Init enter game

This commit is contained in:
Naruse
2025-06-14 11:15:32 +08:00
commit 6a03b39f07
568 changed files with 92872 additions and 0 deletions

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.editorconfig Normal file
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[*.cs]
# IDE0022: 使用方法的程序块主体
csharp_style_expression_bodied_methods = false:silent
[*.cs]
#### 命名样式 ####
# 命名规则
dotnet_naming_rule.interface_should_be_begins_with_i.severity = suggestion
dotnet_naming_rule.interface_should_be_begins_with_i.symbols = interface
dotnet_naming_rule.interface_should_be_begins_with_i.style = begins_with_i
dotnet_naming_rule.types_should_be_pascal_case.severity = suggestion
dotnet_naming_rule.types_should_be_pascal_case.symbols = types
dotnet_naming_rule.types_should_be_pascal_case.style = pascal_case
dotnet_naming_rule.non_field_members_should_be_pascal_case.severity = suggestion
dotnet_naming_rule.non_field_members_should_be_pascal_case.symbols = non_field_members
dotnet_naming_rule.non_field_members_should_be_pascal_case.style = pascal_case
# 符号规范
dotnet_naming_symbols.interface.applicable_kinds = interface
dotnet_naming_symbols.interface.applicable_accessibilities = public, internal, private, protected, protected_internal, private_protected
dotnet_naming_symbols.interface.required_modifiers =
dotnet_naming_symbols.types.applicable_kinds = class, struct, interface, enum
dotnet_naming_symbols.types.applicable_accessibilities = public, internal, private, protected, protected_internal, private_protected
dotnet_naming_symbols.types.required_modifiers =
dotnet_naming_symbols.non_field_members.applicable_kinds = property, event, method
dotnet_naming_symbols.non_field_members.applicable_accessibilities = public, internal, private, protected, protected_internal, private_protected
dotnet_naming_symbols.non_field_members.required_modifiers =
# 命名样式
dotnet_naming_style.begins_with_i.required_prefix = I
dotnet_naming_style.begins_with_i.required_suffix =
dotnet_naming_style.begins_with_i.word_separator =
dotnet_naming_style.begins_with_i.capitalization = pascal_case
dotnet_naming_style.pascal_case.required_prefix =
dotnet_naming_style.pascal_case.required_suffix =
dotnet_naming_style.pascal_case.word_separator =
dotnet_naming_style.pascal_case.capitalization = pascal_case
dotnet_naming_style.pascal_case.required_prefix =
dotnet_naming_style.pascal_case.required_suffix =
dotnet_naming_style.pascal_case.word_separator =
dotnet_naming_style.pascal_case.capitalization = pascal_case
csharp_using_directive_placement = outside_namespace:silent
csharp_style_expression_bodied_constructors = false:silent
csharp_style_expression_bodied_operators = false:silent
csharp_style_expression_bodied_properties = true:silent
csharp_style_expression_bodied_indexers = true:silent
csharp_style_expression_bodied_accessors = true:silent
csharp_style_expression_bodied_lambdas = true:silent
csharp_style_expression_bodied_local_functions = false:silent
csharp_style_conditional_delegate_call = true:suggestion
csharp_style_var_for_built_in_types = false:silent
csharp_style_var_when_type_is_apparent = false:silent
csharp_style_var_elsewhere = false:silent
csharp_prefer_simple_using_statement = true:suggestion
csharp_space_around_binary_operators = before_and_after
csharp_indent_labels = one_less_than_current
[*.vb]
#### 命名样式 ####
# 命名规则
dotnet_naming_rule.interface_should_be_以_i_开始.severity = suggestion
dotnet_naming_rule.interface_should_be_以_i_开始.symbols = interface
dotnet_naming_rule.interface_should_be_以_i_开始.style = 以_i_开始
dotnet_naming_rule.类型_should_be_帕斯卡拼写法.severity = suggestion
dotnet_naming_rule.类型_should_be_帕斯卡拼写法.symbols = 类型
dotnet_naming_rule.类型_should_be_帕斯卡拼写法.style = 帕斯卡拼写法
dotnet_naming_rule.非字段成员_should_be_帕斯卡拼写法.severity = suggestion
dotnet_naming_rule.非字段成员_should_be_帕斯卡拼写法.symbols = 非字段成员
dotnet_naming_rule.非字段成员_should_be_帕斯卡拼写法.style = 帕斯卡拼写法
# 符号规范
dotnet_naming_symbols.interface.applicable_kinds = interface
dotnet_naming_symbols.interface.applicable_accessibilities = public, friend, private, protected, protected_friend, private_protected
dotnet_naming_symbols.interface.required_modifiers =
dotnet_naming_symbols.类型.applicable_kinds = class, struct, interface, enum
dotnet_naming_symbols.类型.applicable_accessibilities = public, friend, private, protected, protected_friend, private_protected
dotnet_naming_symbols.类型.required_modifiers =
dotnet_naming_symbols.非字段成员.applicable_kinds = property, event, method
dotnet_naming_symbols.非字段成员.applicable_accessibilities = public, friend, private, protected, protected_friend, private_protected
dotnet_naming_symbols.非字段成员.required_modifiers =
# 命名样式
dotnet_naming_style.以_i_开始.required_prefix = I
dotnet_naming_style.以_i_开始.required_suffix =
dotnet_naming_style.以_i_开始.word_separator =
dotnet_naming_style.以_i_开始.capitalization = pascal_case
dotnet_naming_style.帕斯卡拼写法.required_prefix =
dotnet_naming_style.帕斯卡拼写法.required_suffix =
dotnet_naming_style.帕斯卡拼写法.word_separator =
dotnet_naming_style.帕斯卡拼写法.capitalization = pascal_case
dotnet_naming_style.帕斯卡拼写法.required_prefix =
dotnet_naming_style.帕斯卡拼写法.required_suffix =
dotnet_naming_style.帕斯卡拼写法.word_separator =
dotnet_naming_style.帕斯卡拼写法.capitalization = pascal_case
[*.{cs,vb}]
end_of_line = crlf
dotnet_style_qualification_for_field = false:silent
dotnet_style_qualification_for_property = false:silent
dotnet_style_qualification_for_method = false:silent
dotnet_style_qualification_for_event = false:silent
tab_width = 4
indent_size = 4
dotnet_style_operator_placement_when_wrapping = beginning_of_line

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.gitattributes vendored Normal file
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# Auto detect text files and perform LF normalization
* text=auto

370
.gitignore vendored Normal file
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## files generated by popular Visual Studio add-ons.
##
## Get latest from https://github.com/github/gitignore/blob/master/VisualStudio.gitignore
# User-specific files
*.rsuser
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mono_crash.*
# Build results
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[Aa][Rr][Mm]64/
bld/
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[Oo]ut/
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# Visual Studio 2015/2017 cache/options directory
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# Uncomment if you have tasks that create the project's static files in wwwroot
#wwwroot/
.idea/
# Visual Studio 2017 auto generated files
Generated\ Files/
# MSTest test Results
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<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net9.0</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable>
<CETCompat>false</CETCompat>
<RootNamespace>KianaBH</RootNamespace>
<AssemblyName>KianaCommon</AssemblyName>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="EastAsianWidth" Version="1.2.0" />
<PackageReference Include="Google.Protobuf" Version="3.29.2" />
<PackageReference Include="Google.Protobuf.Tools" Version="3.29.2" />
<PackageReference Include="Microsoft.Data.Sqlite.Core" Version="9.0.0" />
<PackageReference Include="Microsoft.EntityFrameworkCore.Sqlite" Version="9.0.0" />
<PackageReference Include="Newtonsoft.Json" Version="13.0.3" />
<PackageReference Include="Spectre.Console" Version="0.49.1" />
<PackageReference Include="SQLitePCLRaw.core" Version="2.1.10" />
<PackageReference Include="SQLitePCLRaw.provider.e_sqlite3" Version="2.1.10" />
<PackageReference Include="SqlSugarCore" Version="5.1.4.172" />
<PackageReference Include="Swashbuckle.AspNetCore" Version="7.2.0" />
<PackageReference Include="System.IO.Pipelines" Version="9.0.0" />
<PackageReference Include="System.Management" Version="9.0.0" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\Proto\Proto.csproj" />
</ItemGroup>
<ItemGroup>
<Folder Include="Data\Models\Dispatch\" />
</ItemGroup>
</Project>

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namespace KianaBH.Configuration;
public class ConfigContainer
{
public HttpServerConfig HttpServer { get; set; } = new();
public GameServerConfig GameServer { get; set; } = new();
public PathConfig Path { get; set; } = new();
public ServerOption ServerOption { get; set; } = new();
}
public class HttpServerConfig
{
public string BindAddress { get; set; } = "0.0.0.0";
public string PublicAddress { get; set; } = "127.0.0.1";
public int Port { get; set; } = 80;
public string GetDisplayAddress()
{
return "http" + "://" + PublicAddress + ":" + Port;
}
public string GetBindDisplayAddress()
{
return "http" + "://" + BindAddress + ":" + Port;
}
}
public class GameServerConfig
{
public string BindAddress { get; set; } = "0.0.0.0";
public string PublicAddress { get; set; } = "127.0.0.1";
public int Port { get; set; } = 21000;
public int KcpAliveMs { get; set; } = 45000;
public string DatabaseName { get; set; } = "kiana.db";
public string GameServerId { get; set; } = "KianaBH";
public string GameServerName { get; set; } = "KianaBH";
public string GetDisplayAddress()
{
return PublicAddress + ":" + Port;
}
}
public class PathConfig
{
public string ResourcePath { get; set; } = "Resources";
public string ConfigPath { get; set; } = "Config";
public string DatabasePath { get; set; } = "Config/Database";
public string HandbookPath { get; set; } = "Config/Handbook";
public string LogPath { get; set; } = "Config/Logs";
public string DataPath { get; set; } = "Config/Data";
}
public class ServerOption
{
public bool EnableMission { get; set; } = false;
public string DefaultGender { get; set; } = "Woman";
public string Language { get; set; } = "EN";
public string FallbackLanguage { get; set; } = "EN";
public string[] DefaultPermissions { get; set; } = ["Admin"];
public ServerProfile ServerProfile { get; set; } = new();
public bool AutoCreateUser { get; set; } = true;
public bool SavePersonalDebugFile { get; set; } = false;
public bool AutoSendResponseWhenNoHandler { get; set; } = true;
#if DEBUG
public bool EnableDebug { get; set; } = true;
#else
public bool EnableDebug { get; set; } = false;
#endif
public bool DebugMessage { get; set; } = true;
public bool DebugDetailMessage { get; set; } = true;
public bool DebugNoHandlerPacket { get; set; } = true;
}
public class ServerProfile
{
public string Name { get; set; } = "Server";
public int Uid { get; set; } = 80;
public string Signature { get; set; } = "Type /help for a list of commands";
public int Level { get; set; } = 1;
public int HeadIcon { get; set; } = 200105;
public int ChatBubbleId { get; set; } = 220001;
public int DisplayAvatarId { get; set; } = 1001;
public int DisplayAvatarLevel { get; set; } = 1;
}

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using System.Text.Json.Serialization;
using Newtonsoft.Json;
namespace KianaBH.Configuration;
public class HotfixContainer
{
public bool UseLocalCache { get; set; } = false;
public Dictionary<string, HotfixManfiset> Hotfixes { get; set; } = new();
public Dictionary<string, string> AesKeys { get; set; } = new ();
public static string ExtractVersionNumber(string? version)
{
try
{
return version == null ? "" : version[..version.IndexOf('_')];
}
catch
{
return "";
}
}
}
public class HotfixManfiset
{
[JsonPropertyName("Asb")] public AsbData Asb { get; set; } = new();
[JsonPropertyName("AsbPreDownload")] public AsbPreDownloadData AsbPreDownload { get; set; } = new();
[JsonPropertyName("Audio")] public AudioData Audio { get; set; } = new();
[JsonPropertyName("AudioPreDownload")] public AudioPreDownloadData AudioPreDownload { get; set; } = new();
[JsonPropertyName("VideoEncrypt")] public VideoEncryptData VideoEncrypt { get; set; } = new();
}
public class AsbData
{
[JsonPropertyName("android")] public PlatformInfo Android { get; set; } = new();
[JsonPropertyName("iphone")] public PlatformInfo Iphone { get; set; } = new();
[JsonPropertyName("pc")] public PlatformInfo Pc { get; set; } = new();
}
public class AsbPreDownloadData
{
[JsonPropertyName("android")] public PlatformEncryptedInfo Android { get; set; } = new();
[JsonPropertyName("iphone")] public PlatformEncryptedInfo Iphone { get; set; } = new();
}
public class AudioData
{
[JsonPropertyName("platform")] public Dictionary<string, string> Platform { get; set; } = new();
[JsonPropertyName("revision")] public int Revision { get; set; }
}
public class AudioPreDownloadData
{
[JsonPropertyName("enable_time")] public long EnableTime { get; set; }
[JsonPropertyName("platform")] public Dictionary<string, string> Platform { get; set; } = new();
[JsonPropertyName("revision")] public int Revision { get; set; }
}
public class VideoEncryptData
{
[JsonPropertyName("filename")] public string FileName { get; set; } = "";
}
public class PlatformInfo
{
[JsonPropertyName("enable_time")] public long EnableTime { get; set; }
[JsonPropertyName("revision")] public string Revision { get; set; } = "";
[JsonPropertyName("suffix")] public string Suffix { get; set; } = "";
}
public class PlatformEncryptedInfo : PlatformInfo
{
[JsonPropertyName("encrypt_key")] public string EncryptKey { get; set; } = "";
}

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namespace KianaBH.Data.Config;
public class TimestampConfig
{
public uint TimeStampForBakedReader { get; set; }
}

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using System.Text.Json.Serialization;
namespace KianaBH.Data.Excel;
[ResourceEntity("ActChallengeData.json")]
public class ActChallengeDataExcel : ExcelResource
{
[JsonPropertyName("actId")] public uint ActId { get; set; }
[JsonPropertyName("difficulty")] public uint Difficulty { get; set; }
public override int GetId()
{
return (int)ActId;
}
public override void Loaded()
{
if (!GameData.ActChallengeData.ContainsKey(GetId()))
{
GameData.ActChallengeData[GetId()] = new List<ActChallengeDataExcel>();
}
GameData.ActChallengeData[GetId()].Add(this);
}
}

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namespace KianaBH.Data.Excel;
[ResourceEntity("ActivityTower.json")]
public class ActivityTowerExcel : ExcelResource
{
public uint ActivityID { get; set; }
public override int GetId()
{
return (int)ActivityID;
}
public override void Loaded()
{
GameData.ActivityTowerData.Add(GetId(), this);
}
}

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using System.Text.Json.Serialization;
namespace KianaBH.Data.Excel;
[ResourceEntity("AffixList.json")]
public class AffixListExcel : ExcelResource
{
[JsonPropertyName("affixID")] public int AffixID { get; set; }
[JsonPropertyName("level")] public int Level { get; set; }
public override int GetId()
{
return AffixID;
}
public override void Loaded()
{
GameData.AffixListData.Add(AffixID, this);
}
}

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using System.Text.Json.Serialization;
namespace KianaBH.Data.Excel;
[ResourceEntity("AvatarData.json")]
public class AvatarDataExcel : ExcelResource
{
[JsonPropertyName("avatarID")] public int AvatarID { get; set; }
[JsonPropertyName("unlockStar")] public int UnlockStar { get; set; }
[JsonPropertyName("initialWeapon")] public int InitialWeapon { get; set; }
[JsonPropertyName("skillList")] public List<int> SkillList { get; set; } = [];
public int DefaultDressId { get; set; }
public override int GetId()
{
return AvatarID;
}
public override void Loaded()
{
if (AvatarID != 316 && (AvatarID < 9000 || AvatarID > 20000))
{
GameData.AvatarData.Add(AvatarID, this);
}
}
}

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using System.Text.Json.Serialization;
namespace KianaBH.Data.Excel;
[ResourceEntity("AvatarSubSkillData.json")]
public class AvatarSubSkillDataExcel : ExcelResource
{
[JsonPropertyName("skillId")] public int SkillId { get; set; }
[JsonPropertyName("unlockScoin")] public int UnlockScoin { get; set; }
[JsonPropertyName("maxLv")] public int MaxLv { get; set; }
[JsonPropertyName("avatarSubSkillId")] public int AvatarSubSkillId { get; set; }
public override int GetId()
{
return AvatarSubSkillId;
}
public override void Loaded()
{
GameData.AvatarSubSkillData.Add(AvatarSubSkillId, this);
}
}

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namespace KianaBH.Data.Excel;
[ResourceEntity("AvatarTutorial.json")]
public class AvatarTutorialExcel : ExcelResource
{
public uint ActivityID { get; set; }
public override int GetId()
{
return (int)ActivityID;
}
public override void Loaded()
{
GameData.AvatarTutorialData.Add(GetId(), this);
}
}

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using KianaBH.Data.Config;
namespace KianaBH.Data.Excel;
[ResourceEntity("ChapterGroupConfig.json")]
public class ChapterGroupConfigExcel : ExcelResource
{
public uint ID { get; set; }
public uint GroupType { get; set; }
public TimestampConfig? BeginShowTime { get; set; }
public TimestampConfig? BeginTime { get; set; }
public uint BeginShowLevel { get; set; }
public List<uint> SiteList { get; set; } = [];
public uint UnlockLevel { get; set; }
public override int GetId()
{
return (int)ID;
}
public override void Loaded()
{
GameData.ChapterGroupConfigData.Add(GetId(), this);
}
}

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using System.Text.Json.Serialization;
using KianaBH.Data.Config;
namespace KianaBH.Data.Excel;
[ResourceEntity("CityEventPhoto.json")]
public class CityEventPhotoExcel : ExcelResource
{
public uint PhotoID { get; set; }
[JsonPropertyName("photoType")] public uint PhotoType { get; set; }
public override int GetId()
{
return (int)PhotoID;
}
public override void Loaded()
{
GameData.CityEventPhotoData.Add(GetId(), this);
}
}

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namespace KianaBH.Data.Excel;
[ResourceEntity("Collection.json")]
public class CollectionExcel : ExcelResource
{
public int ID { get; set; }
public override int GetId()
{
return ID;
}
public override void Loaded()
{
GameData.CollectionData.Add(ID, this);
}
}

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using System.Text.Json.Serialization;
namespace KianaBH.Data.Excel;
[ResourceEntity("CustomHeadData.json")]
public class CustomHeadDataExcel : ExcelResource
{
[JsonPropertyName("headID")] public uint HeadID { get; set; }
public override int GetId()
{
return (int)HeadID;
}
public override void Loaded()
{
GameData.CustomHeadData.Add(GetId(), this);
}
}

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using System.Text.Json.Serialization;
namespace KianaBH.Data.Excel;
[ResourceEntity("DressData.json")]
public class DressDataExcel : ExcelResource
{
[JsonPropertyName("dressID")] public uint DressID { get; set; }
[JsonPropertyName("avatarIDList")] public List<uint> AvatarIDList { get; set; } = [];
public override int GetId()
{
return (int)DressID;
}
public override void Loaded()
{
GameData.DressData.Add(GetId(), this);
}
}

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using System.Text.Json.Serialization;
namespace KianaBH.Data.Excel;
[ResourceEntity("Elf_AstraMate_Data.json")]
public class ElfAstraMateDataExcel : ExcelResource
{
public uint ElfID { get; set; }
public uint MaxLevel { get; set; }
public uint MaxRarity { get; set; }
[JsonIgnore] public List<ElfSkillDataExcel> SkillList = [];
public override int GetId()
{
return (int)ElfID;
}
public override void Loaded()
{
GameData.ElfAstraMateData.Add(GetId(), this);
}
public override void AfterAllDone()
{
GameData.ElfSkillData.TryGetValue(GetId(), out var Skills);
if (Skills == null || !Skills.ElfIds.Contains(ElfID)) return;
SkillList.Add(Skills);
}
}

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namespace KianaBH.Data.Excel;
[ResourceEntity("ElfSkillData.json")]
public class ElfSkillDataExcel : ExcelResource
{
public uint ElfSkillID { get; set; }
public uint MaxLv { get; set; }
public List<uint> ElfIds { get; set; } = [];
public override int GetId()
{
return (int)ElfSkillID;
}
public override void Loaded()
{
GameData.ElfSkillData.Add(GetId(), this);
}
}

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namespace KianaBH.Data.Excel;
[ResourceEntity("EntryThemeData.json")]
public class EntryThemeDataExcel : ExcelResource
{
public uint SpaceShipConfigId { get; set; }
public List<uint> ThemeBgmConfigList { get; set; } = [];
public List<uint> ThemeTagList { get; set; } = [];
public override int GetId()
{
return (int)SpaceShipConfigId;
}
public override void Loaded()
{
GameData.EntryThemeData.Add(GetId(), this);
}
}

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namespace KianaBH.Data.Excel;
[ResourceEntity("EntryThemeItemData.json")]
public class EntryThemeItemDataExcel : ExcelResource
{
public int ThemeItemID { get; set; }
public override int GetId()
{
return ThemeItemID;
}
public override void Loaded()
{
GameData.EntryThemeItemData.Add(ThemeItemID, this);
}
}

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using System.Text.Json.Serialization;
namespace KianaBH.Data.Excel;
[ResourceEntity("FrameData.json")]
public class FrameDataExcel : ExcelResource
{
[JsonPropertyName("id")] public uint Id { get; set; }
public override int GetId()
{
return (int)Id;
}
public override void Loaded()
{
GameData.FrameData.Add(GetId(), this);
}
}

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namespace KianaBH.Data.Excel;
[ResourceEntity("GeneralActivity.json")]
public class GeneralActivityExcel : ExcelResource
{
public uint AcitivityID { get; set; }
public uint Series { get; set; }
public override int GetId()
{
return (int)AcitivityID;
}
public override void Loaded()
{
GameData.GeneralActivityData.Add(GetId(), this);
}
}

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using System;
namespace KianaBH.Data.Excel;
[ResourceEntity("GeneralActivityStageGroup.json")]
public class GeneralActivityStageGroupExcel : ExcelResource
{
public uint AcitivityId { get; set; }
public uint StageGroupId { get; set; }
public override int GetId()
{
return (int)AcitivityId;
}
public override void Loaded()
{
if (!GameData.GeneralActivityStageGroupData.ContainsKey(GetId()))
{
GameData.GeneralActivityStageGroupData[GetId()] = new List<GeneralActivityStageGroupExcel>();
}
GameData.GeneralActivityStageGroupData[GetId()].Add(this);
}
}

