using Ananta.SDK.Logging;
using Ananta.SDK.Network;
using Ananta.SDK.Rpc;
using Ananta.SDK.Serialization;
using Ananta.Server.ClientData.Client4229938;
using Ananta.Server.Configuration;
using Ananta.Server.Protocol.Client4229938;
using SceneMethods = Ananta.Server.RpcTypes.Client4229938.Methods.GameScene;
using GameMethods = Ananta.Server.RpcTypes.Client4229938.Methods.Game;
namespace Ananta.Server.Handlers.Game;
///
/// 车库 / 停车(House Garage)—— 2026-09-30。
///
/// 用户报的症状(3 条):① 靠近车位按 F「调取载具」能开选车面板(纯客户端 UI),
/// 选完车后按 F「驶离车库」毫无后续;② 车的模型不出现在车位;③ 车库大门不开。
///
/// 根因(客户端 GarageManager.lua 逐行读出来的):
///
/// - ⛔⛔ 2026-09-30 追加:真正的第一道墙在客户端配置里。
/// HouseConfig[11200003].GarageIndoorId 官方写成了 301(= 绿屿公馆主体),
/// 真实车库 indoor 是 302(IndoorConfig:301 绿屿公馆 / 302 绿屿公馆车库)。
/// ChangeIndoor 建的是 garageIndoorIdList[GarageIndoorId] = houseId,
/// 而 LoadingFinish 用当前 gMapManager.IndoorId 查它 ⇒ 站在车库里
/// (实测客户端只报 332 大厅 → 302 车库,从不经过 301)永远查不到 ⇒
/// CurrentHouseId 恒为 0 ⇒ SwitchCarprotVehicle 第一行
/// parkinginfolist[0] 为空直接 FatalLog("换车失败,该房屋未购买或数据异常, houseId=0")
/// + return ⇒ 连 AskHouseMoveParkingSpace 都发不出去(车不出、也没有「驶离车库」)。
/// 5 套房里另外 4 套的 GarageIndoorId 都等于各自车库 indoor(201/300/299/379),只有绿屿错。
/// 服务端改不了(CurrentHouseId / garageIndoorIdList / parkinginfolist
/// 全是纯客户端状态,没有任何 RPC 能写;HouseConfig 是客户端自带表,服务端那份不下发)
/// ⇒ 走客户端 fastpatch tools/garage_indoor_fix.lua(rawset(getmetatable(row),...),
/// 非 BepInEx)。本文件的所有 handler 只有在那一行修好之后才可能被调用。
/// - 这一族 9 条 RPC 在服务端一直是 DefaultReturnCatalog4229938 的
/// shape="void" 空 body 兜底 —— 客户端发出去的请求永远等不到有意义的回应。
/// - 两个关键 S2C 服务端从来不发:
/// SyncHouseParking(64277819)(车位→车的清单,触发进库演出 + 车辆生成)
/// 和 SyncHouseParkingEntityBinding(64060781)(每辆车的 EntityId)。
/// - LeaveGarage(行 156) 第一步就读 currentParkingInfo.ParkingVehicleUid[parkingId],
/// 而这个表只能由 SyncHouseParkingEntityBinding 填 ⇒ 为空 ⇒
/// 行 164 FatalLog("离开车库","ParkingVehicleUid为空") + 行 165 return ⇒
/// 连 AskTeleportFromHouseGarage 都没发出去 —— 这就是「按 F 没后续」。
///
///
/// 本文件做的事:把 9 条 RPC 全部接起来,按客户端 GarageManager 的期望回包:
///
/// - AskHouseParking / AskHouseMoveParkingSpace / GmHouseParking:
/// 记账(Progress.GarageParking)+ 落盘 + 回推 SyncHouseParking(addInfoList)。
/// ⛔ AskHouseMoveParkingSpace(换车 / 调取载具)还要**自己 spawn 车 + 推
/// SyncHouseParkingEntityBinding** —— 客户端在这条链路上 IsSwitchingCar=true,
/// SyncHouseParking 的处理会跳过进库演出,因而永远不会自己发
/// AskCreateHouseParkingVehicles(详见 EnsureParkingVehiclesAsync)。
/// 而 AskHouseParking(开自己的车进库)不推 SyncHouseParking:客户端回调里自己会发
/// AskCreateHouseParkingVehicles(GarageManager.lua:124),再推一次会把进库演出播两遍。
/// - AskCreateHouseParkingVehicles:命门 —— 为该房每个已指派车位
/// SpawnDirectAsync 出一辆车(CreateSourceType = 10 HouseParking、
/// destroyPrevious:false 以便多车位共存),再回推
/// SyncHouseParkingEntityBinding(填 ParkingVehicleUid)。
/// - AskDestroyHouseParkingVehicles:出库销毁本房车辆。
/// - AskTeleportToHouseGarage:只回 OK(进库演出由客户端自己播)。
/// - AskTeleportFromHouseGarage:开门(复用 PushDoorOpen + 缓存的门 id)+ 回 OK。
/// - AskHouseCancelParking / GmHouseCancelParking:取消指派 + 回推 SyncHouseParking(cancelInfoList)。
///
///
/// 车辆落点:HouseConfig.ParkingSpaceWaypoints 是 Spoon 航点 id
/// (如 1893051),服务端没有 Spoon 位置表(E:\ConfigDump 里查不到),
/// 所以无法把车精确摆到车位格。退而求其次:落在玩家当前位置(进库演出刚把玩家放到车位,
/// 或玩家就站在车库里),前向偏移由 gameplay.houseGarage.spawnForwardOffset 热调。
/// 车一旦生成,客户端就能按 F 上车 / 驶离。
///
/// 回滚:gameplay.houseGarage.enabled=false(全部回空 body 兜底),
/// 或把 9 条 mid 从 Enabled4229938MethodIds 删掉。两者都与改动前逐字节一致。
///
internal sealed partial class GameRouter
{
private const string GarageRuntimeKey = "client4229938-garage";
/// 本会话运行时的车库实体表:houseId → (车位号(0 基) → 车辆 entityId)。
private sealed class GarageRuntimeState
{
public object SyncRoot { get; } = new();
public Dictionary> EntitiesByHouse { get; } = new();
///
/// 最近一次车库 RPC 里出现的 houseId。给「出库传送」用:AskTeleport(config=7)
/// 的 PreTeleportOption 里没有 houseId(客户端只填了 timeline 资源名),
