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>
This commit is contained in:
Aaron Kimbrell
2026-09-26 23:10:57 -05:00
parent 35c2c4d60e
commit f5ca541869
21 changed files with 3040 additions and 907 deletions

View File

@@ -22,7 +22,7 @@
#include "CDRewardCodesTable.h"
#include "Mail.h"
#include "ZoneInstanceManager.h"
#include "WorldPackets.h"
#include "ClientPackets.h"
#include "MessageType/Game.h"
#include <ctime>
#include <ranges>
@@ -899,7 +899,11 @@ void CharacterComponent::SendToZone(LWOMAPID zoneId, LWOCLONEID cloneId) const {
character->SaveXMLToDatabase();
}
WorldPackets::SendTransferToWorld(sysAddr, serverIP, serverPort, mythranShift);
ClientPackets::TransferToWorld transfer;
transfer.serverIP = LUString(serverIP);
transfer.serverPort = serverPort;
transfer.mythranShift = mythranShift;
transfer.Send(sysAddr);
Game::entityManager->DestructEntity(entity);
});