value in ("Client"):
return cls.CLIENT
raise ValueError(f"{value!r} is not a valid GroupLoadSide")
@dataclasses.dataclass
class GroupInfo:
NPCList: List[NpcInfo] = dataclasses.field(default_factory=list)
id: Optional[int] = dataclasses.field(default_factory=int)
OwnerMainMissionID: Optional[int] = dataclasses.field(default_factory=int)
LoadOnInitial: Optional[bool] = dataclasses.field(default_factory=bool)
AnchorList: Optional[List[AnchorInfo]] = dataclasses.field(default_factory=list)
MonsterList: Optional[List[MonsterInfo]] = dataclasses.field(default_factory=list)
PropList: Optional[List[PropInfo]] = dataclasses.field(default_factory=list)
LoadSide: Optional[str] = None
def parse_dataclass(cls: Type[T], raw_data: dict) -> T:
"""
Parse a dictionary into a dataclass, filtering out unknown fields
and filling in missing fields with default values.
:param cls: The dataclass type to instantiate.
:param raw_data: The raw dictionary data.
:return: An instance of the dataclass.
"""
cls_fields = {f.name: f for f in dataclasses.fields(cls)}
filtered_data = {}
for field_name, field_def in cls_fields.items():
if field_name in raw_data:
filtered_data[field_name] = raw_data[field_name]
elif field_def.default is not dataclasses.MISSING:
filtered_data[field_name] = field_def.default
elif field_def.default_factory is not dataclasses.MISSING:
filtered_data[field_name] = field_def.default_factory()
else:
if field_def.type == float:
filtered_data[field_name] = 0.0
elif field_def.type == int:
filtered_data[field_name] = 0
elif field_def.type == str:
filtered_data[field_name] = ""
elif field_def.type == list:
filtered_data[field_name] = []
elif field_def.type == dict:
filtered_data[field_name] = {}
else:
filtered_data[field_name] = None
return cls(**filtered_data)
def parse_group_info(raw_data: dict) -> GroupInfo:
def parse_state(state):
return PropState[state].value
return GroupInfo(
id=raw_data.get("id"),
OwnerMainMissionID=raw_data.get("OwnerMainMissionID"),
LoadOnInitial=raw_data.get("LoadOnInitial", False),
NPCList=[parse_dataclass(NpcInfo, npc) for npc in (raw_data.get("NPCList") or [])],
AnchorList=[parse_dataclass(AnchorInfo, anchor) for anchor in (raw_data.get("AnchorList") or [])],
MonsterList=[parse_dataclass(MonsterInfo, monster) for monster in (raw_data.get("MonsterList") or [])],
PropList=[
parse_dataclass(
PropInfo,
{k: (parse_state(v) if k == "State" else v) for k, v in prop.items()}
)
for prop in (raw_data.get("PropList") or [])
],
LoadSide=raw_data.get("LoadSide") if raw_data.get("LoadSide") else None,
)

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import dataclasses
@dataclasses.dataclass
class MonsterInfo:
ID : int
NPCMonsterID : int
EventID : int
FarmElementID : int
IsClientOnly : bool
PosX : float
PosY : float
PosZ : float
RotX : float
RotY : float
RotZ : float

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import dataclasses
@dataclasses.dataclass
class NpcInfo:
ID : int
NPCID : int
IsClientOnly: bool
PosX : float
PosY : float
PosZ : float
RotX : float
RotY : float
RotZ : float

