#pragma once // ClassicParser — 40250 GC packet bodies -> shared world model (EntityStore via // its protocol-neutral mut_* API) + login/char-list state. // Counterpart of EntityStore::apply() for MT_PROTOCOL=classic. // See docs/CLIENT-40250-PORT.md §4 / §5. // // `body` is the bytes AFTER the 1-byte header (for dynamic packets: after the // [header][uint16 size] prefix); `len` its length — i.e. exactly what // ClassicStream::on_packet delivers. #include "npc_names.h" #include "wire_classic.h" #include "../entity_store.h" #include #include #include #include #include namespace mtnet::classic { struct CharSlot { uint32_t id = 0; std::string name; uint8_t job = 0; uint8_t level = 0; uint8_t st = 0, ht = 0, dx = 0, iq = 0; uint32_t play_minutes = 0; int32_t x = 0, y = 0; int32_t addr = 0; uint16_t port = 0; uint16_t main_part = 0, hair_part = 0; uint8_t skill_group = 0; // Server requires this character to be renamed before entering the game. bool change_name = false; uint32_t guild_id = 0; std::string guild_name; bool empty() const { return id == 0 && name.empty(); } }; class ClassicParser { public: struct CharEvent { enum Kind { CreateOk, CreateFail, DeleteOk, DeleteFail } kind; int slot = -1; int fail_type = 0; }; struct NameEvent { uint32_t pid = 0; std::string name; }; explicit ClassicParser(EntityStore &world) : m_world(world) {} // one GC packet. returns false to abort the connection. bool on_gc(uint8_t header, const uint8_t *body, uint32_t len); // --- login / select state --- const std::vector &char_slots() const { return m_slots; } int slot_count() const { return m_slot_count; } // 3 or 4 uint32_t handle() const { return m_handle; } uint32_t random_key() const { return m_random_key; } bool char_list_ready() const { return m_char_list_ready; } const std::string &login_failure() const { return m_login_failure; } uint32_t login_key() const { return m_login_key; } // GC_LOGIN_KEY (auth path) uint8_t empire() const { return m_empire; } void set_phase_name(const std::string &name) { m_phase_name = name; } const std::string &last_error() const { return m_last_error; } // §2.2: path to root/npclist.txt (race -> model-code table). Used to name // monster / stone / object spawns, mirroring CPythonNonPlayer::GetName(). // Empty path -> names resolve to "" (permitted). Falls back to // $MT_ASSETS / $M2_ASSETS when never set. // TODO(W0): M2Client should call // parser().set_npclist_path(AssetRoot::path("root/npclist.txt")) void set_npclist_path(std::string path); // §2.2 test hook: number of GC_CHARACTER_ADD records awaiting their // GC_CHAR_ADDITIONAL_INFO merge. size_t pending_actor_count() const { return m_pending_actor.size(); } std::vector drain_unhandled_headers() { auto v = std::move(m_unhandled_headers); m_unhandled_headers.clear(); return v; } std::vector drain_char_events() { auto v = std::move(m_char_events); m_char_events.clear(); return v; } std::vector drain_name_events() { auto v = std::move(m_name_events); m_name_events.clear(); return v; } int drain_guild_make_requests() { int count = m_guild_make_requests; m_guild_make_requests = 0; return count; } private: template static bool fill(T &t, uint8_t header, const uint8_t *body, uint32_t len) { if (len + 1u < sizeof(T)) { return false; } t.header = header; std::memcpy(reinterpret_cast(&t) + 1, body, sizeof(T) - 1); return true; } void parse_login_success(const SimplePlayer *players, const uint32_t *guild_id, const char (*guild_name)[GUILD_NAME_MAX_LEN + 1], int n, uint32_t handle, uint32_t rkey); // Lazily loads npclist.txt on first use; returns "" for an unknown race or // when no list is available. const std::string &npc_name_for(uint16_t race); EntityStore &m_world; // §2.2 two-packet PC/NPC merge: GC_CHARACTER_ADD stages a bare Entity here // keyed by vid; GC_CHAR_ADDITIONAL_INFO merges its fields and flushes the // combined record via m_world.mut_spawn_full(). W1 owns the merge logic. std::unordered_map m_pending_actor; std::string m_npclist_path; std::unordered_map m_npc_names; bool m_npc_names_loaded = false; std::vector m_slots; int m_slot_count = 0; uint32_t m_handle = 0; uint32_t m_random_key = 0; uint32_t m_login_key = 0; uint8_t m_empire = 0; std::vector m_char_events; std::vector m_name_events; int m_guild_make_requests = 0; bool m_char_list_ready = false; std::string m_login_failure; std::string m_phase_name = "Offline"; std::string m_last_error; std::vector m_unhandled_headers; }; } // namespace mtnet::classic