Files
GaCy-GO/internal/gameserver/handlers_lineup.go
T
CAtlas0784 59ea97b1a6 feat: port GaC-hkrpg-ps to Go with SceneCastSkill camera-detach fix
- mihoyo-variant KCP in pure Go (28-byte conv+token header), UDP gateway
  with 0xFF/0x145/0x194 handshake, ms-precision KCP clock + retransmit ticker
- protobuf for 4.6.51 generated from the AstralOS StarRail.proto (4932
  messages) plus CmdID map from // CmdID: comments (2114 ids)
- sdkserver port: query_dispatch/query_gateway (Gateserver pb + base64),
  hotfix fetch, auth endpoints, SRTools freesr-data.json upload
- gameserver handlers: login flow, scene load/spawn with real monster
  entity tracking, lineup, avatar/skin, missions, tutorials (1249+855),
  bag/equip, challenge incl. StartChallenge 1787 layout + Tierce 8973 +
  peak 8948, all raw tierce replies
- SceneCastSkill camera bug fix: only real scene monsters (tracked per
  session) trigger battle; attacking props/NPCs/air replies retcode 0
  without battle_info so the camera stays locked on the character
- end-to-end smoke test simulating a client over real UDP: handshake,
  PlayerGetToken, and both SceneCastSkill paths
- reuses the Rust PS data files unchanged (freesr-data.json, persistent,
  res.json, teleports.json, challenge_data.json, mission_unlocks.json)
2026-10-07 00:22:23 +07:00

151 lines
4.3 KiB
Go

package gameserver
import (
"gac-hkrpg-go/internal/common"
goproto "gac-hkrpg-go/protocol/proto"
)
func commonToLineupAvatars(f *common.FreesrData) []*goproto.LineupAvatar {
return common.ToLineupAvatars(f)
}
func init() {
handle("GetAllLineupData", func(s *Session, req *goproto.GetAllLineupDataCsReq, rsp *goproto.GetAllLineupDataScRsp) error {
player := s.JSON()
if player == nil {
return nil
}
rsp.LineupList = append(rsp.LineupList, &goproto.LineupInfo{
ExtraLineupType: goproto.ExtraLineupType_ExtraLineupType_LineupNone,
Name: "Squad 1",
Mp: 5,
MaxMp: 5,
AvatarList: commonToLineupAvatars(player),
})
return nil
})
handle("GetCurLineupData", func(s *Session, req *goproto.GetCurLineupDataCsReq, rsp *goproto.GetCurLineupDataScRsp) error {
player := s.JSON()
if player == nil {
return nil
}
rsp.Lineup = &goproto.LineupInfo{
ExtraLineupType: goproto.ExtraLineupType_ExtraLineupType_LineupNone,
Name: "Squad 1",
Mp: 5,
MaxMp: 5,
AvatarList: commonToLineupAvatars(player),
}
return nil
})
handle("JoinLineup", func(s *Session, req *goproto.JoinLineupCsReq, rsp *goproto.JoinLineupScRsp) error {
player := s.JSON()
if player == nil {
return nil
}
player.Lineups[req.Slot] = req.BaseAvatarId
player.SavePersistent()
return refreshLineup(s)
})
handle("ReplaceLineup", func(s *Session, req *goproto.ReplaceLineupCsReq, rsp *goproto.ReplaceLineupScRsp) error {
player := s.JSON()
if player == nil {
return nil
}
for _, item := range req.LineupSlotList {
player.Lineups[item.Slot] = item.Id
}
player.SavePersistent()
return refreshLineup(s)
})
handle("SwapLineup", func(s *Session, req *goproto.SwapLineupCsReq, rsp *goproto.SwapLineupScRsp) error {
player := s.JSON()
if player == nil {
return nil
}
// MPIEGFCNBEN / ENBIBCPPLDC are the obfuscated src/dst slots; the swap
// is symmetric so the mapping direction doesn't matter.
srcSlot, dstSlot := req.MPIEGFCNBEN, req.ENBIBCPPLDC
srcAvatar := player.Lineups[srcSlot]
dstAvatar := player.Lineups[dstSlot]
player.Lineups[srcSlot] = dstAvatar
player.Lineups[dstSlot] = srcAvatar
player.SavePersistent()
return refreshLineup(s)
})
handle("SwitchLineupIndex", func(s *Session, req *goproto.SwitchLineupIndexCsReq, rsp *goproto.SwitchLineupIndexScRsp) error {
return refreshLineup(s)
})
handle("GetLineupAvatarData", func(s *Session, req *goproto.GetLineupAvatarDataCsReq, rsp *goproto.GetLineupAvatarDataScRsp) error {
rsp.Retcode = 0
return nil
})
handle("QuitLineup", func(s *Session, req *goproto.QuitLineupCsReq, rsp *goproto.QuitLineupScRsp) error {
return nil
})
handle("ChangeLineupLeader", func(s *Session, req *goproto.ChangeLineupLeaderCsReq, rsp *goproto.ChangeLineupLeaderScRsp) error {
rsp.Slot = req.Slot
return nil
})
}
// refreshLineup mirrors refresh_lineup: SceneGroupRefreshScNotify + SyncLineupNotify.
func refreshLineup(s *Session) error {
player := s.JSON()
if player == nil {
return nil
}
lineup := &goproto.LineupInfo{
ExtraLineupType: goproto.ExtraLineupType_ExtraLineupType_LineupNone,
Name: "Squad 1",
AvatarList: commonToLineupAvatars(player),
MaxMp: 5,
Mp: 5,
}
notify := &goproto.SceneGroupRefreshScNotify{
FloorId: player.Scene.FloorID,
DimensionId: 0,
}
group := &goproto.SceneGroupRefreshInfo{
GroupId: 0,
State: 0,
GroupRefreshType: goproto.SceneGroupRefreshType_SCENE_GROUP_REFRESH_TYPE_LOADED,
}
for _, slot := range player.SortedLineupKeys() {
avatarID := player.Lineups[slot]
group.RefreshEntity = append(group.RefreshEntity, &goproto.SceneEntityRefreshInfo{
RefreshType: &goproto.SceneEntityRefreshInfo_AddEntity{
AddEntity: &goproto.SceneEntityInfo{
EntityId: slot + 1,
GroupId: 0,
InstId: 0,
Entity: &goproto.SceneEntityInfo_Actor{
Actor: &goproto.SceneActorInfo{
AvatarType: goproto.AvatarType_AVATAR_FORMAL_TYPE,
BaseAvatarId: avatarID,
MapLayer: 0,
Uid: 25,
},
},
},
},
})
}
notify.GroupRefreshInfo = append(notify.GroupRefreshInfo, group)
if err := s.Send(notify); err != nil {
return err
}
return s.Send(&goproto.SyncLineupNotify{Lineup: lineup})
}