SoD bug fixes

- fish trap on the farm now gives a reward
  - added support for revard via achievements in RoomService
  - added achievements for fish trap rewards
- fixed DuplicateUserName message on SoD 1.13
  - not encrypted responses with correct schema in V3/RegistrationWebService.asmx/RegisterChild
- fixed putting racing sheep into farm
  - implemented /ContentWebService.asmx/RedeemItems

thanks to @ABrokenTV for debug these issues
This commit is contained in:
Robert Paciorek 2025-08-17 11:59:55 +00:00
parent 59c722fe65
commit 8d8b9a4566
6 changed files with 255 additions and 3 deletions

View File

@ -1185,6 +1185,42 @@ public class ContentController : Controller {
return Ok(new BuddyList { Buddy = new Buddy[0] }); return Ok(new BuddyList { Buddy = new Buddy[0] });
} }
[HttpPost]
[Produces("application/xml")]
[Route("/ContentWebService.asmx/RedeemItems")]
[VikingSession]
public IActionResult RedeemItems(Viking viking, [FromForm] string request) {
var req = XmlUtil.DeserializeXml<RedeemRequest>(request);
Dictionary<int, int> inventoryItemsToAdd = new();
// resolve items in the bundle
ItemData bundleItem = itemService.GetItem(req.ItemID);
foreach (var reward in bundleItem.Relationship.Where(e => e.Type == "Bundle")) {
int quantity = itemService.GetItemQuantity(reward, 1);
inventoryItemsToAdd.TryAdd(reward.ItemId, 0);
inventoryItemsToAdd[reward.ItemId] += quantity;
}
var addedItems = inventoryService.AddItemsToInventoryBulk(viking, inventoryItemsToAdd);
// build response
List<CommonInventoryResponseItem> items = new List<CommonInventoryResponseItem>();
foreach (var i in inventoryItemsToAdd) {
items.AddRange(Enumerable.Repeat(
new CommonInventoryResponseItem {
CommonInventoryID = addedItems.ContainsKey(i.Key) ? addedItems[i.Key] : 0, // return inventory id if this item was added to the DB
ItemID = i.Key,
Quantity = 0
}, i.Value));
}
return Ok(new CommonInventoryResponse{
Success = true,
CommonInventoryIDs = items.ToArray(),
UserGameCurrency = achievementService.GetUserCurrency(viking)
});
}
[HttpPost] [HttpPost]
[Produces("application/xml")] [Produces("application/xml")]
[Route("/ContentWebService.asmx/RedeemMysteryBoxItems")] [Route("/ContentWebService.asmx/RedeemMysteryBoxItems")]

View File

@ -100,7 +100,6 @@ public class RegistrationController : Controller {
[HttpPost] [HttpPost]
[Produces("application/xml")] [Produces("application/xml")]
[Route("V3/RegistrationWebService.asmx/RegisterChild")] // used by Magic & Mythies
[Route("V4/RegistrationWebService.asmx/RegisterChild")] [Route("V4/RegistrationWebService.asmx/RegisterChild")]
[DecryptRequest("childRegistrationData")] [DecryptRequest("childRegistrationData")]
[EncryptResponse] [EncryptResponse]
@ -131,6 +130,34 @@ public class RegistrationController : Controller {
}); });
} }
[HttpPost]
[Produces("application/xml")]
[Route("V3/RegistrationWebService.asmx/RegisterChild")] // used by SoD 1.13 and Magic & Mythies
[DecryptRequest("childRegistrationData")]
public IActionResult RegisterChildV3([FromForm] Guid parentApiToken, [FromForm] string apiKey) {
User? user = ctx.Sessions.FirstOrDefault(e => e.ApiToken == parentApiToken)?.User;
if (user is null) {
return Ok(new RegistrationResult{
Status = MembershipUserStatus.InvalidApiToken
});
}
// Check if name populated
ChildRegistrationData data = XmlUtil.DeserializeXml<ChildRegistrationData>(Request.Form["childRegistrationData"]);
if (String.IsNullOrWhiteSpace(data.ChildName)) {
return Ok(MembershipUserStatus.ValidationError);
}
// Check if viking exists
if (ctx.Vikings.Count(e => e.Name == data.ChildName) > 0) {
return Ok(MembershipUserStatus.DuplicateUserName);
}
Viking v = CreateViking(user, data, ClientVersion.GetVersion(apiKey));
return Ok(MembershipUserStatus.Success);
}
private Viking CreateViking(User user, ChildRegistrationData data, uint gameVersion) { private Viking CreateViking(User user, ChildRegistrationData data, uint gameVersion) {
List<InventoryItem> items = new(); List<InventoryItem> items = new();
if (gameVersion >= ClientVersion.Min_SoD) { if (gameVersion >= ClientVersion.Min_SoD) {

