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import logging
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from csv import *
from random import choice
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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 " )
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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 ( )
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def handle_c122 ( self , header : SaoRequestHeader , request : bytes ) - > bytes :
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#common/get_maintenance_info
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resp = SaoGetMaintResponse ( header . cmd + 1 )
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return resp . make ( )
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def handle_c12e ( self , header : SaoRequestHeader , request : bytes ) - > bytes :
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#common/ac_cabinet_boot_notification
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resp = SaoCommonAcCabinetBootNotificationResponse ( header . cmd + 1 )
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return resp . make ( )
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def handle_c100 ( self , header : SaoRequestHeader , request : bytes ) - > bytes :
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#common/get_app_versions
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resp = SaoCommonGetAppVersionsRequest ( header . cmd + 1 )
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return resp . make ( )
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def handle_c102 ( self , header : SaoRequestHeader , request : bytes ) - > bytes :
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#common/master_data_version_check
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resp = SaoMasterDataVersionCheckResponse ( header . cmd + 1 )
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return resp . make ( )
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def handle_c10a ( self , header : SaoRequestHeader , request : bytes ) - > bytes :
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#common/paying_play_start
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resp = SaoCommonPayingPlayStartRequest ( header . cmd + 1 )
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return resp . make ( )
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def handle_ca02 ( self , header : SaoRequestHeader , request : bytes ) - > bytes :
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#quest_multi_play_room/get_quest_scene_multi_play_photon_server
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resp = SaoGetQuestSceneMultiPlayPhotonServerResponse ( header . cmd + 1 )
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return resp . make ( )
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def handle_c11e ( self , header : SaoRequestHeader , request : bytes ) - > bytes :
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#common/get_auth_card_data
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req = SaoGetAuthCardDataRequest ( header , request )
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#Check authentication
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user_id = self . core_data . card . get_user_id_from_card ( req . access_code )
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if not user_id :
user_id = self . core_data . user . create_user ( ) #works
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card_id = self . core_data . card . create_card ( user_id , req . access_code )
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if card_id is None :
user_id = - 1
self . logger . error ( " Failed to register card! " )
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# Create profile with 3 basic heroes
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profile_id = self . game_data . profile . create_profile ( user_id )
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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 )
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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 )
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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
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self . logger . info ( f " User Authenticated: { req . access_code } | { user_id } " )
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#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 )
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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 )
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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
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profile_data = self . game_data . profile . get_profile ( user_id )
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resp = SaoGetAuthCardDataResponse ( header . cmd + 1 , profile_data )
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return resp . make ( )
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def handle_c40c ( self , header : SaoRequestHeader , request : bytes ) - > bytes :
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#home/check_ac_login_bonus
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resp = SaoHomeCheckAcLoginBonusResponse ( header . cmd + 1 )
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return resp . make ( )
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def handle_c104 ( self , header : SaoRequestHeader , request : bytes ) - > bytes :
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#common/login
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req = SaoCommonLoginRequest ( header , request )
