Initial commit

This commit is contained in:
Ilya Groshev
2026-04-14 09:28:26 +03:00
commit 02f511f40c
161 changed files with 21541 additions and 0 deletions
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package store
import (
"fmt"
"log"
"sort"
"lunar-tear/server/internal/gametime"
"lunar-tear/server/internal/model"
)
func DeductPrice(user *UserState, priceType, priceId, amount int32) error {
switch priceType {
case model.PriceTypeConsumableItem:
cur := user.ConsumableItems[priceId]
if cur < amount {
return fmt.Errorf("insufficient consumable %d: have %d, need %d", priceId, cur, amount)
}
user.ConsumableItems[priceId] = cur - amount
case model.PriceTypeGem:
total := user.Gem.FreeGem + user.Gem.PaidGem
if total < amount {
return fmt.Errorf("insufficient gems: have %d, need %d", total, amount)
}
if user.Gem.FreeGem >= amount {
user.Gem.FreeGem -= amount
} else {
amount -= user.Gem.FreeGem
user.Gem.FreeGem = 0
user.Gem.PaidGem -= amount
}
case model.PriceTypePaidGem:
if user.Gem.PaidGem < amount {
return fmt.Errorf("insufficient paid gems: have %d, need %d", user.Gem.PaidGem, amount)
}
user.Gem.PaidGem -= amount
case model.PriceTypePlatformPayment:
// real-money purchase -- treat as free on private server
default:
log.Printf("[DeductPrice] unhandled priceType=%d priceId=%d amount=%d", priceType, priceId, amount)
}
return nil
}
func DeductPossession(user *UserState, possessionType model.PossessionType, possessionId, count int32) {
switch possessionType {
case model.PossessionTypeMaterial:
user.Materials[possessionId] -= count
if user.Materials[possessionId] <= 0 {
delete(user.Materials, possessionId)
}
case model.PossessionTypeConsumableItem:
user.ConsumableItems[possessionId] -= count
if user.ConsumableItems[possessionId] <= 0 {
delete(user.ConsumableItems, possessionId)
}
case model.PossessionTypePaidGem:
user.Gem.PaidGem -= count
case model.PossessionTypeFreeGem:
user.Gem.FreeGem -= count
default:
log.Printf("[DeductPossession] unhandled type=%d id=%d count=%d", possessionType, possessionId, count)
}
}
func GrantPossession(user *UserState, possessionType model.PossessionType, possessionId, count int32) {
switch possessionType {
case model.PossessionTypeMaterial:
user.Materials[possessionId] += count
case model.PossessionTypeConsumableItem:
user.ConsumableItems[possessionId] += count
case model.PossessionTypePaidGem:
user.Gem.PaidGem += count
case model.PossessionTypeFreeGem:
user.Gem.FreeGem += count
case model.PossessionTypeImportantItem:
user.ImportantItems[possessionId] += count
case model.PossessionTypePremiumItem:
user.PremiumItems[possessionId] = gametime.NowMillis()
default:
log.Printf("[GrantPossession] unhandled type=%d id=%d count=%d", possessionType, possessionId, count)
}
}
type CostumeRef struct {
CharacterId int32
}
type WeaponRef struct {
WeaponSkillGroupId int32
WeaponAbilityGroupId int32
WeaponStoryReleaseConditionGroupId int32
}
type WeaponStoryReleaseCond struct {
StoryIndex int32
WeaponStoryReleaseConditionType model.WeaponStoryReleaseConditionType
ConditionValue int32
}
type PossessionGranter struct {
CostumeById map[int32]CostumeRef
WeaponById map[int32]WeaponRef
WeaponSkillSlots map[int32][]int32
WeaponAbilitySlots map[int32][]int32
ReleaseConditions map[int32][]WeaponStoryReleaseCond
}
func (g *PossessionGranter) GrantFull(user *UserState, possessionType model.PossessionType, possessionId, count int32, nowMillis int64) {
switch possessionType {
case model.PossessionTypeCostume, model.PossessionTypeCostumeEnhanced:
g.GrantCostume(user, possessionId, nowMillis)
case model.PossessionTypeWeapon, model.PossessionTypeWeaponEnhanced:
g.GrantWeapon(user, possessionId, nowMillis)
default:
GrantPossession(user, possessionType, possessionId, count)
}
}
func (g *PossessionGranter) GrantCostume(user *UserState, costumeId int32, nowMillis int64) {
for _, row := range user.Costumes {
if row.CostumeId == costumeId {
return
}
}
if cm, ok := g.CostumeById[costumeId]; ok {
if _, exists := user.Characters[cm.CharacterId]; !exists {
user.Characters[cm.CharacterId] = CharacterState{
CharacterId: cm.CharacterId,
Level: 1,
}
}
}
key := fmt.Sprintf("reward-costume-%d", costumeId)
user.Costumes[key] = CostumeState{
UserCostumeUuid: key,
CostumeId: costumeId,
Level: 1,
HeadupDisplayViewId: 1,
AcquisitionDatetime: nowMillis,
}
user.CostumeActiveSkills[key] = CostumeActiveSkillState{
UserCostumeUuid: key,
Level: 1,
AcquisitionDatetime: nowMillis,
}
}
func (g *PossessionGranter) GrantWeapon(user *UserState, weaponId int32, nowMillis int64) {
key := fmt.Sprintf("reward-weapon-%d-%d", weaponId, nowMillis)
user.Weapons[key] = WeaponState{
UserWeaponUuid: key,
WeaponId: weaponId,
Level: 1,
AcquisitionDatetime: nowMillis,
}
if _, exists := user.WeaponNotes[weaponId]; !exists {
user.WeaponNotes[weaponId] = WeaponNoteState{
WeaponId: weaponId,
MaxLevel: 1,
MaxLimitBreakCount: 0,
FirstAcquisitionDatetime: nowMillis,
LatestVersion: nowMillis,
}
}
weapon, ok := g.WeaponById[weaponId]
if !ok {
return
}
g.populateWeaponSkillsAbilities(user, key, weapon)
if weapon.WeaponStoryReleaseConditionGroupId != 0 {
for _, cond := range g.ReleaseConditions[weapon.WeaponStoryReleaseConditionGroupId] {
switch cond.WeaponStoryReleaseConditionType {
case model.WeaponStoryReleaseConditionTypeAcquisition:
grantWeaponStoryUnlock(user, weaponId, cond.StoryIndex, nowMillis)
case model.WeaponStoryReleaseConditionTypeQuestClear:
if qs, ok := user.Quests[cond.ConditionValue]; ok && qs.QuestStateType == model.UserQuestStateTypeCleared {
grantWeaponStoryUnlock(user, weaponId, cond.StoryIndex, nowMillis)
}
}
}
}
}
func (g *PossessionGranter) populateWeaponSkillsAbilities(user *UserState, weaponUuid string, weapon WeaponRef) {
if slots, ok := g.WeaponSkillSlots[weapon.WeaponSkillGroupId]; ok {
skills := make([]WeaponSkillState, len(slots))
for i, slot := range slots {
skills[i] = WeaponSkillState{
UserWeaponUuid: weaponUuid,
SlotNumber: slot,
Level: 1,
}
}
user.WeaponSkills[weaponUuid] = skills
}
if slots, ok := g.WeaponAbilitySlots[weapon.WeaponAbilityGroupId]; ok {
abilities := make([]WeaponAbilityState, len(slots))
for i, slot := range slots {
abilities[i] = WeaponAbilityState{
UserWeaponUuid: weaponUuid,
SlotNumber: slot,
Level: 1,
}
}
user.WeaponAbilities[weaponUuid] = abilities
}
}
func GrantWeaponStoryUnlock(user *UserState, weaponId, storyIndex int32, nowMillis int64) {
grantWeaponStoryUnlock(user, weaponId, storyIndex, nowMillis)
}
func grantWeaponStoryUnlock(user *UserState, weaponId, storyIndex int32, nowMillis int64) {
hasWeapon := false
for _, row := range user.Weapons {
if row.WeaponId == weaponId {
hasWeapon = true
break
}
}
if !hasWeapon {
log.Printf("[grantWeaponStoryUnlock] skipping weaponId=%d (weapon not in user.Weapons)", weaponId)
return
}
if user.WeaponStories == nil {
user.WeaponStories = make(map[int32]WeaponStoryState)
}
cur := user.WeaponStories[weaponId]
if storyIndex <= cur.ReleasedMaxStoryIndex {
return
}
user.WeaponStories[weaponId] = WeaponStoryState{
WeaponId: weaponId,
ReleasedMaxStoryIndex: storyIndex,
LatestVersion: nowMillis,
}
}
func EnsureDefaultDeck(user *UserState, nowMillis int64) {
if len(user.Costumes) == 0 || len(user.Decks) > 0 {
return
}
costumeUuid := FirstSortedKey(user.Costumes)
weaponUuid := FirstSortedKey(user.Weapons)
