Staff list contraband items on a new dashboard page (item search, reason, flag or flag and remove;
contraband_manage to edit, reports_view to see). World servers check every inventory when a
character loads and every item a player receives: each find is an economy flag of the new kind
Contraband, shown with the other flags and in the character's related data. Items marked for
removal are taken away, with a character snapshot kept first so they can be given back, an audit
entry and a mail or chat message telling the player why. Staff are skipped unless
contraband_ignore_staff is off. Worlds reload the list when it changes (RELOAD_CONTRABAND, added
at the end of ePlayerAction).
Fixes#1563
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Converts PlayAnimation, PlayNDAudioEmitter, PlayEmbeddedEffectOnAllClientsNearObject,
PlayFXEffect, StopFXEffect, BroadcastTextToChatbox, Play2DAmbientSound,
Stop2DAmbientSound, UIMessageServerToSingleClient, UIMessageServerToAllClients,
StartCelebrationEffect, DisplayMessageBox, DisplayChatBubble, ChangeIdleFlags,
SetNameBillboardState, ShowBillboardInteractIcon, PlayCinematic, EndCinematic,
SlashCommandTextFeedback, PlayEmote and SetEmoteLockState (21 old Send
functions, 23 with overloads) and the received MessageBoxRespond,
ChoiceBoxRespond, CinematicUpdate and PlayEmote to NetGameMsgs in
EffectsMessages.{h,cpp}. The high traffic messages get a constructor for their
required fields. UI messages own their AMF arguments. Every caller is switched,
the received messages are registered in GameMessageHandler's map, and the old
functions and switch cases are deleted. Handlers are copied verbatim.
No wire change and no change in recipients: functions that always broadcast
whatever address they were given are sent with Send(UNASSIGNED_SYSTEM_ADDRESS),
functions that only did SEND_PACKET use SendToClient. Quirks are kept and
documented on the structs (PlayAnimation's UTF-8 sized name, the always written
null terminator in BroadcastTextToChatbox, StartCelebrationEffect always
writing celebrationID, SetNameBillboardState having no payload).
Verified byte for byte against a frozen verbatim copy of the old functions over
an input grid, to one client and broadcast; received messages compared with the
old handlers' read sequences and every truncated payload rejected; hand
computed golden bytes; round trips; a deliberate width mutation made the tests
fail. The byte-equality helper gains a Broadcast mode for functions that
ignored their address.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Every MASTER service packet is now an LUBitStream struct (docs/PacketArchitecture.md,
PR 14) and the master server's switch is a dispatch map (PacketDispatcher), as are the
master handlers of the world, chat and dashboard servers.
- dNet/MasterPackets.h: RequestZoneTransfer, RequestZoneTransferResponse, ServerInfo,
RequestSessionKey, SetSessionKey, SessionKeyResponse, NewSessionAlert, PlayerAdded /
PlayerRemoved, CreatePrivateZone, RequestPrivateZone (passwords still cut to 50
characters when read), WorldReady, WorldReadyInfo (WORLD_READY to the dashboard),
PrepZone, Shutdown, ShutdownResponse, WorldShutDown (SHUTDOWN_RESPONSE to the
dashboard), ShutdownUniverse, AffirmTransferRequest/Response, RequestServerList,
ServerListResponse, DashboardShutdown, ConfigReload, InstanceShutdown. The Send*
functions are gone; MasterPackets::SendToMaster(msg) and SendTo(sysAddr, msg) send a
struct.
- The dashboard and instance migration structs (PlayerAction, DataChanged, Dashboard
messages, MessageCapture, InstanceMigration) are LUBitStreams of the MASTER service now
and moved to dNet/master/, included by MasterPackets.h. Their payloads are unchanged;
master forwards them by re-serializing the struct instead of copying raw bytes.
- InstanceManager, ZoneInstanceManager, MigrationCoordinator, dServer (server info, zone
transfer response), auth (SET_SESSION_KEY), the world (session keys, player added and
removed, world ready, shutdown response, affirmations, prep zone, shutdown universe) and
the dashboard (server list, instance shutdown, config reload, announcements, player
actions, message capture) send and read structs.
- The login stamps are a `stamps` field of RequestZoneTransfer and
RequestZoneTransferResponse (read leniently as before: a message without them reads as
empty); master adds its stamps in the REQUEST_ZONE_TRANSFER handler and when it answers,
as it did.
- InstanceManager::GetInstanceBySysAddr takes a const address.
Verified: tests/dGameTests/dNetTests/Legacy/MasterPacketsLegacy.h is a verbatim copy of
the old writers and readers; MasterPacketsTests requires identical bytes for a grid of
inputs, checks the old readers read what the structs write, round trips and truncation,
hand written golden packets, that zone transfers without stamps still read, that the dashboard/migration structs write what
"header + Serialize" wrote, and that the dispatcher drops truncated packets. No wire
bytes changed.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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>
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>
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>