#pragma once // The server half of port_login_flow_test: a loopback auth server and game server that answer the way // the 40250 game server (game/src/desc.cpp, input.cpp, input_login.cpp, input_db.cpp) does for the // login → select → loading path. It is built from mtnet's classic wire layouts, sequence table and // cipher (net/classic/), which were checked 1:1 against the 40250 server on 192.168.21.203, and shares // no code with the ported client it talks to. Kept out of the client's translation unit: Packet.h's // macros collide with wire_classic.h's constants. #include #include #include #include #include #include class FakeLoginServer { public: static constexpr const char* kLogin = "fakeuser"; static constexpr const char* kPassword = "fakepass"; static constexpr const char* kCharacterName = "FakeWarrior"; static constexpr std::uint32_t kLoginKey = 0x13572468; static constexpr std::uint32_t kMainVID = 0x00012345; static constexpr std::int32_t kX = 469300, kY = 964200; ~FakeLoginServer(); // Listens on two loopback ports and serves them from a thread until Stop(). bool Start(); void Stop(); int AuthPort() const { return m_auth_port; } int GamePort() const { return m_game_port; } // Milestones in arrival order ("auth:login3", "game1:login2", ...), and the first protocol error. std::vector Events(); std::string Error(); bool Failed() { return !Error().empty(); } bool Has(const std::string& event); struct Connection; private: void Run(); bool ServeAuth(Connection& c); bool ServeGame(Connection& c, int index); bool Handshake(Connection& c, std::uint8_t phase_after); bool Accept(int listener, Connection& c); void Event(const std::string& event); bool Fail(const std::string& error); int m_auth_listener = -1, m_game_listener = -1; int m_auth_port = 0, m_game_port = 0; std::thread m_thread; std::atomic m_stop{false}; std::mutex m_mutex; std::vector m_events; std::string m_error; };