Files
Ananta-ps/Ananta.Server/Ananta.Handlers/Game/GameRouter.Economy.cs
T

683 lines
28 KiB
C#

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 Auto = Ananta.Server.RpcTypes.Client4229938.Auto;
using GameMethods = Ananta.Server.RpcTypes.Client4229938.Methods.Game;
namespace Ananta.Server.Handlers.Game;
/// <summary>
/// Shared economy plumbing for build 4229938 mall purchases and gacha draws: currency/wallet mapping,
/// backpack grants, the pushes the client expects, and the snapshot that lets money and items survive
/// a re-login. Retail keeps all of this in its account database; here the session state is the single
/// authority and <see cref="PlayerProgressStore"/> mirrors it to one JSON file per player.
/// </summary>
internal sealed partial class GameRouter
{
// Wallet-borne currencies (CommonItemManager.lua SpecialItemId): 36920001 RewardGold (gold),
// 36920002 RewardMoney (money), 36920003 RewardBindingGold (binding gold). Anything else a price
// asks for is a normal backpack item and is paid out of the granted stack.
private const uint CurrencyRewardGold4229938 = 36920001u;
private const uint CurrencyRewardMoney4229938 = 36920002u;
private const uint CurrencyRewardBindingGold4229938 = 36920003u;
/// <summary>A pending economy mutation: what to take away, what to add, how the wallet moves.</summary>
private sealed class EconomyChanges4229938
{
internal Dictionary<uint, uint> Consumed { get; } = [];
internal Dictionary<uint, ItemGrant4229938> Granted { get; } = [];
internal double MoneyDelta { get; set; }
internal double GoldDelta { get; set; }
internal double BindingGoldDelta { get; set; }
}
/// <summary>Loads the saved character economy into the session state at login.</summary>
private static void RestorePlayerProgress4229938(WorldEntryState state, ServerLogger log)
{
lock (state.SyncRoot)
{
if (state.ProgressRestored)
return;
}
PlayerProgressStore.LoadInto(state.Progress, log);
lock (state.SyncRoot)
{
state.ProgressRestored = true;
state.WalletMoney = state.Progress.Money;
state.WalletGold = state.Progress.Gold;
state.WalletBindingGold = state.Progress.BindingGold;
state.GmBackpackItems.Clear();
foreach (var item in state.Progress.Items)
{
// Reuse the stored instance id so a re-login does not invalidate stacks the client
// already knows, and reserve it so later grants cannot collide with it.
var uniqueId = item.UniqueId;
if (uniqueId == 0)
uniqueId = NextGmItemUniqueId4229938();
else
ReserveGmItemUniqueId4229938(uniqueId);
state.GmBackpackItems[item.TemplateId] = RuntimePayloadFactory.GmPackItem4229938(
item.TemplateId, item.Count, item.IsBind, uniqueId);
}
// Worn phone-skin suits. RuntimePayloadFactory reads PhoneSkinBySpirit when it builds
// the login payload, so the restore has to run before MinimalPlayerInfo4229938.
// GameRouter.World.cs already calls this in that order.
state.PhoneSkinBySpirit.Clear();
foreach (var (spiritId, skin) in state.Progress.PhoneSkins)
{
state.PhoneSkinBySpirit[spiritId] = new Auto.SpiritMobileSkinInfo
{
Wallpaper = skin.Wallpaper,
Decoration = skin.Decoration,
Pendant = skin.Pendant,
};
}
state.FashionBySpirit.Clear();
foreach (var (spiritId, fashion) in state.Progress.Fashions)
{
// An empty id list would publish "wearing nothing", so keep the authored default.
if (fashion.FashionIds.Count == 0)
continue;
state.FashionBySpirit[spiritId] = fashion;
}
state.Colorings.Clear();
foreach (var (fashionId, coloring) in state.Progress.Colorings)
{
if (fashionId == 0 || coloring is null)
continue;
state.Colorings[fashionId] = coloring;
}
// Livehouse music-game clears + the "intro already played" latch (2026-10-04).