/// 而它前面必定先来过一条带 houseId 的车库 RPC(AskDestroyHouseParkingVehicles 4B /
/// AskCreateHouseParkingVehicles 4B / AskHouseMoveParkingSpace 的元素里),
/// 所以在这里记一份。
///
public uint LastHouseId;
}
/// 记下最近一次车库事务的 houseId(出库传送要用来查落点)。
private static void RememberGarageHouse(TcpSession session, uint houseId)
{
if (houseId == 0)
return;
var runtime = GetGarageRuntime(session);
lock (runtime.SyncRoot)
runtime.LastHouseId = houseId;
}
/// 本会话最近一次车库事务的 houseId;没有则 0。
private static uint LastGarageHouseId(TcpSession session)
{
var runtime = GetGarageRuntime(session);
lock (runtime.SyncRoot)
return runtime.LastHouseId;
}
///
/// 玩家此刻正在开的车(entityId)。出库销毁必须跳过它 ——
/// 客户端一坐进车位上的车就会走「驶离车库」流程、发 AskDestroyHouseParkingVehicles,
/// 无差别销毁会把玩家正坐着的车一起拆掉(2026-09-30 实测:23:38:20 上车,
/// 同秒 SyncDestroyVehicle,模型当场消失、角色保持开车姿势悬空,4 秒后
/// LeaveGarage 再也找不到车辆实例 ⇒ 出库演出卡死 ⇒ 黑屏)。
///
/// 三个信号取并集,都在「当前」语义上:
/// CurrentVehicleId(AskPlayerStartEnterOrExitVehicle 写)、
/// StoryEnterVehicleId(剧情通道 S011PlayerNetEnterVehicleRequest 写,实测走的是这条)、
/// Vehicles[id].ControllerPid == 本玩家 pid。
/// 不用 LastDrivenVehicleId:它下车不清,会把早先停好的车误判成「正开着」。
///
private static HashSet ResolveDrivenVehicleIds(TcpSession session)
{
var driven = new HashSet();
var runtime = GetVehicleRuntimeState(session);
var pid = Profile.PlayerPid;
lock (runtime.SyncRoot)
{
if (runtime.CurrentVehicleId != 0)
driven.Add(runtime.CurrentVehicleId);
if (runtime.StoryEnterVehicleId != 0)
driven.Add(runtime.StoryEnterVehicleId);
if (pid != 0)
{
foreach (var (id, rec) in runtime.Vehicles)
{
if (rec.ControllerPid == pid)
driven.Add(id);
}
}
}
return driven;
}
private static GarageRuntimeState GetGarageRuntime(TcpSession session)
{
if (session.Items.TryGetValue(GarageRuntimeKey, out var raw) && raw is GarageRuntimeState existing)
return existing;
var created = new GarageRuntimeState();
session.Items[GarageRuntimeKey] = created;
return created;
}
private static HouseGarageSettings GarageCfg => PrivateServerConfigStore.Current.Gameplay.HouseGarage;
// =========================================================================================
// 1) AskHouseParking(63154177) —— 「开着自己的车进车库」
// =========================================================================================
[Handler(MethodId.AskHouseParking, HandlerPacketKind.Invoke)]
private async Task OnAskHouseParking(Connection conn, UxRpcMessage msg)
{
if (!GarageCfg.Enabled)
{
await conn.ReturnEmptyOkAsync(msg);
return;
}
if (!TryReadGarageArgs(conn, msg, out SceneMethods.AskHouseParkingArgs4229938 args))
{
await conn.ReturnEmptyOkAsync(msg);
return;
}
var world = GetStateIfExists(conn.Session);
if (world is null)
{
await conn.ReturnEmptyOkAsync(msg);
return;
}
var added = new List();
lock (world.SyncRoot)
{
foreach (var item in args.parkingInfoList)
{
if (item.HouseId == 0 || item.VehicleId == 0)
continue;
var index = AssignFreeSpace(world, item.HouseId, item.VehicleId);
if (index < 0)
{
conn.Log.Warn($"[GARAGE] 入库失败:house={item.HouseId} 没有空车位(车={item.VehicleId})");
continue;
}
added.Add(new SceneMethods.HouseVehicleParkingInfo
{
HouseId = item.HouseId,
VehicleId = item.VehicleId,
ParkingSpaceIndex = index,
});
}
}
if (added.Count > 0)
PlayerProgressStore.Save(world, conn.Log, quiet: true);
if (added.Count > 0)
RememberGarageHouse(conn.Session, added[0].HouseId);
// ⛔ 这里**不推** SyncHouseParking:客户端 AskHouseParking 的回调里自己会发
// AskCreateHouseParkingVehicles(见 GarageManager.lua:124),再推一次会把进库演出
// 触发两遍。落盘 + 回 OK 即可。
conn.Log.Info($"[GARAGE] AskHouseParking 入库 {added.Count} 辆 "
+ $"({string.Join(",", added.Select(a => $"house={a.HouseId}/space={a.ParkingSpaceIndex}/veh={a.VehicleId}"))})");
await conn.ReturnEmptyOkAsync(msg);
}
// =========================================================================================
// 2) AskHouseMoveParkingSpace(63780060) —— 「调取载具 / 换车」(用户场景的主链路)