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from typing import List, Optional
import dataclasses
from enum import Enum
class PropState(Enum):
Closed = 0
Open = 1
Locked = 2
BridgeState1 = 3
BridgeState2 = 4
BridgeState3 = 5
BridgeState4 = 6
CheckPointDisable = 7
CheckPointEnable = 8
TriggerDisable = 9
TriggerEnable = 10
ChestLocked = 11
ChestClosed = 12
ChestUsed = 13
Elevator1 = 14
Elevator2 = 15
Elevator3 = 16
WaitActive = 17
EventClose = 18
EventOpen = 19
Hidden = 20
TeleportGate0 = 21
TeleportGate1 = 22
TeleportGate2 = 23
TeleportGate3 = 24
Destructed = 25
CustomState01 = 101
CustomState02 = 102
CustomState03 = 103
CustomState04 = 104
CustomState05 = 105
CustomState06 = 106
CustomState07 = 107
CustomState08 = 108
CustomState09 = 109
@dataclasses.dataclass
class ValueSource:
Values: Optional[List] = dataclasses.field(default_factory=list)
@dataclasses.dataclass
class PropInfo:
ID : int
MappingInfoID : int
AnchorGroupID : int
AnchorID : int
PropID : int
EventID : int
CocoonID : int
FarmElementID : int
IsClientOnly : int
State: PropState
PosX : float
PosY : float
PosZ : float
RotX : float
RotY : float
RotZ : float
IsDelete: bool
Name : str

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from typing import Type, Dict
resource_registry: Dict[Type, Dict[str, any]] = {}
class LoadPriority:
HIGH = 1
NORMAL = 2
LOW = 3
def GameResource(path: str, load_priority=LoadPriority.NORMAL):
def decorator(cls):
resource_registry[cls] = {"path": path, "load_priority": load_priority}
return cls
return decorator

3
gameserver Normal file
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from game_server.main import fn_main
fn_main()

1896
rail_proto/cmd.py Normal file

File diff suppressed because it is too large Load Diff

23969
rail_proto/lib.py Normal file

File diff suppressed because it is too large Load Diff

44
sdk_server/__init__.py Normal file
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import logging
from flask import Flask
from sdk_server.controllers.config.agreement_controller import agreement_blueprint
from sdk_server.controllers.config.alert_ann_controller import alert_ann_blueprint
from sdk_server.controllers.config.alert_pict_controller import alert_pic_blueprint
from sdk_server.controllers.config.batch_upload_controller import batch_upload_blueprint
from sdk_server.controllers.config.combo_config_controller import combo_config_blueprint
from sdk_server.controllers.config.combo_controller import combo_blueprint
from sdk_server.controllers.config.compare_protocol_ver_controller import compare_protocol_ver_blueprint
from sdk_server.controllers.config.data_upload_controller import data_upload_blueprint
from sdk_server.controllers.config.risky_check_controller import risky_check_blueprint
from sdk_server.controllers.login.login_controller import login_blueprint
from sdk_server.controllers.login.login_v2_controller import login_v2_blueprint
from sdk_server.controllers.login.query_dispatch_controller import query_dispatch_blueprint
from sdk_server.controllers.login.query_gateway_controller import query_gateway_blueprint
from sdk_server.controllers.login.token_login_controller import token_login_blueprint
app = Flask(__name__)
log = logging.getLogger('werkzeug')
log.setLevel(logging.ERROR)
# CONFIG
app.register_blueprint(agreement_blueprint)
app.register_blueprint(alert_ann_blueprint)
app.register_blueprint(alert_pic_blueprint)
app.register_blueprint(batch_upload_blueprint)
app.register_blueprint(combo_config_blueprint)
app.register_blueprint(combo_blueprint)
app.register_blueprint(compare_protocol_ver_blueprint)
app.register_blueprint(data_upload_blueprint)
app.register_blueprint(risky_check_blueprint)
# LOGIN
app.register_blueprint(login_blueprint)
app.register_blueprint(login_v2_blueprint)
app.register_blueprint(query_dispatch_blueprint)
app.register_blueprint(query_gateway_blueprint)
app.register_blueprint(token_login_blueprint)
def run_http_server(host, port):
app.run(host=host, port=port, debug=False)