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namespace KianaBH.Data.Excel;
[ResourceEntity("GodWarEvent.json")]
public class GodWarEventExcel : ExcelResource
{
public uint EventID { get; set; }
public int EventType { get; set; }
public List<uint> ParamsVar { get; set; } = [];
public override int GetId()
{
return (int)EventID;
}
public override void Loaded()
{
GameData.GodWarEventData.Add(GetId(), this);
}
}

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namespace KianaBH.Data.Excel;
[ResourceEntity("GodWarMainAvatar.json")]
public class GodWarMainAvatarExcel : ExcelResource
{
public int MainAvatarID { get; set; }
public override int GetId()
{
return MainAvatarID;
}
public override void Loaded()
{
GameData.GodWarMainAvatarData.Add(MainAvatarID, this);
}
}

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namespace KianaBH.Data.Excel;
[ResourceEntity("GodWarRelationData.json")]
public class GodWarRelationDataExcel : ExcelResource
{
public int AvatarID { get; set; }
public int RoleID { get; set; }
public int Level { get; set; }
public int MaxLevel { get; set; }
public override int GetId()
{
return AvatarID;
}
public override void Loaded()
{
GameData.GodWarRelationData.Add(this);
}
}

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namespace KianaBH.Data.Excel;
[ResourceEntity("GodWarSupportAvatar.json")]
public class GodWarSupportAvatarExcel : ExcelResource
{
public int SupportAvatarID { get; set; }
public override int GetId()
{
return SupportAvatarID;
}
public override void Loaded()
{
GameData.GodWarSupportAvatarData.Add(SupportAvatarID, this);
}
}

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using KianaBH.Data.Config;
namespace KianaBH.Data.Excel;
[ResourceEntity("GodWarTaleSchedule.json")]
public class GodWarTaleScheduleExcel : ExcelResource
{
public uint TaleScheduleID { get; set; }
public List<uint> TaleIDList { get; set; } = [];
public TimestampConfig? BeginTime { get; set; }
public TimestampConfig? EndTime { get; set; }
public override int GetId()
{
return (int)TaleScheduleID;
}
public override void Loaded()
{
GameData.GodWarTaleScheduleData.Add(GetId(), this);
}
}

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namespace KianaBH.Data.Excel;
[ResourceEntity("GodWarTalentData.json")]
public class GodWarTalentDataExcel : ExcelResource
{
public uint TalentID { get; set; }
public uint MaxLevel { get; set; }
public List<uint> TaleIDList { get; set; } = [];
public override int GetId()
{
return (int)TalentID;
}
public override void Loaded()
{
GameData.GodWarTalentData.Add(GetId(), this);
}
}

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using System.Text.Json.Serialization;
namespace KianaBH.Data.Excel;
[ResourceEntity("MaterialData.json")]
public class MaterialDataExcel : ExcelResource
{
[JsonPropertyName("ID")] public int Id { get; set; }
[JsonPropertyName("rarity")] public int Rarity { get; set; }
[JsonPropertyName("maxRarity")] public int MaxRarity { get; set; }
[JsonPropertyName("quantityLimit")] public int QuantityLimit { get; set; }
public override int GetId()
{
return Id;
}
public override void Loaded()
{
GameData.MaterialData.Add(Id, this);
}
}

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using System.Text.Json.Serialization;
namespace KianaBH.Data.Excel;
[ResourceEntity("MissionData.json")]
public class MissionDataExcel : ExcelResource
{
[JsonPropertyName("id")] public uint Id { get; set; }
[JsonPropertyName("totalProgress")] public uint TotalProgress { get; set; }
public uint Priority { get; set; }
public override int GetId()
{
return (int)Id;
}
public override void Loaded()
{
GameData.MissionData.Add(GetId(), this);
}
}

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using System.Text.Json.Serialization;
namespace KianaBH.Data.Excel;
[ResourceEntity("PhonePendantData.json")]
public class PhonePendantDataExcel : ExcelResource
{
public uint PendantId { get; set; }
public uint Rarity { get; set; }
public override int GetId()
{
return (int)PendantId;
}
public override void Loaded()
{
GameData.PhonePendantData.Add(GetId(), this);
}
}

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using System.Text.Json.Serialization;
namespace KianaBH.Data.Excel;
[ResourceEntity("RandomPlotData.json")]
public class RandomPlotDataExcel : ExcelResource
{
[JsonPropertyName("plotId")] public uint PlotId { get; set; }
[JsonPropertyName("startDialogId")] public uint StartDialogId { get; set; }
[JsonPropertyName("finishDialogIdList")] public List<uint> FinishDialogIdList { get; set; } = [];
public override int GetId()
{
return (int)PlotId;
}
public override void Loaded()
{
GameData.RandomPlotData.Add(GetId(), this);
}
}

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namespace KianaBH.Data.Excel;
[ResourceEntity("RecommendPanel.json")]
public class RecommendPanelExcel : ExcelResource
{
public uint PanelId { get; set; }
public override int GetId()
{
return (int)PanelId;
}
public override void Loaded()
{
GameData.RecommendPanelData.Add(GetId(), this);
}
}

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using System.Text.Json.Serialization;
namespace KianaBH.Data.Excel;
[ResourceEntity("StageData_Main.json")]
public class StageDataMainExcel : ExcelResource
{
[JsonPropertyName("levelId")] public uint LevelId { get; set; }
[JsonPropertyName("maxProgress")] public uint MaxProgress { get; set; }
[JsonPropertyName("challengeList")] public List<ChallengeData> ChallengeList { get; set; } = [];
public override int GetId()
{
return (int)LevelId;
}
public override void Loaded()
{
GameData.StageDataMain.Add(GetId(), this);
}
}
public class ChallengeData
{
[JsonPropertyName("challengeId")] public uint ChallengeId { get; set; }
[JsonPropertyName("rewardId")] public uint RewardId { get; set; }
}

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namespace KianaBH.Data.Excel;
[ResourceEntity("StepMissionCompensation.json")]
public class StepMissionCompensationExcel : ExcelResource
{
public uint CompensationId { get; set; }
public uint UnlockLevel { get; set; }
public List<uint> MainLineStepIdList { get; set; } = [];
public List<uint> NewChallengeStepIdList { get; set; } = [];
public List<uint> OldChallengeStepIdList { get; set; } = [];
public override int GetId()
{
return (int)CompensationId;
}
public override void Loaded()
{
GameData.StepMissionCompensationData.Add(GetId(), this);
}
}

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using System.Text.Json.Serialization;
namespace KianaBH.Data.Excel;
[ResourceEntity("StigmataData.json")]
public class StigmataDataExcel : ExcelResource
{
public int ID { get; set; }
[JsonPropertyName("maxLv")] public int MaxLv { get; set; }
[JsonPropertyName("rarity")] public int Rarity { get; set; }
[JsonPropertyName("maxRarity")] public int MaxRarity { get; set; }
[JsonPropertyName("evoID")] public int EvoID { get; set; }
[JsonPropertyName("quality")] public int Quality { get; set; }
[JsonPropertyName("isSecurityProtect")] public bool IsSecurityProtect { get; set; }
[JsonPropertyName("protect")] public bool Protect { get; set; }
public override int GetId()
{
return ID;
}
public override void Loaded()
{
GameData.StigmataData.Add(ID, this);
}
}

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using System.Text.Json.Serialization;
namespace KianaBH.Data.Excel;
[ResourceEntity("ThemeData_Avatar.json")]
public class ThemeDataAvatarExcel : ExcelResource
{
public uint AvatarData { get; set; }
public List<uint> BuffList { get; set; } = [];
[JsonPropertyName("avatarIDList")] public List<uint> AvatarIDList { get; set; } = [];
public override int GetId()
{
return (int)AvatarData;
}
public override void Loaded()
{
GameData.ThemeDataAvatar.Add(GetId(), this);
}
}

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using System.Text.Json.Serialization;
namespace KianaBH.Data.Excel;
[ResourceEntity("TutorialData.json")]
public class TutorialDataExcel : ExcelResource
{
[JsonPropertyName("id")] public uint Id { get; set; }
[JsonPropertyName("index")] public uint Index { get; set; }
public override int GetId()
{
return (int)Id;
}
public override void Loaded()
{
GameData.TutorialData.Add(GetId(), this);
}
}

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using System.Text.Json.Serialization;
namespace KianaBH.Data.Excel;
[ResourceEntity("WeaponData.json")]
public class WeaponDataExcel : ExcelResource
{
public int ID { get; set; }
[JsonPropertyName("weaponMainID")] public int WeaponMainID { get; set; }
[JsonPropertyName("maxLv")] public int MaxLv { get; set; }
[JsonPropertyName("rarity")] public int Rarity { get; set; }
[JsonPropertyName("maxRarity")] public int MaxRarity { get; set; }
[JsonPropertyName("evoID")] public int EvoID { get; set; }
[JsonPropertyName("protect")] public bool Protect { get; set; }
public override int GetId()
{
return ID;
}
public override void Loaded()
{
GameData.WeaponData.Add(ID, this);
}
}

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namespace KianaBH.Data;
public abstract class ExcelResource
{
public abstract int GetId();
public virtual void Loaded()
{
}
public virtual void Finalized()
{
}
public virtual void AfterAllDone()
{
}
}

45
Common/Data/GameData.cs Normal file
View File

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using KianaBH.Data.Excel;
using KianaBH.Util.Extensions;
using System.Collections.Concurrent;
using System.Text.Json.Serialization;
namespace KianaBH.Data;
public static class GameData
{
public static Dictionary<int, List<ActChallengeDataExcel>> ActChallengeData { get; private set; } = [];
public static Dictionary<int, ActivityTowerExcel> ActivityTowerData { get; private set; } = [];
public static Dictionary<int, AffixListExcel> AffixListData { get; private set; } = [];
public static Dictionary<int, AvatarDataExcel> AvatarData { get; private set; } = [];
public static Dictionary<int, AvatarSubSkillDataExcel> AvatarSubSkillData { get; private set; } = [];
public static Dictionary<int, AvatarTutorialExcel> AvatarTutorialData { get; private set; } = [];
public static Dictionary<int, CollectionExcel> CollectionData { get; private set; } = [];
public static Dictionary<int, CustomHeadDataExcel> CustomHeadData { get; private set; } = [];
public static Dictionary<int, DressDataExcel> DressData { get; private set; } = [];
public static Dictionary<int, ElfAstraMateDataExcel> ElfAstraMateData { get; private set; } = [];
public static Dictionary<int, ElfSkillDataExcel> ElfSkillData { get; private set; } = [];
public static Dictionary<int, EntryThemeDataExcel> EntryThemeData { get; private set; } = [];
public static Dictionary<int, EntryThemeItemDataExcel> EntryThemeItemData { get; private set; } = [];
public static Dictionary<int, FrameDataExcel> FrameData { get; private set; } = [];
public static Dictionary<int, List<GeneralActivityStageGroupExcel>> GeneralActivityStageGroupData { get; private set; } = [];
public static Dictionary<int, GeneralActivityExcel> GeneralActivityData { get; private set; } = [];
public static Dictionary<int, GodWarEventExcel> GodWarEventData { get; private set; } = [];
public static Dictionary<int, GodWarMainAvatarExcel> GodWarMainAvatarData { get; private set; } = [];
public static List<GodWarRelationDataExcel> GodWarRelationData { get; private set; } = [];
public static Dictionary<int, GodWarSupportAvatarExcel> GodWarSupportAvatarData { get; private set; } = [];
public static Dictionary<int, GodWarTaleScheduleExcel> GodWarTaleScheduleData { get; private set; } = [];
public static Dictionary<int, GodWarTalentDataExcel> GodWarTalentData { get; private set; } = [];
public static Dictionary<int, MaterialDataExcel> MaterialData { get; private set; } = [];
public static Dictionary<int, MissionDataExcel> MissionData { get; private set; } = [];
public static Dictionary<int, RecommendPanelExcel> RecommendPanelData { get; private set; } = [];
public static Dictionary<int, StageDataMainExcel> StageDataMain { get; private set; } = [];
public static Dictionary<int, StepMissionCompensationExcel> StepMissionCompensationData { get; private set; } = [];
public static Dictionary<int, StigmataDataExcel> StigmataData { get; private set; } = [];
public static Dictionary<int, ThemeDataAvatarExcel> ThemeDataAvatar { get; private set; } = [];
public static Dictionary<int, WeaponDataExcel> WeaponData { get; private set; } = [];
public static Dictionary<int, ChapterGroupConfigExcel> ChapterGroupConfigData { get; private set; } = [];
public static Dictionary<int, PhonePendantDataExcel> PhonePendantData { get; private set; } = [];
public static Dictionary<int, TutorialDataExcel> TutorialData { get; private set; } = [];
public static Dictionary<int, CityEventPhotoExcel> CityEventPhotoData { get; private set; } = [];
public static Dictionary<int, RandomPlotDataExcel> RandomPlotData { get; private set; } = [];
}

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using System.ComponentModel.DataAnnotations;
using Microsoft.AspNetCore.Mvc;
namespace KianaBH.Data.Models.Dispatch;
public class DispatchQuery
{
[Required] public string? Version { get; set; }
[FromQuery(Name = "t")] public int Timestamp { get; set; }
public string? Lang { get; set; }
public int Uid { get; set; }
public string? Token { get; set; }
}

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namespace KianaBH.Data.Models.Dispatch;
public class QueryDispatchResponse
{
public int Retcode { get; set; }
public List<RegionInfo> RegionList { get; set; } = [];
public class RegionInfo
{
public string? DispatchUrl { get; set; }
public object? Ext { get; set; }
public string? Name { get; set; }
public int Retcode { get; set; }
public string? Title { get; set; }
}
}

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using KianaBH.Util.Extensions;
using KianaBH.Configuration;
namespace KianaBH.Data.Models.Dispatch;
public class QueryGatewayResponse
{
public long ServerCurTime { get; set; } = Extensions.GetUnixSec();
public int ServerCurTimezone { get; set; } = (int)TimeZoneInfo.Local.GetUtcOffset(DateTime.Now).TotalHours;
public string RegionName { get; set; } = "KianaBH";
public string Msg { get; set; } = "";
public bool IsDataReady { get; set; } = true;
public int Retcode { get; set; }
public string? AccountUrl { get; set; }
public ServerInfo? Gameserver { get; set; }
public ServerInfo? Gateway { get; set; }
public List<string> ExResourceUrlList { get; set; } = [];
public List<string> ExAudioAndVideoUrlList { get; set; } = [];
public List<string> AssetBundleUrlList { get; set; } = [];
public HotfixManfiset? Manifest { get; set; }
public Dictionary<string, object> Ext { get; set; } = new();
public class ServerInfo
{
public string? Ip { get; set; }
public bool IsKcp { get; set; }
public int Port { get; set; }
}
}

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using System.Text.Json.Serialization;
using System.ComponentModel.DataAnnotations;
using KianaBH.Util.Extensions;
namespace KianaBH.Data.Models.Sdk;
public class ComboGranterData
{
public string? Uid { get; set; }
public string? Token { get; set; }
}
public class ComboGranterRequest
{
[Required]
[JsonConverter(typeof(JsonStringToObjectConverter<ComboGranterData>))]
public ComboGranterData? Data { get; set; }
}
public class ComboGranterResponse : ResponseBase
{
public new ComboGranterResponseData? Data { get; set; }
public class ComboGranterResponseData
{
public uint AccountType { get; set; }
public string? OpenId { get; set; }
public string? ComboId { get; set; }
public string? ComboToken { get; set; }
public bool Heartbeat { get; set; }
public string? Data { get; set; }
}
}

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namespace KianaBH.Data.Models.Sdk;
public class GetDeviceFingerprintRequest
{
public string? DeviceFp { get; set; }
}

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namespace KianaBH.Data.Models.Sdk;
public class GetWeatherResponse : ResponseBase
{
public new GetWeatherResponseData? Data { get; set; }
public class GetWeatherResponseData
{
public int Timezone { get; set; }
public List<HourlyWeatherData> Hourly { get; set; } = [];
public class HourlyWeatherData
{
public int Condition { get; set; }
public int Hour { get; set; }
public string? Date { get; set; }
public int Temp { get; set; }
}
}
}

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namespace KianaBH.Data.Models.Sdk;
public class MdkShieldLoginRequest
{
public string? Account { get; set; }
public string? Password { get; set; }
public bool IsCrypto { get; set; }
}
public class MdkShieldVerifyRequest
{
public string? Uid { get; set; }
public string? Token { get; set; }
}
// TODO: Move this to DB instead
public class MdkShieldAccountData
{
public string? Token { get; set; }
public string? Uid { get; set; }
public string Email { get; set; } = "";
public string IsEmailVerify { get; set; } = "0";
public string AreaCode { get; set; } = "";
public string Country { get; set; } = "";
public string Name { get; set; } = "";
public string Realname { get; set; } = "";
}
public class MdkShieldResponse : ResponseBase
{
public new MdkShieldResponseData? Data { get; set; }
public class MdkShieldResponseData
{
public MdkShieldAccountData? Account { get; set; }
public bool DeviceGrantRequired { get; set; }
public bool ReactiveRequired { get; set; }
public bool RealpersonRequired { get; set; }
public bool SafeMobileRequeired { get; set; }
}
}

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namespace KianaBH.Data.Models.Sdk;
public class ResponseBase
{
public string Message { get; set; } = "OK";
public bool Success { get; set; } = true;
public int Retcode { get; set; }
public object? Data { get; set; }
}

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namespace KianaBH.Data;
[AttributeUsage(AttributeTargets.Class, Inherited = false)]
public class ResourceEntity : Attribute
{
[Obsolete("No effect")]
public ResourceEntity(string fileName, bool isCritical = false, bool isMultifile = false)
{
if (isMultifile)
FileName = new List<string>(fileName.Split(','));
else
FileName = [fileName];
IsCritical = isCritical;
}
public ResourceEntity(string fileName, bool isMultifile = false)
{
if (isMultifile)
FileName = new List<string>(fileName.Split(','));
else
FileName = [fileName];
}
public ResourceEntity(string fileName)
{
FileName = [fileName];
}
public List<string> FileName { get; private set; }
[Obsolete("No effect")] public bool IsCritical { get; private set; } // deprecated
}

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using KianaBH.Internationalization;
using KianaBH.Util;
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
using System.Reflection;
namespace KianaBH.Data;
public class ResourceManager
{
public static Logger Logger { get; } = new("ResourceManager");
public static bool IsLoaded { get; set; }
public static void LoadGameData()
{
LoadExcel();
}
public static void LoadExcel()
{
var classes = Assembly.GetExecutingAssembly().GetTypes(); // Get all classes in the assembly
List<ExcelResource> resList = [];
foreach (var cls in classes.Where(x => x.IsSubclassOf(typeof(ExcelResource))))
{
var res = LoadSingleExcelResource(cls);
if (res != null) resList.AddRange(res);
}
foreach (var cls in resList) cls.AfterAllDone();
}
public static List<T>? LoadSingleExcel<T>(Type cls) where T : ExcelResource, new()
{
return LoadSingleExcelResource(cls) as List<T>;
}
public static List<ExcelResource>? LoadSingleExcelResource(Type cls)
{
var attribute = (ResourceEntity?)Attribute.GetCustomAttribute(cls, typeof(ResourceEntity));
if (attribute == null) return null;
var resource = (ExcelResource)Activator.CreateInstance(cls)!;
var count = 0;
List<ExcelResource> resList = [];
foreach (var fileName in attribute.FileName)
try
{
var path = ConfigManager.Config.Path.ResourcePath + "/ExcelOutput/" + fileName;
var file = new FileInfo(path);
if (!file.Exists)
{
Logger.Error(I18NManager.Translate("Server.ServerInfo.FailedToReadItem", fileName,
I18NManager.Translate("Word.NotFound")));
continue;
}
var json = file.OpenText().ReadToEnd();
using (var reader = new JsonTextReader(new StringReader(json)))
{
reader.Read();
switch (reader.TokenType)
{
case JsonToken.StartArray:
{
// array
var jArray = JArray.Parse(json);
foreach (var item in jArray)
{
var res = JsonConvert.DeserializeObject(item.ToString(), cls);
resList.Add((ExcelResource)res!);
((ExcelResource?)res)?.Loaded();
count++;
}
break;
}
case JsonToken.StartObject:
{
// dictionary
var jObject = JObject.Parse(json);
foreach (var (_, obj) in jObject)
{
var instance = JsonConvert.DeserializeObject(obj!.ToString(), cls);
if (((ExcelResource?)instance)?.GetId() == 0 || (ExcelResource?)instance == null)
{
// Deserialize as JObject to handle nested dictionaries
var nestedObject = JsonConvert.DeserializeObject<JObject>(obj.ToString());
foreach (var nestedItem in nestedObject ?? [])
{
var nestedInstance =
JsonConvert.DeserializeObject(nestedItem.Value!.ToString(), cls);
resList.Add((ExcelResource)nestedInstance!);
((ExcelResource?)nestedInstance)?.Loaded();
count++;
}
}
else
{
resList.Add((ExcelResource)instance);
((ExcelResource)instance).Loaded();
}
count++;
}
break;
}
}
}
resource.Finalized();
}
catch (Exception ex)
{
Logger.Error(
I18NManager.Translate("Server.ServerInfo.FailedToReadItem", fileName,
I18NManager.Translate("Word.Error")), ex);
}
Logger.Info(I18NManager.Translate("Server.ServerInfo.LoadedItems", count.ToString(), cls.Name));
return resList;
}
public static T? LoadCustomFile<T>(string filetype, string filename)
{
var type = I18NManager.Translate("Word." + filetype);
Logger.Info(I18NManager.Translate("Server.ServerInfo.LoadingItem", type));
FileInfo file = new(ConfigManager.Config.Path.DataPath + $"/{filename}.json");
T? customFile = default;
if (!file.Exists)
{
Logger.Warn(I18NManager.Translate("Server.ServerInfo.ConfigMissing", type,
$"{ConfigManager.Config.Path.DataPath}/{filename}.json", type));
return customFile;
}
try
{
using var reader = file.OpenRead();
using StreamReader reader2 = new(reader);
var text = reader2.ReadToEnd();
var json = JsonConvert.DeserializeObject<T>(text);
customFile = json;
}
catch (Exception ex)
{
Logger.Error("Error in reading " + file.Name, ex);
}
switch (customFile)
{
case Dictionary<int, int> d:
Logger.Info(I18NManager.Translate("Server.ServerInfo.LoadedItems", d.Count.ToString(), type));
break;
case Dictionary<int, List<int>> di:
Logger.Info(I18NManager.Translate("Server.ServerInfo.LoadedItems", di.Count.ToString(), type));
break;
default:
Logger.Info(I18NManager.Translate("Server.ServerInfo.LoadedItem", filetype));
break;
}
return customFile;
}
}