companionUuid := FirstSortedKey(user.Companions)
dcUuid := "default-deck-character-0001"
user.DeckCharacters[dcUuid] = DeckCharacterState{
UserDeckCharacterUuid: dcUuid,
UserCostumeUuid: costumeUuid,
MainUserWeaponUuid: weaponUuid,
UserCompanionUuid: companionUuid,
Power: 100,
LatestVersion: nowMillis,
}
user.Decks[DeckKey{DeckType: model.DeckTypeQuest, UserDeckNumber: 1}] = DeckState{
DeckType: model.DeckTypeQuest,
UserDeckNumber: 1,
UserDeckCharacterUuid01: dcUuid,
Name: "Deck 1",
Power: 100,
LatestVersion: nowMillis,
}
if _, exists := user.DeckTypeNotes[model.DeckTypeQuest]; !exists {
user.DeckTypeNotes[model.DeckTypeQuest] = DeckTypeNoteState{
DeckType: model.DeckTypeQuest,
MaxDeckPower: 100,
LatestVersion: nowMillis,
}
}
}
func FirstSortedKey[V any](m map[string]V) string {
if len(m) == 0 {
return ""
}
keys := make([]string, 0, len(m))
for k := range m {
keys = append(keys, k)
}
sort.Strings(keys)
return keys[0]
}
func ApplyDeckReplacement(user *UserState, deckType model.DeckType, userDeckNumber int32, slots []DeckCharacterInput, nowMillis int64) {
deckKey := DeckKey{DeckType: deckType, UserDeckNumber: userDeckNumber}
deck := user.Decks[deckKey]
deck.DeckType = deckType
deck.UserDeckNumber = userDeckNumber
if deck.Name == "" {
deck.Name = fmt.Sprintf("Deck %d", userDeckNumber)
}
if deck.Power == 0 {
deck.Power = 100
}
uuids := []*string{&deck.UserDeckCharacterUuid01, &deck.UserDeckCharacterUuid02, &deck.UserDeckCharacterUuid03}
for i, uuid := range uuids {
if i >= len(slots) || slots[i].UserCostumeUuid == "" {
*uuid = ""
continue
}
slot := slots[i]
dcUuid := fmt.Sprintf("deck-%d-%d-%d", deckType, userDeckNumber, i+1)
dc := user.DeckCharacters[dcUuid]
dc.UserDeckCharacterUuid = dcUuid
dc.UserCostumeUuid = slot.UserCostumeUuid
dc.MainUserWeaponUuid = slot.MainUserWeaponUuid
dc.UserCompanionUuid = slot.UserCompanionUuid
dc.UserThoughtUuid = slot.UserThoughtUuid
dc.DressupCostumeId = slot.DressupCostumeId
dc.LatestVersion = nowMillis
user.DeckCharacters[dcUuid] = dc
user.DeckSubWeapons[dcUuid] = slot.SubWeaponUuids
user.DeckParts[dcUuid] = slot.PartsUuids
*uuid = dcUuid
}
deck.LatestVersion = nowMillis
user.Decks[deckKey] = deck
}
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package store
import (
"fmt"
"strconv"
"strings"
)
func marshalKey(vals ...int64) []byte {
b := strconv.AppendInt(nil, vals[0], 10)
for _, v := range vals[1:] {
b = append(b, ':')
b = strconv.AppendInt(b, v, 10)
}
return b
}
func unmarshalKey(text []byte, name string, n int) ([]int64, error) {
parts := strings.Split(string(text), ":")
if len(parts) != n {
return nil, fmt.Errorf("invalid %s: %s", name, text)
}
out := make([]int64, n)
for i, p := range parts {
v, err := strconv.ParseInt(p, 10, 64)
if err != nil {
return nil, err
}
out[i] = v
}
return out, nil
}
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package memory
import (
"maps"
"lunar-tear/server/internal/store"
)
func cloneUserState(u store.UserState) store.UserState {
out := u
out.Tutorials = maps.Clone(u.Tutorials)
out.Characters = maps.Clone(u.Characters)
out.Costumes = maps.Clone(u.Costumes)
out.Weapons = maps.Clone(u.Weapons)
out.Companions = maps.Clone(u.Companions)
out.Thoughts = maps.Clone(u.Thoughts)
out.DeckCharacters = maps.Clone(u.DeckCharacters)
out.DeckSubWeapons = maps.Clone(u.DeckSubWeapons)
out.DeckParts = cloneSliceMap(u.DeckParts)
out.Decks = maps.Clone(u.Decks)
out.Quests = maps.Clone(u.Quests)
out.QuestMissions = maps.Clone(u.QuestMissions)
out.WeaponStories = maps.Clone(u.WeaponStories)
out.Missions = maps.Clone(u.Missions)
out.Gimmick = store.GimmickState{
Progress: maps.Clone(u.Gimmick.Progress),