// =========================================================================================
[Handler(MethodId.AskHouseMoveParkingSpace, HandlerPacketKind.Invoke)]
private async Task OnAskHouseMoveParkingSpace(Connection conn, UxRpcMessage msg)
{
if (!GarageCfg.Enabled)
{
await conn.ReturnEmptyOkAsync(msg);
return;
}
if (!TryReadGarageArgs(conn, msg, out SceneMethods.AskHouseMoveParkingSpaceArgs4229938 args))
{
await conn.ReturnEmptyOkAsync(msg);
return;
}
var world = GetStateIfExists(conn.Session);
if (world is null)
{
await conn.ReturnEmptyOkAsync(msg);
return;
}
var cancel = new List();
var add = new List();
// 落位后要确保「车位上有活着的车」的清单:(houseId, 车位号, 车辆, 这辆车在本房的旧车位)。
// 旧车位用来把运行时的实体搬过来复用 —— 换车位不该重新生成一辆车。
var wanted = new List<(uint HouseId, int Space, uint VehicleId, int PreviousSpace)>();
lock (world.SyncRoot)
{
foreach (var item in args.moveParkingSpaceInfoList)
{
if (item.HouseId == 0 || item.ParkingSpaceIndex < 0)
continue;
if (!world.Progress.GarageParking.TryGetValue(item.HouseId, out var spaces))
{
spaces = new Dictionary();
world.Progress.GarageParking[item.HouseId] = spaces;
}
if (item.VehicleId == 0)
{
// 清空某个车位。
if (spaces.TryGetValue(item.ParkingSpaceIndex, out var old) && old != 0)
{
spaces.Remove(item.ParkingSpaceIndex);
cancel.Add(new SceneMethods.HouseVehicleParkingInfo
{
HouseId = item.HouseId,
VehicleId = old,
ParkingSpaceIndex = item.ParkingSpaceIndex,
});
}
continue;
}
// 同一辆车先从这个房的其它车位挪走(避免一辆车占两格)。
var previousSpace = -1;
foreach (var key in spaces.Where(kv => kv.Value == item.VehicleId).Select(kv => kv.Key).ToList())
{
spaces.Remove(key);
previousSpace = key;
cancel.Add(new SceneMethods.HouseVehicleParkingInfo
{
HouseId = item.HouseId,
VehicleId = item.VehicleId,
ParkingSpaceIndex = key,
});
}
// 目标格若已有别的车,先请出去。
if (spaces.TryGetValue(item.ParkingSpaceIndex, out var occupant)
&& occupant != 0 && occupant != item.VehicleId)
{
spaces.Remove(item.ParkingSpaceIndex);
cancel.Add(new SceneMethods.HouseVehicleParkingInfo
{
HouseId = item.HouseId,
VehicleId = occupant,
ParkingSpaceIndex = item.ParkingSpaceIndex,
});
}
spaces[item.ParkingSpaceIndex] = item.VehicleId;
add.Add(new SceneMethods.HouseVehicleParkingInfo
{
HouseId = item.HouseId,
VehicleId = item.VehicleId,
ParkingSpaceIndex = item.ParkingSpaceIndex,
});
wanted.Add((item.HouseId, item.ParkingSpaceIndex, item.VehicleId, previousSpace));
}
}
PlayerProgressStore.Save(world, conn.Log, quiet: true);
if (wanted.Count > 0)
RememberGarageHouse(conn.Session, wanted[0].HouseId);
await PushSyncHouseParkingAsync(conn.Session, cancel, add, conn.Log);
// ⛔⛔ 这里**必须自己生成车**。客户端 SwitchCarprotVehicle 在发这条请求前就把
// IsSwitchingCar 置了 true,于是 SyncHouseParking 的处理里
// (GarageManager.lua:641 `if self.IsSwitchingCar then ... return`)会跳过进库演出,
// 也就永远不会发 AskCreateHouseParkingVehicles ⇒ 车位上有数据、但场上没有模型。
// 所以换车/调取载具这条链路,spawn + SyncHouseParkingEntityBinding 都得服务端自己来。
foreach (var group in wanted.GroupBy(w => w.HouseId))
{
var bindings = await EnsureParkingVehiclesAsync(
conn, group.Key, group.Select(w => (w.Space, w.VehicleId, w.PreviousSpace)).ToList());
if (bindings.Count > 0)
await PushSyncHouseParkingEntityBindingAsync(conn.Session, bindings, conn.Log);
}
conn.Log.Info($"[GARAGE] AskHouseMoveParkingSpace 取消={cancel.Count} 新增={add.Count}");
await conn.ReturnEmptyOkAsync(msg);
}
// =========================================================================================
// 3) AskHouseCancelParking(63495236) / GmHouseCancelParking(65601170) —— 按车辆 id 取消
// =========================================================================================
[Handler(MethodId.AskHouseCancelParking, HandlerPacketKind.Invoke)]
private async Task OnAskHouseCancelParking(Connection conn, UxRpcMessage msg)
{
if (!GarageCfg.Enabled)
{
await conn.ReturnEmptyOkAsync(msg);
