mirror of
https://github.com/sven-n/MuMain
synced 2026-08-15 20:32:27 -04:00
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.
104 lines
No EOL
3.8 KiB
C#
104 lines
No EOL
3.8 KiB
C#
// <copyright file="ConnectionManager.ChatServer.Custom.cs" company="MUnique">
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// Licensed under the MIT License. See LICENSE file in the project root for full license information.
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// </copyright>
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namespace MUnique.Client.Library;
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using System;
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using System.Runtime.InteropServices;
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using System.Text;
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using MUnique.OpenMU.Network;
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using MUnique.OpenMU.Network.Packets.ChatServer;
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using MUnique.OpenMU.Network.Xor;
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/// <summary>
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/// Extension methods to start writing messages of this namespace on a <see cref="IConnection"/>.
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/// </summary>
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public partial class ConnectionManager
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{
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private const int TokenOffset = 6;
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private const int MessageOffset = 5;
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private static readonly Xor3Encryptor TokenEncryptor = new(TokenOffset);
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private static readonly Xor3Encryptor MessageEncryptor = new(MessageOffset);
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/// <summary>
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/// Sends a <see cref="Authenticate" /> to this connection.
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/// </summary>
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/// <param name="handle">The handle of the connection.</param>
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/// <param name="roomId">The room id.</param>
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/// <param name="token">The token to authenticate the client.</param>
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/// <remarks>
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/// Is sent by the client when: This packet is sent by the client after it connected to the server, to authenticate itself.
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/// Causes reaction on server side: The server will check the token. If it's correct, the client gets added to the requested chat room.
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/// </remarks>
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[UnmanagedCallersOnly(EntryPoint = "ConnectionManager_SendAuthenticateExt")]
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public static void SendAuthenticateExt(int handle, ushort @roomId, uint token)
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{
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if (!Connections.TryGetValue(handle, out var connection))
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{
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return;
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}
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try
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{
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connection.CreateAndSend(pipeWriter =>
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{
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var length = AuthenticateRef.Length;
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var packet = new AuthenticateRef(pipeWriter.GetSpan(length)[..length]);
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packet.RoomId = @roomId;
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var tokenString = token.ToString();
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Encoding.UTF8.GetBytes(tokenString, packet.Token);
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TokenEncryptor.Encrypt(packet);
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return length;
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});
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}
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catch
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{
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// Log exception
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}
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}
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/// <summary>
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/// Sends a <see cref="ChatMessage" /> to this connection.
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/// </summary>
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/// <param name="handle">The handle of the connection.</param>
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/// <param name="senderIndex">The sender index.</param>
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/// <param name="message">The message. It's "encrypted" with the 3-byte XOR key (FC CF AB).</param>
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/// <remarks>
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/// 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.
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/// Causes reaction on client side: The client will show the message.
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/// </remarks>
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[UnmanagedCallersOnly(EntryPoint = "ConnectionManager_SendChatMessageExt")]
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public static void SendChatMessageExt(int handle, byte @senderIndex, IntPtr @message)
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{
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if (!Connections.TryGetValue(handle, out var connection))
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{
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return;
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}
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try
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{
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connection.CreateAndSend(pipeWriter =>
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{
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var messageString = NativeInterop.PtrToWideString(@message);
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var messageLength = Encoding.UTF8.GetByteCount(messageString!);
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var length = ChatMessageRef.GetRequiredSize(messageLength);
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var packet = new ChatMessageRef(pipeWriter.GetSpan(length)[..length]);
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packet.SenderIndex = @senderIndex;
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packet.MessageLength = (byte)messageLength;
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Encoding.UTF8.GetBytes(messageString, packet.Message);
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MessageEncryptor.Encrypt(packet);
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return length;
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});
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}
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catch
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{
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// Log exception
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}
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}
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} |