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user_id = self . core_data . card . get_user_id_from_card ( req . access_code )
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profile_data = self . game_data . profile . get_profile ( user_id )
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resp = SaoCommonLoginResponse ( header . cmd + 1 , profile_data )
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return resp . make ( )
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def handle_c404 ( self , header : SaoRequestHeader , request : bytes ) - > bytes :
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#home/check_comeback_event
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resp = SaoCheckComebackEventRequest ( header . cmd + 1 )
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return resp . make ( )
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def handle_c000 ( self , header : SaoRequestHeader , request : bytes ) - > bytes :
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#ticket/ticket
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resp = SaoTicketResponse ( header . cmd + 1 )
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return resp . make ( )
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def handle_c500 ( self , header : SaoRequestHeader , request : bytes ) - > bytes :
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#user_info/get_user_basic_data
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req = SaoGetUserBasicDataRequest ( header , request )
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profile_data = self . game_data . profile . get_profile ( req . user_id )
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resp = SaoGetUserBasicDataResponse ( header . cmd + 1 , profile_data )
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return resp . make ( )
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def handle_c600 ( self , header : SaoRequestHeader , request : bytes ) - > bytes :
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#have_object/get_hero_log_user_data_list
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req = SaoGetHeroLogUserDataListRequest ( header , request )
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hero_data = self . game_data . item . get_hero_logs ( req . user_id )
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resp = SaoGetHeroLogUserDataListResponse ( header . cmd + 1 , hero_data )
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return resp . make ( )
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def handle_c602 ( self , header : SaoRequestHeader , request : bytes ) - > bytes :
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#have_object/get_equipment_user_data_list
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req = SaoGetEquipmentUserDataListRequest ( header , request )
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equipment_data = self . game_data . item . get_user_equipments ( req . user_id )
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resp = SaoGetEquipmentUserDataListResponse ( header . cmd + 1 , equipment_data )
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return resp . make ( )
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def handle_c604 ( self , header : SaoRequestHeader , request : bytes ) - > bytes :
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#have_object/get_item_user_data_list
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req = SaoGetItemUserDataListRequest ( header , request )
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item_data = self . game_data . item . get_user_items ( req . user_id )
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resp = SaoGetItemUserDataListResponse ( header . cmd + 1 , item_data )
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return resp . make ( )
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def handle_c606 ( self , header : SaoRequestHeader , request : bytes ) - > bytes :
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#have_object/get_support_log_user_data_list
supportIdsData = self . game_data . static . get_support_log_ids ( 0 , True )
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resp = SaoGetSupportLogUserDataListResponse ( header . cmd + 1 , supportIdsData )
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return resp . make ( )
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def handle_c800 ( self , header : SaoRequestHeader , request : bytes ) - > bytes :
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#custom/get_title_user_data_list
titleIdsData = self . game_data . static . get_title_ids ( 0 , True )
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resp = SaoGetTitleUserDataListResponse ( header . cmd + 1 , titleIdsData )
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return resp . make ( )
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def handle_c608 ( self , header : SaoRequestHeader , request : bytes ) - > bytes :
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#have_object/get_episode_append_data_list
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req = SaoGetEpisodeAppendDataListRequest ( header , request )
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profile_data = self . game_data . profile . get_profile ( req . user_id )
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resp = SaoGetEpisodeAppendDataListResponse ( header . cmd + 1 , profile_data )
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return resp . make ( )
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def handle_c804 ( self , header : SaoRequestHeader , request : bytes ) - > bytes :
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#custom/get_party_data_list
