port.login_flow drives the real 40250 root scripts through the ported CPythonNetworkStream and CAccountConnector against a loopback auth + game server built from net/classic (wire layouts, sequence table, cipher) that answers like the 40250 desc.cpp/input*.cpp: handshake, key agreement, LOGIN3/AUTH_SUCCESS, LOGIN2, the character list, DirectEnter reconnect, CHARACTER_SELECT, the loading packets and CLIENT_VERSION, with every sequence byte checked. - NetStream::ActivateCipher decrypts ciphertext already buffered behind KEY_AGREEMENT_COMPLETED (PORT) - CPythonApplication is final (PORT): no application object exists on the platform yet, so its virtual overrides must be called directly - app.GetTime (GetGlobalTime) and camera/center-position stubs - SendClientVersionPacket verbatim in the PhaseGame stand-in Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
443 lines
13 KiB
C++
443 lines
13 KiB
C++
// See port_login_flow_server.h. Each step names the 40250 server function whose behaviour it plays.
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#include "port_login_flow_server.h"
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#include "../src/net/classic/classic_cipher.h"
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#include "../src/net/classic/sequence_table.h"
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#include "../src/net/classic/wire_classic.h"
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#include <arpa/inet.h>
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#include <netinet/in.h>
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#include <poll.h>
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#include <sys/socket.h>
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#include <unistd.h>
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#include <chrono>
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#include <cstdio>
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#include <cstring>
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using namespace mtnet::classic;
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namespace
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{
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constexpr std::uint32_t kHandshake = 0x2468ace0;
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constexpr int kHandshakeRetryLimit = 32; // game/src/desc.h HANDSHAKE_RETRY_LIMIT
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constexpr int kIdleMs = 20000;
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// get_dword_time(): milliseconds on the server's clock.
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std::uint32_t now_ms()
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{
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using namespace std::chrono;
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static const auto start = steady_clock::now();
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return static_cast<std::uint32_t>(duration_cast<milliseconds>(steady_clock::now() - start).count());
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}
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int listen_loopback(int* port)
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{
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int fd = socket(AF_INET, SOCK_STREAM, 0);
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int on = 1;
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setsockopt(fd, SOL_SOCKET, SO_REUSEADDR, &on, sizeof(on));
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sockaddr_in addr = {};
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addr.sin_family = AF_INET;
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addr.sin_addr.s_addr = htonl(INADDR_LOOPBACK);
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if (bind(fd, reinterpret_cast<sockaddr*>(&addr), sizeof(addr)) != 0 || listen(fd, 4) != 0)
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{
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close(fd);
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return -1;
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}
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socklen_t len = sizeof(addr);
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getsockname(fd, reinterpret_cast<sockaddr*>(&addr), &len);
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*port = ntohs(addr.sin_port);
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return fd;
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}
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template <class T>
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T zeroed()
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{
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T value;
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std::memset(&value, 0, sizeof(value));
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return value;
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}
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} // namespace
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// One DESC: the socket, its cipher and the sequence position of the next client packet.
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struct FakeLoginServer::Connection
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{
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int fd = -1;
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ClassicCipher cipher;
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size_t sequence = 0;
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const std::atomic<bool>* stop = nullptr;
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~Connection()
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{
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if (fd >= 0)
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close(fd);
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}
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// DESC::Packet: encrypted once the key agreement finished.
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bool Send(const void* data, size_t size)
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{
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std::vector<std::uint8_t> bytes(static_cast<const std::uint8_t*>(data), static_cast<const std::uint8_t*>(data) + size);
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if (cipher.activated())
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cipher.encrypt(bytes.data(), bytes.size());
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size_t sent = 0;
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while (sent < bytes.size())
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{
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ssize_t n = send(fd, bytes.data() + sent, bytes.size() - sent, 0);
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if (n <= 0)
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return false;
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sent += static_cast<size_t>(n);
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}
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return true;
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}
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template <class T>
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bool Send(const T& packet)
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{
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return Send(&packet, sizeof(packet));
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}
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// DESC::SetPhase sends the phase packet.
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bool Phase(std::uint8_t phase)
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{
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Phase_ p = {HDR_GC_PHASE, phase};
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return Send(p);
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}
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// Reads exactly `size` bytes, or returns 0 on EOF / -1 on timeout, stop or error.
