mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2026-10-22 20:52:49 +00:00
refactor: remove the packet macros, WriteHeader and PacketUtils
Nothing in the server writes or reads a packet by hand any more, so the helpers for doing so go: - CBITSTREAM, CMSGHEADER, CINSTREAM, CINSTREAM_SKIP_HEADER, SEND_PACKET, SEND_PACKET_BROADCAST and HEADER_SIZE leave dCommonVars.h; - the free BitStreamUtils::WriteHeader (LUBitStream::WriteHeader writes the same bytes) and the unused PacketUtils::SavePacket are deleted. The last raw reads are replaced: WorldServer builds its input stream directly, the master packet logs read the header with LUBitStream::ReadHeader instead of peeking at packet->data[1] and [3], and MessageInspector reads a sent game message's header with the new NetGameMsg::ReadPacketHeader (the counterpart of WritePacket) instead of memcmp/memcpy. packet->data[0] is still compared with RakNet's own connection IDs. The frozen oracles keep using the macros verbatim through the test-only tests/dGameTests/LegacyPacketMacros.h; the HeaderSkip tests, which only tested CINSTREAM_SKIP_HEADER, are removed. docs/PacketArchitecture.md: "where we are" now describes the final state and what still touches raw bytes (RakNet IDs, replica headers, behavior bit streams), and a new section collects the known wire discrepancies found during the conversion, with client addresses. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
@@ -11,7 +11,7 @@ class DestroyableTest : public GameDependenciesTest {
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protected:
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Entity* baseEntity;
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DestroyableComponent* destroyableComponent;
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CBITSTREAM
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RakNet::BitStream bitStream;
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uint32_t flags = 0;
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void SetUp() override {
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SetUpDependencies();
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@@ -12,7 +12,7 @@ class PetTest : public GameDependenciesTest {
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protected:
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Entity* baseEntity;
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PetComponent* petComponent;
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CBITSTREAM
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RakNet::BitStream bitStream;
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void SetUp() override {
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SetUpDependencies();
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@@ -11,7 +11,7 @@ class SimplePhysicsTest : public GameDependenciesTest {
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protected:
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std::unique_ptr<Entity> baseEntity;
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SimplePhysicsComponent* simplePhysicsComponent;
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CBITSTREAM;
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RakNet::BitStream bitStream;
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void SetUp() override {
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SetUpDependencies();
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baseEntity = std::make_unique<Entity>(15, GameDependenciesTest::info);
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@@ -7,6 +7,7 @@
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// The byte-equality tests send the same inputs through these and through the new structs and require
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// identical bytes, so the wire format is pinned even after the production code is deleted.
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#include "LegacyPacketMacros.h"
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#include "BitStreamUtils.h"
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#include "dCommonVars.h"
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#include "dServer.h"
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@@ -8,6 +8,7 @@
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// were inline in HandleUnUseModel, HandleBBBSaveRequest and WorldServer's level load, wrapped in a function; the
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// Read* functions are the read sequences of the replaced GameMessages::Handle* functions.
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#include "LegacyPacketMacros.h"
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#include "BitStreamUtils.h"
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#include "dCommonVars.h"
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#include "dServer.h"
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@@ -7,6 +7,7 @@
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// The Read* functions are the read sequences of the replaced GameMessages::Handle* functions, verbatim up to
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// the point where the handler starts using what it read.
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#include "LegacyPacketMacros.h"
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#include "BitStreamUtils.h"
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#include "dCommonVars.h"
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#include "dServer.h"
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@@ -6,6 +6,7 @@
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// (dGame/dGameMessages/GameMessages.cpp, branched from origin/main 129199e4). Only the namespace changed.
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// The Read* functions are the read sequences of the replaced GameMessages::Handle* functions.
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#include "LegacyPacketMacros.h"
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#include "Amf3.h"
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#include "AmfSerialize.h"
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#include "BitStreamUtils.h"
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@@ -7,6 +7,7 @@
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// The Read* functions are the read sequences of the replaced GameMessages::Handle* functions.
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// SendMoveInventoryBatch is not here: nothing called it, and MoveInventoryBatch follows the client's layout.
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#include "LegacyPacketMacros.h"
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#include "BitStreamUtils.h"
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#include "dCommonVars.h"
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#include "dServer.h"
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@@ -6,6 +6,7 @@
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// (dGame/dGameMessages/GameMessages.cpp, branched from origin/main 129199e4). Only the namespace changed.
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// The Read* functions are the read sequences of the replaced GameMessages::Handle* functions.
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#include "LegacyPacketMacros.h"
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#include "BitStreamUtils.h"
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#include "dCommonVars.h"
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#include "dServer.h"
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@@ -6,6 +6,7 @@
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// (dGame/dGameMessages/GameMessages.cpp, branched from origin/main 129199e4). Only the namespace changed.