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using KianaBH.Enums.Player;
using KianaBH.Util;
using KianaBH.Util.Extensions;
using KianaBH.Util.Security;
using SqlSugar;
namespace KianaBH.Database.Account;
[SugarTable("Account")]
public class AccountData : BaseDatabaseDataHelper
{
public string Username { get; set; } = "";
public string Password { get; set; } = "";
public BanTypeEnum BanType { get; set; }
[SugarColumn(IsJson = true)] public List<PermEnum> Permissions { get; set; } = [];
[SugarColumn(IsNullable = true)] public string? ComboToken { get; set; }
#region GetAccount
public static AccountData? GetAccountByUserName(string username)
{
AccountData? result = null;
DatabaseHelper.GetAllInstance<AccountData>()?.ForEach(account =>
{
if (account.Username == username) result = account;
});
return result;
}
public static AccountData? GetAccountByUid(int uid, bool force = false)
{
var result = DatabaseHelper.GetInstance<AccountData>(uid, force);
return result;
}
#endregion
#region Account
public static void CreateAccount(string username, int uid, string password)
{
var newUid = uid;
if (uid == 0)
{
newUid = 100001;
while (GetAccountByUid(newUid) != null) newUid++;
}
var account = new AccountData
{
Uid = newUid,
Username = username,
Password = "",
Permissions = [.. ConfigManager.Config.ServerOption.DefaultPermissions
.Select(perm => Enum.TryParse(perm, out PermEnum result) ? result : (PermEnum?)null)
.Where(result => result.HasValue).Select(result => result!.Value)]
};
SetPassword(account, password);
DatabaseHelper.CreateInstance(account);
}
public static void DeleteAccount(int uid)
{
if (GetAccountByUid(uid) == null) return;
DatabaseHelper.DeleteAllInstance(uid);
}
public static void SetPassword(AccountData account, string password)
{
if (password.Length > 0)
account.Password = Extensions.GetSha256Hash(password);
else
account.Password = "";
}
public static bool VerifyPassword(AccountData account, string password)
=> account.Password == Extensions.GetSha256Hash(password);
#endregion
#region Permission
public static bool HasPerm(PermEnum[] perms, int uid)
{
if (uid == (int)ServerEnum.Console) return true;
var account = GetAccountByUid(uid);
if (account?.Permissions == null) return false;
if (account.Permissions.Contains(PermEnum.Admin)) return true;
return perms.Any(account.Permissions.Contains);
}
public static void AddPerm(PermEnum[] perms, int uid)
{
if (uid == (int)ServerEnum.Console) return;
var account = GetAccountByUid(uid);
if (account == null) return;
account.Permissions ??= [];
foreach (var perm in perms)
{
if (!account.Permissions.Contains(perm))
{
account.Permissions = [.. account.Permissions, perm];
}
}
}
public static void RemovePerm(PermEnum[] perms, int uid)
{
if (uid == (int)ServerEnum.Console) return;
var account = GetAccountByUid(uid);
if (account == null) return;
if (account.Permissions == null) return;
foreach (var perm in perms)
{
if (account.Permissions.Contains(perm))
{
account.Permissions = account.Permissions.Except([perm]).ToList();
}
}
}
public static void CleanPerm(int uid)
{
if (uid == (int)ServerEnum.Console) return;
var account = GetAccountByUid(uid);
if (account == null) return;
account.Permissions = [];
}
#endregion
#region Token
public string GenerateComboToken()
{
ComboToken = Crypto.CreateSessionKey(Uid.ToString());
DatabaseHelper.UpdateInstance(this);
return ComboToken;
}
#endregion
}

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using SqlSugar;
using KianaBH.Proto;
namespace KianaBH.Database.Avatar;
[SugarTable("Avatar")]
public class AvatarData : BaseDatabaseDataHelper
{
[SugarColumn(IsJson = true)] public List<AvatarInfo> Avatars { get; set; } = [];
}
public class AvatarInfo
{
public int AvatarId { get; set; }
public int Star { get; set; }
public int Level { get; set; }
public int Exp { get; set; }
public int Fragment { get; set; }
public int WeaponUniqueId { get; set; }
public int StigmataUniqueId1 { get; set; }
public int StigmataUniqueId2 { get; set; }
public int StigmataUniqueId3 { get; set; }
public List<AvatarSkill> SkillList { get; set; } = [];
public int TouchGoodFeel { get; set; }
public int TodayHasAddGoodFeel { get; set; }
public int StageGoodFeel { get; set; }
public List<int> DressList { get; set; } = [];
public int DressId { get; set; }
public AvatarBindEquipMode Mode { get; set; } = AvatarBindEquipMode.AvatarBindEquipCommon;
public AvatarArtifactDetail? AvatarArtifact { get; set; }
public int SubStar { get; set; }
public long Timestamp { get; set; }
public Proto.Avatar ToProto()
{
var proto = new Proto.Avatar
{
AvatarId = (uint)AvatarId,
Star = (uint)Star,
Level = (uint)Level,
Exp = (uint)Exp,
Fragment = (uint)Fragment,
WeaponUniqueId = (uint)WeaponUniqueId,
StigmataUniqueId1 = (uint)StigmataUniqueId1,
StigmataUniqueId2 = (uint)StigmataUniqueId2,
StigmataUniqueId3 = (uint)StigmataUniqueId3,
TouchGoodfeel = (uint)TouchGoodFeel,
TodayHasAddGoodfeel = (uint)TodayHasAddGoodFeel,
StageGoodfeel = (uint)StageGoodFeel,
DressId = (uint)DressId,
Mode = Mode,
SubStar = (uint)SubStar,
};
foreach (var dressId in DressList)
{
proto.DressList.Add((uint)dressId);
}
foreach (var skill in SkillList)
{
var avatarSkill = new Proto.AvatarSkill
{
SkillId = (uint)skill.SkillId
};
avatarSkill.SubSkillList.AddRange(skill.SubSkillList.Select(x => new Proto.AvatarSubSkill
{
SubSkillId = (uint)x.SubSkillId,
Level = x.Level,
IsMask = x.IsMask
}));
proto.SkillList.Add(avatarSkill);
}
return proto;
}
}
public class AvatarSkill
{
public int SkillId { get; set; }
public List<AvatarSubSkill> SubSkillList { get; set; } = [];
}
public class AvatarSubSkill
{
public int SubSkillId { get; set; }
public uint Level { get; set; }
public bool IsMask { get; set; }
}
public class AvatarArtifactDetail
{
public int ArtifactId { get; set; }
public int ArtifactLevel { get; set; }
public bool IsArtifactSwitchOn { get; set; }
}

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using SqlSugar;
namespace KianaBH.Database;
public abstract class BaseDatabaseDataHelper
{
[SugarColumn(IsPrimaryKey = true)] public int Uid { get; set; }
}

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using Google.Protobuf;
using KianaBH.Proto;
using SqlSugar;
namespace KianaBH.Database.Client;
[SugarTable("client_data")]
public class ClientData : BaseDatabaseDataHelper
{
[SugarColumn(IsJson = true)] public List<ClientDBData> Clients { get; set; } = [];
}
public class ClientDBData
{
public uint Id { get; set; }
public ClientDataType Type { get; set; } = ClientDataType.ClientDataNone;
public byte[] Data { get; set; } = Array.Empty<byte>();
public Proto.ClientData ToProto()
{
var proto = new Proto.ClientData
{
Id = Id,
Type = Type,
Data = ByteString.CopyFrom(Data)
};
return proto;
}
}

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using Newtonsoft.Json;
using SqlSugar;
namespace KianaBH.Database;
public class CustomSerializeService : ISerializeService
{
private readonly JsonSerializerSettings _jsonSettings;
public CustomSerializeService()
{
_jsonSettings = new JsonSerializerSettings
{
DefaultValueHandling = DefaultValueHandling.Ignore // ignore default values
};
}
public string SerializeObject(object value)
{
return JsonConvert.SerializeObject(value, _jsonSettings);
}
public T DeserializeObject<T>(string value)
{
return JsonConvert.DeserializeObject<T>(value)!;
}
public string SugarSerializeObject(object value)
{
return JsonConvert.SerializeObject(value, _jsonSettings);
}
}

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using KianaBH.Database.Account;
using KianaBH.Internationalization;
using KianaBH.Util;
using SqlSugar;
using System.Collections.Concurrent;
using System.Globalization;
namespace KianaBH.Database;
public class DatabaseHelper
{
public static Logger logger = new("Database");
public static SqlSugarScope? sqlSugarScope;
public static readonly ConcurrentDictionary<int, List<BaseDatabaseDataHelper>> UidInstanceMap = [];
public static readonly List<int> ToSaveUidList = [];
public static long LastSaveTick = DateTime.UtcNow.Ticks;
public static Thread? SaveThread;
public static bool LoadAccount;
public static bool LoadAllData;
public void Initialize()
{
logger.Info(I18NManager.Translate("Server.ServerInfo.LoadingItem", I18NManager.Translate("Word.Database")));
var f = new FileInfo(ConfigManager.Config.Path.DatabasePath + "/" + ConfigManager.Config.GameServer.DatabaseName);
if (!f.Exists && f.Directory != null) f.Directory.Create();
sqlSugarScope = new SqlSugarScope(new ConnectionConfig
{
ConnectionString = $"Data Source={f.FullName};",
DbType = DbType.Sqlite,
IsAutoCloseConnection = true,
ConfigureExternalServices = new ConfigureExternalServices
{
SerializeService = new CustomSerializeService()
}
});
InitializeSqlite();
var baseType = typeof(BaseDatabaseDataHelper);
var assembly = typeof(BaseDatabaseDataHelper).Assembly;
var types = assembly.GetTypes().Where(t => t.IsSubclassOf(baseType));
var list = sqlSugarScope.Queryable<AccountData>().ToList();
foreach (var inst in list)
{
if (!UidInstanceMap.TryGetValue(inst.Uid, out var value))
{
value = [];
UidInstanceMap[inst.Uid] = value;
}
value.Add(inst); // add to the map
}
// start dispatch server
LoadAccount = true;
var res = Parallel.ForEach(list, account =>
{
Parallel.ForEach(types, t =>
{
if (t == typeof(AccountData)) return; // skip the account data
try
{
typeof(DatabaseHelper).GetMethod(nameof(InitializeTable))?.MakeGenericMethod(t)
.Invoke(null, [account.Uid]);
}
catch (Exception e)
{
logger.Error("Database initialization error: ", e);
}
}); // cache the data
});
while (!res.IsCompleted)
{
}
LastSaveTick = DateTime.UtcNow.Ticks;
SaveThread = new Thread(() =>
{
while (true) CalcSaveDatabase();
});
SaveThread.Start();
LoadAllData = true;
}
public static void InitializeTable<T>(int uid) where T : BaseDatabaseDataHelper, new()
{
var list = sqlSugarScope?.Queryable<T>()
.Select(x => x)
.Select<T>()
.Where(x => x.Uid == uid)
.ToList();
foreach (var inst in list!.Select(instance => (instance as BaseDatabaseDataHelper)!))
{
if (!UidInstanceMap.TryGetValue(inst.Uid, out var value))
{
value = [];
UidInstanceMap[inst.Uid] = value;
}
value.Add(inst); // add to the map
}
}
public static void InitializeSqlite()
{
var baseType = typeof(BaseDatabaseDataHelper);
var assembly = typeof(BaseDatabaseDataHelper).Assembly;
var types = assembly.GetTypes().Where(t => t.IsSubclassOf(baseType));
foreach (var type in types)
typeof(DatabaseHelper).GetMethod("InitializeSqliteTable")?.MakeGenericMethod(type).Invoke(null, null);
}
// DO NOT DEL ReSharper disable once UnusedMember.Global
public static void InitializeSqliteTable<T>() where T : BaseDatabaseDataHelper, new()
{
try
{
sqlSugarScope?.CodeFirst.InitTables<T>();
}
catch
{
// ignored
}
}
public static T? GetInstance<T>(int uid, bool forceReload = false) where T : BaseDatabaseDataHelper, new()
{
try
{
if (!forceReload && UidInstanceMap.TryGetValue(uid, out var value))
{
var instance = value.OfType<T>().FirstOrDefault();
if (instance != null) return instance;
}
var t = sqlSugarScope?.Queryable<T>()
.Where(x => x.Uid == uid)
.ToList();
if (t is { Count: > 0 })
{
var instance = t[0];
if (!UidInstanceMap.TryGetValue(uid, out var list))
{
list = new List<BaseDatabaseDataHelper>();
UidInstanceMap[uid] = list;
}
else
{
list.RemoveAll(i => i is T);
}
list.Add(instance);
return instance;
}
return null;
return null;
}
catch (Exception e)
{
logger.Error("Unsupported type", e);
return null;
}
}
public static T GetInstanceOrCreateNew<T>(int uid) where T : BaseDatabaseDataHelper, new()
{
var instance = GetInstance<T>(uid);
if (instance != null) return instance;
instance = new T
{
Uid = uid
};
CreateInstance(instance);
return instance;
}
public static List<T>? GetAllInstance<T>() where T : BaseDatabaseDataHelper, new()
{
try
{
return sqlSugarScope?.Queryable<T>()
.Select(x => x)
.ToList();
}
catch (Exception e)
{
logger.Error("Unsupported type", e);
return null;
}
}
public static void UpdateInstance<T>(T instance) where T : BaseDatabaseDataHelper, new()
{
sqlSugarScope?.Updateable(instance).ExecuteCommand();
}
public static void CreateInstance<T>(T instance) where T : BaseDatabaseDataHelper, new()
{
sqlSugarScope?.Insertable(instance).ExecuteCommand();
if (!UidInstanceMap.TryGetValue(instance.Uid, out var value))
{
value = [];
UidInstanceMap[instance.Uid] = value;
}
value.Add(instance);
}
public static void DeleteInstance<T>(int key) where T : BaseDatabaseDataHelper, new()
{
try
{
sqlSugarScope?.Deleteable<T>().Where(x => x.Uid == key).ExecuteCommand();
}
catch (Exception e)
{
logger.Error("An error occurred while delete the database", e);
}
}
public static void DeleteAllInstance(int key)
{
var value = UidInstanceMap[key];
var baseType = typeof(BaseDatabaseDataHelper);
var assembly = typeof(BaseDatabaseDataHelper).Assembly;
var types = assembly.GetTypes().Where(t => t.IsSubclassOf(baseType));
foreach (var type in types)
{
var instance = value.Find(x => x.GetType() == type);
if (instance != null)
typeof(DatabaseHelper).GetMethod("DeleteInstance")?.MakeGenericMethod(type)
.Invoke(null, [key]);
}
if (UidInstanceMap.TryRemove(key, out var instances))
ToSaveUidList.RemoveAll(x => x == key);
}
// Auto save per 5 min
public static void CalcSaveDatabase()
{
if (LastSaveTick + TimeSpan.TicksPerMinute * 5 > DateTime.UtcNow.Ticks) return;
SaveDatabase();
}
public static void SaveDatabase()
{
try
{
var prev = DateTime.Now;
var list = ToSaveUidList.ToList(); // copy the list to avoid the exception
foreach (var uid in list)
{
var value = UidInstanceMap[uid];
var baseType = typeof(BaseDatabaseDataHelper);
var assembly = typeof(BaseDatabaseDataHelper).Assembly;
var types = assembly.GetTypes().Where(t => t.IsSubclassOf(baseType));
foreach (var type in types)
{
var instance = value.Find(x => x.GetType() == type);
if (instance != null)
typeof(DatabaseHelper).GetMethod("SaveDatabaseType")?.MakeGenericMethod(type)
.Invoke(null, [instance]);
}
}
var t = (DateTime.Now - prev).TotalSeconds;
logger.Info(I18NManager.Translate("Server.ServerInfo.SaveDatabase",
Math.Round(t, 2).ToString(CultureInfo.InvariantCulture)));
ToSaveUidList.Clear();
}
catch (Exception e)
{
logger.Error("An error occurred while saving the database", e);
}
LastSaveTick = DateTime.UtcNow.Ticks;
}
// DO NOT DEL ReSharper save database from cache
public static void SaveDatabaseType<T>(T instance) where T : BaseDatabaseDataHelper, new()
{
try
{
sqlSugarScope?.Updateable(instance).ExecuteCommand();
}
catch (Exception e)
{
logger.Error("An error occurred while saving the database", e);
}
}
}

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using KianaBH.Proto;
using SqlSugar;
using static System.Runtime.InteropServices.JavaScript.JSType;
namespace KianaBH.Database.Inventory;
[SugarTable("InventoryData")]
public class InventoryData : BaseDatabaseDataHelper
{
[SugarColumn(IsJson = true)] public List<ItemData> MaterialItems { get; set; } = [];
[SugarColumn(IsJson = true)] public List<ItemData> WeaponItems { get; set; } = [];
[SugarColumn(IsJson = true)] public List<ItemData> StigmataItems { get; set; } = [];
public int NextUniqueId { get; set; } = 100;
}
public class ItemData
{
public int UniqueId { get; set; }
public int ItemId { get; set; }
public int SubItemId { get; set; }
public int Count { get; set; }
public int Level { get; set; }
public int Exp { get; set; }
public bool Locked { get; set; }
public bool AffixIdentify { get; set; }
public uint CancelLockedTime { get; set; }
public bool Extracted { get; set; }
public int SlotNum { get; set; }
public int Refine { get; set; }
public int Promote { get; set; }
public int Homology { get; set; }
public List<int> QuantumBranchLists { get; set; } = [];
public List<Rune> RuneLists { get; set; } = [];
public List<Rune> WaitSelectRuneLists { get; set; } = [];
public List<RuneGroup> WaitSelectRuneGroupLists { get; set; } = [];
public int EquipAvatar { get; set; }
public Material ToMaterialProto()
{
return new Material
{
Id = (uint)ItemId,
Num = (uint)Count
};
}
public Weapon ToWeaponProto()
{
return new Weapon
{
Id = (uint)ItemId,
UniqueId = (uint)UniqueId,
Level = (uint)Level,
Exp = (uint)Exp,
IsProtected = Locked,
IsExtracted = Extracted,
};
}
}
public class RuneGroup
{
public int UniqueId { get; set; }
public List<Rune> RuneLists { get; set; } = [];
}
public class Rune
{
public int RuneId { get; set; }
public int Strength { get; set; }
}

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using SqlSugar;
namespace KianaBH.Database.Lineup;
[SugarTable("Lineup")]
public class LineupData : BaseDatabaseDataHelper
{
[SugarColumn(IsJson = true)] public Dictionary<int, LineupInfo> Lineups { get; set; } = [];
}
public class LineupInfo
{
public uint Id { get; set; }
public string? Name { get; set; }
public uint AstraMateId { get; set; }
public bool IsUsingAstraMate { get; set; }
public List<uint> AvatarIds { get; set; } = [];
public List<uint> ElfIds { get; set; } = [];
}

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using SqlSugar;
namespace KianaBH.Database.Player;
[SugarTable("player_guide")]
public class GuideData : BaseDatabaseDataHelper
{
[SugarColumn(IsJson = true)] public List<uint> GuideFinishList { get; set; } = [];
}

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using System.Drawing;
using KianaBH.Proto;
using KianaBH.Util;
using KianaBH.Util.Extensions;
using SqlSugar;
namespace KianaBH.Database.Player;
[SugarTable("Player")]
public class PlayerData : BaseDatabaseDataHelper
{
public string? Name { get; set; } = "";
public string? Signature { get; set; } = "KianaPS";
public uint Level { get; set; } = 88;
public uint Exp { get; set; } = 0;
public uint HCoin { get; set; } = 0;
public uint Stamina { get; set; } = 240;
public uint HeadIcon { get; set; } = 161090;
public uint HeadFrame { get; set; } = 200001;
public uint WarshipId { get; set; } = 400004;
public uint PhonePendantId { get; set; } = 350005;
public uint AssistantAvatarId { get; set; } = 101;
public uint BirthDay { get; set; } = 0;
[SugarColumn(IsJson = true)] public WarshipAvatarData WarshipAvatar { get; set; } = new();
[SugarColumn(IsNullable = true)] public long LastActiveTime { get; set; }
public long RegisterTime { get; set; } = Extensions.GetUnixSec();
public static PlayerData? GetPlayerByUid(long uid)
{
var result = DatabaseHelper.GetInstance<PlayerData>((int)uid);
return result;
}
public GetMainDataRsp ToProto()
{
return new GetMainDataRsp
{
IsAll = true,
AssistantAvatarId = 0,
Birthday = BirthDay,
Nickname = Name,
Level = Level,
Exp = Exp,
Hcoin = HCoin,
CustomHeadId = HeadIcon,
RegisterTime = (uint)RegisterTime,
WarshipAvatar = new Proto.WarshipAvatarData
{
WarshipFirstAvatarId = 0,
WarshipSecondAvatarId = 0,
},
SelfDesc = Signature,
UseFrameId = HeadFrame,
OnPhonePendantId = PhonePendantId,
Stamina = Stamina,
StaminaRecoverConfigTime = GameConstants.STAMINA_RECOVERY_TIME,
StaminaRecoverLeftTime = GameConstants.STAMINA_RECOVERY_TIME,
EquipmentSizeLimit = GameConstants.INVENTORY_MAX_EQUIPMENT,
TypeList = { Enumerable.Range(2, 38).Select(i => (uint)i) },
LevelLockId = 1,
WarshipTheme = new WarshipThemeData
{
WarshipId=0
},
TotalLoginDays = 1
};
}
}
public class WarshipAvatarData
{
public uint FirstAvatarId { get; set; } = 101;
public uint SecondAvatarId { get; set; } = 0;
}

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namespace KianaBH.Enums.Item;
public enum ItemMainTypeEnum
{
Material = 1,
Weapon = 2,
Stigmata = 3,
}

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namespace KianaBH.Enums.Language;
public enum ProgramLanguageTypeEnum
{
EN = 0,
CHS = 1,
CHT = 2,
JP = 3
}

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namespace KianaBH.Enums.Player;
public enum BanTypeEnum
{
None = 0,
UseThirdPartySoftware = 1,
ThirdPartySoftware = 2,
AbnormalLogin = 4,
AbnormalAccount = 5,
ViolationTermsService = 6,
AccountRisk = 7,
Unknown = 8
}

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namespace KianaBH.Enums.Player;
public enum ServerEnum
{
Console = 0,
Chat = 1
}

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namespace KianaBH.Enums.Player;
public enum OperationEnum
{
And = 0,
Or = 1,
Not = 2,
Unknow = 3
}

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namespace KianaBH.Enums.Player;
public enum PermEnum
{
Trial = 0,
Support = 1,
Admin = 2,
Other = 10
}

