yuanshen/Yuanshen.Gameserver/Controllers/MiscController.cs
wisedev 61cc2055cf First working version of the server
KCP gameserver with packet dispatch, scene streaming, combat, gacha and the
shop, plus a small HTTP server for the login flow and the wish history page.

Game data under assets is pulled out of the client instead of being typed by
hand. The excel tables come from the packed bin container and the spawn points
from the compiled scene scripts.
2026-09-04 02:06:53 +03:00

128 lines
4.3 KiB
C#

using Yuanshen.Gameserver.Controllers.Attributes;
using Yuanshen.Gameserver.Controllers.Result;
using Yuanshen.Gameserver.Game;
using Yuanshen.Protocol;
using Yuanshen.Gameserver.Network.Session;
using Microsoft.Extensions.Logging;
namespace Yuanshen.Gameserver.Controllers;
[NetController]
internal sealed class MiscController : ControllerBase
{
[NetCommand(CmdType.EnterWorldAreaReq)]
public ValueTask<IResult> OnEnterWorldAreaReq()
{
EnterWorldAreaReq req = Packet!.DecodeBody<EnterWorldAreaReq>();
return ValueTask.FromResult(Response(CmdType.EnterWorldAreaRsp, new EnterWorldAreaRsp
{
AreaType = req.AreaType,
AreaId = req.AreaId
}));
}
[NetCommand(CmdType.GetScenePointReq)]
public ValueTask<IResult> OnGetScenePointReq(Player player)
{
GetScenePointReq req = Packet!.DecodeBody<GetScenePointReq>();
GetScenePointRsp rsp = new()
{
Retcode = 0,
SceneId = req.SceneId,
BelongUid = player.Uid
};
for (uint pointId = 1; pointId <= 1000; pointId++)
rsp.UnlockedPointList.Add(pointId);
for (uint areaId = 1; areaId <= 100; areaId++)
rsp.UnlockAreaList.Add(areaId);
return ValueTask.FromResult(Response(CmdType.GetScenePointRsp, rsp));
}
[NetCommand(CmdType.GetSceneAreaReq)]
public ValueTask<IResult> OnGetSceneAreaReq()
{
GetSceneAreaReq req = Packet!.DecodeBody<GetSceneAreaReq>();
GetSceneAreaRsp rsp = new()
{
Retcode = 0,
SceneId = req.SceneId
};
for (uint areaId = 1; areaId <= 100; areaId++)
rsp.AreaIdList.Add(areaId);
return ValueTask.FromResult(Response(CmdType.GetSceneAreaRsp, rsp));
}
[NetCommand(CmdType.GetPlayerSocialDetailReq)]
public ValueTask<IResult> OnGetPlayerSocialDetailReq(Player player)
=> ValueTask.FromResult(Response(CmdType.GetPlayerSocialDetailRsp, new GetPlayerSocialDetailRsp
{
Retcode = 0,
DetailData = new SocialDetail
{
Uid = player.Uid,
Nickname = "Traveler",
Level = 1,
WorldLevel = 0,
IsFriend = false
}
}));
[NetCommand(CmdType.GetPlayerBlacklistReq)]
public ValueTask<IResult> OnGetPlayerBlacklistReq()
=> ValueTask.FromResult(Response(CmdType.GetPlayerBlacklistRsp, new GetPlayerBlacklistRsp { Retcode = 0 }));
[NetCommand(CmdType.SceneTransToPointReq)]
public async ValueTask<IResult> OnSceneTransToPointReq(NetSession session, GameState state, Player player, ScenePointTable points, ILogger<MiscController> logger)
{
SceneTransToPointReq req = Packet!.DecodeBody<SceneTransToPointReq>();
uint sceneId = req.SceneId != 0 ? req.SceneId : GameState.SceneId;
if (points.TryGet(sceneId, req.PointId, out Vector target))
state.UpdatePosition(target);
logger.LogInformation("Teleport scene={s} point={p} -> ({x}, {y}, {z})",
sceneId, req.PointId, state.CurrentPos.X, state.CurrentPos.Y, state.CurrentPos.Z);
await session.NotifyAsync(CmdType.PlayerEnterSceneNotify, new PlayerEnterSceneNotify
{
SceneId = sceneId,
Pos = state.CurrentPos,
SceneBeginTime = (ulong)DateTimeOffset.UtcNow.ToUnixTimeMilliseconds(),
Type = EnterType.EnterGoto,
TargetUid = player.Uid,
EnterSceneToken = state.NextEnterSceneToken(),
WorldLevel = 0,
EnterReason = 4
});
return Response(CmdType.SceneTransToPointRsp, new SceneTransToPointRsp
{
Retcode = 0,
SceneId = req.SceneId,
PointId = req.PointId
});
}
[NetCommand(CmdType.MarkMapReq)]
public ValueTask<IResult> OnMarkMapReq()
{
MarkMapReq req = Packet!.DecodeBody<MarkMapReq>();
MarkMapRsp rsp = new() { Retcode = 0 };
if (req.Mark is not null)
rsp.MarkList.Add(req.Mark);
return ValueTask.FromResult(Response(CmdType.MarkMapRsp, rsp));
}
[NetCommand(CmdType.TowerAllDataReq)]
public ValueTask<IResult> OnTowerAllDataReq()
=> ValueTask.FromResult(Response(CmdType.TowerAllDataRsp, new TowerAllDataRsp()));
}