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https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2026-10-02 02:43:44 +00:00
refactor: world packets as structs
WorldPackets now holds what a client sends a world server, one struct per packet with Serialize/Deserialize: Validation, CharacterListRequest, CharacterCreateRequest, CharacterLoginRequest, GameMessage, CharacterDeleteRequest, CharacterRenameRequest, LevelLoadComplete, PositionUpdate, MailPacket, RoutePacket, StringCheck, GeneralChatMessage, HandleFunness, UIHelpTop5. WorldServer's switch became a dispatch map of handlers (each overrides Handle in WorldServer.cpp, logic unchanged: dashboard hooks, LoadPlayer, chat logging, migration checks, message inspector capture all still run); a packet that does not deserialize is logged and dropped. UserManager's create/delete/rename take the structs. The answers are ClientPackets (the CLIENT service): LoadStaticZone, CharacterListResponse, CharacterCreateResponse, CharacterRenameResponse, DeleteCharacterResponse, TransferToWorld, ServerStates, CreateCharacter, ChatModerationString, MakeGMResponse, HTTPMonitorInfoResponse and DebugOutput, built at the call sites (world server, UserManager, slash commands, dashboard actions, components, migration). The world -> chat forward of a routed packet is ChatPackets::RoutedFromClient. All WorldPackets::Send* functions, HTTPMonitorInfo and the ClientPackets parse functions are gone. The architecture doc now states the file rule: a packet lives in the file of the ServiceType in its header. No wire change. Verified against frozen verbatim copies of the old code (tests/dGameTests/dNetTests/Legacy/WorldPacketsLegacy.h): every response is sent through the old function and the struct over grids of inputs (all enum values, strings of every length class, IDs, >64 moderation segments, big XML) and must match byte for byte; every request is read by the old code and the struct and must give the same values; plus golden bytes, round trips, truncation checks and a field width mutation that made the tests fail. Only differences: malformed requests are dropped instead of handled with partial values, and LevelLoadComplete now reads the zone ID the client sends after it (lu_packets and captures show the 1.10.64 client always sends it; DLU ignored it). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -150,3 +150,15 @@ void ChatPackets::SendRoutedMsg(const LUBitStream& msg, const LWOOBJID targetID,
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msg.WritePacket(bitStream);
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Game::server->Send(bitStream, sysAddr, sysAddr == UNASSIGNED_SYSTEM_ADDRESS);
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}
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void ChatPackets::RoutedFromClient::Serialize(RakNet::BitStream& bitStream) const {
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bitStream.Write(senderID);
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for (const auto byte : data) bitStream.Write(byte);
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}
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bool ChatPackets::RoutedFromClient::Deserialize(RakNet::BitStream& bitStream) {
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VALIDATE_READ(bitStream.Read(senderID));
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data.resize(BITS_TO_BYTES(bitStream.GetNumberOfUnreadBits()));
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if (!data.empty()) VALIDATE_READ(bitStream.ReadBits(data.data(), BYTES_TO_BITS(data.size()), true));
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return true;
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}
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