├── .github └── PerPlayerLoot.png ├── PerPlayerLoot ├── Properties │ └── AssemblyInfo.cs ├── PerPlayerLoot.csproj ├── PPLPlugin.cs └── FakeChestDatabase.cs ├── PerPlayerLoot.sln ├── README.md └── .gitignore /.github/PerPlayerLoot.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/xcodian/PerPlayerLoot/HEAD/.github/PerPlayerLoot.png -------------------------------------------------------------------------------- /PerPlayerLoot/Properties/AssemblyInfo.cs: -------------------------------------------------------------------------------- 1 | using System.Reflection; 2 | using System.Runtime.CompilerServices; 3 | using System.Runtime.InteropServices; 4 | [assembly: AssemblyTrademark("")] 5 | [assembly: AssemblyCulture("")] 6 | 7 | // Setting ComVisible to false makes the types in this assembly not visible 8 | // to COM components. If you need to access a type in this assembly from 9 | // COM, set the ComVisible attribute to true on that type. 10 | [assembly: ComVisible(false)] 11 | 12 | // The following GUID is for the ID of the typelib if this project is exposed to COM 13 | [assembly: Guid("d74ea9a9-a748-45b6-8115-0b474b5e03fe")] 14 | -------------------------------------------------------------------------------- /PerPlayerLoot/PerPlayerLoot.csproj: -------------------------------------------------------------------------------- 1 | 2 | 3 | net6.0 4 | Library 5 | false 6 | PerPlayerLoot 7 | PerPlayerLoot 8 | Copyright © 2023 9 | 1.0.0.0 10 | 1.0.0.0 11 | AnyCPU;x64 12 | 13 | 14 | 15 | 16 | 17 | -------------------------------------------------------------------------------- /PerPlayerLoot.sln: -------------------------------------------------------------------------------- 1 | Microsoft Visual Studio Solution File, Format Version 12.00 2 | # Visual Studio Version 17 3 | VisualStudioVersion = 17.8.34330.188 4 | MinimumVisualStudioVersion = 10.0.40219.1 5 | Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "PerPlayerLoot", "PerPlayerLoot\PerPlayerLoot.csproj", "{D74EA9A9-A748-45B6-8115-0B474B5E03FE}" 6 | EndProject 7 | Global 8 | GlobalSection(SolutionConfigurationPlatforms) = preSolution 9 | Debug|Any CPU = Debug|Any CPU 10 | Debug|x64 = Debug|x64 11 | Release|Any CPU = Release|Any CPU 12 | Release|x64 = Release|x64 13 | EndGlobalSection 14 | GlobalSection(ProjectConfigurationPlatforms) = postSolution 15 | {D74EA9A9-A748-45B6-8115-0B474B5E03FE}.Debug|Any CPU.ActiveCfg = Debug|Any CPU 16 | {D74EA9A9-A748-45B6-8115-0B474B5E03FE}.Debug|Any CPU.Build.0 = Debug|Any CPU 17 | {D74EA9A9-A748-45B6-8115-0B474B5E03FE}.Debug|x64.ActiveCfg = Debug|x64 18 | {D74EA9A9-A748-45B6-8115-0B474B5E03FE}.Debug|x64.Build.0 = Debug|x64 19 | {D74EA9A9-A748-45B6-8115-0B474B5E03FE}.Release|Any CPU.ActiveCfg = Release|Any CPU 20 | {D74EA9A9-A748-45B6-8115-0B474B5E03FE}.Release|Any CPU.Build.0 = Release|Any CPU 21 | {D74EA9A9-A748-45B6-8115-0B474B5E03FE}.Release|x64.ActiveCfg = Release|x64 22 | {D74EA9A9-A748-45B6-8115-0B474B5E03FE}.Release|x64.Build.0 = Release|x64 23 | EndGlobalSection 24 | GlobalSection(SolutionProperties) = preSolution 25 | HideSolutionNode = FALSE 26 | EndGlobalSection 27 | GlobalSection(ExtensibilityGlobals) = postSolution 28 | SolutionGuid = {DE255809-1CFB-43CC-A13F-3D6270EFADC6} 29 | EndGlobalSection 30 | EndGlobal 31 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | ![Per Player Loot](.github/PerPlayerLoot.png) 2 | 3 | # Terraria Per Player Loot 4 | A [TShock](https://github.com/Pryaxis/TShock) server plugin which makes 5 | naturally spawned loot chests have a separate inventory for each player on your 6 | server. Every player that finds a chest can loot it for themselves, even if it 7 | has been looted by someone else before. 8 | 9 | ## The Problem 10 | Terraria multiplayer has one big issue - the world you play on is finite, and 11 | there are only so many items and resources to go around. 12 | 13 | When you start a new world to play on with your friends, the few people who 14 | choose to go surface exploring or caving are likely to find most of the chests, 15 | and, as a result, most of the early game loot. 16 | 17 | This is not a problem with bosses in Expert or Master mode, because they drop a 18 | loot bag for each player that damaged them, and everyone can be happy. 19 | 20 | This plugin makes it much more viable to run large Terraria multiplayer servers, 21 | as there is always an incentive for exploring and caving - the loot is still 22 | there for you to find! 23 | 24 | ## Installation 25 | 1. Copy `PerPlayerLoot.dll` into the `ServerPlugins` directory of your TShock 26 | server. You can download this from the [GitHub Releases](https://github.com/xxcodianxx/PerPlayerLoot/releases/) of this repository. 27 | 3. Start a new world from scratch (yes, this is important, read below) and play! 28 | 29 | > [!WARNING] 30 | > If migrating from version `1.0` of the plugin, you need to move `perplayerloot.sqlite` 31 | > from the server root directory to the `tshock` folder. You should see the file as `tshock/perplayerloot.sqlite`. 32 | > If you do not do this, your existing world chests will behave like loot chests! 33 | 34 | ## How it Works 35 | This plugin aims to not modify the server-side chest state 36 | (`Terraria.Main.chest`) on chest interactions, in the hope that it can be as 37 | least destructive to world save data as possible. 38 | 39 | It works by intercepting the `ChestPlace`, `ChestOpen` and `ChestItem` 40 | packets and spoofing the contents of a loot chest by sending carefully crafted 41 | `ChestItem` packets from an internal database. 42 | 43 | The per-player loot data is written on disk to the SQLite file 44 | `perplayerloot.sqlite` on every world save, alongside a list of all 45 | player-placed chest X and Y coordinates. **If your player-placed chests are not 46 | in this exclusion list, they will be treated as world-generated loot chests.** 47 | 48 | This means that In order for player-placed chests to be unaffected, **you need 49 | to have the plugin installed from the very beginning of your server.** If you 50 | install it halfway through a playthrough, all chests in the world will be 51 | treated as if they were generated and will duplicate their inventory contents 52 | for each player. 53 | 54 | The only time when the `Main.chest` array is modified is when a loot chest is 55 | possibly broken (which should rarely happen). In that case, the real chest in 56 | `Main.chest` has its items zeroed. 