Implement 40250 classic client port
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#pragma once
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// ClassicParser — 40250 GC packet bodies -> shared world model (EntityStore via
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// its protocol-neutral mut_* API) + login/char-list state.
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// Counterpart of EntityStore::apply() for MT_PROTOCOL=classic.
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// See docs/CLIENT-40250-PORT.md §4 / §5.
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//
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// `body` is the bytes AFTER the 1-byte header (for dynamic packets: after the
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// [header][uint16 size] prefix); `len` its length — i.e. exactly what
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// ClassicStream::on_packet delivers.
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#include "wire_classic.h"
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#include "../entity_store.h"
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#include <cstdint>
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#include <functional>
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#include <string>
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#include <vector>
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namespace mtnet::classic {
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struct CharSlot {
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uint32_t id = 0;
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std::string name;
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uint8_t job = 0;
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uint8_t level = 0;
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uint8_t st = 0, ht = 0, dx = 0, iq = 0;
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uint32_t play_minutes = 0;
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int32_t x = 0, y = 0;
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uint16_t main_part = 0, hair_part = 0;
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uint8_t skill_group = 0;
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// Server requires this character to be renamed before entering the game.
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bool change_name = false;
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uint32_t guild_id = 0;
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std::string guild_name;
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bool empty() const { return id == 0 && name.empty(); }
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};
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class ClassicParser {
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public:
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struct CharEvent {
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enum Kind { CreateOk, CreateFail, DeleteOk, DeleteFail } kind;
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int slot = -1;
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int fail_type = 0;
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};
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struct NameEvent {
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uint32_t pid = 0;
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std::string name;
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};
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explicit ClassicParser(EntityStore &world) : m_world(world) {}
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// one GC packet. returns false to abort the connection.
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bool on_gc(uint8_t header, const uint8_t *body, uint32_t len);
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// --- login / select state ---
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const std::vector<CharSlot> &char_slots() const { return m_slots; }
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int slot_count() const { return m_slot_count; } // 3 or 4
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uint32_t handle() const { return m_handle; }
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uint32_t random_key() const { return m_random_key; }
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bool char_list_ready() const { return m_char_list_ready; }
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const std::string &login_failure() const { return m_login_failure; }
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uint32_t login_key() const { return m_login_key; } // GC_LOGIN_KEY (auth path)
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uint8_t empire() const { return m_empire; }
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std::vector<CharEvent> drain_char_events() {
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auto v = std::move(m_char_events);
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m_char_events.clear();
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return v;
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}
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std::vector<NameEvent> drain_name_events() {
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auto v = std::move(m_name_events);
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m_name_events.clear();
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return v;
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}
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int drain_guild_make_requests() {
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int count = m_guild_make_requests;
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m_guild_make_requests = 0;
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return count;
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}
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private:
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template <class T>
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static bool fill(T &t, uint8_t header, const uint8_t *body, uint32_t len) {
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if (len + 1u < sizeof(T)) {
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return false;
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}
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t.header = header;
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std::memcpy(reinterpret_cast<uint8_t *>(&t) + 1, body, sizeof(T) - 1);
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return true;
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}
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void parse_login_success(const SimplePlayer *players, const uint32_t *guild_id,
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const char (*guild_name)[GUILD_NAME_MAX_LEN + 1], int n, uint32_t handle,
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uint32_t rkey);
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EntityStore &m_world;
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std::vector<CharSlot> m_slots;
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int m_slot_count = 0;
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uint32_t m_handle = 0;
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uint32_t m_random_key = 0;
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uint32_t m_login_key = 0;
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uint8_t m_empire = 0;
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std::vector<CharEvent> m_char_events;
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std::vector<NameEvent> m_name_events;
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int m_guild_make_requests = 0;
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bool m_char_list_ready = false;
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std::string m_login_failure;
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};
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} // namespace mtnet::classic
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