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from flask import Blueprint, jsonify
from sdk_server.models.config.agreement_data import AgreementInfoRsp
agreement_blueprint = Blueprint('agreement', __name__)
@agreement_blueprint.route('/hkrpg_cn/mdk/agreement/api/getAgreementInfos', methods=['GET'])
@agreement_blueprint.route('/hkrpg_global/mdk/agreement/api/getAgreementInfos', methods=['GET'])
def agreement():
response_data = AgreementInfoRsp(
retcode=0,
message="OK",
data=AgreementInfoRsp.Data(
marketing_agreements=[]
)
)
return jsonify(response_data.model_dump())

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from flask import Blueprint, jsonify
from sdk_server.models.config.alert_ann_data import AlertAnnRsp
alert_ann_blueprint = Blueprint('alert_ann', __name__)
@alert_ann_blueprint.route('/common/hkrpg_cn/announcement/api/getAlertAnn', methods=['GET'])
@alert_ann_blueprint.route('/common/hkrpg_global/announcement/api/getAlertAnn', methods=['GET'])
def alert_ann():
response_data = AlertAnnRsp(
retcode=0,
message="OK",
data=AlertAnnRsp.Data(
alert=False,
alert_id=0,
remind=True,
extra_remind=True
)
)
return jsonify(response_data.model_dump())

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from flask import Blueprint, jsonify
from sdk_server.models.config.alert_pic_data import AlertPicRsp
alert_pic_blueprint = Blueprint('alert_pic', __name__)
@alert_pic_blueprint.route('/common/hkrpg_cn/announcement/api/getAlertPic', methods=['GET'])
@alert_pic_blueprint.route('/common/hkrpg_global/announcement/api/getAlertPic', methods=['GET'])
def alert_pic():
response_data = AlertPicRsp(
retcode=0,
message="OK",
data=AlertPicRsp.Data(
total=0,
list=[]
)
)
return jsonify(response_data.model_dump())

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from flask import Blueprint, jsonify
from sdk_server.models.config.batch_upload_data import BatchUploadRsp
batch_upload_blueprint = Blueprint('batch_upload', __name__)
@batch_upload_blueprint.route('/common/h5log/log/batch', methods=['POST'])
def batch_upload():
response_data = BatchUploadRsp(
retcode=0,
message="success",
data=[]
)
return jsonify(response_data.model_dump())

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from flask import Blueprint, jsonify
from sdk_server.models.config.combo_config_data import ComboConfigRsp,QrEnabledApps,QrAppIcons
combo_config_blueprint = Blueprint('combo_config', __name__)
@combo_config_blueprint.route('/hkrpg_cn/combo/granter/api/getConfig', methods=['GET'])
@combo_config_blueprint.route('/hkrpg_global/combo/granter/api/getConfig', methods=['GET'])
def combo_config():
response_data = ComboConfigRsp(
retcode=0,
message="OK",
data=ComboConfigRsp.Data(
protocol = True,
qr_enabled = False,
log_level = "INFO",
announce_url = "",
push_alias_type = 0,
disable_ysdk_guard = True,
enable_announce_pic_popup = False,
app_name = "崩坏RPG",
qr_enabled_apps=QrEnabledApps(
bbs=False,
cloud=False
),
qr_app_icons=QrAppIcons(
app="",
bbs="",
cloud=""
),
qr_cloud_display_name="",
enable_user_center=False,
functional_switch_configs=[]
)
)
return jsonify(response_data.model_dump())

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from flask import Blueprint, jsonify
from sdk_server.models.config.combo_data import (
ComboRsp,
KibanaPc,
Report,
Telemetry,
LogFilter,
RenderMethod,
Function
)
combo_blueprint = Blueprint('combo', __name__)
@combo_blueprint.route('/combo/box/api/config/sdk/combo', methods=['GET'])
def combo():
response_data = ComboRsp(
vals=ComboRsp.Values(
kibana_pc_config=KibanaPc(
enable=1,
level="Info",
modules=["download"]
),
network_report_config=Report(
enable=1,
status_codes=[206],
url_paths=["dataUpload", "red_dot"]
),
modify_real_name_other_verify=True,
telemetry_config=Telemetry(
dataupload_enable=1
),
enable_web_dpi=True,
h5log_filter_config=LogFilter(
function=Function(
event_name=[
"info_get_cps",
"notice_close_notice",
"info_get_uapc",
"report_set_info",
"info_get_channel_id",
"info_get_sub_channel_id"
]
)
),
webview_rendermethod_config=RenderMethod(
use_legacy=True
),
list_price_tierv2_enable=True
)
)
return jsonify(response_data.model_dump())

