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feat(master): login stamps travel through master and back
The login's Stamps now go with auth's REQUEST_ZONE_TRANSFER to master and come back in REQUEST_ZONE_TRANSFER_RESPONSE, so master stamps the steps it performs itself, with its own time: got the request (WORLD_PACKET_RECEIVED, zone), the world is still starting and the request waits (IM_LOGIN_QUEUED, instance), answered with a world (WORLD_SESSION_CONFIRM_TO_AUTH, instance). Auth sends what comes back in the login response. Server to server wire change (message IDs unchanged): both messages end with a Stamps list (u32 16 * count + 4, then the stamps); it is empty (4 bytes) when a world server asks for a transfer. Touched: - MasterPackets::SendZoneTransferRequest / SendZoneTransferResponse: take and write the stamps (default empty) - MasterServer.cpp REQUEST_ZONE_TRANSFER: reads them, stamps, keeps them in the PendingInstanceRequest (new stamps member, InstanceManager.h) - InstanceManager::ReadyInstance / AffirmTransfer: stamp and send them back - ZoneInstanceManager: HandleRequestZoneTransferResponse reads them; a RequestZoneTransfer overload takes stamps and a callback that gets them - AuthPackets LoginRequest::Handle uses that overload Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -37,10 +37,12 @@
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* BYPASS (1) no play key needed (keys off, or a GM account)
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* DB_INSERT_START / _FINISH writing to the database (lifting an expired ban, recording the address)
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* WORLD_DISCONNECT (1) no master server to ask for a world
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* WORLD_COMMUNICATION_START (0) asked master for a world server
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* WORLD_PACKET_RECEIVED (instance) master answered
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* IM_COMMUNICATION_START / IM_LOGIN_START / IM_COMMUNICATION_END (1) the session key was given to master
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* WORLD_SESSION_CONFIRM_TO_AUTH (1), WORLD_COMMUNICATION_FINISH (world port) the player is sent to the world
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* WORLD_COMMUNICATION_START (0) auth asked master for a world server (the stamps go along)
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* WORLD_PACKET_RECEIVED (zone) master: got the request
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* IM_LOGIN_QUEUED (instance) master: the world is still starting, the request waits for it
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* WORLD_SESSION_CONFIRM_TO_AUTH (instance) master: answered auth with the world (the stamps come back)
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* IM_COMMUNICATION_START / IM_LOGIN_START / IM_COMMUNICATION_END (1) auth gave the session key to master
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* WORLD_COMMUNICATION_FINISH (world port) auth sends the player to the world
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* The auth server logs the same lines as the client (debug log) when it sends the response.
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*/
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enum class eStamps : uint32_t {
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@@ -102,8 +104,9 @@ struct Stamp {
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};
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// The stamps of one login. Each step adds its stamp when it happens, on whichever server performs it: the list
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// travels with the login from auth to master and back inside the server messages (REQUEST_ZONE_TRANSFER and its
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// response), and the login response finally carries it to the client.
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// travels with the login from auth to master and back inside the server messages (REQUEST_ZONE_TRANSFER and
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// REQUEST_ZONE_TRANSFER_RESPONSE end with it; empty when a world asks), and the login response finally carries it
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// to the client.
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// Written as a u32 holding 16 * count + 4, then the stamps (the login response's layout).
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struct Stamps {
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std::vector<Stamp> list{};
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