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// The Read* functions are the read sequences of the replaced GameMessages::Handle* functions.
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#include "LegacyPacketMacros.h"
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#include "BitStreamUtils.h"
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#include "Brick.h"
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#include "dCommonVars.h"
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@@ -7,6 +7,7 @@
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// news screen's hot properties). Only the namespace changed. The Read* functions are the read sequences of the
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// replaced GameMessages::Handle* functions (and PlayerReports' report readers).
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#include "LegacyPacketMacros.h"
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#include "BitStreamUtils.h"
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#include "CDClientManager.h"
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#include "CDPropertyTemplateTable.h"
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@@ -7,6 +7,7 @@
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// The Read* functions are the read sequences of the replaced GameMessages::Handle* functions, verbatim up to
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// the point where the handler starts using what it read.
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#include "LegacyPacketMacros.h"
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#include "BitStreamUtils.h"
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#include "dCommonVars.h"
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#include "dServer.h"
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@@ -9,6 +9,7 @@
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// Each class's Serialize writes the message ID and then the payload; the old senders wrote the CLIENT/GAME_MSG
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// header and the target object ID before it. The Read* function is the read sequence of the replaced switch case.
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#include "LegacyPacketMacros.h"
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#include "BehaviorSlot.h"
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#include "BitStream.h"
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#include "BitStreamUtils.h"
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@@ -10,6 +10,7 @@
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// The Read* functions are the read sequences of the replaced GameMessages::Handle* functions, verbatim up to
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// the point where the handler starts using what it read.
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#include "LegacyPacketMacros.h"
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#include "BitStreamUtils.h"
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#include "dCommonVars.h"
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#include "dServer.h"
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@@ -30,7 +30,7 @@ namespace {
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template<typename Legacy>
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PacketBytes LegacyPacket(LWOOBJID target, Legacy& legacy) {
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RakNet::BitStream bitStream;
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BitStreamUtils::WriteHeader(bitStream, ServiceType::CLIENT, MessageType::Client::GAME_MSG);
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LUBitStream(ServiceType::CLIENT, MessageType::Client::GAME_MSG).WriteHeader(bitStream);
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bitStream.Write(target);
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legacy.Serialize(bitStream);
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return FromBitStream(bitStream);
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@@ -262,7 +262,7 @@ TEST_F(SkillMessagesTests, EchoesBroadcastExceptTheCaster) {
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const auto caster = ClientAddress();
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const auto legacy = Capture([&] {
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RakNet::BitStream bitStreamLocal;
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BitStreamUtils::WriteHeader(bitStreamLocal, ServiceType::CLIENT, MessageType::Client::GAME_MSG);
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LUBitStream(ServiceType::CLIENT, MessageType::Client::GAME_MSG).WriteHeader(bitStreamLocal);
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bitStreamLocal.Write(echo.target);
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LegacyGameMessages::EchoSyncSkill legacyEcho("ab", 0, 0, true);
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legacyEcho.Serialize(bitStreamLocal);
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@@ -11,6 +11,7 @@
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// The byte-equality tests send the same inputs through these and through the new structs and require identical
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// bytes, so the wire format is pinned even after the production code is deleted.
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#include "LegacyPacketMacros.h"
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#include "BitStreamUtils.h"
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#include "dCommonVars.h"
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#include "dServer.h"
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@@ -8,6 +8,7 @@
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// The byte-equality tests run the same inputs through these and through the new structs and require
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// identical bytes, so the wire format is pinned even after the production code is deleted.
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#include "LegacyPacketMacros.h"
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#include "AuthPackets.h"
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#include "BitStreamUtils.h"
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#include "ClientPackets.h"
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@@ -11,6 +11,7 @@
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// These messages never reach a client, but master, worlds, auth, chat and the dashboard can run different builds
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// during an update, so their bytes are pinned too.
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#include "LegacyPacketMacros.h"
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#include "BitStreamUtils.h"
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#include "dCommonVars.h"
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#include "MessageType/Master.h"
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@@ -9,6 +9,7 @@
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// returns what was read, or the packet that was built, instead of acting on it).
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// Only the namespace changed. The byte-equality tests run the same inputs through these and the new structs.
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#include "LegacyPacketMacros.h"
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#include "BitStreamUtils.h"
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#include "dCommonVars.h"
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#include "dServer.h"
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@@ -48,7 +48,7 @@ namespace {
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template<typename T>
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void ExpectHeaderThenSerialize(const T& msg, MessageType::Master id) {
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RakNet::BitStream old;
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BitStreamUtils::WriteHeader(old, ServiceType::MASTER, id);
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LUBitStream(ServiceType::MASTER, id).WriteHeader(old);
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msg.Serialize(old);
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EXPECT_PACKET_EQ(FromBitStream(old), StructPacket(msg));
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RoundTrip(msg);
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