57 | 58 | ## Debug Commands 59 | - `/ppltoggle` - Toggle the plugin packet hooks globally. **WARNING:** using 60 | this command is unsupported and can lead to desynchronization of the 61 | `Main.chest` array and the internal plugin state. 62 | 63 | Debug use only! When in a disabled state, any chests you place will become 64 | loot chests, and any chest inventory accessed will be its **real inventory**, 65 | not a per-player instanced one! 66 | -------------------------------------------------------------------------------- /PerPlayerLoot/PPLPlugin.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Text; 4 | 5 | using Terraria; 6 | using TShockAPI; 7 | using TerrariaApi.Server; 8 | using System.IO; 9 | using System.IO.Streams; 10 | 11 | namespace PerPlayerLoot 12 | { 13 | [ApiVersion(2, 1)] 14 | public class PPLPlugin : TerrariaPlugin 15 | { 16 | #region info 17 | public override string Name => "PerPlayerLoot"; 18 | 19 | public override Version Version => new Version(2, 0); 20 | 21 | public override string Author => "Codian"; 22 | 23 | public override string Description => "Duplicate loot chest inventories for each player."; 24 | #endregion 25 | 26 | public static FakeChestDatabase fakeChestDb = new FakeChestDatabase(); 27 | 28 | public static bool enablePpl = true; 29 | 30 | public PPLPlugin(Main game) : base(game) {} 31 | 32 | public override void Initialize() 33 | { 34 | ServerApi.Hooks.GamePostInitialize.Register(this, OnWorldLoaded); 35 | ServerApi.Hooks.WorldSave.Register(this, OnWorldSave); 36 | 37 | TShockAPI.GetDataHandlers.PlaceChest += OnChestPlace; 38 | TShockAPI.GetDataHandlers.ChestOpen += OnChestOpen; 39 | TShockAPI.GetDataHandlers.ChestItemChange += OnChestItemChange; 40 | } 41 | 42 | protected override void Dispose(bool disposing) 43 | { 44 | if (disposing) 45 | { 46 | ServerApi.Hooks.GamePostInitialize.Deregister(this, OnWorldLoaded); 47 | ServerApi.Hooks.WorldSave.Deregister(this, OnWorldSave); 48 | 49 | TShockAPI.GetDataHandlers.PlaceChest -= OnChestPlace; 50 | TShockAPI.GetDataHandlers.ChestOpen -= OnChestOpen; 51 | TShockAPI.GetDataHandlers.ChestItemChange -= OnChestItemChange; 52 | } 53 | 54 | base.Dispose(disposing); 55 | } 56 | 57 | 58 | private void OnWorldSave(WorldSaveEventArgs args) 59 | { 60 | fakeChestDb.SaveFakeChests(); 61 | } 62 | 63 | private void OnWorldLoaded(EventArgs args) 64 | { 65 | fakeChestDb.Initialize(); 66 | Commands.ChatCommands.Add(new Command("perplayerloot.toggle", ToggleCommand, "ppltoggle")); 67 | } 68 | 69 | private void ToggleCommand(CommandArgs args) 70 | { 71 | enablePpl = !enablePpl; 72 | if (enablePpl) { 73 | args.Player.SendSuccessMessage("Per player loot is now enabled!"); 74 | } else { 75 | args.Player.SendSuccessMessage("Per player loot is now disabled! You can modify chests now and they will count as loot chests."); 76 | } 77 | } 78 | 79 | private void OnChestItemChange(object sender, GetDataHandlers.ChestItemEventArgs e) 80 | { 81 | if (!enablePpl) return; 82 | 83 | // get the chest object from id 84 | Chest realChest = Main.chest[e.ID]; 85 | if (realChest == null) 86 | return; 87 | 88 | // check if it's