return;
}
if (!TryReadGarageArgs(conn, msg, out SceneMethods.AskHouseCancelParkingArgs4229938 args))
{
await conn.ReturnEmptyOkAsync(msg);
return;
}
var cancel = CancelVehicles(conn, args.vehicleIdList);
await conn.ReturnEmptyOkAsync(msg);
conn.Log.Info($"[GARAGE] AskHouseCancelParking 取消={cancel.Count}");
}
[Handler(MethodId.GmHouseCancelParking, HandlerPacketKind.Invoke)]
private async Task OnGmHouseCancelParking(Connection conn, UxRpcMessage msg)
{
if (!GarageCfg.Enabled)
{
await conn.ReturnEmptyOkAsync(msg);
return;
}
if (!TryReadGarageArgs(conn, msg, out SceneMethods.GmHouseCancelParkingArgs4229938 args))
{
await conn.ReturnEmptyOkAsync(msg);
return;
}
var cancel = CancelVehicles(conn, args.vehicleIdList);
await conn.ReturnEmptyOkAsync(msg);
conn.Log.Info($"[GARAGE] GmHouseCancelParking 取消={cancel.Count}");
}
// =========================================================================================
// 4) GmHouseParking(65027125) —— GM:把 houseIdList[i] 的车 vehicleIdList[i] 停进去
// =========================================================================================
[Handler(MethodId.GmHouseParking, HandlerPacketKind.Invoke)]
private async Task OnGmHouseParking(Connection conn, UxRpcMessage msg)
{
if (!GarageCfg.Enabled)
{
await conn.ReturnEmptyOkAsync(msg);
return;
}
if (!TryReadGarageArgs(conn, msg, out SceneMethods.GmHouseParkingArgs4229938 args))
{
await conn.ReturnEmptyOkAsync(msg);
return;
}
var world = GetStateIfExists(conn.Session);
if (world is null)
{
await conn.ReturnEmptyOkAsync(msg);
return;
}
var add = new List();
lock (world.SyncRoot)
{
var count = Math.Min(args.houseIdList.Count, args.vehicleIdList.Count);
for (var i = 0; i < count; i++)
{
var houseId = args.houseIdList[i];
var vehicleId = args.vehicleIdList[i];
if (houseId == 0 || vehicleId == 0)
continue;
var index = AssignFreeSpace(world, houseId, vehicleId);
if (index < 0)
continue;
add.Add(new SceneMethods.HouseVehicleParkingInfo
{
HouseId = houseId,
VehicleId = vehicleId,
ParkingSpaceIndex = index,
});
}
}
if (add.Count > 0)
{
PlayerProgressStore.Save(world, conn.Log, quiet: true);
await PushSyncHouseParkingAsync(conn.Session, [], add, conn.Log);
}
await conn.ReturnEmptyOkAsync(msg);
conn.Log.Info($"[GARAGE] GmHouseParking 新增={add.Count}");
}
// =========================================================================================
// 5) AskCreateHouseParkingVehicles(63479109) —— 命门:spawn 车 + 回填 EntityId
// =========================================================================================
[Handler(MethodId.AskCreateHouseParkingVehicles, HandlerPacketKind.Invoke)]
private async Task OnAskCreateHouseParkingVehicles(Connection conn, UxRpcMessage msg)
{
var houseId = msg.Body.Length >= 4 ? BitConverter.ToUInt32(msg.Body, 0) : 0u;
if (!GarageCfg.Enabled)
{
await conn.ReturnEmptyOkAsync(msg);
return;
}
var world = GetStateIfExists(conn.Session);
if (world is null || houseId == 0)
{
await conn.ReturnEmptyOkAsync(msg);
return;
}
RememberGarageHouse(conn.Session, houseId);
Dictionary? spaces = null;
lock (world.SyncRoot)
{
if (world.Progress.GarageParking.TryGetValue(houseId, out var stored) && stored.Count > 0)
spaces = new Dictionary(stored);
}
if (spaces is null)
{
conn.Log.Info($"[GARAGE] AskCreateHouseParkingVehicles house={houseId} 无车位指派 ⇒ 不生成车");
await conn.ReturnEmptyOkAsync(msg);
return;
}
var wanted = spaces.OrderBy(kv => kv.Key)
.Select(kv => (kv.Key, kv.Value, -1))
.ToList();
var binding = await EnsureParkingVehiclesAsync(conn, houseId, wanted);
if (binding.Count > 0)
await PushSyncHouseParkingEntityBindingAsync(conn.Session, binding, conn.Log);
conn.Log.Info($"[GARAGE] AskCreateHouseParkingVehicles house={houseId} 生成/回填 {binding.Count} 辆");
await conn.ReturnEmptyOkAsync(msg);
}
// =========================================================================================
