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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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@@ -9,6 +9,7 @@
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struct SystemAddress;
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#include <string>
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#include <vector>
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#include "dCommonVars.h"
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#include "MessageType/Chat.h"
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#include "BitStreamUtils.h"
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@@ -57,6 +58,17 @@ namespace ChatPackets {
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// No Deserialize needed on our end
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};
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// World -> chat. A chat packet the client sent through the world server (WorldPackets::RoutePacket): its id,
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// the object ID of the player who sent it (the chat server has no other way to know), then the routed bytes.
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struct RoutedFromClient : public LUBitStream {
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LWOOBJID senderID{};
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std::vector<uint8_t> data{};
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RoutedFromClient(uint8_t routedMessageID = 0) : LUBitStream(ServiceType::CHAT, routedMessageID) {}
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void Serialize(RakNet::BitStream& bitStream) const override;
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bool Deserialize(RakNet::BitStream& bitStream) override;
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};
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void SendChatMessage(const SystemAddress& sysAddr, char chatChannel, const std::string& senderName, LWOOBJID playerObjectID, bool senderMythran, const std::u16string& message);
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void SendSystemMessage(const SystemAddress& sysAddr, const std::string& message, bool broadcast = false);
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void SendSystemMessage(const SystemAddress& sysAddr, const std::u16string& message, bool broadcast = false);
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