// Without this bridge the save would come back into state.Progress but never reach
// WorldEntryState, and Save() reads WorldEntryState ⇒ the scores would look permanent
// within one session and vanish on the next login.
state.LivehouseRecords.Clear();
foreach (var (musicId, record) in state.Progress.LivehouseRecords)
{
if (musicId == 0 || record is null)
continue;
state.LivehouseRecords[musicId] = record;
}
state.LivehouseFirstPlayDone = state.Progress.LivehouseFirstPlayDone;
state.WeaponSkins.Clear();
foreach (var (spiritId, skins) in state.Progress.WeaponSkins)
{
if (spiritId == 0 || skins is null || skins.SkinBySceneItem.Count == 0)
continue;
state.WeaponSkins[spiritId] = skins;
}
// Gameplay talent trees (天赋). Trees the player never touched stay absent and are
// seeded from talentPointSeed by RuntimePayloadFactory when the login payload is built.
state.GameplayTalents.Clear();
foreach (var (gameplayId, saved) in state.Progress.GameplayTalents)
{
if (gameplayId == 0 || saved is null)
continue;
var tree = new GameplayTalentState4229938
{
Point = saved.Point,
Exp = saved.Exp,
Level = saved.Level,
};
foreach (var (talentId, layer) in saved.Nodes)
{
if (talentId == 0 || layer == 0)
continue;
tree.Nodes[talentId] = layer;
}
state.GameplayTalents[gameplayId] = tree;
}
RestoreCombatLoadout4229938(state, log);
}
}
/// <summary>
/// Replays the saved weapon / fight-style choices. Every entry is re-validated against the
/// catalog on purpose: a save written against an older config (or hand-edited) must degrade to
/// the authored default instead of restoring a combination the client refuses to animate.
/// </summary>
private static void RestoreCombatLoadout4229938(WorldEntryState state, ServerLogger log)
{
var weapons = 0;
var spiritStyles = 0;
var weaponStyles = 0;
var wheels = 0;
// Personal wheels first. The equipped weapon has to be one of the instances this wheel
// carries, otherwise CombatCodec.SpiritWeaponSnapshot rewrites CurrentWeaponUid back to
// slot 0 and the player ends up holding the authored default no matter what we restore.
state.WeaponSlotsBySpirit.Clear();
foreach (var (spiritId, saved) in state.Progress.WeaponSlotsBySpirit)
{
if (spiritId == 0 || saved.Count == 0)
continue;
// A save can name a spirit the catalog no longer carries (character removed from the
// roster, row hand-edited). Skipping that one row keeps the rest of the profile intact;
// throwing here aborts LoginGame and leaves the client unable to log in at all.
if (CombatCatalogRepository.TryLoadout(spiritId) is not { } loadout)
continue;
var wheel = new List<ulong>(loadout.Slots.Count);
for (var index = 0; index < loadout.Slots.Count; index++)
{
// Honour empty slots (a deposit is a legitimate choice) but fall back to the
// authored occupant when the saved instance no longer resolves in the catalog.
var instanceId = index < saved.Count ? saved[index] : 0UL;
if (instanceId != 0 && CombatCatalogRepository.Weapon(spiritId, instanceId) is null)
instanceId = loadout.Slots[index]?.InstanceId ?? 0UL;
wheel.Add(instanceId);
}
state.WeaponSlotsBySpirit[spiritId] = wheel;
wheels++;
}
state.LastWeaponBySpirit.Clear();
foreach (var (spiritId, instanceId) in state.Progress.LastWeaponBySpirit)
{
// Accept a weapon the catalog knows either under this character or account-wide.
if (CombatCatalogRepository.Weapon(spiritId, instanceId) is null &&
CombatCatalogRepository.Weapon(instanceId) is null)
continue;
// ⛑ 战斗目录里没有的角色(被 content.roster.excludedTemplateIds 排除 / 已下架,例如
// 15021049)必须在这里跳过:上面建轮盘时已经 continue 掉了它,于是它的 wheel 不存在,
// 下面必然走 TryAdoptWeaponIntoWheel4229938 → CombatCodec.Loadout(spiritId) 抛
// KeyNotFoundException,整个 LoginGame 被打挂。
// 实测 2026-10-01 21:59:客户端表现为「连接服务器失败,请重新选择服务器」。
if (CombatCatalogRepository.TryLoadout(spiritId) is null)
continue;
// Saves written before the wheel was persisted can still name a weapon that only
// exists inside that session's edited wheel. Put it back into the first free
// editable slot so an existing profile heals itself instead of silently reverting.