// 6) AskDestroyHouseParkingVehicles(63266373) —— 出库销毁本房车辆
// =========================================================================================
[Handler(MethodId.AskDestroyHouseParkingVehicles, HandlerPacketKind.Invoke)]
private async Task OnAskDestroyHouseParkingVehicles(Connection conn, UxRpcMessage msg)
{
var houseId = msg.Body.Length >= 4 ? BitConverter.ToUInt32(msg.Body, 0) : 0u;
if (!GarageCfg.Enabled)
{
await conn.ReturnEmptyOkAsync(msg);
return;
}
var runtime = GetGarageRuntime(conn.Session);
List? entities = null;
lock (runtime.SyncRoot)
{
runtime.LastHouseId = houseId != 0 ? houseId : runtime.LastHouseId;
if (runtime.EntitiesByHouse.TryGetValue(houseId, out var map))
{
entities = map.Values.Where(id => id != 0).Distinct().ToList();
// ⛔ 只清「车位 → 实体」映射,**不销毁**玩家正开着的那辆车。
// 被跳过的那辆保持映射,下次进库 EnsureParkingVehiclesAsync 会复用它,
// 不会重复生成。详见 ResolveDrivenVehicleIds 的注释。
var driven = ResolveDrivenVehicleIds(conn.Session);
foreach (var (space, id) in map.Where(kv => driven.Contains(kv.Value)).ToList())
{
map.Remove(space);
conn.Log.Info($"[GARAGE] 出库保留玩家正开的车 entity={id} house={houseId} space={space}(不销毁)");
}
}
}
// ⛑ await 不能写在 lock 体内(CS1996)—— 先出锁再销毁。
if (entities is null)
{
await conn.ReturnEmptyOkAsync(msg);
return;
}
// 玩家正开着的车不销毁:客户端一坐进车位上的车就会走「驶离车库」流程并发这条 RPC,
// 无差别销毁会把玩家正坐着的车一起拆掉 ⇒ 模型当场消失、角色保持开车姿势悬空
// (2026-09-30 23:38:20 实测),随后 LeaveGarage 找不到车辆实例 ⇒ 出库演出卡死黑屏。
var keep = ResolveDrivenVehicleIds(conn.Session);
var destroyed = 0;
var vehicleRuntime = GetVehicleRuntimeState(conn.Session);
foreach (var entityId in entities)
{
if (keep.Contains(entityId))
{
conn.Log.Info($"[GARAGE] 出库跳过销毁 entity={entityId}(玩家正开着)");
continue;
}
await DestroyVehicleAsync(conn.Session, vehicleRuntime, entityId, $"garage-exit house={houseId}");
destroyed++;
}
conn.Log.Info($"[GARAGE] AskDestroyHouseParkingVehicles house={houseId} 销毁 {destroyed}/{entities.Count} 辆"
+ $"(保留玩家正开的 {entities.Count - destroyed} 辆)");
await conn.ReturnEmptyOkAsync(msg);
}
// =========================================================================================
// 7) AskTeleportToHouseGarage(63099218) —— 进库(演出客户端自己播,回 OK 即可)
// =========================================================================================
[Handler(MethodId.AskTeleportToHouseGarage, HandlerPacketKind.Invoke)]
private async Task OnAskTeleportToHouseGarage(Connection conn, UxRpcMessage msg)
{
var houseId = msg.Body.Length >= 4 ? BitConverter.ToUInt32(msg.Body, 0) : 0u;
var spaceIndex = msg.Body.Length >= 8 ? BitConverter.ToInt32(msg.Body, 4) : -1;
RememberGarageHouse(conn.Session, houseId);
conn.Log.Info($"[GARAGE] AskTeleportToHouseGarage house={houseId} space={spaceIndex} ⇒ ok");
await conn.ReturnEmptyOkAsync(msg);
}
// =========================================================================================
// 8) AskTeleportFromHouseGarage(63203581) —— 出库:开门 + **推 SyncTeleport 落点** + 回 OK
// =========================================================================================
///
/// 一趟出库事务待落的点(写于 ,
/// 消费于 ReportPostTeleportFinish 的硬设兜底 —— 与景点电梯四修同一个套路)。
///
internal sealed record PendingGarageLanding(
uint HouseId, float X, float Y, float Z, float Facing, ulong VehicleId);
internal const string PendingGarageLandingKey = "client4229938-garage-landing";
[Handler(MethodId.AskTeleportFromHouseGarage, HandlerPacketKind.Invoke)]
private async Task OnAskTeleportFromHouseGarage(Connection conn, UxRpcMessage msg)
{
var houseId = msg.Body.Length >= 4 ? BitConverter.ToUInt32(msg.Body, 0) : 0u;
var spaceIndex = msg.Body.Length >= 8 ? BitConverter.ToInt32(msg.Body, 4) : -1;
var vehicleConfigId = msg.Body.Length >= 12 ? BitConverter.ToUInt32(msg.Body, 8) : 0u;
RememberGarageHouse(conn.Session, houseId);
if (GarageCfg.Enabled && GarageCfg.OpenDoorOnExit)
