upd(readme): revise
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@@ -11,11 +11,6 @@ Goals: a full combat system including combat events, and
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- .NET 10 SDK
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- .NET 10 SDK
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- `protoc` (only to regenerate the protocol)
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- `protoc` (only to regenerate the protocol)
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Everything the server reads but does not own lives in `stuff/` and is not tracked here: the
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game data it merges (`stuff/turnbasedgamedata/ExcelOutput` from Dimbreath and
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`stuff/pearl-sr/resources` for the beta overlay), the proto dump, and the reference servers.
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`Data.Sources` in `config/config.json` points at the first two, in priority order.
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## Running
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## Running
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```
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```
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@@ -27,66 +22,18 @@ Or just `run.bat`.
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## What works
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## What works
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- Teams: six squads, join/quit/swap/leader/rename/switch, virtual lineups for challenges,
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- WIP
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shared technique points (Phainon and Himeko Nova raise the cap), all remembered between runs.
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- Overworld fights: hitting a monster resolves its own stage for your world level, the attacker's
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element breaks toughness on entry, ambushes work, destructible props break, and fodder-clearing
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techniques (Acheron, Phainon, Silver Wolf 999, Himeko Nova) skip the fight. Won fights remove
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the monsters; HP and energy carry over until you teleport.
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- Calyxes, Stagnant Shadows / Caverns, Battle College (trial characters), story stages by event.
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- Memory of Chaos, Pure Fiction, Apocalyptic Shadow with both nodes, scores, stars, records; Anomaly
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Arbitration with saved mob teams, hard mode and settle screens. Every floor reports as cleared so
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none sit locked behind the one before them; set `GameServer.UnlockAllChallenges` to false to
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report only what has actually been played.
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- Position, paths, gender, head icon, server-side settings and challenge records persist in
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`data/player.json`.
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## Chat commands
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## Chat commands
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The friend list has one entry, CapySR. Message it:
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- WIP
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| command | effect |
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|-----------------------------|-----------------------------------------------------|
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| `/help` | list the commands |
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| `/tp <entryId> [teleportId]`| travel to a map entrance |
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| `/unstuck` | respawn at the current map's anchor |
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| `/heal` | full health and technique points |
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| `/mp [n]` | set technique points |
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| `/wl <0-6>` | set the equilibrium level (monsters scale with it) |
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| `/stage <stageId>` | the next fight you start plays that stage |
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| `/sync` | reload `freesr-data.json` now |
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| `/lineup`, `/pos`, `/clear` | show the team, show where you are, clear the map |
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## srtools
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## srtools
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Point srtools at `http://127.0.0.1:21000/srtools` and upload. The game server watches
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- WIP
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`data/freesr-data.json` and pushes the new roster, gear and teams to a logged-in client without a relog.
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`GameServer.BattleSource` in `config/config.json` decides what the uploaded `battle_config` drives:
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| value | behaviour |
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|---------------------|---------------------------------------------------------------|
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| `auto` (default) | every non-challenge fight plays the srtools battle |
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| `srtools` | the same, and never falls back to the encounter's own stage |
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| `stage` | everything plays its real stage |
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So a calyx runs whatever stage `freesr-data.json` names. That is how an older Apocalyptic
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Shadow, Pure Fiction or Memory of Chaos floor gets replayed, while F4 keeps the current
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rotation. Challenges always play their own stage.
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### Hotfix URLs
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### Hotfix URLs
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Unknown versions are fetched from the official dispatch once and cached in
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`config/versions.json`. A beta dispatch stops answering as soon as its window closes, so a
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client newer than anything cached cannot be looked up by anyone any more. When that happens
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the closest older build of the same channel is lent out, which keeps a packaged client
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booting: an empty `ex_resource_url` hangs it at about 99% before it ever reaches the game
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server. Turn `Hotfix.EnableDesignDataUpdate` off while a version is running on borrowed urls,
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or it will try to download design data that does not match its build.
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The version a client will ask for, and its dispatch seed, are in
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`StarRail_Data/StreamingAssets/BinaryVersion.bytes`.
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For OS:
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For OS:
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```json
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```json
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{
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{
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@@ -105,23 +52,12 @@ For OS:
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dotnet test tests/CapySR.Tests
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dotnet test tests/CapySR.Tests
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```
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```
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`FlowTests` drive a real gateway end to end: login, team edits, an overworld fight, technique
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points, and a two-node Memory of Chaos floor.
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## Regenerating the protocol
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## Regenerating the protocol
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```
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```
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dotnet run --project tools/CapySR.ProtoGen
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dotnet run --project tools/CapySR.ProtoGen
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```
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```
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The generated protocol is committed, so this is only needed after a proto dump changes. Clone
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[TurnBaseGameProto](https://github.com/Mar7thLover/TurnBaseGameProto) into `stuff/` first.
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Reads `stuff/TurnBaseGameProto/Raw/StarRail.proto`, resolves the 11 duplicate type names the dump's
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translation pass produces, runs protoc, and writes `CmdId.g.cs` / `CmdIdTable.g.cs`. Duplicate
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resolution is scored against the `CmdXxxType` service enums and `packetIds.txt`; deliberate calls
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live in `DuplicateResolver.Overrides`.
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## Credits
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## Credits
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- capyb2222
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- capyb2222
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- Various other server reimplementation.
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- Various other server reimplementation.
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