mirror of
https://github.com/Grasscutters/Grasscutter.git
synced 2026-03-28 02:23:31 +01:00
* Remove more scene synchronized
* Fix worktop options not appearing
* Format code [skip actions]
* Fix delay with server tasks
* Format code [skip actions]
* Fully fix fairy clock (#2146)
* Fix scene transition
* fully fix fairy clock
* Re-add call to `Player#updatePlayerGameTime`
* Format code [skip actions]
* Initialize the script loader in `ResourceLoader#loadAll`
* Fix region removal checking
* Format code [skip actions]
* Use Lombok's `EqualsAndHashCode` for comparing scene regions
* Format code [skip actions]
* Move 'invalid gather object' to `trace`
* Add more information to the 'unknown condition handler' message
* Move invalid ability action to trace
* Make `KcpTunnel` public
* Validate the NPC being talked to
* Format code [skip actions]
* NPCs are not spawned server side; change logic to handle it
* Format code [skip actions]
* unload scene when there are no players (#2147)
* unload scene when there are no players
* Update src/main/java/emu/grasscutter/game/world/Scene.java
Co-authored-by: Magix <27646710+KingRainbow44@users.noreply.github.com>
---------
Co-authored-by: Magix <27646710+KingRainbow44@users.noreply.github.com>
* Check if a command should be copied or HTTP should be used
* Lint Code [skip actions]
* Fix character names rendering incorrectly
* Add basic troubleshooting command
* Implement handbook teleporting
also a few formatting changes and sort data by logical sense
* Fix listener `ConcurrentModificationException` issue
* Add color change to `Join the Community!`
* Lint Code [skip actions]
* Make clickable buttons appear clickable
* Remove 'Mechanicus' entities from the list of entities
* Format code [skip actions]
* Fix going back returning a blank screen
* Implement entity spawning
* Add setting level to entity card
* Add support for 'plain text' mode
* Make descriptions of objects scrollable
* Lint Code [skip actions]
* Format code [skip actions]
* Change the way existing hooks work
* Format code [skip actions]
* Upgrade Javalin to 5.5.0 & Fix project warnings
* Upgrade logging libraries
* Fix gacha mappings static file issue
* Add temporary backwards compatability for `ServerHelper`
* Format code [skip actions]
* Remove artifact signatures from VCS
* Fix forge queue data protocol definition
* Run `spotlessApply`
* Format code [skip actions]
* Download data required for building artifacts
* Add call for Facebook logins
* Add the wiki page as a submodule
* Format code [skip actions]
* Update translation (#2150)
* Update translation
* Update translation
* Separate the dispatch and game servers (pt. 1)
gacha is still broken, handbook still needs to be done
* Format code [skip actions]
* Separate the dispatch and game servers (pt. 2)
this commit fixes the gacha page
* Add description for '/troubleshoot'
* Set default avatar talent level to 10
* Separate the dispatch and game servers (pt. 3)
implement handbook across servers!
* Format code [skip actions]
* Update GitHub Actions to use 'download-file' over 'wget'
* Gm handbook lmao (#2149)
* Fix font issue
* Fix avatars
* Fix text overflow in commands
* Fix virtualized lists and items page 😭😭
* magix why 💀
* use hover style in all minicards
* button
* remove console.log
* lint
* Add icons
* magix asked
* Fix overflow padding issue
* Fix achievement text overflow
* remove icons from repo
* Change command icon
* Add the wiki page as a submodule
* total magix moment
* fix text overflow in commands
* Fix discord button
* Make text scale on Minicard
* import icons and font from another source
* Add hover effects to siebar buttons
* move font and readme to submodule repo
* Make data folder a submodule
* import icons and font from data submodule
* Update README.md
* total magix moment
* magix moment v2
* submodule change
* Import `.webp` files
* Resize `HomeButton`
* Fix 'Copy Command' reappearing after changing pages
---------
Co-authored-by: KingRainbow44 <kobedo11@gmail.com>
* Lint Code [skip actions]
* Download data for the build, not for the lint
* format imports
this is really just to see if build handbook works kek
* Implement proper handbook authentication (pt. 1)
* Implement proper handbook authentication (pt. 2)
* Format code [skip actions]
* Add quest data dumping for the handbook
* Change colors to fit _something suitable_
* Format code [skip actions]
* Fix force pushing to branches after linting
* Fix logic of `SetPlayerPropReq`
* Move more group loading to `trace`
* Add handbook IP authentication in hybrid mode
* Fix player level up not displaying on the client properly
* Format code [skip actions]
* Fix game time locking
* Format code [skip actions]
* Update player properties
* Format code [skip actions]
* Move `warn`s for groups to `debug`
* Fix player pausing
* Move more logs to `trace`
* Use `removeItemById` for deleting items via quests
* Clean up logger more
* Pause in-game time when the world is paused
* Format code [skip actions]
* More player property documentation
* Multi-threaded resource loading
* Format code [skip actions]
* Add quest widgets
* Add quests page (basic impl.)