OpenCachedGarageDoor(conn);
// ⛔⛔ 这里**必须推一帧 SyncTeleport**,否则就是黑屏。
// 客户端 LeaveGarage 走的是原生 loading 事务:
// AskTeleport(config=7, beforeResName=loading_garage_out*) ← 播离库过场
// → ReportPreTeleportFinish
// → AskTeleportFromHouseGarage(本方法)
// 而它的回调(GarageManager.lua PlayLoadingCutscene 内)**只在失败时**才
// FatalLog + StopLoading,成功分支什么都不做 —— 也就是说「结束加载画面」
// 这件事完全交给服务端。原实现只 ReturnEmptyOkAsync ⇒ 客户端永远停在
// loading ⇒ 过场播完就黑屏(2026-09-30 23:38 实测:23:38:25 收到本 RPC 并 ack,
// 之后再没有 ReportPostTeleportFinish,indoor 于 23:38:27 归零后一直黑)。
// 与景点电梯「一修」是同一个根因,同一个修法。
if (!GarageCfg.Enabled)
{
conn.Log.Info($"[GARAGE] AskTeleportFromHouseGarage house={houseId} space={spaceIndex} "
+ "⇒ ok(enabled=false,不推 SyncTeleport,逐字节等于改动前)");
await conn.ReturnEmptyOkAsync(msg);
return;
}
var landing = ResolveGarageExitLanding(houseId, conn.Log);
var state = GetStateIfExists(conn.Session);
ulong teleportId = 0;
if (state is not null)
{
lock (state.SyncRoot)
{
teleportId = state.PendingTeleportId;
state.PendingTeleportSyncSent = true;
state.LastReportedPlayerPosition = new Vec3(landing.X, landing.Y, landing.Z);
state.LastReportedPlayerRotation = new Vec3(0f, landing.Facing, 0f);
state.HasLastReportedPlayerTransform = true;
}
}
var driven = ResolveDrivenVehicleIds(conn.Session);
var vehicleId = driven.Count > 0 ? driven.First() : 0UL;
// ⛑ 先 ack、再推 —— 与 donor 在改装店验证过的顺序一致
// (GameRouter.Teleport.cs 的 AskTeleportToLeavingWaypoint:ReturnEmptyOkAsync 之后
// 才 PushPlayerAndVehicleAsync)。ack 让客户端加载流程走到「等落点」那一步,
// 随后推的 SyncTeleport 才会被采纳;反序会把 SyncTeleport 吃在流程还没就位的时候。
await conn.ReturnEmptyOkAsync(msg);
await conn.NotifyAsync(MethodId.SyncTeleport, new GameMethods.TeleportOption
{
teleportId = teleportId,
Position = new GameMethods.TeleportVec3(landing.X, landing.Y, landing.Z),
Facing = landing.Facing,
IsSwitchScene = false,
WaitTaskResource = false,
MapEntranceId = landing.EntranceId,
});
if (vehicleId != 0)
{
await conn.NotifyAsync(MethodId.SyncTeleportVehicle, new SceneMethods.SyncTeleportVehicle4229938
{
EntityId = vehicleId,
Position = new SceneMethods.UxVector3(landing.X, landing.Y, landing.Z),
Rotation = new SceneMethods.UxVector3(0f, landing.Facing, 0f),
Velocity = 0f,
Reset = true,
MoveToken = 0,
});
}
// 交给 ReportPostTeleportFinish 的硬设兜底(客户端可能不采纳 SyncTeleport 的落点,
// 见景点电梯四修)。新事务开始前会被覆盖。
conn.Session.Items[PendingGarageLandingKey] =
new PendingGarageLanding(houseId, landing.X, landing.Y, landing.Z, landing.Facing, vehicleId);
conn.Log.Info($"[GARAGE] AskTeleportFromHouseGarage house={houseId} space={spaceIndex} "
+ $"veh={vehicleConfigId} ⇒ SyncTeleport 落点=({landing.X:F1},{landing.Y:F1},{landing.Z:F1}) "
+ $"facing={landing.Facing:F0} 门={landing.EntranceId}({landing.Source}) 车={vehicleId} teleportId={teleportId}");
}
/// 出库落点 + 该填进 SyncTeleport.MapEntranceId 的入口 id。
private readonly record struct GarageExitLanding(
float X, float Y, float Z, float Facing, uint EntranceId, string Source);
///
/// 出库落点推导,优先级:配置 exitLandingOverrides >
/// HouseConfig.VisitorExit(绝对坐标)> 该房 MapentranceConfig 那一行 >
/// 玩家当前上报位置(原地,宁可不动也不能黑屏)。
///
/// 为什么不能用客户端自己那份:出库落点客户端取的是
/// HouseConfig.GarageOutWaypoint(Spoon 航点 id,服务端没有 Spoon 位置表),
/// 而且 ExitTimeline 只有 1 个元素的房(素光小筑)连 Spoon 反查都不做 ⇒
/// afterPosition 全零。
///
private static GarageExitLanding ResolveGarageExitLanding(uint houseId, ServerLogger log)
{
uint entranceId = 0;
if (HouseCatalog4229938.TryGet(houseId, out var house) && house is not null)
{
entranceId = house.MapEntrance;
foreach (var o in GarageCfg.ExitLandingOverrides)
{
if (o.HouseId == houseId)
{
log.Info($"[GARAGE] 出库落点=配置覆盖 house={houseId} ({o.X:F1},{o.Y:F1},{o.Z:F1}) facing={o.Facing:F0}");
return new GarageExitLanding(o.X, o.Y, o.Z, o.Facing, entranceId, "override");
}
}
if (house.VisitorExit.IsUsable)
{