OrnamentProgress: maps.Clone(u.Gimmick.OrnamentProgress),
Sequences: maps.Clone(u.Gimmick.Sequences),
Unlocks: maps.Clone(u.Gimmick.Unlocks),
}
out.CageOrnamentRewards = maps.Clone(u.CageOrnamentRewards)
out.ConsumableItems = maps.Clone(u.ConsumableItems)
out.Materials = maps.Clone(u.Materials)
out.Parts = maps.Clone(u.Parts)
out.PartsGroupNotes = maps.Clone(u.PartsGroupNotes)
out.PartsPresets = maps.Clone(u.PartsPresets)
out.ImportantItems = maps.Clone(u.ImportantItems)
out.CostumeActiveSkills = maps.Clone(u.CostumeActiveSkills)
out.WeaponSkills = cloneSliceMap(u.WeaponSkills)
out.WeaponAbilities = cloneSliceMap(u.WeaponAbilities)
out.DeckTypeNotes = maps.Clone(u.DeckTypeNotes)
out.WeaponNotes = maps.Clone(u.WeaponNotes)
out.NaviCutInPlayed = maps.Clone(u.NaviCutInPlayed)
out.ViewedMovies = maps.Clone(u.ViewedMovies)
out.ContentsStories = maps.Clone(u.ContentsStories)
out.DrawnOmikuji = maps.Clone(u.DrawnOmikuji)
out.PremiumItems = maps.Clone(u.PremiumItems)
out.DokanConfirmed = maps.Clone(u.DokanConfirmed)
out.ShopItems = maps.Clone(u.ShopItems)
out.ShopReplaceableLineup = maps.Clone(u.ShopReplaceableLineup)
out.Explore = u.Explore
out.ExploreScores = maps.Clone(u.ExploreScores)
out.Gacha = store.GachaState{
RewardAvailable: u.Gacha.RewardAvailable,
TodaysCurrentDrawCount: u.Gacha.TodaysCurrentDrawCount,
DailyMaxCount: u.Gacha.DailyMaxCount,
LastRewardDrawDate: u.Gacha.LastRewardDrawDate,
ConvertedGachaMedal: store.ConvertedGachaMedalState{
ConvertedMedalPossession: append([]store.ConsumableItemState(nil), u.Gacha.ConvertedGachaMedal.ConvertedMedalPossession...),
ObtainPossession: cloneConsumableItemPtr(u.Gacha.ConvertedGachaMedal.ObtainPossession),
},
BannerStates: cloneBannerStates(u.Gacha.BannerStates),
}
out.Gifts = store.GiftState{
NotReceived: cloneNotReceivedGifts(u.Gifts.NotReceived),
Received: cloneReceivedGifts(u.Gifts.Received),
}
out.Battle = u.Battle
out.CostumeAwakenStatusUps = maps.Clone(u.CostumeAwakenStatusUps)
out.AutoSaleSettings = maps.Clone(u.AutoSaleSettings)
out.CharacterRebirths = maps.Clone(u.CharacterRebirths)
return out
}
func cloneGachaCatalogEntry(entry store.GachaCatalogEntry) store.GachaCatalogEntry {
out := entry
out.PricePhases = append([]store.GachaPricePhaseEntry(nil), entry.PricePhases...)
out.PromotionItems = append([]store.GachaPromotionItem(nil), entry.PromotionItems...)
return out
}
func cloneBannerStates(m map[int32]store.GachaBannerState) map[int32]store.GachaBannerState {
if m == nil {
return nil
}
out := make(map[int32]store.GachaBannerState, len(m))
for k, v := range m {
bs := v
bs.BoxDrewCounts = maps.Clone(v.BoxDrewCounts)
out[k] = bs
}
return out
}
func cloneConsumableItemPtr(item *store.ConsumableItemState) *store.ConsumableItemState {
if item == nil {
return nil
}
out := *item
return &out
}
func cloneNotReceivedGifts(gifts []store.NotReceivedGiftState) []store.NotReceivedGiftState {
out := make([]store.NotReceivedGiftState, len(gifts))
for i, gift := range gifts {
out[i] = store.NotReceivedGiftState{
GiftCommon: store.GiftCommonState{
PossessionType: gift.GiftCommon.PossessionType,
PossessionId: gift.GiftCommon.PossessionId,
Count: gift.GiftCommon.Count,
GrantDatetime: gift.GiftCommon.GrantDatetime,
DescriptionGiftTextId: gift.GiftCommon.DescriptionGiftTextId,
EquipmentData: append([]byte(nil), gift.GiftCommon.EquipmentData...),
},
ExpirationDatetime: gift.ExpirationDatetime,
UserGiftUuid: gift.UserGiftUuid,
}
}
return out
}
func cloneSliceMap[T any](m map[string][]T) map[string][]T {
if m == nil {
return nil
}
out := make(map[string][]T, len(m))
for k, v := range m {
out[k] = append([]T(nil), v...)
