Files
Ananta-ps/Ananta.Server/Ananta.Core/ClientData/Client4229938/VehicleTuningStore.cs
T

134 lines
4.8 KiB
C#

using System.Text.Json;
using Ananta.Server.Configuration;
using Ananta.Server.Protocol.Client4229938;
namespace Ananta.Server.ClientData.Client4229938;
/// <summary>
/// 改装店改装件的落盘(<c>save/vehicles/&lt;pid&gt;.json</c>)。
///
/// <para>为什么需要:donor 最初把购买结果只放在 <c>WorldEntryState</c> 的内存字典里,
/// 服务端一重启买过的件全没了(donor backlog #2 的原话)。买一次就要写一次盘 —— 没有可靠的
/// session-end 钩子,所以走「每次购买后立刻写」。</para>
///
/// <para>开关 <c>gameplay.repairShop.persistTuning</c>(默认 false = 与 donor 默认一致):
/// 关掉时本类只读不写,行为完全等同 donor 未接 store 时的样子。</para>
///
/// <para>写盘用 tmp + move 的原子替换,避免写一半崩掉留下截断的 json。</para>
/// </summary>
internal static class VehicleTuningStore
{
private static readonly object Gate = new();
private static readonly JsonSerializerOptions Options = new() { WriteIndented = true };
private static string DirectoryPath =>
PrivateServerConfigStore.ResolveProjectPath(Path.Combine("save", "vehicles"));
private static string PathFor(ulong pid) => Path.Combine(DirectoryPath, $"{pid}.json");
/// <summary>把当前会话的改装状态写盘。开关关闭或 world 为空时直接返回。</summary>
internal static void Save(ulong pid, WorldEntryState? world)
{
if (!PrivateServerConfigStore.Current.Gameplay.RepairShop.PersistTuning)
return;
if (world is null)
return;
List<VehicleDto> vehicles;
lock (world.SyncRoot)
{
var configs = new HashSet<uint>();
foreach (var key in world.VehiclePartsByConfig.Keys) configs.Add(key);
foreach (var key in world.VehicleSuitByConfig.Keys) configs.Add(key);
vehicles = new List<VehicleDto>(configs.Count);
foreach (var configId in configs)
{
var parts = world.VehiclePartsByConfig.TryGetValue(configId, out var list)
? list.Select(p => new PartDto { Type = p.Type, ConfigId = p.ConfigId }).ToList()
: [];
vehicles.Add(new VehicleDto
{
ConfigId = configId,
SuitId = world.VehicleSuitByConfig.GetValueOrDefault(configId),
Parts = parts,
});
}
}
try
{
lock (Gate)
{
var dir = DirectoryPath;
System.IO.Directory.CreateDirectory(dir);
var path = PathFor(pid);
var tmp = path + ".tmp";
File.WriteAllText(tmp, JsonSerializer.Serialize(new SaveFile { Vehicles = vehicles }, Options));
File.Move(tmp, path, overwrite: true);
}
}
catch (Exception ex)
{
Console.WriteLine($"[REPAIRSHOP] tuning save failed: {ex.Message}");
}
}
/// <summary>进世界时把盘上的改装状态读回内存。开关关闭或文件不存在时什么也不做。</summary>
internal static void Load(ulong pid, WorldEntryState world)
{
if (!PrivateServerConfigStore.Current.Gameplay.RepairShop.PersistTuning)
return;
try
{
SaveFile? file;
var path = PathFor(pid);
lock (Gate)
{
if (!File.Exists(path))
return;
file = JsonSerializer.Deserialize<SaveFile>(File.ReadAllText(path));
}
if (file?.Vehicles is null)
return;
lock (world.SyncRoot)
{
foreach (var v in file.Vehicles)
{
if (v.ConfigId == 0)
continue;
if (v.SuitId != 0)
world.VehicleSuitByConfig[v.ConfigId] = v.SuitId;
if (v.Parts is { Count: > 0 })
world.VehiclePartsByConfig[v.ConfigId] =
v.Parts.Where(p => p.ConfigId != 0).Select(p => (p.Type, p.ConfigId)).ToList();
}
}
}
catch (Exception ex)
{
Console.WriteLine($"[REPAIRSHOP] tuning load failed: {ex.Message}");
}
}
private sealed class SaveFile
{
public List<VehicleDto> Vehicles { get; set; } = [];
}
private sealed class VehicleDto
{
public uint ConfigId { get; set; }
public uint SuitId { get; set; }
public List<PartDto> Parts { get; set; } = [];
}
private sealed class PartDto
{
public uint Type { get; set; }
public uint ConfigId { get; set; }
}
}