if (!state.WeaponSlotsBySpirit.TryGetValue(spiritId, out var wheel) || !wheel.Contains(instanceId))
TryAdoptWeaponIntoWheel4229938(state, spiritId, instanceId);
state.LastWeaponBySpirit[spiritId] = instanceId;
weapons++;
}
state.SpiritStyleOverrides.Clear();
foreach (var (key, styleId) in state.Progress.SpiritStyleOverrides)
{
// Save-file key was flattened to "spiritId:typeId" because tuple keys cannot be
// serialized. Anything that does not round-trip is dropped.
var separator = key.IndexOf(':');
if (separator <= 0 ||
!uint.TryParse(key.AsSpan(0, separator), out var spiritId) ||
!uint.TryParse(key.AsSpan(separator + 1), out var typeId))
continue;
var style = CombatCatalogRepository.Style(styleId);
if (style is null || !CombatCatalogRepository.StyleMatchesType(styleId, typeId))
continue;
if (style.SpiritIds.Count > 0 && !style.SpiritIds.Contains(spiritId))
continue;
state.SpiritStyleOverrides[(spiritId, typeId)] = styleId;
spiritStyles++;
}
state.WeaponStyleOverrides.Clear();
foreach (var (instanceId, styleId) in state.Progress.WeaponStyleOverrides)
{
var weapon = CombatCatalogRepository.Weapon(instanceId);
var style = CombatCatalogRepository.Style(styleId);
if (weapon is null || style is null || !CombatCatalogRepository.IsStyleCompatible(weapon, style))
continue;
state.WeaponStyleOverrides[instanceId] = styleId;
weaponStyles++;
}
if (weapons > 0 || spiritStyles > 0 || weaponStyles > 0 || wheels > 0)
log.Info($"[LOADOUT] restored weapons={weapons} spiritStyles={spiritStyles} weaponStyles={weaponStyles} wheels={wheels}");
}
private static void TryAdoptWeaponIntoWheel4229938(WorldEntryState state, uint spiritId, ulong instanceId)
{
if (!state.WeaponSlotsBySpirit.TryGetValue(spiritId, out var wheel))
{
// 目录里没有这个角色 ⇒ 无从「收养」(连槽位都没有)。这里抛异常会把 LoginGame 整条链打挂,
// 所以改成放弃这一行存档,保住其余档案。
if (CombatCatalogRepository.TryLoadout(spiritId) is not { } authored)
return;
wheel = authored.Slots.Select(x => x?.InstanceId ?? 0UL).ToList();
}
// Slot 0 is the character's fixed base weapon, so only positions 1..15 are adoptable.
var free = -1;
for (var index = 1; index < wheel.Count; index++)
{
if (wheel[index] == 0)
{
free = index;
break;
}
}
if (free < 0)
return;
wheel[free] = instanceId;
state.WeaponSlotsBySpirit[spiritId] = wheel;
}
private static ulong NextGmItemUniqueId4229938()
=> (ulong)IdCounterStore.Next(GmItemSeqCounter, GmItemSeqFloor);
private static void ReserveGmItemUniqueId4229938(ulong uniqueId)
{
if (uniqueId > long.MaxValue)
return;
// 水位只升不降,所以这里不需要 CAS 循环 —— IdCounterStore.Reserve 本身就是单调的。
IdCounterStore.Reserve(GmItemSeqCounter, (long)uniqueId);
}
/// <summary>
/// Charges a price in <paramref name="currencyItemId"/> units. Wallet currencies debit the wallet,
/// everything else debits the granted stack. A shortfall is clamped and logged instead of failing
/// the command: this private server always lets the player through.