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from flask import Blueprint, jsonify
from sdk_server.models.config.compare_protocol_ver_data import CompareProtocolVerRsp
compare_protocol_ver_blueprint = Blueprint('compare_protocol_ver', __name__)
@compare_protocol_ver_blueprint.route('/hkrpg_cn/combo/granter/api/compareProtocolVersion', methods=['POST'])
@compare_protocol_ver_blueprint.route('/hkrpg_global/combo/granter/api/compareProtocolVersion', methods=['POST'])
def compare_protocol_ver():
response_data = CompareProtocolVerRsp(
retcode=0,
message="OK",
data=CompareProtocolVerRsp.Data(
modified=False,
protocol=[]
)
)
return jsonify(response_data.model_dump())

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from flask import Blueprint, jsonify
from sdk_server.models.config.log_upload_data import LogUploadRsp
data_upload_blueprint = Blueprint('data_upload', __name__)
@data_upload_blueprint.route('/sdk/dataUpload', methods=['POST'])
@data_upload_blueprint.route('/loginsdk/dataUpload', methods=['POST'])
@data_upload_blueprint.route('/crashdump/dataUpload', methods=['POST'])
@data_upload_blueprint.route('/apm/dataUpload', methods=['POST'])
def data_upload():
response_data = LogUploadRsp(code=0)
return jsonify(response_data.model_dump())

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from flask import Blueprint, jsonify
from sdk_server.models.config.risky_check_data import RiskyCheckRsp
risky_check_blueprint = Blueprint('risky_check', __name__)
@risky_check_blueprint.route('/account/risky/api/check', methods=['POST'])
def risky_check():
response_data = RiskyCheckRsp(
retcode=0,
message="OK",
data=RiskyCheckRsp.Data(
id="none",
action="ACTION_NONE",
geetest={}
)
)
return jsonify(response_data.model_dump())

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from flask import Blueprint, jsonify, request
from database.account.account_data import create_new_account
from sdk_server.models.login.login_data import LoginReq,LoginRsp,Account
from database.account.account_data import find_account_by_name
login_blueprint = Blueprint('login', __name__)
@login_blueprint.route('/hkrpg_cn/mdk/shield/api/login', methods=['POST'])
@login_blueprint.route('/hkrpg_global/mdk/shield/api/login', methods=['POST'])
@login_blueprint.route('/account/ma-cn-passport/app/loginByPassword', methods=['POST'])
def login():
body=request.get_json()
try:
login_req = LoginReq(**body)
except Exception as e:
return jsonify({"error": "Invalid input", "details": str(e)}), 400
account_data=find_account_by_name(login_req.account)
if not account_data:
create_new_account(login_req.account)
account_data=find_account_by_name(login_req.account)
rsp=LoginRsp(
retcode=0,
message="success",
data=LoginRsp.Data(
account=Account(
uid=str(account_data.id),
name=account_data.username + "@MikuMiku",
token=account_data.token,
is_email_verify=0,
realname="Miku",
identity_card="114514",
country="OS",
area_code="OS",
),
device_grant_required=False,
realname_operation="NONE",
realperson_required=False,
safe_mobile_required=False
)
)
return jsonify(rsp.model_dump())

