Files
bd2/go/internal/server/player/char_awake.go
T

301 lines
10 KiB
Go

package player
import (
"errors"
"fmt"
"sort"
"strconv"
"bd2server/internal/server/gamedata"
"bd2server/internal/server/wire"
)
type CharAwakeService struct {
design *gamedata.CharAwakeDesign
collection *CollectionStore
characters *CharacterStore
inventory *Inventory
wallet *Wallet
}
func NewCharAwakeService(design *gamedata.CharAwakeDesign, collection *CollectionStore, characters *CharacterStore, inventory *Inventory, wallet *Wallet) (*CharAwakeService, error) {
if design == nil || collection == nil || characters == nil || inventory == nil || wallet == nil {
return nil, errors.New("player: incomplete character awakening service")
}
for uniqueID, progress := range collection.CharAwakeStates() {
if err := design.ValidateProgress(uniqueID, progress.ImprintLevels, progress.IsAwake); err != nil {
return nil, fmt.Errorf("player: invalid saved character awakening progress: %w", err)
}
}
return &CharAwakeService{design: design, collection: collection, characters: characters, inventory: inventory, wallet: wallet}, nil
}
func (s *CharAwakeService) Handle(path string, request []byte) (int, []byte, bool, error) {
switch path {
case "/CharAwakeInfo":
return s.info(request)
case "/CharImprintLevelUp":
return s.imprintLevelUp(request)
case "/CharAwakeActive":
return s.awakeActive(request)
default:
return 0, nil, false, nil
}
}
func validAwakeSequence(request []byte, path string) error {
seq, found, err := wire.Varint(request, 1)
if err != nil || !found || seq == 0 {
return fmt.Errorf("player: %s missing sequence", path)
}
return nil
}
func (s *CharAwakeService) info(request []byte) (int, []byte, bool, error) {
if err := validAwakeSequence(request, "CharAwakeInfo"); err != nil {
return 0, nil, true, err
}
states := s.collection.CharAwakeStates()
ids := make([]uint64, 0, len(states))
for id := range states {
ids = append(ids, id)
}
sort.Slice(ids, func(i, j int) bool { return ids[i] < ids[j] })
var response []byte
for _, id := range ids {
progress := states[id]
var entry []byte
entry = wire.AppendVarint(entry, 1, id)
for i, level := range progress.ImprintLevels {
if level != 0 {
entry = wire.AppendVarint(entry, 2+i, level)
}
}
if progress.IsAwake {
entry = wire.AppendVarint(entry, 5, 1)
}
response = wire.AppendBytes(response, 1, entry)
}
return 326, response, true, nil
}
func decodeAwakeMaterials(request []byte, fieldNumber int) ([]Item, error) {
var materials []Item
err := wire.Walk(request, func(field wire.Field) error {
if field.Number != fieldNumber {
return nil
}
if field.Type != 2 {
return errors.New("player: invalid character awakening material field")
}
var item Item
if err := decodeVarints(field.Value, map[int]*uint64{1: &item.InvenIndex, 2: &item.ID, 3: &item.Type, 4: &item.Count, 5: &item.KeepFlag, 6: &item.TimeValue, 9: &item.SortID, 10: &item.UseCount}); err != nil {
return err
}
if item.Type == 0 || item.Count == 0 || (item.Type != 4 && (item.InvenIndex == 0 || item.ID == 0)) {
return errors.New("player: incomplete character awakening material")
}
materials = append(materials, item)
return nil
})
return materials, err
}
func (s *CharAwakeService) imprintLevelUp(request []byte) (int, []byte, bool, error) {
if err := validAwakeSequence(request, "CharImprintLevelUp"); err != nil {
return 0, nil, true, err
}
characterIndex, found, err := wire.Varint(request, 2)
if err != nil || !found || characterIndex == 0 {
return 0, nil, true, errors.New("player: CharImprintLevelUp missing character")
}
var targets []gamedata.CharImprintTarget
err = wire.Walk(request, func(field wire.Field) error {
if field.Number != 3 {
return nil
}
if field.Type != 2 {
return errors.New("player: invalid imprint target field")
}
var target gamedata.CharImprintTarget
if err := decodeVarints(field.Value, map[int]*uint64{1: &target.Slot, 2: &target.TargetLevel}); err != nil {
return err
}
if target.Slot == 0 || target.TargetLevel == 0 {
return errors.New("player: incomplete imprint target")
}
targets = append(targets, target)
return nil
})
if err != nil || len(targets) == 0 {
if err == nil {
err = errors.New("player: CharImprintLevelUp has no targets")
}
return 0, nil, true, err
}
materials, err := decodeAwakeMaterials(request, 4)
if err != nil || len(materials) == 0 {
if err == nil {
err = errors.New("player: CharImprintLevelUp has no materials")
}
return 0, nil, true, err
}
character, found := s.characters.Find(characterIndex)
if !found {
return 0, nil, true, fmt.Errorf("player: unknown imprint character %d", characterIndex)
}
uniqueID, err := s.design.ValidateGrowthCompleted(character.ID, character.Level)
if err != nil {
return 0, nil, true, fmt.Errorf("player: validate imprint character growth: %w", err)
}
current, _ := s.collection.CharAwakeState(uniqueID)
costs, levels, err := s.design.ImprintCosts(uniqueID, current.ImprintLevels, targets)
if err != nil {
return 0, nil, true, fmt.Errorf("player: validate imprint GameData: %w", err)
}
items, gold, err := s.validateCosts(costs, materials)
if err != nil {
