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// <copyright file="ConnectionManager.cs" company="MUnique">
// Licensed under the MIT License. See LICENSE file in the project root for full license information.
// </copyright>
//------------------------------------------------------------------------------
// <auto-generated>
// This source code was auto-generated by an XSL transformation.
// Do not change this file. Instead, change the XML data which contains
// the packet definitions and re-run the transformation (publish/rebuild the
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// client library project).
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// </auto-generated>
//------------------------------------------------------------------------------
// ReSharper disable RedundantVerbatimPrefix
// ReSharper disable AssignmentIsFullyDiscarded
// ReSharper disable UnusedMember.Global
// ReSharper disable UseObjectOrCollectionInitializer
#nullable enable
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namespace MUnique.Client.Library ;
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using System ;
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using System.Diagnostics ;
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using System.Runtime.InteropServices ;
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using System.Text ;
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using MUnique.OpenMU.Network ;
using MUnique.OpenMU.Network.Packets ;
using MUnique.OpenMU.Network.Packets.ChatServer ;
/// <summary>
/// Extension methods to start writing messages of this namespace on a <see cref="IConnection"/>.
/// </summary>
public unsafe partial class ConnectionManager
{
/// <summary>
/// Sends a <see cref="Authenticate" /> to this connection.
/// </summary>
/// <param name="handle">The handle of the connection.</param>
/// <param name="roomId">The room id.</param>
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/// <param name="token">A token (integer number), formatted as string and "encrypted" with the 3-byte XOR key (FC CF AB).</param>
/// <param name="tokenByteLength">The length of <paramref name="token"/>.</param>
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/// <remarks>
/// Is sent by the client when: This packet is sent by the client after it connected to the server, to authenticate itself.
/// Causes reaction on server side: The server will check the token. If it's correct, the client gets added to the requested chat room.
/// </remarks>
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[UnmanagedCallersOnly(EntryPoint = "SendAuthenticate")]
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public static void SendAuthenticate ( int handle , ushort @roomId , byte * @token , uint tokenByteLength )
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{
if ( ! Connections . TryGetValue ( handle , out var connection ) )
{
return ;
}
try
{
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connection . CreateAndSend ( pipeWriter = >
{
var length = AuthenticateRef . Length ;
var packet = new AuthenticateRef ( pipeWriter . GetSpan ( length ) [ . . length ] ) ;
packet . RoomId = @roomId ;
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new Span < byte > ( @token , ( int ) tokenByteLength ) . CopyTo ( packet . Token ) ;
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return length ;
} ) ;
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}
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catch ( Exception ex )
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{
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Debug . WriteLine ( ex ) ;
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}
}
/// <summary>
/// Sends a <see cref="ChatRoomClientJoined" /> to this connection.
/// </summary>
/// <param name="handle">The handle of the connection.</param>
/// <param name="clientIndex">The client index.</param>
/// <param name="name">The name.</param>
/// <remarks>
/// Is sent by the server when: This packet is sent by the server after another chat client joined the chat room.
/// Causes reaction on client side: The client will add the client in its list (if over 2 clients are connected to the same room), or show its name in the title bar.
/// </remarks>
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[UnmanagedCallersOnly(EntryPoint = "SendChatRoomClientJoined")]
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public static void SendChatRoomClientJoined ( int handle , byte @clientIndex , IntPtr @name )
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{
if ( ! Connections . TryGetValue ( handle , out var connection ) )
{
return ;
}
try
{
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connection . CreateAndSend ( pipeWriter = >
{
var length = ChatRoomClientJoinedRef . Length ;
var packet = new ChatRoomClientJoinedRef ( pipeWriter . GetSpan ( length ) [ . . length ] ) ;
packet . ClientIndex = @clientIndex ;
Run and connect the client natively on Linux (issue #462 Phase 4)
The engine now boots into the login scene, renders via SDL/OpenGL, and
connects to a server on Linux. Brings up the remaining runtime pieces and
fixes the bugs that surfaced once the game actually ran.
Networking (.NET client library on Linux):
- Build MUnique.Client.Library as a native linux-x64 Native AOT shared
object and dlopen the .so instead of the Windows .dll.
- Fix the native-to-managed string marshalling: the client passes wchar_t*,
which is 4-byte UTF-32 on Linux but the library decoded it as UTF-16,
garbling the server address into a bogus IP so connect() hung forever on
the main thread (the apparent "black screen"). Decode by the platform's
real wchar_t width. Updates the XSLT template so regeneration stays correct.