* Add/fix colors
also fix tailwind
* Remove banned packets
client modifications already perform the job of blocking malicious packets from being executed, no point in having this if self-windy is wanted
* Re-add `BeginCameraSceneLookNotify`
* Fix being unable to attack (#2157)
* Add `PlayerOpenChestEvent`
* Add methods to get players from the server
* Add static methods to register an event handler
* Add `PlayerEnterDungeonEvent`
* Remove legacy documentation from `PlayerMoveEvent`
* Add `PlayerChatEvent`
* Add defaults to `Position`
* Clean up `.utils`
* Revert `Multi-threaded resource loading`
* Fix changing target UID when talking to the server
* Lint Code [skip actions]
* Format code [skip actions]
* fix NPC talk triggering main quest in 46101 (#2158)
Make it so that only talks where the param matches the talkId are checked.
* Format code [skip actions]
* Partially fix Chasing Shadows (#2159)
* Partially fix Chasing Shadows
* Go ahead and move it before the return before Magix tells me to.
* Format code [skip actions]
* Bring back period lol (#2160)
* Disable SNI for the HTTPS server
* Add `EntityCreationEvent`
* Add initial startup message
this is so the server appears like its preparing to start
* Format code [skip actions]
* Enable debug mode for plugin loggers if enabled for the primary logger
* Add documentation about `WorldAreaConfigData`
* Make more fields in excels accessible
* Remove deprecated fields from `GetShopRsp`
* Run `spotlessApply` on definitions
* Add `PlayerEnterAreaEvent`
* Optimize event calls
* Fix event invokes
* Format code [skip actions]
* Remove manual autofinish for main quests. (#2162)
* Add world areas to the textmap cache
* Format code [skip actions]
* Don't overdefine variables in extended classes (#2163)
* Add dumper for world areas
* Format code [skip actions]
* instantiate personalLineList (#2165)
* Fix protocol definitions
thank you Nazrin! (+ hiro for raw definitions)
* Fix the background color leaking from the character widget
* Change HTML spacing to 2 spaces
* Implement hiding widgets
* Change scrollbar to a vibrant color
* Add _some_ scaling to the home buttons and its text
* Build the handbook with Gradle
* Fix the 'finer details' with the handbook UI
* Lint Code [skip actions]
* Fix target destination for the Gradle-built handbook
* Implement fetching a player across servers & Add a chainable JsonObject
useful for plugins! might be used in grasscutter eventually
* Fix GitHub actions
* Fix event calling & canceling
* Run `spotlessApply`
* Rename fields (might be wrong)
* Add/update all/more protocol definitions
* Add/update all/more protocol definitions
* Remove outdated packet
* Fix protocol definitions
* Format code [skip actions]
* Implement some lua variables for less console spam (#2172)
* Implement some lua variables for less console spam
* Add GetHostQuestState
This fixes some chapter 3 stuff.
* Format code [skip actions]
* Fix merge import
* Format code [skip actions]
* Fully fix fairy clock for real this time (#2167)
* Fully fix fairy clock For real this time
* Make it so relogging keeps the time lock state.