a piggy bank or safe transaction 89 | if (realChest.bankChest) 90 | return; 91 | 92 | // check if this is a player placed chest 93 | if (fakeChestDb.IsChestPlayerPlaced(realChest.x, realChest.y)) 94 | return; 95 | 96 | // construct an item from the event data 97 | Item item = new Item(); 98 | item.netDefaults(e.Type); 99 | item.stack = e.Stacks; 100 | item.prefix = e.Prefix; 101 | 102 | // get the per-player chest 103 | Chest fakeChest = fakeChestDb.GetOrCreateFakeChest(e.ID, e.Player.UUID); 104 | 105 | // update the slot with the item 106 | fakeChest.item[e.Slot] = item; 107 | 108 | e.Handled = true; 109 | } 110 | 111 | private byte[] ConstructSpoofedChestItemPacket(int chestId, int slot, Item item) 112 | { 113 | // NetMessage.SendData is hardcode tied to Main.chest, so this method is necessary to reimplement stuff :( 114 | 115 | MemoryStream memoryStream = new MemoryStream(); 116 | OTAPI.PacketWriter packetWriter = new OTAPI.PacketWriter(memoryStream); 117 | 118 | packetWriter.BaseStream.Position = 0L; 119 | long position = packetWriter.BaseStream.Position; 120 | 121 | packetWriter.BaseStream.Position += 2L; 122 | packetWriter.Write((byte) PacketTypes.ChestItem); 123 | 124 | packetWriter.Write((short) chestId); 125 | packetWriter.Write((byte) slot); 126 | 127 | short netId = (short)item.netID; 128 | if (item.Name == null) 129 | { 130 | netId = 0; 131 | } 132 | 133 | packetWriter.Write((short) item.stack); 134 | packetWriter.Write(item.prefix); 135 | packetWriter.Write(netId); 136 | 137 | int positionAfter = (int) packetWriter.BaseStream.Position; 138 | 139 | packetWriter.BaseStream.Position = position; 140 | packetWriter.Write((ushort)positionAfter); 141 | packetWriter.BaseStream.Position = positionAfter; 142 | 143 | return memoryStream.ToArray(); 144 | } 145 | 146 | private void OnChestOpen(object sender, GetDataHandlers.ChestOpenEventArgs e) 147 | { 148 | if (e.Handled) return; 149 | if (!enablePpl) return; 150 | 151 | // get the chest's id 152 | int chestId = Chest.FindChest(e.X, e.Y); 153 | if (chestId == -1) return; 154 | 155 | // retreive the chest object 156 | Chest realChest = Main.chest[chestId]; 157 | 158 | // make sure it exists 159 | if (realChest == null) 160 | return; 161 | 162 | // piggy bank, safe, etc. 163 | if (realChest.bankChest) 164 | return; 165 | 166 | // check if it's player placed 167 | if (fakeChestDb.IsChestPlayerPlaced(realChest.x, realChest.y)) 168 | return; 169 | 170 | // make a per-player chest 171 | Chest fakeChest = fakeChestDb.GetOrCreateFakeChest(chestId, e.Player.UUID); 172 | 173 | // Console.WriteLine($"Opening a fake chest for {e.Player.Name}."); 174 | e.Player.SendInfoMessage("Loot in this chest is saved per-player!"); 175 | 176 | // spoof chest slots 177 | for (int slot = 0; slot < Chest.maxItems; slot++) 178 | { 179 | // make a fake item stack 180 | Item item = fakeChest.item[slot]; 181 | 182 | // spoof clientside slot 183 | byte[] payload = ConstructSpoofedChestItemPacket(chestId, slot, item); 184 | e.Player.SendRawData(payload); 185 | } 186 | 187 | // trigger chest open 188 | e.Player.SendData(PacketTypes.ChestOpen, "", chestId); 189 | 190 | // set the active chest on serverside 191 | e.Player.ActiveChest = chestId; 192 | Main.player[e.Player.Index].chest = chestId; 193 | // notify the client to also update the clientside state 194 | e.Player.SendData(PacketTypes.SyncPlayerChestIndex, null, e.Player.Index, chestId); 195 | 196 | // prevent anything else grabbing control 197 | e.Handled = true; 198 | return; 199 | } 200 | 201 | private void OnChestPlace(object sender, GetDataHandlers.PlaceChestEventArgs e) 202 | { 203 | if (!enablePpl) return; 204 | 205 | if (!fakeChestDb.IsChestPlayerPlaced(e.TileX, e.TileY - 1)) 206 | { 207 | int chestId = Chest.FindChest(e.TileX, e.TileY - 1); 208 | if (chestId != -1) 209 | Main.chest[chestId].item = new Item[Chest.maxItems]; 210 | } 211 | 212 | fakeChestDb.SetChestPlayerPlaced(e.TileX, e.TileY - 1); // this -1 is mysterious 213 | } 214 | } 215 | } 216 | -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | ## Ignore Visual Studio temporary files, build results, and 2 | ## files generated by popular Visual Studio add-ons. 3 | ## 4 | ## Get latest from https://github.com/github/gitignore/blob/main/VisualStudio.gitignore 5 | 6 | # User-specific files 7 | *.rsuser 8 | *.suo 9 | *.user 10 | *.userosscache 11 | *.sln.docstates 12 | 13 | # User-specific files (MonoDevelop/Xamarin Studio) 14 | *.userprefs 15 | 16 | # Mono auto generated files 17 | mono_crash.* 18 | 19 | # Build results 20 | [Dd]ebug/ 21 | [Dd]ebugPublic/ 22 | [Rr]elease/ 23 | [Rr]eleases/ 24 | x64/ 25 | x86/ 26 | [Ww][Ii][Nn]32/ 27 | [Aa][Rr][Mm]/ 28 | [Aa][Rr][Mm]64/ 29 | bld/ 30 | [Bb]in/ 31 | [Oo]bj/ 32 | [Ll]og/ 33 | [Ll]ogs/ 34 | 35 | # Visual Studio 2015/2017 cache/options directory 36 | .vs/ 37 | # Uncomment if you have tasks that create the project's static files in wwwroot 38 | #wwwroot/ 39 | 40 | # Visual Studio 2017 auto generated files 41 | Generated\ Files/ 42 | 43 | # MSTest test Results 44 | [Tt]est[Rr]esult*/ 45 | [Bb]uild[Ll]og.* 46 | 47 | # NUnit 48 | *.VisualState.xml 49 | TestResult.xml 50 | nunit-*.xml 51 | 52 | # Build Results of an ATL Project 53 | [Dd]ebugPS/ 54 | [Rr]eleasePS/ 55 | dlldata.c 56 | 57 | # Benchmark Results 58 | BenchmarkDotNet.Artifacts/ 59 | 60 | # .NET Core 61 | project.lock.json 62 | project.fragment.lock.json 63 | artifacts/ 64 | 65 | # ASP.NET Scaffolding 66 | ScaffoldingReadMe.txt 67 | 68 | # StyleCop 69 | StyleCopReport.xml 70 | 71 | # Files built by Visual Studio 72 | *_i.c 73 | *_p.c 74 | *_h.h 75 | *.ilk 76 | *.meta 77 | *.obj 78 | *.iobj 79 | *.pch 80 | *.pdb 81 | *.ipdb 82 | *.pgc 83 | *.pgd 84 | *.rsp 85 | *.sbr 86 | *.tlb 87 | *.tli 88 | *.tlh 89 | *.tmp 90 | *.tmp_proj 91 | *_wpftmp.csproj 92 | *.log 93 | *.tlog 94 | *.vspscc 95 | *.vssscc 96 | .builds 97 | *.pidb 98 | *.svclog 99 | *.scc 100 | 101 | # Chutzpah Test files 102 | _Chutzpah* 103 | 104 | # Visual C++ cache files 105 | ipch/ 106 | *.aps 107 | *.ncb 108 | *.opendb 109 | *.opensdf 110 | *.sdf 111 | *.cachefile 112 | *.VC.db 113 | *.VC.VC.opendb 114 | 115 | # Visual Studio profiler 116 | *.psess 117 | *.vsp 118 | *.vspx 119 | *.sap 120 | 121 | # Visual Studio Trace Files 122 | *.e2e 123 | 124 | # TFS 2012 Local Workspace 125 | $tf/ 126 | 127 | # Guidance Automation Toolkit 128 | *.gpState 129 | 130 | # ReSharper is a .NET coding add-in 131 | _ReSharper*/ 132 | *.