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namespace KianaBH.Enums.Player;
public enum PlayerStatusEnum
{
Offline = 0,
Explore = 1,
}
public enum PlayerSubStatusEnum
{
None = 0,
Battle = 1
}

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namespace KianaBH.Enums.Player;
public enum BaseRegionEnum
{
None = 0,
CN = 11,
OS = 2
}
public enum RegionEnum
{
PRODCN = 0,
SANDBOXCN = 1,
PRODOVERSEA = 2,
SANDBOXOVERSEA = 3,
PRODCNPRE = 4,
PRODOVERSEAPRE = 5,
TESTCN = 6,
TESTOVERSEA = 7,
PETCN = 8,
BETACN = 9,
BETACNPRE = 10,
BETAOVERSEA = 11,
PETOS = 12,
HOTFIXCN = 19,
HOTFIXOVERSEA = 20,
UNKNOWN = 21,
UNKNOWN2 = 22,
}

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using KianaBH.Enums.Language;
using KianaBH.Internationalization.Message;
using KianaBH.Util;
using System.Reflection;
namespace KianaBH.Internationalization;
public static class I18NManager
{
public static Logger Logger = new("I18nManager");
public static object Language { get; set; } = new LanguageEN();
public static Dictionary<string, Dictionary<ProgramLanguageTypeEnum, object>> PluginLanguages { get; } = [];
public static void LoadLanguage()
{
var languageStr = "KianaBH.Internationalization.Message.Language" +
ConfigManager.Config.ServerOption.Language;
var languageType = Type.GetType(languageStr);
if (languageType == null)
{
Logger.Warn("Language not found, fallback to EN");
// fallback to English
languageType = Type.GetType("KianaBH.Internationalization.Message.LanguageEN")!;
}
var language = Activator.CreateInstance(languageType) ?? throw new Exception("Language not found");
Language = language;
Logger.Info(Translate("Server.ServerInfo.LoadedItem", Translate("Word.Language")));
}
public static void LoadPluginLanguage(Dictionary<string, List<Type>> pluginAssemblies)
{
foreach (var (pluginName, types) in pluginAssemblies)
{
var languageType = types.FindAll(x => x.GetCustomAttribute<PluginLanguageAttribute>() != null);
if (languageType.Count == 0) // no language to use
continue;
PluginLanguages.Add(pluginName, []);
foreach (var type in languageType)
{
var attr = type.GetCustomAttribute<PluginLanguageAttribute>();
if (attr == null) continue;
var language = Activator.CreateInstance(type);
if (language == null) continue;
PluginLanguages[pluginName].Add(attr.LanguageType, language);
}
}
}
public static string Translate(string key, params string[] args)
{
var pluginLangs = PluginLanguages.Values;
var langs = (from pluginLang in pluginLangs
from o in pluginLang
where o.Key == Enum.Parse<ProgramLanguageTypeEnum>(ConfigManager.Config.ServerOption.Language)
select o.Value).ToList(); // get all plugin languages
langs.Add(Language); // add server language
var result = langs.Select(lang => GetNestedPropertyValue(lang, key)).OfType<string>().FirstOrDefault() ?? key;
var index = 0;
return args.Aggregate(result, (current, arg) => current.Replace("{" + index++ + "}", arg));
}
public static string TranslateAsCertainLang(string langStr, string key, params string[] args)
{
var languageStr = "KianaBH.Internationalization.Message.Language" +
langStr;
var languageType = Type.GetType(languageStr) ??
Type.GetType("KianaBH.Internationalization.Message.LanguageEN")!;
var language = Activator.CreateInstance(languageType) ?? throw new Exception("Language not found");
List<object> langs = [language];
var result = langs.Select(lang => GetNestedPropertyValue(lang, key)).OfType<string>().FirstOrDefault() ?? key;
var index = 0;
return args.Aggregate(result, (current, arg) => current.Replace("{" + index++ + "}", arg));
}
public static string? GetNestedPropertyValue(object? obj, string propertyName)
{
foreach (var part in propertyName.Split('.'))
{
if (obj == null) return null;
var type = obj.GetType();
var property = type.GetProperty(part);
if (property == null) return null;
obj = property.GetValue(obj, null);
}
return (string?)obj;
}
}

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namespace KianaBH.Internationalization.Message;
#region Root
public class LanguageCHS
{
public GameTextCHS Game { get; } = new();
public ServerTextCHS Server { get; } = new();
public WordTextCHS Word { get; } = new(); // a placeholder for the actual word text
}
#endregion
#region Layer 1
/// <summary>
/// path: Game
/// </summary>
public class GameTextCHS
{
public CommandTextCHS Command { get; } = new();
}
/// <summary>
/// path: Server
/// </summary>
public class ServerTextCHS
{
public WebTextCHS Web { get; } = new();
public ServerInfoTextCHS ServerInfo { get; } = new();
}
/// <summary>
/// path: Word
/// </summary>
public class WordTextCHS
{
public string Rank => "星魂";
public string Avatar => "角色";
public string Material => "材料";
public string Pet => "宠物";
public string Relic => "遗器";
public string Equipment => "光锥";
public string Talent => "行迹";
public string Banner => "卡池";
public string Activity => "活动";
public string CdKey => "兑换码";
public string VideoKey => "过场动画密钥";
public string Buff => "祝福";
public string Miracle => "奇物";
public string Unlock => "奢侈品";
public string TrainParty => "派对车厢";
// server info
public string Config => "配置文件";
public string Language => "语言";
public string Log => "日志";
public string GameData => "游戏数据";
public string Cache => "资源缓存";
public string CustomData => "自定义数据";
public string Database => "数据库";
public string Command => "命令";
public string SSL => "SSL";
public string Ec2b => "Ec2b";
public string SdkServer => "Web服务器";
public string Handler => "包处理器";
public string Dispatch => "全局分发";
public string Game => "游戏";
public string Handbook => "手册";
public string NotFound => "未找到";
public string Error => "错误";
public string FloorInfo => "区域文件";
public string FloorGroupInfo => "区域组文件";
public string FloorMissingResult => "传送与世界生成";
public string FloorGroupMissingResult => "传送、怪物战斗与世界生成";
public string Mission => "任务";
public string MissionInfo => "任务文件";
public string SubMission => "子任务";
public string SubMissionInfo => "子任务文件";
public string MazeSkill => "角色秘技";
public string MazeSkillInfo => "角色秘技文件";
public string Dialogue => "模拟宇宙事件";
public string DialogueInfo => "模拟宇宙事件文件";
public string Performance => "剧情操作";
public string PerformanceInfo => "剧情操作文件";
public string RogueChestMap => "模拟宇宙地图";
public string RogueChestMapInfo => "模拟宇宙地图文件";
public string ChessRogueRoom => "模拟宇宙DLC";
public string ChessRogueRoomInfo => "模拟宇宙DLC文件";
public string SummonUnit => "秘技生成";
public string SummonUnitInfo => "秘技生成文件";
public string RogueTournRoom => "差分宇宙";
public string RogueTournRoomInfo => "差分宇宙房间文件";
public string TypesOfRogue => "类型的模拟宇宙";
public string RogueMagicRoom => "不可知域";
public string RogueMagicRoomInfo => "不可知域房间文件";
public string RogueDiceSurface => "骰面效果";
public string RogueDiceSurfaceInfo => "骰面效果文件";
public string AdventureModifier => "AdventureModifier";
public string AdventureModifierInfo => "AdventureModifier文件";
public string RogueMapGen => "RogueMapGen文件";
public string RogueMiracleGroup => "RogueMiracleGroup文件";
public string RogueMiracleEffectGen => "RogueMiracleEffectGen文件";
public string DatabaseAccount => "数据库账号";
public string Tutorial => "教程";
}
#endregion
#region Layer 2
#region GameText
/// <summary>
/// path: Game.Command
/// </summary>
public class CommandTextCHS
{
public NoticeTextCHS Notice { get; } = new();
public GenderTextCHS Gender { get; } = new();
public AvatarTextCHS Avatar { get; } = new();
public AnnounceTextCHS Announce { get; } = new();
public BanTextCHS Ban { get; } = new();
public GiveTextCHS Give { get; } = new();
public GiveAllTextCHS GiveAll { get; } = new();
public LineupTextCHS Lineup { get; } = new();
public HelpTextCHS Help { get; } = new();
public KickTextCHS Kick { get; } = new();
public MissionTextCHS Mission { get; } = new();
public RelicTextCHS Relic { get; } = new();
public ReloadTextCHS Reload { get; } = new();
public RogueTextCHS Rogue { get; } = new();
public SceneTextCHS Scene { get; } = new();
public UnlockAllTextCHS UnlockAll { get; } = new();
public MailTextCHS Mail { get; } = new();
public RaidTextCHS Raid { get; } = new();
public AccountTextCHS Account { get; } = new();
public UnstuckTextCHS Unstuck { get; } = new();
public SetlevelTextCHS Setlevel { get; } = new();
public PermissionTextCHS Permission { get; } = new();
}
#endregion
#region ServerText
/// <summary>
/// path: Server.Web
/// </summary>
public class WebTextCHS
{
public string Maintain => "服务器正在维修, 请稍后尝试。";
}
/// <summary>
/// path: Server.ServerInfo
/// </summary>
public class ServerInfoTextCHS
{
public string Shutdown => "关闭中…";
public string CancelKeyPressed => "已按下取消键 (Ctrl + C), 服务器即将关闭…";
public string StartingServer => "正在启动 KianaBH";
public string CurrentVersion => "当前服务端支持的版本: {0}";
public string InvalidVersion => "当前为不受支持的游戏版本 {0}\n请更新游戏到 {1}";
public string LoadingItem => "正在加载 {0}…";
public string GeneratingItem => "正在生成 {0}…";
public string WaitingItem => "正在等待进程 {0} 完成…";
public string RegisterItem => "注册了 {0} 个 {1}。";
public string FailedToLoadItem => "加载 {0} 失败。";
public string NewClientSecretKey => "客户端密钥不存在, 正在生成新的客户端密钥。";
public string FailedToInitializeItem => "初始化 {0} 失败。";
public string FailedToReadItem => "读取 {0} 失败, 文件{1}";
public string GeneratedItem => "已生成 {0}。";
public string LoadedItem => "已加载 {0}。";
public string LoadedItems => "已加载 {0} 个 {1}。";
public string ServerRunning => "{0} 服务器正在监听 {1}";
public string ServerStarted => "启动完成!用时 {0}s, 击败了99%的用户, 输入 help 来获取命令帮助"; // 玩梗, 考虑英语版本将其本土化
public string MissionEnabled => "任务系统已启用, 此功能仍在开发中, 且可能不会按预期工作, 如果遇见任何bug, 请汇报给开发者。";
public string KeyStoreError => "SSL证书不存在, 已关闭SSL功能。";
public string CacheLoadSkip => "已跳过缓存加载。";
public string ConfigMissing => "{0} 缺失, 请检查你的资源文件夹: {1}, {2} 可能不能使用。";
public string UnloadedItems => "卸载了所有 {0}。";
public string SaveDatabase => "已保存数据库, 用时 {0}s";
public string WaitForAllDone => "现在还不可以进入游戏, 请等待所有项目加载完成后再试";
public string UnhandledException => "发生未经处理的异常: {0}";
}
#endregion
#endregion
#region Layer 3
#region CommandText
/// <summary>
/// path: Game.Command.Notice
/// </summary>
public class NoticeTextCHS
{
public string PlayerNotFound => "未找到玩家!";
public string InvalidArguments => "无效的参数!";
public string NoPermission => "你没有权限这么做!";
public string CommandNotFound => "未找到命令! 输入 '/help' 来获取帮助";
public string TargetOffline => "目标 {0}({1}) 离线了!清除当前目标";
public string TargetFound => "找到目标 {0}({1}), 下一次命令将默认对其执行";
public string TargetNotFound => "未找到目标 {0}!";
public string InternalError => "在处理命令时发生了内部错误: {0}!";
}
/// <summary>
/// path: Game.Command.Gender
/// </summary>
public class GenderTextCHS
{
public string Desc => "切换主角的性别";
public string Usage => "用法: /gender [man/woman]";
public string GenderNotSpecified => "性别不存在!";
public string GenderChanged => "性别已更改!";
}
/// <summary>
/// path: Game.Command.UnlockAll
/// </summary>
public class UnlockAllTextCHS
{
public string Desc =>
"解锁所有在类别内的对象\n" +
"使用 /unlockall mission 以完成所有任务, 使用后会被踢出, 重新登录后可能会被教程卡住, 请谨慎使用\n" +
"使用 /unlockall tutorial 以解锁所有教程, 使用后会被踢出, 用于部分界面卡住无法行动的情况\n" +
"使用 /unlockall rogue 以解锁所有类型模拟宇宙, 使用后会被踢出, 建议与 /unlockall tutorial 搭配使用以获取更好效果";
public string Usage => "用法: /unlockall [mission/tutorial/rogue]";
public string UnlockedAll => "已解锁/完成所有{0}!";
}
/// <summary>
/// path: Game.Command.Avatar
/// </summary>
public class AvatarTextCHS
{
public string Desc => "设定玩家已有角色的属性, -1为所有已拥有角色";
public string Usage =>
"用法: /avatar talent [角色ID/-1] [行迹等级]\n" +
"用法: /avatar rank [角色ID/-1] [星魂]\n" +
"用法: /avatar level [角色ID/-1] [角色等级]";
public string InvalidLevel => "{0} 等级无效!";
public string AllAvatarsLevelSet => "已将全部角色 {0} 等级设置为 {1}.";
public string AvatarLevelSet => "已将 {0} 角色 {1} 等级设置为 {2}.";
public string AvatarNotFound => "角色不存在!";
}
/// <summary>
/// path: Game.Command.Give
/// </summary>
public class GiveTextCHS
{
public string Desc => "给予玩家物品";
public string Usage => "用法: /give [物品ID] l[等级] x[数量] r[叠影]";
public string ItemNotFound => "未找到物品!";
public string GiveItem => "已给予 {0} {1} 个物品 {2}.";
}
/// <summary>
/// path: Game.Command.GiveAll
/// </summary>
public class GiveAllTextCHS
{
public string Desc => "给予玩家全部指定类型的物品";
public string Usage =>
"用法: /giveall avatar r[星魂] l[等级]\n" +
"用法: /giveall material x[数量]\n" +
"用法: /giveall equipment r[叠影] l[等级] x[数量]\n" +
"用法: /giveall relic x[数量]\n" +
"用法: /giveall unlock\n" +
"用法: /giveall train\n" +
"用法: /giveall path";
public string GiveAllItems => "已给予所有 {0}, 各 {1} 个.";
}
/// <summary>
/// path: Game.Command.Lineup
/// </summary>
public class LineupTextCHS
{
public string Desc => "管理玩家的队伍信息";
public string Usage =>
"用法: /lineup mp\n" +
"用法: /lineup sp\n" +
"用法: /lineup heal";
public string GainedMp => "成功恢复秘技点!";
public string GainedSp => "成功恢复能量!";
public string HealedAllAvatars => "成功治愈当前队伍中的所有角色!";
}
/// <summary>
/// path: Game.Command.Help
/// </summary>
public class HelpTextCHS
{
public string Desc => "显示帮助信息";
public string Usage =>
"用法: /help\n" +
"用法: /help [命令]";
public string Commands => "命令: ";
public string CommandPermission => "所需权限: ";
public string CommandAlias => "命令别名: ";
}
/// <summary>
/// path: Game.Command.Kick
/// </summary>
public class KickTextCHS
{
public string Desc => "踢出玩家";
public string Usage => "用法: /kick";
public string PlayerKicked => "玩家 {0} 已被踢出!";
}
/// <summary>
/// path: Game.Command.Mission
/// </summary>
public class MissionTextCHS
{
public string Desc =>
"管理玩家的任务\n" +
"使用 pass 完成当前正在进行的所有任务, 此命令易造成严重卡顿, 请尽量使用 /mission finish 替代\n" +
"使用 finish [子任务ID] 完成指定子任务, 请浏览 handbook 来获取子任务ID\n" +
"使用 finishmain [主任务ID] 完成指定主任务, 请浏览 handbook 来获取主任务ID\n" +
"使用 running [-all] 获取正在追踪的任务, 增加'-all'则显示所有正在进行的任务以及可能卡住的任务, 使用后可能会出现较长任务列表, 请注意甄别\n" +
"使用 reaccept [主任务ID] 可重新进行指定主任务, 请浏览 handbook 来获取主任务ID";
public string Usage =>
"用法: /mission pass\n" +
"用法: /mission finish [子任务ID]\n" +
"用法: /mission running [-all]\n" +
"用法: /mission reaccept [主任务ID]\n" +
"用法: /mission finishmain [主任务ID]";
public string AllMissionsFinished => "所有任务已完成!";
public string AllRunningMissionsFinished => "共 {0} 个进行中的任务已完成!";
public string MissionFinished => "任务 {0} 已完成!";
public string InvalidMissionId => "无效的任务ID!";
public string NoRunningMissions => "没有正在进行的任务!";
public string RunningMissions => "正在进行的任务: ";
public string PossibleStuckMissions => "可能卡住的任务: ";
public string MainMission => "主任务";
public string MissionReAccepted => "重新接受任务 {0}.";
}
/// <summary>
/// path: Game.Command.Relic
/// </summary>
public class RelicTextCHS
{
public string Desc => "管理玩家的遗器, 等级限制: 1 ≤ 等级 ≤ 9999";
public string Usage => "用法: /relic [遗器ID] [主词条ID] [ID1:等级] [ID2:等级] l[等级] x[数量]";
public string RelicNotFound => "遗器不存在!";
public string InvalidMainAffixId => "主词条ID无效!";
public string InvalidSubAffixId => "副词条ID无效!";
public string RelicGiven => "给予玩家 {0} {1} 个遗器 {2}.";
}
/// <summary>
/// path: Game.Command.Reload
/// </summary>
public class ReloadTextCHS
{
public string Desc => "重新加载指定的配置";
public string Usage => "用法: /reload [banner/activity]";
public string ConfigReloaded => "配置 {0} 已重新加载!";
}
/// <summary>
/// path: Game.Command.Rogue
/// </summary>
public class RogueTextCHS
{
public string Desc => "管理模拟宇宙数据, -1意为所有已拥有祝福, buff获取祝福, enhance强化祝福";
public string Usage =>
"用法: /rogue money [宇宙碎片数量]\n" +
"用法: /rogue buff [祝福ID/-1]\n" +
"用法: /rogue miracle [奇物ID]\n" +
"用法: /rogue enhance [祝福ID/-1]\n" +
"用法: /rogue unstuck - 脱离事件";
public string PlayerGainedMoney => "已获得 {0} 宇宙碎片.";
public string PlayerGainedAllItems => "已获得所有{0}.";
public string PlayerGainedItem => "已获得{0} {1}.";
public string PlayerEnhancedBuff => "已强化祝福 {0}.";
public string PlayerEnhancedAllBuffs => "已强化所有祝福.";
public string PlayerUnstuck => "已脱离事件.";
public string NotFoundItem => "未找到 {0}!";
public string PlayerNotInRogue => "玩家不在模拟宇宙中!";
}
/// <summary>
/// path: Game.Command.Scene
/// </summary>
public class SceneTextCHS
{
public string Desc =>
"管理玩家场景\n" +
"使用 PlaneId 默认进入指定场景\n" +
"使用 group 来获取组, 使用 prop 来设置道具状态, 在 PropStateEnum 获取状态列表\n" +
"使用 unlockall 来解锁场景内所有道具(open状态), 可能导致游戏加载卡条, 使用 /scene reset 解决\n" +
"使用 reload 来重新加载当前场景, 并回到初始位置\n" +
"使用 reset 来重置指定场景所有道具状态";
public string Usage =>
"用法: /scene [PlaneId]\n" +
"用法: /scene cur\n" +
"用法: /scene reload\n" +
"用法: /scene group\n" +
"用法: /scene unlockall\n" +
"用法: /scene reset [PlaneId]" +
"用法: /scene prop [组ID] [道具ID] [状态]\n" +
"用法: /scene remove [实体ID]\n";
public string LoadedGroups => "已加载组: {0}.";
public string PropStateChanged => "道具: {0} 的状态已设置为 {1}.";
public string PropNotFound => "未找到道具!";
public string EntityRemoved => "实体 {0} 已被移除.";
public string EntityNotFound => "未找到实体!";
public string AllPropsUnlocked => "所有道具已解锁!";
public string SceneChanged => "已进入场景 {0}.";
public string SceneReloaded => "场景已重新加载!";
public string SceneReset => "已重置场景 {0} 中所有道具状态!";
public string CurrentScene => "当前场景 EntryId: {0}, PlaneId: {1}, FloorId: {2}.";
}
/// <summary>
/// path: Game.Command.Mail
/// </summary>
public class MailTextCHS
{
public string Desc => "发送邮件";
public string Usage => "用法: /mail [发送名称] [标题] [内容] [ID1:数量,ID2:数量]";
public string MailSent => "邮件已发送!";
}
/// <summary>
/// path: Game.Command.Raid
/// </summary>
public class RaidTextCHS
{
public string Desc => "管理玩家的任务临时场景";
public string Usage => "用法: /raid leave";
public string Leaved => "已离开临时场景!";
}
/// <summary>
/// path: Game.Command.Account
/// </summary>
public class AccountTextCHS
{
public string Desc => "管理数据库账号";
public string Usage =>
"用法: /account create [用户名] [UID] [密码]\n" +
"用法: /account delete [UID]";
public string InvalidUid => "UID无效!";
public string InvalidAccount => "账号 {0} 无效!";
public string CreateSuccess => "账号 {0} 创建成功!";
public string DeleteSuccess => "账号 {0} 删除成功!";
}
/// <summary>
/// path: Game.Command.Announce
/// </summary>
public class AnnounceTextCHS
{
public string Desc => "发送弹窗公告";
public string Usage => "用法: /announce [Text] [Color]";
public string SendSuccess => "发送成功!";
}
/// <summary>
/// path: Game.Command.Ban
/// </summary>
public class BanTextCHS
{
public string Desc => "封禁或解封用户";
public string Usage => "用法: /ban [add/delete]";
public string BanSuccess => "账号已封禁!";
public string UnBanSuccess => "账号已解封!";
}
/// <summary>
/// path: Game.Command.Unstuck
/// </summary>
public class UnstuckTextCHS
{
public string Desc => "将玩家传送回默认场景";
public string Usage => "用法: /unstuck [UID]";
public string UnstuckSuccess => "已成功将该玩家传送回默认场景.";
public string UidNotExist => "该UID不存在!";
public string PlayerIsOnline => "该玩家目前在线上!";
}
/// <summary>
/// path: Game.Command.Setlevel
/// </summary>
public class SetlevelTextCHS
{
public string Desc => "设定玩家等级";
public string Usage => "用法: /setlevel [等级]";
public string SetlevelSuccess => "等级设定成功!";
}
/// <summary>
/// path: Game.Command.Permission
/// </summary>
public class PermissionTextCHS
{
public string Desc => "管理玩家权限";
public string Usage =>
"用法: /permission add [权限]\n" +
"用法: /permission remove [权限]\n" +
"用法: /permission clean [权限]";
public string InvalidPerm => "权限 {0} 不存在!";
public string Added => "已添加权限 {0} 到玩家 {1}!";
public string Removed => "已移除玩家 {0} 的权限 {1}!";
public string Cleaned => "已清除玩家 {0} 的所有权限!";
}
#endregion
#endregion