* Refactor out questLockTime
* Per Hartie, the client packet needs to be changed too
* Update src/main/java/emu/grasscutter/game/world/World.java
Co-authored-by: Magix <27646710+KingRainbow44@users.noreply.github.com>
* Update src/main/java/emu/grasscutter/server/packet/recv/HandlerClientLockGameTimeNotify.java
* Remove all code not needed to get clock working
---------
Co-authored-by: Magix <27646710+KingRainbow44@users.noreply.github.com>
* Implement a proper ability system (#2166)
* Apply fix `21dec2fe`
* Apply fix `89d01d5f`
* Apply fix `d900f154`
this one was already implemented; updated to use call from previous commit
* Ability changing commit
TODO: change info to debug
* Remove use of deprecated methods/fields
* Temp commit v2
(Adding LoseHP and some fixes)
* Oopsie
* Probably fix monster battle
* Fix issue with reflecting into fields
* Fix some things
* Fix ability names for 3.6 resources
* Improve logging
---------
Co-authored-by: StartForKiller <jesussanz2003@gmail.com>
* Format code [skip actions]
* Add system for sending messages between servers
* Format some code
* Remove protocol definitions from Spotless
* Default debug to false; enable with `-debug`
* Implement completely useless global value copying
* HACK: Return the avatar which holds the weapon when the weapon is referred to by ID
* Add properties to `AbilityModifier`
* Change the way HTML is served after authentication
* Use thread executors to speed up the database loading process
* Format code [skip actions]
* Add system for setting handbook address and port
* Lint Code [skip actions]
* Format code [skip actions]
* Fix game-related data not saving
* Format code [skip actions]
* Fix handbook server details
* Lint Code [skip actions]
* Format code [skip actions]
* Use the headers provided by a context to get the IP address
should acknowledge #1975
* Format code [skip actions]
* Move more logs to `trace`
* Format code [skip actions]
* more trace
* Fix something and implement weapon entities
* Format code [skip actions]
* Fix `EntityWeapon`
* Remove deprecated API & Fix resource checking
* Fix unnecessary warning for first-time setup
* Implement handbook request limiting
* Format code [skip actions]
* Fix new avatar weapons being null
* Format code [skip actions]
* Fix issue with 35303 being un-completable & Try to fix fulfilled quest conditions being met
* Load activity config on server startup
* Require plugins to specify an API version and match with the server
* Add default open state ignore list
* Format code [skip actions]
* Quick fix for questing, needs more investigation
This would make the questing work again
* Remove existing hack for 35303
* Fix ignored open states from being set
* Format code [skip actions]
* fix the stupidest bug ive ever seen
* Optimize player kicking on server close
* Format code [skip actions]
* Re-add hack to fix 35303
* Update GitHub actions
* Format code [skip actions]
* Potentially fix issues with regions
* Download additional handbook data
* Revert "Potentially fix issues with regions"
This reverts commit 84e3823695.
---------
Co-authored-by: github-actions <41898282+github-actions[bot]@users.noreply.github.com>
Co-authored-by: scooterboo <lewasite@yahoo.com>
Co-authored-by: Tesutarin <105267106+Tesutarin@users.noreply.github.com>
Co-authored-by: Scald <104459145+Arikatsu@users.noreply.github.com>
Co-authored-by: StartForKiller <jesussanz2003@gmail.com>
297 lines
12 KiB
Java
297 lines
12 KiB
Java
package emu.grasscutter.utils;
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import static emu.grasscutter.config.Configuration.DISPATCH_INFO;
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import com.google.gson.JsonObject;
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import emu.grasscutter.Grasscutter;
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import emu.grasscutter.auth.AuthenticationSystem.AuthenticationRequest;
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import emu.grasscutter.database.DatabaseHelper;
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import emu.grasscutter.game.Account;
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import emu.grasscutter.game.HandbookActions;
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import emu.grasscutter.server.dispatch.IDispatcher;
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import emu.grasscutter.server.dispatch.PacketIds;
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import emu.grasscutter.server.http.handlers.GachaHandler;
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import emu.grasscutter.server.http.objects.LoginTokenRequestJson;
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import emu.grasscutter.utils.objects.HandbookBody;
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import emu.grasscutter.utils.objects.HandbookBody.*;
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import emu.grasscutter.utils.objects.JObject;
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import java.util.concurrent.CompletableFuture;
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import java.util.concurrent.TimeUnit;
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import javax.annotation.Nullable;
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public interface DispatchUtils {
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/**
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* @return The dispatch URL.
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*/
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static String getDispatchUrl() {
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return DISPATCH_INFO.dispatchUrl;
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}
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/**
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* Validates an authentication request.
