Add authentication server, dev CLI, Docker multi-service setup, and cross-platform improvements

This commit is contained in:
Ilya Groshev
2026-04-21 16:49:44 +03:00
parent 43d6527b42
commit a3fbb1aeba
121 changed files with 4523 additions and 2888 deletions
+31 -152
View File
@@ -9,7 +9,6 @@ import (
"lunar-tear/server/internal/model"
"lunar-tear/server/internal/questflow"
"lunar-tear/server/internal/store"
"lunar-tear/server/internal/userdata"
emptypb "google.golang.org/protobuf/types/known/emptypb"
)
@@ -28,91 +27,45 @@ func NewQuestServiceServer(users store.UserRepository, sessions store.SessionRep
return &QuestServiceServer{users: users, sessions: sessions, engine: engine}
}
func buildSelectedQuestDiff(user store.UserState, tableNames []string) map[string]*pb.DiffData {
tables := userdata.ProjectTables(user, tableNames)
return userdata.BuildDiffFromTablesOrdered(tables, tableNames)
}
func (s *QuestServiceServer) UpdateMainFlowSceneProgress(ctx context.Context, req *pb.UpdateMainFlowSceneProgressRequest) (*pb.UpdateMainFlowSceneProgressResponse, error) {
log.Printf("[QuestService] UpdateMainFlowSceneProgress: questSceneId=%d", req.QuestSceneId)
userId := currentUserId(ctx, s.users, s.sessions)
user, _ := s.users.UpdateUser(userId, func(user *store.UserState) {
userId := CurrentUserId(ctx, s.users, s.sessions)
s.users.UpdateUser(userId, func(user *store.UserState) {
s.engine.HandleMainFlowSceneProgress(user, req.QuestSceneId, gametime.NowMillis())
})
diff := buildSelectedQuestDiff(user, []string{
"IUserMainQuestFlowStatus",
"IUserMainQuestMainFlowStatus",
"IUserMainQuestProgressStatus",
"IUserMainQuestSeasonRoute",
"IUserPortalCageStatus",
"IUserSideStoryQuestSceneProgressStatus",
"IUserQuest",
"IUserCharacter",
"IUserCostume",
"IUserCostumeActiveSkill",
"IUserWeapon",
"IUserWeaponSkill",
"IUserWeaponAbility",
"IUserWeaponNote",
"IUserCompanion",
"IUserConsumableItem",
"IUserMaterial",
"IUserImportantItem",
"IUserParts",
"IUserPartsGroupNote",
})
userdata.AddWeaponStoryDiff(diff, user, s.engine.Granter.DrainChangedStoryWeaponIds())
return &pb.UpdateMainFlowSceneProgressResponse{
DiffUserData: diff,
}, nil
return &pb.UpdateMainFlowSceneProgressResponse{}, nil
}
func (s *QuestServiceServer) UpdateReplayFlowSceneProgress(ctx context.Context, req *pb.UpdateReplayFlowSceneProgressRequest) (*pb.UpdateReplayFlowSceneProgressResponse, error) {
log.Printf("[QuestService] UpdateReplayFlowSceneProgress: questSceneId=%d", req.QuestSceneId)
userId := currentUserId(ctx, s.users, s.sessions)
user, _ := s.users.UpdateUser(userId, func(user *store.UserState) {
userId := CurrentUserId(ctx, s.users, s.sessions)
s.users.UpdateUser(userId, func(user *store.UserState) {
s.engine.HandleReplayFlowSceneProgress(user, req.QuestSceneId, gametime.NowMillis())
})
return &pb.UpdateReplayFlowSceneProgressResponse{
DiffUserData: buildSelectedQuestDiff(user, []string{
"IUserMainQuestFlowStatus",
"IUserMainQuestReplayFlowStatus",
}),
}, nil
return &pb.UpdateReplayFlowSceneProgressResponse{}, nil
}
func (s *QuestServiceServer) UpdateMainQuestSceneProgress(ctx context.Context, req *pb.UpdateMainQuestSceneProgressRequest) (*pb.UpdateMainQuestSceneProgressResponse, error) {