[Rr]e[Ss]harper 133 | *.DotSettings.user 134 | 135 | # TeamCity is a build add-in 136 | _TeamCity* 137 | 138 | # DotCover is a Code Coverage Tool 139 | *.dotCover 140 | 141 | # AxoCover is a Code Coverage Tool 142 | .axoCover/* 143 | !.axoCover/settings.json 144 | 145 | # Coverlet is a free, cross platform Code Coverage Tool 146 | coverage*.json 147 | coverage*.xml 148 | coverage*.info 149 | 150 | # Visual Studio code coverage results 151 | *.coverage 152 | *.coveragexml 153 | 154 | # NCrunch 155 | _NCrunch_* 156 | .*crunch*.local.xml 157 | nCrunchTemp_* 158 | 159 | # MightyMoose 160 | *.mm.* 161 | AutoTest.Net/ 162 | 163 | # Web workbench (sass) 164 | .sass-cache/ 165 | 166 | # Installshield output folder 167 | [Ee]xpress/ 168 | 169 | # DocProject is a documentation generator add-in 170 | DocProject/buildhelp/ 171 | DocProject/Help/*.HxT 172 | DocProject/Help/*.HxC 173 | DocProject/Help/*.hhc 174 | DocProject/Help/*.hhk 175 | DocProject/Help/*.hhp 176 | DocProject/Help/Html2 177 | DocProject/Help/html 178 | 179 | # Click-Once directory 180 | publish/ 181 | 182 | # Publish Web Output 183 | *.[Pp]ublish.xml 184 | *.azurePubxml 185 | # Note: Comment the next line if you want to checkin your web deploy settings, 186 | # but database connection strings (with potential passwords) will be unencrypted 187 | *.pubxml 188 | *.publishproj 189 | 190 | # Microsoft Azure Web App publish settings. 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2 | using System.Collections.Generic; 3 | using System.Text; 4 | 5 | using Terraria; 6 | using TShockAPI; 7 | using TerrariaApi.Server; 8 | using System.IO; 9 | using System.IO.Streams; 10 | 11 | using Newtonsoft.Json; 12 | using Newtonsoft.Json.Bson; 13 | using System.Runtime.Serialization.Formatters.Binary; 14 | using Microsoft.Data.Sqlite; 15 | 16 | namespace PerPlayerLoot 17 | { 18 | // barebones class representing item data which can be deserialized from json 19 | public class JItem 20 | { 21 | public int id { get; set; } 22 | public int stack { get; set; } 23 | public byte prefix { get; set; } 24 | } 25 | 26 | 27 | // database of FakeChest's 28 | public class FakeChestDatabase 29 | { 30 | // Map { UUID: { ChestID: Chest } } 31 | public static Dictionary> fakeChestsMap = new Dictionary> { }; 32 | 33 | public static HashSet<(int, int)> playerPlacedChests = new HashSet<(int, int)>(); // tile x, y of player placed chests 34 | 35 | private static string connString = "Data Source=tshock/perplayerloot.sqlite"; 36 | 37 | public FakeChestDatabase() { } 38 | 39 | public void Initialize() 40 | { 41 | CreateTables(); 42 | LoadFakeChests(); 43 | } 44 | 45 | public void CreateTables() 46 | { 47 | TSPlayer.Server.SendInfoMessage("Setting up per-player chests database..."); 48 | using (SqliteConnection conn = new SqliteConnection(connString)) 49 | { 50 | conn.Open(); 51 | 52 | string sql = @" 53 | CREATE TABLE IF NOT EXISTS chests ( 54 | id INTEGER NOT NULL, 55 | playerUuid TEXT NOT NULL, 56 | x INTEGER NOT NULL, 57 | y INTEGER NOT NULL, 58 | items BLOB NOT NULL, 59 | PRIMARY KEY (id, playerUuid) 60 | ); 61 | 62 | CREATE TABLE IF NOT EXISTS placed ( 63 | x INTEGER NOT NULL, 64 | y INTEGER NOT NULL, 65 | PRIMARY KEY (x, y) 66 | ); 67 | "; 68 | 69 | using (var cmd = new SqliteCommand(sql, conn)) 70 | cmd.ExecuteNonQuery(); 71 | 72 | } 73 | } 74 | 75 | public void LoadFakeChests() 76 | { 77 | TSPlayer.Server.SendInfoMessage("Loading per-player loot chest inventories..."); 78 | int count = 0; 79 | 80 | using (SqliteConnection conn = new SqliteConnection(connString)) 81 | { 82 | conn.Open(); 83 | 84 | // load loot chests 85 | using (var cmd = new SqliteCommand("SELECT id, playerUuid, x, y, items FROM chests;", conn)) 86 | { 87 | SqliteDataReader reader = cmd.ExecuteReader(); 88 | 89 | while (reader.Read()) 90 | { 91 | string playerUuid = Convert.ToString(reader["playerUuid"]); 92 | int chestId = Convert.ToInt32(reader["id"]); 93 | 94 | // get the items list 95 | List items = new List(); 96 | 97 | // read blob from column 98 | MemoryStream itemsRaw = new MemoryStream((byte[]) reader["items"]); 99 | // deserialize with bson 100 | using (var br = new BsonReader(itemsRaw)) 101 | { 102 | br.ReadRootValueAsArray = true; 103 | 104 | // do the actual deserialization 105 | var jItems = (new JsonSerializer()).Deserialize>(br); 106 | 107 | // convert each JItem to a real Item 108 | foreach (var jItem in jItems) 109 | { 110 | if (jItem == null) 111 | { 112 | items.Add(null); 113 | continue; 114 | } 115 | 116 | var item = new Item(); 117 | item.netDefaults(jItem.id); 118 | item.stack = jItem.stack; 119 | item.prefix = jItem.prefix; 120 | 121 | items.Add(item); 122 | } 123 | } 124 | 125 | Chest chest = new Chest(); // construct a terraria chest 126 | chest.x = Convert.ToInt32(reader["x"]); 127 | chest.y = Convert.ToInt32(reader["y"]); 128 | chest.item = items.ToArray(); 129 | 130 | // save it in the fake chest map 131 | var playerChests = fakeChestsMap.GetValueOrDefault(playerUuid, new Dictionary()); 132 | fakeChestsMap[playerUuid] = playerChests; 133 | 134 | fakeChestsMap[playerUuid][chestId] = chest; 135 | 136 | count++; 137 | } 138 | } 139 | 140 | // load tile exclusions 141 | using (var cmd = new SqliteCommand("SELECT x, y FROM placed;", conn)) 142 | { 143 | SqliteDataReader reader = cmd.ExecuteReader(); 144 | 145 | playerPlacedChests.Clear(); 146 | 147 | while (reader.Read()) 148 | { 149 | int x = Convert.ToInt32(reader["x"]); 150 | int y = Convert.ToInt32(reader["y"]); 151 | 152 | playerPlacedChests.Add((x, y)); 153 | } 154 | } 155 | } 156 | 157 | // TSPlayer.Server.SendSuccessMessage($"Loaded {count} loot chest inventories, {playerPlacedChests.Count} player-placed chests."); 158 | //I think it's too frequent, I suggest commenting out. 159 | } 160 | 161 | public void SaveFakeChests(string? PlayerUuid = null, int? ChestId = null) 162 | { 163 | //TSPlayer.Server.SendInfoMessage("Saving per-player loot chest inventories..."); 164 | //I think it's too frequent, I suggest commenting out. 165 | int count = 0; 166 | 167 | using (SqliteConnection conn = new SqliteConnection(connString)) 168 | { 169 | conn.Open(); 170 | 171 | foreach (KeyValuePair> playerEntry in fakeChestsMap) 172 | { 173 | string playerUuid = playerEntry.Key; 174 | // If a player UUID is specified and the current player does