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*
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* @param accountId The account ID.
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* @param token The token.
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* @return {@code true} if the authentication request is valid, otherwise {@code false}.
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*/
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@Nullable static Account authenticate(String accountId, String token) {
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return switch (Grasscutter.getRunMode()) {
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case GAME_ONLY ->
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// Use the authentication system to validate the token.
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Grasscutter.getAuthenticationSystem()
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.getSessionTokenValidator()
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.authenticate(
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AuthenticationRequest.builder()
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.tokenRequest(LoginTokenRequestJson.builder().uid(accountId).token(token).build())
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.build());
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case HYBRID, DISPATCH_ONLY -> {
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// Fetch the account from the database.
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var account = DatabaseHelper.getAccountById(accountId);
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if (account == null) yield null;
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// Check if the token is valid.
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yield account.getToken().equals(token) ? account : null;
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}
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};
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}
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/**
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* Fetches the session key for the specified player ID.
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*
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* @param playerId The player ID.
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* @return The session key.
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*/
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@Nullable static String fetchSessionKey(int playerId) {
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return switch (Grasscutter.getRunMode()) {
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case GAME_ONLY -> {
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// Fetch the player from the game server.
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var player = DatabaseHelper.getPlayerByUid(playerId);
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if (player == null) yield null;
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// Fetch the account from the dispatch server.
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var accountId = player.getAccountId();
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var account = DispatchUtils.getAccountById(accountId);
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// Return the session key.
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yield account == null ? null : account.getSessionKey();
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}
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case DISPATCH_ONLY -> {
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// Fetch the player's account ID from the game server.
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var playerFields = DispatchUtils.getPlayerFields(playerId, "accountId");
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if (playerFields == null) yield null;
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// Get the account ID.
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var accountId = playerFields.get("accountId").getAsString();
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if (accountId == null) yield null;
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// Fetch the account from the dispatch server.
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var account = DatabaseHelper.getAccountById(accountId);
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// Return the session key.
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yield account == null ? null : account.getSessionKey();
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}
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case HYBRID -> {
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// Fetch the player from the game server.
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var player = DatabaseHelper.getPlayerByUid(playerId);
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if (player == null) yield null;
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// Fetch the account from the database.
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var account = player.getAccount();
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// Return the session key.
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yield account == null ? null : account.getSessionKey();
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}
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};
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}
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/**
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* Fetches an account by its ID.
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*
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* @param accountId The account ID.
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* @return The account.
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*/
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@Nullable static Account getAccountById(String accountId) {
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return switch (Grasscutter.getRunMode()) {
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case GAME_ONLY -> {
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// Create a request for account information.
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var request = new JsonObject();
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request.addProperty("accountId", accountId);
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// Wait for the request to complete.
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yield Grasscutter.getGameServer()
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.getDispatchClient()
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.await(
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request,
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PacketIds.GetAccountReq,
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PacketIds.GetAccountRsp,
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packet -> IDispatcher.decode(packet, Account.class));
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}
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case HYBRID, DISPATCH_ONLY -> DatabaseHelper.getAccountById(accountId);
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};
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}
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/**
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* Fetches the values of fields for a player.
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*
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* @param playerId The player's ID.
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* @param fields The fields to fetch.
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* @return An object holding the field values.
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*/
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@Nullable static JsonObject getPlayerFields(int playerId, String... fields) {
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return switch (Grasscutter.getRunMode()) {
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case DISPATCH_ONLY -> {
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// Create a request for player fields.
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var request = new JsonObject();
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request.addProperty("playerId", playerId);
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request.add("fields", IDispatcher.JSON.toJsonTree(fields));
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// Wait for the request to complete.
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yield Grasscutter.getDispatchServer()
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.await(
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request,
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PacketIds.GetPlayerFieldsReq,
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PacketIds.GetPlayerFieldsRsp,
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IDispatcher.DEFAULT_PARSER);
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}
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case HYBRID, GAME_ONLY -> {
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// Get the player by ID.
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var player = Grasscutter.getGameServer().getPlayerByUid(playerId, true);
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if (player == null) yield null;
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// Return the values.