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req = SaoGetPartyDataListRequest ( header , request )
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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 ] )
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resp = SaoGetPartyDataListResponse ( header . cmd + 1 , hero1_data , hero2_data , hero3_data )
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return resp . make ( )
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def handle_c902 ( self , header : SaoRequestHeader , request : bytes ) - > bytes : # for whatever reason, having all entries empty or filled changes nothing
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#quest/get_quest_scene_prev_scan_profile_card
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resp = SaoGetQuestScenePrevScanProfileCardResponse ( header . cmd + 1 )
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return resp . make ( )
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def handle_c124 ( self , header : SaoRequestHeader , request : bytes ) - > bytes :
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#common/get_resource_path_info
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resp = SaoGetResourcePathInfoResponse ( header . cmd + 1 )
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return resp . make ( )
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def handle_c900 ( self , header : SaoRequestHeader , request : bytes ) - > bytes :
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#quest/get_quest_scene_user_data_list // QuestScene.csv
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req = SaoGetQuestSceneUserDataListRequest ( header , request )
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quest_data = self . game_data . item . get_quest_logs ( req . user_id )
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resp = SaoGetQuestSceneUserDataListResponse ( header . cmd + 1 , quest_data )
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return resp . make ( )
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def handle_c400 ( self , header : SaoRequestHeader , request : bytes ) - > bytes :
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#home/check_yui_medal_get_condition
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resp = SaoCheckYuiMedalGetConditionResponse ( header . cmd + 1 )
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return resp . make ( )
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def handle_c402 ( self , header : SaoRequestHeader , request : bytes ) - > bytes :
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#home/get_yui_medal_bonus_user_data
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resp = SaoGetYuiMedalBonusUserDataResponse ( header . cmd + 1 )
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return resp . make ( )
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def handle_c40a ( self , header : SaoRequestHeader , request : bytes ) - > bytes :
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#home/check_profile_card_used_reward
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resp = SaoCheckProfileCardUsedRewardResponse ( header . cmd + 1 )
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return resp . make ( )
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def handle_c814 ( self , header : SaoRequestHeader , request : bytes ) - > bytes :
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#custom/synthesize_enhancement_hero_log
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req = SaoSynthesizeEnhancementHeroLogRequest ( header , request )
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synthesize_hero_log_data = self . game_data . item . get_hero_log ( req . user_id , req . origin_user_hero_log_id )
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for i in range ( req . material_common_reward_user_data_count ) :
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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 )
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if itemList :
hero_exp = 2000 + int ( synthesize_hero_log_data [ " log_exp " ] )
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self . game_data . item . remove_item ( req . user_id , req . material_common_reward_user_data_list [ i ] . user_common_reward_id )
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if equipmentList :
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equipment_data = self . game_data . item . get_user_equipment ( req . user_id , req . material_common_reward_user_data_list [ i ] . user_common_reward_id )
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hero_exp = int ( equipment_data [ " enhancement_exp " ] ) + int ( synthesize_hero_log_data [ " log_exp " ] )
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self . game_data . item . remove_equipment ( req . user_id , req . material_common_reward_user_data_list [ i ] . user_common_reward_id )
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if heroList :
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hero_data = self . game_data . item . get_hero_log ( req . user_id , req . material_common_reward_user_data_list [ i ] . user_common_reward_id )
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hero_exp = int ( hero_data [ " log_exp " ] ) + int ( synthesize_hero_log_data [ " log_exp " ] )
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self . game_data . item . remove_hero_log ( req . user_id , req . material_common_reward_user_data_list [ i ] . user_common_reward_id )
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self . game_data . item . put_hero_log (
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req . user_id ,
int ( req . origin_user_hero_log_id ) ,