log.Info($"[GARAGE] 出库落点=HouseConfig.VisitorExit house={houseId} "
+ $"({house.VisitorExit.X:F1},{house.VisitorExit.Y:F1},{house.VisitorExit.Z:F1}) "
+ $"facing={house.VisitorExit.Facing:F0} 门={entranceId}");
return new GarageExitLanding(house.VisitorExit.X, house.VisitorExit.Y, house.VisitorExit.Z,
house.VisitorExit.Facing, entranceId, "VisitorExit");
}
}
if (entranceId != 0)
{
foreach (var e in SceneCatalog4229938.MapEntrances)
{
if (e.Id != entranceId)
continue;
log.Info($"[GARAGE] 出库落点=MapentranceConfig house={houseId} 门={entranceId} "
+ $"({e.X:F1},{e.Y:F1},{e.Z:F1}) facing={e.Facing:F0}");
return new GarageExitLanding(e.X, e.Y, e.Z, e.Facing, entranceId, "MapentranceConfig");
}
}
log.Warn($"[GARAGE] 出库落点解析失败 house={houseId}(VisitorExit 全零且门 {entranceId} 不在表里)⇒ 退化成原地");
return new GarageExitLanding(0f, 0f, 0f, 0f, entranceId, "none");
}
// =========================================================================================
// helpers
// =========================================================================================
///
/// 确保「本房这些车位」上各有一辆活着的车,并返回可直接推给客户端的
/// SyncHouseParkingEntityBinding 列表。
///
/// 复用顺序:① 同一辆车换车位(PreviousSpace >= 0)时把运行时里旧车位的实体搬过来,
/// 不重新生成;② 目标车位已有活着的实体直接复用;③ 都没有才 SpawnDirectAsync。
///
/// 两条链路都用它:AskCreateHouseParkingVehicles(进库演出结束后客户端主动要)
/// 和 AskHouseMoveParkingSpace(换车 / 调取载具 —— 那条链路上客户端因为
/// IsSwitchingCar 不会自己发前者,所以服务端必须自己生成)。
///
private async Task> EnsureParkingVehiclesAsync(
Connection conn,
uint houseId,
IReadOnlyList<(int Space, uint VehicleId, int PreviousSpace)> wanted)
{
var bindings = new List();
if (wanted.Count == 0)
return bindings;
var state = GetStateStatic(conn.Session);
var anchor = GarageSpawnPoint(state, GarageCfg.SpawnForwardOffset);
var facing = state.LastReportedPlayerRotation.Y;
var runtime = GetGarageRuntime(conn.Session);
foreach (var (space, vehicleId, previousSpace) in wanted)
{
if (vehicleId == 0)
continue;
ulong entity = 0;
lock (runtime.SyncRoot)
{
if (!runtime.EntitiesByHouse.TryGetValue(houseId, out var map))
{
map = new Dictionary();
runtime.EntitiesByHouse[houseId] = map;
}
// ① 同一辆车换车位:旧车位的实体搬过来。
if (previousSpace >= 0 && previousSpace != space
&& map.TryGetValue(previousSpace, out var moved) && moved != 0)
{
map.Remove(previousSpace);
entity = moved;
}
// ② 目标车位已有活着的车(客户端会多次调这条,必须幂等)。
else if (map.TryGetValue(space, out var existing) && existing != 0
&& IsVehicleAlive(conn.Session, existing))
{
entity = existing;
}
else
{
// ②b 这辆车玩家**正开着**(开出车库后又开回来入库)。
// 出库时刻意没销毁它(见 OnAskDestroyHouseParkingVehicles),实体还在
// 世界里活着 ⇒ 直接复用,否则同一个 vehicleConfigId 会有两份实体。
var drivenEntity = FindDrivenVehicleEntity(conn.Session, vehicleId);
if (drivenEntity != 0)
{
entity = drivenEntity;
conn.Log.Info($"[GARAGE] 复用玩家正开的车 entity={drivenEntity} veh={vehicleId} "
+ $"house={houseId} space={space}(不重复生成)");
}
}
if (entity != 0)
map[space] = entity;
}
if (entity == 0)
{
// ⛑ await 不能在 lock 体内(CS1996)—— 上面已经出锁了。
var (ok, message, spawned, _) = await SpawnDirectAsync(
conn.Session, vehicleId, anchor, facing,
$"garage house={houseId} space={space}", anchor,
createSourceType: 10, destroyPrevious: false);
if (!ok)
{
conn.Log.Warn($"[GARAGE] 生成车失败 house={houseId} space={space} veh={vehicleId}: {message}");
continue;
}
entity = spawned;
lock (runtime.SyncRoot)
runtime.EntitiesByHouse[houseId][space] = entity;
}
bindings.Add(new SceneMethods.HouseParkingEntityBinding
{
VehicleId = vehicleId,
EntityId = entity,
ParkingSpaceIndex = space,
});
}
return bindings;
}
private static bool TryReadGarageArgs(Connection conn, UxRpcMessage msg, out T args)
{
try
{
args = UxSerializer.Deserialize(msg.Body);
return args is not null;
}
catch (Exception ex)
{
conn.Log.Warn($"[GARAGE] {typeof(T).Name} 解析失败 ({ex.GetType().Name}: {ex.Message}) "
+ $"bytes={msg.Body.Length} hex={Convert.ToHexString(msg.Body)}");
