import logging from csv import * from random import choice from core.data import Data from core import CoreConfig from .config import SaoConfig from .database import SaoData from titles.sao.handlers.base import * class SaoBase: def __init__(self, core_cfg: CoreConfig, game_cfg: SaoConfig) -> None: self.core_cfg = core_cfg self.game_cfg = game_cfg self.core_data = Data(core_cfg) self.game_data = SaoData(core_cfg) self.version = 0 self.logger = logging.getLogger("sao") def handle_noop(self, header: SaoRequestHeader, request: bytes) -> bytes: self.logger.info(f"Using Generic handler") resp_thing = SaoNoopResponse(header.cmd + 1) return resp_thing.make() def handle_c122(self, header: SaoRequestHeader, request: bytes) -> bytes: #common/get_maintenance_info resp = SaoGetMaintResponse(header.cmd +1) return resp.make() def handle_c12e(self, header: SaoRequestHeader, request: bytes) -> bytes: #common/ac_cabinet_boot_notification resp = SaoCommonAcCabinetBootNotificationResponse(header.cmd +1) return resp.make() def handle_c100(self, header: SaoRequestHeader, request: bytes) -> bytes: #common/get_app_versions resp = SaoCommonGetAppVersionsRequest(header.cmd +1) return resp.make() def handle_c102(self, header: SaoRequestHeader, request: bytes) -> bytes: #common/master_data_version_check resp = SaoMasterDataVersionCheckResponse(header.cmd +1) return resp.make() def handle_c10a(self, header: SaoRequestHeader, request: bytes) -> bytes: #common/paying_play_start resp = SaoCommonPayingPlayStartRequest(header.cmd +1) return resp.make() def handle_ca02(self, header: SaoRequestHeader, request: bytes) -> bytes: #quest_multi_play_room/get_quest_scene_multi_play_photon_server resp = SaoGetQuestSceneMultiPlayPhotonServerResponse(header.cmd +1) return resp.make() def handle_c11e(self, header: SaoRequestHeader, request: bytes) -> bytes: #common/get_auth_card_data req = SaoGetAuthCardDataRequest(header, request) #Check authentication user_id = self.core_data.card.get_user_id_from_card( req.access_code ) if not user_id: user_id = self.core_data.user.create_user() #works card_id = self.core_data.card.create_card(user_id, req.access_code) if card_id is None: user_id = -1 self.logger.error("Failed to register card!") # Create profile with 3 basic heroes profile_id = self.game_data.profile.create_profile(user_id) self.game_data.item.put_hero_log(user_id, 101000010, 1, 0, 101000016, 0, 30086, 1001, 1002, 1003, 1005) self.game_data.item.put_hero_log(user_id, 102000010, 1, 0, 103000006, 0, 30086, 1001, 1002, 1003, 1005) self.game_data.item.put_hero_log(user_id, 103000010, 1, 0, 112000009, 0, 30086, 1001, 1002, 1003, 1005) self.game_data.item.put_hero_party(user_id, 0, 101000010, 102000010, 103000010) self.game_data.item.put_equipment_data(user_id, 101000016, 1, 200, 0, 0, 0) self.game_data.item.put_equipment_data(user_id, 103000006, 1, 200, 0, 0, 0) self.game_data.item.put_equipment_data(user_id, 112000009, 1, 200, 0, 0, 0) self.game_data.item.put_player_quest(user_id, 1001, True, 300, 0, 0, 1) # Force the tutorial stage to be completed due to potential crash in-game self.logger.info(f"User Authenticated: { req.access_code } | { user_id }") #Grab values from profile profile_data = self.game_data.profile.get_profile(user_id) if user_id and not profile_data: profile_id = self.game_data.profile.create_profile(user_id) self.game_data.item.put_hero_log(user_id, 101000010, 1, 0, 101000016, 0, 30086, 1001, 1002, 1003, 1005) self.game_data.item.put_hero_log(user_id, 102000010, 1, 0, 103000006, 0, 30086, 1001, 1002, 1003, 1005) self.game_data.item.put_hero_log(user_id, 103000010, 1, 0, 112000009, 0, 30086, 1001, 1002, 1003, 1005) self.game_data.item.put_hero_party(user_id, 0, 101000010, 102000010, 103000010) self.game_data.item.put_equipment_data(user_id, 101000016, 1, 200, 0, 0, 0) self.game_data.item.put_equipment_data(user_id, 103000006, 1, 200, 0, 0, 0) self.game_data.item.put_equipment_data(user_id, 