Fix 40250 classic login and world loading

This commit is contained in:
shen
2026-09-02 07:03:25 +08:00
parent 8f61990a83
commit 44bdcb0781
17 changed files with 446 additions and 45 deletions
+34 -6
View File
@@ -1,7 +1,7 @@
#pragma once
// ClassicSession — MT_PROTOCOL=classic: drives ClassicStream through
// HANDSHAKE -> LOGIN -> SELECT -> LOADING -> GAME and parses GC packets into a
// shared EntityStore. See docs/CLIENT-40250-PORT.md §4 / §8.
// ClassicSession — MT_PROTOCOL=classic: drives ClassicStream through the
// 40250 auth-server -> game-server flow and parses GC packets into a shared
// EntityStore. See docs/CLIENT-40250-PORT.md §4 / §8.
//
// The stock 40250 server uses _IMPROVED_PACKET_ENCRYPTION_; ClassicStream
// negotiates that DH2 + CTR session before the first login packet.
@@ -27,6 +27,13 @@ public:
// --- INetSession ---
bool connect(const std::string &game_host, uint16_t game_port, const std::string &id,
const std::string &pw) override;
// Full 40250 flow: auth CG_LOGIN3 -> ticket, then game CG_LOGIN2 -> chars.
bool connect(const std::string &auth_host, uint16_t auth_port,
const std::string &game_host, uint16_t game_port, const std::string &id,
const std::string &pw);
// Reconnect directly to a game channel using a previously issued auth ticket.
bool connect_with_login_key(const std::string &game_host, uint16_t game_port,
const std::string &id, uint32_t login_key);
void disconnect() override;
bool select_char(int slot) override;
bool enter_game() override;
@@ -133,36 +140,57 @@ public:
// --- accessors ---
const std::vector<CharSlot> &char_slots() const { return m_parser.char_slots(); }
ClassicStream &stream() { return m_stream; } // for tests / trace
ClassicStream &auth_stream() { return m_auth_stream; } // auth-flow tests / trace
ClassicParser &parser() { return m_parser; }
uint32_t login_key() const { return m_auth_login_key; }
uint32_t now_ms() const { return m_now; }
void set_now(uint32_t ms) {
m_now = ms;
m_world.set_now(ms);
}
// auto-send CG_ENTERGAME this many ms after entering PHASE_LOADING (0 = never,
// caller drives enter_game()). Default mirrors the m2dev client's ~1.5s.
// caller drives enter_game()). The 40250 test account sends a large map-load
// burst; waiting for that burst to drain avoids racing the server's spawn data.
void set_auto_entergame_delay(uint32_t ms) { m_entergame_delay = ms; }
void set_wire_trace(bool on) { m_stream.set_wire_trace(on); }
void set_wire_trace(bool on) {
m_stream.set_wire_trace(on);
m_auth_stream.set_wire_trace(on);
}
private:
void set_stage(Stage s);
void on_phase(uint8_t phase);
void on_auth_phase(uint8_t phase);
bool on_packet(uint8_t header, const uint8_t *body, uint32_t len);
bool on_auth_packet(uint8_t header, const uint8_t *body, uint32_t len);
void send_login();
void send_auth_login();
void send_login_by_key();
bool send_client_version();
EntityStore m_world;
ClassicStream m_stream;
ClassicStream m_auth_stream;
ClassicParser m_parser;
Stage m_stage = Stage::Offline;
std::string m_last_error;
std::string m_id, m_pw;
std::string m_auth_host, m_game_host;
uint16_t m_auth_port = 0;
uint16_t m_game_port = 0;
uint32_t m_auth_login_key = 0;
uint32_t m_now = 0;
uint32_t m_loading_since = 0;
uint32_t m_entergame_delay = 1500;
uint32_t m_entergame_delay = 8000;
bool m_entergame_sent = false;
bool m_login_sent = false;
bool m_auth_login_sent = false;
bool m_use_auth = false;
bool m_auth_succeeded = false;
bool m_game_started = false;
bool m_authenticated_game = false;
bool m_auth_transition = false;
bool m_version_sent = false;
};