/// </summary>
private static void ChargeCurrency4229938(
WorldEntryState state,
EconomyChanges4229938 changes,
uint currencyItemId,
double amount,
ServerLogger log,
string context)
{
if (currencyItemId == 0 || amount <= 0)
return;
switch (currencyItemId)
{
case CurrencyRewardMoney4229938:
changes.MoneyDelta -= amount;
return;
case CurrencyRewardGold4229938:
changes.GoldDelta -= amount;
return;
case CurrencyRewardBindingGold4229938:
changes.BindingGoldDelta -= amount;
return;
}
uint available;
lock (state.SyncRoot)
available = state.GmBackpackItems.TryGetValue(currencyItemId, out var stack) ? stack.Count : 0u;
var taken = Math.Min(amount, available);
if (taken < amount)
log.Warn($"[ECONOMY] {context}: missing {currencyItemId} to pay {amount} with (have {available}), granting the remainder for free");
if (taken <= 0)
return;
var count = (uint)Math.Min(taken, uint.MaxValue);
changes.Consumed[currencyItemId] = changes.Consumed.TryGetValue(currencyItemId, out var previous)
? SaturatingAdd4229938(previous, count)
: count;
}
/// <summary>Rolls one drop row <paramref name="rolls"/> times into <paramref name="changes"/>.</summary>
private static void GrantDrop4229938(
EconomyChanges4229938 changes,
EconomyConfigRepository.DropRow drop,
uint rolls,
string context,
ServerLogger log)
{
if (rolls == 0)
return;
if (drop.Money != 0)
changes.MoneyDelta += drop.Money * rolls;
if (drop.BindingGold != 0)
changes.BindingGoldDelta += drop.BindingGold * rolls;
foreach (var (id, count) in drop.Guaranteed)
AddGrant4229938(changes, id, SaturatingMultiply4229938(count, rolls), isBind: false);
for (var roll = 0u; roll < rolls; roll++)
{
if (drop.Ranged.Count > 0)
{
var (id, min, max) = drop.Ranged[Random.Shared.Next(drop.Ranged.Count)];
AddGrant4229938(changes, id, RollCount4229938(min, max), isBind: false);
}
if (drop.Weighted.Count > 0)
{
var index = PickWeightedIndex4229938(drop.Weighted.Count, i => drop.Weighted[i].Weight);
if (index >= 0)
AddGrant4229938(changes, drop.Weighted[index].Id, 1, isBind: false);
}
}
log.Info(
$"[ECONOMY] {context}: drop={drop.Id} rolls={rolls} money={drop.Money * rolls} " +
$"bindingGold={drop.BindingGold * rolls} guaranteed={drop.Guaranteed.Count} " +
$"ranged={drop.Ranged.Count} weighted={drop.Weighted.Count}");
}
private static void AddGrant4229938(EconomyChanges4229938 changes, uint templateId, uint count, bool isBind)
{
if (templateId == 0 || count == 0)
return;
if (changes.Granted.TryGetValue(templateId, out var existing))
{
changes.Granted[templateId] = existing with
{
Count = SaturatingAdd4229938(existing.Count, count),
IsBind = existing.IsBind || isBind,
};
return;
}
changes.Granted[templateId] = new ItemGrant4229938(templateId, count, isBind);
}
/// <summary>
/// Applies a pending mutation to the live session state, pushes the resulting wallet/backpack
/// deltas, and snapshots the character. Returns a short summary for the caller's log line.
/// Per-RPC 入口(<c>conn</c>)额外转交给下面的 session 版本;后台任务用 session 版本。
/// </summary>
private static Task<string> ApplyEconomy4229938Async(
Connection conn,
WorldEntryState state,
EconomyChanges4229938 changes,
string context)
=> ApplyEconomy4229938Async(conn.Session, state, changes, context, CancellationToken.None);
/// <summary>
/// 后台循环入口(通缉结算等长生命周期调用方,2026-09-23 新增)。
/// <see cref="Connection"/> 是 per-RPC 包装、构造是 internal、且它持有那一次 RPC 的 token,
/// 后台任务既拿不到也不能用,所以单独留一个 TcpSession 重载;Connection 版委托到这里,
/// 两个入口的行为(含 RuntimeLogs 解码日志)完全一致。
/// </summary>
private static async Task<string> ApplyEconomy4229938Async(
TcpSession session,
WorldEntryState state,
EconomyChanges4229938 changes,
string context,
CancellationToken token)
{
async Task Push<T>(uint methodId, T payload)
{
await session.NotifyAsync(methodId, UxSerializer.Serialize(payload), token);
RuntimeLogs.Decoded(session.Log.Scope, "S2C", methodId, typeof(T), payload);
}
var adds = new List<Auto.PlayerPackItem>();
var updates = new List<Auto.PlayerPackItem>();
var deletes = new List<Auto.PlayerPackItem>();
double money;
double gold;
double bindingGold;
lock (state.SyncRoot)
{
// One pass per touched template so a currency that is both spent and re-granted (a voucher
// bought with vouchers) ends up with a single, correct stack instead of add/delete churn.