Runtime fixes uncovered by running:
- Config was never read on Linux: the exe-dir split looked for a backslash
only, so config.ini was never found and every setting fell back to its
default. Accept either path separator.
- UI piled into the top-left: CInput::Create bailed on the null SDL window
handle before setting the screen size, so centered windows computed
negative positions. Set the size regardless of the handle off Windows.
- LP64 width bugs reading binary assets (size fields are 32-bit on disk, but
long/size_t are 8 bytes on Linux x64): pet.bmd speed array, BMD encrypted
size, camera walk-script waypoint count.
- Double fclose() of the same handle (filter file, object files): tolerated
on the old CRT, a double-free on glibc.
- mu_swprintf bounds the buffer by its real array size to stop a fortify
abort, and the GL frame can be dumped via MU_CAPTURE_FRAME for headless
verification.
Portable subsystems:
- GDI text backend backed by stb_truetype (CreateFont/CreateDIBSection/
TextOut), so UI text renders without Win32 GDI.
- Case-correcting path resolver so Windows-style asset paths resolve on a
case-sensitive filesystem, wired through every file-open shim.
- GameShop compiles on Linux: the UI and list managers build, only the
WinINet/urlmon downloader is excluded, with the download entry points
failing gracefully.
- Portable shims extended: StrSafe, Sleep/GetLastError, file attribute and
directory helpers, system-info for the crash log, and the Linux entry point
now calls the shared WinMain bootstrap.
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packet . Name = NativeInterop . PtrToWideString ( @name ) ;
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return length ;
} ) ;
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}
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catch ( Exception ex )
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{
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Debug . WriteLine ( ex ) ;
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}
}
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/// <summary>
/// Sends a <see cref="LeaveChatRoom" /> to this connection.
/// </summary>
/// <param name="handle">The handle of the connection.</param>
/// <remarks>
/// Is sent by the client when: This packet is sent by the client when it leaves the chat room, before the connection closes.
/// Causes reaction on server side: The server will remove the client from the chat room, notifying the remaining clients.
/// </remarks>
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[UnmanagedCallersOnly(EntryPoint = "SendLeaveChatRoom")]
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public static void SendLeaveChatRoom ( int handle )
{
if ( ! Connections . TryGetValue ( handle , out var connection ) )
{
return ;
}
try
{
connection . CreateAndSend ( pipeWriter = >
{
var length = LeaveChatRoomRef . Length ;
var packet = new LeaveChatRoomRef ( pipeWriter . GetSpan ( length ) [ . . length ] ) ;
return length ;
} ) ;
}
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catch ( Exception ex )
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{
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Debug . WriteLine ( ex ) ;
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}
}
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/// <summary>
/// Sends a <see cref="ChatRoomClientLeft" /> to this connection.
/// </summary>
/// <param name="handle">The handle of the connection.</param>
/// <param name="clientIndex">The client index.</param>
/// <param name="name">The name.</param>
/// <remarks>
/// Is sent by the server when: This packet is sent by the server after a chat client left the chat room.
/// Causes reaction on client side: The client will remove the client from its list, or mark its name in the title bar as offline.
/// </remarks>
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[UnmanagedCallersOnly(EntryPoint = "SendChatRoomClientLeft")]
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public static void SendChatRoomClientLeft ( int handle , byte @clientIndex , IntPtr @name )
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{
if ( ! Connections . TryGetValue ( handle , out var connection ) )
{
return ;
}
try
{
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connection . CreateAndSend ( pipeWriter = >
{
var length = ChatRoomClientLeftRef . Length ;
var packet = new ChatRoomClientLeftRef ( pipeWriter . GetSpan ( length ) [ . . length ] ) ;
packet . ClientIndex = @clientIndex ;
Run and connect the client natively on Linux (issue #462 Phase 4)
The engine now boots into the login scene, renders via SDL/OpenGL, and
connects to a server on Linux. Brings up the remaining runtime pieces and
fixes the bugs that surfaced once the game actually ran.
Networking (.NET client library on Linux):
- Build MUnique.Client.Library as a native linux-x64 Native AOT shared
object and dlopen the .so instead of the Windows .dll.
