Commit Graph

6 Commits

Author SHA1 Message Date
Aaron Kimbrell
34f43c3fef feat(auth): stamp each login step as it happens
The login response's stamps were a fixed list: START and CLIENT_OS at the
start, an ERROR or two, and IM_LOGIN_START / WORLD_COMMUNICATION_FINISH
appended to every response whatever happened. Now a Stamps list (new
dNet/Stamps.{h,cpp}: eStamps, Stamp and Stamps with Serialize /
Deserialize in the login response's layout, so server messages can carry
it too) is created when the login request arrives, and each step adds its
own stamp, with the time, where it happens: the request read (value: the
client's OS), the account lookup (found or not), the password check,
failed checks, the closed server and play key checks, database writes,
asking master for a world, master's answer, handing the session key to
master, and sending the player on. The response serializes whatever was
stamped; the auth server logs the list like the client does.

What the client does with stamps (1.10.64): PacketHandler_MSG_CLIENT_
LOGIN_RESPONSE @ 00b32f90 reads them (LoginResponse::ReadStamps @ 005ed3c0,
count = (size - 4) / 16) and only logs each with its name from
StampLookup @ 017e6e88 (the 39 eStamps names) and its time relative to the
first and previous stamp. Documented in Stamps.h.

Behaviour change: on success, master gets the session key just before the
client gets the response instead of just after, so the handoff can be
stamped (and master knows the key before the client can reach a world).
The client-facing layout is unchanged; tests pin the stamp bytes, check
the steps of a failed login in order, and round trip the list.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:30:48 -05:00
Aaron Kimbrell
70f1c2b19e refactor: common and auth packets as structs
Adds CommonPackets (ServiceType::COMMON): ClientVersionConfirm (the
client's handshake, with the handler that logs it and answers),
ServerVersionConfirm, DisconnectNotify and GeneralNotify (layout from the
1.10.64 client's PacketHandler_MSG_SERVER_GENERAL_NOTIFY; DLU does not send
it yet). AuthPackets::LoginRequest reads the login and keeps the old login
logic in its Handle; ClientPackets::LoginResponse (with the Stamp list)
replaces the hand written response, and AuthPackets::SendLoginResponse
fills it from the settings as before. dServer::Disconnect writes a
DisconnectNotify. AuthServer's if-chain and WorldServer's COMMON case
become CommonPackets::Handle / AuthPackets::Handle, dispatch maps that
read the struct, drop and log it if it does not deserialize, then Handle.
HandleHandshake and SendHandshake are gone.

No wire change. Verified against a frozen verbatim copy of the old
functions (tests/dGameTests/dNetTests/Legacy): the old handshake and login
handlers and the new dispatchers are fed the same packets and must send
identical bytes to the same address (same RNG seed for the session key),
over grids of versions, service types, ports, response codes, error
messages, IPs and stamp lists; plus hand computed golden bytes, round
trips, truncation checks, and a deliberate field width mutation that made
the tests fail. The only behaviour difference: truncated handshake and
login packets are now dropped instead of handled with whatever was read.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:30:48 -05:00
David Markowitz
b683413a60 Remove deps from dNet (#1401) 2024-01-07 08:05:57 +01:00
Aaron Kimbrell
78d8c57752 feat: make the help menu top 5 issues work and configurable (#1293)
* feat: make make the help menu questions work

* address feedback

* typo

* update defaults

* fix and address feedback

* newline
2023-11-15 19:30:46 -06:00
aronwk-aaron
19e77a38d8 format codebase 2022-07-28 08:39:57 -05:00
Unknown
0545adfac3 Public release of the DLU server code!
Have fun!
2021-12-05 18:54:36 +01:00