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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 " ]
)
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profile = self . game_data . profile . get_profile ( req . user_id )
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new_col = int ( profile [ " own_col " ] ) - 100
# Update profile
self . game_data . profile . put_profile (
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req . user_id ,
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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
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synthesize_hero_log_data = self . game_data . item . get_hero_log ( req . user_id , req . origin_user_hero_log_id )
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resp = SaoSynthesizeEnhancementHeroLogResponse ( header . cmd + 1 , synthesize_hero_log_data )
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return resp . make ( )
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def handle_c816 ( self , header : SaoRequestHeader , request : bytes ) - > bytes :
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#custom/synthesize_enhancement_equipment
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req_data = SaoSynthesizeEnhancementEquipmentRequest ( header , request )
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synthesize_equipment_data = self . game_data . item . get_user_equipment ( req_data . user_id , req_data . origin_user_equipment_id )
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for i in range ( 0 , req_data . material_common_reward_user_data_count ) :
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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 " ] )
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self . game_data . item . remove_item ( req_data . user_id , req_data . material_common_reward_user_data_list [ i ] . user_common_reward_id )
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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 )
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resp = SaoSynthesizeEnhancementEquipmentResponse ( header . cmd + 1 , synthesize_equipment_data )
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return resp . make ( )
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def handle_c806 ( self , header : SaoRequestHeader , request : bytes ) - > bytes :
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#custom/change_party
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req_data = SaoChangePartyRequest ( header , request )
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party_hero_list = [ ]
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for party_team in req_data . party_data_list [ 0 ] . party_team_data_list :
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hero_data = self . game_data . item . get_hero_log ( req_data . user_id , party_team [ " user_hero_log_id " ] )
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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 (
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req_data . user_id ,
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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 " ]
)
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party_hero_list . append ( party_team [ " user_hero_log_id " ] )
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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 ] )
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resp = SaoNoopResponse ( header . cmd + 1 )
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return resp . make ( )
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def handle_c904 ( self , header : SaoRequestHeader , request : bytes ) - > bytes :
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#quest/episode_play_start
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req_data = SaoEpisodePlayStartRequest ( header , request )
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user_id = req_data . user_id
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profile_data = self . game_data . profile . get_profile ( user_id )
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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
)
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resp = SaoEpisodePlayStartResponse ( header . cmd + 1 , profile_data )
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return resp . make ( )
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def handle_c908 ( self , header : SaoRequestHeader , request : bytes ) - > bytes : # Level calculation missing for the profile and heroes
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#quest/episode_play_end
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req_data = SaoEpisodePlayEndRequest ( header , request )
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# Add stage progression to database
user_id = req_data . user_id
episode_id = req_data . episode_id
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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
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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
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col = int ( profile [ " own_col " ] ) + int ( req_data . play_end_request_data_list [ 0 ] . base_get_data_list [ 0 ] . get_col )
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if quest_clear_flag is True :
# Save stage progression - to be revised to avoid saving worse score
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# Reference Episode.csv but Chapter 2,3,4 and 5 reports id -1, match using /10 + last digits
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if episode_id > 10000 and episode_id < 11000 :
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# Starts at 1001