}
return out
}
func cloneReceivedGifts(gifts []store.ReceivedGiftState) []store.ReceivedGiftState {
out := make([]store.ReceivedGiftState, len(gifts))
for i, gift := range gifts {
out[i] = store.ReceivedGiftState{
GiftCommon: store.GiftCommonState{
PossessionType: gift.GiftCommon.PossessionType,
PossessionId: gift.GiftCommon.PossessionId,
Count: gift.GiftCommon.Count,
GrantDatetime: gift.GiftCommon.GrantDatetime,
DescriptionGiftTextId: gift.GiftCommon.DescriptionGiftTextId,
EquipmentData: append([]byte(nil), gift.GiftCommon.EquipmentData...),
},
ReceivedDatetime: gift.ReceivedDatetime,
}
}
return out
}
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package memory
import (
"fmt"
"strings"
"sync"
"time"
"lunar-tear/server/internal/store"
)
type Option func(*MemoryStore)
func WithSnapshotDir(dir string) Option {
return func(s *MemoryStore) {
s.snapshotDir = dir
}
}
func WithSceneId(sceneId int32) Option {
return func(s *MemoryStore) {
s.bootstrapSceneId = sceneId
}
}
func WithStarterItems(v bool) Option {
return func(s *MemoryStore) {
s.starterItems = v
}
}
type MemoryStore struct {
mu sync.RWMutex
clock store.Clock
bootstrapSceneId int32
snapshotDir string
starterItems bool
lastSnapshotSceneId int32
nextUserId int64
users map[int64]*store.UserState
userIdsByUuid map[string]int64
sessionToUserId map[string]int64
sessions map[string]store.SessionState
gachaCatalog map[int32]store.GachaCatalogEntry
}
var (
_ store.UserRepository = (*MemoryStore)(nil)
_ store.SessionRepository = (*MemoryStore)(nil)
_ store.GachaRepository = (*MemoryStore)(nil)
)
func New(clock store.Clock, options ...Option) *MemoryStore {
if clock == nil {
clock = time.Now
}
s := &MemoryStore{
clock: clock,
nextUserId: defaultUserId,
users: make(map[int64]*store.UserState),
userIdsByUuid: make(map[string]int64),
sessionToUserId: make(map[string]int64),
sessions: make(map[string]store.SessionState),
gachaCatalog: make(map[int32]store.GachaCatalogEntry),
}
for _, opt := range options {
opt(s)
}
return s
}
func (s *MemoryStore) EnsureUser(uuid string) (store.UserState, error) {
s.mu.Lock()
defer s.mu.Unlock()
return cloneUserState(*s.getOrCreateLocked(normalizeUUID(uuid))), nil
}
func (s *MemoryStore) CreateSession(uuid string, ttl time.Duration) (store.UserState, store.SessionState, error) {
s.mu.Lock()
defer s.mu.Unlock()
user := s.getOrCreateLocked(normalizeUUID(uuid))
now := s.clock()
session := store.SessionState{
SessionKey: fmt.Sprintf("session_%d_%d", user.UserId, now.UnixNano()),
UserId: user.UserId,
Uuid: user.Uuid,
ExpireAt: now.Add(ttl),
}
s.sessionToUserId[session.SessionKey] = user.UserId
s.sessions[session.SessionKey] = session
return cloneUserState(*user), session, nil
}
func (s *MemoryStore) ResolveUserId(sessionKey string) (int64, error) {
s.mu.RLock()
defer s.mu.RUnlock()
userId, ok := s.sessionToUserId[sessionKey]
if !ok {
return 0, store.ErrNotFound
}
return userId, nil
}
func (s *MemoryStore) SnapshotUser(userId int64) (store.UserState, error) {
s.mu.RLock()
defer s.mu.RUnlock()
user, ok := s.users[userId]
if !ok {
return store.UserState{}, store.ErrNotFound
}
return cloneUserState(*user), nil
}
func (s *MemoryStore) UpdateUser(userId int64, mutate func(*store.UserState)) (store.UserState, error) {
s.mu.Lock()
defer s.mu.Unlock()
user, ok := s.users[userId]
if !ok {
return store.UserState{}, store.ErrNotFound
}
mutate(user)
sceneId := user.MainQuest.CurrentQuestSceneId
if s.snapshotDir != "" && sceneId != 0 && sceneId != s.lastSnapshotSceneId {
saveSnapshot(user, s.snapshotDir)
s.lastSnapshotSceneId = sceneId
}
return cloneUserState(*user), nil
}
func (s *MemoryStore) DefaultUserId() (int64, error) {
s.mu.RLock()
defer s.mu.RUnlock()
if _, ok := s.users[defaultUserId]; ok {
return defaultUserId, nil
}
if len(s.users) == 0 {
return defaultUserId, nil
}
var minUserId int64
for userId := range s.users {
if minUserId == 0 || userId < minUserId {
minUserId = userId
