147 lines
7.1 KiB
C#
147 lines
7.1 KiB
C#
using Ananta.SDK.Rpc;
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using Ananta.Server.ClientData.Client4229938;
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using Ananta.Server.Handlers;
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using Ananta.Server.Protocol.Client4229938;
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using GameMethods = Ananta.Server.RpcTypes.Client4229938.Methods.Game;
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namespace Ananta.Server.Handlers.Game;
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/// <summary>
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/// Fashion/wardrobe handlers. The client's appearance panel sends
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/// AskSetSpiritFashionsWithSource when the player confirms a skin. Without a
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/// server-side handler the request is dropped and the model reverts to the
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/// login default when the panel closes. We accept the choice and echo it back
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/// via SyncSetSpiritFashions so the worn skin persists.
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/// </summary>
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internal sealed partial class GameRouter
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{
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// ★ 2026-10-02:补上**老版衣柜入口** AskSetSpiritFashions(63347169)(自 7k-v0.6
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// GameRouter.Fashion.cs 移植)。它与带 source 的新入口差 2 字节:
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// 老包 = [u32 spiritId][wear object],新包 = [u32 spiritId][short source][wear object]。
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// 做法是在偏移 4 处补一个 short 8(FashionWearSource.Spirit,小端 = 08 00),
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// 然后**走完全同一套**穿戴逻辑 —— 不另起一条分支,避免两套行为漂移。
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// ⛑ 已核对主线契约 AskSetSpiritFashionsWithSource.source 就是 short(FashionMethods.cs:11)
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// ⇒ 补 2 字节与捐赠端的字节拼接逐字节一致。
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[Handler(MethodId.AskSetSpiritFashionsWithSource, HandlerPacketKind.Invoke)]
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[Handler(MethodId.AskSetSpiritFashions, HandlerPacketKind.Invoke)]
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private async Task AskSetSpiritFashionsWithSource(Connection conn, UxRpcMessage msg)
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{
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var body = msg.Body;
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if (msg.MethodId == MethodId.AskSetSpiritFashions)
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{
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if (body.Length is < 4 or > 4094)
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{
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conn.Log.Warn($"[FASHION] legacy wear rejected bytes={body.Length}");
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await conn.ReturnEmptyOkAsync(msg);
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return;
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}
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var withSource = new byte[body.Length + 2];
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body.AsSpan(0, 4).CopyTo(withSource);
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withSource[4] = 8; // FashionWearSource.Spirit(short 小端:08 00)
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body.AsSpan(4).CopyTo(withSource.AsSpan(6));
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body = withSource;
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}
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var args = TryDecode4229938<GameMethods.AskSetSpiritFashionsWithSource>(body);
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if (args is null)
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{
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conn.Log.Warn($"[FASHION] AskSetSpiritFashionsWithSource undecodable bytes={msg.Body.Length}"
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+ (msg.MethodId == MethodId.AskSetSpiritFashions ? " (legacy entry, spliced)" : ""));
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await conn.ReturnEmptyOkAsync(msg);
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return;
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}
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var spiritId = args.spiritOrInstanceId;
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var wearCount = args.spiritWearFashionsInfo?.WearFashionInfoList?.Count ?? 0;
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var fashionIds = wearCount > 0
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? string.Join(",", args.spiritWearFashionsInfo!.WearFashionInfoList.Select(x => x.FashionId))
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: "(none)";
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conn.Log.Info($"[FASHION] wear spirit={spiritId} source={args.source} count={wearCount} ids=[{fashionIds}]");
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// Answer before doing the work. This is an INVOKE, so the wardrobe panel sits blocked until
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// the response arrives — and the work below includes a disk write plus a notify. Replying
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// first keeps a slow save from freezing the UI. Nothing after this point can report failure
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// to the client, so the whole tail is wrapped and logged instead.
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await conn.ReturnEmptyOkAsync(msg);
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try
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{
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await ApplyWearAsync(conn, msg, spiritId, args);
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}
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catch (Exception ex)
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{
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conn.Log.Warn($"[FASHION] wear apply failed spirit={spiritId}: {ex.Message}");
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}
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}
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private async Task ApplyWearAsync(
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Connection conn, UxRpcMessage msg, uint spiritId, GameMethods.AskSetSpiritFashionsWithSource args)
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{
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// Remember the outfit so a re-login publishes it instead of the authored default. The
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// wardrobe panel never edits the worn value locally — SyncSetSpiritFashions is its only
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// writer — so without this the character silently undresses on every restart.
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var state = GetWorldState(msg.Context);
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var wear = args.spiritWearFashionsInfo ?? new GameMethods.SpiritWearFashionsInfo();
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var wornIds = (wear.WearFashionInfoList ?? [])
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.Where(x => x is not null && x.FashionId != 0)
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.Select(x => x.FashionId)
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.ToList();
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// The id is the character template id (FightSpiritConfig), the same key SyncSetSpiritFashions
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// publishes with. Anything the roster does not know is refused so a bad id cannot poison the
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// snapshot and leave a character permanently naked.
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var knownSpirit = ClientConfigRepository.Characters().Any(x => x.TemplateId == spiritId);
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if (knownSpirit && wornIds.Count > 0)
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{
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var source = wear.WearSourceInfo;
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lock (state.SyncRoot)
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{
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state.FashionBySpirit[spiritId] = new FashionRecord4229938(
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wear.FunctionSuitId,
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source.Source,
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source.SourceId,
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wear.IsTryWear,
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wear.HiddenParts,
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wornIds);
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}
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PlayerProgressStore.Save(state, conn.Log);
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}
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// Echo the client's chosen wear back as authoritative SyncSetSpiritFashions.
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// This keeps the character model dressed in the selected skin after the
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// appearance panel closes, instead of snapping back to login defaults.
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var sync = new GameMethods.SyncSetSpiritFashions
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{
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spiritId = spiritId,
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source = args.source,
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spiritWearFashionsInfo = args.spiritWearFashionsInfo ?? new GameMethods.SpiritWearFashionsInfo(),
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};
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await conn.NotifyAsync(MethodId.SyncSetSpiritFashions, sync);
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}
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/// <summary>
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/// Wardrobe bookkeeping: "mark fashions as seen", "toggle favourite", "read suit list".
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///
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/// These are INVOKE requests that ask for nothing back — the client only waits for the ack. The
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/// reference branch answers them with an empty OK, and leaving them unrouted is worse than
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/// useless: an unanswered INVOKE leaves the caller awaiting forever, which is exactly the
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/// failure mode that shows up as a wardrobe button that never responds.
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///
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/// The bodies are deliberately not decoded. They are client-local bookkeeping (read receipts,
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/// favourite flags), and inventing a contract for bytes we have never seen would risk a decode
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/// exception on the only path whose job is to always answer.
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/// </summary>
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[Handler(MethodId.AskReadFashions)]
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[Handler(MethodId.AskFavoriteFashions)]
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[Handler(MethodId.AskReadFashionSuits)]
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private Task FashionBookkeepingAccept(Connection conn, UxRpcMessage msg)
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{
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// Logged with the byte count so a future "suits do not show up" bug has a starting point:
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// it tells us the client really sent the request, and how much it expected us to read.
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conn.Log.Info($"[FASHION] bookkeeping accepted method={msg.MethodId} bytes={msg.Body.Length}");
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return conn.ReturnEmptyOkAsync(msg);
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}
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}
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