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episode_id = episode_id - 9000
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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 ]
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self . game_data . item . put_player_quest ( user_id , episode_id , quest_clear_flag , clear_time , combo_num , total_damage , concurrent_destroying_num )
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vp = int ( profile [ " own_vp " ] ) + 10 #always 10 VP per cleared stage
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# 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 [ i + 1 ] [ 1 ] ) :
player_level = int ( data [ i ] [ 0 ] )
break
# Update profile
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updated_profile = self . game_data . profile . put_profile (
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user_id ,
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profile [ " user_type " ] ,
profile [ " nick_name " ] ,
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player_level ,
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exp ,
col ,
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vp ,
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profile [ " own_yui_medal " ] ,
profile [ " setting_title_id " ]
)
# Update heroes from the used party
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play_session = self . game_data . item . get_session ( user_id )
session_party = self . game_data . item . get_hero_party ( user_id , play_session [ " user_party_team_id " ] )
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hero_list = [ ]
hero_list . append ( session_party [ " user_hero_log_id_1 " ] )
hero_list . append ( session_party [ " user_hero_log_id_2 " ] )
hero_list . append ( session_party [ " user_hero_log_id_3 " ] )
for i in range ( 0 , len ( hero_list ) ) :
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hero_data = self . game_data . item . get_hero_log ( user_id , hero_list [ i ] )
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log_exp = int ( hero_data [ " log_exp " ] ) + int ( req_data . play_end_request_data_list [ 0 ] . base_get_data_list [ 0 ] . get_hero_log_exp )
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# Calculate hero level based off experience and the CSV list
with open ( r ' titles/sao/data/HeroLogLevel.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 e in range ( 0 , len ( data ) ) :
if log_exp > = int ( data [ e ] [ 1 ] ) and log_exp < int ( data [ e + 1 ] [ 1 ] ) :
hero_level = int ( data [ e ] [ 0 ] )
break
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self . game_data . item . put_hero_log (
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user_id ,
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hero_data [ " user_hero_log_id " ] ,
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hero_level ,
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log_exp ,
hero_data [ " main_weapon " ] ,
hero_data [ " sub_equipment " ] ,
hero_data [ " skill_slot1_skill_id " ] ,
hero_data [ " skill_slot2_skill_id " ] ,
hero_data [ " skill_slot3_skill_id " ] ,
hero_data [ " skill_slot4_skill_id " ] ,
hero_data [ " skill_slot5_skill_id " ]
)
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# Grab the rare loot from the table, match it with the right item and then push to the player profile
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json_data = { " data " : [ ] }
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for r in range ( 0 , req_data . play_end_request_data_list [ 0 ] . get_rare_drop_data_list ) :
rewardList = self . game_data . static . get_rare_drop_id ( int ( req_data . play_end_request_data_list [ 0 ] . get_rare_drop_data_list [ r ] . quest_rare_drop_id ) )
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commonRewardId = rewardList [ " commonRewardId " ]
heroList = self . game_data . static . get_hero_id ( commonRewardId )
equipmentList = self . game_data . static . get_equipment_id ( commonRewardId )
itemList = self . game_data . static . get_item_id ( commonRewardId )
if heroList :
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self . game_data . item . put_hero_log ( user_id , commonRewardId , 1 , 0 , 101000016 , 0 , 30086 , 1001 , 1002 , 0 , 0 )
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if equipmentList :
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self . game_data . item . put_equipment_data ( user_id , commonRewardId , 1 , 200 , 0 , 0 , 0 )
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if itemList :
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self . game_data . item . put_item ( user_id , commonRewardId )
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# Generate random hero(es) based off the response
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for a in range ( 0 , req_data . play_end_request_data_list [ 0 ] . get_unanalyzed_log_tmp_reward_data_count ) :
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with open ( ' titles/sao/data/RewardTable.csv ' , ' r ' ) as f :
keys_unanalyzed = next ( f ) . strip ( ) . split ( ' , ' )
data_unanalyzed = list ( DictReader ( f , fieldnames = keys_unanalyzed ) )
randomized_unanalyzed_id = choice ( data_unanalyzed )
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while int ( randomized_unanalyzed_id [ ' UnanalyzedLogGradeId ' ] ) != req_data . play_end_request_data_list [ 0 ] . get_unanalyzed_log_tmp_reward_data_list [ a ] . unanalyzed_log_grade_id :
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randomized_unanalyzed_id = choice ( data_unanalyzed )
heroList = self . game_data . static . get_hero_id ( randomized_unanalyzed_id [ ' CommonRewardId ' ] )
