Files
GaCy-GO/internal/gameserver/handlers_mission.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

161 lines
4.8 KiB
Go

package gameserver
import (
"encoding/json"
"os"
"sort"
"sync"
"gac-hkrpg-go/internal/common"
goproto "gac-hkrpg-go/protocol/proto"
)
// MissionUnlocks mirrors mission_unlocks.json (loaded once).
type MissionUnlocks struct {
FuncUnlockMissions []uint32 `json:"funcUnlockMissions"`
AllMainMissions []uint32 `json:"allMainMissions"`
TeleportIDs []uint32 `json:"teleportIds"`
EntranceIDs []uint32 `json:"entranceIds"`
RaidIDs []uint32 `json:"raidIds"`
ChallengeRaidIDs []uint32 `json:"challengeRaidIds"`
NpcIDs []uint32 `json:"npcIds"`
SubMissionIDs []uint32 `json:"subMissionIds"`
QuestIDs []uint32 `json:"questIds"`
}
var (
missionUnlocksOnce sync.Once
missionUnlocks MissionUnlocks
)
func getMissionUnlocks() *MissionUnlocks {
missionUnlocksOnce.Do(func() {
raw, err := os.ReadFile("mission_unlocks.json")
if err != nil {
Log("mission_unlocks.json not found: " + err.Error())
return
}
if err := json.Unmarshal(raw, &missionUnlocks); err != nil {
Log("Failed to parse mission_unlocks.json: " + err.Error())
missionUnlocks = MissionUnlocks{}
return
}
Log("Loaded mission_unlocks.json successfully")
})
return &missionUnlocks
}
func init() {
handle("GetMissionStatus", func(s *Session, req *goproto.GetMissionStatusCsReq, rsp *goproto.GetMissionStatusScRsp) error {
rsp.Retcode = 0
unlocks := getMissionUnlocks()
// main missions already finished: res.json + funcUnlockMissions + client-requested.
// Without these the client Lua locks the HUD, teleports and Endgame.
seen := map[uint32]bool{}
var finished []uint32
add := func(ids []uint32) {
for _, id := range ids {
if id != 0 && !seen[id] {
seen[id] = true
finished = append(finished, id)
}
}
}
if res, err := common.GameRes(); err == nil {
for _, m := range res.LevelOutputConfigs {
for _, sc := range m {
for _, grp := range sc.Scenes {
add(grp.FinishedMainMissions)
}
}
}
}
add(unlocks.FuncUnlockMissions)
add(req.MainMissionIdList)
sort.Slice(finished, func(i, j int) bool { return finished[i] < finished[j] })
rsp.FinishedMainMissionIdList = finished
// beta client re-asks when this field is missing (tag 13)
rsp.CurversionFinishedMainMissionIdList = finished
for _, id := range req.SubMissionIdList {
rsp.SubMissionStatusList = append(rsp.SubMissionStatusList, &goproto.Mission{
Id: id,
Progress: 1,
Status: goproto.MissionStatus_MISSION_FINISH,
})
}
SceneDebugLog("GET_MISSION_STATUS main_req=%d sub_req=%d finished_sent=%d",
len(req.MainMissionIdList), len(req.SubMissionIdList), len(rsp.FinishedMainMissionIdList))
return nil
})
handle("GetMissionData", func(s *Session, req *goproto.GetMissionDataCsReq, rsp *goproto.GetMissionDataScRsp) error {
rsp.Retcode = 0
unlocks := getMissionUnlocks()
seen := map[uint32]bool{}
var finished []uint32
for _, id := range unlocks.FuncUnlockMissions {
if id != 0 && !seen[id] {
seen[id] = true
finished = append(finished, id)
}
}
sort.Slice(finished, func(i, j int) bool { return finished[i] < finished[j] })
for _, id := range finished {
rsp.MainMissionList = append(rsp.MainMissionList, &goproto.MainMission{
Id: id,
Status: goproto.MissionStatus_MISSION_FINISH,
})
}
rsp.FinishedMainMissionIdList = finished
SceneDebugLog("GET_MISSION_DATA finished_sent=%d", len(rsp.FinishedMainMissionIdList))
return nil
})
handle("GetQuestData", func(s *Session, req *goproto.GetQuestDataCsReq, rsp *goproto.GetQuestDataScRsp) error {
rsp.Retcode = 0
unlocks := getMissionUnlocks()
for _, id := range unlocks.QuestIDs {
rsp.QuestList = append(rsp.QuestList, &goproto.Quest{
Id: id,
Status: goproto.QuestStatus_QuestStatus_QuestFinish,
Progress: 1,
})
}
SceneDebugLog("GET_QUEST_DATA quests_sent=%d", len(rsp.QuestList))
return nil
})
// client Lua (_GetActiveGroupInfoByMissionCustomValue) reads this response;
// dropping it blocks input.
handle("GetMainMissionCustomValue", func(s *Session, req *goproto.GetMainMissionCustomValueCsReq, rsp *goproto.GetMainMissionCustomValueScRsp) error {
rsp.Retcode = 0
for _, id := range req.SubMissionIdList {
rsp.MainMissionList = append(rsp.MainMissionList, &goproto.MainMission{
Id: id,
Status: goproto.MissionStatus_MISSION_FINISH,
})
}
SceneDebugLog("GET_MAIN_MISSION_CUSTOM_VALUE ids=%d", len(req.SubMissionIdList))
return nil
})
handle("UpdateTrackMainMission", func(s *Session, req *goproto.UpdateTrackMainMissionCsReq, rsp *goproto.UpdateTrackMainMissionScRsp) error {
rsp.Retcode = 0
rsp.TrackMissionId = req.TrackMissionId
return nil
})
handle("GetNpcMessageGroup", func(s *Session, req *goproto.GetNpcMessageGroupCsReq, rsp *goproto.GetNpcMessageGroupScRsp) error {
rsp.Retcode = 0
return nil
})
}