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int Read(void* data, size_t size)
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{
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auto* p = static_cast<std::uint8_t*>(data);
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size_t got = 0;
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for (int waited = 0; got < size;)
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{
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if (stop->load())
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return -1;
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pollfd pfd = {fd, POLLIN, 0};
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int ready = poll(&pfd, 1, 50);
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if (ready == 0)
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{
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if ((waited += 50) >= kIdleMs)
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return -1;
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continue;
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}
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ssize_t n = recv(fd, p + got, size - got, 0);
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if (n == 0)
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return got == 0 ? 0 : -1;
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if (n < 0)
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return -1;
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got += static_cast<size_t>(n);
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}
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if (cipher.activated())
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cipher.decrypt(data, size);
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return 1;
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}
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};
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FakeLoginServer::~FakeLoginServer()
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{
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Stop();
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}
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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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return false;
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m_thread = std::thread([this] { Run(); });
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return true;
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}
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void FakeLoginServer::Stop()
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{
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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 (*fd >= 0)
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{
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close(*fd);
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*fd = -1;
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}
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}
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std::vector<std::string> FakeLoginServer::Events()
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{
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std::lock_guard<std::mutex> lock(m_mutex);
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return m_events;
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}
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std::string FakeLoginServer::Error()
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{
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std::lock_guard<std::mutex> lock(m_mutex);
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return m_error;
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}
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bool FakeLoginServer::Has(const std::string& event)
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{
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std::lock_guard<std::mutex> lock(m_mutex);
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for (const auto& e : m_events)
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if (e == event)
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return true;
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return false;
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}
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void FakeLoginServer::Event(const std::string& event)
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{
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std::lock_guard<std::mutex> lock(m_mutex);
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m_events.push_back(event);
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}
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bool FakeLoginServer::Fail(const std::string& error)
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{
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std::lock_guard<std::mutex> lock(m_mutex);
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if (m_error.empty())
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m_error = error;
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return false;
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}
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bool FakeLoginServer::Accept(int listener, Connection& c)
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{
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c.stop = &m_stop;
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for (int waited = 0; !m_stop; waited += 50)
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{
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pollfd pfd = {listener, POLLIN, 0};
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if (poll(&pfd, 1, 50) > 0)
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{
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c.fd = accept(listener, nullptr, nullptr);
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return c.fd >= 0;
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}
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if (waited >= kIdleMs)
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return Fail("no client connected");
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}
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return false;
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}
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void FakeLoginServer::Run()
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{
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{
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Connection auth;
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if (!Accept(m_auth_listener, auth) || !ServeAuth(auth))
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return;
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}
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// The first game connection ends at the character list; selecting a character reconnects
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// (net.DirectEnter → CPythonNetworkStream::ConnectGameServer) and that one goes on to loading.
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for (int index = 1; !m_stop; ++index)
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{
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Connection game;
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if (!Accept(m_game_listener, game) || !ServeGame(game, index))
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return;
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}
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}
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// DESC::Setup → SetPhase(PHASE_HANDSHAKE) + StartHandshake; CInputProcessor::Handshake /
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// DESC::HandshakeProcess; SendKeyAgreement; CInputHandshake::Analyze(HEADER_CG_KEY_AGREEMENT).