var templates = new HashSet<uint>(changes.Consumed.Keys);
foreach (var templateId in changes.Granted.Keys)
templates.Add(templateId);
foreach (var templateId in templates)
{
changes.Consumed.TryGetValue(templateId, out var consumed);
changes.Granted.TryGetValue(templateId, out var grant);
if (state.GmBackpackItems.TryGetValue(templateId, out var stack))
{
var remaining = stack.Count > consumed ? stack.Count - consumed : 0u;
var final = SaturatingAdd4229938(remaining, grant.Count);
if (final == 0)
{
state.GmBackpackItems.Remove(templateId);
deletes.Add(stack);
continue;
}
stack.Count = final;
stack.IsBind = stack.IsBind || grant.IsBind;
updates.Add(stack);
continue;
}
if (grant.Count == 0)
continue;
var item = RuntimePayloadFactory.GmPackItem4229938(
grant.TemplateId, grant.Count, grant.IsBind, NextGmItemUniqueId4229938());
state.GmBackpackItems[templateId] = item;
adds.Add(item);
}
money = state.WalletMoney + changes.MoneyDelta;
gold = state.WalletGold + changes.GoldDelta;
bindingGold = state.WalletBindingGold + changes.BindingGoldDelta;
if (money < 0 || gold < 0 || bindingGold < 0)
{
session.Log.Warn(
$"[ECONOMY] {context}: wallet went negative " +
$"(money={money} gold={gold} bindingGold={bindingGold}), clamped to zero");
money = Math.Max(money, 0);
gold = Math.Max(gold, 0);
bindingGold = Math.Max(bindingGold, 0);
}
state.WalletMoney = money;
state.WalletGold = gold;
state.WalletBindingGold = bindingGold;
}
if (changes.MoneyDelta != 0 || changes.GoldDelta != 0 || changes.BindingGoldDelta != 0)
{
await Push(MethodId.SyncMoney, new GameMethods.SyncMoney4229938
{
money = money,
gold = gold,
bindingGold = bindingGold,
});
if (changes.MoneyDelta > 0)
{
await Push(MethodId.SyncMoneyAdd, new GameMethods.SyncMoneyAdd4229938
{
value = changes.MoneyDelta,
reason = 0,
silence = false,
});
}
}
if (adds.Count > 0 || updates.Count > 0 || deletes.Count > 0)
{
await Push(MethodId.SyncBackpackItemChanged, new GameMethods.SyncBackpackItemChanged4229938
{
addItemList = adds,
updateItemList = updates,
deleteItemList = deletes,
});
}
PlayerProgressStore.Save(state, session.Log);
return $"wallet=({money},{gold},{bindingGold}) add={adds.Count} update={updates.Count} delete={deletes.Count}";
}
/// <summary>
/// GM 面板「发放全货币」:把三种钱包货币各自**补到** <paramref name="amount"/>。
/// 之所以是「补到」而不是「累加」:重复点击不会无限叠加到一个最终溢出的数字,
/// 已经达到或超过目标值的币种保持不变(delta=0,不推 pack)。
/// 返回 ApplyEconomy 的摘要串,供调用方写日志。
/// </summary>
internal static Task<string> GrantAllCurrencies4229938Async(
TcpSession session,
WorldEntryState state,
double amount,
CancellationToken token)
{
double moneyDelta;
double goldDelta;
double bindingDelta;
lock (state.SyncRoot)
{
moneyDelta = Math.Max(0, amount - state.WalletMoney);
goldDelta = Math.Max(0, amount - state.WalletGold);
bindingDelta = Math.Max(0, amount - state.WalletBindingGold);
}
var changes = new EconomyChanges4229938
{
MoneyDelta = moneyDelta,
GoldDelta = goldDelta,
BindingGoldDelta = bindingDelta,
};
if (moneyDelta == 0 && goldDelta == 0 && bindingDelta == 0)
return Task.FromResult("all currencies already at or above target, nothing pushed");
return ApplyEconomy4229938Async(session, state, changes, "grant-all-currency", token);
}
internal static uint SaturatingAdd4229938(uint left, uint right)