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namespace KianaBH.Internationalization.Message;
#region Root
public class LanguageCHT
{
public GameTextCHT Game { get; } = new();
public ServerTextCHT Server { get; } = new();
public WordTextCHT Word { get; } = new(); // a placeholder for the actual word text
}
#endregion
#region Layer 1
/// <summary>
/// path: Game
/// </summary>
public class GameTextCHT
{
public CommandTextCHT Command { get; } = new();
}
/// <summary>
/// path: Server
/// </summary>
public class ServerTextCHT
{
public WebTextCHT Web { get; } = new();
public ServerInfoTextCHT ServerInfo { get; } = new();
}
/// <summary>
/// path: Word
/// </summary>
public class WordTextCHT
{
public string Rank => "星魂";
public string Avatar => "角色";
public string Material => "材料";
public string Pet => "寵物";
public string Relic => "遺器";
public string Equipment => "光錐";
public string Talent => "行跡";
public string Banner => "卡池";
public string Activity => "活動";
public string CdKey => "兌換碼";
public string VideoKey => "過場動畫金鑰";
public string Buff => "祝福";
public string Miracle => "奇物";
public string Unlock => "奢侈品";
public string TrainParty => "派對車廂";
// server info
public string Config => "配置文件";
public string Language => "語言";
public string Log => "日誌";
public string GameData => "遊戲數據";
public string Cache => "資源緩存";
public string CustomData => "自定義數據";
public string Database => "數據庫";
public string Command => "命令";
public string SSL => "SSL";
public string Ec2b => "Ec2b";
public string SdkServer => "Web服務器";
public string Handler => "包處理器";
public string Dispatch => "全局分發";
public string Game => "遊戲";
public string Handbook => "手冊";
public string NotFound => "未找到";
public string Error => "錯誤";
public string FloorInfo => "區域文件";
public string FloorGroupInfo => "區域組文件";
public string FloorMissingResult => "傳送與世界生成";
public string FloorGroupMissingResult => "傳送、怪物戰鬥與世界生成";
public string Mission => "任務";
public string MissionInfo => "任務文件";
public string SubMission => "子任務";
public string SubMissionInfo => "子任務文件";
public string MazeSkill => "角色秘技";
public string MazeSkillInfo => "角色秘技文件";
public string Dialogue => "模擬宇宙事件";
public string DialogueInfo => "模擬宇宙事件文件";
public string Performance => "劇情操作";
public string PerformanceInfo => "劇情操作文件";
public string RogueChestMap => "模擬宇宙地圖";
public string RogueChestMapInfo => "模擬宇宙地圖文件";
public string ChessRogueRoom => "模擬宇宙DLC";
public string ChessRogueRoomInfo => "模擬宇宙DLC文件";
public string SummonUnit => "秘技生成";
public string SummonUnitInfo => "秘技生成文件";
public string RogueTournRoom => "差分宇宙";
public string RogueTournRoomInfo => "差分宇宙房間文件";
public string TypesOfRogue => "類型的模擬宇宙";
public string RogueMagicRoom => "不可知域";
public string RogueMagicRoomInfo => "不可知域房間文件";
public string RogueDiceSurface => "骰面效果";
public string RogueDiceSurfaceInfo => "骰面效果文件";
public string AdventureModifier => "AdventureModifier";
public string AdventureModifierInfo => "AdventureModifier文件";
public string RogueMapGen => "RogueMapGen文件";
public string RogueMiracleGroup => "RogueMiracleGroup文件";
public string RogueMiracleEffectGen => "RogueMiracleEffectGen文件";
public string DatabaseAccount => "數據庫賬號";
public string Tutorial => "教程";
}
#endregion
#region Layer 2
#region GameText
/// <summary>
/// path: Game.Command
/// </summary>
public class CommandTextCHT
{
public NoticeTextCHT Notice { get; } = new();
public GenderTextCHT Gender { get; } = new();
public AvatarTextCHT Avatar { get; } = new();
public AnnounceTextCHT Announce { get; } = new();
public BanTextCHT Ban { get; } = new();
public GiveTextCHT Give { get; } = new();
public GiveAllTextCHT GiveAll { get; } = new();
public LineupTextCHT Lineup { get; } = new();
public HelpTextCHT Help { get; } = new();
public KickTextCHT Kick { get; } = new();
public MissionTextCHT Mission { get; } = new();
public RelicTextCHT Relic { get; } = new();
public ReloadTextCHT Reload { get; } = new();
public RogueTextCHT Rogue { get; } = new();
public SceneTextCHT Scene { get; } = new();
public UnlockAllTextCHT UnlockAll { get; } = new();
public MailTextCHT Mail { get; } = new();
public RaidTextCHT Raid { get; } = new();
public AccountTextCHT Account { get; } = new();
public UnstuckTextCHT Unstuck { get; } = new();
public SetlevelTextCHT Setlevel { get; } = new();
public PermissionTextCHT Permission { get; } = new();
}
#endregion
#region ServerText
/// <summary>
/// path: Server.Web
/// </summary>
public class WebTextCHT
{
public string Maintain => "服務器正在維修, 請稍後嘗試。";
}
/// <summary>
/// path: Server.ServerInfo
/// </summary>
public class ServerInfoTextCHT
{
public string Shutdown => "關閉中…";
public string CancelKeyPressed => "已按下取消鍵 (Ctrl + C), 服務器即將關閉…";
public string StartingServer => "正在啟動 KianaBH";
public string CurrentVersion => "當前服務端支援的版本: {0}";
public string InvalidVersion => "目前為不受支援的遊戲版本 {0}\n請更新遊戲到 {1}";
public string LoadingItem => "正在加載 {0}…";
public string GeneratingItem => "正在生成 {0}…";
public string WaitingItem => "正在等待進程 {0} 完成…";
public string RegisterItem => "註冊了 {0} 個 {1}。";
public string FailedToLoadItem => "加載 {0} 失敗。";
public string NewClientSecretKey => "客戶端密鑰不存在, 正在生成新的客戶端密鑰。";
public string FailedToInitializeItem => "初始化 {0} 失敗。";
public string FailedToReadItem => "讀取 {0} 失敗, 文件{1}";
public string GeneratedItem => "已生成 {0}。";
public string LoadedItem => "已加載 {0}。";
public string LoadedItems => "已加載 {0} 個 {1}。";
public string ServerRunning => "{0} 服務器正在監聽 {1}";
public string ServerStarted => "啟動完成!用時 {0}s, 擊敗了99%的用戶, 輸入 『help』 來獲取命令幫助"; // 玩梗, 考慮英語版本將其本土化
public string MissionEnabled => "任務系統已啟用, 此功能仍在開發中, 且可能不會按預期工作, 如果遇見任何bug, 請匯報給開發者。";
public string KeyStoreError => "SSL證書不存在, 已關閉SSL功能。";
public string CacheLoadSkip => "已跳過緩存加載。";
public string ConfigMissing => "{0} 缺失, 請檢查你的資源文件夾: {1}, {2} 可能不能使用。";
public string UnloadedItems => "卸載了所有 {0}。";
public string SaveDatabase => "已保存數據庫, 用時 {0}s";
public string WaitForAllDone => "現在還不可以進入遊戲, 請等待所有項目加載完成後再試";
public string UnhandledException => "發生未經處理的異常: {0}";
}
#endregion
#endregion
#region Layer 3
#region CommandText
/// <summary>
/// path: Game.Command.Notice
/// </summary>
public class NoticeTextCHT
{
public string PlayerNotFound => "未找到玩家!";
public string InvalidArguments => "無效的參數!";
public string NoPermission => "你沒有權限這麽做!";
public string CommandNotFound => "未找到命令! 輸入 '/help' 來獲取幫助";
public string TargetOffline => "目標 {0}({1}) 離線了!清除當前目標";
public string TargetFound => "找到目標 {0}({1}), 下一次命令將默認對其執行";
public string TargetNotFound => "未找到目標 {0}!";
public string InternalError => "在處理命令時發生了內部錯誤: {0}!";
}
/// <summary>
/// path: Game.Command.Gender
/// </summary>
public class GenderTextCHT
{
public string Desc => "切換主角的性別";
public string Usage => "用法: /gender [man/woman]";
public string GenderNotSpecified => "性別不存在!";
public string GenderChanged => "性別已更改!";
}
/// <summary>
/// path: Game.Command.UnlockAll
/// </summary>
public class UnlockAllTextCHT
{
public string Desc =>
"解鎖所有在類別內的對象\n" +
"使用 /unlockall mission 以完成所有任務, 使用後會被踢出, 重新登錄後可能會被教程卡住, 請謹慎使用\n" +
"使用 /unlockall tutorial 以解鎖所有教程, 使用後會被踢出, 用於部分界面卡住無法行動的情況\n" +
"使用 /unlockall rogue 以解鎖所有類型模擬宇宙, 使用後會被踢出, 建議與 /unlockall tutorial 搭配使用以獲取更好效果";
public string Usage => "用法: /unlockall [mission/tutorial/rogue]";
public string UnlockedAll => "已解鎖/完成所有{0}!";
}
/// <summary>
/// path: Game.Command.Avatar
/// </summary>
public class AvatarTextCHT
{
public string Desc => "設定玩家已有角色的屬性, -1意為所有已擁有角色";
public string Usage =>
"用法: /avatar talent [角色ID/-1] [行跡等級]\n" +
"用法: /avatar rank [角色ID/-1] [星魂]\n" +
"用法: /avatar level [角色ID/-1] [角色等級]";
public string InvalidLevel => "{0}等級無效!";
public string AllAvatarsLevelSet => "已將全部角色 {0}等級設置為 {1}.";
public string AvatarLevelSet => "已將 {0} 角色 {1}等級設置為 {2}.";
public string AvatarNotFound => "角色不存在!";
}
/// <summary>
/// path: Game.Command.Give
/// </summary>
public class GiveTextCHT
{
public string Desc => "給予玩家物品";
public string Usage => "用法: /give [物品ID] l[等級] x[數量] r[疊影]";
public string ItemNotFound => "未找到物品!";
public string GiveItem => "給予 @{0} {1} 個物品 {2}.";
}
/// <summary>
/// path: Game.Command.GiveAll
/// </summary>
public class GiveAllTextCHT
{
public string Desc => "給予玩家全部指定類型的物品";
public string Usage =>
"用法: /giveall avatar r[星魂] l[等級]\n" +
"用法: /giveall material x[數量]\n" +
"用法: /giveall equipment r[叠影] l[等級] x[數量]\n" +
"用法: /giveall relic l<等級> x<數量>\n" +
"用法: /giveall unlock\n" +
"用法: /giveall train\n" +
"用法: /giveall path";
public string GiveAllItems => "已給予所有 {0}, 各 {1} 個.";
}
/// <summary>
/// path: Game.Command.Lineup
/// </summary>
public class LineupTextCHT
{
public string Desc => "管理玩家的隊伍資訊";
public string Usage =>
"用法: /lineup mp\n" +
"用法: /lineup sp\n" +
"用法: /lineup heal";
public string GainedMp => "成功恢復秘技點!";
public string GainedSp => "成功恢復能量!";
public string HealedAllAvatars => "成功治愈當前隊伍中的所有角色!";
}
/// <summary>
/// path: Game.Command.Help
/// </summary>
public class HelpTextCHT
{
public string Desc => "顯示幫助信息";
public string Usage =>
"用法: /help\n" +
"用法: /help [命令]";
public string Commands => "命令: ";
public string CommandPermission => "所需權限: ";
public string CommandAlias => "命令別名: ";
}
/// <summary>
/// path: Game.Command.Kick
/// </summary>
public class KickTextCHT
{
public string Desc => "踢出玩家";
public string Usage => "用法: /kick";
public string PlayerKicked => "玩家 {0} 已被踢出!";
}
/// <summary>
/// path: Game.Command.Mission
/// </summary>
public class MissionTextCHT
{
public string Desc =>
"管理玩家的任務\n" +
"使用 pass 完成當前正在進行的所有任務, 此命令易造成嚴重卡頓, 請盡量使用 /mission finish 替代\n" +
"使用 finish [子任務ID] 完成指定子任務, 請流覽 handbook 來獲取子任務ID\n" +
"使用 finishmain [主任務ID] 完成指定主任務, 請流覽 handbook 來獲取主任務ID\n" +
"使用 running [-all] 獲取正在追蹤的任務, 增加'-all'則顯示所有正在進行的任務以及可能卡住的任務, 使用後可能會出現較長任務清單, 請注意甄別\n" +
"使用 reaccept [主任務ID] 可重新進行指定主任務, 請流覽 handbook 來獲取主任務ID";
public string Usage =>
"用法: /mission pass\n" +
"用法: /mission finish [子任務]\n" +
"用法: /mission running [-all]\n" +
"用法: /mission reaccept [主任務ID]\n" +
"用法: /mission finishmain [主任務ID]";
public string AllMissionsFinished => "所有任務已完成!";
public string AllRunningMissionsFinished => "共 {0} 個進行中的任務已完成!";
public string MissionFinished => "任務 {0} 已完成!";
public string InvalidMissionId => "無效的任務ID!";
public string NoRunningMissions => "沒有正在進行的任務!";
public string RunningMissions => "正在進行的任務: ";
public string PossibleStuckMissions => "可能卡住的任務: ";
public string MainMission => "主任務";
public string MissionReAccepted => "重新接受任務 {0}.";
}
/// <summary>
/// path: Game.Command.Relic
/// </summary>
public class RelicTextCHT
{
public string Desc => "管理玩家的遺器, 等級限製: 1 ≤ 等級 ≤ 9999";
public string Usage => "用法: /relic [遺器ID] [主詞條ID] [ID1:等級] [ID2:等級] l[等級] x[數量]";
public string RelicNotFound => "遺器不存在!";
public string InvalidMainAffixId => "主詞條ID無效!";
public string InvalidSubAffixId => "副詞條ID無效!";
public string RelicGiven => "給予玩家 @{0} {1} 個遺器 {2}, 主詞條 {3}.";
}
/// <summary>
/// path: Game.Command.Reload
/// </summary>
public class ReloadTextCHT
{
public string Desc => "重新加載指定的配置";
public string Usage => "用法: /reload [banner/activity]";
public string ConfigReloaded => "配置 {0} 已重新加載!";
}
/// <summary>
/// path: Game.Command.Rogue
/// </summary>
public class RogueTextCHT
{
public string Desc => "管理模擬宇宙數據, -1意為所有已擁有祝福, buff來獲取祝福, enhance強化祝福";
public string Usage =>
"用法: /rogue money [宇宙碎片數量]\n" +
"用法: /rogue buff [祝福ID/-1]\n" +
"用法: /rogue miracle [奇物ID]\n" +
"用法: /rogue enhance [祝福ID/-1]\n" +
"用法: /rogue unstuck - 脫離事件";
public string PlayerGainedMoney => "已獲得 {0} 宇宙碎片.";
public string PlayerGainedAllItems => "已獲得所有{0}.";
public string PlayerGainedItem => "已獲得{0} {1}.";
public string PlayerEnhancedBuff => "已強化祝福 {0}.";
public string PlayerEnhancedAllBuffs => "已強化所有祝福.";
public string PlayerUnstuck => "已脫離事件.";
public string NotFoundItem => "未找到 {0}!";
public string PlayerNotInRogue => "玩家不在模擬宇宙中!";
}
/// <summary>
/// path: Game.Command.Scene
/// </summary>
public class SceneTextCHT
{
public string Desc =>
"管理玩家場景\n" +
"使用 PlaneId 預設進入指定場景\n" +
"使用 group 來獲取組, 使用 prop 來設置道具狀態, 在 PropStateEnum 獲取狀態列表\n" +
"使用 unlockall 來解鎖場景內所有道具(open狀態), 可能導致遊戲加載卡條, 使用 /scene reset 解決\n" +
"使用 reload 來重新加載當前場景, 並回到初始位置\n" +
"使用 reset 來重置指定場景所有道具狀態";
public string Usage =>
"用法: /scene [entryId]\n" +
"用法: /scene cur\n" +
"用法: /scene reload\n" +
"用法: /scene group\n" +
"用法: /scene unlockall\n" +
"用法: /scene reset [floorId]" +
"用法: /scene prop [組ID] [道具ID] [狀態]\n" +
"用法: /scene remove [實體ID]\n";
public string LoadedGroups => "已加載組: {0}.";
public string PropStateChanged => "道具: {0} 的狀態已設置為 {1}.";
public string PropNotFound => "未找到道具!";
public string EntityRemoved => "實體 {0} 已被移除.";
public string EntityNotFound => "未找到實體!";
public string AllPropsUnlocked => "所有道具已解鎖!";
public string SceneChanged => "已進入場景 {0}.";
public string SceneReloaded => "場景已重新加載!";
public string SceneReset => "已重置場景 {0} 中所有道具狀態!";
public string CurrentScene => "當前場景Entry Id: {0}, Plane Id: {1}, Floor Id: {2}.";
}
/// <summary>
/// path: Game.Command.Mail
/// </summary>
public class MailTextCHT
{
public string Desc => "發送郵件";
public string Usage => "用法: /mail [發送名稱] [標題] [內容] [ID1:數量,ID2:數量]";
public string MailSent => "郵件已發送!";
}
/// <summary>
/// path: Game.Command.Raid
/// </summary>
public class RaidTextCHT
{
public string Desc => "管理玩家的任務臨時場景";
public string Usage => "用法: /raid leave";
public string Leaved => "已離開臨時場景!";
}
/// <summary>
/// path: Game.Command.Account
/// </summary>
public class AccountTextCHT
{
public string Desc => "管理資料庫帳號";
public string Usage =>
"用法: /account create [用户名] [UID] [密碼]\n" +
"用法: /account delete [UID]";
public string InvalidUid => "UID無效!";
public string InvalidAccount => "帳號 {0} 無效!";
public string CreateSuccess => "賬號 {0} 創建成功!";
public string DeleteSuccess => "賬號 {0} 刪除成功!";
}
/// <summary>
/// path: Game.Command.Announce
/// </summary>
public class AnnounceTextCHT
{
public string Desc => "發送彈窗公告";
public string Usage => "用法: /announce [Text] [Color]";
public string SendSuccess => "發送成功!";
}
/// <summary>
/// path: Game.Command.Ban
/// </summary>
public class BanTextCHT
{
public string Desc => "封禁或解封用户";
public string Usage => "用法: /ban [add/delete]";
public string BanSuccess => "帳號已封禁!";
public string UnBanSuccess => "帳號已解封!";
}
/// <summary>
/// path: Game.Command.Unstuck
/// </summary>
public class UnstuckTextCHT
{
public string Desc => "將玩家傳送回默認場景";
public string Usage => "用法: /unstuck [UID]";
public string UnstuckSuccess => "已成功將該玩家傳送回默認場景";
public string UidNotExist => "該UID不存在!";
public string PlayerIsOnline => "該玩家目前在線上!";
}
/// <summary>
/// path: Game.Command.Setlevel
/// </summary>
public class SetlevelTextCHT
{
public string Desc => "設定玩家等級";
public string Usage => "用法: /setlevel [等級]";
public string SetlevelSuccess => "等級設定成功!";
}
/// <summary>
/// path: Game.Command.Permission
/// </summary>
public class PermissionTextCHT
{
public string Desc => "管理玩家權限";
public string Usage =>
"用法: /permission add [權限]\n" +
"用法: /permission remove [權限]\n" +
"用法: /permission clean [權限]";
public string InvalidPerm => "權限 {0} 不存在!";
public string Added => "已添加權限 {0} 到玩家 {1}!";
public string Removed => "已移除玩家 {0} 的權限 {1}!";
public string Cleaned => "已清除玩家 {0} 的所有權限!";
}
#endregion
#endregion