log.Printf("[QuestService] UpdateMainQuestSceneProgress: questSceneId=%d", req.QuestSceneId)
userId := currentUserId(ctx, s.users, s.sessions)
user, _ := s.users.UpdateUser(userId, func(user *store.UserState) {
userId := CurrentUserId(ctx, s.users, s.sessions)
s.users.UpdateUser(userId, func(user *store.UserState) {
s.engine.HandleMainQuestSceneProgress(user, req.QuestSceneId)
})
return &pb.UpdateMainQuestSceneProgressResponse{
DiffUserData: buildSelectedQuestDiff(user, []string{
"IUserStatus",
"IUserCharacter",
"IUserQuest",
"IUserQuestMission",
"IUserMainQuestFlowStatus",
"IUserMainQuestMainFlowStatus",
"IUserMainQuestProgressStatus",
}),
}, nil
return &pb.UpdateMainQuestSceneProgressResponse{}, nil
}
func (s *QuestServiceServer) StartMainQuest(ctx context.Context, req *pb.StartMainQuestRequest) (*pb.StartMainQuestResponse, error) {
log.Printf("[QuestService] StartMainQuest: %+v", req)
userId := currentUserId(ctx, s.users, s.sessions)
userId := CurrentUserId(ctx, s.users, s.sessions)
nowMillis := gametime.NowMillis()
user, _ := s.users.UpdateUser(userId, func(user *store.UserState) {
s.users.UpdateUser(userId, func(user *store.UserState) {
if req.IsReplayFlow {
s.engine.HandleQuestStartReplay(user, req.QuestId, req.IsBattleOnly, req.UserDeckNumber, nowMillis)
} else {
@@ -132,16 +85,6 @@ func (s *QuestServiceServer) StartMainQuest(ctx context.Context, req *pb.StartMa
return &pb.StartMainQuestResponse{
BattleDropReward: pbDrops,
DiffUserData: buildSelectedQuestDiff(user, []string{
"IUserStatus",
"IUserQuest",
"IUserQuestMission",
"IUserMainQuestFlowStatus",
"IUserMainQuestMainFlowStatus",
"IUserMainQuestProgressStatus",
"IUserMainQuestSeasonRoute",
"IUserMainQuestReplayFlowStatus",
}),
}, nil
}
@@ -165,38 +108,12 @@ func (s *QuestServiceServer) FinishMainQuest(ctx context.Context, req *pb.Finish
req.QuestId, req.IsMainFlow, req.IsRetired, req.IsAnnihilated, req.StorySkipType)
nowMillis := gametime.NowMillis()
userId := currentUserId(ctx, s.users, s.sessions)
userId := CurrentUserId(ctx, s.users, s.sessions)
var outcome questflow.FinishOutcome
user, _ := s.users.UpdateUser(userId, func(user *store.UserState) {
s.users.UpdateUser(userId, func(user *store.UserState) {
outcome = s.engine.HandleQuestFinish(user, req.QuestId, req.IsRetired, req.IsAnnihilated, nowMillis)
})
diff := buildSelectedQuestDiff(user, []string{
"IUserQuest",
"IUserQuestMission",
"IUserMainQuestFlowStatus",
"IUserMainQuestMainFlowStatus",
"IUserMainQuestProgressStatus",
"IUserMainQuestSeasonRoute",
"IUserMainQuestReplayFlowStatus",
"IUserStatus",
"IUserGem",
"IUserCharacter",
"IUserCostume",
"IUserCostumeActiveSkill",
"IUserWeapon",
"IUserWeaponSkill",
"IUserWeaponAbility",
"IUserWeaponNote",
"IUserCompanion",
"IUserConsumableItem",
"IUserMaterial",
"IUserImportantItem",
"IUserParts",
"IUserPartsGroupNote",
})
userdata.AddWeaponStoryDiff(diff, user, outcome.ChangedWeaponStoryIds)
return &pb.FinishMainQuestResponse{
DropReward: toProtoRewards(outcome.DropRewards),
FirstClearReward: toProtoRewards(outcome.FirstClearRewards),
@@ -207,16 +124,17 @@ func (s *QuestServiceServer) FinishMainQuest(ctx context.Context, req *pb.Finish
