- Add costume burst upgrades with durable replay and fix permanent SR equipment gacha. - Add server game.json rules for optional collaboration UR weapons, with packaging and documentation. - Add GameNames/GameSdk NuGet tooling, readable types, reobfuscation, complete source/PDB navigation and shared-runtime installation. - Split plugin responsibilities, prefer typeof/nameof, centralize MSBuild settings and ignore local paths; remove the unused LoginUI test project. - Fix login recovery and TLS through native platform HTTP and a private game relay; read device region directly from the OS time zone. Validation: go test ./... -count=1, go vet ./..., plugin Release builds, SDK/runtime self-tests, Roslyn embedded-source navigation, gofmt check and git diff --check.
96 lines
2.5 KiB
Go
96 lines
2.5 KiB
Go
// Package gameconfig loads server-authoritative gameplay rules.
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package gameconfig
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import (
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"bytes"
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"encoding/json"
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"errors"
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"fmt"
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"io"
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"os"
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"path/filepath"
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)
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const FileName = "game.json"
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type Config struct {
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SchemaVersion int `json:"schema_version"`
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Gacha GachaConfig `json:"gacha"`
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}
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type GachaConfig struct {
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IncludeCollaborationURWeapons bool `json:"include_collaboration_ur_weapons"`
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}
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func Default() Config { return Config{SchemaVersion: 1} }
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// Load reads one explicit path. Older installations without the file retain
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// the default rules; an existing invalid file must never silently fall back.
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func Load(path string) (Config, error) {
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data, err := os.ReadFile(filepath.Clean(path))
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if errors.Is(err, os.ErrNotExist) {
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return Default(), nil
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}
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if err != nil {
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return Config{}, fmt.Errorf("game configuration: read %s: %w", path, err)
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}
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var cfg Config
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decoder := json.NewDecoder(bytes.NewReader(data))
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decoder.DisallowUnknownFields()
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if err := decoder.Decode(&cfg); err != nil {
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return Config{}, fmt.Errorf("game configuration: decode %s: %w", path, err)
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}
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var trailing any
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if err := decoder.Decode(&trailing); !errors.Is(err, io.EOF) {
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return Config{}, fmt.Errorf("game configuration: trailing data in %s", path)
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}
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// encoding/json accepts null for scalar and struct fields. These rules have
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// explicit defaults for omissions, while null is a configuration error.
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var document any
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if err := json.Unmarshal(data, &document); err != nil {
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return Config{}, fmt.Errorf("game configuration: decode %s: %w", path, err)
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}
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if containsNull(document) {
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return Config{}, fmt.Errorf("game configuration: null is not allowed in %s", path)
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}
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if err := cfg.Validate(); err != nil {
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return Config{}, fmt.Errorf("game configuration: %s: %w", path, err)
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}
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return cfg, nil
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}
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func containsNull(value any) bool {
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switch value := value.(type) {
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case nil:
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return true
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case map[string]any:
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for _, child := range value {
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if containsNull(child) {
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return true
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}
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}
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case []any:
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for _, child := range value {
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if containsNull(child) {
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return true
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}
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}
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}
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return false
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}
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func (c Config) Validate() error {
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if c.SchemaVersion != 1 {
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return fmt.Errorf("unsupported schema_version %d (expected 1)", c.SchemaVersion)
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}
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return nil
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}
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func BesideExecutable() (string, error) {
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executable, err := os.Executable()
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if err != nil {
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return "", fmt.Errorf("game configuration: resolve server executable: %w", err)
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}
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return filepath.Join(filepath.Dir(executable), FileName), nil
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}
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