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equipmentList = self . game_data . static . get_equipment_id ( randomized_unanalyzed_id [ ' CommonRewardId ' ] )
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itemList = self . game_data . static . get_item_id ( randomized_unanalyzed_id [ ' CommonRewardId ' ] )
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if heroList :
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self . game_data . item . put_hero_log ( user_id , randomized_unanalyzed_id [ ' CommonRewardId ' ] , 1 , 0 , 101000016 , 0 , 30086 , 1001 , 1002 , 0 , 0 )
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if equipmentList :
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self . game_data . item . put_equipment_data ( user_id , randomized_unanalyzed_id [ ' CommonRewardId ' ] , 1 , 200 , 0 , 0 , 0 )
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if itemList :
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self . game_data . item . put_item ( user_id , randomized_unanalyzed_id [ ' CommonRewardId ' ] )
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json_data [ " data " ] . append ( randomized_unanalyzed_id [ ' CommonRewardId ' ] )
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# Send response
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self . game_data . item . create_end_session ( user_id , episode_id , quest_clear_flag , json_data [ " data " ] )
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resp = SaoEpisodePlayEndResponse ( header . cmd + 1 )
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return resp . make ( )
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def handle_c914 ( self , header : SaoRequestHeader , request : bytes ) - > bytes :
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#quest/trial_tower_play_start
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req = bytes . fromhex ( request ) [ 24 : ]
req_struct = Struct (
Padding ( 16 ) ,
" ticket_id_size " / Rebuild ( Int32ub , len_ ( this . ticket_id ) * 2 ) , # calculates the length of the ticket_id
" ticket_id " / PaddedString ( this . ticket_id_size , " utf_16_le " ) , # ticket_id is a (zero) padded string
" 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
" trial_tower_id " / Int32ub , # trial_tower_id is an int
" play_mode " / Int8ub , # play_mode is a byte
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Padding ( 3 ) ,
" play_start_request_data_length " / Rebuild ( Int8ub , len_ ( this . play_start_request_data ) ) , # play_start_request_data_length is a byte,
" play_start_request_data " / Array ( this . play_start_request_data_length , Struct (
" user_party_id_size " / Rebuild ( Int32ub , len_ ( this . user_party_id ) * 2 ) , # calculates the length of the user_party_id
" user_party_id " / PaddedString ( this . user_party_id_size , " utf_16_le " ) , # user_party_id is a (zero) padded string
" appoint_leader_resource_card_code_size " / Rebuild ( Int32ub , len_ ( this . appoint_leader_resource_card_code ) * 2 ) , # calculates the length of the total_damage
" appoint_leader_resource_card_code " / PaddedString ( this . appoint_leader_resource_card_code_size , " utf_16_le " ) , # total_damage is a (zero) padded string
" use_profile_card_code_size " / Rebuild ( Int32ub , len_ ( this . use_profile_card_code ) * 2 ) , # calculates the length of the total_damage
" use_profile_card_code " / PaddedString ( this . use_profile_card_code_size , " utf_16_le " ) , # use_profile_card_code is a (zero) padded string
" quest_drop_boost_apply_flag " / Int8ub , # quest_drop_boost_apply_flag is a byte
) ) ,
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)
req_data = req_struct . parse ( req )
user_id = req_data . user_id
floor_id = req_data . trial_tower_id
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profile_data = self . game_data . profile . get_profile ( user_id )
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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
)
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resp = SaoEpisodePlayStartResponse ( header . cmd + 1 , profile_data )
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return resp . make ( )
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def handle_c918 ( self , header : SaoRequestHeader , request : bytes ) - > bytes :
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#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 )
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# Add tower progression to database
user_id = req_data . user_id
trial_tower_id = req_data . trial_tower_id
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next_tower_id = 0
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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
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if trial_tower_id == 9 :
next_tower_id = 10001
elif trial_tower_id == 10 :
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trial_tower_id = 10001
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next_tower_id = 3011
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elif trial_tower_id == 19 :
next_tower_id = 10002
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elif trial_tower_id == 20 :
trial_tower_id = 10002
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next_tower_id = 3021
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elif trial_tower_id == 29 :
next_tower_id = 10003
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elif trial_tower_id == 30 :
trial_tower_id = 10003
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next_tower_id = 3031
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elif trial_tower_id == 39 :
next_tower_id = 10004
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elif trial_tower_id == 40 :
trial_tower_id = 10004
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next_tower_id = 3041