View File

@ -3029,6 +3029,164 @@
<!-- mission reward achievements (`<AID>` tag in `missions.xml` file) --> <!-- mission reward achievements (`<AID>` tag in `missions.xml` file) -->
<!-- do NOT add missions reward achievements to this file to avoid duplication of rewards --> <!-- do NOT add missions reward achievements to this file to avoid duplication of rewards -->
<!-- fish trap rewards (probability of each 10%), do not correspond to the original ones, max 3 reward's item per achievements due to client limitation -->
<AchievementsIdInfo>
<AID>201388</AID>
<AR>
<p>6</p>
<a>3</a>
<t>1</t>
<r>8</r>
<ii>7143</ii><!-- Perch -->
</AR>
<AR>
<p>6</p>
<a>2</a>
<t>1</t>
<r>8</r>
<ii>7139</ii><!-- Brown Trout -->
</AR>
<AR>
<p>6</p>
<a>1</a>
<t>1</t>
<r>8</r>
<ii>7144</ii><!-- Salmon -->
</AR>
</AchievementsIdInfo>
<AchievementsIdInfo>
<AID>201389</AID>
<AR>
<p>6</p>
<a>4</a>
<t>1</t>
<r>8</r>
<ii>7143</ii><!-- Perch -->
</AR>
</AchievementsIdInfo>
<AchievementsIdInfo>
<AID>201390</AID>
<AR>
<p>6</p>
<a>2</a>
<t>1</t>
<r>8</r>
<ii>7143</ii><!-- Perch -->
</AR>
<AR>
<p>6</p>
<a>1</a>
<t>1</t>
<r>8</r>
<ii>7139</ii><!-- Brown Trout -->
</AR>
</AchievementsIdInfo>
<AchievementsIdInfo>
<AID>201391</AID>
<AR>
<p>6</p>
<a>3</a>
<t>1</t>
<r>8</r>
<ii>7140</ii><!-- Eel -->
</AR>
</AchievementsIdInfo>
<AchievementsIdInfo>
<AID>201392</AID>
<AR>
<p>6</p>
<a>1</a>
<t>1</t>
<r>8</r>
<ii>7140</ii><!-- Eel -->
</AR>
<AR>
<p>6</p>
<a>3</a>
<t>1</t>
<r>8</r>
<ii>7144</ii><!-- Salmon -->
</AR>
</AchievementsIdInfo>
<AchievementsIdInfo>
<AID>201393</AID>
<AR>
<p>6</p>
<a>5</a>
<t>1</t>
<r>8</r>
<ii>7143</ii><!-- Perch -->
</AR>
<AR>
<p>6</p>
<a>1</a>
<t>1</t>
<r>8</r>
<ii>7140</ii><!-- Eel -->
</AR>
</AchievementsIdInfo>
<AchievementsIdInfo>
<AID>201394</AID>
<AR>
<p>6</p>
<a>1</a>
<t>1</t>
<r>8</r>
<ii>7143</ii><!-- Perch -->
</AR>
<AR>
<p>6</p>
<a>2</a>
<t>1</t>
<r>8</r>
<ii>7139</ii><!-- Brown Trout -->
</AR>
<AR>
<p>6</p>
<a>2</a>
<t>1</t>
<r>8</r>
<ii>7144</ii><!-- Salmon -->
</AR>
</AchievementsIdInfo>
<AchievementsIdInfo>
<AID>201395</AID>
<AR>
<p>6</p>
<a>5</a>
<t>1</t>
<r>8</r>
<ii>7139</ii><!-- Brown Trout -->
</AR>
</AchievementsIdInfo>
<AchievementsIdInfo>
<AID>201396</AID>
<AR>
<p>6</p>
<a>5</a>
<t>1</t>
<r>8</r>
<ii>7144</ii><!-- Salmon -->
</AR>
</AchievementsIdInfo>
<AchievementsIdInfo>
<AID>201397</AID>
<AR>
<p>6</p>
<a>3</a>
<t>1</t>
<r>8</r>
<ii>7139</ii><!-- Brown Trout -->
</AR>
<AR>
<p>6</p>
<a>2</a>
<t>1</t>
<r>8</r>
<ii>7144</ii><!-- Salmon -->
</AR>
</AchievementsIdInfo>
<!-- stable missions reward achievements --> <!-- stable missions reward achievements -->
<AchievementsIdInfo> <AchievementsIdInfo>
<AID>201323</AID> <AID>201323</AID>