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import json
from flask import Blueprint, jsonify, request
from utils.crypto import generate_combo_token
from sdk_server.models.login.login_v2_data import LoginV2Req,LoginV2Rsp
from database.account.account_data import find_account_by_uid
login_v2_blueprint = Blueprint('login_v2', __name__)
@login_v2_blueprint.route('/hkrpg_cn/combo/granter/login/v2/login', methods=['POST'])
@login_v2_blueprint.route('/hkrpg_global/combo/granter/login/v2/login', methods=['POST'])
def login_v2():
res=LoginV2Rsp()
body=request.json
login_v2_req=LoginV2Req(**body)
data_dict = json.loads(login_v2_req.data)
token_data = LoginV2Req.Data(**data_dict)
if not token_data:
res.retcode=0
res.message="Invalid login data"
return jsonify(res.model_dump())
account_data=find_account_by_uid(int(token_data.uid))
if not account_data:
res.retcode=-201
res.message="Game account cache information error"
return jsonify(res.model_dump())
res.message="OK"
res.data=LoginV2Rsp.Data(
account_type=1,
open_id=str(account_data.id),
combo_token=generate_combo_token(str(account_data.id)),
data="{\"guest\":false}"
)
return jsonify(res.model_dump())

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import base64
from flask import Blueprint
from rail_proto.lib import Dispatch,RegionInfo
query_dispatch_blueprint = Blueprint('query_dispatch', __name__)
@query_dispatch_blueprint.route("/query_dispatch", methods=["GET"])
def query_dispatch():
rsp = Dispatch(
retcode=0,
region_list=[
RegionInfo(
name="NeonSR",
title="NeonSR",
env_type="21",
dispatch_url="http://127.0.0.1:21000/query_gateway",
)
]
)
return base64.b64encode(rsp.SerializeToString()).decode()

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import base64
import json
from flask import Blueprint,request
from rail_proto.lib import GateServer
query_gateway_blueprint = Blueprint('query_gateway', __name__)
@query_gateway_blueprint.route("/query_gateway", methods=["GET"])
def query_gateway():
version = request.args.get('version')
with open('version.json', 'r') as f:
reader = json.load(f)
config = reader.get(version)
if config:
rsp = GateServer(
retcode=0,
ip="127.0.0.1",
port=23301,
asset_bundle_url="",
lua_url="",
ex_resource_url="",
mdk_res_version="",
enable_version_update=True,
enable_design_data_version_update=True,
enable_save_replay_file=True,
enable_upload_battle_log=True,
enable_watermark=True,
event_tracking_open=True,
)
else:
rsp = GateServer(
retcode=0,
ip="127.0.0.1",
port=23301,
asset_bundle_url="",
lua_url="",
ex_resource_url="",
enable_version_update=True,
enable_design_data_version_update=True,
enable_save_replay_file=True,
enable_upload_battle_log=True,
enable_watermark=True,
event_tracking_open=True,
)
return base64.b64encode(rsp.SerializeToString()).decode()

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from flask import Blueprint, jsonify, request
from sdk_server.models.login.token_login_data import TokenLoginReq
from sdk_server.models.login.login_data import LoginRsp,Account
from database.account.account_data import find_account_by_uid
token_login_blueprint = Blueprint('token_login', __name__)
@token_login_blueprint.route('/hkrpg_cn/mdk/shield/api/verify', methods=['POST'])
@token_login_blueprint.route('/hkrpg_global/mdk/shield/api/verify', methods=['POST'])
@token_login_blueprint.route('/account/ma-cn-session/app/verify', methods=['POST'])
def token_login():
res=LoginRsp()
body=request.json
req=TokenLoginReq(**body)
account_data=find_account_by_uid(int(req.uid))
if not account_data or account_data.token != req.token:
res.retcode=0
res.message="Game account cache information error"
else:
res.retcode=0
res.message="OK"
res.data=LoginRsp.Data(
account=Account(
uid=str(account_data.id),
name=account_data.username + "@MikuMiku",
token=account_data.token,
is_email_verify=0,
realname="Miku",
identity_card="114514",
country="OS",
area_code="OS",
),
device_grant_required=False,
realname_operation="NONE",
realperson_required=False,
safe_mobile_required=False
)
return jsonify(res.model_dump())

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