args = default!;
return false;
}
}
/// 把 放进该房第一个空车位,返回车位号(0 基);无空位返回 -1。
/// 该车已在本房某个车位时返回原位置(幂等)。调用方必须持有 world.SyncRoot。
private static int AssignFreeSpace(WorldEntryState world, uint houseId, uint vehicleId)
{
var count = 2u;
if (HouseCatalog4229938.TryGet(houseId, out var house) && house.ParkingSpaceCount > 0)
count = house.ParkingSpaceCount;
if (!world.Progress.GarageParking.TryGetValue(houseId, out var spaces))
{
spaces = new Dictionary();
world.Progress.GarageParking[houseId] = spaces;
}
foreach (var (index, existing) in spaces)
{
if (existing == vehicleId)
return index;
}
for (var i = 0; i < count; i++)
{
if (!spaces.ContainsKey(i))
{
spaces[i] = vehicleId;
return i;
}
}
return -1;
}
/// 按车辆 id 取消车位指派(跨所有房),落盘并回推 cancelInfoList。
private static List CancelVehicles(Connection conn, List vehicleIds)
{
var cancel = new List();
var world = GetStateIfExists(conn.Session);
if (world is null || vehicleIds.Count == 0)
return cancel;
var wanted = vehicleIds.Where(id => id != 0).ToHashSet();
lock (world.SyncRoot)
{
foreach (var (houseId, spaces) in world.Progress.GarageParking)
{
foreach (var key in spaces.Where(kv => wanted.Contains(kv.Value)).Select(kv => kv.Key).ToList())
{
var vid = spaces[key];
spaces.Remove(key);
cancel.Add(new SceneMethods.HouseVehicleParkingInfo
{
HouseId = houseId,
VehicleId = vid,
ParkingSpaceIndex = key,
});
}
}
}
if (cancel.Count > 0)
{
PlayerProgressStore.Save(world, conn.Log, quiet: true);
_ = PushSyncHouseParkingAsync(conn.Session, cancel, [], conn.Log);
}
return cancel;
}
private static async Task PushSyncHouseParkingAsync(
TcpSession session,
List cancel,
List add,
ServerLogger log)
{
var args = new SceneMethods.SyncHouseParkingArgs4229938
{
cancelInfoList = cancel,
addInfoList = add,
};
var body = UxSerializer.Serialize(args);
await session.NotifyAsync(MethodId.SyncHouseParking, body, CancellationToken.None);
log.Info($"[GARAGE] -> SyncHouseParking(64277819) cancel={cancel.Count} add={add.Count} body={body.Length}B");
}
private static async Task PushSyncHouseParkingEntityBindingAsync(
TcpSession session,
List binding,
ServerLogger log)
{
var args = new SceneMethods.SyncHouseParkingEntityBindingArgs4229938 { bindingList = binding };
var body = UxSerializer.Serialize(args);
await session.NotifyAsync(MethodId.IGameToClient_SyncHouseParkingEntityBinding, body, CancellationToken.None);
log.Info($"[GARAGE] -> SyncHouseParkingEntityBinding(64060781) n={binding.Count} body={body.Length}B");
}
/// 车辆落点:玩家当前位置(+ 配置的前向偏移)。
private static Vec3 GarageSpawnPoint(WorldEntryState state, float forwardOffset)
{
var p = state.LastReportedPlayerPosition;
if (forwardOffset == 0f)
return p;
var rad = state.LastReportedPlayerRotation.Y * (MathF.PI / 180f);
return new Vec3(p.X + MathF.Sin(rad) * forwardOffset, p.Y, p.Z + MathF.Cos(rad) * forwardOffset);
}
private static bool IsVehicleAlive(TcpSession session, ulong entityId)
{
var runtime = GetVehicleRuntimeState(session);
lock (runtime.SyncRoot)
return runtime.Vehicles.ContainsKey(entityId);
}
///
/// 本玩家正开着的、VehicleRecord.ConfigId == vehicleConfigId 的那个实体;没有则 0。
///
/// 用途:玩家把车库里的车开出去、又开回来入库时复用同一个实体
/// (EnsureParkingVehiclesAsync 的步骤 ②b)。出库时刻意不销毁玩家正开的车,
/// 所以它仍在世界里活着;不复用就会给同一辆车生成第二份实体。
///
/// 锁序:调用方持有 GarageRuntimeState.SyncRoot 时本方法会再取
/// VehicleRuntimeState.SyncRoot ⇒ 顺序恒为 Garage → Vehicle(与
/// OnAskDestroyHouseParkingVehicles 一致),不会反向嵌套。
///
private static ulong FindDrivenVehicleEntity(TcpSession session, uint vehicleConfigId)
{
if (vehicleConfigId == 0)
return 0;
var driven = ResolveDrivenVehicleIds(session);
if (driven.Count == 0)
return 0;
var runtime = GetVehicleRuntimeState(session);
lock (runtime.SyncRoot)
{
foreach (var id in driven)
{
if (runtime.Vehicles.TryGetValue(id, out var rec) && rec.ConfigId == vehicleConfigId)
return id;
}
}
return 0;
}
}