}
}
return minUserId, nil
}
func (s *MemoryStore) SnapshotCatalog() ([]store.GachaCatalogEntry, error) {
s.mu.RLock()
defer s.mu.RUnlock()
out := make([]store.GachaCatalogEntry, 0, len(s.gachaCatalog))
for _, entry := range s.gachaCatalog {
out = append(out, cloneGachaCatalogEntry(entry))
}
return out, nil
}
func (s *MemoryStore) ReplaceCatalog(entries []store.GachaCatalogEntry) error {
s.mu.Lock()
defer s.mu.Unlock()
s.gachaCatalog = make(map[int32]store.GachaCatalogEntry, len(entries))
for _, entry := range entries {
s.gachaCatalog[entry.GachaId] = cloneGachaCatalogEntry(entry)
}
return nil
}
func (s *MemoryStore) getOrCreateLocked(uuid string) *store.UserState {
if userId, ok := s.userIdsByUuid[uuid]; ok {
return s.users[userId]
}
userId := s.nextUserId
s.nextUserId++
user := seedUserState(userId, uuid, s.clock().UnixMilli(), s.bootstrapSceneId, s.snapshotDir, s.starterItems)
s.users[userId] = user
s.userIdsByUuid[uuid] = userId
return user
}
func normalizeUUID(uuid string) string {
uuid = strings.TrimSpace(uuid)
if uuid == "" {
return defaultUUID
}
return uuid
}
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package memory
import (
"fmt"
"log"
"time"
"lunar-tear/server/internal/model"
"lunar-tear/server/internal/store"
)
const (
defaultUUID = "default-user"
defaultUserId = int64(1001)
starterMissionId = int32(1)
starterMainQuestRouteId = int32(1)
starterMainQuestSeasonId = int32(1)
missionInProgress = int32(1)
giftUUIDPrefix = "default-gift"
defaultBirthYear = int32(2000)
defaultBirthMonth = int32(1)
defaultBackupToken = "mock-backup-token"
defaultChargeMoneyThisMonth = int64(0)
)
type starterItemDef struct {
Type model.PossessionType
Id int32
Qty int32
}
var defaultStarterItems = []starterItemDef{
{Type: model.PossessionTypeFreeGem, Id: 0, Qty: 300},
{Type: model.PossessionTypeConsumableItem, Id: 9001, Qty: 1000},
{Type: model.PossessionTypeConsumableItem, Id: model.ConsumableIdChapterTicket, Qty: 1000},
{Type: model.PossessionTypeConsumableItem, Id: 5001, Qty: 1000},
{Type: model.PossessionTypeConsumableItem, Id: 5002, Qty: 1000},
{Type: model.PossessionTypeConsumableItem, Id: 5003, Qty: 1000},
{Type: model.PossessionTypeConsumableItem, Id: 1009, Qty: 1000},
}
func seedUserState(userId int64, uuid string, nowMillis int64, sceneId int32, snapshotDir string, grantStarterItems bool) *store.UserState {
if sceneId != 0 && snapshotDir != "" {
user, err := loadSnapshot(snapshotDir, sceneId)
if err != nil {
log.Fatalf("[bootstrap] no snapshot for scene=%d: %v", sceneId, err)
}
log.Printf("[bootstrap] loaded snapshot for scene=%d", sceneId)
if grantStarterItems {
applyStarterItems(user)
}
return user
}
user := &store.UserState{
UserId: userId,
Uuid: uuid,
PlayerId: userId,
OsType: 2,
PlatformType: 2,
UserRestrictionType: 0,
RegisterDatetime: nowMillis,
GameStartDatetime: nowMillis,
LatestVersion: 0,
BirthYear: defaultBirthYear,
BirthMonth: defaultBirthMonth,
BackupToken: defaultBackupToken,
ChargeMoneyThisMonth: defaultChargeMoneyThisMonth,
Setting: store.UserSettingState{
IsNotifyPurchaseAlert: false,
LatestVersion: 0,
},
Status: store.UserStatusState{
Level: 1,
Exp: 0,
StaminaMilliValue: 50000,
StaminaUpdateDatetime: nowMillis,
LatestVersion: 0,
},
Gem: store.UserGemState{
PaidGem: 10000,
FreeGem: 10000,
},
Profile: store.UserProfileState{
Name: "",
NameUpdateDatetime: 0,
Message: "",
MessageUpdateDatetime: nowMillis,
FavoriteCostumeId: 0,
FavoriteCostumeIdUpdateDatetime: nowMillis,
LatestVersion: 0,
},
Login: store.UserLoginState{
TotalLoginCount: 1,
ContinualLoginCount: 1,
MaxContinualLoginCount: 1,
LastLoginDatetime: nowMillis,
LastComebackLoginDatetime: 0,
LatestVersion: 0,
},
LoginBonus: store.UserLoginBonusState{
LoginBonusId: 1,
CurrentPageNumber: 1,
CurrentStampNumber: 0,
LatestRewardReceiveDatetime: 0,
LatestVersion: 0,
},
Tutorials: map[int32]store.TutorialProgressState{
1: {TutorialType: 1},
},
Battle: store.BattleState{},