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namespace KianaBH.Internationalization.Message;
#region Root
public class LanguageEN
{
public GameTextEN Game { get; } = new();
public ServerTextEN Server { get; } = new();
public WordTextEN Word { get; } = new(); // a placeholder for the actual word text
}
#endregion
#region Layer 1
/// <summary>
/// path: Game
/// </summary>
public class GameTextEN
{
public CommandTextEN Command { get; } = new();
}
/// <summary>
/// path: Server
/// </summary>
public class ServerTextEN
{
public WebTextEN Web { get; } = new();
public ServerInfoTextEN ServerInfo { get; } = new();
}
/// <summary>
/// path: Word
/// </summary>
public class WordTextEN
{
public string Rank => "Rank";
public string Avatar => "Avatar";
public string Material => "Material";
public string Pet => "Pet";
public string Relic => "Relic";
public string Equipment => "Light Cone";
public string Talent => "Talent";
public string Banner => "Gacha";
public string Activity => "Activity";
public string CdKey => "CdKey";
public string VideoKey => "VideoKey";
public string Buff => "Blessing";
public string Miracle => "Curio";
public string Unlock => "Luxury";
public string TrainParty => "TrainParty";
// server info
public string Config => "Config File";
public string Language => "Language";
public string Log => "Log";
public string GameData => "Game Data";
public string Cache => "Resource Cache";
public string CustomData => "Custom Data";
public string Database => "Database";
public string Command => "Command";
public string SSL => "SSL";
public string Ec2b => "Ec2b";
public string SdkServer => "Web Server";
public string Handler => "Packet Handler";
public string Dispatch => "Global Dispatch";
public string Game => "Game";
public string Handbook => "Handbook";
public string NotFound => "Not Found";
public string Error => "Error";
public string FloorInfo => "Floor File";
public string FloorGroupInfo => "Floor Group File";
public string FloorMissingResult => "Teleportation and World Generation";
public string FloorGroupMissingResult => "Teleportation, Monster Battles, and World Generation";
public string Mission => "Mission";
public string MissionInfo => "Mission File";
public string SubMission => "Sub Mission";
public string SubMissionInfo => "Sub Mission File";
public string MazeSkill => "Maze Skill";
public string MazeSkillInfo => "Maze Skill File";
public string Dialogue => "Simulated Universe Event";
public string DialogueInfo => "Simulated Universe Event File";
public string Performance => "Performance";
public string PerformanceInfo => "Performance File";
public string RogueChestMap => "Simulated Universe Map";
public string RogueChestMapInfo => "Simulated Universe Map File";
public string ChessRogueRoom => "Simulated Universe DLC";
public string ChessRogueRoomInfo => "Simulated Universe DLC File";
public string SummonUnit => "Summon Unit";
public string SummonUnitInfo => "Summon Unit File";
public string RogueTournRoom => "Divergent Rogue Room";
public string RogueTournRoomInfo => "Divergent Rogue Room File";
public string TypesOfRogue => "types of rogue";
public string RogueMagicRoom => "Unknowable Domain Room";
public string RogueMagicRoomInfo => "Unknowable Domain Room File";
public string RogueDiceSurface => "Dice Surface Effect";
public string RogueDiceSurfaceInfo => "Dice Surface Effect File";
public string AdventureModifier => "AdventureModifier";
public string AdventureModifierInfo => "AdventureModifier File";
public string RogueMapGen => "RogueMapGen File";
public string RogueMiracleGroup => "RogueMiracleGroup File";
public string RogueMiracleEffectGen => "RogueMiracleEffectGen File";
public string DatabaseAccount => "Database Account";
public string Tutorial => "Tutorial";
}
#endregion
#region Layer 2
#region GameText
/// <summary>
/// path: Game.Command
/// </summary>
public class CommandTextEN
{
public NoticeTextEN Notice { get; } = new();
public GenderTextEN Gender { get; } = new();
public AvatarTextEN Avatar { get; } = new();
public AnnounceTextEN Announce { get; } = new();
public BanTextEN Ban { get; } = new();
public GiveTextEN Give { get; } = new();
public GiveAllTextEN GiveAll { get; } = new();
public LineupTextEN Lineup { get; } = new();
public HelpTextEN Help { get; } = new();
public KickTextEN Kick { get; } = new();
public MissionTextEN Mission { get; } = new();
public RelicTextEN Relic { get; } = new();
public ReloadTextEN Reload { get; } = new();
public RogueTextEN Rogue { get; } = new();
public SceneTextEN Scene { get; } = new();
public UnlockAllTextEN UnlockAll { get; } = new();
public MailTextEN Mail { get; } = new();
public RaidTextEN Raid { get; } = new();
public AccountTextEN Account { get; } = new();
public UnstuckTextEN Unstuck { get; } = new();
public SetlevelTextEN Setlevel { get; } = new();
public PermissionTextEN Permission { get; } = new();
public RemoveItemTextEN RemoveItem { get; } = new();
public SkipTextEN Skip { get; } = new();
}
#endregion
#region ServerTextEN
/// <summary>
/// path: Server.Web
/// </summary>
public class WebTextEN
{
public string Maintain => "The server is undergoing maintenance, please try again later.";
}
/// <summary>
/// path: Server.ServerInfo
/// </summary>
public class ServerInfoTextEN
{
public string Shutdown => "Shutting down...";
public string CancelKeyPressed => "Cancel key pressed (Ctrl + C), server shutting down...";
public string StartingServer => "Starting KianaBH";
public string CurrentVersion => "Server supported versions: {0}";
public string InvalidVersion => "Unsupported game version {0}\nPlease update game to {1}";
public string LoadingItem => "Loading {0}...";
public string GeneratingItem => "Building {0}...";
public string WaitingItem => "Waiting for process {0} to complete...";
public string RegisterItem => "Registered {0} {1}(s).";
public string FailedToLoadItem => "Failed to load {0}.";
public string NewClientSecretKey => "Client Secret Key does not exist and a new Client Secret Key is being generated.";
public string FailedToInitializeItem => "Failed to initialize {0}.";
public string FailedToReadItem => "Failed to read {0}, file {1}";
public string GeneratedItem => "Generated {0}.";
public string LoadedItem => "Loaded {0}.";
public string LoadedItems => "Loaded {0} {1}(s).";
public string ServerRunning => "{0} server listening on {1}";
public string ServerStarted =>
"Startup complete! Took {0}s, better than 99% of users. Type 'help' for command help"; // This is a meme, consider localpermissiong in English
public string MissionEnabled =>
"Mission system enabled. This feature is still in development and may not work as expected. Please report any bugs to the developers.";
public string KeyStoreError => "The SSL certificate does not exist, SSL functionality has been disabled.";
public string CacheLoadSkip => "Skipped cache loading.";
public string ConfigMissing => "{0} is missing. Please check your resource folder: {1}, {2} may not be available.";
public string UnloadedItems => "Unloaded all {0}.";
public string SaveDatabase => "Database saved in {0}s";
public string WaitForAllDone =>
"You cannot enter the game yet. Please wait for all items to load before trying again";
public string UnhandledException => "An unhandled exception occurred: {0}";
}
#endregion
#endregion
#region Layer 3
#region CommandText
/// <summary>
/// path: Game.Command.Notice
/// </summary>
public class NoticeTextEN
{
public string PlayerNotFound => "Player tidak ditemukan!";
public string InvalidArguments => "Argumen command ngawur!";
public string NoPermission => "Ga ada akses buat make command ini!";
public string CommandNotFound => "Ga ketemu itu command. Ketik '/help' untuk cek command yang ada.";
public string TargetNotFound => "Target {0} tidak ditemukan!";
public string TargetOffline => "Target {0}({1}) lagi offline! Target akan di clear.";
public string TargetFound => "Online player {0}({1}) ditemukan, command selanjutnya bakal target dia secara default.";
public string InternalError => "Error menjalankan command! {0}";
}
/// <summary>
/// path: Game.Command.Gender
/// </summary>
public class GenderTextEN
{
public string Desc => "Ganti gender & path";
public string Usage => "Pengunaan: /gender [man/woman] [id path]";
public string GenderNotSpecified => "Gender tidak ditemukan!";
public string GenderChanged => "Gender telah diganti!";
}
/// <summary>
/// path: Game.Command.UnlockAll
/// </summary>
public class UnlockAllTextEN
{
public string Desc =>
"Sesuai nama, unlock semuanya." +
"'/unlockall mission' buat finish all missions. Nanti bakal di kick setelah jalanin. Ada kemungkinan bakal stuck di tutorial, gunakan dengan hati-hati" +
"'/unlockall tutorial' buat unlock all tutorials. Nanti bakal di kick setelah jalanin. Dipakai untuk ketika stuck in some pages\n" +
"'/unlockall rogue' buat unlock all rogue types. Nanti bakal di kick setelah jalanin. Pakai bersamaan dengan '/unlockall tutorial' untuk dapatkan performance yg lebih baik";
public string Usage => "Penggunaan: /unlockall [mission/tutorial/rogue]";
public string UnlockedAll => "Unlocked All {0}!";
}
/// <summary>
/// path: Game.Command.Avatar
/// </summary>
public class AvatarTextEN
{
public string Desc => "Set properti untuk karakter yang dimiliki. Untuk target semua karakter, set Avatar ID ke -1 ya!";
public string Usage =>
"Penggunaan: /avatar talent [Avatar ID/-1] [Talent Level]\n" +
"Penggunaan: /avatar rank [Avatar ID/-1] [Rank]\n" +
"Penggunaan: /avatar level [Avatar ID/-1] [Avatar Level]";
public string InvalidLevel => "Invalid {0} level!";
public string AllAvatarsLevelSet => "Semua karakter {0}nya telah di set ke level {1}.";
public string AvatarLevelSet => "Karakter {0} {1}nya telah di set ke level {2}";
public string AvatarNotFound => "Karakter tidak ditemukan!";
}
/// <summary>
/// path: Game.Command.Give
/// </summary>
public class GiveTextEN
{
public string Desc => "Untuk memberi item ke player. Jangan pakai ini untuk relic.";
public string Usage => "Penggunaan: /give [item ID] l[level] x[jumlah] r[rank]";
public string ItemNotFound => "Item tidak ditemukan!";
public string GiveItem => "Telah diberi {0} {1} item {2}.";
}
/// <summary>
/// path: Game.Command.GiveAll
/// </summary>
public class GiveAllTextEN
{
public string Desc => "Untuk memberi player semua jenis item.";
public string Usage =>
"Penggunaan: /giveall avatar r[rank] l[level]\n" +
"Penggunaan: /giveall material x[jumlah]\n" +
"Penggunaan: /giveall equipment r[rank] l[level] x[jumlah]\n" +
"Penggunaan: /giveall relic x[jumlah]\n" +
"Penggunaan: /giveall unlock\n" +
"Penggunaan: /giveall train\n" +
"Penggunaan: /giveall path";
public string GiveAllItems => "Telah diberikan semua {0}, masing-masing berjumlah {1}";
}
/// <summary>
/// path: Game.Command.Lineup
/// </summary>
public class LineupTextEN
{
public string Desc => "Atur properti overworld lineup. Mp = tech point, Sp = energy, heal ya heal.";
public string Usage =>
"Penggunaan: /lineup mp\n" +
"Penggunaan: /lineup sp\n" +
"Penggunaan: /lineup heal";
public string GainedMp => "Player telah diberikan tech points!";
public string GainedSp => "Player telah diberikan energy!";
public string HealedAllAvatars => "Satu lineup telah di heal!";
}
/// <summary>
/// path: Game.Command.Help
/// </summary>
public class HelpTextEN
{
public string Desc => "Show help information";
public string Usage =>
"Penggunaan: /help\n" +
"Penggunaan: /help [cmd]";
public string Commands => "Commands: ";
public string CommandUsage => "Penggunaan: ";
public string CommandPermission => "Level Permission Untuk Akses: ";
public string CommandAlias => "Command Alias";
}
/// <summary>
/// path: Game.Command.Kick
/// </summary>
public class KickTextEN
{
public string Desc => "Kick out player";
public string Usage => "Penggunaan: /kick";
public string PlayerKicked => "Player {0} telah di kick!";
}
/// <summary>
/// path: Game.Command.Mission
/// </summary>
public class MissionTextEN
{
public string Desc =>
"Mengelola misi pemain\n" +
"Gunakan 'pass' untuk menyelesaikan semua misi yang sedang berjalan, perintah ini dapat menyebabkan lag yang parah, harap gunakan '/mission finish' sebagai gantinya\n" +
"Gunakan 'finish [SubMissionID]' untuk menyelesaikan sub-misi tertentu, silakan cari ID sub-misi di buku panduan\n" +
"Gunakan 'finishmain [MainMissionID]' untuk menyelesaikan misi utama tertentu, silakan cari ID misi utama di buku panduan\n" +
"Gunakan 'running <-all>' untuk melihat misi yang sedang dilacak, menambahkan '-all' akan menampilkan semua misi yang sedang berjalan dan kemungkinan misi yang macet, setelah digunakan, daftar misi yang lebih panjang mungkin muncul, harap diperhatikan\n" +
"Gunakan 'reaccept' untuk menerima kembali misi utama tertentu, silakan cari ID misi utama di buku panduan";
public string Usage =>
"Penggunaan: /mission pass\n" +
"Penggunaan: /mission finish [ID Sub Misi]\n" +
"Penggunaan: /mission running\n" +
"Penggunaan: /mission reaccept [ID Misi Utama]\n" +
"Penggunaan: /mission finishmain [ID Misi Utama]";
public string AllMissionsFinished => "Semua tugas telah diselesaikan!";
public string AllRunningMissionsFinished => "Sebanyak {0} tugas yang sedang berjalan telah diselesaikan!";
public string MissionFinished => "Tugas {0} telah diselesaikan!";
public string InvalidMissionId => "ID tugas tidak valid!";
public string NoRunningMissions => "Tidak ada tugas yang sedang berjalan!";
public string RunningMissions => "Tugas yang sedang berjalan: ";
public string PossibleStuckMissions => "Tugas yang kemungkinan macet: ";
public string MainMission => "Tugas utama";
public string MissionReAccepted => "Tugas {0} telah diterima kembali!";
}
/// <summary>
/// path: Game.Command.Relic
/// </summary>
public class RelicTextEN
{
public string Desc => "Mengelola relic pemain, Batas level: 1 ≤ Level ≤ 9999";
public string Usage =>
"Penggunaan: /relic [ID relic] [ID main affix] [ID sub affix:jumlah roll] l[level] x[jumlah]\n" +
"Catatan:\n" +
"- 'ID sub affix:jumlah roll' dapat diulang hingga 4 kali.\n" +
"- Jika tidak diberikan, sub affix akan dipilih secara acak.";
public string RelicNotFound => "Relic tidak ditemukan!";
public string InvalidMainAffixId => "ID main affix tidak valid!";
public string InvalidSubAffixId => "ID sub affix tidak valid!";
public string RelicGiven => "Memberikan kepada pemain @{0} {1} relic {2}, main affix {3}.";
}
/// <summary>
/// path: Game.Command.Reload
/// </summary>
public class ReloadTextEN
{
public string Desc => "Muat ulang konfigurasi yang ditentukan";
public string Usage => "Penggunaan: /reload [banner/activity]";
public string ConfigReloaded => "Konfigurasi {0} telah dimuat ulang!";
}
/// <summary>
/// path: Game.Command.Rogue
/// </summary>
public class RogueTextEN
{
public string Desc => "Command ini tidak work. Digunakan untuk mengelola data pemain dalam simulated universe, -1 berarti semua blessing, 'buff' untuk mendapatkan blessing, 'enhance' untuk meningkatkan blessing";
public string Usage =>
"Penggunaan: /rogue money [Jumlah Universe Debris]\n" +
"Penggunaan: /rogue buff [ID blessing/-1]\n" +
"Penggunaan: /rogue miracle [ID miracle]\n" +
"Penggunaan: /rogue enhance [ID blessing/-1]\n" +
"Penggunaan: /rogue unstuck - Keluar dari event";
public string PlayerGainedMoney => "Pemain mendapatkan {0} universe debris.";
public string PlayerGainedAllItems => "Pemain mendapatkan semua {0}.";
public string PlayerGainedItem => "Pemain mendapatkan {0} {1}.";
public string PlayerEnhancedBuff => "Pemain meningkatkan blessing {0}.";
public string PlayerEnhancedAllBuffs => "Pemain meningkatkan semua blessing.";
public string PlayerUnstuck => "Pemain keluar dari event.";
public string NotFoundItem => "{0} tidak ditemukan!";
public string PlayerNotInRogue => "Pemain tidak berada dalam simulated universe!";
}
/// <summary>
/// path: Game.Command.Scene
/// </summary>
public class SceneTextEN
{
public string Desc =>
"Mengelola scene pemain\n" +
"Catatan: Sebagian besar perintah dalam grup ini digunakan untuk debugging. Pastikan Anda memahami apa yang Anda lakukan sebelum menggunakan perintah apa pun.\n" +
"Gunakan 'prop' untuk mengatur status sebuah prop. Untuk daftar status, lihat Common/Enums/Scene/PropStateEnum.cs\n" +
"Gunakan 'unlockall' untuk membuka semua prop dalam scene (misalnya, mengatur semua prop yang dapat dibuka ke status 'open'). Perintah ini dapat menyebabkan game terhenti di 90% saat memuat. Gunakan '/scene reset <floorId>' untuk mengatasi masalah ini.\n" +
"Gunakan 'change' untuk memasuki scene tertentu. Untuk EntryId, lihat Resources/MapEntrance.json\n" +
"Gunakan 'reload' untuk memuat ulang scene saat ini dan kembali ke posisi awal.\n" +
"Gunakan 'reset' untuk mengatur ulang status semua prop dalam scene yang ditentukan. Untuk mengetahui FloorId saat ini, gunakan '/scene cur'.";
public string Usage =>
"Penggunaan: /scene [entry id]\n" +
"Penggunaan: /scene cur\n" +
"Penggunaan: /scene reload\n" +
"Penggunaan: /scene group\n" +
"Penggunaan: /scene unlockall\n" +
"Penggunaan: /scene reset [floor id]\n" +
"Penggunaan: /scene prop [group id] [prop id] [state]\n" +
"Penggunaan: /scene remove [entity id]\n";
public string LoadedGroups => "Grup yang dimuat: {0}.";
public string PropStateChanged => "Prop: {0} diatur ke status {1}.";
public string PropNotFound => "Prop tidak ditemukan!";
public string EntityRemoved => "Entity {0} telah dihapus.";
public string EntityNotFound => "Entity tidak ditemukan!";
public string AllPropsUnlocked => "Semua prop telah dibuka!";
public string SceneChanged => "Memasuki scene {0}.";
public string SceneReloaded => "Scene telah dimuat ulang!";
public string SceneReset => "Status prop di floor {0} telah direset!";
public string CurrentScene => "Scene saat ini Entry Id: {0}, Plane Id: {1}, Floor Id: {2}.";
}
/// <summary>
/// path: Game.Command.Mail
/// </summary>
public class MailTextEN
{
public string Desc => "Mengelola mail pemain";
public string Usage => "Penggunaan: /mail [namaPengirim] [judul] [isi] [ID1:jumlah,ID2:jumlah]";
public string MailSent => "Surat telah dikirim!";
}
/// <summary>
/// path: Game.Command.Raid
/// </summary>
public class RaidTextEN
{
public string Desc => "Mengelola scene sementara pemain";
public string Usage => "Penggunaan: /raid leave";
public string Leaved => "Keluar dari scene sementara!";
}
/// <summary>
/// path: Game.Command.Account
/// </summary>
public class AccountTextEN
{
public string Desc => "Mengelola akun database";
public string Usage =>
"Penggunaan: /account create [username] [UID] [password]\n" +
"Penggunaan: /account delete [UID]";
public string InvalidUid => "Argumen UID tidak valid!";
public string InvalidAccount => "Akun {0} tidak valid!";
public string CreateSuccess => "Akun {0} berhasil dibuat!";
public string DeleteSuccess => "Akun {0} berhasil dihapus!";
}
/// <summary>
/// path: Game.Command.Announce
/// </summary>
public class AnnounceTextEN
{
public string Desc => "Mengirim pengumuman sistem pusat";
public string Usage => "Penggunaan: /announce [Teks] [Warna]";
public string SendSuccess => "Pengumuman berhasil dikirim!";
}
/// <summary>
/// path: Game.Command.Ban
/// </summary>
public class BanTextEN
{
public string Desc => "Blokir atau buka blokir pengguna";
public string Usage => "Penggunaan: /ban [add/delete]";
public string BanSuccess => "Akun telah diblokir!";
public string UnBanSuccess => "Akun telah dibuka blokirnya!";
}
/// <summary>
/// path: Game.Command.Unstuck
/// </summary>
public class UnstuckTextEN
{
public string Desc => "Teleport pemain kembali ke lokasi default";
public string Usage => "Penggunaan: /unstuck [UID]";
public string UnstuckSuccess => "Berhasil memindahkan pemain kembali ke lokasi default.";
public string UidNotExist => "UID tidak ditemukan!";
public string PlayerIsOnline => "Pemain sedang online!";
}
/// <summary>
/// path: Game.Command.Setlevel
/// </summary>
public class SetlevelTextEN
{
public string Desc => "Mengatur level pemain";
public string Usage => "Penggunaan: /setlevel [Level]";
public string SetlevelSuccess => "Berhasil mengatur level pemain!";
}
/// <summary>
/// path: Game.Command.Permission
/// </summary>
public class PermissionTextEN
{
public string Desc => "Mengelola permission pemain";
public string Usage =>
"Penggunaan: /permission add [permission]\n" +
"Penggunaan: /permission remove [permission]\n" +
"Penggunaan: /permission clean [permission]";
public string InvalidPerm => "Permission {0} tidak ditemukan!";
public string Added => "Menambahkan permission {0} ke pemain {1}!";
public string Removed => "Menghapus permission {1} dari pemain {0}!";
public string Cleaned => "Menghapus semua permission dari pemain {0}!";
}
/// <summary>
/// path: Game.Command.RemoveItem
/// </summary>
public class RemoveItemTextEN
{
public string Desc => "Menghapus Relic atau Lightcone";
public string Usage =>
"Penggunaan: /remove relic\n" +
"Penggunaan: /remove lightcone";
public string InvalidPerm => "Permission {0} tidak ditemukan!";
public string RemovedRelics => "Relic telah dihapus dari pemain {0}!";
public string RemovedLightcones => "Lightcone telah dihapus dari pemain {0}!";
}
/// <summary>
/// path: Game.Command.Skip
/// </summary>
public class SkipTextEN
{
public string Desc => "Skip 1st half MOC / PF / AS dan langsung ke 2nd half";
public string Usage => "Penggunaan: /skip" ;
public string Success => "Berhasil menyetel skip 1st half ke {0}!";
}
#endregion
#endregion

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using KianaBH.Enums.Language;
namespace KianaBH.Internationalization;
[AttributeUsage(AttributeTargets.Class)]
public class PluginLanguageAttribute(ProgramLanguageTypeEnum languageType) : Attribute
{
public ProgramLanguageTypeEnum LanguageType { get; } = languageType;
}

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using KianaBH.Configuration;
using KianaBH.Internationalization;
using Newtonsoft.Json;
using KianaBH.Util.Extensions;
namespace KianaBH.Util;
public static class ConfigManager
{
public static readonly Logger Logger = new("ConfigManager");
public static ConfigContainer Config { get; private set; } = new();
private static readonly string ConfigFilePath = Config.Path.ConfigPath + "/Config.json";
public static HotfixContainer Hotfix { get; private set; } = new();
private static readonly string HotfixFilePath = Config.Path.ConfigPath + "/Hotfix.json";
public static void LoadConfig()
{
LoadConfigData();
LoadHotfixData();
}
private static void LoadConfigData()
{
var file = new FileInfo(ConfigFilePath);
if (!file.Exists)
{
Config = new()
{
ServerOption =
{
Language = Extensions.Extensions.GetCurrentLanguage()
}
};
Logger.Info("Current Language is " + Config.ServerOption.Language);
SaveData(Config, ConfigFilePath);
}
using (var stream = file.Open(FileMode.Open, FileAccess.Read, FileShare.ReadWrite))
using (var reader = new StreamReader(stream))
{
var json = reader.ReadToEnd();
Config = JsonConvert.DeserializeObject<ConfigContainer>(json)!;
}
SaveData(Config, ConfigFilePath);
}
private static void LoadHotfixData()
{
var file = new FileInfo(HotfixFilePath);
// Generate all necessary versions
var verList = Extensions.Extensions.GetSupportVersions();
Logger.Info(I18NManager.Translate("Server.ServerInfo.CurrentVersion",
verList.Aggregate((current, next) => $"{current}, {next}")));
if (!file.Exists)
{
Hotfix = new HotfixContainer();
SaveData(Hotfix, HotfixFilePath);
file.Refresh();
}
using (var stream = file.Open(FileMode.Open, FileAccess.Read, FileShare.ReadWrite))
using (var reader = new StreamReader(stream))
{
var json = reader.ReadToEnd();
Hotfix = JsonConvert.DeserializeObject<HotfixContainer>(json)!;
}
foreach (var version in verList)
if (!Hotfix.Hotfixes.TryGetValue(version, out var _))
Hotfix.Hotfixes[version] = new();
SaveData(Hotfix, HotfixFilePath);
}
private static void SaveData(object data, string path)
{
var json = JsonConvert.SerializeObject(data, Formatting.Indented);
using var stream = new FileStream(path, FileMode.Create, FileAccess.Write, FileShare.ReadWrite);
using var writer = new StreamWriter(stream);
writer.Write(json);
}
public static void InitDirectories()
{
foreach (var property in Config.Path.GetType().GetProperties())
{
var dir = property.GetValue(Config.Path)?.ToString();
if (!string.IsNullOrEmpty(dir))
if (!string.IsNullOrEmpty(dir) && !Directory.Exists(dir))
Directory.CreateDirectory(dir);
}
}
}