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elif trial_tower_id == 49 :
next_tower_id = 10005
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elif trial_tower_id == 50 :
trial_tower_id = 10005
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next_tower_id = 3051
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else :
trial_tower_id = trial_tower_id + 3000
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next_tower_id = trial_tower_id + 1
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self . game_data . item . put_player_quest ( user_id , trial_tower_id , quest_clear_flag , clear_time , combo_num , total_damage , concurrent_destroying_num )
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# 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 )
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# Update the profile
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profile = self . game_data . profile . get_profile ( user_id )
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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 [ i + 1 ] [ 1 ] ) :
player_level = int ( data [ i ] [ 0 ] )
break
updated_profile = self . game_data . profile . put_profile (
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user_id ,
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profile [ " user_type " ] ,
profile [ " nick_name " ] ,
player_level ,
exp ,
col ,
profile [ " own_vp " ] ,
profile [ " own_yui_medal " ] ,
profile [ " setting_title_id " ]
)
# Update heroes from the used party
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play_session = self . game_data . item . get_session ( user_id )
session_party = self . game_data . item . get_hero_party ( user_id , play_session [ " user_party_team_id " ] )
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hero_list = [ ]
hero_list . append ( session_party [ " user_hero_log_id_1 " ] )
hero_list . append ( session_party [ " user_hero_log_id_2 " ] )
hero_list . append ( session_party [ " user_hero_log_id_3 " ] )
for i in range ( 0 , len ( hero_list ) ) :
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hero_data = self . game_data . item . get_hero_log ( user_id , hero_list [ i ] )
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log_exp = int ( hero_data [ " log_exp " ] ) + int ( req_data . base_get_data [ 0 ] . get_hero_log_exp )
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# Calculate hero level based off experience and the CSV list
with open ( r ' titles/sao/data/HeroLogLevel.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 e in range ( 0 , len ( data ) ) :
if log_exp > = int ( data [ e ] [ 1 ] ) and log_exp < int ( data [ e + 1 ] [ 1 ] ) :
hero_level = int ( data [ e ] [ 0 ] )
break
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self . game_data . item . put_hero_log (
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user_id ,
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hero_data [ " user_hero_log_id " ] ,
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hero_level ,
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log_exp ,
hero_data [ " main_weapon " ] ,
hero_data [ " sub_equipment " ] ,
hero_data [ " skill_slot1_skill_id " ] ,
hero_data [ " skill_slot2_skill_id " ] ,
hero_data [ " skill_slot3_skill_id " ] ,
hero_data [ " skill_slot4_skill_id " ] ,
hero_data [ " skill_slot5_skill_id " ]
)
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json_data = { " data " : [ ] }
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# Grab the rare loot from the table, match it with the right item and then push to the player profile
for r in range ( 0 , req_data . get_rare_drop_data_list_length ) :
rewardList = self . game_data . static . get_rare_drop_id ( int ( req_data . get_rare_drop_data_list [ r ] . quest_rare_drop_id ) )
commonRewardId = rewardList [ " commonRewardId " ]
heroList = self . game_data . static . get_hero_id ( commonRewardId )
equipmentList = self . game_data . static . get_equipment_id ( commonRewardId )
itemList = self . game_data . static . get_item_id ( commonRewardId )
if heroList :
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self . game_data . item . put_hero_log ( user_id , commonRewardId , 1 , 0 , 101000016 , 0 , 30086 , 1001 , 1002 , 0 , 0 )
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if equipmentList :
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self . game_data . item . put_equipment_data ( user_id , commonRewardId , 1 , 200 , 0 , 0 , 0 )
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if itemList :
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self . game_data . item . put_item ( user_id , commonRewardId )
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# Generate random hero(es) based off the response
for a in range ( 0 , req_data . get_unanalyzed_log_tmp_reward_data_list_length ) :
with open ( ' titles/sao/data/RewardTable.csv ' , ' r ' ) as f :
keys_unanalyzed = next ( f ) . strip ( ) . split ( ' , ' )
data_unanalyzed = list ( DictReader ( f , fieldnames = keys_unanalyzed ) )
randomized_unanalyzed_id = choice ( data_unanalyzed )
while int ( randomized_unanalyzed_id [ ' UnanalyzedLogGradeId ' ] ) != req_data . get_unanalyzed_log_tmp_reward_data_list [ a ] . unanalyzed_log_grade_id :
randomized_unanalyzed_id = choice ( data_unanalyzed )
heroList = self . game_data . static . get_hero_id ( randomized_unanalyzed_id [ ' CommonRewardId ' ] )
equipmentList = self . game_data . static . get_equipment_id ( randomized_unanalyzed_id [ ' CommonRewardId ' ] )
itemList = self . game_data . static . get_item_id ( randomized_unanalyzed_id [ ' CommonRewardId ' ] )
if heroList :
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self . game_data . item . put_hero_log ( user_id , randomized_unanalyzed_id [ ' CommonRewardId ' ] , 1 , 0 , 101000016 , 0 , 30086 , 1001 , 1002 , 0 , 0 )