return 0, nil, true, fmt.Errorf("player: validate imprint materials: %w", err)
}
if len(items) != 0 {
if err := s.inventory.CanConsume(items); err != nil {
return 0, nil, true, fmt.Errorf("player: validate imprint inventory: %w", err)
}
}
if gold != 0 && !s.wallet.CanSpendGold(gold) {
return 0, nil, true, errors.New("player: insufficient gold for character imprint")
}
identity := "char-imprint:" + strconv.FormatUint(uniqueID, 10)
for _, level := range levels {
identity += ":" + strconv.FormatUint(level, 10)
}
if gold != 0 {
if _, err := s.wallet.SpendGoldOnce(identity, gold); err != nil {
return 0, nil, true, fmt.Errorf("player: spend imprint gold: %w", err)
}
}
if len(items) != 0 {
if err := s.inventory.Consume(items); err != nil {
return 0, nil, true, fmt.Errorf("player: consume imprint materials: %w", err)
}
}
next := current
next.ImprintLevels = levels
if err := s.collection.UpdateCharAwake(uniqueID, current, next); err != nil {
return 0, nil, true, fmt.Errorf("player: persist character imprint: %w", err)
}
return 327, nil, true, nil
}
func (s *CharAwakeService) awakeActive(request []byte) (int, []byte, bool, error) {
if err := validAwakeSequence(request, "CharAwakeActive"); err != nil {
return 0, nil, true, err
}
characterIndex, found, err := wire.Varint(request, 2)
if err != nil || !found || characterIndex == 0 {
return 0, nil, true, errors.New("player: CharAwakeActive missing character")
}
materials, err := decodeAwakeMaterials(request, 3)
if err != nil || len(materials) == 0 {
if err == nil {
err = errors.New("player: CharAwakeActive has no materials")
}
return 0, nil, true, err
}
character, found := s.characters.Find(characterIndex)
if !found {
return 0, nil, true, fmt.Errorf("player: unknown awakening character %d", characterIndex)
}
uniqueID, err := s.design.ValidateGrowthCompleted(character.ID, character.Level)
if err != nil {
return 0, nil, true, fmt.Errorf("player: validate awakening character growth: %w", err)
}
current, _ := s.collection.CharAwakeState(uniqueID)
costs, err := s.design.AwakeCosts(uniqueID, current.ImprintLevels, current.IsAwake)
if err != nil {
return 0, nil, true, fmt.Errorf("player: validate awakening GameData: %w", err)
}
items, gold, err := s.validateCosts(costs, materials)
if err != nil {
return 0, nil, true, fmt.Errorf("player: validate awakening materials: %w", err)
}
if len(items) != 0 {
if err := s.inventory.CanConsume(items); err != nil {
return 0, nil, true, fmt.Errorf("player: validate awakening inventory: %w", err)
}
}
if gold != 0 && !s.wallet.CanSpendGold(gold) {
return 0, nil, true, errors.New("player: insufficient gold for character awakening")
}
identity := "char-awake:" + strconv.FormatUint(uniqueID, 10)
if gold != 0 {
if _, err := s.wallet.SpendGoldOnce(identity, gold); err != nil {
return 0, nil, true, fmt.Errorf("player: spend awakening gold: %w", err)
}
}
if len(items) != 0 {
if err := s.inventory.Consume(items); err != nil {
return 0, nil, true, fmt.Errorf("player: consume awakening materials: %w", err)
}
}
next := current
next.IsAwake = true
if err := s.collection.UpdateCharAwake(uniqueID, current, next); err != nil {
return 0, nil, true, fmt.Errorf("player: persist character awakening: %w", err)
}
return 328, nil, true, nil
}
func (s *CharAwakeService) validateCosts(costs []gamedata.CharAwakeCost, materials []Item) ([]Item, uint64, error) {
want := make(map[[2]uint64]uint64, len(costs))
for _, cost := range costs {
key := [2]uint64{cost.Type, cost.ID}
if cost.Count > ^uint64(0)-want[key] {
return nil, 0, errors.New("character awakening cost overflow")
}
want[key] += cost.Count
}
got := make(map[[2]uint64]uint64, len(materials))
var items []Item
var gold uint64
for _, material := range materials {
key := [2]uint64{material.Type, material.ID}
switch material.Type {
case 4:
if material.InvenIndex != 0 || material.ID != 0 || gold != 0 {
return nil, 0, errors.New("invalid character awakening currency")
}
gold = material.Count
case 8:
items = append(items, material)
default:
return nil, 0, fmt.Errorf("unsupported character awakening material type %d", material.Type)
}
if material.Count > ^uint64(0)-got[key] {
return nil, 0, errors.New("submitted character awakening material overflow")
}
got[key] += material.Count
}
if len(got) != len(want) {
return nil, 0, fmt.Errorf("material kinds mismatch: request=%v GameData=%v", got, want)
}
for key, count := range want {
if got[key] != count {
return nil, 0, fmt.Errorf("material %d/%d=%d want %d", key[0], key[1], got[key], count)
}
}
return items, gold, nil
}
// Contributions exposes server-side derived stats for CharInfo, revival and
// battle calculators. The client independently computes the same values from
// CharAwakeInfo, so neither side relies on a persisted derived number.
func (s *CharAwakeService) Contributions(character Character) ([]gamedata.StatContribution, error) {
uniqueID, ok := s.design.CharacterUniqueID(character.ID)
if !ok {
return nil, nil
}
progress, _ := s.collection.CharAwakeState(uniqueID)
return s.design.CharAwakeContributions(uniqueID, progress.ImprintLevels, progress.IsAwake)
}