View File

@ -0,0 +1,11 @@
using System.Xml.Serialization;
namespace sodoff.Schema;
[XmlRoot(ElementName = "AchievementCompletion", Namespace = "")]
[Serializable]
public class AchievementCompletion
{
[XmlElement(ElementName = "AchievementID")]
public int AchievementID;
}

View File

@ -12,4 +12,7 @@ public class CompletionAction {
[XmlElement(ElementName = "Transition")] [XmlElement(ElementName = "Transition")]
public StateTransition Transition; public StateTransition Transition;
[XmlElement(ElementName = "AchievementCompletion", IsNullable = true)]
public AchievementCompletion[] AchievementCompletion;
} }

View File

@ -12,6 +12,7 @@ public class RoomService {
private ItemService itemService; private ItemService itemService;
private AchievementService achievementService; private AchievementService achievementService;
private Random random = new Random();
public RoomService(DBContext ctx, ItemService itemService, AchievementService achievementService) { public RoomService(DBContext ctx, ItemService itemService, AchievementService achievementService) {
this.ctx = ctx; this.ctx = ctx;
@ -125,8 +126,9 @@ public class RoomService {
UserItemPosition pos = XmlUtil.DeserializeXml<UserItemPosition>(item.RoomItemData); UserItemPosition pos = XmlUtil.DeserializeXml<UserItemPosition>(item.RoomItemData);
AchievementReward[]? rewards; AchievementReward[]? rewards;
int? achievementID;
List<ItemStateCriteria> consumables; List<ItemStateCriteria> consumables;
int nextStateID = GetNextStateID(pos, speedup, out rewards, out consumables); int nextStateID = GetNextStateID(pos, speedup, out rewards, out achievementID, out consumables);
foreach (var consumable in consumables) { foreach (var consumable in consumables) {
ItemStateCriteriaConsumable c = (ItemStateCriteriaConsumable)consumable; ItemStateCriteriaConsumable c = (ItemStateCriteriaConsumable)consumable;
@ -138,6 +140,13 @@ public class RoomService {
if (rewards != null) { if (rewards != null) {
response.Rewards = achievementService.ApplyAchievementRewards(item.Room.Viking, rewards); response.Rewards = achievementService.ApplyAchievementRewards(item.Room.Viking, rewards);
} }
if (achievementID != null) {
var newrewards = achievementService.ApplyAchievementRewardsByID(item.Room.Viking, (int)achievementID);
if (response.Rewards is null)
response.Rewards = newrewards;
else
response.Rewards = response.Rewards.Concat(newrewards).ToArray();
}
DateTime stateChange = new DateTime(DateTime.Now.Ticks); DateTime stateChange = new DateTime(DateTime.Now.Ticks);
if (nextStateID == -1) { if (nextStateID == -1) {
@ -164,8 +173,9 @@ public class RoomService {
return response; return response;
} }
private int GetNextStateID(UserItemPosition pos, bool speedup, out AchievementReward[]? rewards, out List<ItemStateCriteria> consumables) { private int GetNextStateID(UserItemPosition pos, bool speedup, out AchievementReward[]? rewards, out int? achievementID, out List<ItemStateCriteria> consumables) {
rewards = null; rewards = null;
achievementID = null;
consumables = new List<ItemStateCriteria>(); consumables = new List<ItemStateCriteria>();
if (pos.UserItemState == null) if (pos.UserItemState == null)
@ -175,6 +185,13 @@ public class RoomService {
rewards = currState.Rewards; rewards = currState.Rewards;
consumables = currState.Rule.Criterias.FindAll(x => x.Type == ItemStateCriteriaType.ConsumableItem); consumables = currState.Rule.Criterias.FindAll(x => x.Type == ItemStateCriteriaType.ConsumableItem);
// achievementID = currState.AchievementID; // TODO we should do this or not? some items use the same rewards in `currState.Rewards` and achievement definition, but some do not contain only achievementID (but then there is generally no definition for achievement)
if (currState.Rule.CompletionAction.AchievementCompletion != null) {
achievementID = currState.Rule.CompletionAction.AchievementCompletion[
random.Next(0, currState.Rule.CompletionAction.AchievementCompletion.Length)
].AchievementID;
}
if (speedup) if (speedup)
return ((ItemStateCriteriaSpeedUpItem)currState.Rule.Criterias.Find(x => x.Type == ItemStateCriteriaType.SpeedUpItem)!).EndStateID; return ((ItemStateCriteriaSpeedUpItem)currState.Rule.Criterias.Find(x => x.Type == ItemStateCriteriaType.SpeedUpItem)!).EndStateID;