Gifts: store.GiftState{
NotReceived: []store.NotReceivedGiftState{
{
GiftCommon: store.GiftCommonState{
PossessionType: int32(model.PossessionTypeFreeGem),
PossessionId: 0,
Count: 300,
GrantDatetime: nowMillis,
},
ExpirationDatetime: nowMillis + int64((7*24*time.Hour)/time.Millisecond),
UserGiftUuid: fmt.Sprintf("%s-%d-1", giftUUIDPrefix, userId),
},
},
Received: []store.ReceivedGiftState{},
},
Gacha: store.GachaState{
ConvertedGachaMedal: store.ConvertedGachaMedalState{
ConvertedMedalPossession: []store.ConsumableItemState{},
},
BannerStates: make(map[int32]store.GachaBannerState),
},
MainQuest: store.MainQuestState{
CurrentMainQuestRouteId: starterMainQuestRouteId,
MainQuestSeasonId: starterMainQuestSeasonId,
},
Notifications: store.NotificationState{
GiftNotReceiveCount: 1,
},
Characters: make(map[int32]store.CharacterState),
Costumes: make(map[string]store.CostumeState),
Weapons: make(map[string]store.WeaponState),
Companions: make(map[string]store.CompanionState),
DeckCharacters: make(map[string]store.DeckCharacterState),
Decks: make(map[store.DeckKey]store.DeckState),
DeckSubWeapons: make(map[string][]string),
DeckParts: make(map[string][]string),
Quests: make(map[int32]store.UserQuestState),
QuestMissions: make(map[store.QuestMissionKey]store.UserQuestMissionState),
SideStoryQuests: make(map[int32]store.SideStoryQuestProgress),
QuestLimitContentStatus: make(map[int32]store.QuestLimitContentStatus),
BigHuntMaxScores: make(map[int32]store.BigHuntMaxScore),
BigHuntStatuses: make(map[int32]store.BigHuntStatus),
BigHuntScheduleMaxScores: make(map[store.BigHuntScheduleScoreKey]store.BigHuntScheduleMaxScore),
BigHuntWeeklyMaxScores: make(map[store.BigHuntWeeklyScoreKey]store.BigHuntWeeklyMaxScore),
BigHuntWeeklyStatuses: make(map[int64]store.BigHuntWeeklyStatus),
WeaponStories: make(map[int32]store.WeaponStoryState),
Missions: map[int32]store.UserMissionState{
starterMissionId: {
MissionId: starterMissionId,
StartDatetime: nowMillis,
MissionProgressStatusType: missionInProgress,
},
},
Gimmick: store.GimmickState{
Progress: make(map[store.GimmickKey]store.GimmickProgressState),
OrnamentProgress: make(map[store.GimmickOrnamentKey]store.GimmickOrnamentProgressState),
Sequences: make(map[store.GimmickSequenceKey]store.GimmickSequenceState),
Unlocks: make(map[store.GimmickKey]store.GimmickUnlockState),
},
CageOrnamentRewards: make(map[int32]store.CageOrnamentRewardState),
ConsumableItems: make(map[int32]int32),
Materials: make(map[int32]int32),
Thoughts: make(map[string]store.ThoughtState),
Parts: make(map[string]store.PartsState),
PartsGroupNotes: make(map[int32]store.PartsGroupNoteState),
PartsPresets: make(map[int32]store.PartsPresetState),
ImportantItems: make(map[int32]int32),
CostumeActiveSkills: make(map[string]store.CostumeActiveSkillState),
WeaponSkills: make(map[string][]store.WeaponSkillState),
WeaponAbilities: make(map[string][]store.WeaponAbilityState),
DeckTypeNotes: make(map[model.DeckType]store.DeckTypeNoteState),
WeaponNotes: make(map[int32]store.WeaponNoteState),
NaviCutInPlayed: make(map[int32]bool),
ViewedMovies: make(map[int32]int64),
ContentsStories: make(map[int32]int64),
DrawnOmikuji: make(map[int32]int64),
PremiumItems: make(map[int32]int64),
DokanConfirmed: make(map[int32]bool),
ShopItems: make(map[int32]store.UserShopItemState),
ShopReplaceableLineup: make(map[int32]store.UserShopReplaceableLineupState),
ExploreScores: make(map[int32]store.ExploreScoreState),
CharacterBoards: make(map[int32]store.CharacterBoardState),
CharacterBoardAbilities: make(map[store.CharacterBoardAbilityKey]store.CharacterBoardAbilityState),
CharacterBoardStatusUps: make(map[store.CharacterBoardStatusUpKey]store.CharacterBoardStatusUpState),
CostumeAwakenStatusUps: make(map[store.CostumeAwakenStatusKey]store.CostumeAwakenStatusUpState),
AutoSaleSettings: make(map[int32]store.AutoSaleSettingState),
CharacterRebirths: make(map[int32]store.CharacterRebirthState),
