Instead of retrieving the entire list of items/characters/scores/etc. at once (and even store them in memory), use SQL's `LIMIT ... OFFSET ...` pagination so we only take what we need.
Currently only CHUNITHM uses this, but this will also affect maimai DX and O.N.G.E.K.I. once the PR is ready.
Also snuck in a fix for CHUNITHM/maimai DX's `GetUserRivalMusicApi` to respect the `userRivalMusicLevelList` sent by the client.
### How this works
Say we have a `GetUserCharacterApi` request:
```json
{
"userId": 10000,
"maxCount": 700,
"nextIndex": 0
}
```
Instead of getting the entire character list from the database (which can be very large if the user force unlocked everything), add limit/offset to the query:
```python
select(character)
.where(character.c.user == user_id)
.order_by(character.c.id.asc())
.limit(max_count + 1)
.offset(next_index)
```
The query takes `maxCount + 1` items from the database to determine if there is more items than can be returned:
```python
rows = ...
if len(rows) > max_count:
# return only max_count rows
next_index += max_count
else:
# return everything left
next_index = -1
```
This has the benefit of not needing to load everything into memory (and also having to store server state, as seen in the [`SCORE_BUFFER` list](2274b42358/titles/chuni/base.py (L13)).)
Reviewed-on: https://gitea.tendokyu.moe/Hay1tsme/artemis/pulls/185
Co-authored-by: beerpsi <beerpsi@duck.com>
Co-committed-by: beerpsi <beerpsi@duck.com>
Adds favorite music support (there's an option in the results screen to star a song), handlers for new methods and fixes upsert failures for `userFavoriteList`.
The `UserIntimateApi` has been added but didn't seem to add any data during testing, and `CreateTokenApi`/`RemoveTokenApi` have also been added but I think they're only used during guest play.
---
Tested on 1.45 with no errors/game crashes (see logs). Card Maker hasn't been tested as I don't have a setup to play with.
Reviewed-on: https://gitea.tendokyu.moe/Hay1tsme/artemis/pulls/177
Co-authored-by: ppc <albie@ppc.moe>
Co-committed-by: ppc <albie@ppc.moe>
Attention: There are all talking about maimai DX and newer version, not Pre-DX
dx and newer version request these but no used, they are just exist in game code, only found `oldServerUrl` used in SDEZ 1.00, this should also fix SDGA and SDGB try to visit `ServerUrl + movieServerUrl` although that just because of SEGA shit code
tested work
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Reviewed-on: https://gitea.tendokyu.moe/Hay1tsme/artemis/pulls/125
Co-authored-by: zaphkito <zaphkito@noreply.gitea.tendokyu.moe>
Co-committed-by: zaphkito <zaphkito@noreply.gitea.tendokyu.moe>
For all three games, guest plays are created using:
```python
0x1000000000001 | ((allnet_place_id & 65535) << 32)
```
Reviewed-on: https://gitea.tendokyu.moe/Hay1tsme/artemis/pulls/132
Co-authored-by: beerpsi <beerpsi@duck.com>
Co-committed-by: beerpsi <beerpsi@duck.com>
Similar to O.N.G.E.K.I. and CHUNITHM, with the caveat that the obfuscated endpoint is created using `md5(endpoint + salt)` instead of using PBKDF2 like other games.
Tested and confirmed working on FESTiVAL+.
The current implementation is also affected by #129, so I'm open to ideas.
Reviewed-on: https://gitea.tendokyu.moe/Hay1tsme/artemis/pulls/130
Co-authored-by: beerpsi <beerpsi@duck.com>
Co-committed-by: beerpsi <beerpsi@duck.com>
Allows setting allnet uri/host response based on things like version, config files, and other factors to accommodate a wider range of potential setups under the same roof. This DOES require all titles to adopt a new structure but it's documented and should hopefully be somewhat intuitive.
Co-authored-by: Hay1tsme <kevin@hay1ts.me>
Reviewed-on: https://gitea.tendokyu.moe/Hay1tsme/artemis/pulls/66
Co-authored-by: Kevin Trocolli <pitok236@gmail.com>
Co-committed-by: Kevin Trocolli <pitok236@gmail.com>