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// <copyright file="ConnectionManager.ClientToServer.Custom.cs" company="MUnique">
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// Licensed under the MIT License. See LICENSE file in the project root for full license information.
// </copyright>
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namespace MUnique.Client.Library ;
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using System ;
using System.Runtime.InteropServices ;
using System.Text ;
using MUnique.OpenMU.Network ;
using MUnique.OpenMU.Network.Packets.ClientToServer ;
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using MUnique.OpenMU.Network.Xor ;
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/// <summary>
/// Extension methods to start writing messages of this namespace on a <see cref="IConnection"/>.
/// </summary>
public unsafe partial class ConnectionManager
{
private static readonly Xor3Encryptor Xor3Encryptor = new ( 0 ) ;
/// <summary>
/// Sends a <see cref="LoginLongPassword" /> to this connection.
/// </summary>
/// <param name="handle">The handle of the connection.</param>
/// <param name="username">The user name, "encrypted" with Xor3.</param>
/// <param name="password">The password, "encrypted" with Xor3.</param>
/// <param name="tickCount">The tick count.</param>
/// <param name="clientVersion">The client version.</param>
/// <param name="clientSerial">The client serial.</param>
/// <remarks>
/// Is sent by the client when: The player tries to log into the game.
/// Causes reaction on server side: The server is authenticating the sent login name and password. If it's correct, the state of the player is proceeding to be logged in.
/// </remarks>
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[UnmanagedCallersOnly(EntryPoint = "ConnectionManager_SendLogin")]
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public static void SendLogin ( int handle , IntPtr username , IntPtr password , uint @tickCount , byte * @clientVersion , byte * @clientSerial )
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{
if ( ! Connections . TryGetValue ( handle , out var connection ) )
{
return ;
}
try
{
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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var usernameStr = NativeInterop . PtrToWideString ( @username ) ;
var passwordStr = NativeInterop . PtrToWideString ( @password ) ;
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// todo: check if username or password is too long
connection . CreateAndSend ( pipeWriter = >
{
Span < byte > usernameBytes = stackalloc byte [ 10 ] ;
Span < byte > passwordBytes = stackalloc byte [ 20 ] ;
Encoding . UTF8 . GetBytes ( usernameStr , usernameBytes ) ;
Encoding . UTF8 . GetBytes ( passwordStr , passwordBytes ) ;
Xor3Encryptor . Encrypt ( usernameBytes ) ;
Xor3Encryptor . Encrypt ( passwordBytes ) ;
var length = LoginLongPasswordRef . Length ;
var packet = new LoginLongPasswordRef ( pipeWriter . GetSpan ( length ) [ . . length ] ) ;
usernameBytes . CopyTo ( packet . Username ) ;
passwordBytes . CopyTo ( packet . Password ) ;
packet . TickCount = @tickCount ;
new Span < byte > ( @clientVersion , packet . ClientVersion . Length ) . CopyTo ( packet . ClientVersion ) ;
new Span < byte > ( @clientSerial , packet . ClientSerial . Length ) . CopyTo ( packet . ClientSerial ) ;
return length ;
} ) ;
}
catch
{
// Log exception
}
}
}