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if equipmentList :
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self . game_data . item . put_equipment_data ( user_id , randomized_unanalyzed_id [ ' CommonRewardId ' ] , 1 , 200 , 0 , 0 , 0 )
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if itemList :
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self . game_data . item . put_item ( user_id , randomized_unanalyzed_id [ ' CommonRewardId ' ] )
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json_data [ " data " ] . append ( randomized_unanalyzed_id [ ' CommonRewardId ' ] )
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# Send response
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self . game_data . item . create_end_session ( user_id , trial_tower_id , quest_clear_flag , json_data [ " data " ] )
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resp = SaoTrialTowerPlayEndResponse ( header . cmd + 1 )
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return resp . make ( )
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def handle_c90a ( self , header : SaoRequestHeader , request : bytes ) - > bytes :
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#quest/episode_play_end_unanalyzed_log_fixed
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req = bytes . fromhex ( request ) [ 24 : ]
req_struct = Struct (
Padding ( 16 ) ,
" ticket_id_size " / Rebuild ( Int32ub , len_ ( this . ticket_id ) * 2 ) , # calculates the length of the ticket_id
" ticket_id " / PaddedString ( this . ticket_id_size , " utf_16_le " ) , # ticket_id is a (zero) padded string
" 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
)
req_data = req_struct . parse ( req )
user_id = req_data . user_id
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end_session_data = self . game_data . item . get_end_session ( user_id )
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resp = SaoEpisodePlayEndUnanalyzedLogFixedResponse ( header . cmd + 1 , end_session_data [ 4 ] )
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return resp . make ( )
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def handle_c91a ( self , header : SaoRequestHeader , request : bytes ) - > bytes : # handler is identical to the episode
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#quest/trial_tower_play_end_unanalyzed_log_fixed
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req = bytes . fromhex ( request ) [ 24 : ]
req_struct = Struct (
Padding ( 16 ) ,
" ticket_id_size " / Rebuild ( Int32ub , len_ ( this . ticket_id ) * 2 ) , # calculates the length of the ticket_id
" ticket_id " / PaddedString ( this . ticket_id_size , " utf_16_le " ) , # ticket_id is a (zero) padded string
" 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
)
req_data = req_struct . parse ( req )
user_id = req_data . user_id
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end_session_data = self . game_data . item . get_end_session ( user_id )
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resp = SaoEpisodePlayEndUnanalyzedLogFixedResponse ( header . cmd + 1 , end_session_data [ 4 ] )
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return resp . make ( )
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def handle_cd00 ( self , header : SaoRequestHeader , request : bytes ) - > bytes :
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#defrag_match/get_defrag_match_basic_data
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resp = SaoGetDefragMatchBasicDataResponse ( header . cmd + 1 )
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return resp . make ( )
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def handle_cd02 ( self , header : SaoRequestHeader , request : bytes ) - > bytes :
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#defrag_match/get_defrag_match_ranking_user_data
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resp = SaoGetDefragMatchRankingUserDataResponse ( header . cmd + 1 )
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return resp . make ( )
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def handle_cd04 ( self , header : SaoRequestHeader , request : bytes ) - > bytes :
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#defrag_match/get_defrag_match_league_point_ranking_list
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resp = SaoGetDefragMatchLeaguePointRankingListResponse ( header . cmd + 1 )
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return resp . make ( )
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def handle_cd06 ( self , header : SaoRequestHeader , request : bytes ) - > bytes :
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#defrag_match/get_defrag_match_league_score_ranking_list
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resp = SaoGetDefragMatchLeagueScoreRankingListResponse ( header . cmd + 1 )
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return resp . make ( )
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def handle_d404 ( self , header : SaoRequestHeader , request : bytes ) - > bytes :
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#other/bnid_serial_code_check
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resp = SaoBnidSerialCodeCheckResponse ( header . cmd + 1 )
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return resp . make ( )
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def handle_c306 ( self , header : SaoRequestHeader , request : bytes ) - > bytes :
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#card/scan_qr_quest_profile_card
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resp = SaoScanQrQuestProfileCardResponse ( header . cmd + 1 )
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return resp . make ( )