}
store.EnsureDefaultDeck(user, nowMillis)
if grantStarterItems {
applyStarterItems(user)
}
return user
}
func applyStarterItems(user *store.UserState) {
for _, item := range defaultStarterItems {
switch item.Type {
case model.PossessionTypeFreeGem:
user.Gem.FreeGem += item.Qty
case model.PossessionTypeConsumableItem:
user.ConsumableItems[item.Id] += item.Qty
case model.PossessionTypeMaterial:
user.Materials[item.Id] += item.Qty
}
}
}
+47
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package memory
import (
"encoding/json"
"fmt"
"log"
"os"
"path/filepath"
"lunar-tear/server/internal/store"
)
func snapshotPath(dir string, sceneId int32) string {
return filepath.Join(dir, fmt.Sprintf("scene_%d.json", sceneId))
}
func saveSnapshot(user *store.UserState, dir string) {
sceneId := user.MainQuest.CurrentQuestSceneId
if sceneId == 0 {
return
}
data, err := json.MarshalIndent(user, "", " ")
if err != nil {
log.Printf("[snapshot] marshal error for scene=%d: %v", sceneId, err)
return
}
path := snapshotPath(dir, sceneId)
if err := os.WriteFile(path, data, 0644); err != nil {
log.Printf("[snapshot] write error for scene=%d: %v", sceneId, err)
return
}
log.Printf("[snapshot] saved scene=%d (%d bytes)", sceneId, len(data))
}
func loadSnapshot(dir string, sceneId int32) (*store.UserState, error) {
path := snapshotPath(dir, sceneId)
data, err := os.ReadFile(path)
if err != nil {
return nil, fmt.Errorf("read snapshot scene=%d: %w", sceneId, err)
}
var user store.UserState
if err := json.Unmarshal(data, &user); err != nil {
return nil, fmt.Errorf("unmarshal snapshot scene=%d: %w", sceneId, err)
}
user.EnsureMaps()
return &user, nil
}
+41
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package store
import "log"
const StaminaRecoveryDivisor int64 = 180
func SettleStamina(user *UserState, maxStaminaMillis int32, nowMillis int64) {
stored := int64(user.Status.StaminaMilliValue)
maxMilli := int64(maxStaminaMillis)
if stored >= maxMilli {
return
}
elapsed := nowMillis - user.Status.StaminaUpdateDatetime
if elapsed <= 0 {
return
}
regen := elapsed / StaminaRecoveryDivisor
settled := min(stored+regen, maxMilli)
user.Status.StaminaMilliValue = int32(settled)
user.Status.StaminaUpdateDatetime = nowMillis
}
func ConsumeStamina(user *UserState, costUnits int32, maxStaminaMillis int32, nowMillis int64) {
SettleStamina(user, maxStaminaMillis, nowMillis)
user.Status.StaminaMilliValue = max(user.Status.StaminaMilliValue-costUnits*1000, 0)
user.Status.StaminaUpdateDatetime = nowMillis
log.Printf("[ConsumeStamina] cost=%d -> remaining=%d", costUnits, user.Status.StaminaMilliValue)
}
func RecoverStamina(user *UserState, millis int32, maxStaminaMillis int32, nowMillis int64) {
SettleStamina(user, maxStaminaMillis, nowMillis)
user.Status.StaminaMilliValue += millis
user.Status.StaminaUpdateDatetime = nowMillis
log.Printf("[RecoverStamina] +%d -> total=%d", millis, user.Status.StaminaMilliValue)
}
func ReplenishStamina(user *UserState, maxStaminaMillis int32, nowMillis int64) {
user.Status.StaminaMilliValue = maxStaminaMillis
user.Status.StaminaUpdateDatetime = nowMillis
log.Printf("[ReplenishStamina] set to %d", maxStaminaMillis)
}
+27
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package store
import (
"errors"
"time"
)
var ErrNotFound = errors.New("store: not found")
type Clock func() time.Time
type UserRepository interface {
EnsureUser(uuid string) (UserState, error)
SnapshotUser(userId int64) (UserState, error)
UpdateUser(userId int64, mutate func(*UserState)) (UserState, error)
DefaultUserId() (int64, error)
}
type SessionRepository interface {
CreateSession(uuid string, ttl time.Duration) (UserState, SessionState, error)
ResolveUserId(sessionKey string) (int64, error)
}
type GachaRepository interface {
SnapshotCatalog() ([]GachaCatalogEntry, error)
ReplaceCatalog(entries []GachaCatalogEntry) error
}
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