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yield player.fetchFields(fields);
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}
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};
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}
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/**
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* Fetches the values of fields for a player. Uses an account to find the player. Similar to
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* {@link DispatchUtils#getPlayerFields(int, String...)}
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*
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* @param accountId The account ID.
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* @param fields The fields to fetch.
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* @return An object holding the field values.
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*/
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@Nullable static JsonObject getPlayerByAccount(String accountId, String... fields) {
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return switch (Grasscutter.getRunMode()) {
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case DISPATCH_ONLY -> {
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// Create a request for player fields.
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var request = JObject.c().add("accountId", accountId).add("fields", fields);
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// Wait for the request to complete.
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yield Grasscutter.getDispatchServer()
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.await(
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request.gson(),
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PacketIds.GetPlayerByAccountReq,
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PacketIds.GetPlayerByAccountRsp,
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IDispatcher.DEFAULT_PARSER);
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}
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case HYBRID, GAME_ONLY -> {
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// Get the player by the account.
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var player = Grasscutter.getGameServer().getPlayerByAccountId(accountId);
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if (player == null) yield null;
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// Return the values.
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yield player.fetchFields(fields);
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}
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};
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}
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/**
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* Fetches the gacha history for the specified account.
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*
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* @param accountId The account ID.
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* @param page The page.
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* @param gachaType The gacha type.
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* @return The gacha history.
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*/
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static JsonObject fetchGachaRecords(String accountId, int page, int gachaType) {
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return switch (Grasscutter.getRunMode()) {
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case DISPATCH_ONLY -> {
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// Create a request for gacha records.
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var request = new JsonObject();
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request.addProperty("accountId", accountId);
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request.addProperty("page", page);
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request.addProperty("gachaType", gachaType);
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// Create a future for the response.
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var future = new CompletableFuture<JsonObject>();
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// Listen for the response.
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var server = Grasscutter.getDispatchServer();
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server.registerCallback(
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PacketIds.GachaHistoryRsp,
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packet -> future.complete(IDispatcher.decode(packet, JsonObject.class)));
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// Broadcast the request.
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server.sendMessage(PacketIds.GachaHistoryReq, request);
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try {
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// Wait for the response.
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yield future.get(5L, TimeUnit.SECONDS);
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} catch (Exception ignored) {
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yield null;
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}
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}
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case HYBRID, GAME_ONLY -> {
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// Create a response object.
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var response = new JsonObject();
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// Get the player's ID from the account.
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var player = Grasscutter.getGameServer().getPlayerByAccountId(accountId);
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if (player == null) {
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response.addProperty("retcode", 1);
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yield response;
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}
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// Fetch the gacha records.
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GachaHandler.fetchGachaRecords(player, response, page, gachaType);
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yield response;
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}
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};
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}
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/**
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* Performs a handbook action.
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*
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* @param action The action.
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* @param data The data.
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* @return The response.
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*/
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static Response performHandbookAction(HandbookBody.Action action, Object data) {
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return switch (Grasscutter.getRunMode()) {
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case DISPATCH_ONLY -> {
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// Create a request for the 'GM Talk' action.
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var request = new JsonObject();
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request.addProperty("action", action.name());
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request.add("data", JsonUtils.toJson(data));
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// Create a future for the response.
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var future = new CompletableFuture<Response>();
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// Listen for the response.
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var server = Grasscutter.getDispatchServer();
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server.registerCallback(
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PacketIds.GmTalkRsp,
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packet -> future.complete(IDispatcher.decode(packet, Response.class)));
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// Broadcast the request.
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server.sendMessage(PacketIds.GmTalkReq, request);
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try {
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// Wait for the response.
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yield future.get(5L, TimeUnit.SECONDS);
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} catch (Exception ignored) {
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yield Response.builder()
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.status(400)
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.message("No response received from any server.")
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.build();
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}
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}
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case HYBRID, GAME_ONLY -> switch (action) {
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case GRANT_AVATAR -> HandbookActions.grantAvatar((GrantAvatar) data);
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case GIVE_ITEM -> HandbookActions.giveItem((GiveItem) data);
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case TELEPORT_TO -> HandbookActions.teleportTo((TeleportTo) data);
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case SPAWN_ENTITY -> HandbookActions.spawnEntity((SpawnEntity) data);
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};
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};
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}
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}
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