BigWinClearedQuestMissionIdList: outcome.BigWinClearedQuestMissionIds,
ReplayFlowFirstClearReward: toProtoRewards(outcome.ReplayFlowFirstClearRewards),
UserStatusCampaignReward: []*pb.QuestReward{},
DiffUserData: diff,
}, nil
}
func (s *QuestServiceServer) RestartMainQuest(ctx context.Context, req *pb.RestartMainQuestRequest) (*pb.RestartMainQuestResponse, error) {
log.Printf("[QuestService] RestartMainQuest: questId=%d isMainFlow=%v", req.QuestId, req.IsMainFlow)
userId := currentUserId(ctx, s.users, s.sessions)
user, _ := s.users.UpdateUser(userId, func(user *store.UserState) {
userId := CurrentUserId(ctx, s.users, s.sessions)
var deckNumber int32
s.users.UpdateUser(userId, func(user *store.UserState) {
s.engine.HandleQuestRestart(user, req.QuestId, gametime.NowMillis())
deckNumber = user.Quests[req.QuestId].UserDeckNumber
})
drops := s.engine.BattleDropRewards(req.QuestId)
@@ -231,33 +149,22 @@ func (s *QuestServiceServer) RestartMainQuest(ctx context.Context, req *pb.Resta
return &pb.RestartMainQuestResponse{
BattleDropReward: pbDrops,
DeckNumber: user.Quests[req.QuestId].UserDeckNumber,
DiffUserData: buildSelectedQuestDiff(user, []string{
"IUserStatus",
"IUserQuest",
"IUserQuestMission",
"IUserMainQuestFlowStatus",
"IUserMainQuestMainFlowStatus",
"IUserMainQuestProgressStatus",
"IUserMainQuestSeasonRoute",
}),
DeckNumber: deckNumber,
}, nil
}
func (s *QuestServiceServer) FinishAutoOrbit(ctx context.Context, req *emptypb.Empty) (*pb.FinishAutoOrbitResponse, error) {
log.Printf("[QuestService] FinishAutoOrbit")
return &pb.FinishAutoOrbitResponse{
DiffUserData: userdata.EmptyDiff(),
}, nil
return &pb.FinishAutoOrbitResponse{}, nil
}
func (s *QuestServiceServer) SkipQuest(ctx context.Context, req *pb.SkipQuestRequest) (*pb.SkipQuestResponse, error) {
log.Printf("[QuestService] SkipQuest: questId=%d skipCount=%d useEffectItems=%d", req.QuestId, req.SkipCount, len(req.UseEffectItem))
nowMillis := gametime.NowMillis()
userId := currentUserId(ctx, s.users, s.sessions)
userId := CurrentUserId(ctx, s.users, s.sessions)
var outcome questflow.FinishOutcome
user, _ := s.users.UpdateUser(userId, func(user *store.UserState) {
s.users.UpdateUser(userId, func(user *store.UserState) {
for _, item := range req.UseEffectItem {
log.Printf("[QuestService] SkipQuest UseEffectItem: consumableItemId=%d count=%d", item.ConsumableItemId, item.Count)
user.ConsumableItems[item.ConsumableItemId] -= item.Count
@@ -271,24 +178,14 @@ func (s *QuestServiceServer) SkipQuest(ctx context.Context, req *pb.SkipQuestReq
return &pb.SkipQuestResponse{
DropReward: toProtoRewards(outcome.DropRewards),
UserStatusCampaignReward: []*pb.QuestReward{},
DiffUserData: buildSelectedQuestDiff(user, []string{
"IUserQuest",
"IUserStatus",
"IUserConsumableItem",
"IUserMaterial",
"IUserParts",
"IUserPartsGroupNote",
"IUserCharacter",
"IUserCostume",
}),
}, nil
}
func (s *QuestServiceServer) SetRoute(ctx context.Context, req *pb.SetRouteRequest) (*pb.SetRouteResponse, error) {
log.Printf("[QuestService] SetRoute: mainQuestRouteId=%d", req.MainQuestRouteId)
userId := currentUserId(ctx, s.users, s.sessions)