112000009, 1, 200, 0, 0, 0) self.game_data.item.put_player_quest(user_id, 1001, True, 300, 0, 0, 1) # Force the tutorial stage to be completed due to potential crash in-game profile_data = self.game_data.profile.get_profile(user_id) resp = SaoGetAuthCardDataResponse(header.cmd +1, profile_data) return resp.make() def handle_c40c(self, header: SaoRequestHeader, request: bytes) -> bytes: #home/check_ac_login_bonus resp = SaoHomeCheckAcLoginBonusResponse(header.cmd +1) return resp.make() def handle_c104(self, header: SaoRequestHeader, request: bytes) -> bytes: #common/login req = SaoCommonLoginRequest(header, request) user_id = self.core_data.card.get_user_id_from_card( req.access_code ) profile_data = self.game_data.profile.get_profile(user_id) resp = SaoCommonLoginResponse(header.cmd +1, profile_data) return resp.make() def handle_c404(self, header: SaoRequestHeader, request: bytes) -> bytes: #home/check_comeback_event resp = SaoCheckComebackEventRequest(header.cmd +1) return resp.make() def handle_c000(self, header: SaoRequestHeader, request: bytes) -> bytes: #ticket/ticket resp = SaoTicketResponse(header.cmd +1) return resp.make() def handle_c500(self, header: SaoRequestHeader, request: bytes) -> bytes: #user_info/get_user_basic_data req = SaoGetUserBasicDataRequest(header, request) profile_data = self.game_data.profile.get_profile(req.user_id) resp = SaoGetUserBasicDataResponse(header.cmd +1, profile_data) return resp.make() def handle_c600(self, header: SaoRequestHeader, request: bytes) -> bytes: #have_object/get_hero_log_user_data_list req = SaoGetHeroLogUserDataListRequest(header, request) hero_data = self.game_data.item.get_hero_logs(req.user_id) resp = SaoGetHeroLogUserDataListResponse(header.cmd +1, hero_data) return resp.make() def handle_c602(self, header: SaoRequestHeader, request: bytes) -> bytes: #have_object/get_equipment_user_data_list req = SaoGetEquipmentUserDataListRequest(header, request) equipment_data = self.game_data.item.get_user_equipments(req.user_id) resp = SaoGetEquipmentUserDataListResponse(header.cmd +1, equipment_data) return resp.make() def handle_c604(self, header: SaoRequestHeader, request: bytes) -> bytes: #have_object/get_item_user_data_list req = SaoGetItemUserDataListRequest(header, request) item_data = self.game_data.item.get_user_items(req.user_id) resp = SaoGetItemUserDataListResponse(header.cmd +1, item_data) return resp.make() def handle_c606(self, header: SaoRequestHeader, request: bytes) -> bytes: #have_object/get_support_log_user_data_list supportIdsData = self.game_data.static.get_support_log_ids(0, True) resp = SaoGetSupportLogUserDataListResponse(header.cmd +1, supportIdsData) return resp.make() def handle_c800(self, header: SaoRequestHeader, request: bytes) -> bytes: #custom/get_title_user_data_list titleIdsData = self.game_data.static.get_title_ids(0, True) resp = SaoGetTitleUserDataListResponse(header.cmd +1, titleIdsData) return resp.make() def handle_c608(self, header: SaoRequestHeader, request: bytes) -> bytes: #have_object/get_episode_append_data_list req = SaoGetEpisodeAppendDataListRequest(header, request) profile_data = self.game_data.profile.get_profile(req.user_id) resp = SaoGetEpisodeAppendDataListResponse(header.cmd +1, profile_data) return resp.make() def handle_c804(self, header: SaoRequestHeader, request: bytes) -> bytes: #custom/get_party_data_list req = SaoGetPartyDataListRequest(header, request) hero_party = self.game_data.item.get_hero_party(req.user_id, 0) hero1_data = self.game_data.item.get_hero_log(req.user_id, hero_party[3]) hero2_data = self.game_data.item.get_hero_log(req.user_id, hero_party[4]) hero3_data = self.game_data.item.get_hero_log(req.user_id, hero_party[5]) resp = SaoGetPartyDataListResponse(header.cmd +1, hero1_data, hero2_data, hero3_data) return resp.make() def handle_c902(self, header: SaoRequestHeader, request: bytes) -> bytes: # for