=> left > uint.MaxValue - right ? uint.MaxValue : left + right;
private static uint SaturatingMultiply4229938(uint value, uint factor)
=> factor == 0 ? 0u : (value > uint.MaxValue / factor ? uint.MaxValue : value * factor);
private static uint RollCount4229938(uint min, uint max)
{
if (max < min)
(min, max) = (max, min);
return max == min ? min : (uint)Random.Shared.NextInt64(min, (long)max + 1);
}
/// <summary>Weighted index in [0, count); -1 when every weight is zero.</summary>
private static int PickWeightedIndex4229938(int count, Func<int, double> weightAt)
{
var total = 0d;
for (var i = 0; i < count; i++)
{
var weight = weightAt(i);
if (weight > 0)
total += weight;
}
if (total <= 0)
return -1;
var roll = Random.Shared.NextDouble() * total;
for (var i = 0; i < count; i++)
{
var weight = weightAt(i);
if (weight <= 0)
continue;
roll -= weight;
if (roll <= 0)
return i;
}
return count - 1;
}
/// <summary>
/// AskMallBuyCommodity(commodityId, buyCount, isAutoExchange) and AskDrawGacha(poolId, drawCount,
/// isAutoExchange) share the same wire layout: two uint32 ids followed by one bool.
/// </summary>
private readonly record struct EconomyRequest4229938(uint Id, uint Count, bool Flag);
private static EconomyRequest4229938 ParseEconomyRequest4229938(byte[] body)
=> new(
body.Length >= 4 ? BitConverter.ToUInt32(body, 0) : 0u,
body.Length >= 8 ? BitConverter.ToUInt32(body, 4) : 0u,
body.Length > 8 && body[8] != 0);
internal static async Task<(bool Ok, string Message)> PanelGiveItemAsync(
TcpSession session,
uint templateId,
uint count,
bool isBind)
{
var state = GetStateIfExists(session);
if (state is null)
return (false, "no live game session (is the client in the world?)");
if (templateId == 0)
return (false, "missing templateId");
if (!TryResolveGmItem4229938(templateId, out var name))
return (false, $"Item Id {templateId} not found in ConsumableConfig{DescribeItemNamespace4229938(templateId)}");
if (count == 0)
count = 1;
var changes = new EconomyChanges4229938();
changes.Granted[templateId] = new ItemGrant4229938(templateId, count, isBind);
var summary = await ApplyEconomy4229938Async(
session, state, changes, $"panel give-item {templateId}x{count}", CancellationToken.None);
uint total;
lock (state.SyncRoot)
total = state.GmBackpackItems.TryGetValue(templateId, out var stack) ? stack.Count : 0u;
session.Log.Info($"[PANEL] give-item id={templateId} name={name} count={count} bind={isBind} total={total} {summary}");
return (true, $"Granted {name} (Id={templateId}) x{count}, backpack now has {total}; {summary}");
}
private static bool TryResolveGmItem4229938(uint templateId, out string name)
{
name = string.Empty;
if (!EconomyConfigRepository.HasConsumableItems)
return true;
if (!EconomyConfigRepository.TryConsumableItem(templateId, out var item))
return false;
name = item.Name;
return true;
}
private static string DescribeItemNamespace4229938(uint templateId) => templateId switch
{
>= 36000000u and < 37000000u => " (36xxxxxx Item ID exists in range but not in rows)",
>= 98000000u and < 99000000u => " (Weapon ID, please equip via Armory Wheel)",
>= 81000000u and < 82000000u => " (Vehicle ID)",
>= 11190000u and < 11200000u => " (Fashion Suit ID)",
>= 11100000u and < 11190000u => " (Fashion Piece ID)",
_ => " (Unknown Item ID range)",
};
}