user, _ := s.users.UpdateUser(userId, func(user *store.UserState) {
userId := CurrentUserId(ctx, s.users, s.sessions)
s.users.UpdateUser(userId, func(user *store.UserState) {
user.MainQuest.CurrentMainQuestRouteId = req.MainQuestRouteId
if seasonId, ok := s.engine.SeasonIdByRouteId[req.MainQuestRouteId]; ok {
user.MainQuest.MainQuestSeasonId = seasonId
@@ -298,30 +195,22 @@ func (s *QuestServiceServer) SetRoute(ctx context.Context, req *pb.SetRouteReque
user.PortalCageStatus.LatestVersion = now
})
return &pb.SetRouteResponse{
DiffUserData: buildSelectedQuestDiff(user, []string{
"IUserMainQuestSeasonRoute",
"IUserMainQuestMainFlowStatus",
"IUserPortalCageStatus",
}),
}, nil
return &pb.SetRouteResponse{}, nil
}
func (s *QuestServiceServer) SetQuestSceneChoice(ctx context.Context, req *pb.SetQuestSceneChoiceRequest) (*pb.SetQuestSceneChoiceResponse, error) {
log.Printf("[QuestService] SetQuestSceneChoice: questSceneId=%d choiceNumber=%d",
req.QuestSceneId, req.ChoiceNumber)
return &pb.SetQuestSceneChoiceResponse{
DiffUserData: userdata.EmptyDiff(),
}, nil
return &pb.SetQuestSceneChoiceResponse{}, nil
}
func (s *QuestServiceServer) ResetLimitContentQuestProgress(ctx context.Context, req *pb.ResetLimitContentQuestProgressRequest) (*pb.ResetLimitContentQuestProgressResponse, error) {
log.Printf("[QuestService] ResetLimitContentQuestProgress: eventQuestChapterId=%d questId=%d",
req.EventQuestChapterId, req.QuestId)
userId := currentUserId(ctx, s.users, s.sessions)
userId := CurrentUserId(ctx, s.users, s.sessions)
nowMillis := gametime.NowMillis()
user, _ := s.users.UpdateUser(userId, func(user *store.UserState) {
s.users.UpdateUser(userId, func(user *store.UserState) {
if _, exists := user.SideStoryQuests[req.QuestId]; exists {
user.SideStoryQuests[req.QuestId] = store.SideStoryQuestProgress{
HeadSideStoryQuestSceneId: 0,
@@ -339,20 +228,14 @@ func (s *QuestServiceServer) ResetLimitContentQuestProgress(ctx context.Context,
}
})
return &pb.ResetLimitContentQuestProgressResponse{
DiffUserData: buildSelectedQuestDiff(user, []string{
"IUserSideStoryQuest",
"IUserSideStoryQuestSceneProgressStatus",
"IUserQuestLimitContentStatus",
}),
}, nil
return &pb.ResetLimitContentQuestProgressResponse{}, nil
}
func (s *QuestServiceServer) SetAutoSaleSetting(ctx context.Context, req *pb.SetAutoSaleSettingRequest) (*pb.SetAutoSaleSettingResponse, error) {
log.Printf("[QuestService] SetAutoSaleSetting: items=%d", len(req.AutoSaleSettingItem))
userId := currentUserId(ctx, s.users, s.sessions)
user, _ := s.users.UpdateUser(userId, func(user *store.UserState) {
userId := CurrentUserId(ctx, s.users, s.sessions)
s.users.UpdateUser(userId, func(user *store.UserState) {
user.AutoSaleSettings = make(map[int32]store.AutoSaleSettingState, len(req.AutoSaleSettingItem))
for itemType, itemValue := range req.AutoSaleSettingItem {
user.AutoSaleSettings[itemType] = store.AutoSaleSettingState{
@@ -362,9 +245,5 @@ func (s *QuestServiceServer) SetAutoSaleSetting(ctx context.Context, req *pb.Set
}
})
return &pb.SetAutoSaleSettingResponse{
DiffUserData: buildSelectedQuestDiff(user, []string{
"IUserAutoSaleSettingDetail",
}),
}, nil
return &pb.SetAutoSaleSettingResponse{}, nil
}