- Fix the native-to-managed string marshalling: the client passes wchar_t*,
which is 4-byte UTF-32 on Linux but the library decoded it as UTF-16,
garbling the server address into a bogus IP so connect() hung forever on
the main thread (the apparent "black screen"). Decode by the platform's
real wchar_t width. Updates the XSLT template so regeneration stays correct.
Runtime fixes uncovered by running:
- Config was never read on Linux: the exe-dir split looked for a backslash
only, so config.ini was never found and every setting fell back to its
default. Accept either path separator.
- UI piled into the top-left: CInput::Create bailed on the null SDL window
handle before setting the screen size, so centered windows computed
negative positions. Set the size regardless of the handle off Windows.
- LP64 width bugs reading binary assets (size fields are 32-bit on disk, but
long/size_t are 8 bytes on Linux x64): pet.bmd speed array, BMD encrypted
size, camera walk-script waypoint count.
- Double fclose() of the same handle (filter file, object files): tolerated
on the old CRT, a double-free on glibc.
- mu_swprintf bounds the buffer by its real array size to stop a fortify
abort, and the GL frame can be dumped via MU_CAPTURE_FRAME for headless
verification.
Portable subsystems:
- GDI text backend backed by stb_truetype (CreateFont/CreateDIBSection/
TextOut), so UI text renders without Win32 GDI.
- Case-correcting path resolver so Windows-style asset paths resolve on a
case-sensitive filesystem, wired through every file-open shim.
- GameShop compiles on Linux: the UI and list managers build, only the
WinINet/urlmon downloader is excluded, with the download entry points
failing gracefully.
- Portable shims extended: StrSafe, Sleep/GetLastError, file attribute and
directory helpers, system-info for the crash log, and the Linux entry point
now calls the shared WinMain bootstrap.
2026-06-13 18:22:03 +02:00
packet . Name = NativeInterop . PtrToWideString ( @name ) ;
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return length ;
} ) ;
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}
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catch ( Exception ex )
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{
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Debug . WriteLine ( ex ) ;
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}
}
/// <summary>
/// Sends a <see cref="ChatMessage" /> to this connection.
/// </summary>
/// <param name="handle">The handle of the connection.</param>
/// <param name="senderIndex">The sender index.</param>
/// <param name="messageLength">The message length.</param>
/// <param name="message">The message. It's "encrypted" with the 3-byte XOR key (FC CF AB).</param>
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/// <param name="messageByteLength">The length of <paramref name="message"/>.</param>
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/// <remarks>
/// Is sent by the server when: This packet is sent by the server after another chat client sent a message to the current chat room.
/// Causes reaction on client side: The client will show the message.
/// </remarks>
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[UnmanagedCallersOnly(EntryPoint = "SendChatMessage")]
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public static void SendChatMessage ( int handle , byte @senderIndex , byte @messageLength , byte * @message , uint messageByteLength )
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{
if ( ! Connections . TryGetValue ( handle , out var connection ) )
{
return ;
}
try
{
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connection . CreateAndSend ( pipeWriter = >
{
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var length = ChatMessageRef . GetRequiredSize ( ( int ) messageByteLength ) ;
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var packet = new ChatMessageRef ( pipeWriter . GetSpan ( length ) [ . . length ] ) ;
packet . SenderIndex = @senderIndex ;
packet . MessageLength = @messageLength ;
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new Span < byte > ( @message , ( int ) messageByteLength ) . CopyTo ( packet . Message ) ;
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return length ;
} ) ;
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}
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catch ( Exception ex )
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{
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Debug . WriteLine ( ex ) ;
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}
}
/// <summary>
/// Sends a <see cref="KeepAlive" /> to this connection.
/// </summary>
/// <param name="handle">The handle of the connection.</param>
/// <remarks>
/// Is sent by the client when: This packet is sent by the client in a fixed interval.
/// Causes reaction on server side: The server will keep the connection and chat room intact as long as the clients sends a message in a certain period of time.
/// </remarks>
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[UnmanagedCallersOnly(EntryPoint = "SendKeepAlive")]
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public static void SendKeepAlive ( int handle )
{
if ( ! Connections . TryGetValue ( handle , out var connection ) )
{
return ;
}
try
{
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connection . CreateAndSend ( pipeWriter = >
{
var length = KeepAliveRef . Length ;
var packet = new KeepAliveRef ( pipeWriter . GetSpan ( length ) [ . . length ] ) ;
return length ;
} ) ;
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}
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catch ( Exception ex )
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{
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Debug . WriteLine ( ex ) ;
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}
} }