Files
Erupe/server/channelserver/svc_gacha.go
Houmgaor 915e9bc0b0 fix(gacha): prevent panics from misconfigured gacha entries (#175)
getRandomEntries panics with rand.Intn(0) when box gacha has more rolls
than available entries. Fix by clamping rolls, guarding empty entries
and zero-weight pools, and fixing an out-of-bounds slice in the receive
handler overflow path.
2026-03-10 11:19:22 +01:00

348 lines
11 KiB
Go

package channelserver
import (
"database/sql"
"errors"
"math/rand"
"time"
"erupe-ce/common/byteframe"
"go.uber.org/zap"
)
// GachaService encapsulates business logic for the gacha lottery system.
type GachaService struct {
gachaRepo GachaRepo
userRepo UserRepo
charRepo CharacterRepo
logger *zap.Logger
maxNetcafePoints int
}
// NewGachaService creates a new GachaService.
func NewGachaService(gr GachaRepo, ur UserRepo, cr CharacterRepo, log *zap.Logger, maxNP int) *GachaService {
return &GachaService{
gachaRepo: gr,
userRepo: ur,
charRepo: cr,
logger: log,
maxNetcafePoints: maxNP,
}
}
// GachaReward represents a single gacha reward item with rarity.
type GachaReward struct {
ItemType uint8
ItemID uint16
Quantity uint16
Rarity uint8
}
// GachaPlayResult holds the outcome of a normal or box gacha play.
type GachaPlayResult struct {
Rewards []GachaReward
}
// StepupPlayResult holds the outcome of a stepup gacha play.
type StepupPlayResult struct {
RandomRewards []GachaReward
GuaranteedRewards []GachaReward
}
// StepupStatus holds the current stepup state for a character on a gacha.
type StepupStatus struct {
Step uint8
}
// transact processes the cost for a gacha roll, deducting the appropriate currency.
func (svc *GachaService) transact(userID, charID, gachaID uint32, rollID uint8) (int, error) {
itemType, itemNumber, rolls, err := svc.gachaRepo.GetEntryForTransaction(gachaID, rollID)
if err != nil {
return 0, err
}
switch itemType {
case 17:
svc.deductNetcafePoints(charID, int(itemNumber))
case 19, 20:
svc.spendGachaCoin(userID, itemNumber)
case 21:
if err := svc.userRepo.DeductFrontierPoints(userID, uint32(itemNumber)); err != nil {
svc.logger.Error("Failed to deduct frontier points for gacha", zap.Error(err))
}
}
return rolls, nil
}
// deductNetcafePoints removes netcafe points from a character's save data.
func (svc *GachaService) deductNetcafePoints(charID uint32, amount int) {
points, err := svc.charRepo.ReadInt(charID, "netcafe_points")
if err != nil {
svc.logger.Error("Failed to read netcafe points", zap.Error(err))
return
}
points = min(points-amount, svc.maxNetcafePoints)
if err := svc.charRepo.SaveInt(charID, "netcafe_points", points); err != nil {
svc.logger.Error("Failed to update netcafe points", zap.Error(err))
}
}
// spendGachaCoin deducts gacha coins, preferring trial coins over premium.
func (svc *GachaService) spendGachaCoin(userID uint32, quantity uint16) {
gt, _ := svc.userRepo.GetTrialCoins(userID)
if quantity <= gt {
if err := svc.userRepo.DeductTrialCoins(userID, uint32(quantity)); err != nil {
svc.logger.Error("Failed to deduct gacha trial coins", zap.Error(err))
}
} else {
if err := svc.userRepo.DeductPremiumCoins(userID, uint32(quantity)); err != nil {
svc.logger.Error("Failed to deduct gacha premium coins", zap.Error(err))
}
}
}
// resolveRewards selects random entries and resolves them into rewards.
func (svc *GachaService) resolveRewards(entries []GachaEntry, rolls int, isBox bool) []GachaReward {
rewardEntries, err := getRandomEntries(entries, rolls, isBox)
if err != nil {
svc.logger.Warn("Failed to select gacha entries", zap.Error(err))
return nil
}
var rewards []GachaReward
for i := range rewardEntries {
entryItems, err := svc.gachaRepo.GetItemsForEntry(rewardEntries[i].ID)
if err != nil {
svc.logger.Warn("Gacha entry has no items",
zap.Uint32("entryID", rewardEntries[i].ID), zap.Error(err))
continue
}
for _, item := range entryItems {
rewards = append(rewards, GachaReward{
ItemType: item.ItemType,
ItemID: item.ItemID,
Quantity: item.Quantity,
Rarity: rewardEntries[i].Rarity,
})
}
}
return rewards
}
// saveGachaItems appends reward items to the character's gacha item storage.
