Commit Graph

3 Commits

Author SHA1 Message Date
Aaron Kimbrell
313f821203 refactor: chat packets as structs
Every packet of the chat service is now an LUBitStream struct in dNet/ChatPackets.h
(docs/PacketArchitecture.md, PR 13), and nothing in the chat server or the chat side of
the world server reads or writes a packet by hand any more.

- World <-> chat: LoginSessionNotify, UnexpectedDisconnect, GMLevelUpdate, GMMute,
  Announcement (GM announce), CreateTeam, TeamUpdate (TEAM_GET_STATUS to worlds),
  AchievementNotify, ShowAllRequest, FindPlayerRequest.
- Client -> world -> chat (friends, ignore list, teams, general and private chat):
  GetFriendsList, AddFriendRequest, AddFriendResponse, RemoveFriend, GetIgnoreList,
  AddIgnore, RemoveIgnore, GeneralChatMessage, PrivateChatMessage, TeamInvite,
  TeamInviteResponse, TeamLeave, TeamKick, TeamSetLeader, TeamSetLoot, TeamGetStatus.
  The 77 bytes the handlers skipped are named fields now (the sender block the client
  fills in); the 4 unused bytes after the player ID are kept as `unknown`.
- What the client receives. Chat service (ChatPackets::Client): GeneralChatMessage
  (replaces SendChatMessage; SendSystemMessage stays as a helper built on it),
  PrivateChatMessage. Client service (ClientPackets, as structs go in the file of the
  ServiceType in their header): SendCannedText (replaces SendMessageFail), GetFriendsListResponse, AddFriendRequest,
  AddFriendResponse, RemoveFriendResponse, UpdateFriendNotify, WhoResponse,
  ShowAllResponse, Get/Add/RemoveIgnoreResponse, TeamInvite, TeamInviteInitialResponse,
  and the team game messages chat writes (TeamInviteConfirm, TeamGetStatusResponse,
  TeamSetLeader, TeamAddPlayer, TeamRemovePlayer, TeamSetOffWorldFlag) as TeamGameMsg
  structs, since chat doesn't link dGame's NetGameMsg.
- WORLD_ROUTE_PACKET is ChatPackets::WorldRoutePacket (its own file, dNet/WorldRoutePacket.h,
  since it carries packets of other services): the target and the inner packet.
  ChatPacketHandler::SendRouted replaces the per-function route headers and
  SendRoutedMsg.

Dispatch: dNet/PacketDispatcher.h is a dispatch map from packet ID to (struct, handler
function); packets that fail to Deserialize are logged and dropped. The chat server's
switch and the world's HandlePacketChat switch are now maps. The handlers take the
structs; their logic is unchanged. World code sends to chat with ChatServerLink::Send
(dGame) instead of writing to Game::chatServer by hand. eChatChannel,
eChatMessageResponseCode and eAddIgnoreResponse moved to dCommon/dEnums so the structs
can use them.

Verified: tests/dGameTests/dNetTests/Legacy/ChatPacketsLegacy.h is a verbatim copy of
the old senders and readers; ChatPacketsTests (25 tests) sends a grid of inputs through
both and requires identical bits, bytes and destination, checks the old readers read
what the structs write, round trips every struct, checks truncated packets are refused,
and has hand written golden packets for general chat, canned text, GM mute and a routed
team game message. Breaking one field width (UpdateFriendNotify) and the TeamAddPlayer
zone flag made the tests fail. No wire bytes changed.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 09:33:11 -05:00
Aaron Kimbrell
f5ca541869 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>
2026-09-27 09:33:11 -05:00
Aaron Kimbrell
2d1ef0e370 feat: web dashboard and playground work
The NexusDashboard-parity dashboard (dDashboardServer) and everything built on it on the experimental branch:
accounts, characters, properties and moderation tools, permissions shared with in-game slash commands, economy
reports, World 3D and property 3D views with client scenery, scheduled events (features, vanity changes, live
events, announcements, restarts), vanity files and events, the CDClient browser, the message inspector with saved
captures, chat filter tools, community challenges, live ops, the AI moderator helper, and the server-side changes
they need.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 09:33:10 -05:00