whatever reason, having all entries empty or filled changes nothing #quest/get_quest_scene_prev_scan_profile_card resp = SaoGetQuestScenePrevScanProfileCardResponse(header.cmd +1) return resp.make() def handle_c124(self, header: SaoRequestHeader, request: bytes) -> bytes: #common/get_resource_path_info resp = SaoGetResourcePathInfoResponse(header.cmd +1) return resp.make() def handle_c900(self, header: SaoRequestHeader, request: bytes) -> bytes: #quest/get_quest_scene_user_data_list // QuestScene.csv req = SaoGetQuestSceneUserDataListRequest(header, request) quest_data = self.game_data.item.get_quest_logs(req.user_id) resp = SaoGetQuestSceneUserDataListResponse(header.cmd +1, quest_data) return resp.make() def handle_c400(self, header: SaoRequestHeader, request: bytes) -> bytes: #home/check_yui_medal_get_condition resp = SaoCheckYuiMedalGetConditionResponse(header.cmd +1) return resp.make() def handle_c402(self, header: SaoRequestHeader, request: bytes) -> bytes: #home/get_yui_medal_bonus_user_data resp = SaoGetYuiMedalBonusUserDataResponse(header.cmd +1) return resp.make() def handle_c40a(self, header: SaoRequestHeader, request: bytes) -> bytes: #home/check_profile_card_used_reward resp = SaoCheckProfileCardUsedRewardResponse(header.cmd +1) return resp.make() def handle_c814(self, header: SaoRequestHeader, request: bytes) -> bytes: #custom/synthesize_enhancement_hero_log req = SaoSynthesizeEnhancementHeroLogRequest(header, request) synthesize_hero_log_data = self.game_data.item.get_hero_log(req.user_id, req.origin_user_hero_log_id) for i in range(req.material_common_reward_user_data_count): itemList = self.game_data.static.get_item_id(req.material_common_reward_user_data_list[i].user_common_reward_id) heroList = self.game_data.static.get_hero_id(req.material_common_reward_user_data_list[i].user_common_reward_id) equipmentList = self.game_data.static.get_equipment_id(req.material_common_reward_user_data_list[i].user_common_reward_id) if itemList: hero_exp = 2000 + int(synthesize_hero_log_data["log_exp"]) self.game_data.item.remove_item(req.user_id, req.material_common_reward_user_data_list[i].user_common_reward_id) if equipmentList: equipment_data = self.game_data.item.get_user_equipment(req.user_id, req.material_common_reward_user_data_list[i].user_common_reward_id) hero_exp = int(equipment_data["enhancement_exp"]) + int(synthesize_hero_log_data["log_exp"]) self.game_data.item.remove_equipment(req.user_id, req.material_common_reward_user_data_list[i].user_common_reward_id) if heroList: hero_data = self.game_data.item.get_hero_log(req.user_id, req.material_common_reward_user_data_list[i].user_common_reward_id) hero_exp = int(hero_data["log_exp"]) + int(synthesize_hero_log_data["log_exp"]) self.game_data.item.remove_hero_log(req.user_id, req.material_common_reward_user_data_list[i].user_common_reward_id) self.game_data.item.put_hero_log( req.user_id, int(req.origin_user_hero_log_id), synthesize_hero_log_data["log_level"], hero_exp, synthesize_hero_log_data["main_weapon"], synthesize_hero_log_data["sub_equipment"], synthesize_hero_log_data["skill_slot1_skill_id"], synthesize_hero_log_data["skill_slot2_skill_id"], synthesize_hero_log_data["skill_slot3_skill_id"], synthesize_hero_log_data["skill_slot4_skill_id"], synthesize_hero_log_data["skill_slot5_skill_id"] ) profile = self.game_data.profile.get_profile(req.user_id) new_col = int(profile["own_col"]) - 100 # Update profile self.game_data.profile.put_profile( req.user_id, profile["user_type"], profile["nick_name"], profile["rank_num"], profile["rank_exp"], new_col, profile["own_vp"], profile["own_yui_medal"], profile["setting_title_id"] ) # Load the item again to push to the response handler synthesize_hero_log_data = self.game_data.item.get_hero_log(req.user_id, req.origin_user_hero_log_id) resp = SaoSynthesizeEnhancementHeroLogResponse(header.cmd +1, synthesize_hero_log_data) return resp.make() def