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>
This commit is contained in:
Aaron Kimbrell
2026-09-26 18:57:36 -05:00
parent 34f43c3fef
commit efa08ac1d0
10 changed files with 101 additions and 21 deletions

View File

@@ -156,6 +156,8 @@ void InstanceManager::ReadyInstance(const InstancePtr& instance) {
LOG("Responding to pending request %llu -> %i (%i)", request, zoneId.GetMapID(), zoneId.GetCloneID());
auto stamps = request.stamps;
stamps.Add(eStamps::PASSPORT_AUTH_WORLD_SESSION_CONFIRM_TO_AUTH, zoneId.GetInstanceID());
MasterPackets::SendZoneTransferResponse(
Game::server,
request.sysAddr,
@@ -165,7 +167,8 @@ void InstanceManager::ReadyInstance(const InstancePtr& instance) {
zoneId.GetInstanceID(),
zoneId.GetCloneID(),
instance->GetIP(),
instance->GetPort()
instance->GetPort(),
stamps
);
}
@@ -199,6 +202,8 @@ void InstanceManager::AffirmTransfer(const InstancePtr& instance, const uint64_t
const auto& zoneId = instance->GetZoneID();
auto stamps = request.stamps;
stamps.Add(eStamps::PASSPORT_AUTH_WORLD_SESSION_CONFIRM_TO_AUTH, zoneId.GetInstanceID());
MasterPackets::SendZoneTransferResponse(
Game::server,
request.sysAddr,
@@ -208,7 +213,8 @@ void InstanceManager::AffirmTransfer(const InstancePtr& instance, const uint64_t
zoneId.GetInstanceID(),
zoneId.GetCloneID(),
instance->GetIP(),
instance->GetPort()
instance->GetPort(),
stamps
);
pending.erase(pending.begin() + i);

View File

@@ -6,6 +6,7 @@
#include "dCommonVars.h"
#include "IServerOperations.h"
#include "RakNetTypes.h"
#include "Stamps.h"
#include "dZMCommon.h"
#include "Logger.h"
@@ -18,6 +19,7 @@ struct PendingInstanceRequest {
uint64_t id;
bool mythranShift;
SystemAddress sysAddr;
Stamps stamps; // The login stamps that came with the request; they go back in the response
};
class Instance {

View File

@@ -640,6 +640,10 @@ void HandlePacket(Packet* packet) {
inStream.Read(mythranShift);
inStream.Read(zoneID);
inStream.Read(zoneClone);
// The login stamps travelling with the request (see Stamps.h); master adds its steps
Stamps stamps;
if (!stamps.Deserialize(inStream)) stamps = {};
if (!stamps.empty()) stamps.Add(eStamps::PASSPORT_AUTH_WORLD_PACKET_RECEIVED, zoneID);
if (shutdownSequenceStarted) {
LOG("Shutdown sequence has been started. Not creating a new zone.");
break;
@@ -652,14 +656,15 @@ void HandlePacket(Packet* packet) {
if (in && !in->GetIsReady()) //Instance not ready, make a pending request
{
in->GetPendingRequests().push_back({ requestID, static_cast<bool>(mythranShift), packet->systemAddress });
if (!stamps.empty()) stamps.Add(eStamps::PASSPORT_AUTH_IM_LOGIN_QUEUED, in->GetInstanceID());
in->GetPendingRequests().push_back({ requestID, static_cast<bool>(mythranShift), packet->systemAddress, stamps });
LOG("Server not ready, adding pending request %llu %i %i", requestID, zoneID, zoneClone);
break;
}
//Instance is ready, transfer
LOG("Responding to transfer request %llu for zone %i %i", requestID, zoneID, zoneClone);
Game::im->RequestAffirmation(in, { requestID, static_cast<bool>(mythranShift), packet->systemAddress });
Game::im->RequestAffirmation(in, { requestID, static_cast<bool>(mythranShift), packet->systemAddress, stamps });
break;
}