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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>
149 lines
4.4 KiB
C++
149 lines
4.4 KiB
C++
#include "User.h"
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#include "ChatServerLink.h"
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#include "ChatPackets.h"
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#include "Database.h"
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#include "Character.h"
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#include "dServer.h"
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#include "Logger.h"
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#include "Game.h"
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#include "dZoneManager.h"
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#include "eServerDisconnectIdentifiers.h"
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#include "eGameMasterLevel.h"
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#include "BitStreamUtils.h"
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#include "MessageType/Chat.h"
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#include "StringifiedEnum.h"
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#include <chrono>
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#include <ctime>
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User::User(const SystemAddress& sysAddr, const std::string& username, const std::string& sessionKey) {
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m_AccountID = 0;
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m_Username = "";
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m_SessionKey = "";
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m_MuteExpire = 0;
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m_MaxGMLevel = eGameMasterLevel::CIVILIAN; //The max GM level this account can assign to it's characters
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m_LastCharID = 0;
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m_SessionKey = sessionKey;
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m_SystemAddress = sysAddr;
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m_Username = username;
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m_LoggedInCharID = 0;
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m_IsBestFriendMap = std::unordered_map<std::string, bool>();
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auto userInfo = Database::Get()->GetAccountInfo(username);
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if (userInfo) {
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m_AccountID = userInfo->id;
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m_MaxGMLevel = userInfo->maxGmLevel;
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m_MuteExpire = userInfo->muteExpire;
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}
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//If we're loading a zone, we'll load the last used (aka current) character:
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if (Game::server->GetZoneID() != 0) {
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auto characterList = Database::Get()->GetAccountCharacterIds(m_AccountID);
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if (!characterList.empty()) {
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const auto lastUsedCharacterId = characterList.front();
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Character* character = new Character(lastUsedCharacterId, this);
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character->UpdateFromDatabase();
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m_Characters.push_back(character);
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LOG("Loaded %llu as it is the last used char", lastUsedCharacterId);
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}
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}
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}
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User::User(const User& other) {
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this->m_AccountID = other.m_AccountID;
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this->m_LastCharID = other.m_LastCharID;
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this->m_MaxGMLevel = other.m_MaxGMLevel;
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this->m_SessionKey = other.m_SessionKey;
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this->m_SystemAddress = other.m_SystemAddress;
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this->m_Username = other.m_Username;
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this->m_LoggedInCharID = other.m_LoggedInCharID;
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}
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User::~User() {
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for (Character* c : m_Characters) {
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if (c) {
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delete c;
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c = nullptr;
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}
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}
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}
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User& User::operator= (const User& other) {
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this->m_AccountID = other.m_AccountID;
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this->m_LastCharID = other.m_LastCharID;
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this->m_MaxGMLevel = other.m_MaxGMLevel;
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this->m_SessionKey = other.m_SessionKey;
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this->m_SystemAddress = other.m_SystemAddress;
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this->m_Username = other.m_Username;
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this->m_LoggedInCharID = other.m_LoggedInCharID;
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return *this;
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}
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bool User::operator== (const User& other) const {
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return m_Username == other.m_Username || m_SessionKey == other.m_SessionKey || m_SystemAddress == other.m_SystemAddress;
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}
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Character* User::GetLastUsedChar() {
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if (m_Characters.size() == 0) return nullptr;
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else if (m_Characters.size() == 1) return m_Characters[0];
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else {
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Character* toReturn = m_Characters[0];
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for (size_t i = 0; i < m_Characters.size(); ++i) {
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if (m_Characters[i]->GetLastLogin() > toReturn->GetLastLogin()) toReturn = m_Characters[i];
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}
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return toReturn;
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}
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}
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bool User::GetIsMuted() {
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using namespace std::chrono;
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constexpr auto refreshInterval = seconds{ 60 };
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const auto now = steady_clock::now();
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if (now - m_LastMuteCheck >= refreshInterval) {
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m_LastMuteCheck = now;
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if (const auto info = Database::Get()->GetAccountInfo(m_Username)) {
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const auto expire = static_cast<time_t>(info->muteExpire);
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if (expire != m_MuteExpire) {
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m_MuteExpire = expire;
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if (Game::chatServer && m_LoggedInCharID != 0) {
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ChatPackets::GMMute mute;
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mute.playerID = m_LoggedInCharID;
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mute.expire = m_MuteExpire;
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ChatServerLink::Send(mute);
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}
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}
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}
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}
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return m_MuteExpire == 1 || m_MuteExpire > std::time(nullptr);
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}
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time_t User::GetMuteExpire() const {
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return m_MuteExpire;
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}
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void User::SetMuteExpire(time_t value) {
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m_MuteExpire = value;
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}
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void User::UserOutOfSync(const CaughtFunness& funness) {
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m_CaughtFunness.push_back(funness);
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m_AmountOfTimesOutOfSync++;
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if (m_AmountOfTimesOutOfSync > m_MaxDesyncAllowed) {
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//YEET
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LOG("User %s was out of sync %i times out of %i, disconnecting for the following reasons: {", m_Username.c_str(), m_AmountOfTimesOutOfSync, m_MaxDesyncAllowed);
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for (const auto [cheatType, cheatInfo] : m_CaughtFunness) {
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LOG(" Reason %s value %f", StringifiedEnum::ToString(cheatType).data(), cheatInfo);
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}
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LOG("}");
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Game::server->Disconnect(this->m_SystemAddress, eServerDisconnectIdentifiers::PLAY_SCHEDULE_TIME_DONE);
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}
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}
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void User::UpdateBestFriendValue(const std::string_view playerName, const bool newValue) {
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m_IsBestFriendMap[playerName.data()] = newValue;
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}
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