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using System.Security.Cryptography;
using System.Text;
using System.Text.Json;
namespace KianaBH.Util.Crypto;
public static class DispatchEncryption
{
private static readonly JsonSerializerOptions JsonSerializerOptions = new()
{
PropertyNamingPolicy = JsonNamingPolicy.SnakeCaseLower
};
public static string? EncryptDispatchContent(string version, object? data)
{
if (!ConfigManager.Hotfix.AesKeys.TryGetValue(version, out var aesKey))
return null;
var serializedData = JsonSerializer.Serialize(data, JsonSerializerOptions);
var keyBytes = aesKey.Split(' ')
.Select(b => Convert.ToByte(b, 16))
.ToArray();
using var aes = Aes.Create();
aes.Mode = CipherMode.ECB;
aes.Padding = PaddingMode.PKCS7;
aes.Key = keyBytes;
var encryptor = aes.CreateEncryptor();
var dataBytes = Encoding.UTF8.GetBytes(serializedData);
var encryptedBytes = encryptor.TransformFinalBlock(dataBytes, 0, dataBytes.Length);
return Convert.ToBase64String(encryptedBytes);
}
}

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using KianaBH.Proto;
using Newtonsoft.Json;
using System.Buffers.Binary;
using System.Globalization;
using System.Security.Cryptography;
using System.Text;
using System.Text.RegularExpressions;
namespace KianaBH.Util.Extensions;
public static partial class Extensions
{
#region Regex
[GeneratedRegex(@"CN|OS|BETA|PROD|CECREATION|Android|Win|iOS")]
public static partial Regex VersionRegex();
[GeneratedRegex(@"(?<=Avatar_)(.*?)(?=_Config)")]
public static partial Regex AvatarConfigRegex();
[GeneratedRegex(@"(?<=Avatar_RogueBattleevent)(.*?)(?=_Config.json)")]
public static partial Regex BattleEventDataRegex();
[GeneratedRegex(@"coin(\d+)tier")]
public static partial Regex ProductRegex();
#endregion
public static string GetCurrentLanguage()
{
var uiCulture = CultureInfo.CurrentUICulture;
return uiCulture.Name switch
{
"zh-CN" => "CHS",
"zh-TW" => "CHT",
"ja-JP" => "JP",
_ => "EN"
};
}
public static List<string> GetSupportVersions()
{
var verList = new List<string>();
if (GameConstants.GAME_VERSION[^1] == '5')
for (var i = 1; i < 6; i++)
verList.Add(GameConstants.GAME_VERSION + i.ToString());
else
verList.Add(GameConstants.GAME_VERSION);
return verList;
}
public static T RandomElement<T>(this List<T> values)
{
var index = new Random().Next(values.Count);
return values[index];
}
public static string RandomKey(int length)
{
const string chars = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789";
var random = new Random();
return new string(Enumerable.Repeat(chars, length)
.Select(s => s[random.Next(s.Length)]).ToArray());
}
public static ICollection<T> Clone<T>(this ICollection<T> values)
{
List<T> list = [.. values];
return list;
}
public static int RandomInt(int from, int to)
{
return new Random().Next(from, to);
}
public static string GetSha256Hash(string input)
{
byte[] bytes = SHA256.HashData(Encoding.UTF8.GetBytes(input));
var builder = new StringBuilder();
for (int i = 0; i < bytes.Length; i++) builder.Append(bytes[i].ToString("x2"));
return builder.ToString();
}
public static void SafeAdd<T>(this List<T> list, T item)
{
if (!list.Contains(item)) list.Add(item);
}
public static void SafeAddRange<T>(this List<T> list, List<T> item)
{
foreach (var i in item) list.SafeAdd(i);
}
public static long GetUnixSec()
{
return DateTimeOffset.UtcNow.ToUnixTimeSeconds();
}
public static long ToUnixSec(this DateTime dt)
{
return new DateTimeOffset(dt).ToUnixTimeSeconds();
}
public static long GetUnixMs()
{
return DateTimeOffset.UtcNow.ToUnixTimeMilliseconds();
}
public static string ToArrayString<T>(this List<T> list)
{
return list.JoinFormat(", ", "");
}
public static string ToJsonString<TK, TV>(this Dictionary<TK, TV> dic) where TK : notnull
{
return JsonConvert.SerializeObject(dic);
}
public static byte[] StringToByteArray(string hex)
{
if (hex.Length % 2 == 1)
throw new Exception("The binary key cannot have an odd number of digits");
byte[] arr = new byte[hex.Length >> 1];
for (int i = 0; i < hex.Length >> 1; ++i)
{
arr[i] = (byte)((GetHexVal(hex[i << 1]) << 4) + (GetHexVal(hex[(i << 1) + 1])));
}
return arr;
}
public static int GetHexVal(char hex)
{
int val = (int)hex;
//For uppercase A-F letters:
//return val - (val < 58 ? 48 : 55);
//For lowercase a-f letters:
//return val - (val < 58 ? 48 : 87);
//Or the two combined, but a bit slower:
return val - (val < 58 ? 48 : (val < 97 ? 55 : 87));
}
#region Kcp Utils
public static string JoinFormat<T>(this IEnumerable<T> list, string separator,
string formatString)
{
formatString = string.IsNullOrWhiteSpace(formatString) ? "{0}" : formatString;
return string.Join(separator,
list.Select(item => string.Format(formatString, item)));
}
public static void WriteConvID(this BinaryWriter bw, long convId)
{
//bw.Write(convId);
bw.Write((int)(convId >> 32));
bw.Write((int)(convId & 0xFFFFFFFF));
}
public static long GetNextAvailableIndex<T>(this SortedList<long, T> sortedList)
{
long key = 1;
long count = sortedList.Count;
long counter = 0;
do
{
if (count == 0) break;
var nextKeyInList = sortedList.Keys.ElementAt((Index)counter++);
if (key != nextKeyInList) break;
key = nextKeyInList + 1;
} while (count != 1 && counter != count && key == sortedList.Keys.ElementAt((Index)counter));
return key;
}
public static long AddNext<T>(this SortedList<long, T> sortedList, T item)
{
var key = sortedList.GetNextAvailableIndex();
sortedList.Add(key, item);
return key;
}
public static int ReadInt32BE(this BinaryReader br)
{
return BinaryPrimitives.ReadInt32BigEndian(br.ReadBytes(sizeof(int)));
}
public static uint ReadUInt32BE(this BinaryReader br)
{
return BinaryPrimitives.ReadUInt32BigEndian(br.ReadBytes(sizeof(uint)));
}
public static ushort ReadUInt16BE(this BinaryReader br)
{
return BinaryPrimitives.ReadUInt16BigEndian(br.ReadBytes(sizeof(ushort)));
}
public static void WriteUInt16BE(this BinaryWriter bw, ushort value)
{
Span<byte> data = stackalloc byte[sizeof(ushort)];
BinaryPrimitives.WriteUInt16BigEndian(data, value);
bw.Write(data);
}
public static void WriteInt32BE(this BinaryWriter bw, int value)
{
Span<byte> data = stackalloc byte[sizeof(int)];
BinaryPrimitives.WriteInt32BigEndian(data, value);
bw.Write(data);
}
public static void WriteUInt32BE(this BinaryWriter bw, uint value)
{
Span<byte> data = stackalloc byte[sizeof(uint)];
BinaryPrimitives.WriteUInt32BigEndian(data, value);
bw.Write(data);
}
public static void WriteUInt64BE(this BinaryWriter bw, ulong value)
{
Span<byte> data = stackalloc byte[sizeof(ulong)];
BinaryPrimitives.WriteUInt64BigEndian(data, value);
bw.Write(data);
}
#endregion
}

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using System.Text.Json;
using System.Text.Json.Serialization;
namespace KianaBH.Util.Extensions;
public class JsonStringToObjectConverter<T> : JsonConverter<T> where T : class
{
public override T? Read(ref Utf8JsonReader reader, Type typeToConvert, JsonSerializerOptions options)
{
if (reader.TokenType != JsonTokenType.String)
return JsonSerializer.Deserialize<T>(ref reader, options);
var jsonString = reader.GetString();
return !string.IsNullOrEmpty(jsonString)
? JsonSerializer.Deserialize<T>(jsonString, options)
: null;
}
public override void Write(Utf8JsonWriter writer, T value, JsonSerializerOptions options)
{
var json = JsonSerializer.Serialize(value, options);
writer.WriteStringValue(json);
}
}

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namespace KianaBH.Util;
public static class GameConstants
{
public const string GAME_VERSION = "8.2.0";
public const int MAX_STAMINA = 300;
public const int STAMINA_RECOVERY_TIME = 360; // 6 minutes
public const int STAMINA_RESERVE_RECOVERY_TIME = 1080; // 18 minutes
public const int INVENTORY_MAX_EQUIPMENT = 1000;
public const int MAX_LINEUP_COUNT = 9;
}

185
Common/Util/IConsole.cs Normal file
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using Kodnix.Character;
namespace KianaBH.Util;
public class IConsole
{
public static readonly string PrefixContent = "[KianaBH]> ";
public static readonly string Prefix = $"\u001b[38;2;255;192;203m{PrefixContent}\u001b[0m";
private static readonly int HistoryMaxCount = 10;
public static List<char> Input { get; set; } = [];
private static int CursorIndex { get; set; } = 0;
private static readonly List<string> InputHistory = [];
private static int HistoryIndex = -1;
public static event Action<string>? OnConsoleExcuteCommand;
public static void InitConsole()
{
Console.Title = ConfigManager.Config.GameServer.GameServerName;
}
public static int GetWidth(string str)
=> str.ToCharArray().Sum(EastAsianWidth.GetLength);
public static void RedrawInput(List<char> input, bool hasPrefix = true)
=> RedrawInput(new string([.. input]), hasPrefix);
public static void RedrawInput(string input, bool hasPrefix = true)
{
var length = GetWidth(input);
if (hasPrefix)
{
input = Prefix + input;
length += GetWidth(PrefixContent);
}
if (Console.GetCursorPosition().Left > 0)
Console.SetCursorPosition(0, Console.CursorTop);
Console.Write(input + new string(' ', Console.BufferWidth - length));
Console.SetCursorPosition(length, Console.CursorTop);
}
#region Handlers
public static void HandleEnter()
{
var input = new string([.. Input]);
if (string.IsNullOrWhiteSpace(input)) return;
// New line
Console.WriteLine();
Input = [];
CursorIndex = 0;
if (InputHistory.Count >= HistoryMaxCount)
InputHistory.RemoveAt(0);
InputHistory.Add(input);
HistoryIndex = InputHistory.Count;
// Handle command
if (input.StartsWith('/')) input = input[1..].Trim();
OnConsoleExcuteCommand?.Invoke(input);
}
public static void HandleBackspace()
{
if (CursorIndex <= 0) return;
CursorIndex--;
var targetWidth = GetWidth(Input[CursorIndex].ToString());
Input.RemoveAt(CursorIndex);
var (left, _) = Console.GetCursorPosition();
Console.SetCursorPosition(left - targetWidth, Console.CursorTop);
var remain = new string([.. Input.Skip(CursorIndex)]);
Console.Write(remain + new string(' ', targetWidth));
Console.SetCursorPosition(left - targetWidth, Console.CursorTop);
}
public static void HandleUpArrow()
{
if (InputHistory.Count == 0) return;
if (HistoryIndex > 0)
{
HistoryIndex--;
var history = InputHistory[HistoryIndex];
Input = [.. history];
CursorIndex = Input.Count;
RedrawInput(Input);
}
}
public static void HandleDownArrow()
{
if (HistoryIndex >= InputHistory.Count) return;
HistoryIndex++;
if (HistoryIndex >= InputHistory.Count)
{
HistoryIndex = InputHistory.Count;
Input = [];
CursorIndex = 0;
}
else
{
var history = InputHistory[HistoryIndex];
Input = [.. history];
CursorIndex = Input.Count;
}
RedrawInput(Input);
}
public static void HandleLeftArrow()
{
if (CursorIndex <= 0) return;
var (left, _) = Console.GetCursorPosition();
CursorIndex--;
Console.SetCursorPosition(left - GetWidth(Input[CursorIndex].ToString()), Console.CursorTop);
}
public static void HandleRightArrow()
{
if (CursorIndex >= Input.Count) return;
var (left, _) = Console.GetCursorPosition();
CursorIndex++;
Console.SetCursorPosition(left + GetWidth(Input[CursorIndex - 1].ToString()), Console.CursorTop);
}
public static void HandleInput(ConsoleKeyInfo keyInfo)
{
if (char.IsControl(keyInfo.KeyChar)) return;
if (Input.Count >= (Console.BufferWidth - PrefixContent.Length)) return;
HandleInput(keyInfo.KeyChar);
}
public static void HandleInput(char keyChar)
{
Input.Insert(CursorIndex, keyChar);
CursorIndex++;
var (left, _) = Console.GetCursorPosition();
Console.Write(new string([.. Input.Skip(CursorIndex - 1)]));
Console.SetCursorPosition(left + GetWidth(keyChar.ToString()), Console.CursorTop);
}
#endregion
public static string ListenConsole()
{
while (true)
{
ConsoleKeyInfo keyInfo;
try { keyInfo = Console.ReadKey(true); }
catch (InvalidOperationException) { continue; }
switch (keyInfo.Key)
{
case ConsoleKey.Enter:
HandleEnter();
break;
case ConsoleKey.Backspace:
HandleBackspace();
break;
case ConsoleKey.LeftArrow:
HandleLeftArrow();
break;
case ConsoleKey.RightArrow:
HandleRightArrow();
break;
case ConsoleKey.UpArrow:
HandleUpArrow();
break;
case ConsoleKey.DownArrow:
HandleDownArrow();
break;
default:
HandleInput(keyInfo);
break;
}
}
}
}

109
Common/Util/Logger.cs Normal file
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using Spectre.Console;
using System.Diagnostics;
namespace KianaBH.Util;
public class Logger(string moduleName)
{
private static FileInfo? LogFile;
private static readonly object _lock = new();
private readonly string ModuleName = moduleName;
public void Log(string message, LoggerLevel level)
{
lock (_lock)
{
var savedInput = IConsole.Input.ToList(); // Copy
IConsole.RedrawInput("", false);
AnsiConsole.MarkupLine($"[[[bold deepskyblue3_1]{DateTime.Now:HH:mm:ss}[/]]] " +
$"[[[gray]{ModuleName}[/]]] [[[{(ConsoleColor)level}]{level}[/]]] " +
$"{message.Replace("[", "[[").Replace("]", "]]")}");
IConsole.RedrawInput(savedInput);
var logMessage = $"[{DateTime.Now:HH:mm:ss}] [{ModuleName}] [{level}] {message}";
WriteToFile(logMessage);
}
}
public void Info(string message, Exception? e = null)
{
Log(message, LoggerLevel.INFO);
if (e != null)
{
Log(e.Message, LoggerLevel.INFO);
Log(e.StackTrace!, LoggerLevel.INFO);
}
}
public void Warn(string message, Exception? e = null)
{
Log(message, LoggerLevel.WARN);
if (e != null)
{
Log(e.Message, LoggerLevel.WARN);
Log(e.StackTrace!, LoggerLevel.WARN);
}
}
public void Error(string message, Exception? e = null)
{
Log(message, LoggerLevel.ERROR);
if (e != null)
{
Log(e.Message, LoggerLevel.ERROR);
Log(e.StackTrace!, LoggerLevel.ERROR);
}
}
public void Fatal(string message, Exception? e = null)
{
Log(message, LoggerLevel.FATAL);
if (e != null)
{
Log(e.Message, LoggerLevel.FATAL);
Log(e.StackTrace!, LoggerLevel.FATAL);
}
}
public void Debug(string message, Exception? e = null)
{
Log(message, LoggerLevel.DEBUG);
if (e != null)
{
Log(e.Message, LoggerLevel.DEBUG);
Log(e.StackTrace!, LoggerLevel.DEBUG);
}
}
public static void SetLogFile(FileInfo file)
{
LogFile = file;
}
public static void WriteToFile(string message)
{
try
{
if (LogFile == null) throw new Exception("LogFile is not set");
using var sw = LogFile.AppendText();
sw.WriteLine(message);
}
catch
{
}
}
public static Logger GetByClassName()
{
return new Logger(new StackTrace().GetFrame(1)?.GetMethod()?.ReflectedType?.Name ?? "");
}
}
public enum LoggerLevel
{
INFO = ConsoleColor.Cyan,
WARN = ConsoleColor.Yellow,
ERROR = ConsoleColor.Red,
FATAL = ConsoleColor.DarkRed,
DEBUG = ConsoleColor.Blue
}

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using KianaBH.Util;
using Microsoft.AspNetCore.Http;
namespace KianaBH.SdkServer.Utils;
public class RequestLoggingMiddleware(RequestDelegate next)
{
public async Task InvokeAsync(HttpContext context, Logger logger)
{
var request = context.Request;
var method = request.Method;
var path = request.Path + request.QueryString;
await next(context);
var statusCode = context.Response.StatusCode;
if (path.StartsWith("/report") || path.Contains("/log/") || path == "/alive")
return;
if (statusCode == 200)
{
logger.Info($"{method} {path} => {statusCode}");
}
else if (statusCode == 404)
{
logger.Warn($"{method} {path} => {statusCode}");
}
else
{
logger.Error($"{method} {path} => {statusCode}");
}
}
}

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using System.Security.Cryptography;
using System.Text;
namespace KianaBH.Util.Security;
public class Crypto
{
private static readonly Random SecureRandom = new();
// Simple way to create a unique session key
public static string CreateSessionKey(string accountUid)
{
var random = new byte[64];
SecureRandom.NextBytes(random);
var temp = accountUid + "." + DateTime.Now.Ticks + "." + SecureRandom;
try
{
var bytes = SHA512.HashData(Encoding.UTF8.GetBytes(temp));
return Convert.ToBase64String(bytes);
}
catch
{
var bytes = SHA512.HashData(Encoding.UTF8.GetBytes(temp));
return Convert.ToBase64String(bytes);
}
}
}

64
Config/Config.json Normal file
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{
"HttpServer": {
"BindAddress": "0.0.0.0",
"PublicAddress": "127.0.0.1",
"Port": 619,
"UseSSL": true
},
"Key": {
"KeyStoreFile": "FireflyDH.pfx",
"KeyStorePassword": "lethe",
"Ec2bKeyFile": "ClientSecretKey.ec2b"
},
"GameServer": {
"BindAddress": "0.0.0.0",
"PublicAddress": "127.0.0.1",
"Port": 2007,
"KcpAliveMs": 45000,
"DatabaseName": "firefly.db",
"GameServerId": "FireflyDH",
"GameServerName": "FireflyDH",
"UsePacketEncryption": true
},
"Path": {
"ResourcePath": "Resources",
"ConfigPath": "Config",
"DatabasePath": "Config/Database",
"HandbookPath": "Config/Handbook",
"LogPath": "Config/Logs",
"KeyPath": "Config/Keys",
"DataPath": "Config/Data"
},
"ServerOption": {
"EnableMission": false,
"DefaultGender": "Woman",
"Language": "EN",
"FallbackLanguage": "EN",
"Region": "BETAOVERSEA",
"DefaultPermissions": [
"Admin"
],
"ServerBanner": {
"EnableBanner": true,
"Content": "Welcome to FireflyDH!",
"AdminContent": "Welcome to FireflyDH (Admin Access)!"
},
"ServerProfile": {
"Name": "Server",
"Uid": 80,
"Signature": "Type /help for a list of commands",
"Level": 1,
"HeadIcon": 200105,
"ChatBubbleId": 220001,
"DisplayAvatarId": 1001,
"DisplayAvatarLevel": 1
},
"AutoCreateUser": true,
"UseRealPassword": true,
"SavePersonalDebugFile": false,
"UseCache": true
},
"MuipServer": {
"AdminKey": "8f52aa3f-ad56-4d48-acc8-651151e4d989"
}
}

35
Config/Hotfix.json Normal file
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{
"Region": "None",
"HotfixData": {
"3.1.51": {
"AssetBundleUrl": "",
"ExResourceUrl": "",
"LuaUrl": "",
"IfixUrl": ""
},
"3.1.52": {
"AssetBundleUrl": "",
"ExResourceUrl": "",
"LuaUrl": "",
"IfixUrl": ""
},
"3.1.53": {
"AssetBundleUrl": "",
"ExResourceUrl": "",
"LuaUrl": "",
"IfixUrl": ""
},
"3.1.54": {
"AssetBundleUrl": "",
"ExResourceUrl": "",
"LuaUrl": "",
"IfixUrl": ""
},
"3.1.55": {
"AssetBundleUrl": "",
"ExResourceUrl": "",
"LuaUrl": "",
"IfixUrl": ""
}
}
}