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bool FakeLoginServer::Handshake(Connection& c, std::uint8_t phase_after)
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{
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if (!c.Phase(PHASE_HANDSHAKE))
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return Fail("send PHASE_HANDSHAKE");
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mtnet::classic::Handshake out = {HDR_HANDSHAKE, kHandshake, now_ms(), 0};
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std::uint32_t sent_time = out.time;
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if (!c.Send(out))
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return Fail("send GC_HANDSHAKE");
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for (int retry = 0;; ++retry)
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{
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auto in = zeroed<mtnet::classic::Handshake>();
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if (c.Read(&in, sizeof(in)) != 1 || in.header != HDR_HANDSHAKE)
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return Fail("expected CG_HANDSHAKE");
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if (in.handshake != kHandshake)
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return Fail("CG_HANDSHAKE carries the wrong handshake id");
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const std::uint32_t now = now_ms();
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const int bias = static_cast<int>(now - (in.time + in.delta));
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if (in.delta >= 0 && bias >= 0 && bias <= 50)
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break;
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if (retry + 1 > kHandshakeRetryLimit)
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return Fail("handshake retry limit reached");
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std::int32_t delta = static_cast<std::int32_t>(now - in.time) / 2;
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if (delta < 0)
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delta = static_cast<std::int32_t>(now - sent_time) / 2;
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out = {HDR_HANDSHAKE, kHandshake, now, delta};
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sent_time = now;
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if (!c.Send(out))
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return Fail("send GC_HANDSHAKE retry");
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}
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auto agreement = zeroed<KeyAgreement>();
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size_t data_length = KEY_AGREEMENT_MAX_DATA_LEN;
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const size_t agreed_length = c.cipher.prepare(agreement.data, &data_length);
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if (agreed_length == 0)
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return Fail("cipher prepare");
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agreement.header = HDR_KEY_AGREEMENT;
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agreement.agreed_length = static_cast<std::uint16_t>(agreed_length);
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agreement.data_length = static_cast<std::uint16_t>(data_length);
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if (!c.Send(agreement))
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return Fail("send GC_KEY_AGREEMENT");
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auto reply = zeroed<KeyAgreement>();
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if (c.Read(&reply, sizeof(reply)) != 1 || reply.header != HDR_KEY_AGREEMENT)
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return Fail("expected CG_KEY_AGREEMENT");
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// "Send out the key agreement completion packet first to help client to enter encryption mode".
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KeyAgreementCompleted completed = {HDR_GC_KEY_AGREEMENT_COMPLETED, {}};
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if (!c.Send(completed))
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return Fail("send GC_KEY_AGREEMENT_COMPLETED");
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if (!c.cipher.activate(false, reply.agreed_length, reply.data, reply.data_length))
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return Fail("key agreement failed");
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c.cipher.set_activated(true);
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return c.Phase(phase_after) || Fail("send phase after handshake");
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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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std::string* error)
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{
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auto* bytes = static_cast<std::uint8_t*>(packet);
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int got = c.Read(bytes, 1);
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if (got != 1)
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return got;
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if (bytes[0] != expect)
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{
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char text[64];
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std::snprintf(text, sizeof(text), "expected CG header %u, got %u", expect, bytes[0]);
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*error = text;
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return -1;
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}
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if (static_cast<size_t>(packet_size_cg(expect)) != size)
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{
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*error = "size table disagrees with the packet struct";
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return -1;
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}
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if (size > 1 && c.Read(bytes + 1, size - 1) != 1)
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return -1;
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if (is_sequence_cg(expect))
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{
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std::uint8_t sequence = 0;
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if (c.Read(&sequence, 1) != 1)
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return -1;
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const std::uint8_t want = SEQUENCE_TABLE[c.sequence];
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if (sequence != want)
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{
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char text[80];
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std::snprintf(text, sizeof(text), "SEQUENCE mismatch 0x%x != 0x%x header %u", want, sequence, expect);
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*error = text;
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return -1;
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}
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c.sequence = (c.sequence + 1) % SEQUENCE_TABLE_SIZE;
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}
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return 1;
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}
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// g_bAuthServer: CInputAuth::Login → GC_AUTH_SUCCESS with the login key the game server will accept.
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bool FakeLoginServer::ServeAuth(Connection& c)
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{
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if (!Handshake(c, PHASE_AUTH))
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return false;
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Event("auth:handshake");
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auto login = zeroed<CGLogin3>();
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std::string error;
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if (read_packet(c, HDR_CG_LOGIN3, &login, sizeof(login), &error) != 1)
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return Fail("auth: CG_LOGIN3: " + error);
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if (std::strcmp(login.login, kLogin) != 0 || std::strcmp(login.passwd, kPassword) != 0)
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return Fail("auth: CG_LOGIN3 carries the wrong account");
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Event("auth:login3");
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GCAuthSuccess success = {HDR_GC_AUTH_SUCCESS, kLoginKey, 1};
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if (!c.Send(success))
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return Fail("auth: send GC_AUTH_SUCCESS");
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// CAccountConnector connects to the game server and then disconnects from us.