handle_c816(self, header: SaoRequestHeader, request: bytes) -> bytes: #custom/synthesize_enhancement_equipment req_data = SaoSynthesizeEnhancementEquipmentRequest(header, request) synthesize_equipment_data = self.game_data.item.get_user_equipment(req_data.user_id, req_data.origin_user_equipment_id) for i in range(0,req_data.material_common_reward_user_data_count): itemList = self.game_data.static.get_item_id(req_data.material_common_reward_user_data_list[i].user_common_reward_id) heroList = self.game_data.static.get_hero_id(req_data.material_common_reward_user_data_list[i].user_common_reward_id) equipmentList = self.game_data.static.get_equipment_id(req_data.material_common_reward_user_data_list[i].user_common_reward_id) if itemList: equipment_exp = 2000 + int(synthesize_equipment_data["enhancement_exp"]) self.game_data.item.remove_item(req_data.user_id, req_data.material_common_reward_user_data_list[i].user_common_reward_id) if equipmentList: equipment_data = self.game_data.item.get_user_equipment(req_data.user_id, req_data.material_common_reward_user_data_list[i].user_common_reward_id) equipment_exp = int(equipment_data["enhancement_exp"]) + int(synthesize_equipment_data["enhancement_exp"]) self.game_data.item.remove_equipment(req_data.user_id, req_data.material_common_reward_user_data_list[i].user_common_reward_id) if heroList: hero_data = self.game_data.item.get_hero_log(req_data.user_id, req_data.material_common_reward_user_data_list[i].user_common_reward_id) equipment_exp = int(hero_data["log_exp"]) + int(synthesize_equipment_data["enhancement_exp"]) self.game_data.item.remove_hero_log(req_data.user_id, req_data.material_common_reward_user_data_list[i].user_common_reward_id) self.game_data.item.put_equipment_data(req_data.user_id, int(req_data.origin_user_equipment_id), synthesize_equipment_data["enhancement_value"], equipment_exp, 0, 0, 0) profile = self.game_data.profile.get_profile(req_data.user_id) new_col = int(profile["own_col"]) - 100 # Update profile self.game_data.profile.put_profile( req_data.user_id, profile["user_type"], profile["nick_name"], profile["rank_num"], profile["rank_exp"], new_col, profile["own_vp"], profile["own_yui_medal"], profile["setting_title_id"] ) # Load the item again to push to the response handler synthesize_equipment_data = self.game_data.item.get_user_equipment(req_data.user_id, req_data.origin_user_equipment_id) resp = SaoSynthesizeEnhancementEquipmentResponse(header.cmd +1, synthesize_equipment_data) return resp.make() def handle_c806(self, header: SaoRequestHeader, request: bytes) -> bytes: #custom/change_party req_data = SaoChangePartyRequest(header, request) party_hero_list = [] for party_team in req_data.party_data_list[0].party_team_data_list: hero_data = self.game_data.item.get_hero_log(req_data.user_id, party_team.user_hero_log_id) hero_level = 1 hero_exp = 0 if hero_data: hero_level = hero_data["log_level"] hero_exp = hero_data["log_exp"] self.game_data.item.put_hero_log( req_data.user_id, party_team.user_hero_log_id, hero_level, hero_exp, party_team.main_weapon_user_equipment_id, party_team.sub_equipment_user_equipment_id, party_team.skill_slot1_skill_id, party_team.skill_slot2_skill_id, party_team.skill_slot3_skill_id, party_team.skill_slot4_skill_id, party_team.skill_slot5_skill_id ) party_hero_list.append(party_team.user_hero_log_id) self.game_data.item.put_hero_party(req_data.user_id, req_data.party_data_list[0].party_team_data_list[0].user_party_team_id, party_hero_list[0], party_hero_list[1], party_hero_list[2]) resp = SaoNoopResponse(header.cmd +1) return resp.make() def handle_c904(self, header: SaoRequestHeader, request: bytes) -> bytes: #quest/episode_play_start req_data = SaoEpisodePlayStartRequest(header, request) user_id = req_data.user_id profile_data = self.game_data.profile.get_profile(user_id) self.game_data.item.create_session( user_id, int(req_data.play_start_request_data[0].user_party_id), req_data.episode_id, req_data.play_mode, req_data.play_start_request_data[0].quest_drop_boost_apply_flag ) resp = SaoEpisodePlayStartResponse(header.cmd +1, profile_data) return resp.make() def handle_c908(self, header: SaoRequestHeader, request: bytes) -> bytes: # Level calculation missing for the profile and heroes #quest/episode_play_end req_data = SaoEpisodePlayEndRequest(header, request) # Add stage progression to database user_id = req_data.user_id episode_id = req_data.episode_id quest_clear_flag = bool(req_data.play_end_request_data_list[0].score_data_list[0].boss_destroying_num) clear_time = req_data.play_end_request_data_list[0].score_data_list[0].clear_time combo_num = req_data.play_end_request_data_list[0].score_data_list[0].combo_num total_damage = req_data.play_end_request_data_list[0].score_data_list[0].total_damage concurrent_destroying_num = req_data.play_end_request_data_list[0].score_data_list[0].concurrent_destroying_num profile = self.game_data.profile.get_profile(user_id) vp = int(profile["own_vp"]) exp = int(profile["rank_exp"]) + 100 #always 100 extra exp for some reason col = int(profile["own_col"]) + int(req_data.play_end_request_data_list[0].base_get_data_list[0].get_col) if quest_clear_flag is True: # Save stage progression - to be revised to avoid saving worse score # Reference Episode.csv but Chapter 2,3,4 and 5 reports id -1, match using /10 + last digits if episode_id > 10000 and episode_id < 11000: # Starts at 1001 episode_id = episode_id - 9000 elif episode_id > 20000: # Starts at 2001 stage_id = str(episode_id)[-2:] episode_id = episode_id / 10 episode_id = int(episode_id) + int(stage_id) # Match episode_id with the questSceneId saved in the DB through sortNo questId = self.game_data.static.get_quests_id(episode_id) episode_id = questId[2] self.game_data.item.put_player_quest(user_id, episode_id, quest_clear_flag, clear_time, combo_num, total_damage, concurrent_destroying_num) vp = int(profile["own_vp"]) + 10 #always 10 VP per cleared stage # Calculate level based off experience and the CSV list with open(r'titles/sao/data/PlayerRank.csv') as csv_file: csv_reader = csv.reader(csv_file, delimiter=',') line_count = 0 data = [] rowf = False for row in csv_reader: if rowf==False: rowf=True else: data.append(row) for i in range(0,len(data)): if exp>=int(data[i][1]) and exp=int(data[e][1]) and log_exp bytes: #quest/trial_tower_play_start req_data = SaoTrialTowerPlayStartRequest(header, request) user_id = req_data.user_id floor_id = req_data.trial_tower_id profile_data = self.game_data.profile.get_profile(user_id) self.game_data.item.create_session( user_id, int(req_data.play_start_request_data[0].user_party_id), req_data.trial_tower_id, req_data.play_mode, req_data.play_start_request_data[0].quest_drop_boost_apply_flag ) resp = SaoEpisodePlayStartResponse(header.cmd +1, profile_data) return resp.make() def handle_c918(self, header: SaoRequestHeader, request: bytes) -> bytes: #quest/trial_tower_play_end req = bytes.fromhex(request)[24:] req_struct = Struct( Padding(20), "ticket_id" / Bytes(1), # needs to be parsed as an int Padding(1), "user_id_size" / Rebuild(Int32ub, len_(this.user_id) * 2), # calculates the length of the user_id "user_id" / PaddedString(this.user_id_size, "utf_16_le"), # user_id is a (zero) padded string Padding(2), "trial_tower_id" / Int16ub, # trial_tower_id is a short, Padding(3), "play_end_request_data" / Int8ub, # play_end_request_data is a byte Padding(1), "play_result_flag" / Int8ub, # play_result_flag is a byte Padding(2), "base_get_data_length" / Rebuild(Int8ub, len_(this.base_get_data)), # base_get_data_length is a byte, "base_get_data" / Array(this.base_get_data_length, Struct( "get_hero_log_exp" / Int32ub, # get_hero_log_exp is an int "get_col" / Int32ub, # get_num is a short )), Padding(3), "get_player_trace_data_list_length" / Rebuild(Int8ub, len_(this.get_player_trace_data_list)), # get_player_trace_data_list_length