port: ServerStateChecker + module (batch 2 P2)
Verbatim 40250 CServerStateChecker and the ServerStateChecker Python
module replace the stub; PythonBoot owns the instance like
CPythonApplication::m_kServerStateChecker. The fake server gets a state
port that answers CG_STATE_CHECKER the way CInputHandshake and
CInputDB::RespondChannelStatus do; login_flow requests the channel list
after the character list (live: {1: 1, 2: 1}).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
co-authored by
Claude Opus 5.5
parent
be5a68ff35
commit
ce9f96398e
@@ -142,9 +142,11 @@ bool FakeLoginServer::Start()
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{
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m_auth_listener = listen_loopback(&m_auth_port);
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m_game_listener = listen_loopback(&m_game_port);
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if (m_auth_listener < 0 || m_game_listener < 0)
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m_state_listener = listen_loopback(&m_state_port);
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if (m_auth_listener < 0 || m_game_listener < 0 || m_state_listener < 0)
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return false;
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m_thread = std::thread([this] { Run(); });
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m_state_thread = std::thread([this] { ServeState(); });
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return true;
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}
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@@ -153,7 +155,9 @@ void FakeLoginServer::Stop()
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m_stop = true;
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if (m_thread.joinable())
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m_thread.join();
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for (int* fd : {&m_auth_listener, &m_game_listener})
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if (m_state_thread.joinable())
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m_state_thread.join();
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for (int* fd : {&m_auth_listener, &m_game_listener, &m_state_listener})
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if (*fd >= 0)
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{
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close(*fd);
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@@ -287,6 +291,52 @@ bool FakeLoginServer::Handshake(Connection& c, std::uint8_t phase_after)
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return c.Phase(phase_after) || Fail("send phase after handshake");
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}
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// CServerStateChecker::Request connects to the first channel and sends the bare header. The game server
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// has already started the handshake (DESC::Setup), so the client reads past those bytes one per Update;
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// CInputHandshake::Analyze(HEADER_CG_STATE_CHECKER) asks the db, and CInputDB::RespondChannelStatus writes
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// the header, the count, the TChannelStatus {short nPort; BYTE bStatus} array and a success byte.
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void FakeLoginServer::ServeState()
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{
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Connection c;
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c.stop = &m_stop;
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for (;;)
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{
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if (m_stop)
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return;
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pollfd pfd = {m_state_listener, POLLIN, 0};
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if (poll(&pfd, 1, 50) > 0)
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break;
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}
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c.fd = accept(m_state_listener, nullptr, nullptr);
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if (c.fd < 0)
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return;
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mtnet::classic::Handshake hs = {HDR_HANDSHAKE, kHandshake, now_ms(), 0};
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if (!c.Phase(PHASE_HANDSHAKE) || !c.Send(hs))
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return;
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std::uint8_t header = 0;
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if (c.Read(&header, 1) != 1 || header != 206)
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{
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Fail("state checker: expected CG_STATE_CHECKER");
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return;
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}
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Event("state:checker");
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std::vector<std::uint8_t> out = {210};
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const std::int32_t count = 2;
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out.insert(out.end(), reinterpret_cast<const std::uint8_t*>(&count), reinterpret_cast<const std::uint8_t*>(&count) + 4);
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for (int port : {m_state_port, kOtherChannelPort})
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{
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const std::int16_t short_port = static_cast<std::int16_t>(port);
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out.insert(out.end(), reinterpret_cast<const std::uint8_t*>(&short_port), reinterpret_cast<const std::uint8_t*>(&short_port) + 2);
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out.push_back(static_cast<std::uint8_t>(kOtherChannelStatus));
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}
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out.push_back(1);
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c.Send(out.data(), out.size());
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// Keep the socket open until the client disconnects (CServerStateChecker::Initialize).
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std::uint8_t rest;
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while (c.Read(&rest, 1) == 1)
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;
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}
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// Reads one client packet of a known header: the static size from packet_info.cpp plus the sequence
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// byte CInputProcessor::Process checks against gc_abSequence.
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static int read_packet(FakeLoginServer::Connection& c, std::uint8_t expect, void* packet, size_t size,
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@@ -30,6 +30,11 @@ public:
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int AuthPort() const { return m_auth_port; }
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int GamePort() const { return m_game_port; }
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// A third game-server port that only answers intrologin's ServerStateChecker (CG_STATE_CHECKER).
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int StatePort() const { return m_state_port; }
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// The channel port the state answer reports besides StatePort(), with status kOtherChannelStatus.
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static constexpr int kOtherChannelPort = 13002;
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static constexpr int kOtherChannelStatus = 1;
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// Milestones in arrival order ("auth:login3", "game1:login2", ...), and the first protocol error.
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std::vector<std::string> Events();
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@@ -45,13 +50,15 @@ private:
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bool ServeAuth(Connection& c);
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bool ServeGame(Connection& c, int index);
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bool Handshake(Connection& c, std::uint8_t phase_after);
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void ServeState();
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bool Accept(int listener, Connection& c);
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void Event(const std::string& event);
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bool Fail(const std::string& error);
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int m_auth_listener = -1, m_game_listener = -1;
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int m_auth_port = 0, m_game_port = 0;
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std::thread m_thread;
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int m_state_listener = -1;
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int m_auth_port = 0, m_game_port = 0, m_state_port = 0;
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std::thread m_thread, m_state_thread;
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std::atomic<bool> m_stop{false};
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std::mutex m_mutex;
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std::vector<std::string> m_events;
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@@ -269,6 +269,34 @@ int main(int argc, char** argv)
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"assert net.GetEmpireID() in (1, 2, 3), net.GetEmpireID()"));
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}
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// 3b. intrologin's channel status list (__RequestServerStateList / NotifyChannelState): ServerStateChecker
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// connects to the first channel, sends CG_STATE_CHECKER and reports each channel the answer lists
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// by port. TChannelStatus::nPort is a short, so the fake server's ephemeral state port (> 32767)
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// never matches its own channel; offline the proof is the second channel (13002) it also lists.
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// Live the game port answers for the channels the db knows, the game port among them.
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{
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const int state_port = server ? server->StatePort() : game_port;
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const int key = server ? 2 : 1;
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char channels[256];
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std::snprintf(channels, sizeof(channels),
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"ServerStateChecker.AddChannel(1, _host, %d)\nServerStateChecker.AddChannel(2, _host, %d)\n"
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"_channel_key = %d\n",
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state_port, FakeLoginServer::kOtherChannelPort, key);
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CHECK(py(std::string("import ServerStateChecker\n"
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"class _ChannelStates:\n"
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" def __init__(self): self.states = {}\n"
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" def NotifyChannelState(self, key, state): self.states[key] = state\n"
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"_channel_states = _ChannelStates()\n"
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"ServerStateChecker.Create(_channel_states)\n"
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"ServerStateChecker.Initialize()\n") +
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channels + "ServerStateChecker.Request()"));
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CHECK(pump_until(10, [] { return py("ServerStateChecker.Update()") && py_true("_channel_key in _channel_states.states"); }));
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py("import sys\nsys.stderr.write('port_login_flow_test: channel states %r\\n' % _channel_states.states)");
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CHECK(py_true("_channel_states.states.get(_channel_key, 0) > 0"));
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if (server)
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CHECK(server->Has("state:checker"));
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}
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// 4-5. Start the game on the slot: DirectEnter, the second game login and the loading phase.
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if (selecting)
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{
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