§1.5 CG_CLIENT_VERSION: send_client_version() now branches on locale. EUROPE (this project's locale) sends CGClientVersion2 (header 0xf1, 67B, timestamp "1215955205"); non-EUROPE sends CGClientVersion (0xfd) + CMake-injected MT_BUILD_TIMESTAMP in C __TIMESTAMP__ form. New ClassicSession::set_executable_name() (default "metin2.bin"; TODO(W0): M2Client passes OS::get_executable_path().get_file()). m_version_sent set only after send_fixed() succeeds. wire_classic.h gains CGClientVersion2 + size-table entry. §1.10 fixed-length text: new extension/src/net/text_codec.h — to_wire()/ from_wire_str() apply a hard byte cap without splitting a UTF-8 multibyte sequence; godot::String overloads are __has_include-guarded so mtnet stays godot-free. classic_session.cpp routes 8 fixed-length name/sign/comment fills through to_wire(); parser reads GC_CHAR_ADDITIONAL_INFO name via from_wire_str(). New net_text_codec_test (ctest net.text_codec). Locale codepage (CP949/CP1252) transcoding remains a follow-up; wire bytes are currently UTF-8 (ASCII round-trips). §2.2 two-packet PC/NPC merge: ClassicParser GC_CHARACTER_ADD drops invisible races (20025/20038/20039); PC/NPC only stash a bare Entity into m_pending_actor; everything else spawns immediately with a name from root/npclist.txt (new npc_names.h + set_npclist_path(); $MT_ASSETS/$M2_ASSETS fallback; TODO(W0): M2Client passes the asset root). GC_CHAR_ADDITIONAL_INFO with no pending entry records m_last_error + m_unhandled_headers and drops (never half-creates); on a hit it merges the pending Entity with the additional-info's 9 fields into one mut_spawn_full() then erases the pending entry. New pending_actor_count() test hook; net_classic_session_test updated (version assertions -> 0xf1; stash -> merge -> spawn, immediate monster spawn, invisible-race drop, no-pending additional-info is a no-op). Depends on W2 §2.2 steps 4-5 (entity_store mut_char_info touch / mut_shop_sign cleanup) — the merge works with current W2 code as-is. Build + ctest 17/17 (16 + net.text_codec); netbridge_test, p10_test green. Docs: CLIENT-GAP.md W1 row + increment-50 change-log entry; CLIENT-GAP-FIX.md §1.5/§1.10/§2.2 status + facts and C.5 batch record. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_014yvAPqPivoY7vmBbzgqK4W
144 lines
4.7 KiB
C++
144 lines
4.7 KiB
C++
#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 "npc_names.h"
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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 <unordered_map>
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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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int32_t addr = 0;
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uint16_t port = 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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void set_phase_name(const std::string &name) { m_phase_name = name; }
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const std::string &last_error() const { return m_last_error; }
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// §2.2: path to root/npclist.txt (race -> model-code table). Used to name
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// monster / stone / object spawns, mirroring CPythonNonPlayer::GetName().
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// Empty path -> names resolve to "" (permitted). Falls back to
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// $MT_ASSETS / $M2_ASSETS when never set.
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// TODO(W0): M2Client should call
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// parser().set_npclist_path(AssetRoot::path("root/npclist.txt"))
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void set_npclist_path(std::string path);
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// §2.2 test hook: number of GC_CHARACTER_ADD records awaiting their
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// GC_CHAR_ADDITIONAL_INFO merge.
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size_t pending_actor_count() const { return m_pending_actor.size(); }
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std::vector<uint8_t> drain_unhandled_headers() {
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auto v = std::move(m_unhandled_headers);
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m_unhandled_headers.clear();
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return v;
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}
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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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// Lazily loads npclist.txt on first use; returns "" for an unknown race or
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// when no list is available.
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const std::string &npc_name_for(uint16_t race);
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EntityStore &m_world;
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// §2.2 two-packet PC/NPC merge: GC_CHARACTER_ADD stages a bare Entity here
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// keyed by vid; GC_CHAR_ADDITIONAL_INFO merges its fields and flushes the
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// combined record via m_world.mut_spawn_full(). W1 owns the merge logic.
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std::unordered_map<uint32_t, Entity> m_pending_actor;
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std::string m_npclist_path;
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std::unordered_map<uint32_t, std::string> m_npc_names;
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bool m_npc_names_loaded = false;
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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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std::string m_phase_name = "Offline";
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std::string m_last_error;
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std::vector<uint8_t> m_unhandled_headers;
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};
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} // namespace mtnet::classic
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