func (svc *GachaService) saveGachaItems(charID uint32, items []GachaItem) {
data, _ := svc.charRepo.LoadColumn(charID, "gacha_items")
if len(data) > 0 {
numItems := int(data[0])
data = data[1:]
oldItem := byteframe.NewByteFrameFromBytes(data)
for i := 0; i < numItems; i++ {
items = append(items, GachaItem{
ItemType: oldItem.ReadUint8(),
ItemID: oldItem.ReadUint16(),
Quantity: oldItem.ReadUint16(),
})
}
}
newItem := byteframe.NewByteFrame()
newItem.WriteUint8(uint8(len(items)))
for i := range items {
newItem.WriteUint8(items[i].ItemType)
newItem.WriteUint16(items[i].ItemID)
newItem.WriteUint16(items[i].Quantity)
}
if err := svc.charRepo.SaveColumn(charID, "gacha_items", newItem.Data()); err != nil {
svc.logger.Error("Failed to update gacha items", zap.Error(err))
}
}
// rewardsToItems converts GachaReward slices to GachaItem slices for storage.
func rewardsToItems(rewards []GachaReward) []GachaItem {
items := make([]GachaItem, len(rewards))
for i, r := range rewards {
items[i] = GachaItem{ItemType: r.ItemType, ItemID: r.ItemID, Quantity: r.Quantity}
}
return items
}
// PlayNormalGacha processes a normal gacha roll: deducts cost, selects random
// rewards, saves items, and returns the result.
func (svc *GachaService) PlayNormalGacha(userID, charID, gachaID uint32, rollType uint8) (*GachaPlayResult, error) {
rolls, err := svc.transact(userID, charID, gachaID, rollType)
if err != nil {
return nil, err
}
entries, err := svc.gachaRepo.GetRewardPool(gachaID)
if err != nil {
return nil, err
}
rewards := svc.resolveRewards(entries, rolls, false)
svc.saveGachaItems(charID, rewardsToItems(rewards))
return &GachaPlayResult{Rewards: rewards}, nil
}
// PlayStepupGacha processes a stepup gacha roll: deducts cost, advances step,
// awards frontier points, selects random + guaranteed rewards, and saves items.
func (svc *GachaService) PlayStepupGacha(userID, charID, gachaID uint32, rollType uint8) (*StepupPlayResult, error) {
rolls, err := svc.transact(userID, charID, gachaID, rollType)
if err != nil {
return nil, err
}
if err := svc.userRepo.AddFrontierPointsFromGacha(userID, gachaID, rollType); err != nil {
svc.logger.Error("Failed to award stepup gacha frontier points", zap.Error(err))
}
if err := svc.gachaRepo.DeleteStepup(gachaID, charID); err != nil {
svc.logger.Error("Failed to delete gacha stepup state", zap.Error(err))
}
if err := svc.gachaRepo.InsertStepup(gachaID, rollType+1, charID); err != nil {
svc.logger.Error("Failed to insert gacha stepup state", zap.Error(err))
}
entries, err := svc.gachaRepo.GetRewardPool(gachaID)
if err != nil {
return nil, err
}
guaranteedItems, _ := svc.gachaRepo.GetGuaranteedItems(rollType, gachaID)
randomRewards := svc.resolveRewards(entries, rolls, false)
var guaranteedRewards []GachaReward
for _, item := range guaranteedItems {
guaranteedRewards = append(guaranteedRewards, GachaReward{
ItemType: item.ItemType,
ItemID: item.ItemID,
Quantity: item.Quantity,
Rarity: 0,
})
}
svc.saveGachaItems(charID, rewardsToItems(randomRewards))
svc.saveGachaItems(charID, rewardsToItems(guaranteedRewards))
return &StepupPlayResult{
RandomRewards: randomRewards,
GuaranteedRewards: guaranteedRewards,
}, nil
}
// PlayBoxGacha processes a box gacha roll: deducts cost, selects random entries
// without replacement, records drawn entries, saves items, and returns the result.