is a byte "get_player_trace_data_list" / Array(this.get_player_trace_data_list_length, Struct( "user_quest_scene_player_trace_id" / Int32ub, # user_quest_scene_player_trace_id is an int )), Padding(3), "get_rare_drop_data_list_length" / Rebuild(Int8ub, len_(this.get_rare_drop_data_list)), # get_rare_drop_data_list_length is a byte "get_rare_drop_data_list" / Array(this.get_rare_drop_data_list_length, Struct( "quest_rare_drop_id" / Int32ub, # quest_rare_drop_id is an int )), Padding(3), "get_special_rare_drop_data_list_length" / Rebuild(Int8ub, len_(this.get_special_rare_drop_data_list)), # get_special_rare_drop_data_list_length is a byte "get_special_rare_drop_data_list" / Array(this.get_special_rare_drop_data_list_length, Struct( "quest_special_rare_drop_id" / Int32ub, # quest_special_rare_drop_id is an int )), Padding(3), "get_unanalyzed_log_tmp_reward_data_list_length" / Rebuild(Int8ub, len_(this.get_unanalyzed_log_tmp_reward_data_list)), # get_unanalyzed_log_tmp_reward_data_list_length is a byte "get_unanalyzed_log_tmp_reward_data_list" / Array(this.get_unanalyzed_log_tmp_reward_data_list_length, Struct( "unanalyzed_log_grade_id" / Int32ub, # unanalyzed_log_grade_id is an int, )), Padding(3), "get_event_item_data_list_length" / Rebuild(Int8ub, len_(this.get_event_item_data_list)), # get_event_item_data_list_length is a byte, "get_event_item_data_list" / Array(this.get_event_item_data_list_length, Struct( "event_item_id" / Int32ub, # event_item_id is an int "get_num" / Int16ub, # get_num is a short )), Padding(3), "discovery_enemy_data_list_length" / Rebuild(Int8ub, len_(this.discovery_enemy_data_list)), # discovery_enemy_data_list_length is a byte "discovery_enemy_data_list" / Array(this.discovery_enemy_data_list_length, Struct( "enemy_kind_id" / Int32ub, # enemy_kind_id is an int "destroy_num" / Int16ub, # destroy_num is a short )), Padding(3), "destroy_boss_data_list_length" / Rebuild(Int8ub, len_(this.destroy_boss_data_list)), # destroy_boss_data_list_length is a byte "destroy_boss_data_list" / Array(this.destroy_boss_data_list_length, Struct( "boss_type" / Int8ub, # boss_type is a byte "enemy_kind_id" / Int32ub, # enemy_kind_id is an int "destroy_num" / Int16ub, # destroy_num is a short )), Padding(3), "mission_data_list_length" / Rebuild(Int8ub, len_(this.mission_data_list)), # mission_data_list_length is a byte "mission_data_list" / Array(this.mission_data_list_length, Struct( "mission_id" / Int32ub, # enemy_kind_id is an int "clear_flag" / Int8ub, # boss_type is a byte "mission_difficulty_id" / Int16ub, # destroy_num is a short )), Padding(3), "score_data_length" / Rebuild(Int8ub, len_(this.score_data)), # score_data_length is a byte "score_data" / Array(this.score_data_length, Struct( "clear_time" / Int32ub, # clear_time is an int "combo_num" / Int32ub, # boss_type is a int "total_damage_size" / Rebuild(Int32ub, len_(this.total_damage) * 2), # calculates the length of the total_damage "total_damage" / PaddedString(this.total_damage_size, "utf_16_le"), # total_damage is a (zero) padded string "concurrent_destroying_num" / Int16ub, # concurrent_destroying_num is a short "reaching_skill_level" / Int16ub, # reaching_skill_level is a short "ko_chara_num" / Int8ub, # ko_chara_num is a byte "acceleration_invocation_num" / Int16ub, # acceleration_invocation_num is a short "boss_destroying_num" / Int16ub, # boss_destroying_num is a short "synchro_skill_used_flag" / Int8ub, # synchro_skill_used_flag is a byte "used_friend_skill_id" / Int32ub, # used_friend_skill_id is an int "friend_skill_used_flag" / Int8ub, # friend_skill_used_flag is a byte "continue_cnt" / Int16ub, # continue_cnt is a short "total_loss_num" / Int16ub, # total_loss_num is a short )), ) req_data = req_struct.parse(req) # Add tower progression to database user_id = req_data.user_id trial_tower_id = req_data.trial_tower_id