Files
mtgodot-poc/extension/src/net/classic/classic_parser.h
T
shenleiandClaude Sonnet 5 f32064c74a 40250 classic: parallel-dev checkpoint through increment 49 (W0 interface freeze)
Captures the uncommitted parallel-development work (increments 46-49) on the
40250 classic client port, folded into docs/CLIENT-GAP.md + CLIENT-GAP-FIX.md.

Increment 49 (W0 interface-freeze batch, Phase 1 prerequisite) lands the
cross-workflow shared-file scaffolding so the 4 Phase 1 workflows can run in
isolated worktrees without contention:

- entity_store.{h,cpp}: Entity gains empire/affect_flags/owner_vid/state_flags;
  new mut_spawn_full() (single-shot two-packet merge, §2.3), mut_ownership()
  (§2.5), mut_map_bgm() + take_bgm_dirty()/bgm_name()/bgm_volume() (§9.1),
  drain_dirty() (§2.1/§2.5 bare-field-update queue); mut_char_info() now stores
  empire; reset_for_map_change() clears m_dirty.
- m2_client.cpp: new bgm_changed(name, volume) signal; classic + m2dev pump
  loops drain drain_dirty() -> entity_info and take_bgm_dirty() -> bgm_changed;
  entity_dict() exposes the 4 new keys.
- classic/classic_parser.{h,cpp}: GC_MAIN_CHARACTER3_BGM /
  GC_MAIN_CHARACTER4_BGM_VOL route bgm_name/bgm_volume to mut_map_bgm() (was
  discarded); new m_pending_actor staging map (W1 fills §2.2 merge logic).
- project/bgm_director.gd (new) + game_scene.gd: BGM consumption split out of
  net_world.gd so W2/W4 don't collide; §8.6/§4.8 keybind convergence (digits
  1-4 -> quickslots 0-3, F1-F4 -> quickslots 4-7, Ctrl+1..9 -> _emote()).

Tests: cmake --build build clean; ctest 16/16; 15 GDScript regressions green
(netbridge, gamescene, netplay, p9, p10, p2b, p8, system_menu_ui, skill,
combat_fx, skill_fx, player_motion, char_status_ui, chat, inventory), no skips.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_014yvAPqPivoY7vmBbzgqK4W
2026-09-02 15:13:01 +09:00

127 lines
3.9 KiB
C++

#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 "wire_classic.h"
#include "../entity_store.h"
#include <cstdint>
#include <functional>
#include <string>
#include <unordered_map>
#include <vector>
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<CharSlot> &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; }
std::vector<uint8_t> drain_unhandled_headers() {
auto v = std::move(m_unhandled_headers);
m_unhandled_headers.clear();
return v;
}
std::vector<CharEvent> drain_char_events() {
auto v = std::move(m_char_events);
m_char_events.clear();
return v;
}
std::vector<NameEvent> 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 <class T>
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<uint8_t *>(&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);
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<uint32_t, Entity> m_pending_actor;
std::vector<CharSlot> 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<CharEvent> m_char_events;
std::vector<NameEvent> 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<uint8_t> m_unhandled_headers;
};
} // namespace mtnet::classic