func (svc *GachaService) PlayBoxGacha(userID, charID, gachaID uint32, rollType uint8) (*GachaPlayResult, error) {
rolls, err := svc.transact(userID, charID, gachaID, rollType)
if err != nil {
return nil, err
}
entries, err := svc.gachaRepo.GetRewardPool(gachaID)
if err != nil {
return nil, err
}
rewardEntries, err := getRandomEntries(entries, rolls, true)
if err != nil {
svc.logger.Warn("Failed to select box gacha entries", zap.Error(err))
return &GachaPlayResult{}, nil
}
var rewards []GachaReward
for i := range rewardEntries {
entryItems, err := svc.gachaRepo.GetItemsForEntry(rewardEntries[i].ID)
if err != nil {
svc.logger.Warn("Box gacha entry has no items",
zap.Uint32("entryID", rewardEntries[i].ID), zap.Error(err))
continue
}
if err := svc.gachaRepo.InsertBoxEntry(gachaID, rewardEntries[i].ID, charID); err != nil {
svc.logger.Error("Failed to insert gacha box entry", zap.Error(err))
}
for _, item := range entryItems {
rewards = append(rewards, GachaReward{
ItemType: item.ItemType,
ItemID: item.ItemID,
Quantity: item.Quantity,
Rarity: 0,
})
}
}
svc.saveGachaItems(charID, rewardsToItems(rewards))
return &GachaPlayResult{Rewards: rewards}, nil
}
// GetStepupStatus returns the current stepup step for a character, resetting
// stale progress based on the noon boundary. The now parameter enables
// deterministic testing.
func (svc *GachaService) GetStepupStatus(gachaID, charID uint32, now time.Time) (*StepupStatus, error) {
// Compute the most recent noon boundary
y, m, d := now.Date()
midday := time.Date(y, m, d, 12, 0, 0, 0, now.Location())
if now.Before(midday) {
midday = midday.Add(-24 * time.Hour)
}
step, createdAt, err := svc.gachaRepo.GetStepupWithTime(gachaID, charID)
if err != nil && !errors.Is(err, sql.ErrNoRows) {
svc.logger.Error("Failed to get gacha stepup state", zap.Error(err))
}
if err == nil && createdAt.Before(midday) {
if err := svc.gachaRepo.DeleteStepup(gachaID, charID); err != nil {
svc.logger.Error("Failed to reset stale gacha stepup", zap.Error(err))
}
step = 0
} else if err == nil {
hasEntry, _ := svc.gachaRepo.HasEntryType(gachaID, step)
if !hasEntry {
if err := svc.gachaRepo.DeleteStepup(gachaID, charID); err != nil {
svc.logger.Error("Failed to reset gacha stepup state", zap.Error(err))
}
step = 0
}
}
return &StepupStatus{Step: step}, nil
}
// GetBoxInfo returns the entry IDs already drawn for a box gacha.
func (svc *GachaService) GetBoxInfo(gachaID, charID uint32) ([]uint32, error) {
return svc.gachaRepo.GetBoxEntryIDs(gachaID, charID)
}
// ResetBox clears all drawn entries for a box gacha.
func (svc *GachaService) ResetBox(gachaID, charID uint32) error {
return svc.gachaRepo.DeleteBoxEntries(gachaID, charID)
}
// getRandomEntries selects random gacha entries. In non-box mode, entries are
// chosen with weighted probability (with replacement). In box mode, entries are
// chosen uniformly without replacement.
func getRandomEntries(entries []GachaEntry, rolls int, isBox bool) ([]GachaEntry, error) {
if len(entries) == 0 {
return nil, errors.New("no gacha entries available")
}
// Box mode draws without replacement, so clamp rolls to available entries.
if isBox && rolls > len(entries) {
rolls = len(entries)
}
var chosen []GachaEntry
var totalWeight float64
for i := range entries {
totalWeight += entries[i].Weight
}
if !isBox && totalWeight <= 0 {
return nil, errors.New("gacha entries have zero total weight")
}
for rolls != len(chosen) {
if !isBox {
result := rand.Float64() * totalWeight
for _, entry := range entries {
result -= entry.Weight
if result < 0 {
chosen = append(chosen, entry)
break
}
}
} else {
result := rand.Intn(len(entries))
chosen = append(chosen, entries[result])
entries[result] = entries[len(entries)-1]
entries = entries[:len(entries)-1]
}
}
return chosen, nil
}