next_tower_id = 0 quest_clear_flag = bool(req_data.score_data[0].boss_destroying_num) clear_time = req_data.score_data[0].clear_time combo_num = req_data.score_data[0].combo_num total_damage = req_data.score_data[0].total_damage concurrent_destroying_num = req_data.score_data[0].concurrent_destroying_num if quest_clear_flag is True: # Save tower progression - to be revised to avoid saving worse score if trial_tower_id == 9: next_tower_id = 10001 elif trial_tower_id == 10: trial_tower_id = 10001 next_tower_id = 3011 elif trial_tower_id == 19: next_tower_id = 10002 elif trial_tower_id == 20: trial_tower_id = 10002 next_tower_id = 3021 elif trial_tower_id == 29: next_tower_id = 10003 elif trial_tower_id == 30: trial_tower_id = 10003 next_tower_id = 3031 elif trial_tower_id == 39: next_tower_id = 10004 elif trial_tower_id == 40: trial_tower_id = 10004 next_tower_id = 3041 elif trial_tower_id == 49: next_tower_id = 10005 elif trial_tower_id == 50: trial_tower_id = 10005 next_tower_id = 3051 else: trial_tower_id = trial_tower_id + 3000 next_tower_id = trial_tower_id + 1 self.game_data.item.put_player_quest(user_id, trial_tower_id, quest_clear_flag, clear_time, combo_num, total_damage, concurrent_destroying_num) # Check if next stage is already done checkQuest = self.game_data.item.get_quest_log(user_id, next_tower_id) if not checkQuest: if next_tower_id != 3101: self.game_data.item.put_player_quest(user_id, next_tower_id, 0, 0, 0, 0, 0) # Update the profile profile = self.game_data.profile.get_profile(user_id) exp = int(profile["rank_exp"]) + 100 #always 100 extra exp for some reason col = int(profile["own_col"]) + int(req_data.base_get_data[0].get_col) # Calculate level based off experience and the CSV list with open(r'titles/sao/data/PlayerRank.csv') as csv_file: csv_reader = csv.reader(csv_file, delimiter=',') line_count = 0 data = [] rowf = False for row in csv_reader: if rowf==False: rowf=True else: data.append(row) for i in range(0,len(data)): if exp>=int(data[i][1]) and exp=int(data[e][1]) and log_exp bytes: #quest/episode_play_end_unanalyzed_log_fixed req = SaoEpisodePlayEndUnanalyzedLogFixedRequest(header, request) end_session_data = self.game_data.item.get_end_session(req.user_id) resp = SaoEpisodePlayEndUnanalyzedLogFixedResponse(header.cmd +1, end_session_data[4]) return resp.make() def handle_c91a(self, header: SaoRequestHeader, request: bytes) -> bytes: # handler is identical to the episode #quest/trial_tower_play_end_unanalyzed_log_fixed req = TrialTowerPlayEndUnanalyzedLogFixed(header, request) end_session_data = self.game_data.item.get_end_session(req.user_id) resp = SaoEpisodePlayEndUnanalyzedLogFixedResponse(header.cmd +1, end_session_data[4]) return resp.make() def handle_cd00(self, header: SaoRequestHeader, request: bytes) -> bytes: #defrag_match/get_defrag_match_basic_data resp = SaoGetDefragMatchBasicDataResponse(header.cmd +1) return resp.make() def handle_cd02(self, header: SaoRequestHeader, request: bytes) -> bytes: #defrag_match/get_defrag_match_ranking_user_data resp = SaoGetDefragMatchRankingUserDataResponse(header.cmd +1) return resp.make() def handle_cd04(self, header: SaoRequestHeader, request: bytes) -> bytes: #defrag_match/get_defrag_match_league_point_ranking_list resp = SaoGetDefragMatchLeaguePointRankingListResponse(header.cmd +1) return resp.make() def handle_cd06(self, header: SaoRequestHeader, request: bytes) -> bytes: #defrag_match/get_defrag_match_league_score_ranking_list resp = SaoGetDefragMatchLeagueScoreRankingListResponse(header.cmd +1) return resp.make() def handle_d404(self, header: SaoRequestHeader, request: bytes) -> bytes: #other/bnid_serial_code_check resp = SaoBnidSerialCodeCheckResponse(header.cmd +1) return resp.make() def handle_c306(self, header: SaoRequestHeader, request: bytes) -> bytes: #card/scan_qr_quest_profile_card resp = SaoScanQrQuestProfileCardResponse(header.cmd +1) return resp.make()