not match, then skip 175 | if (PlayerUuid != null && playerUuid != PlayerUuid) 176 | { 177 | continue; 178 | } 179 | var playerChests = playerEntry.Value; 180 | 181 | foreach (KeyValuePair chestEntry in playerChests) 182 | { 183 | int chestId = chestEntry.Key; 184 | // If a chest ID is specified and the current chest does not match, then skip 185 | if (ChestId != null && chestId != ChestId) 186 | { 187 | continue; 188 | } 189 | var chest = chestEntry.Value; 190 | 191 | List jItems = new List(chest.item.Length); 192 | 193 | foreach (var item in chest.item) 194 | { 195 | var jItem = new JItem(); 196 | 197 | jItem.id = item.type; 198 | jItem.stack = item.stack; 199 | jItem.prefix = item.prefix; 200 | 201 | jItems.Add(jItem); 202 | } 203 | 204 | MemoryStream itemsMs = new MemoryStream(); 205 | using (var writer = new BsonWriter(itemsMs)) 206 | { 207 | JsonSerializer serializer = new JsonSerializer(); 208 | serializer.Serialize(writer, jItems); 209 | } 210 | 211 | var sql = @"REPLACE INTO chests (id, playerUuid, x, y, items) VALUES (@id, @playerUuid, @x, @y, @items);"; 212 | 213 | using (var cmd = new SqliteCommand(sql, conn)) 214 | { 215 | cmd.Parameters.AddWithValue("@id", chestId); 216 | cmd.Parameters.AddWithValue("@playerUuid", playerUuid); 217 | cmd.Parameters.AddWithValue("@x", chest.x); 218 | cmd.Parameters.AddWithValue("@y", chest.y); 219 | cmd.Parameters.AddWithValue("@items", itemsMs.ToArray()); 220 | 221 | cmd.ExecuteNonQuery(); 222 | } 223 | 224 | count++; 225 | } 226 | } 227 | 228 | foreach ((int x, int y) in playerPlacedChests) 229 | { 230 | var sql = @"REPLACE INTO placed (x, y) VALUES (@x, @y);"; 231 | 232 | using (var cmd = new SqliteCommand(sql, conn)) 233 | { 234 | cmd.Parameters.AddWithValue("@x", x); 235 | cmd.Parameters.AddWithValue("@y", y); 236 | 237 | cmd.ExecuteNonQuery(); 238 | } 239 | } 240 | } 241 | 242 | TSPlayer.Server.SendSuccessMessage($"Saved {count} loot chest inventories, {playerPlacedChests.Count} player-placed chests."); 243 | } 244 | 245 | public Chest GetOrCreateFakeChest(int chestId, string playerUuid) 246 | { 247 | var playerChests = fakeChestsMap.GetValueOrDefault(playerUuid, new Dictionary()); 248 | fakeChestsMap[playerUuid] = playerChests; 249 | 250 | if (!playerChests.ContainsKey(chestId)) 251 | { 252 | var realChest = Main.chest[chestId]; 253 | 254 | // copy the chest data from the real untouched chest 255 | var fakeChest = new Chest 256 | { 257 | x = realChest.x, 258 | y = realChest.y 259 | }; 260 | realChest.item.CopyTo(fakeChest.item, 0); 261 | 262 | // save it in the fake chest list 263 | fakeChestsMap[playerUuid][chestId] = fakeChest; 264 | 265 | // save the fake chests list to disk 266 | SaveFakeChests(playerUuid, chestId); 267 | 268 | return fakeChest; 269 | } 270 | 271 | return playerChests[chestId]; 272 | } 273 | 274 | public void SetChestPlayerPlaced(int tileX, int tileY) 275 | { 276 | playerPlacedChests.Add((tileX, tileY)); 277 | } 278 | 279 | public bool IsChestPlayerPlaced(int tileX, int tileY) 280 | { 281 | return playerPlacedChests.Contains((tileX, tileY)); 282 | } 283 | } 284 | 285 | } 286 | --------------------------------------------------------------------------------