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fix: tell the player when the zone they go to gets no instance
The master server dropped a transfer request it started no instance for, so the world server never heard back and the player waited. It now answers the request with an empty address and the reason in place of the port: no room for another instance (max_instances), a zone that is not in the ZoneTable, or another reason. A request for a private zone that does not exist is answered the same way. The world server passes this on as a TRANSFER_TO_WORLD without an address, which the client shows as a failed map change, and leaves the character where it is. The auth server fails the login when there is no character select to send the player to. Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
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@@ -1,6 +1,8 @@
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#include "WorldPackets.h"
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#include "ClientPackets.h"
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#include "dCommonVars.h"
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#include "Logger.h"
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#include <algorithm>
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@@ -18,6 +20,17 @@ namespace {
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}
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namespace WorldPackets {
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bool SendIfTransferFailed(const SystemAddress& sysAddr, const std::string& serverIP, const uint32_t serverPort) {
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if (!serverIP.empty()) return false;
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LOG("No instance to transfer %s to (reason %u)", sysAddr.ToString(), serverPort);
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// The client reads the port of a transfer without an address as the reason and tells the player
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ClientPackets::TransferToWorld transfer;
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transfer.serverPort = static_cast<uint16_t>(serverPort);
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transfer.Send(sysAddr);
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return true;
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}
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void Validation::Serialize(RakNet::BitStream& bitStream) const {
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bitStream.Write(username);
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bitStream.Write(sessionKey);
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