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https://github.com/DarkflameUniverse/DarkflameServer.git
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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>
165 lines
5.4 KiB
C++
165 lines
5.4 KiB
C++
/*
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* Darkflame Universe
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* Copyright 2018
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*/
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#include "ChatPackets.h"
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#include "RakNetTypes.h"
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#include "BitStream.h"
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#include "Game.h"
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#include "BitStreamUtils.h"
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#include "dServer.h"
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#include "ServiceType.h"
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#include "MessageType/Chat.h"
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void ShowAllRequest::Serialize(RakNet::BitStream& bitStream) {
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BitStreamUtils::WriteHeader(bitStream, ServiceType::CHAT, MessageType::Chat::SHOW_ALL);
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bitStream.Write(this->requestor);
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bitStream.Write(this->displayZoneData);
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bitStream.Write(this->displayIndividualPlayers);
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}
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void ShowAllRequest::Deserialize(RakNet::BitStream& inStream) {
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inStream.Read(this->requestor);
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inStream.Read(this->displayZoneData);
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inStream.Read(this->displayIndividualPlayers);
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}
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void FindPlayerRequest::Serialize(RakNet::BitStream& bitStream) {
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BitStreamUtils::WriteHeader(bitStream, ServiceType::CHAT, MessageType::Chat::WHO);
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bitStream.Write(this->requestor);
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bitStream.Write(this->playerName);
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}
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void FindPlayerRequest::Deserialize(RakNet::BitStream& inStream) {
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inStream.Read(this->requestor);
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inStream.Read(this->playerName);
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}
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void ChatPackets::SendChatMessage(const SystemAddress& sysAddr, char chatChannel, const std::string& senderName, LWOOBJID playerObjectID, bool senderMythran, const std::u16string& message) {
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CBITSTREAM;
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BitStreamUtils::WriteHeader(bitStream, ServiceType::CHAT, MessageType::Chat::GENERAL_CHAT_MESSAGE);
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bitStream.Write<uint64_t>(0);
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bitStream.Write(chatChannel);
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bitStream.Write<uint32_t>(message.size());
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bitStream.Write(LUWString(senderName));
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bitStream.Write(playerObjectID);
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bitStream.Write<uint16_t>(0);
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bitStream.Write<char>(0);
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for (uint32_t i = 0; i < message.size(); ++i) {
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bitStream.Write<uint16_t>(message[i]);
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}
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bitStream.Write<uint16_t>(0);
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SEND_PACKET_BROADCAST;
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}
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void ChatPackets::SendSystemMessage(const SystemAddress& sysAddr, const std::string& message, const bool broadcast) {
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ChatPackets::SendSystemMessage(sysAddr, GeneralUtils::ASCIIToUTF16(message), broadcast);
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}
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void ChatPackets::SendSystemMessage(const SystemAddress& sysAddr, const std::u16string& message, const bool broadcast) {
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CBITSTREAM;
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BitStreamUtils::WriteHeader(bitStream, ServiceType::CHAT, MessageType::Chat::GENERAL_CHAT_MESSAGE);
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bitStream.Write<uint64_t>(0);
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bitStream.Write<char>(4);
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bitStream.Write<uint32_t>(message.size());
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bitStream.Write(LUWString("", 33));
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bitStream.Write<uint64_t>(0);
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bitStream.Write<uint16_t>(0);
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bitStream.Write<char>(0);
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for (uint32_t i = 0; i < message.size(); ++i) {
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bitStream.Write<uint16_t>(message[i]);
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}
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bitStream.Write<uint16_t>(0);
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//This is so Wincent's announcement works:
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if (sysAddr != UNASSIGNED_SYSTEM_ADDRESS) {
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SEND_PACKET;
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return;
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}
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SEND_PACKET_BROADCAST;
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}
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void ChatPackets::SendMessageFail(const SystemAddress& sysAddr) {
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//0x00 - "Chat is currently disabled."
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//0x01 - "Upgrade to a full LEGO Universe Membership to chat with other players."
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CBITSTREAM;
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BitStreamUtils::WriteHeader(bitStream, ServiceType::CLIENT, MessageType::Client::SEND_CANNED_TEXT);
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bitStream.Write<uint8_t>(0); //response type, options above ^
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//docs say there's a wstring here-- no idea what it's for, or if it's even needed so leaving it as is for now.
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SEND_PACKET;
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}
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namespace ChatPackets {
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void Announcement::Serialize(RakNet::BitStream& bitStream) const {
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bitStream.Write<uint32_t>(title.size());
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bitStream.Write(title);
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bitStream.Write<uint32_t>(message.size());
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bitStream.Write(message);
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}
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}
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void ChatPackets::AchievementNotify::Serialize(RakNet::BitStream& bitstream) const {
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bitstream.Write<uint64_t>(0); // Packing
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bitstream.Write<uint32_t>(0); // Packing
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bitstream.Write<uint8_t>(0); // Packing
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bitstream.Write(earnerName);
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bitstream.Write<uint64_t>(0); // Packing / No way to know meaning because of not enough data.
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bitstream.Write<uint32_t>(0); // Packing / No way to know meaning because of not enough data.
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bitstream.Write<uint16_t>(0); // Packing / No way to know meaning because of not enough data.
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bitstream.Write<uint8_t>(0); // Packing / No way to know meaning because of not enough data.
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bitstream.Write(missionEmailID);
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bitstream.Write(earningPlayerID);
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bitstream.Write(targetPlayerName);
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}
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bool ChatPackets::AchievementNotify::Deserialize(RakNet::BitStream& bitstream) {
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bitstream.IgnoreBytes(13);
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VALIDATE_READ(bitstream.Read(earnerName));
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bitstream.IgnoreBytes(15);
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VALIDATE_READ(bitstream.Read(missionEmailID));
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VALIDATE_READ(bitstream.Read(earningPlayerID));
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VALIDATE_READ(bitstream.Read(targetPlayerName));
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return true;
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}
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void ChatPackets::TeamInviteInitialResponse::Serialize(RakNet::BitStream& bitstream) const {
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bitstream.Write<uint8_t>(inviteFailedToSend);
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bitstream.Write(playerName);
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}
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void ChatPackets::SendRoutedMsg(const LUBitStream& msg, const LWOOBJID targetID, const SystemAddress& sysAddr) {
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CBITSTREAM;
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BitStreamUtils::WriteHeader(bitStream, ServiceType::CHAT, MessageType::Chat::WORLD_ROUTE_PACKET);
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bitStream.Write(targetID);
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// Now write the actual packet
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msg.WritePacket(bitStream);
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Game::server->Send(bitStream, sysAddr, sysAddr == UNASSIGNED_SYSTEM_ADDRESS);
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}
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void ChatPackets::RoutedFromClient::Serialize(RakNet::BitStream& bitStream) const {
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bitStream.Write(senderID);
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for (const auto byte : data) bitStream.Write(byte);
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}
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bool ChatPackets::RoutedFromClient::Deserialize(RakNet::BitStream& bitStream) {
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VALIDATE_READ(bitStream.Read(senderID));
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data.resize(BITS_TO_BYTES(bitStream.GetNumberOfUnreadBits()));
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if (!data.empty()) VALIDATE_READ(bitStream.ReadBits(data.data(), BYTES_TO_BITS(data.size()), true));
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return true;
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}
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