Files

181 lines
5.9 KiB
Go

package gameserver
import (
"gac-hkrpg-go/internal/common"
goproto "gac-hkrpg-go/protocol/proto"
"sort"
)
func init() {
handle("SetAvatarPath", func(s *Session, req *goproto.SetAvatarPathCsReq, rsp *goproto.SetAvatarPathScRsp) error {
player := s.JSON()
if player == nil {
return nil
}
supportedRelics, err := supportedRelicIDs()
if err != nil {
return err
}
id := uint32(req.AvatarId)
path := common.MultiPathAvatarFromID(id)
if player.Avatars[id] == nil || (!common.IsMainCharacter(id) && !common.IsMarch7th(id)) ||
(common.IsMainCharacter(id) && path.Gender() != player.MainCharacter.Gender()) {
rsp.Retcode = uint32(goproto.Retcode_RET_AVATAR_PATH_NOT_MATCH)
return nil
}
if _, active := CURRENT_BATTLE.Load(s.Token); active {
rsp.Retcode = uint32(goproto.Retcode_RET_LINEUP_NOT_ALLOW_EDIT)
return nil
}
previousMC, previousMarch := player.MainCharacter, player.MarchType
if common.IsMainCharacter(id) {
player.MainCharacter = path
} else {
player.MarchType = path
}
if err := player.SavePersistentChecked(); err != nil {
player.MainCharacter, player.MarchType = previousMC, previousMarch
return err
}
rsp.AvatarId = req.AvatarId
// Match services/avatar.zig at CommandSourceRevision: path change,
// changed avatar data, refreshed lineup, then the single response.
if err := s.Send(&goproto.AvatarPathChangedNotify{BaseAvatarId: common.BaseAvatarID(id), CurMultiPathAvatarType: req.AvatarId}); err != nil {
return err
}
avatarSync := &goproto.AvatarSync{}
for _, baseID := range BaseAvatarIDs {
if av := player.Avatars[baseID]; av != nil {
avatarSync.AvatarList = append(avatarSync.AvatarList, av.ToAvatarProto(player.FindLightconeFor(baseID), player.MainCharacter.ID(), player.MarchType.ID()))
}
}
for _, pathID := range sortedU32Keys2(player.Avatars) {
av := player.Avatars[pathID]
avatarSync.AvatarPathDataInfoList = append(avatarSync.AvatarPathDataInfoList,
av.ToAvatarPathDataProto(player.FindLightconeFor(pathID), filterSupportedRelics(player.FindRelicsFor(pathID), supportedRelics), player.DressedSkins[pathID]))
}
if err := s.Send(&goproto.PlayerSyncScNotify{AvatarSync: avatarSync}); err != nil {
return err
}
return refreshLineup(s)
})
handle("GetAvatarData", func(s *Session, req *goproto.GetAvatarDataCsReq, rsp *goproto.GetAvatarDataScRsp) error {
player := s.JSON()
if player == nil {
Log("data is not set!")
return nil
}
supportedRelics, err := supportedRelicIDs()
if err != nil {
return err
}
rsp.IsGetAll = req.IsGetAll
for _, id := range BaseAvatarIDs {
if av, ok := player.Avatars[id]; ok {
rsp.AvatarList = append(rsp.AvatarList,
av.ToAvatarProto(player.FindLightconeFor(id), player.MainCharacter.ID(), player.MarchType.ID()))
} else {
// avatar without save data: report a level-80 default
rsp.AvatarList = append(rsp.AvatarList, &goproto.Avatar{
BaseAvatarId: id,
Level: 80,
Promotion: 6,
FirstMetTimestamp: 1712924677,
HasTakenPromotionRewardList: []uint32{1, 3, 5},
})
}
}
for _, av := range player.Avatars {
rsp.AvatarPathDataInfoList = append(rsp.AvatarPathDataInfoList,
av.ToAvatarPathDataProto(player.FindLightconeFor(av.AvatarID), filterSupportedRelics(player.FindRelicsFor(av.AvatarID), supportedRelics), player.DressedSkins[av.AvatarID]))
}
// unlocked skins: res.json skinIds + currently dressed ones
seen := map[uint32]bool{}
for _, id := range player.DressedSkins {
if id != 0 && !seen[id] {
seen[id] = true
rsp.SkinList = append(rsp.SkinList, id)
}
}
if res, err := common.GameRes(); err == nil {
for _, id := range res.SkinIDs {
if id != 0 && !seen[id] {
seen[id] = true
rsp.SkinList = append(rsp.SkinList, id)
}
}
}
cosmetics, err := common.LoadPlayerCosmetics()
if err != nil {
return err
}
for _, skin := range cosmetics.Skins {
id := skin.ID
if !seen[id] {
seen[id] = true
rsp.SkinList = append(rsp.SkinList, id)
}
}
sort.Slice(rsp.SkinList, func(i, j int) bool { return rsp.SkinList[i] < rsp.SkinList[j] })
rsp.OutfitList = &goproto.OutfitInfo{Outfits: append([]uint32{}, player.PlayerOutfits...)}
return nil
})
handle("DressAvatarSkin", func(s *Session, req *goproto.DressAvatarSkinCsReq, rsp *goproto.DressAvatarSkinScRsp) error {
player := s.JSON()
if player == nil {
return nil
}
player.DressedSkins[req.AvatarId] = req.AvatarSkinId
player.SavePersistent()
return nil
})
handle("TakeOffAvatarSkin", func(s *Session, req *goproto.TakeOffAvatarSkinCsReq, rsp *goproto.TakeOffAvatarSkinScRsp) error {
player := s.JSON()
if player == nil {
return nil
}
delete(player.DressedSkins, req.AvatarId)
player.SavePersistent()
return nil
})
handle("SetPlayerOutfit", func(s *Session, req *goproto.SetPlayerOutfitCsReq, rsp *goproto.SetPlayerOutfitScRsp) error {
player := s.JSON()
if player == nil || req.OutfitList == nil {
return nil
}
// Outfit IDs are supplied by the Client's outfit selector. They are
// distinct from ownership item IDs; do not invent an ID conversion.
// PearlSR 005d2c12 services/avatar.zig echoes the same wire structure.
previous := player.PlayerOutfits
player.PlayerOutfits = append([]uint32{}, req.OutfitList.Outfits...)
if err := player.SavePersistentChecked(); err != nil {
player.PlayerOutfits = previous
return err
}
if err := s.Send(rsp); err != nil {
return err
}
if err := s.Send(&goproto.PlayerSyncScNotify{OutfitList: &goproto.OutfitInfo{Outfits: player.PlayerOutfits}}); err != nil {
return err
}
return errResponseAlreadySent
})
handle("TakePromotionReward", func(s *Session, req *goproto.TakePromotionRewardCsReq, rsp *goproto.TakePromotionRewardScRsp) error {
return nil
})
handle("SetAvatarEnhancedId", func(s *Session, req *goproto.SetAvatarEnhancedIdCsReq, rsp *goproto.SetAvatarEnhancedIdScRsp) error {
return nil
})
}