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std::uint8_t byte = 0;
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if (c.Read(&byte, 1) != 0)
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return Fail("auth: expected the client to hang up");
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Event("auth:closed");
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return true;
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}
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bool FakeLoginServer::ServeGame(Connection& c, int index)
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{
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const std::string name = "game" + std::to_string(index);
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if (!Handshake(c, PHASE_LOGIN))
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return false;
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Event(name + ":handshake");
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// CInputLogin::LoginByKey → (DB) CInputDB::LoginSuccess: GC_EMPIRE, SetPhase(PHASE_SELECT),
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// SendLoginSuccessPacket.
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auto login = zeroed<CGLogin2>();
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std::string error;
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if (read_packet(c, HDR_CG_LOGIN2, &login, sizeof(login), &error) != 1)
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return Fail(name + ": CG_LOGIN2: " + error);
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if (std::strcmp(login.login, kLogin) != 0 || login.login_key != kLoginKey)
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return Fail(name + ": CG_LOGIN2 carries the wrong account or login key");
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Event(name + ":login2");
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GCEmpire empire = {HDR_GC_EMPIRE, 1};
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auto success = zeroed<GCLoginSuccess>();
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success.header = HDR_GC_LOGIN_SUCCESS_NEWSLOT;
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SimplePlayer& player = success.players[0];
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player.id = 1;
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std::strncpy(player.name, kCharacterName, sizeof(player.name) - 1);
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player.job = 0;
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player.level = 10;
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player.st = player.ht = player.dx = player.iq = 5;
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player.x = kX;
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player.y = kY;
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player.addr = static_cast<std::int32_t>(htonl(INADDR_LOOPBACK));
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player.port = static_cast<std::uint16_t>(m_game_port);
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success.handle = static_cast<std::uint32_t>(index);
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success.random_key = 0x5a5a5a5a;
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if (!c.Send(empire) || !c.Phase(PHASE_SELECT) || !c.Send(success))
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return Fail(name + ": send login success");
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// The character list screen: the client either reconnects (DirectEnter) or selects here.
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auto select = zeroed<CGPlayerSelect>();
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const int got = read_packet(c, HDR_CG_CHARACTER_SELECT, &select, sizeof(select), &error);
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if (got == 0)
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{
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Event(name + ":closed");
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return true;
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}
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if (got != 1)
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return Fail(name + ": CG_CHARACTER_SELECT: " + error);
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if (select.player_index != 0)
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return Fail(name + ": CG_CHARACTER_SELECT picks an empty slot");
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Event(name + ":select");
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// CInputDB::PlayerLoad: SetPhase(PHASE_LOADING), CHARACTER::MainCharacterPacket, PointsPacket.
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auto main = zeroed<GCMainCharacter>();
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main.header = HDR_GC_MAIN_CHARACTER;
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main.vid = kMainVID;
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main.race = 0;
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std::strncpy(main.name, kCharacterName, sizeof(main.name) - 1);
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main.x = kX;
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main.y = kY;
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main.empire = 1;
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auto points = zeroed<GCPoints>();
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points.header = HDR_GC_CHARACTER_POINTS;
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points.points[1] = 10; // POINT_LEVEL
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if (!c.Phase(PHASE_LOADING) || !c.Send(main) || !c.Send(points))
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return Fail(name + ": send loading packets");
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// The client answers the main character with its version (CInputProcessor::Version).
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std::uint8_t header = 0;
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if (c.Read(&header, 1) != 1)
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return Fail(name + ": expected CG_CLIENT_VERSION");
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const size_t size = header == HDR_CG_CLIENT_VERSION2 ? sizeof(CGClientVersion2)
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: header == HDR_CG_CLIENT_VERSION ? sizeof(CGClientVersion)
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: 0;
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if (!size)
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return Fail(name + ": expected CG_CLIENT_VERSION, got header " + std::to_string(header));
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std::vector<std::uint8_t> rest(size - 1 + 1);
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if (c.Read(rest.data(), rest.size()) != 1 || rest.back() != SEQUENCE_TABLE[c.sequence])
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return Fail(name + ": CG_CLIENT_VERSION body or sequence");
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c.sequence = (c.sequence + 1) % SEQUENCE_TABLE_SIZE;
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Event(name + ":client_version");
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// Hold the connection (the loading screen) until the test stops us.
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std::uint8_t byte = 0;
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while (!m_stop && c.Read(&byte, 1) == 1)
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;
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return true;
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}
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