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using KianaBH.Database.Account;
using KianaBH.GameServer.Server;
using KianaBH.Internationalization;
namespace KianaBH.GameServer.Command;
public class CommandArg
{
public string RawArg { get; } = "";
public List<string> Args { get; } = [];
public List<string> Attributes { get; } = [];
public ICommandSender Sender { get; }
public int TargetUid { get; set; } = 0;
public Connection? Target { get; set; }
public CommandArg(string rawArg, ICommandSender sender)
{
Sender = sender;
RawArg = rawArg;
foreach (var arg in rawArg.Split(' '))
{
if (string.IsNullOrEmpty(arg)) continue;
Args.Add(arg);
}
}
public async ValueTask SendMsg(string msg)
{
await Sender.SendMsg(msg);
}
public int GetInt(int index)
{
if (Args.Count <= index) return 0;
if (int.TryParse(Args[index], out var res))
return res;
return 0;
}
public async ValueTask<int?> GetOption(char pre, string def = "1")
{
var opStr = Args.FirstOrDefault(x => x[0] == pre)?[1..] ?? def;
if (!int.TryParse(opStr, out var op))
{
await SendMsg(I18NManager.Translate("Game.Command.Notice.InvalidArguments"));
return null;
}
return op;
}
public async ValueTask<bool> CheckArgCnt(int start, int? end = null)
{
end ??= start;
if (Args.Count >= start && Args.Count <= end) return true;
await SendMsg(I18NManager.Translate("Game.Command.Notice.InvalidArguments"));
return false;
}
public async ValueTask<bool> CheckTarget()
{
if (AccountData.GetAccountByUid(TargetUid) == null)
{
await SendMsg(I18NManager.Translate("Game.Command.Notice.PlayerNotFound"));
return false;
}
return true;
}
public async ValueTask<bool> CheckOnlineTarget(bool sendMsg = true)
{
if (Target == null)
{
if (sendMsg)
await SendMsg(I18NManager.Translate("Game.Command.Notice.PlayerNotFound"));
return false;
}
return true;
}
}

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using KianaBH.Enums.Player;
namespace KianaBH.GameServer.Command;
[AttributeUsage(AttributeTargets.Class)]
public class CommandInfoAttribute(
string name, string desc, string usage, string[] alias, PermEnum[] perm) : Attribute
{
public string Name { get; } = name;
public string Description { get; } = desc;
public string Usage { get; } = usage;
public PermEnum[] Perm { get; } = perm;
public string[] Alias { get; } = alias;
}
[AttributeUsage(AttributeTargets.Method)]
public class CommandDefaultAttribute : Attribute
{
}
[AttributeUsage(AttributeTargets.Method)]
public class CommandMethodAttribute(string method) : Attribute
{
public string MethodName { get; } = method;
}

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namespace KianaBH.GameServer.Command;
public static class CommandExecutor
{
public delegate void RunCommand(ICommandSender sender, string cmd);
public static event RunCommand? OnRunCommand;
public static void ExecuteCommand(ICommandSender sender, string cmd)
{
OnRunCommand?.Invoke(sender, cmd);
}
public static void ConsoleExcuteCommand(string input)
{
CommandManager.HandleCommand(input, new ConsoleCommandSender(CommandManager.Logger));
}
}

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namespace KianaBH.GameServer.Command;
public interface ICommands;

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using KianaBH.Database.Account;
using KianaBH.Enums.Player;
using KianaBH.GameServer.Server;
using KianaBH.Internationalization;
using KianaBH.KcpSharp;
using KianaBH.Util;
using System.Reflection;
namespace KianaBH.GameServer.Command;
public class CommandManager
{
public static Logger Logger { get; } = new("CommandManager");
public static Dictionary<string, ICommands> Commands { get; } = [];
public static Dictionary<string, CommandInfoAttribute> CommandInfo { get; } = [];
public static Dictionary<string, string> CommandAlias { get; } = []; // <aliaName, fullName>
public static void RegisterCommands()
{
foreach (var type in Assembly.GetExecutingAssembly().GetTypes())
if (typeof(ICommands).IsAssignableFrom(type) && !type.IsAbstract)
RegisterCommand(type);
Logger.Info(I18NManager.Translate("Server.ServerInfo.RegisterItem", Commands.Count.ToString(),
I18NManager.Translate("Word.Command")));
}
public static void RegisterCommand(Type type)
{
var attr = type.GetCustomAttribute<CommandInfoAttribute>();
if (attr == null) return;
var instance = Activator.CreateInstance(type);
if (instance is not ICommands command) return;
Commands.Add(attr.Name, command);
CommandInfo.Add(attr.Name, attr);
// register alias
foreach (var alias in attr.Alias) // add alias
CommandAlias.Add(alias, attr.Name);
}
public static async void HandleCommand(string input, ICommandSender sender)
{
try
{
var argInfo = new CommandArg(input, sender);
var target = sender.GetSender();
foreach (var arg in argInfo.Args.ToList()) // Copy
{
switch (arg[0])
{
case '-':
argInfo.Attributes.Add(arg[1..]);
break;
case '@':
_ = int.TryParse(arg[1..], out target);
argInfo.Args.Remove(arg);
break;
}
}
argInfo.TargetUid = target;
if (KcpListener.Connections.Values.ToList().Find(item =>
(item as Connection)?.Player?.Uid == target) is Connection con)
argInfo.Target = con;
// find register cmd
var cmdName = argInfo.Args[0];
if (CommandAlias.TryGetValue(cmdName, out var fullName)) cmdName = fullName;
if (!Commands.TryGetValue(cmdName, out var command))
{
await sender.SendMsg(I18NManager.Translate("Game.Command.Notice.CommandNotFound"));
return;
}
argInfo.Args.RemoveAt(0);
var cmdInfo = CommandInfo[cmdName];
// Check cmd perms
if (!AccountData.HasPerm(cmdInfo.Perm, sender.GetSender()))
{
await sender.SendMsg(I18NManager.Translate("Game.Command.Notice.NoPermission"));
return;
}
if (argInfo.Target?.Player?.Uid != sender.GetSender() && !AccountData.HasPerm([PermEnum.Other], sender.GetSender()))
{
await sender.SendMsg(I18NManager.Translate("Game.Command.Notice.NoPermission"));
return;
}
// find CommandMethodAttribute
var isFound = false;
foreach (var methodInfo in command.GetType().GetMethods())
{
var attr = methodInfo.GetCustomAttribute<CommandMethodAttribute>();
if (attr == null) continue;
if (argInfo.Args.Count > 0 && attr.MethodName == argInfo.Args[0])
{
argInfo.Args.RemoveAt(0);
isFound = true;
methodInfo.Invoke(command, [argInfo]);
break;
}
}
if (isFound) return;
// find CommandDefaultAttribute
foreach (var methodInfo in command.GetType().GetMethods())
{
var attr = methodInfo.GetCustomAttribute<CommandDefaultAttribute>();
if (attr == null) continue;
isFound = true;
methodInfo.Invoke(command, [argInfo]);
break;
}
if (isFound) return;
// failed to find method
await sender.SendMsg(I18NManager.Translate(cmdInfo.Usage));
}
catch (Exception ex)
{
Logger.Error(I18NManager.Translate("Game.Command.Notice.InternalError", ex.ToString()));
}
}
}

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using KianaBH.Enums.Player;
using KianaBH.GameServer.Game.Player;
using KianaBH.Util;
namespace KianaBH.GameServer.Command;
public interface ICommandSender
{
public ValueTask SendMsg(string msg);
public int GetSender();
}
public class ConsoleCommandSender(Logger logger) : ICommandSender
{
public async ValueTask SendMsg(string msg)
{
logger.Info(msg);
await Task.CompletedTask;
}
public int GetSender()
{
return (int)ServerEnum.Console;
}
}
public class PlayerCommandSender(PlayerInstance player) : ICommandSender
{
public PlayerInstance Player = player;
public async ValueTask SendMsg(string msg)
{
// TODO SEND MSG
}
public int GetSender()
{
return Player.Uid;
}
}

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using KianaBH.Data;
using KianaBH.Data.Excel;
using KianaBH.Database;
using KianaBH.Database.Avatar;
using KianaBH.Enums.Item;
using KianaBH.GameServer.Game.Player;
using KianaBH.GameServer.Server.Packet.Send.Avatar;
using KianaBH.Util.Extensions;
namespace KianaBH.GameServer.Game.Avatar;
public class AvatarManager(PlayerInstance player) : BasePlayerManager(player)
{
public AvatarData AvatarData { get; } = DatabaseHelper.GetInstanceOrCreateNew<AvatarData>(player.Uid);
public async ValueTask<AvatarDataExcel?> AddAvatar(int avatarId, bool sync = true)
{
GameData.AvatarData.TryGetValue(avatarId, out var avatarExcel);
if (avatarExcel == null) return null;
var avatar = new AvatarInfo
{
Level = 1,
Timestamp = Extensions.GetUnixSec(),
Star = avatarExcel.UnlockStar,
DressId = avatarExcel.DefaultDressId,
DressList = {avatarExcel.DefaultDressId},
AvatarId = avatarExcel.AvatarID,
};
foreach (var skill in avatarExcel.SkillList)
{
avatar.SkillList.Add(new AvatarSkill
{
SkillId = skill
});
};
var weapon = GameData.WeaponData.TryGetValue(avatarExcel.InitialWeapon, out var weaponConfig);
if (weaponConfig != null)
{
var item = await Player.InventoryManager!.AddItem(avatarExcel.InitialWeapon, 1, ItemMainTypeEnum.Weapon, weaponConfig.MaxLv, avatarId);
if (item != null)
{
avatar.WeaponUniqueId = item!.UniqueId;
};
};
AvatarData.Avatars.Add(avatar);
if (sync) await Player.SendPacket(new PacketGetAvatarDataRsp(new List<AvatarInfo> { avatar }, false));
return avatarExcel;
}
public AvatarInfo? GetAvatar(uint avatarId)
{
return AvatarData.Avatars.Find(avatar => avatar.AvatarId == avatarId);
}
}

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using KianaBH.GameServer.Game.Player;
namespace KianaBH.GameServer.Game;
public class BasePlayerManager(PlayerInstance player)
{
public PlayerInstance Player { get; private set; } = player;
}

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using KianaBH.Data;
using KianaBH.Database;
using KianaBH.Database.Inventory;
using KianaBH.Enums.Item;
using KianaBH.GameServer.Game.Player;
using KianaBH.Proto;
using KianaBH.Util;
using static KianaBH.Proto.MasterPupilRetcode.Types;
namespace KianaBH.GameServer.Game.Inventory;
public class InventoryManager(PlayerInstance player) : BasePlayerManager(player)
{
public InventoryData Data = DatabaseHelper.GetInstanceOrCreateNew<InventoryData>(player.Uid);
public async ValueTask<ItemData?> AddItem(int itemId, int count, ItemMainTypeEnum type, int level = 1, int equipAvatar = 0, bool notify = true,
bool sync = true)
{
ItemData? itemData = null;
switch (type)
{
case ItemMainTypeEnum.Material:
GameData.MaterialData.TryGetValue(itemId, out var materialConfig);
if (materialConfig == null) return null;
itemData = await PutItem(itemId, count, type);
break;
case ItemMainTypeEnum.Weapon:
GameData.WeaponData.TryGetValue(itemId, out var weaponConfig);
if (weaponConfig == null) return null;
itemData = await PutItem(itemId, 1, type, level, equipAvatar: equipAvatar, uniqueId: ++Data.NextUniqueId);
break;
default:
break;
}
return itemData;
}
public async ValueTask<ItemData> PutItem(int itemId, int count, ItemMainTypeEnum type, int level = 0,
int exp = 0, int equipAvatar = 0, int uniqueId = 0)
{
var item = new ItemData
{
ItemId = itemId,
Count = count,
Level = level,
Exp = exp,
EquipAvatar = equipAvatar,
};
if (uniqueId > 0) item.UniqueId = uniqueId;
switch (type)
{
case ItemMainTypeEnum.Material:
var oldItem = Data.MaterialItems.Find(x => x.ItemId == itemId);
if (oldItem != null)
{
oldItem.Count += count;
item = oldItem;
break;
}
Data.MaterialItems.Add(item);
break;
case ItemMainTypeEnum.Weapon:
if (Data.WeaponItems.Count + 1 > GameConstants.INVENTORY_MAX_EQUIPMENT)
{
return item;
}
Data.WeaponItems.Add(item);
break;
case ItemMainTypeEnum.Stigmata:
if (Data.StigmataItems.Count + 1 > GameConstants.INVENTORY_MAX_EQUIPMENT)
{
return item;
}
Data.StigmataItems.Add(item);
break;
}
return item;
}
}

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using KianaBH.Data;
using KianaBH.Database;
using KianaBH.Database.Account;
using KianaBH.Database.Client;
using KianaBH.Database.Player;
using KianaBH.GameServer.Game.Avatar;
using KianaBH.GameServer.Game.Inventory;
using KianaBH.GameServer.Server;
using KianaBH.KcpSharp;
using KianaBH.Util.Extensions;
namespace KianaBH.GameServer.Game.Player;
public class PlayerInstance(PlayerData data)
{
public AvatarManager? AvatarManager { get; private set; }
public InventoryManager? InventoryManager { get; private set; }
public static readonly List<PlayerInstance> _playerInstances = [];
public PlayerData Data { get; set; } = data;
public ClientData? ClientData { get; private set; }
public GuideData? GuideData { get; private set; }
public int Uid { get; set; }
public Connection? Connection { get; set; }
public bool Initialized { get; set; }
public bool IsNewPlayer { get; set; }
public int GetMissionDataRequestCount = 0;
#region Initializers
public PlayerInstance(int uid) : this(new PlayerData { Uid = uid })
{
// new player
IsNewPlayer = true;
Data.Name = AccountData.GetAccountByUid(uid)?.Username;
DatabaseHelper.CreateInstance(Data);
var t = Task.Run(async () =>
{
await InitialPlayerManager();
await AvatarManager!.AddAvatar(101);
GuideData?.GuideFinishList.AddRange(GameData.TutorialData.Values.Select(x => x.Id));
});
t.Wait();
Initialized = true;
}
private async ValueTask InitialPlayerManager()
{
Uid = Data.Uid;
AvatarManager = new AvatarManager(this);
InventoryManager = new InventoryManager(this);
ClientData = InitializeDatabase<ClientData>();
GuideData = InitializeDatabase<GuideData>();
Data.LastActiveTime = Extensions.GetUnixSec();
await Task.CompletedTask;
}
public T InitializeDatabase<T>() where T : BaseDatabaseDataHelper, new()
{
var instance = DatabaseHelper.GetInstanceOrCreateNew<T>(Uid);
return instance!;
}
#endregion
#region Network
public async ValueTask OnGetToken()
{
if (!Initialized) await InitialPlayerManager();
}
public async ValueTask OnLogin()
{
_playerInstances.Add(this);
await Task.CompletedTask;
}
public static PlayerInstance? GetPlayerInstanceByUid(long uid)
=> _playerInstances.FirstOrDefault(player => player.Uid == uid);
public void OnLogoutAsync()
{
_playerInstances.Remove(this);
}
public async ValueTask SendPacket(BasePacket packet)
{
if (Connection?.IsOnline == true) await Connection.SendPacket(packet);
}
#endregion
#region Actions
public async ValueTask OnHeartBeat()
{
DatabaseHelper.ToSaveUidList.SafeAdd(Uid);
await Task.CompletedTask;
}
#endregion
#region Serialization
public Proto.GetMainDataRsp ToProto()
{
return Data.ToProto();
}
#endregion
}

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<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<OutputType>Library</OutputType>
<TargetFramework>net9.0</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable>
<CETCompat>false</CETCompat>
<RootNamespace>KianaBH.GameServer</RootNamespace>
<StartupObject></StartupObject>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
<AssemblyName>KianaGameServer</AssemblyName>
</PropertyGroup>
<ItemGroup>
<ProjectReference Include="..\Common\Common.csproj" />
<ProjectReference Include="..\KcpSharp\KcpSharp.csproj" />
<ProjectReference Include="..\Proto\Proto.csproj" />
<PackageReference Include="System.IO.Pipelines" Version="9.0.0" />
</ItemGroup>
</Project>

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using KianaBH.GameServer.Game.Player;
using KianaBH.GameServer.Server.Packet;
using KianaBH.KcpSharp;
using KianaBH.KcpSharp.Base;
using KianaBH.Proto;
using KianaBH.Util;
using KianaBH.Util.Extensions;
using KianaBH.Util.Security;
using Google.Protobuf;
using Google.Protobuf.Reflection;
using System.Buffers;
using System.Net;
using System.Reflection;
using Newtonsoft.Json.Linq;
using System.Reflection.PortableExecutable;
using System.Net.Sockets;
using System.Reflection.Emit;
namespace KianaBH.GameServer.Server;
public class Connection(KcpConversation conversation, IPEndPoint remote) : KcpConnection(conversation, remote)
{
private static readonly Logger Logger = new("GameServer");
public PlayerInstance? Player { get; set; }
private static readonly HashSet<string> DummyPacketNames =
[
"AddGoodfeelReq", "ArkPlusActivityGetDataReq", "BuffAssistGetActivityReq", "BwWorldCampActivityGetDataReq",
"ChatworldBeastGetActivityReq", "ChatworldGetPrayInfoReq", "ClientReportReq", "GetAdventureGroupReq",
"GetArmadaDataReq", "GetArmadaStageScoreActivityReq", "GetAskAddFriendListReq", "GetAssistantFrozenListReq",
"GetAvatarMissionActivityReq", "GetBattlePassMissionPanelReq", "GetBlackListReq", "GetCardProductInfoReq",
"GetChapterActivityDataReq", "GetChapterCompensationInfoReq", "GetChatgroupListReq", "GetClientMailDataReq",
"GetConsignedOrderDataReq", "GetCurrencyExchangeInfoReq", "GetExtractReforgeActivityReq",
"GetFarmActivityDataReq", "GetFriendListReq", "GetFriendRemarkListReq", "GetGachaDisplayReq",
"GetGardenScheduleReq", "GetGobackReq", "GetGratuityActivityReq", "GetMasterPupilCardReq",
"GetMasterPupilDataReq", "GetMasterPupilMainDataReq", "GetMosaicActivityReq", "GetNewbieActivityReq",
"GetNinjaActivityReq", "GetOfflineResourceDataReq", "GetOpenworldQuestActivityReq",
"GetRaffleActivityReq", "GetRankScheduleDataReq", "GetRecommendFriendListReq", "GetRecommendGoodsReq",
"GetRoomDataReq", "GetRpgTaleReq", "GetScratchTicketReq", "GetSecurityPasswordReq", "GetShoppingMallListReq",
"GetStageChapterReq", "GetSupportActivityReq", "GetSurveyDataReq",
"GetTradingCardActivityReq", "GetTvtActivityReq", "GetWeeklyRoutineActivityReq", "GrandKeyActivateSkillReq",
"MassiveWarGetActivityReq", "OpenworldGetMechaTeamReq", "OpenworldHuntActivityGetDataReq",
"PjmsGetAchievementDataReq", "PjmsGetConditionDataReq", "PjmsGetCurWorldReq", "PjmsGetStoryDataReq",
"ReunionCookGetActivityReq", "SimplifiedGodWarGetActivityReq",
"StageInnerDataReportReq", "SusannaTrialGetActivityReq", "ThemeWantedRefreshTicketReq",
"UpdateMissionProgressReq", "WaveRushGetActivityReq"
];
public override async void Start()
{
Logger.Info($"New connection from {RemoteEndPoint}.");
State = SessionStateEnum.WAITING_FOR_TOKEN;
await ReceiveLoop();
}
public override async void Stop(bool isServerStop = false)
{
//if (isServerStop) await Player!.SendPacket(new PacketPlayerKickOutScNotify(KickType.KickLoginWhiteTimeout));
Player?.OnLogoutAsync();
KcpListener.UnregisterConnection(this);
base.Stop(isServerStop);
}
protected async Task ReceiveLoop()
{
while (!CancelToken.IsCancellationRequested)
{
// WaitToReceiveAsync call completes when there is at least one message is received or the transport is closed.
var result = await Conversation.WaitToReceiveAsync(CancelToken.Token);
if (result.TransportClosed)
{
Logger.Debug("Connection was closed");
break;
}
var buffer = ArrayPool<byte>.Shared.Rent(result.BytesReceived);
try
{
// TryReceive should not return false here, unless the transport is closed.
// So we don't need to check for result.TransportClosed.
if (!Conversation.TryReceive(buffer, out result))
{
Logger.Error("Failed to receive packet");
break;
}
await ProcessMessageAsync(buffer.AsMemory(0, result.BytesReceived));
}
catch (Exception ex)
{
Logger.Error("Packet parse error", ex);
}
finally
{
ArrayPool<byte>.Shared.Return(buffer);
}
}
Stop();
}
// DO THE PROCESSING OF THE GAME PACKET
private async Task ProcessMessageAsync(Memory<byte> data)
{
var gamePacket = data.ToArray();
await using MemoryStream ms = new(gamePacket);
using BinaryReader br = new(ms);
// Handle
try
{
while (br.BaseStream.Position < br.BaseStream.Length)
{
// Length
if (br.BaseStream.Length - br.BaseStream.Position < 32) return;
// Packet sanity check
var headMagic = br.ReadUInt32BE();
if (headMagic != 0x01234567)
{
Logger.Error($"Bad Data Package Received: got 0x{headMagic:X}, expect 0x01234567");
return; // Bad packet
}
var packetVersion = br.ReadUInt16BE();
var ClientVersion = br.ReadUInt16BE();
var PacketId = br.ReadUInt32BE();
var UserId = br.ReadUInt32BE();
var UserIp = br.ReadUInt32BE();
var Sign = br.ReadUInt32BE();
var SignType = br.ReadUInt16BE();
var CmdId = br.ReadUInt16BE();
var HeaderLength = br.ReadUInt16BE();
var BodyLength = br.ReadUInt32BE();
// Data
var header = br.ReadBytes(HeaderLength);
var Body = br.ReadBytes((int)BodyLength);
var TailMagic = br.ReadUInt32BE();
LogPacket("Recv", CmdId, Body);
await HandlePacket(CmdId, header, Body);
}
}
catch (Exception e)
{
Logger.Error(e.Message, e);
}
}
private async Task HandlePacket(ushort opcode, byte[] header, byte[] payload)
{
var packetName = LogMap.GetValueOrDefault(opcode);
if (DummyPacketNames.Contains(packetName!))
{
await SendDummy(packetName!);
Logger.Info($"[Dummy] Send Dummy {packetName}");
return;
}
// Find the Handler for this opcode
var handler = HandlerManager.GetHandler(opcode);
if (handler != null)
{
// Handle
// Make sure session is ready for packets
var state = State;
try
{
await handler.OnHandle(this, header, payload);
}
catch (Exception e)
{
Logger.Error(e.Message, e);
}
return;
}
}
private async Task SendDummy(string packetName)
{
var respName = packetName.Replace("Req", "Rsp"); // Get the response packet name
if (respName == packetName) return; // do not send rsp when resp name = recv name
var respOpcode = LogMap.FirstOrDefault(x => x.Value == respName).Key; // Get the response opcode
// Send Rsp
await SendPacket(respOpcode);
}
}

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